1*c8dee2aaSAndroid Build Coastguard Worker /* 2*c8dee2aaSAndroid Build Coastguard Worker * Copyright 2023 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_compute_ComputeStep_DEFINED 9*c8dee2aaSAndroid Build Coastguard Worker #define skgpu_graphite_compute_ComputeStep_DEFINED 10*c8dee2aaSAndroid Build Coastguard Worker 11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkSpan.h" 12*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkTArray.h" 13*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkTo.h" 14*c8dee2aaSAndroid Build Coastguard Worker #include "src/base/SkEnumBitMask.h" 15*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/ComputeTypes.h" 16*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/ResourceTypes.h" 17*c8dee2aaSAndroid Build Coastguard Worker 18*c8dee2aaSAndroid Build Coastguard Worker #include <cstddef> 19*c8dee2aaSAndroid Build Coastguard Worker #include <cstdint> 20*c8dee2aaSAndroid Build Coastguard Worker #include <string> 21*c8dee2aaSAndroid Build Coastguard Worker #include <string_view> 22*c8dee2aaSAndroid Build Coastguard Worker #include <tuple> 23*c8dee2aaSAndroid Build Coastguard Worker 24*c8dee2aaSAndroid Build Coastguard Worker enum SkColorType : int; 25*c8dee2aaSAndroid Build Coastguard Worker struct SkISize; 26*c8dee2aaSAndroid Build Coastguard Worker 27*c8dee2aaSAndroid Build Coastguard Worker namespace skgpu::graphite { 28*c8dee2aaSAndroid Build Coastguard Worker 29*c8dee2aaSAndroid Build Coastguard Worker class UniformManager; 30*c8dee2aaSAndroid Build Coastguard Worker 31*c8dee2aaSAndroid Build Coastguard Worker /** 32*c8dee2aaSAndroid Build Coastguard Worker * A `ComputeStep` represents a compute pass within a wider draw operation. A `ComputeStep` 33*c8dee2aaSAndroid Build Coastguard Worker * implementation describes an invocation of a compute program and its data binding layout. 34*c8dee2aaSAndroid Build Coastguard Worker * 35*c8dee2aaSAndroid Build Coastguard Worker * A `ComputeStep` can perform arbitrary operations on the GPU over various types of data, including 36*c8dee2aaSAndroid Build Coastguard Worker * geometry and image processing. The data processed by a `ComputeStep` can be inputs (textures or 37*c8dee2aaSAndroid Build Coastguard Worker * buffers) populated on the CPU, data forwarded to and from other `ComputeStep` invocations (via 38*c8dee2aaSAndroid Build Coastguard Worker * "slots"), transient storage buffers/textures that are only used within an individual dispatch, 39*c8dee2aaSAndroid Build Coastguard Worker * geometry attribute (vertex/index/instance) and indirect draw parameters of a subsequent raster 40*c8dee2aaSAndroid Build Coastguard Worker * pipeline stage, as well as texture outputs. 41*c8dee2aaSAndroid Build Coastguard Worker * 42*c8dee2aaSAndroid Build Coastguard Worker * The data flow between sequential `ComputeStep` invocations within a DispatchGroup is achieved by 43*c8dee2aaSAndroid Build Coastguard Worker * operating over a shared "resource table". `ComputeStep`s can declare a resource with a slot 44*c8dee2aaSAndroid Build Coastguard Worker * number. Multiple `ComputeStep`s in a group that declare a resource with the same slot number will 45*c8dee2aaSAndroid Build Coastguard Worker * have access to the same backing resource object through that slot: 46*c8dee2aaSAndroid Build Coastguard Worker * 47*c8dee2aaSAndroid Build Coastguard Worker * _______________ _______________ 