1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker * Copyright 2022 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 #include "include/core/SkColorSpace.h"
9*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkColorType.h"
10*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/graphite/PrecompileContext.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/graphite/precompile/Precompile.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/graphite/precompile/PrecompileColorFilter.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/AndroidSpecificPrecompile.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/Caps.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/ContextPriv.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/ContextUtils.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/GraphicsPipeline.h"
18*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/GraphicsPipelineDesc.h"
19*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/KeyContext.h"
20*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/Log.h"
21*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/PrecompileContextPriv.h"
22*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/PrecompileInternal.h"
23*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/RenderPassDesc.h"
24*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/Renderer.h"
25*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/RendererProvider.h"
26*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/ResourceProvider.h"
27*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/RuntimeEffectDictionary.h"
28*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/UniquePaintParamsID.h"
29*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/precompile/PaintOptionsPriv.h"
30*c8dee2aaSAndroid Build Coastguard Worker
31*c8dee2aaSAndroid Build Coastguard Worker namespace {
32*c8dee2aaSAndroid Build Coastguard Worker
33*c8dee2aaSAndroid Build Coastguard Worker using namespace skgpu::graphite;
34*c8dee2aaSAndroid Build Coastguard Worker
compile(const RendererProvider * rendererProvider,ResourceProvider * resourceProvider,const KeyContext & keyContext,UniquePaintParamsID uniqueID,DrawTypeFlags drawTypes,const RenderPassDesc & renderPassDesc,bool withPrimitiveBlender,Coverage coverage)35*c8dee2aaSAndroid Build Coastguard Worker void compile(const RendererProvider* rendererProvider,
36*c8dee2aaSAndroid Build Coastguard Worker ResourceProvider* resourceProvider,
37*c8dee2aaSAndroid Build Coastguard Worker const KeyContext& keyContext,
38*c8dee2aaSAndroid Build Coastguard Worker UniquePaintParamsID uniqueID,
39*c8dee2aaSAndroid Build Coastguard Worker DrawTypeFlags drawTypes,
40*c8dee2aaSAndroid Build Coastguard Worker const RenderPassDesc& renderPassDesc,
41*c8dee2aaSAndroid Build Coastguard Worker bool withPrimitiveBlender,
42*c8dee2aaSAndroid Build Coastguard Worker Coverage coverage) {
43*c8dee2aaSAndroid Build Coastguard Worker for (const Renderer* r : rendererProvider->renderers()) {
44*c8dee2aaSAndroid Build Coastguard Worker if (!(r->drawTypes() & drawTypes)) {
45*c8dee2aaSAndroid Build Coastguard Worker continue;
46*c8dee2aaSAndroid Build Coastguard Worker }
47*c8dee2aaSAndroid Build Coastguard Worker
48*c8dee2aaSAndroid Build Coastguard Worker if (r->emitsPrimitiveColor() != withPrimitiveBlender) {
49*c8dee2aaSAndroid Build Coastguard Worker // UniqueIDs are explicitly built either w/ or w/o primitiveBlending so must
50*c8dee2aaSAndroid Build Coastguard Worker // match what the Renderer requires
51*c8dee2aaSAndroid Build Coastguard Worker continue;
52*c8dee2aaSAndroid Build Coastguard Worker }
53*c8dee2aaSAndroid Build Coastguard Worker
54*c8dee2aaSAndroid Build Coastguard Worker if (r->coverage() != coverage) {
55*c8dee2aaSAndroid Build Coastguard Worker // For now, UniqueIDs are explicitly built with a specific type of coverage so must
56*c8dee2aaSAndroid Build Coastguard Worker // match what the Renderer requires
57*c8dee2aaSAndroid Build Coastguard Worker continue;
58*c8dee2aaSAndroid Build Coastguard Worker }
59*c8dee2aaSAndroid Build Coastguard Worker
60*c8dee2aaSAndroid Build Coastguard Worker for (auto&& s : r->steps()) {
61*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(!s->performsShading() || s->emitsPrimitiveColor() == withPrimitiveBlender);
