xref: /aosp_15_r20/external/skia/src/gpu/graphite/ContextUtils.h (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker  * Copyright 2021 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 skgpu_graphite_ContextUtils_DEFINED
9*c8dee2aaSAndroid Build Coastguard Worker #define skgpu_graphite_ContextUtils_DEFINED
10*c8dee2aaSAndroid Build Coastguard Worker 
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkBlendMode.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/PipelineData.h"
13*c8dee2aaSAndroid Build Coastguard Worker 
14*c8dee2aaSAndroid Build Coastguard Worker #include <optional>
15*c8dee2aaSAndroid Build Coastguard Worker 
16*c8dee2aaSAndroid Build Coastguard Worker class SkColorInfo;
17*c8dee2aaSAndroid Build Coastguard Worker class SkM44;
18*c8dee2aaSAndroid Build Coastguard Worker 
19*c8dee2aaSAndroid Build Coastguard Worker namespace skgpu::graphite {
20*c8dee2aaSAndroid Build Coastguard Worker 
21*c8dee2aaSAndroid Build Coastguard Worker class ComputeStep;
22*c8dee2aaSAndroid Build Coastguard Worker enum class Coverage;
23*c8dee2aaSAndroid Build Coastguard Worker enum class DstReadRequirement;
24*c8dee2aaSAndroid Build Coastguard Worker class Geometry;
25*c8dee2aaSAndroid Build Coastguard Worker class PaintParams;
26*c8dee2aaSAndroid Build Coastguard Worker class PipelineDataGatherer;
27*c8dee2aaSAndroid Build Coastguard Worker class Recorder;
28*c8dee2aaSAndroid Build Coastguard Worker struct RenderPassDesc;
29*c8dee2aaSAndroid Build Coastguard Worker class RenderStep;
30*c8dee2aaSAndroid Build Coastguard Worker class ShaderCodeDictionary;
31*c8dee2aaSAndroid Build Coastguard Worker class UniformManager;
32*c8dee2aaSAndroid Build Coastguard Worker class UniquePaintParamsID;
33*c8dee2aaSAndroid Build Coastguard Worker 
34*c8dee2aaSAndroid Build Coastguard Worker struct ResourceBindingRequirements;
35*c8dee2aaSAndroid Build Coastguard Worker 
36*c8dee2aaSAndroid Build Coastguard Worker UniquePaintParamsID ExtractPaintData(Recorder*,
37*c8dee2aaSAndroid Build Coastguard Worker                                      PipelineDataGatherer* gatherer,
38*c8dee2aaSAndroid Build Coastguard Worker                                      PaintParamsKeyBuilder* builder,
39*c8dee2aaSAndroid Build Coastguard Worker                                      const Layout layout,
40*c8dee2aaSAndroid Build Coastguard Worker                                      const SkM44& local2Dev,
41*c8dee2aaSAndroid Build Coastguard Worker                                      const PaintParams&,
42*c8dee2aaSAndroid Build Coastguard Worker                                      const Geometry& geometry,
43*c8dee2aaSAndroid Build Coastguard Worker                                      const SkColorInfo& targetColorInfo);
44*c8dee2aaSAndroid Build Coastguard Worker 
45*c8dee2aaSAndroid Build Coastguard Worker // Intrinsic uniforms used by every program created in Graphite.
46*c8dee2aaSAndroid Build Coastguard Worker //
47*c8dee2aaSAndroid Build Coastguard Worker // `viewport` should hold the actual viewport set as backend state (defining the NDC -> pixel
48*c8dee2aaSAndroid Build Coastguard Worker // transform). The viewport's dimensions are used to define the SkDevice->NDC transform applied in
49*c8dee2aaSAndroid Build Coastguard Worker // the vertex shader, but this assumes that the (0,0) device coordinate maps to the corner of the
50*c8dee2aaSAndroid Build Coastguard Worker // top-left of the NDC cube. The viewport's origin is used in the fragment shader to reconstruct
51*c8dee2aaSAndroid Build Coastguard Worker // the logical fragment coordinate from the target's current frag coord (which are not relative to
52*c8dee2aaSAndroid Build Coastguard Worker // active viewport).
53*c8dee2aaSAndroid Build Coastguard Worker //
54*c8dee2aaSAndroid Build Coastguard Worker // It is assumed that `dstCopyBounds` is in the same coordinate space as the `viewport` (e.g.
55*c8dee2aaSAndroid Build Coastguard Worker // final backing target's pixel coords) and that its width and height match the dimensions of the
56*c8dee2aaSAndroid Build Coastguard Worker // texture to be sampled for dst reads.
57*c8dee2aaSAndroid Build Coastguard Worker static constexpr Uniform kIntrinsicUniforms[] = { {"viewport",      SkSLType::kFloat4},
58*c8dee2aaSAndroid Build Coastguard Worker                                                   {"dstCopyBounds", SkSLType::kFloat4} };
59*c8dee2aaSAndroid Build Coastguard Worker 
60*c8dee2aaSAndroid Build Coastguard Worker void CollectIntrinsicUniforms(
61*c8dee2aaSAndroid Build Coastguard Worker         const Caps* caps,
62*c8dee2aaSAndroid Build Coastguard Worker         SkIRect viewport,
63*c8dee2aaSAndroid Build Coastguard Worker         SkIRect dstCopyBounds,
64*c8dee2aaSAndroid Build Coastguard Worker         UniformManager*);
65*c8dee2aaSAndroid Build Coastguard Worker 
66*c8dee2aaSAndroid Build Coastguard Worker DstReadRequirement GetDstReadRequirement(const Caps*, std::optional<SkBlendMode>, Coverage);
67*c8dee2aaSAndroid Build Coastguard Worker 
68*c8dee2aaSAndroid Build Coastguard Worker std::string GetPipelineLabel(const ShaderCodeDictionary*,
69*c8dee2aaSAndroid Build Coastguard Worker                              const RenderPassDesc& renderPassDesc,
70*c8dee2aaSAndroid Build Coastguard Worker                              const RenderStep* renderStep,
71*c8dee2aaSAndroid Build Coastguard Worker                              UniquePaintParamsID paintID);
72*c8dee2aaSAndroid Build Coastguard Worker 
73*c8dee2aaSAndroid Build Coastguard Worker std::string BuildComputeSkSL(const Caps*, const ComputeStep*);
74*c8dee2aaSAndroid Build Coastguard Worker 
75*c8dee2aaSAndroid Build Coastguard Worker std::string EmitSamplerLayout(const ResourceBindingRequirements&, int* binding);
76*c8dee2aaSAndroid Build Coastguard Worker 
77*c8dee2aaSAndroid Build Coastguard Worker } // namespace skgpu::graphite
78*c8dee2aaSAndroid Build Coastguard Worker 
79*c8dee2aaSAndroid Build Coastguard Worker #endif // skgpu_graphite_ContextUtils_DEFINED
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