48*c8dee2aaSAndroid Build Coastguard Worker * | | | | 49*c8dee2aaSAndroid Build Coastguard Worker * | ---[Slot 0]--- | 50*c8dee2aaSAndroid Build Coastguard Worker * | | | | 51*c8dee2aaSAndroid Build Coastguard Worker * | ---[Slot 1]--- | 52*c8dee2aaSAndroid Build Coastguard Worker * | ComputeStep 1 | | ComputeStep 2 | 53*c8dee2aaSAndroid Build Coastguard Worker * | ---[Slot 2] | | 54*c8dee2aaSAndroid Build Coastguard Worker * | | | | 55*c8dee2aaSAndroid Build Coastguard Worker * | | [Slot 3]--- | 56*c8dee2aaSAndroid Build Coastguard Worker * | | | | 57*c8dee2aaSAndroid Build Coastguard Worker * --------------- --------------- 58*c8dee2aaSAndroid Build Coastguard Worker * 59*c8dee2aaSAndroid Build Coastguard Worker * In the example above, slots 0 and 1 are accessed by both ComputeSteps, while slots 2 and 3 are 60*c8dee2aaSAndroid Build Coastguard Worker * exclusively accessed by ComputeStep 1 and 2 respectively. Alternately, slots 2 and 3 could be 61*c8dee2aaSAndroid Build Coastguard Worker * declared as "private" resources which are visible to a single ComputeStep. 62*c8dee2aaSAndroid Build Coastguard Worker * 63*c8dee2aaSAndroid Build Coastguard Worker * Similarly, raster stage geometry buffers that are specified as the output of a ComputeStep can be 64*c8dee2aaSAndroid Build Coastguard Worker * used to assign the draw buffers of a RenderStep. 65*c8dee2aaSAndroid Build Coastguard Worker * 66*c8dee2aaSAndroid Build Coastguard Worker * It is the responsibility of the owning entity (e.g. a RendererProvider) to ensure that a chain of 67*c8dee2aaSAndroid Build Coastguard Worker * ComputeStep and RenderStep invocations have a compatible resource and data-flow layout. 68*c8dee2aaSAndroid Build Coastguard Worker */ 69*c8dee2aaSAndroid Build Coastguard Worker class ComputeStep { 70*c8dee2aaSAndroid Build Coastguard Worker public: 71*c8dee2aaSAndroid Build Coastguard Worker enum class DataFlow { 72*c8dee2aaSAndroid Build Coastguard Worker // A private binding is a resource that is only visible to a single ComputeStep invocation. 73*c8dee2aaSAndroid Build Coastguard Worker kPrivate, 74*c8dee2aaSAndroid Build Coastguard Worker 75*c8dee2aaSAndroid Build Coastguard Worker // Bindings with a slot number that can be used to forward data between a series of 76*c8dee2aaSAndroid Build Coastguard Worker // `ComputeStep`s. This DataFlow type is accompanied with a "slot number" that can be 77*c8dee2aaSAndroid Build Coastguard Worker // shared by multiple `ComputeStep`s in a group. 78*c8dee2aaSAndroid Build Coastguard Worker kShared, 79*c8dee2aaSAndroid Build Coastguard Worker }; 80*c8dee2aaSAndroid Build Coastguard Worker 81*c8dee2aaSAndroid Build Coastguard Worker enum class ResourceType { 82*c8dee2aaSAndroid Build Coastguard Worker kUniformBuffer, 83*c8dee2aaSAndroid Build Coastguard Worker kStorageBuffer, 84*c8dee2aaSAndroid Build Coastguard Worker kReadOnlyStorageBuffer, 85*c8dee2aaSAndroid Build Coastguard Worker 86*c8dee2aaSAndroid Build Coastguard Worker // An indirect buffer is a storage buffer populated by this ComputeStep to determine the 87*c8dee2aaSAndroid Build Coastguard Worker // global dispatch size of a subsequent ComputeStep within the same DispatchGroup. The 88*c8dee2aaSAndroid Build Coastguard Worker // contents of the buffer must be laid out according to the `IndirectDispatchArgs` struct 89*c8dee2aaSAndroid Build Coastguard Worker // definition declared