62*c8dee2aaSAndroid Build Coastguard Worker
63*c8dee2aaSAndroid Build Coastguard Worker UniquePaintParamsID paintID = s->performsShading() ? uniqueID
64*c8dee2aaSAndroid Build Coastguard Worker : UniquePaintParamsID::InvalidID();
65*c8dee2aaSAndroid Build Coastguard Worker GraphicsPipelineDesc pipelineDesc(s, paintID);
66*c8dee2aaSAndroid Build Coastguard Worker
67*c8dee2aaSAndroid Build Coastguard Worker sk_sp<GraphicsPipeline> pipeline = resourceProvider->findOrCreateGraphicsPipeline(
68*c8dee2aaSAndroid Build Coastguard Worker keyContext.rtEffectDict(),
69*c8dee2aaSAndroid Build Coastguard Worker pipelineDesc,
70*c8dee2aaSAndroid Build Coastguard Worker renderPassDesc,
71*c8dee2aaSAndroid Build Coastguard Worker PipelineCreationFlags::kForPrecompilation);
72*c8dee2aaSAndroid Build Coastguard Worker if (!pipeline) {
73*c8dee2aaSAndroid Build Coastguard Worker SKGPU_LOG_W("Failed to create GraphicsPipeline in precompile!");
74*c8dee2aaSAndroid Build Coastguard Worker return;
75*c8dee2aaSAndroid Build Coastguard Worker }
76*c8dee2aaSAndroid Build Coastguard Worker }
77*c8dee2aaSAndroid Build Coastguard Worker }
78*c8dee2aaSAndroid Build Coastguard Worker }
79*c8dee2aaSAndroid Build Coastguard Worker
80*c8dee2aaSAndroid Build Coastguard Worker } // anonymous namespace
81*c8dee2aaSAndroid Build Coastguard Worker
82*c8dee2aaSAndroid Build Coastguard Worker namespace skgpu::graphite {
83*c8dee2aaSAndroid Build Coastguard Worker
AndroidSpecificPrecompile(PrecompileContext * precompileContext,RuntimeEffectDictionary * rteDict,const GraphicsPipelineDesc & pipelineDesc,const RenderPassDesc & renderPassDesc)84*c8dee2aaSAndroid Build Coastguard Worker bool AndroidSpecificPrecompile(PrecompileContext* precompileContext,
85*c8dee2aaSAndroid Build Coastguard Worker RuntimeEffectDictionary* rteDict,
86*c8dee2aaSAndroid Build Coastguard Worker const GraphicsPipelineDesc& pipelineDesc,
87*c8dee2aaSAndroid Build Coastguard Worker const RenderPassDesc& renderPassDesc) {
88*c8dee2aaSAndroid Build Coastguard Worker ResourceProvider* resourceProvider = precompileContext->priv().resourceProvider();
89*c8dee2aaSAndroid Build Coastguard Worker
90*c8dee2aaSAndroid Build Coastguard Worker sk_sp<GraphicsPipeline> pipeline = resourceProvider->findOrCreateGraphicsPipeline(
91*c8dee2aaSAndroid Build Coastguard Worker rteDict,
92*c8dee2aaSAndroid Build Coastguard Worker pipelineDesc,
93*c8dee2aaSAndroid Build Coastguard Worker renderPassDesc,
94*c8dee2aaSAndroid Build Coastguard Worker PipelineCreationFlags::kForPrecompilation);
95*c8dee2aaSAndroid Build Coastguard Worker if (!pipeline) {
96*c8dee2aaSAndroid Build Coastguard Worker SKGPU_LOG_W("Failed to create GraphicsPipeline in precompile!");
97*c8dee2aaSAndroid Build Coastguard Worker return false;
98*c8dee2aaSAndroid Build Coastguard Worker }
99*c8dee2aaSAndroid Build Coastguard Worker
100*c8dee2aaSAndroid Build Coastguard Worker return true;
101*c8dee2aaSAndroid Build Coastguard Worker }
102*c8dee2aaSAndroid Build Coastguard Worker
Precompile(PrecompileContext * precompileContext,const PaintOptions & options,DrawTypeFlags drawTypes,SkSpan<const RenderPassProperties> renderPassProperties)103*c8dee2aaSAndroid Build Coastguard Worker void Precompile(PrecompileContext* precompileContext,
104*c8dee2aaSAndroid Build Coastguard Worker const PaintOptions& options,
105*c8dee2aaSAndroid Build Coastguard Worker DrawTypeFlags drawTypes,
106*c8dee2aaSAndroid Build Coastguard Worker SkSpan<const RenderPassProperties> renderPassProperties) {
107*c8dee2aaSAndroid Build Coastguard Worker
108*c8dee2aaSAndroid Build Coastguard Worker ShaderCodeDictionary* dict = precompileContext->priv().shaderCodeDictionary();
109*c8dee2aaSAndroid Build Coastguard Worker const Caps* caps = precompileContext->priv().caps();
110*c8dee2aaSAndroid Build Coastguard Worker
111*c8dee2aaSAndroid Build Coastguard Worker auto rtEffectDict = std::make_unique<RuntimeEffectDictionary>();
112*c8dee2aaSAndroid Build Coastguard Worker
113*c8dee2aaSAndroid Build Coastguard Worker for (const RenderPassProperties& rpp : renderPassProperties) {
114*c8dee2aaSAndroid Build Coastguard Worker // TODO: Allow the client to pass in mipmapping and protection too?
