xref: /aosp_15_r20/external/skia/src/gpu/graphite/compute/ComputeStep.h (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
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