in ComputeTypes.h. 90*c8dee2aaSAndroid Build Coastguard Worker kIndirectBuffer, 91*c8dee2aaSAndroid Build Coastguard Worker 92*c8dee2aaSAndroid Build Coastguard Worker kWriteOnlyStorageTexture, 93*c8dee2aaSAndroid Build Coastguard Worker kReadOnlyTexture, 94*c8dee2aaSAndroid Build Coastguard Worker kSampledTexture, 95*c8dee2aaSAndroid Build Coastguard Worker }; 96*c8dee2aaSAndroid Build Coastguard Worker 97*c8dee2aaSAndroid Build Coastguard Worker enum class ResourcePolicy { 98*c8dee2aaSAndroid Build Coastguard Worker kNone, 99*c8dee2aaSAndroid Build Coastguard Worker 100*c8dee2aaSAndroid Build Coastguard Worker // The memory of the resource will be initialized to 0 101*c8dee2aaSAndroid Build Coastguard Worker kClear, 102*c8dee2aaSAndroid Build Coastguard Worker 103*c8dee2aaSAndroid Build Coastguard Worker // The ComputeStep will be asked to initialize the memory on the CPU via 104*c8dee2aaSAndroid Build Coastguard Worker // `ComputeStep::prepareStorageBuffer` or `ComputeStep::prepareUniformBuffer` prior to 105*c8dee2aaSAndroid Build Coastguard Worker // pipeline execution. This may incur a transfer cost on platforms that do not allow buffers 106*c8dee2aaSAndroid Build Coastguard Worker // to be mapped in shared memory. 107*c8dee2aaSAndroid Build Coastguard Worker // 108*c8dee2aaSAndroid Build Coastguard Worker // If multiple ComputeSteps in a DispatchGroup declare a mapped resource with the same 109*c8dee2aaSAndroid Build Coastguard Worker // shared slot number, only the first ComputeStep in the group will receive a call to 110*c8dee2aaSAndroid Build Coastguard Worker // prepare the buffer. 111*c8dee2aaSAndroid Build Coastguard Worker // 112*c8dee2aaSAndroid Build Coastguard Worker // This only has meaning for buffer resources. A resource with the `kUniformBuffer` resource 113*c8dee2aaSAndroid Build Coastguard Worker // type must specify the `kMapped` resource policy. 114*c8dee2aaSAndroid Build Coastguard Worker kMapped, 115*c8dee2aaSAndroid Build Coastguard Worker }; 116*c8dee2aaSAndroid Build Coastguard Worker 117*c8dee2aaSAndroid Build Coastguard Worker struct ResourceDesc final { 118*c8dee2aaSAndroid Build Coastguard Worker ResourceType fType; 119*c8dee2aaSAndroid Build Coastguard Worker DataFlow fFlow; 120*c8dee2aaSAndroid Build Coastguard Worker ResourcePolicy fPolicy; 121*c8dee2aaSAndroid Build Coastguard Worker 122*c8dee2aaSAndroid Build Coastguard Worker // This field only has meaning (and must have a non-negative value) if `fFlow` is 123*c8dee2aaSAndroid Build Coastguard Worker // `DataFlow::kShared`. 124*c8dee2aaSAndroid Build Coastguard Worker int fSlot; 125*c8dee2aaSAndroid Build Coastguard Worker 126*c8dee2aaSAndroid Build Coastguard Worker // The SkSL variable declaration code excluding the layout and type definitions. This field 127*c8dee2aaSAndroid Build Coastguard Worker // is ignored for a ComputeStep that supports native shader source. 