115*c8dee2aaSAndroid Build Coastguard Worker TextureInfo info = caps->getDefaultSampledTextureInfo(rpp.fDstCT,
116*c8dee2aaSAndroid Build Coastguard Worker Mipmapped::kNo,
117*c8dee2aaSAndroid Build Coastguard Worker Protected::kNo,
118*c8dee2aaSAndroid Build Coastguard Worker Renderable::kYes);
119*c8dee2aaSAndroid Build Coastguard Worker
120*c8dee2aaSAndroid Build Coastguard Worker Swizzle writeSwizzle = caps->getWriteSwizzle(rpp.fDstCT, info);
121*c8dee2aaSAndroid Build Coastguard Worker
122*c8dee2aaSAndroid Build Coastguard Worker // TODO(robertphillips): address mismatches between the MSAA requirements of the Renderers
123*c8dee2aaSAndroid Build Coastguard Worker // associated w/ the requested drawTypes and the specified MSAA setting
124*c8dee2aaSAndroid Build Coastguard Worker
125*c8dee2aaSAndroid Build Coastguard Worker // On Native Metal, the LoadOp, StoreOp and clearColor fields don't influence
126*c8dee2aaSAndroid Build Coastguard Worker // the actual RenderPassDescKey.
127*c8dee2aaSAndroid Build Coastguard Worker // For Dawn, the LoadOp will sometimes matter. We add an extra LoadOp::kLoad combination
128*c8dee2aaSAndroid Build Coastguard Worker // when necessary.
129*c8dee2aaSAndroid Build Coastguard Worker const LoadOp kLoadOps[2] = { LoadOp::kClear, LoadOp::kLoad };
130*c8dee2aaSAndroid Build Coastguard Worker
131*c8dee2aaSAndroid Build Coastguard Worker int numLoadOps = 1;
132*c8dee2aaSAndroid Build Coastguard Worker if (rpp.fRequiresMSAA &&
133*c8dee2aaSAndroid Build Coastguard Worker !caps->msaaRenderToSingleSampledSupport() &&
134*c8dee2aaSAndroid Build Coastguard Worker caps->loadOpAffectsMSAAPipelines()) {
135*c8dee2aaSAndroid Build Coastguard Worker numLoadOps = 2;
136*c8dee2aaSAndroid Build Coastguard Worker }
137*c8dee2aaSAndroid Build Coastguard Worker
138*c8dee2aaSAndroid Build Coastguard Worker for (int loadOpIndex = 0; loadOpIndex < numLoadOps; ++loadOpIndex) {
139*c8dee2aaSAndroid Build Coastguard Worker const RenderPassDesc renderPassDesc =
140*c8dee2aaSAndroid Build Coastguard Worker RenderPassDesc::Make(caps,
141*c8dee2aaSAndroid Build Coastguard Worker info,
142*c8dee2aaSAndroid Build Coastguard Worker kLoadOps[loadOpIndex],
143*c8dee2aaSAndroid Build Coastguard Worker StoreOp::kStore,
144*c8dee2aaSAndroid Build Coastguard Worker rpp.fDSFlags,
145*c8dee2aaSAndroid Build Coastguard Worker /* clearColor= */ { .0f, .0f, .0f, .0f },
146*c8dee2aaSAndroid Build Coastguard Worker rpp.fRequiresMSAA,
147*c8dee2aaSAndroid Build Coastguard Worker writeSwizzle);
148*c8dee2aaSAndroid Build Coastguard Worker
149*c8dee2aaSAndroid Build Coastguard Worker SkColorInfo ci(rpp.fDstCT, kPremul_SkAlphaType, nullptr);
150*c8dee2aaSAndroid Build Coastguard Worker KeyContext keyContext(caps, dict, rtEffectDict.get(), ci);
151*c8dee2aaSAndroid Build Coastguard Worker
152*c8dee2aaSAndroid Build Coastguard Worker for (Coverage coverage : { Coverage::kNone, Coverage::kSingleChannel }) {
153*c8dee2aaSAndroid Build Coastguard Worker PrecompileCombinations(
154*c8dee2aaSAndroid Build Coastguard Worker precompileContext->priv().rendererProvider(),
155*c8dee2aaSAndroid Build Coastguard Worker precompileContext->priv().resourceProvider(),
