1*c8dee2aaSAndroid Build Coastguard Worker /* 2*c8dee2aaSAndroid Build Coastguard Worker * Copyright 2016 Google Inc. 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 #include "src/gpu/ganesh/d3d/GrD3DPipelineStateDataManager.h" 9*c8dee2aaSAndroid Build Coastguard Worker 10*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/d3d/GrD3DGpu.h" 11*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/d3d/GrD3DResourceProvider.h" 12*c8dee2aaSAndroid Build Coastguard Worker GrD3DPipelineStateDataManager(const UniformInfoArray & uniforms,uint32_t uniformSize)13*c8dee2aaSAndroid Build Coastguard WorkerGrD3DPipelineStateDataManager::GrD3DPipelineStateDataManager(const UniformInfoArray& uniforms, 14*c8dee2aaSAndroid Build Coastguard Worker uint32_t uniformSize) 15*c8dee2aaSAndroid Build Coastguard Worker : INHERITED(uniforms.count(), uniformSize) { 16*c8dee2aaSAndroid Build Coastguard Worker // We must add uniforms in same order as the UniformInfoArray so that UniformHandles already 17*c8dee2aaSAndroid Build Coastguard Worker // owned by other objects will still match up here. 18*c8dee2aaSAndroid Build Coastguard Worker int i = 0; 19*c8dee2aaSAndroid Build Coastguard Worker for (const auto& uniformInfo : uniforms.items()) { 20*c8dee2aaSAndroid Build Coastguard Worker Uniform& uniform = fUniforms[i]; 21*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(GrShaderVar::kNonArray == uniformInfo.fVariable.getArrayCount() || 22*c8dee2aaSAndroid Build Coastguard Worker uniformInfo.fVariable.getArrayCount() > 0); 23*c8dee2aaSAndroid Build Coastguard Worker SkDEBUGCODE( 24*c8dee2aaSAndroid Build Coastguard Worker uniform.fArrayCount = uniformInfo.fVariable.getArrayCount(); 25*c8dee2aaSAndroid Build Coastguard Worker uniform.fType = uniformInfo.fVariable.getType(); 26*c8dee2aaSAndroid Build Coastguard Worker ) 27*c8dee2aaSAndroid Build Coastguard Worker 28*c8dee2aaSAndroid Build Coastguard Worker uniform.fOffset = uniformInfo.fUBOOffset; 29*c8dee2aaSAndroid Build Coastguard Worker ++i; 30*c8dee2aaSAndroid Build Coastguard Worker } 31*c8dee2aaSAndroid Build Coastguard Worker } 32*c8dee2aaSAndroid Build Coastguard Worker uploadConstants(GrD3DGpu * gpu)33*c8dee2aaSAndroid Build Coastguard WorkerD3D12_GPU_VIRTUAL_ADDRESS GrD3DPipelineStateDataManager::uploadConstants(GrD3DGpu* gpu) { 34*c8dee2aaSAndroid Build Coastguard Worker if (fUniformsDirty) { 35*c8dee2aaSAndroid Build Coastguard Worker fConstantBufferAddress = gpu->resourceProvider().uploadConstantData(fUniformData.get(), 36*c8dee2aaSAndroid Build Coastguard Worker fUniformSize); 37*c8dee2aaSAndroid Build Coastguard Worker fUniformsDirty = false; 38*c8dee2aaSAndroid Build Coastguard Worker } 39*c8dee2aaSAndroid Build Coastguard Worker 40*c8dee2aaSAndroid Build Coastguard Worker return fConstantBufferAddress; 41*c8dee2aaSAndroid Build Coastguard Worker } 42