xref: /aosp_15_r20/external/skia/tools/graphite/UniqueKeyUtils.cpp (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker  * Copyright 2024 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 "tools/graphite/UniqueKeyUtils.h"
9*c8dee2aaSAndroid Build Coastguard Worker 
10*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ResourceKey.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/Caps.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/ContextPriv.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/GraphicsPipelineDesc.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/PrecompileContextPriv.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/RenderPassDesc.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/RendererProvider.h"
17*c8dee2aaSAndroid Build Coastguard Worker 
18*c8dee2aaSAndroid Build Coastguard Worker using namespace skgpu::graphite;
19*c8dee2aaSAndroid Build Coastguard Worker using namespace skgpu;
20*c8dee2aaSAndroid Build Coastguard Worker 
21*c8dee2aaSAndroid Build Coastguard Worker 
22*c8dee2aaSAndroid Build Coastguard Worker namespace UniqueKeyUtils {
23*c8dee2aaSAndroid Build Coastguard Worker 
FetchUniqueKeys(PrecompileContext * precompileContext,std::vector<UniqueKey> * keys)24*c8dee2aaSAndroid Build Coastguard Worker void FetchUniqueKeys(PrecompileContext* precompileContext,
25*c8dee2aaSAndroid Build Coastguard Worker                      std::vector<UniqueKey>* keys) {
26*c8dee2aaSAndroid Build Coastguard Worker     GlobalCache* globalCache = precompileContext->priv().globalCache();
27*c8dee2aaSAndroid Build Coastguard Worker 
28*c8dee2aaSAndroid Build Coastguard Worker     keys->reserve(globalCache->numGraphicsPipelines());
29*c8dee2aaSAndroid Build Coastguard Worker     globalCache->forEachGraphicsPipeline([keys](const UniqueKey& key,
30*c8dee2aaSAndroid Build Coastguard Worker                                                 const GraphicsPipeline* pipeline) {
31*c8dee2aaSAndroid Build Coastguard Worker                                                     keys->push_back(key);
32*c8dee2aaSAndroid Build Coastguard Worker                                          });
33*c8dee2aaSAndroid Build Coastguard Worker }
34*c8dee2aaSAndroid Build Coastguard Worker 
35*c8dee2aaSAndroid Build Coastguard Worker #ifdef SK_DEBUG
DumpDescs(PrecompileContext * precompileContext,const GraphicsPipelineDesc & pipelineDesc,const RenderPassDesc & rpd)36*c8dee2aaSAndroid Build Coastguard Worker void DumpDescs(PrecompileContext* precompileContext,
37*c8dee2aaSAndroid Build Coastguard Worker                const GraphicsPipelineDesc& pipelineDesc,
38*c8dee2aaSAndroid Build Coastguard Worker                const RenderPassDesc& rpd) {
39*c8dee2aaSAndroid Build Coastguard Worker     const RendererProvider* rendererProvider = precompileContext->priv().rendererProvider();
40*c8dee2aaSAndroid Build Coastguard Worker     const ShaderCodeDictionary* dict = precompileContext->priv().shaderCodeDictionary();
41*c8dee2aaSAndroid Build Coastguard Worker 
42*c8dee2aaSAndroid Build Coastguard Worker     const RenderStep* rs = rendererProvider->lookup(pipelineDesc.renderStepID());
43*c8dee2aaSAndroid Build Coastguard Worker     SkDebugf("GraphicsPipelineDesc: %u %s\n", pipelineDesc.paintParamsID().asUInt(), rs->name());
44*c8dee2aaSAndroid Build Coastguard Worker 
45*c8dee2aaSAndroid Build Coastguard Worker     dict->dump(pipelineDesc.paintParamsID());
46*c8dee2aaSAndroid Build Coastguard Worker 
47*c8dee2aaSAndroid Build Coastguard Worker     SkDebugf("RenderPassDesc:\n");
48*c8dee2aaSAndroid Build Coastguard Worker     SkDebugf("   colorAttach: %s\n", rpd.fColorAttachment.toString().c_str());
49*c8dee2aaSAndroid Build Coastguard Worker     SkDebugf("   colorResolveAttach: %s\n", rpd.fColorResolveAttachment.toString().c_str());