156*c8dee2aaSAndroid Build Coastguard Worker options, keyContext,
157*c8dee2aaSAndroid Build Coastguard Worker static_cast<DrawTypeFlags>(drawTypes & ~(DrawTypeFlags::kBitmapText_Color |
158*c8dee2aaSAndroid Build Coastguard Worker DrawTypeFlags::kBitmapText_LCD |
159*c8dee2aaSAndroid Build Coastguard Worker DrawTypeFlags::kSDFText_LCD |
160*c8dee2aaSAndroid Build Coastguard Worker DrawTypeFlags::kDrawVertices)),
161*c8dee2aaSAndroid Build Coastguard Worker /* withPrimitiveBlender= */ false,
162*c8dee2aaSAndroid Build Coastguard Worker coverage,
163*c8dee2aaSAndroid Build Coastguard Worker renderPassDesc);
164*c8dee2aaSAndroid Build Coastguard Worker }
165*c8dee2aaSAndroid Build Coastguard Worker
166*c8dee2aaSAndroid Build Coastguard Worker if (drawTypes & DrawTypeFlags::kBitmapText_Color) {
167*c8dee2aaSAndroid Build Coastguard Worker // For color emoji text, shaders don't affect the final color
168*c8dee2aaSAndroid Build Coastguard Worker PaintOptions tmp = options;
169*c8dee2aaSAndroid Build Coastguard Worker tmp.setShaders({});
170*c8dee2aaSAndroid Build Coastguard Worker
171*c8dee2aaSAndroid Build Coastguard Worker // ARGB text doesn't emit coverage and always has a primitive blender
172*c8dee2aaSAndroid Build Coastguard Worker PrecompileCombinations(precompileContext->priv().rendererProvider(),
173*c8dee2aaSAndroid Build Coastguard Worker precompileContext->priv().resourceProvider(),
174*c8dee2aaSAndroid Build Coastguard Worker tmp,
175*c8dee2aaSAndroid Build Coastguard Worker keyContext,
176*c8dee2aaSAndroid Build Coastguard Worker DrawTypeFlags::kBitmapText_Color,
177*c8dee2aaSAndroid Build Coastguard Worker /* withPrimitiveBlender= */ true,
178*c8dee2aaSAndroid Build Coastguard Worker Coverage::kNone,
179*c8dee2aaSAndroid Build Coastguard Worker renderPassDesc);
180*c8dee2aaSAndroid Build Coastguard Worker }
181*c8dee2aaSAndroid Build Coastguard Worker
182*c8dee2aaSAndroid Build Coastguard Worker if (drawTypes & (DrawTypeFlags::kBitmapText_LCD | DrawTypeFlags::kSDFText_LCD)) {
183*c8dee2aaSAndroid Build Coastguard Worker // LCD-based text always emits LCD coverage but never has primitiveBlenders
184*c8dee2aaSAndroid Build Coastguard Worker PrecompileCombinations(
185*c8dee2aaSAndroid Build Coastguard Worker precompileContext->priv().rendererProvider(),
186*c8dee2aaSAndroid Build Coastguard Worker precompileContext->priv().resourceProvider(),
187*c8dee2aaSAndroid Build Coastguard Worker options, keyContext,
188*c8dee2aaSAndroid Build Coastguard Worker static_cast<DrawTypeFlags>(drawTypes & (DrawTypeFlags::kBitmapText_LCD |
189*c8dee2aaSAndroid Build Coastguard Worker DrawTypeFlags::kSDFText_LCD)),
190*c8dee2aaSAndroid Build Coastguard Worker /* withPrimitiveBlender= */ false,
191*c8dee2aaSAndroid Build Coastguard Worker Coverage::kLCD,
192*c8dee2aaSAndroid Build Coastguard Worker renderPassDesc);
193*c8dee2aaSAndroid Build Coastguard Worker }
194*c8dee2aaSAndroid Build Coastguard Worker
195*c8dee2aaSAndroid Build Coastguard Worker if (drawTypes & DrawTypeFlags::kDrawVertices) {
196*c8dee2aaSAndroid Build Coastguard Worker // drawVertices w/ colors use a primitiveBlender while those w/o don't. It never
197*c8dee2aaSAndroid Build Coastguard Worker // emits coverage.
