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 80