50*c8dee2aaSAndroid Build Coastguard Worker     SkDebugf("   depthStencilAttach: %s\n", rpd.fDepthStencilAttachment.toString().c_str());
51*c8dee2aaSAndroid Build Coastguard Worker     SkDebugf("   clearColor: %.2f %.2f %.2f %.2f\n"
52*c8dee2aaSAndroid Build Coastguard Worker              "   clearDepth: %.2f\n"
53*c8dee2aaSAndroid Build Coastguard Worker              "   stencilClear: %u\n"
54*c8dee2aaSAndroid Build Coastguard Worker              "   writeSwizzle: %s\n"
55*c8dee2aaSAndroid Build Coastguard Worker              "   sampleCount: %u\n",
56*c8dee2aaSAndroid Build Coastguard Worker              rpd.fClearColor[0], rpd.fClearColor[1], rpd.fClearColor[2], rpd.fClearColor[3],
57*c8dee2aaSAndroid Build Coastguard Worker              rpd.fClearDepth,
58*c8dee2aaSAndroid Build Coastguard Worker              rpd.fClearStencil,
59*c8dee2aaSAndroid Build Coastguard Worker              rpd.fWriteSwizzle.asString().c_str(),
60*c8dee2aaSAndroid Build Coastguard Worker              rpd.fSampleCount);
61*c8dee2aaSAndroid Build Coastguard Worker 
62*c8dee2aaSAndroid Build Coastguard Worker }
63*c8dee2aaSAndroid Build Coastguard Worker #endif // SK_DEBUG
64*c8dee2aaSAndroid Build Coastguard Worker 
ExtractKeyDescs(PrecompileContext * precompileContext,const UniqueKey & origKey,GraphicsPipelineDesc * pipelineDesc,RenderPassDesc * renderPassDesc)65*c8dee2aaSAndroid Build Coastguard Worker bool ExtractKeyDescs(PrecompileContext* precompileContext,
66*c8dee2aaSAndroid Build Coastguard Worker                      const UniqueKey& origKey,
67*c8dee2aaSAndroid Build Coastguard Worker                      GraphicsPipelineDesc* pipelineDesc,
68*c8dee2aaSAndroid Build Coastguard Worker                      RenderPassDesc* renderPassDesc) {
69*c8dee2aaSAndroid Build Coastguard Worker     const skgpu::graphite::Caps* caps = precompileContext->priv().caps();
70*c8dee2aaSAndroid Build Coastguard Worker     const RendererProvider* rendererProvider = precompileContext->priv().rendererProvider();
71*c8dee2aaSAndroid Build Coastguard Worker 
72*c8dee2aaSAndroid Build Coastguard Worker     bool extracted = caps->extractGraphicsDescs(origKey, pipelineDesc, renderPassDesc,
73*c8dee2aaSAndroid Build Coastguard Worker                                                 rendererProvider);
74*c8dee2aaSAndroid Build Coastguard Worker     if (!extracted) {
75*c8dee2aaSAndroid Build Coastguard Worker         SkASSERT(0);
76*c8dee2aaSAndroid Build Coastguard Worker         return false;
77*c8dee2aaSAndroid Build Coastguard Worker     }
78*c8dee2aaSAndroid Build Coastguard Worker 
79*c8dee2aaSAndroid Build Coastguard Worker #ifdef SK_DEBUG
80*c8dee2aaSAndroid Build Coastguard Worker     UniqueKey newKey = caps->makeGraphicsPipelineKey(*pipelineDesc, *renderPassDesc);
81*c8dee2aaSAndroid Build Coastguard Worker     if (origKey != newKey) {
82*c8dee2aaSAndroid Build Coastguard Worker         SkDebugf("------- The UniqueKey didn't round trip!\n");
83*c8dee2aaSAndroid Build Coastguard Worker         origKey.dump("original key:");
84*c8dee2aaSAndroid Build Coastguard Worker         newKey.dump("reassembled key:");
85*c8dee2aaSAndroid Build Coastguard Worker         DumpDescs(precompileContext, *pipelineDesc, *renderPassDesc);
86*c8dee2aaSAndroid Build Coastguard Worker         SkDebugf("------------------------\n");
87*c8dee2aaSAndroid Build Coastguard Worker     }
88*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(origKey == newKey);
89*c8dee2aaSAndroid Build Coastguard Worker #endif
90*c8dee2aaSAndroid Build Coastguard Worker 
91*c8dee2aaSAndroid Build Coastguard Worker     return true;
92*c8dee2aaSAndroid Build Coastguard Worker }
93*c8dee2aaSAndroid Build Coastguard Worker 
94*c8dee2aaSAndroid Build Coastguard Worker }  // namespace UniqueKeyUtils
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