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 GrD3DPipelineStateBuilder_DEFINED
9*c8dee2aaSAndroid Build Coastguard Worker #define GrD3DPipelineStateBuilder_DEFINED
10*c8dee2aaSAndroid Build Coastguard Worker
11*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/SkSLToBackend.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrPipeline.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrSPIRVUniformHandler.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrSPIRVVaryingHandler.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/d3d/GrD3DPipelineState.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/glsl/GrGLSLProgramBuilder.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "src/sksl/codegen/SkSLHLSLCodeGenerator.h"
18*c8dee2aaSAndroid Build Coastguard Worker #include "src/sksl/ir/SkSLProgram.h"
19*c8dee2aaSAndroid Build Coastguard Worker
20*c8dee2aaSAndroid Build Coastguard Worker namespace SkSL {
21*c8dee2aaSAndroid Build Coastguard Worker
22*c8dee2aaSAndroid Build Coastguard Worker enum class ProgramKind : int8_t;
23*c8dee2aaSAndroid Build Coastguard Worker struct ProgramInterface;
24*c8dee2aaSAndroid Build Coastguard Worker struct ProgramSettings;
25*c8dee2aaSAndroid Build Coastguard Worker struct ShaderCaps;
26*c8dee2aaSAndroid Build Coastguard Worker
27*c8dee2aaSAndroid Build Coastguard Worker } // namespace SkSL
28*c8dee2aaSAndroid Build Coastguard Worker
29*c8dee2aaSAndroid Build Coastguard Worker class GrProgramDesc;
30*c8dee2aaSAndroid Build Coastguard Worker class GrD3DGpu;
31*c8dee2aaSAndroid Build Coastguard Worker class GrVkRenderPass;
32*c8dee2aaSAndroid Build Coastguard Worker
33*c8dee2aaSAndroid Build Coastguard Worker class GrD3DPipelineStateBuilder : public GrGLSLProgramBuilder {
34*c8dee2aaSAndroid Build Coastguard Worker public:
35*c8dee2aaSAndroid Build Coastguard Worker /** Generates a pipeline state.
36*c8dee2aaSAndroid Build Coastguard Worker *
37*c8dee2aaSAndroid Build Coastguard Worker * The returned GrD3DPipelineState implements the supplied GrProgramInfo.
38*c8dee2aaSAndroid Build Coastguard Worker *
39*c8dee2aaSAndroid Build Coastguard Worker * @return the created pipeline if generation was successful; nullptr otherwise
40*c8dee2aaSAndroid Build Coastguard Worker */
41*c8dee2aaSAndroid Build Coastguard Worker static std::unique_ptr<GrD3DPipelineState> MakePipelineState(GrD3DGpu*,
42*c8dee2aaSAndroid Build Coastguard Worker GrD3DRenderTarget*,
43*c8dee2aaSAndroid Build Coastguard Worker const GrProgramDesc&,
44*c8dee2aaSAndroid Build Coastguard Worker const GrProgramInfo&);
45*c8dee2aaSAndroid Build Coastguard Worker
46*c8dee2aaSAndroid Build Coastguard Worker static sk_sp<GrD3DPipeline> MakeComputePipeline(GrD3DGpu*, GrD3DRootSignature*,
47*c8dee2aaSAndroid Build Coastguard Worker const char* shader);
48*c8dee2aaSAndroid Build Coastguard Worker
49*c8dee2aaSAndroid Build Coastguard Worker const GrCaps* caps() const override;
50*c8dee2aaSAndroid Build Coastguard Worker
gpu()51*c8dee2aaSAndroid Build Coastguard Worker GrD3DGpu* gpu() const { return fGpu; }
52*c8dee2aaSAndroid Build Coastguard Worker
53*c8dee2aaSAndroid Build Coastguard Worker void finalizeFragmentSecondaryColor(GrShaderVar& outputColor) override;
54*c8dee2aaSAndroid Build Coastguard Worker
55*c8dee2aaSAndroid Build Coastguard Worker private:
56*c8dee2aaSAndroid Build Coastguard Worker GrD3DPipelineStateBuilder(GrD3DGpu*, GrD3DRenderTarget*, const GrProgramDesc&,
