1*c8dee2aaSAndroid Build Coastguard Worker /* 2*c8dee2aaSAndroid Build Coastguard Worker * Copyright 2020 Google LLC 3*c8dee2aaSAndroid Build Coastguard Worker * 4*c8dee2aaSAndroid Build Coastguard Worker * Use of this source code is governed by a BSD-style license that can be 5*c8dee2aaSAndroid Build Coastguard Worker * found in the LICENSE file. 6*c8dee2aaSAndroid Build Coastguard Worker */ 7*c8dee2aaSAndroid Build Coastguard Worker 8*c8dee2aaSAndroid Build Coastguard Worker #ifndef GrD3DPipelineState_DEFINED 9*c8dee2aaSAndroid Build Coastguard Worker #define GrD3DPipelineState_DEFINED 10*c8dee2aaSAndroid Build Coastguard Worker 11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkRefCnt.h" 12*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/GrTypes.h" 13*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/d3d/GrD3DTypes.h" 14*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrBuffer.h" 15*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrManagedResource.h" 16*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/d3d/GrD3DPipelineStateDataManager.h" 17*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/glsl/GrGLSLProgramBuilder.h" 18*c8dee2aaSAndroid Build Coastguard Worker 19*c8dee2aaSAndroid Build Coastguard Worker #include <vector> 20*c8dee2aaSAndroid Build Coastguard Worker 21*c8dee2aaSAndroid Build Coastguard Worker class GrD3DDirectCommandList; 22*c8dee2aaSAndroid Build Coastguard Worker class GrD3DGpu; 23*c8dee2aaSAndroid Build Coastguard Worker class GrD3DPipeline; 24*c8dee2aaSAndroid Build Coastguard Worker class GrD3DRootSignature; 25*c8dee2aaSAndroid Build Coastguard Worker class GrProgramInfo; 26*c8dee2aaSAndroid Build Coastguard Worker 27*c8dee2aaSAndroid Build Coastguard Worker class GrD3DPipelineState { 28*c8dee2aaSAndroid Build Coastguard Worker public: 29*c8dee2aaSAndroid Build Coastguard Worker using UniformInfoArray = GrD3DPipelineStateDataManager::UniformInfoArray; 30*c8dee2aaSAndroid Build Coastguard Worker 31*c8dee2aaSAndroid Build Coastguard Worker GrD3DPipelineState(sk_sp<GrD3DPipeline> pipeline, 32*c8dee2aaSAndroid Build Coastguard Worker sk_sp<GrD3DRootSignature> rootSignature, 33*c8dee2aaSAndroid Build Coastguard Worker const GrGLSLBuiltinUniformHandles& builtinUniformHandles, 34*c8dee2aaSAndroid Build Coastguard Worker const UniformInfoArray& uniforms, 35*c8dee2aaSAndroid Build Coastguard Worker uint32_t uniformSize, 36*c8dee2aaSAndroid Build Coastguard Worker uint32_t numSamplers, 37*c8dee2aaSAndroid Build Coastguard Worker std::unique_ptr<GrGeometryProcessor::ProgramImpl> gpImpl, 38*c8dee2aaSAndroid Build Coastguard Worker std::unique_ptr<GrXferProcessor::ProgramImpl> xpImpl, 39*c8dee2aaSAndroid Build Coastguard Worker std::vector<std::unique_ptr<GrFragmentProcessor::ProgramImpl>> fpImpls, 40*c8dee2aaSAndroid Build Coastguard Worker size_t vertexStride, 41*c8dee2aaSAndroid Build Coastguard Worker size_t instanceStride); 42*c8dee2aaSAndroid Build Coastguard Worker pipeline()43*c8dee2aaSAndroid Build Coastguard Worker const sk_sp<GrD3DPipeline>& pipeline() const { return fPipeline; } rootSignature()44*c8dee2aaSAndroid Build Coastguard Worker const sk_sp<GrD3DRootSignature>& rootSignature() const { return fRootSignature; } 45*c8dee2aaSAndroid Build Coastguard Worker 46*c8dee2aaSAndroid Build Coastguard Worker void setAndBindConstants(GrD3DGpu*, const GrRenderTarget*, const GrProgramInfo&); 47*c8dee2aaSAndroid Build Coastguard Worker 48*c8dee2aaSAndroid Build Coastguard Worker void setAndBindTextures(GrD3DGpu*, 49*c8dee2aaSAndroid Build Coastguard Worker const GrGeometryProcessor&, 50*c8dee2aaSAndroid Build Coastguard Worker const GrSurfaceProxy* const geomProcTextures[], 51*c8dee2aaSAndroid Build Coastguard Worker const GrPipeline&); 52*c8dee2aaSAndroid Build Coastguard Worker 53*c8dee2aaSAndroid Build Coastguard Worker void bindBuffers(GrD3DGpu*, sk_sp<const GrBuffer> indexBuffer, 