128*c8dee2aaSAndroid Build Coastguard Worker const char* fSkSL = ""; 129*c8dee2aaSAndroid Build Coastguard Worker 130*c8dee2aaSAndroid Build Coastguard Worker constexpr ResourceDesc(ResourceType type, 131*c8dee2aaSAndroid Build Coastguard Worker DataFlow flow, 132*c8dee2aaSAndroid Build Coastguard Worker ResourcePolicy policy, 133*c8dee2aaSAndroid Build Coastguard Worker int slot = -1) fTypefinal134*c8dee2aaSAndroid Build Coastguard Worker : fType(type), fFlow(flow), fPolicy(policy), fSlot(slot) {} 135*c8dee2aaSAndroid Build Coastguard Worker ResourceDescfinal136*c8dee2aaSAndroid Build Coastguard Worker constexpr ResourceDesc(ResourceType type, 137*c8dee2aaSAndroid Build Coastguard Worker DataFlow flow, 138*c8dee2aaSAndroid Build Coastguard Worker ResourcePolicy policy, 139*c8dee2aaSAndroid Build Coastguard Worker int slot, 140*c8dee2aaSAndroid Build Coastguard Worker const char* sksl) 141*c8dee2aaSAndroid Build Coastguard Worker : fType(type), fFlow(flow), fPolicy(policy), fSlot(slot), fSkSL(sksl) {} 142*c8dee2aaSAndroid Build Coastguard Worker ResourceDescfinal143*c8dee2aaSAndroid Build Coastguard Worker constexpr ResourceDesc(ResourceType type, 144*c8dee2aaSAndroid Build Coastguard Worker DataFlow flow, 145*c8dee2aaSAndroid Build Coastguard Worker ResourcePolicy policy, 146*c8dee2aaSAndroid Build Coastguard Worker const char* sksl) 147*c8dee2aaSAndroid Build Coastguard Worker : fType(type), fFlow(flow), fPolicy(policy), fSlot(-1), fSkSL(sksl) {} 148*c8dee2aaSAndroid Build Coastguard Worker }; 149*c8dee2aaSAndroid Build Coastguard Worker 150*c8dee2aaSAndroid Build Coastguard Worker // On platforms that support late bound workgroup shared resources (e.g. Metal) a ComputeStep 151*c8dee2aaSAndroid Build Coastguard Worker // can optionally provide a list of memory sizes and binding indices. 152*c8dee2aaSAndroid Build Coastguard Worker struct WorkgroupBufferDesc { 153*c8dee2aaSAndroid Build Coastguard Worker // The buffer size in bytes. 154*c8dee2aaSAndroid Build Coastguard Worker size_t size; 155*c8dee2aaSAndroid Build Coastguard Worker size_t index; 156*c8dee2aaSAndroid Build Coastguard Worker }; 157*c8dee2aaSAndroid Build Coastguard Worker 158*c8dee2aaSAndroid Build Coastguard Worker virtual ~ComputeStep() = default; 159*c8dee2aaSAndroid Build Coastguard Worker 160*c8dee2aaSAndroid Build Coastguard Worker // Returns a complete SkSL compute program. The returned SkSL must constitute a complete compute 161*c8dee2aaSAndroid Build Coastguard Worker // program and declare all resource bindings starting at `nextBindingIndex` in the order in 162*c8dee2aaSAndroid Build Coastguard Worker // which they are enumerated by `ComputeStep::resources()`. 163*c8dee2aaSAndroid Build Coastguard Worker // 164*c8dee2aaSAndroid Build Coastguard Worker // If this ComputeStep supports native shader source then it must override 165*c8dee2aaSAndroid Build Coastguard Worker // `nativeShaderSource()` instead. 166*c8dee2aaSAndroid Build Coastguard Worker virtual std::string computeSkSL() const; 167*c8dee2aaSAndroid Build Coastguard Worker 168*c8dee2aaSAndroid Build Coastguard Worker // A ComputeStep that supports native shader source then then it must implement 169*c8dee2aaSAndroid Build Coastguard Worker // `nativeShaderSource()` and return the shader source in the requested format. This is intended 170*c8dee2aaSAndroid Build Coastguard Worker // to instantiate a compute pipeline from a pre-compiled shader module. The returned source must 171*c8dee2aaSAndroid Build Coastguard Worker // constitute a shader module that contains at least one compute entry-point function that 172*c8dee2aaSAndroid Build Coastguard Worker // matches the specified name. 173*c8dee2aaSAndroid Build Coastguard Worker enum class NativeShaderFormat { 174*c8dee2aaSAndroid Build Coastguard Worker kWGSL, 175*c8dee2aaSAndroid Build Coastguard Worker kMSL, 176*c8dee2aaSAndroid Build Coastguard Worker }; 177*c8dee2aaSAndroid