blob: 916df8a2bede5c042a60c9f70615637ea2138b06 [file] [log] [blame]
/*
* Copyright 2020 Google LLC
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "src/gpu/d3d/GrD3DPipelineState.h"
#include "include/private/SkTemplates.h"
#include "src/gpu/GrFragmentProcessor.h"
#include "src/gpu/GrGeometryProcessor.h"
#include "src/gpu/GrProgramInfo.h"
#include "src/gpu/GrStencilSettings.h"
#include "src/gpu/GrXferProcessor.h"
#include "src/gpu/d3d/GrD3DBuffer.h"
#include "src/gpu/d3d/GrD3DGpu.h"
#include "src/gpu/d3d/GrD3DPipeline.h"
#include "src/gpu/d3d/GrD3DRootSignature.h"
#include "src/gpu/d3d/GrD3DTexture.h"
#include "src/gpu/effects/GrTextureEffect.h"
GrD3DPipelineState::GrD3DPipelineState(
sk_sp<GrD3DPipeline> pipeline,
sk_sp<GrD3DRootSignature> rootSignature,
const GrGLSLBuiltinUniformHandles& builtinUniformHandles,
const UniformInfoArray& uniforms,
uint32_t uniformSize,
uint32_t numSamplers,
std::unique_ptr<GrGeometryProcessor::ProgramImpl> gpImpl,
std::unique_ptr<GrXferProcessor::ProgramImpl> xpImpl,
std::vector<std::unique_ptr<GrFragmentProcessor::ProgramImpl>> fpImpls,
size_t vertexStride,
size_t instanceStride)
: fPipeline(std::move(pipeline))
, fRootSignature(std::move(rootSignature))
, fBuiltinUniformHandles(builtinUniformHandles)
, fGPImpl(std::move(gpImpl))
, fXPImpl(std::move(xpImpl))
, fFPImpls(std::move(fpImpls))
, fDataManager(uniforms, uniformSize)
, fNumSamplers(numSamplers)
, fVertexStride(vertexStride)
, fInstanceStride(instanceStride) {}
void GrD3DPipelineState::setAndBindConstants(GrD3DGpu* gpu,
const GrRenderTarget* renderTarget,
const GrProgramInfo& programInfo) {
this->setRenderTargetState(renderTarget, programInfo.origin());
fGPImpl->setData(fDataManager, *gpu->caps()->shaderCaps(), programInfo.geomProc());
for (int i = 0; i < programInfo.pipeline().numFragmentProcessors(); ++i) {
const auto& fp = programInfo.pipeline().getFragmentProcessor(i);
fp.visitWithImpls([&](const GrFragmentProcessor& fp,
GrFragmentProcessor::ProgramImpl& impl) {
impl.setData(fDataManager, fp);
}, *fFPImpls[i]);
}
programInfo.pipeline().setDstTextureUniforms(fDataManager, &fBuiltinUniformHandles);
fXPImpl->setData(fDataManager, programInfo.pipeline().getXferProcessor());
D3D12_GPU_VIRTUAL_ADDRESS constantsAddress = fDataManager.uploadConstants(gpu);
gpu->currentCommandList()->setGraphicsRootConstantBufferView(
(unsigned int)(GrD3DRootSignature::ParamIndex::kConstantBufferView),
constantsAddress);
}
void GrD3DPipelineState::setRenderTargetState(const GrRenderTarget* rt, GrSurfaceOrigin origin) {
// Set RT adjustment and RT flip
SkISize dimensions = rt->dimensions();
SkASSERT(fBuiltinUniformHandles.fRTAdjustmentUni.isValid());
if (fRenderTargetState.fRenderTargetOrigin != origin ||
fRenderTargetState.fRenderTargetSize != dimensions) {
fRenderTargetState.fRenderTargetSize = dimensions;
fRenderTargetState.fRenderTargetOrigin = origin;
// The client will mark a swap buffer as kTopLeft when making a SkSurface because
// D3D's framebuffer space has (0, 0) at the top left. This agrees with Skia's device
// coords. However, in NDC (-1, -1) is the bottom left. So we flip when origin is kTopLeft.
bool flip = (origin == kTopLeft_GrSurfaceOrigin);
std::array<float, 4> v = SkSL::Compiler::GetRTAdjustVector(dimensions, flip);
fDataManager.set4fv(fBuiltinUniformHandles.fRTAdjustmentUni, 1, v.data());
if (fBuiltinUniformHandles.fRTFlipUni.isValid()) {
// Note above that framebuffer space has origin top left. So we need !flip here.