54*c8dee2aaSAndroid Build Coastguard Worker sk_sp<const GrBuffer> instanceBuffer, sk_sp<const GrBuffer> vertexBuffer, 55*c8dee2aaSAndroid Build Coastguard Worker GrD3DDirectCommandList* commandList); 56*c8dee2aaSAndroid Build Coastguard Worker 57*c8dee2aaSAndroid Build Coastguard Worker // We can only cache non dirty uniform values until we submit a command list. After that, the 58*c8dee2aaSAndroid Build Coastguard Worker // next frame will get a completely different uniform buffer and/or offset into the buffer. Thus 59*c8dee2aaSAndroid Build Coastguard Worker // we need a way to mark them all as dirty during submit. markUniformsDirty()60*c8dee2aaSAndroid Build Coastguard Worker void markUniformsDirty() { fDataManager.markDirty(); } 61*c8dee2aaSAndroid Build Coastguard Worker 62*c8dee2aaSAndroid Build Coastguard Worker private: 63*c8dee2aaSAndroid Build Coastguard Worker /** 64*c8dee2aaSAndroid Build Coastguard Worker * We use the RT's size and origin to adjust from Skia device space to d3d normalized device 65*c8dee2aaSAndroid Build Coastguard Worker * space and to make device space positions have the correct origin for processors that require 66*c8dee2aaSAndroid Build Coastguard Worker * them. 67*c8dee2aaSAndroid Build Coastguard Worker */ 68*c8dee2aaSAndroid Build Coastguard Worker struct RenderTargetState { 69*c8dee2aaSAndroid Build Coastguard Worker SkISize fRenderTargetSize; 70*c8dee2aaSAndroid Build Coastguard Worker GrSurfaceOrigin fRenderTargetOrigin; 71*c8dee2aaSAndroid Build Coastguard Worker RenderTargetStateRenderTargetState72*c8dee2aaSAndroid Build Coastguard Worker RenderTargetState() { this->invalidate(); } invalidateRenderTargetState73*c8dee2aaSAndroid Build Coastguard Worker void invalidate() { 74*c8dee2aaSAndroid Build Coastguard Worker fRenderTargetSize.fWidth = -1; 75*c8dee2aaSAndroid Build Coastguard Worker fRenderTargetSize.fHeight = -1; 76*c8dee2aaSAndroid Build Coastguard Worker fRenderTargetOrigin = (GrSurfaceOrigin)-1; 77*c8dee2aaSAndroid Build Coastguard Worker } 78*c8dee2aaSAndroid Build Coastguard Worker }; 79*c8dee2aaSAndroid Build Coastguard Worker 80*c8dee2aaSAndroid Build Coastguard Worker // Helper for setData() that sets the view matrix and loads the render target height uniform 81*c8dee2aaSAndroid Build Coastguard Worker void setRenderTargetState(const GrRenderTarget*, GrSurfaceOrigin); 82*c8dee2aaSAndroid Build Coastguard Worker 83*c8dee2aaSAndroid Build Coastguard Worker sk_sp<GrD3DPipeline> fPipeline; 84*c8dee2aaSAndroid Build Coastguard Worker sk_sp<GrD3DRootSignature> fRootSignature; 85*c8dee2aaSAndroid Build Coastguard Worker 86*c8dee2aaSAndroid Build Coastguard Worker // Tracks the current render target uniforms stored in the vertex buffer. 87*c8dee2aaSAndroid Build Coastguard Worker RenderTargetState fRenderTargetState; 88*c8dee2aaSAndroid Build Coastguard Worker GrGLSLBuiltinUniformHandles fBuiltinUniformHandles; 89*c8dee2aaSAndroid Build Coastguard Worker 90*c8dee2aaSAndroid Build Coastguard Worker // Processors in the GrD3DPipelineState 91*c8dee2aaSAndroid Build Coastguard Worker std::unique_ptr<GrGeometryProcessor::ProgramImpl> fGPImpl; 92*c8dee2aaSAndroid Build Coastguard Worker std::unique_ptr<GrXferProcessor::ProgramImpl> fXPImpl; 93*c8dee2aaSAndroid Build Coastguard Worker std::vector<std::unique_ptr<GrFragmentProcessor::ProgramImpl>> fFPImpls; 94*c8dee2aaSAndroid Build Coastguard Worker 95*c8dee2aaSAndroid Build Coastguard Worker GrD3DPipelineStateDataManager fDataManager; 96*c8dee2aaSAndroid Build Coastguard Worker 97*c8dee2aaSAndroid Build Coastguard Worker unsigned int fNumSamplers; 98*c8dee2aaSAndroid Build Coastguard Worker size_t fVertexStride; 99*c8dee2aaSAndroid Build Coastguard Worker size_t fInstanceStride; 100*c8dee2aaSAndroid Build Coastguard Worker }; 101*c8dee2aaSAndroid Build Coastguard Worker 102*c8dee2aaSAndroid Build Coastguard Worker #endif 103