Build Coastguard Worker struct NativeShaderSource { 178*c8dee2aaSAndroid Build Coastguard Worker std::string_view fSource; 179*c8dee2aaSAndroid Build Coastguard Worker std::string fEntryPoint; 180*c8dee2aaSAndroid Build Coastguard Worker }; 181*c8dee2aaSAndroid Build Coastguard Worker virtual NativeShaderSource nativeShaderSource(NativeShaderFormat) const; 182*c8dee2aaSAndroid Build Coastguard Worker 183*c8dee2aaSAndroid Build Coastguard Worker // This method will be called for buffer entries in the ComputeStep's resource list to 184*c8dee2aaSAndroid Build Coastguard Worker // determine the required allocation size. The ComputeStep must return a non-zero value. 185*c8dee2aaSAndroid Build Coastguard Worker // 186*c8dee2aaSAndroid Build Coastguard Worker // TODO(b/279955342): Provide a context object, e.g. a type a associated with 187*c8dee2aaSAndroid Build Coastguard Worker // DispatchGroup::Builder, to aid the ComputeStep in its buffer size calculations. 188*c8dee2aaSAndroid Build Coastguard Worker virtual size_t calculateBufferSize(int resourceIndex, const ResourceDesc&) const; 189*c8dee2aaSAndroid Build Coastguard Worker 190*c8dee2aaSAndroid Build Coastguard Worker // This method will be called for storage texture entries in the ComputeStep's resource list to 191*c8dee2aaSAndroid Build Coastguard Worker // determine the required dimensions and color type. The ComputeStep must return a non-zero 192*c8dee2aaSAndroid Build Coastguard Worker // value for the size and a valid color type. 193*c8dee2aaSAndroid Build Coastguard Worker virtual std::tuple<SkISize, SkColorType> calculateTextureParameters(int resourceIndex, 194*c8dee2aaSAndroid Build Coastguard Worker const ResourceDesc&) const; 195*c8dee2aaSAndroid Build Coastguard Worker 196*c8dee2aaSAndroid Build Coastguard Worker // This method will be called for sampler entries in the ComputeStep's resource list to 197*c8dee2aaSAndroid Build Coastguard Worker // determine the sampling and tile mode options. 198*c8dee2aaSAndroid Build Coastguard Worker virtual SamplerDesc calculateSamplerParameters(int resourceIndex, const ResourceDesc&) const; 199*c8dee2aaSAndroid Build Coastguard Worker 200*c8dee2aaSAndroid Build Coastguard Worker // Return the global dispatch size (aka "workgroup count") for this step based on the draw 201*c8dee2aaSAndroid Build Coastguard Worker // parameters. The default value is a workgroup count of (1, 1, 1) 202*c8dee2aaSAndroid Build Coastguard Worker // 203*c8dee2aaSAndroid Build Coastguard Worker // TODO(b/279955342): Provide a context object, e.g. a type a associated with 204*c8dee2aaSAndroid Build Coastguard Worker // DispatchGroup::Builder, to aid the ComputeStep in its buffer size calculations. 205*c8dee2aaSAndroid Build Coastguard Worker virtual WorkgroupSize calculateGlobalDispatchSize() const; 206*c8dee2aaSAndroid Build Coastguard Worker 207*c8dee2aaSAndroid Build Coastguard Worker // Populates a storage buffer resource which was specified as "mapped". This method will only be 208*c8dee2aaSAndroid Build Coastguard Worker // called once for a resource right after its allocation and before pipeline execution. For 209*c8dee2aaSAndroid Build Coastguard Worker // shared resources, only the first ComputeStep in a DispatchGroup will be asked to prepare the 210*c8dee2aaSAndroid Build Coastguard Worker // buffer. 