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_VulkanGraphicsPipeline_DEFINED 9*c8dee2aaSAndroid Build Coastguard Worker #define skgpu_graphite_VulkanGraphicsPipeline_DEFINED 10*c8dee2aaSAndroid Build Coastguard Worker 11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkRefCnt.h" 12*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkSpan.h" 13*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/vk/VulkanTypes.h" 14*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkTArray.h" 15*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/Blend.h" 16*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/DrawTypes.h" 17*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/GraphicsPipeline.h" 18*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/vk/VulkanGraphiteUtilsPriv.h" 19*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/vk/VulkanSampler.h" 20*c8dee2aaSAndroid Build Coastguard Worker 21*c8dee2aaSAndroid Build Coastguard Worker namespace SkSL { 22*c8dee2aaSAndroid Build Coastguard Worker class Compiler; 23*c8dee2aaSAndroid Build Coastguard Worker } 24*c8dee2aaSAndroid Build Coastguard Worker 25*c8dee2aaSAndroid Build Coastguard Worker namespace skgpu::graphite { 26*c8dee2aaSAndroid Build Coastguard Worker 27*c8dee2aaSAndroid Build Coastguard Worker class Attribute; 28*c8dee2aaSAndroid Build Coastguard Worker class GraphicsPipelineDesc; 29*c8dee2aaSAndroid Build Coastguard Worker class RuntimeEffectDictionary; 30*c8dee2aaSAndroid Build Coastguard Worker class VulkanResourceProvider; 31*c8dee2aaSAndroid Build Coastguard Worker class VulkanSharedContext; 32*c8dee2aaSAndroid Build Coastguard Worker struct RenderPassDesc; 33*c8dee2aaSAndroid Build Coastguard Worker class TextureInfo; 34*c8dee2aaSAndroid Build Coastguard Worker class VulkanRenderPass; 35*c8dee2aaSAndroid Build Coastguard Worker 36*c8dee2aaSAndroid Build Coastguard Worker class VulkanGraphicsPipeline final : public GraphicsPipeline { 37*c8dee2aaSAndroid Build Coastguard Worker public: 38*c8dee2aaSAndroid Build Coastguard Worker inline static constexpr unsigned int kIntrinsicUniformBufferIndex = 0; 39*c8dee2aaSAndroid Build Coastguard Worker inline static constexpr unsigned int kRenderStepUniformBufferIndex = 1; 40*c8dee2aaSAndroid Build Coastguard Worker inline static constexpr unsigned int kPaintUniformBufferIndex = 2; 41*c8dee2aaSAndroid Build Coastguard Worker inline static constexpr unsigned int kGradientBufferIndex = 3; 42*c8dee2aaSAndroid Build Coastguard Worker inline static constexpr unsigned int kNumUniformBuffers = 4; 43*c8dee2aaSAndroid Build Coastguard Worker 44*c8dee2aaSAndroid Build Coastguard Worker // For now, rigidly assign all uniform buffer descriptors to be in set 0 and all 45*c8dee2aaSAndroid Build Coastguard Worker // texture/samplers to be in set 1. 46*c8dee2aaSAndroid Build Coastguard Worker // TODO(b/274762935): Make the bindings and descriptor set organization more flexible. 47*c8dee2aaSAndroid Build Coastguard Worker inline static constexpr unsigned int kUniformBufferDescSetIndex = 0; 48*c8dee2aaSAndroid Build Coastguard Worker inline static constexpr unsigned int kTextureBindDescSetIndex = 1; 49*c8dee2aaSAndroid Build Coastguard Worker // Currently input attachments are only used for loading MSAA from resolve, so we can use the 50*c8dee2aaSAndroid Build Coastguard Worker // descriptor set index normally assigned to uniform desc sets. 51*c8dee2aaSAndroid Build Coastguard Worker inline static constexpr unsigned int kInputAttachmentDescSetIndex = kUniformBufferDescSetIndex; 52*c8dee2aaSAndroid Build Coastguard Worker 53*c8dee2aaSAndroid Build Coastguard Worker inline static constexpr unsigned int kVertexBufferIndex = 0; 54*c8dee2aaSAndroid Build Coastguard Worker inline static constexpr unsigned int kInstanceBufferIndex = 1; 55*c8dee2aaSAndroid Build Coastguard Worker inline static constexpr unsigned int kNumInputBuffers = 2; 56*c8dee2aaSAndroid Build Coastguard Worker 57*c8dee2aaSAndroid Build Coastguard Worker inline static const DescriptorData kIntrinsicUniformBufferDescriptor = { 58*c8dee2aaSAndroid Build Coastguard Worker DescriptorType::kUniformBuffer, /*count=*/1, 59*c8dee2aaSAndroid Build Coastguard Worker kIntrinsicUniformBufferIndex, 60*c8dee2aaSAndroid Build Coastguard Worker PipelineStageFlags::kVertexShader | PipelineStageFlags::kFragmentShader}; 61*c8dee2aaSAndroid Build Coastguard Worker 62*c8dee2aaSAndroid Build Coastguard Worker // Currently we only ever have one input attachment descriptor by itself within a set, so its 63*c8dee2aaSAndroid Build Coastguard Worker // binding index will always be 0. 