std::array<float, 2> d = SkSL::Compiler::GetRTFlipVector(rt->height(), !flip);
fDataManager.set2fv(fBuiltinUniformHandles.fRTFlipUni, 1, d.data());
}
}
}
void GrD3DPipelineState::setAndBindTextures(GrD3DGpu* gpu,
const GrGeometryProcessor& geomProc,
const GrSurfaceProxy* const geomProcTextures[],
const GrPipeline& pipeline) {
SkASSERT(geomProcTextures || !geomProc.numTextureSamplers());
std::vector<D3D12_CPU_DESCRIPTOR_HANDLE> shaderResourceViews(fNumSamplers);
std::vector<D3D12_CPU_DESCRIPTOR_HANDLE> samplers(fNumSamplers);
unsigned int currTextureBinding = 0;
for (int i = 0; i < geomProc.numTextureSamplers(); ++i) {
SkASSERT(geomProcTextures[i]->asTextureProxy());
const auto& sampler = geomProc.textureSampler(i);
auto texture = static_cast<GrD3DTexture*>(geomProcTextures[i]->peekTexture());
shaderResourceViews[currTextureBinding] = texture->shaderResourceView();
samplers[currTextureBinding++] =
gpu->resourceProvider().findOrCreateCompatibleSampler(sampler.samplerState());
gpu->currentCommandList()->addSampledTextureRef(texture);
}
if (GrTexture* dstTexture = pipeline.peekDstTexture()) {
auto texture = static_cast<GrD3DTexture*>(dstTexture);
shaderResourceViews[currTextureBinding] = texture->shaderResourceView();
samplers[currTextureBinding++] = gpu->resourceProvider().findOrCreateCompatibleSampler(
GrSamplerState::Filter::kNearest);
gpu->currentCommandList()->addSampledTextureRef(texture);
}
pipeline.visitTextureEffects([&](const GrTextureEffect& te) {
GrSamplerState samplerState = te.samplerState();
auto* texture = static_cast<GrD3DTexture*>(te.texture());
shaderResourceViews[currTextureBinding] = texture->shaderResourceView();
samplers[currTextureBinding++] =
gpu->resourceProvider().findOrCreateCompatibleSampler(samplerState);
gpu->currentCommandList()->addSampledTextureRef(texture);
});
SkASSERT(fNumSamplers == currTextureBinding);
// fill in descriptor tables and bind to root signature
if (fNumSamplers > 0) {
// set up descriptor tables and bind heaps
sk_sp<GrD3DDescriptorTable> srvTable =
gpu->resourceProvider().findOrCreateShaderViewTable(shaderResourceViews);
sk_sp<GrD3DDescriptorTable> samplerTable =
gpu->resourceProvider().findOrCreateSamplerTable(samplers);
gpu->currentCommandList()->setDescriptorHeaps(srvTable->heap(), samplerTable->heap());
// bind shader resource view table
gpu->currentCommandList()->setGraphicsRootDescriptorTable(
(unsigned int)GrD3DRootSignature::ParamIndex::kShaderViewDescriptorTable,
srvTable->baseGpuDescriptor());
// bind sampler table
gpu->currentCommandList()->setGraphicsRootDescriptorTable(
(unsigned int)GrD3DRootSignature::ParamIndex::kSamplerDescriptorTable,
samplerTable->baseGpuDescriptor());
}
}
void GrD3DPipelineState::bindBuffers(GrD3DGpu* gpu, sk_sp<const GrBuffer> indexBuffer,
sk_sp<const GrBuffer> instanceBuffer,
sk_sp<const GrBuffer> vertexBuffer,
GrD3DDirectCommandList* commandList) {
// Here our vertex and instance inputs need to match the same 0-based bindings they were
// assigned in the PipelineState. That is, vertex first (if any) followed by instance.
if (vertexBuffer) {
auto* d3dVertexBuffer = static_cast<const GrD3DBuffer*>(vertexBuffer.get());
SkASSERT(!d3dVertexBuffer->isCpuBuffer());
SkASSERT(!d3dVertexBuffer->isMapped());
const_cast<GrD3DBuffer*>(d3dVertexBuffer)->setResourceState(
gpu, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
}
if (instanceBuffer) {
auto* d3dInstanceBuffer = static_cast<const GrD3DBuffer*>(instanceBuffer.get());
SkASSERT(!d3dInstanceBuffer->isCpuBuffer());
SkASSERT(!d3dInstanceBuffer->isMapped());
const_cast<GrD3DBuffer*>(d3dInstanceBuffer)->setResourceState(
gpu, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
}
commandList->setVertexBuffers(0, std::move(vertexBuffer), fVertexStride,
std::move(instanceBuffer), fInstanceStride);
if (auto* d3dIndexBuffer = static_cast<const GrD3DBuffer*>(indexBuffer.get())) {
SkASSERT(!d3dIndexBuffer->isCpuBuffer());
SkASSERT(!d3dIndexBuffer->isMapped());
const_cast<GrD3DBuffer*>(d3dIndexBuffer)->setResourceState(
gpu, D3D12_RESOURCE_STATE_INDEX_BUFFER);
commandList->setIndexBuffer(std::move(indexBuffer));
}
}