211*c8dee2aaSAndroid Build Coastguard Worker // 212*c8dee2aaSAndroid Build Coastguard Worker // `resourceIndex` matches the order in which `resource` was enumerated by 213*c8dee2aaSAndroid Build Coastguard Worker // `ComputeStep::resources()`. 214*c8dee2aaSAndroid Build Coastguard Worker virtual void prepareStorageBuffer(int resourceIndex, 215*c8dee2aaSAndroid Build Coastguard Worker const ResourceDesc& resource, 216*c8dee2aaSAndroid Build Coastguard Worker void* buffer, 217*c8dee2aaSAndroid Build Coastguard Worker size_t bufferSize) const; 218*c8dee2aaSAndroid Build Coastguard Worker 219*c8dee2aaSAndroid Build Coastguard Worker // Populates a uniform buffer resource. This method will be called once for a resource right 220*c8dee2aaSAndroid Build Coastguard Worker // after its allocation and before pipeline execution. For shared resources, only the first 221*c8dee2aaSAndroid Build Coastguard Worker // ComputeStep in a DispatchGroup will be asked to prepare the buffer. 222*c8dee2aaSAndroid Build Coastguard Worker // 223*c8dee2aaSAndroid Build Coastguard Worker // `resourceIndex` matches the order in which `resource` was enumerated by 224*c8dee2aaSAndroid Build Coastguard Worker // `ComputeStep::resources()`. 225*c8dee2aaSAndroid Build Coastguard Worker // 226*c8dee2aaSAndroid Build Coastguard Worker // The implementation must use the provided `UniformManager` to populate the buffer. On debug 227*c8dee2aaSAndroid Build Coastguard Worker // builds, the implementation must validate the buffer layout by setting up an expectation, for 228*c8dee2aaSAndroid Build Coastguard Worker // example: 229*c8dee2aaSAndroid Build Coastguard Worker // 230*c8dee2aaSAndroid Build Coastguard Worker // SkDEBUGCODE(mgr->setExpectedUniforms({{"foo", SkSLType::kFloat}})); 231*c8dee2aaSAndroid Build Coastguard Worker // 232*c8dee2aaSAndroid Build Coastguard Worker // TODO(b/279955342): Provide a context object, e.g. a type a associated with 233*c8dee2aaSAndroid Build Coastguard Worker // DispatchGroup::Builder, to aid the ComputeStep in its buffer size calculations. 234*c8dee2aaSAndroid Build Coastguard Worker virtual void prepareUniformBuffer(int resourceIndex, 235*c8dee2aaSAndroid Build Coastguard Worker const ResourceDesc&, 236*c8dee2aaSAndroid Build Coastguard Worker UniformManager*) const; 237*c8dee2aaSAndroid Build Coastguard Worker resources()238*c8dee2aaSAndroid Build Coastguard Worker SkSpan<const ResourceDesc> resources() const { return SkSpan(fResources); } workgroupBuffers()239*c8dee2aaSAndroid Build Coastguard Worker SkSpan<const WorkgroupBufferDesc> workgroupBuffers() const { return SkSpan(fWorkgroupBuffers); } 240*c8dee2aaSAndroid Build Coastguard Worker 241*c8dee2aaSAndroid Build Coastguard Worker // Identifier that can be used as part of a unique key for a compute pipeline state object 242*c8dee2aaSAndroid Build Coastguard Worker // associated with this `ComputeStep`. uniqueID()243*c8dee2aaSAndroid Build Coastguard Worker uint32_t uniqueID() const { return fUniqueID; } 244*c8dee2aaSAndroid Build Coastguard Worker 245*c8dee2aaSAndroid Build Coastguard Worker // Returns a debug name for the subclass implementation. name()246*c8dee2aaSAndroid Build Coastguard Worker const char* name() const { return fName.c_str(); } 247*c8dee2aaSAndroid Build Coastguard Worker 248*c8dee2aaSAndroid Build Coastguard Worker // The size of the workgroup for this ComputeStep's entry point function. This value is hardware 249*c8dee2aaSAndroid Build Coastguard