64*c8dee2aaSAndroid Build Coastguard Worker inline static constexpr unsigned int kInputAttachmentBindingIndex = 0; 65*c8dee2aaSAndroid Build Coastguard Worker inline static const DescriptorData kInputAttachmentDescriptor = { 66*c8dee2aaSAndroid Build Coastguard Worker DescriptorType::kInputAttachment, /*count=*/1, 67*c8dee2aaSAndroid Build Coastguard Worker kInputAttachmentBindingIndex, 68*c8dee2aaSAndroid Build Coastguard Worker PipelineStageFlags::kFragmentShader}; 69*c8dee2aaSAndroid Build Coastguard Worker 70*c8dee2aaSAndroid Build Coastguard Worker static sk_sp<VulkanGraphicsPipeline> Make(VulkanResourceProvider*, 71*c8dee2aaSAndroid Build Coastguard Worker const RuntimeEffectDictionary*, 72*c8dee2aaSAndroid Build Coastguard Worker const GraphicsPipelineDesc&, 73*c8dee2aaSAndroid Build Coastguard Worker const RenderPassDesc&, 74*c8dee2aaSAndroid Build Coastguard Worker SkEnumBitMask<PipelineCreationFlags>); 75*c8dee2aaSAndroid Build Coastguard Worker 76*c8dee2aaSAndroid Build Coastguard Worker static sk_sp<VulkanGraphicsPipeline> MakeLoadMSAAPipeline( 77*c8dee2aaSAndroid Build Coastguard Worker const VulkanSharedContext*, 78*c8dee2aaSAndroid Build Coastguard Worker VkShaderModule vsModule, 79*c8dee2aaSAndroid Build Coastguard Worker VkShaderModule fsModule, 80*c8dee2aaSAndroid Build Coastguard Worker VkPipelineShaderStageCreateInfo* pipelineShaderStages, 81*c8dee2aaSAndroid Build Coastguard Worker VkPipelineLayout, 82*c8dee2aaSAndroid Build Coastguard Worker sk_sp<VulkanRenderPass> compatibleRenderPass, 83*c8dee2aaSAndroid Build Coastguard Worker VkPipelineCache, 84*c8dee2aaSAndroid Build Coastguard Worker const TextureInfo& dstColorAttachmentTexInfo); 85*c8dee2aaSAndroid Build Coastguard Worker 86*c8dee2aaSAndroid Build Coastguard Worker static bool InitializeMSAALoadPipelineStructs( 87*c8dee2aaSAndroid Build Coastguard Worker const VulkanSharedContext*, 88*c8dee2aaSAndroid Build Coastguard Worker VkShaderModule* outVertexShaderModule, 89*c8dee2aaSAndroid Build Coastguard Worker VkShaderModule* outFragShaderModule, 90*c8dee2aaSAndroid Build Coastguard Worker VkPipelineShaderStageCreateInfo* outShaderStageInfo, 91*c8dee2aaSAndroid Build Coastguard Worker VkPipelineLayout* outPipelineLayout); 92*c8dee2aaSAndroid Build Coastguard Worker ~VulkanGraphicsPipeline()93*c8dee2aaSAndroid Build Coastguard Worker ~VulkanGraphicsPipeline() override {} 94*c8dee2aaSAndroid Build Coastguard Worker layout()95*c8dee2aaSAndroid Build Coastguard Worker VkPipelineLayout layout() const { 96*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(fPipelineLayout != VK_NULL_HANDLE); 97*c8dee2aaSAndroid Build Coastguard Worker return fPipelineLayout; 98*c8dee2aaSAndroid Build Coastguard Worker } 99*c8dee2aaSAndroid Build Coastguard Worker pipeline()100*c8dee2aaSAndroid Build Coastguard Worker VkPipeline pipeline() const { 101*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(fPipeline != VK_NULL_HANDLE); 102*c8dee2aaSAndroid Build Coastguard Worker return fPipeline; 103*c8dee2aaSAndroid Build Coastguard Worker } 104*c8dee2aaSAndroid Build Coastguard Worker 105*c8dee2aaSAndroid Build Coastguard Worker private: 106*c8dee2aaSAndroid Build Coastguard Worker VulkanGraphicsPipeline(const VulkanSharedContext* sharedContext, 107*c8dee2aaSAndroid Build Coastguard Worker const PipelineInfo& pipelineInfo, 108*c8dee2aaSAndroid Build Coastguard Worker VkPipelineLayout, 109*c8dee2aaSAndroid Build Coastguard Worker VkPipeline, 110*c8dee2aaSAndroid Build Coastguard Worker bool ownsPipelineLayout, 111*c8dee2aaSAndroid Build Coastguard Worker skia_private::TArray<sk_sp<VulkanSampler>> immutableSamplers); 112*c8dee2aaSAndroid Build Coastguard Worker 113*c8dee2aaSAndroid Build Coastguard Worker void freeGpuData() override; 114*c8dee2aaSAndroid Build Coastguard Worker 115*c8dee2aaSAndroid Build Coastguard Worker VkPipelineLayout fPipelineLayout = VK_NULL_HANDLE; 116*c8dee2aaSAndroid Build Coastguard Worker VkPipeline fPipeline = VK_NULL_HANDLE; 117*c8dee2aaSAndroid Build Coastguard Worker bool fOwnsPipelineLayout = true; 118*c8dee2aaSAndroid Build Coastguard Worker 119*c8dee2aaSAndroid Build Coastguard Worker // Hold a ref to immutable samplers used such that their lifetime is properly managed. 120*c8dee2aaSAndroid Build Coastguard Worker const skia_private::TArray<sk_sp<VulkanSampler>> fImmutableSamplers; 121*c8dee2aaSAndroid Build Coastguard Worker }; 122*c8dee2aaSAndroid Build Coastguard Worker 123*c8dee2aaSAndroid Build Coastguard Worker } // namespace skgpu::graphite 124*c8dee2aaSAndroid Build Coastguard Worker 125*c8dee2aaSAndroid Build Coastguard Worker #endif // skgpu_graphite_MtlGraphicsPipeline_DEFINED 126