57*c8dee2aaSAndroid Build Coastguard Worker const GrProgramInfo&);
58*c8dee2aaSAndroid Build Coastguard Worker
59*c8dee2aaSAndroid Build Coastguard Worker std::unique_ptr<GrD3DPipelineState> finalize();
60*c8dee2aaSAndroid Build Coastguard Worker
61*c8dee2aaSAndroid Build Coastguard Worker bool loadHLSLFromCache(SkReadBuffer* reader, gr_cp<ID3DBlob> shaders[]);
62*c8dee2aaSAndroid Build Coastguard Worker
63*c8dee2aaSAndroid Build Coastguard Worker gr_cp<ID3DBlob> compileD3DProgram(SkSL::ProgramKind kind,
64*c8dee2aaSAndroid Build Coastguard Worker const std::string& sksl,
65*c8dee2aaSAndroid Build Coastguard Worker const SkSL::ProgramSettings& settings,
66*c8dee2aaSAndroid Build Coastguard Worker SkSL::Program::Interface* outInterface,
67*c8dee2aaSAndroid Build Coastguard Worker std::string* outHLSL);
68*c8dee2aaSAndroid Build Coastguard Worker
uniformHandler()69*c8dee2aaSAndroid Build Coastguard Worker GrGLSLUniformHandler* uniformHandler() override { return &fUniformHandler; }
uniformHandler()70*c8dee2aaSAndroid Build Coastguard Worker const GrGLSLUniformHandler* uniformHandler() const override { return &fUniformHandler; }
varyingHandler()71*c8dee2aaSAndroid Build Coastguard Worker GrGLSLVaryingHandler* varyingHandler() override { return &fVaryingHandler; }
72*c8dee2aaSAndroid Build Coastguard Worker
73*c8dee2aaSAndroid Build Coastguard Worker GrD3DGpu* fGpu;
74*c8dee2aaSAndroid Build Coastguard Worker GrSPIRVVaryingHandler fVaryingHandler;
75*c8dee2aaSAndroid Build Coastguard Worker GrSPIRVUniformHandler fUniformHandler;
76*c8dee2aaSAndroid Build Coastguard Worker GrD3DRenderTarget* fRenderTarget;
77*c8dee2aaSAndroid Build Coastguard Worker
78*c8dee2aaSAndroid Build Coastguard Worker using INHERITED = GrGLSLProgramBuilder;
79*c8dee2aaSAndroid Build Coastguard Worker };
80*c8dee2aaSAndroid Build Coastguard Worker
81*c8dee2aaSAndroid Build Coastguard Worker namespace skgpu {
82*c8dee2aaSAndroid Build Coastguard Worker
83*c8dee2aaSAndroid Build Coastguard Worker class ShaderErrorHandler;
84*c8dee2aaSAndroid Build Coastguard Worker
SkSLToHLSL(const SkSL::ShaderCaps * caps,const std::string & sksl,SkSL::ProgramKind programKind,const SkSL::ProgramSettings & settings,std::string * hlsl,SkSL::ProgramInterface * outInterface,ShaderErrorHandler * errorHandler)85*c8dee2aaSAndroid Build Coastguard Worker inline bool SkSLToHLSL(const SkSL::ShaderCaps* caps,
86*c8dee2aaSAndroid Build Coastguard Worker const std::string& sksl,
87*c8dee2aaSAndroid Build Coastguard Worker SkSL::ProgramKind programKind,
88*c8dee2aaSAndroid Build Coastguard Worker const SkSL::ProgramSettings& settings,
89*c8dee2aaSAndroid Build Coastguard Worker std::string* hlsl,
90*c8dee2aaSAndroid Build Coastguard Worker SkSL::ProgramInterface* outInterface,
91*c8dee2aaSAndroid Build Coastguard Worker ShaderErrorHandler* errorHandler) {
92*c8dee2aaSAndroid Build Coastguard Worker return SkSLToBackend(caps, &SkSL::ToHLSL, "HLSL",
93*c8dee2aaSAndroid Build Coastguard Worker sksl, programKind, settings, hlsl, outInterface, errorHandler);
94*c8dee2aaSAndroid Build Coastguard Worker }
95*c8dee2aaSAndroid Build Coastguard Worker
96*c8dee2aaSAndroid Build Coastguard Worker } // namespace skgpu
97*c8dee2aaSAndroid Build Coastguard Worker
98*c8dee2aaSAndroid Build Coastguard Worker #endif
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