Worker // dependent. On Metal, this value should be used when invoking the dispatch API call. On all 250*c8dee2aaSAndroid Build Coastguard Worker // other backends, this value will be baked into the pipeline. localDispatchSize()251*c8dee2aaSAndroid Build Coastguard Worker WorkgroupSize localDispatchSize() const { return fLocalDispatchSize; } 252*c8dee2aaSAndroid Build Coastguard Worker supportsNativeShader()253*c8dee2aaSAndroid Build Coastguard Worker bool supportsNativeShader() const { return SkToBool(fFlags & Flags::kSupportsNativeShader); } 254*c8dee2aaSAndroid Build Coastguard Worker 255*c8dee2aaSAndroid Build Coastguard Worker protected: 256*c8dee2aaSAndroid Build Coastguard Worker enum class Flags : uint8_t { 257*c8dee2aaSAndroid Build Coastguard Worker kNone = 0b00000, 258*c8dee2aaSAndroid Build Coastguard Worker kSupportsNativeShader = 0b00010, 259*c8dee2aaSAndroid Build Coastguard Worker }; 260*c8dee2aaSAndroid Build Coastguard Worker SK_DECL_BITMASK_OPS_FRIENDS(Flags) 261*c8dee2aaSAndroid Build Coastguard Worker 262*c8dee2aaSAndroid Build Coastguard Worker ComputeStep(std::string_view name, 263*c8dee2aaSAndroid Build Coastguard Worker WorkgroupSize localDispatchSize, 264*c8dee2aaSAndroid Build Coastguard Worker SkSpan<const ResourceDesc> resources, 265*c8dee2aaSAndroid Build Coastguard Worker SkSpan<const WorkgroupBufferDesc> workgroupBuffers = {}, 266*c8dee2aaSAndroid Build Coastguard Worker Flags baseFlags = Flags::kNone); 267*c8dee2aaSAndroid Build Coastguard Worker 268*c8dee2aaSAndroid Build Coastguard Worker private: 269*c8dee2aaSAndroid Build Coastguard Worker // Disallow copy and move 270*c8dee2aaSAndroid Build Coastguard Worker ComputeStep(const ComputeStep&) = delete; 271*c8dee2aaSAndroid Build Coastguard Worker ComputeStep(ComputeStep&&) = delete; 272*c8dee2aaSAndroid Build Coastguard Worker 273*c8dee2aaSAndroid Build Coastguard Worker uint32_t fUniqueID; 274*c8dee2aaSAndroid Build Coastguard Worker SkEnumBitMask<Flags> fFlags; 275*c8dee2aaSAndroid Build Coastguard Worker std::string fName; 276*c8dee2aaSAndroid Build Coastguard Worker skia_private::TArray<ResourceDesc> fResources; 277*c8dee2aaSAndroid Build Coastguard Worker skia_private::TArray<WorkgroupBufferDesc> fWorkgroupBuffers; 278*c8dee2aaSAndroid Build Coastguard Worker 279*c8dee2aaSAndroid Build Coastguard Worker // TODO(b/240615224): Subclasses should simply specify the workgroup size that they need. 280*c8dee2aaSAndroid Build Coastguard Worker // The ComputeStep constructor should check and reduce that number based on the maximum 281*c8dee2aaSAndroid Build Coastguard Worker // supported workgroup size stored in Caps. In Metal, we'll pass this number directly to the 282*c8dee2aaSAndroid Build Coastguard Worker // dispatch API call. On other backends, we'll use this value to generate the right SkSL 283*c8dee2aaSAndroid Build Coastguard Worker // workgroup size declaration to avoid any validation failures. 284*c8dee2aaSAndroid Build Coastguard Worker WorkgroupSize fLocalDispatchSize; 285*c8dee2aaSAndroid Build Coastguard Worker }; 286*c8dee2aaSAndroid Build Coastguard Worker SK_MAKE_BITMASK_OPS(ComputeStep::Flags) 287*c8dee2aaSAndroid Build Coastguard Worker 288*c8dee2aaSAndroid Build Coastguard Worker } // namespace skgpu::graphite 289*c8dee2aaSAndroid Build Coastguard Worker 290*c8dee2aaSAndroid Build Coastguard Worker #endif // skgpu_graphite_compute_ComputeStep_DEFINED 291