198*c8dee2aaSAndroid Build Coastguard Worker for (bool withPrimitiveBlender : { true, false }) {
199*c8dee2aaSAndroid Build Coastguard Worker PrecompileCombinations(precompileContext->priv().rendererProvider(),
200*c8dee2aaSAndroid Build Coastguard Worker precompileContext->priv().resourceProvider(),
201*c8dee2aaSAndroid Build Coastguard Worker options, keyContext,
202*c8dee2aaSAndroid Build Coastguard Worker DrawTypeFlags::kDrawVertices,
203*c8dee2aaSAndroid Build Coastguard Worker withPrimitiveBlender,
204*c8dee2aaSAndroid Build Coastguard Worker Coverage::kNone,
205*c8dee2aaSAndroid Build Coastguard Worker renderPassDesc);
206*c8dee2aaSAndroid Build Coastguard Worker }
207*c8dee2aaSAndroid Build Coastguard Worker }
208*c8dee2aaSAndroid Build Coastguard Worker }
209*c8dee2aaSAndroid Build Coastguard Worker }
210*c8dee2aaSAndroid Build Coastguard Worker }
211*c8dee2aaSAndroid Build Coastguard Worker
PrecompileCombinations(const RendererProvider * rendererProvider,ResourceProvider * resourceProvider,const PaintOptions & options,const KeyContext & keyContext,DrawTypeFlags drawTypes,bool withPrimitiveBlender,Coverage coverage,const RenderPassDesc & renderPassDescIn)212*c8dee2aaSAndroid Build Coastguard Worker void PrecompileCombinations(const RendererProvider* rendererProvider,
213*c8dee2aaSAndroid Build Coastguard Worker ResourceProvider* resourceProvider,
214*c8dee2aaSAndroid Build Coastguard Worker const PaintOptions& options,
215*c8dee2aaSAndroid Build Coastguard Worker const KeyContext& keyContext,
216*c8dee2aaSAndroid Build Coastguard Worker DrawTypeFlags drawTypes,
217*c8dee2aaSAndroid Build Coastguard Worker bool withPrimitiveBlender,
218*c8dee2aaSAndroid Build Coastguard Worker Coverage coverage,
219*c8dee2aaSAndroid Build Coastguard Worker const RenderPassDesc& renderPassDescIn) {
220*c8dee2aaSAndroid Build Coastguard Worker if (drawTypes == DrawTypeFlags::kNone) {
221*c8dee2aaSAndroid Build Coastguard Worker return;
222*c8dee2aaSAndroid Build Coastguard Worker }
223*c8dee2aaSAndroid Build Coastguard Worker
224*c8dee2aaSAndroid Build Coastguard Worker // Since the precompilation path's uniforms aren't used and don't change the key,
225*c8dee2aaSAndroid Build Coastguard Worker // the exact layout doesn't matter
226*c8dee2aaSAndroid Build Coastguard Worker PipelineDataGatherer gatherer(Layout::kMetal);
227*c8dee2aaSAndroid Build Coastguard Worker
228*c8dee2aaSAndroid Build Coastguard Worker options.priv().buildCombinations(
229*c8dee2aaSAndroid Build Coastguard Worker keyContext,
230*c8dee2aaSAndroid Build Coastguard Worker &gatherer,
231*c8dee2aaSAndroid Build Coastguard Worker drawTypes,
232*c8dee2aaSAndroid Build Coastguard Worker withPrimitiveBlender,
233*c8dee2aaSAndroid Build Coastguard Worker coverage,
234*c8dee2aaSAndroid Build Coastguard Worker renderPassDescIn,
235*c8dee2aaSAndroid Build Coastguard Worker [rendererProvider, resourceProvider, &keyContext](UniquePaintParamsID uniqueID,
236*c8dee2aaSAndroid Build Coastguard Worker DrawTypeFlags drawTypes,
237*c8dee2aaSAndroid Build Coastguard Worker bool withPrimitiveBlender,
238*c8dee2aaSAndroid Build Coastguard Worker Coverage coverage,
239*c8dee2aaSAndroid Build Coastguard Worker const RenderPassDesc& renderPassDesc) {
240*c8dee2aaSAndroid Build Coastguard Worker compile(rendererProvider,
241*c8dee2aaSAndroid Build Coastguard Worker resourceProvider,
242*c8dee2aaSAndroid Build Coastguard Worker keyContext,
243*c8dee2aaSAndroid Build Coastguard Worker uniqueID,
244*c8dee2aaSAndroid Build Coastguard Worker drawTypes,
245*c8dee2aaSAndroid Build Coastguard Worker renderPassDesc,
246*c8dee2aaSAndroid Build Coastguard Worker withPrimitiveBlender,
247*c8dee2aaSAndroid Build Coastguard Worker coverage);
248*c8dee2aaSAndroid Build Coastguard Worker });
249*c8dee2aaSAndroid Build Coastguard Worker }
250*c8dee2aaSAndroid Build Coastguard Worker
251*c8dee2aaSAndroid Build Coastguard Worker } // namespace skgpu::graphite
252