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/*
* Copyright 2016 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrVkPipelineStateBuilder_DEFINED
#define GrVkPipelineStateBuilder_DEFINED
#include "include/gpu/vk/GrVkTypes.h"
#include "src/gpu/GrPipeline.h"
#include "src/gpu/glsl/GrGLSLProgramBuilder.h"
#include "src/gpu/vk/GrVkPipelineState.h"
#include "src/gpu/vk/GrVkUniformHandler.h"
#include "src/gpu/vk/GrVkVaryingHandler.h"
#include "src/sksl/SkSLCompiler.h"
class GrProgramDesc;
class GrVkGpu;
class GrVkRenderPass;
class SkReadBuffer;
class GrVkPipelineStateBuilder : public GrGLSLProgramBuilder {
public:
/** Generates a pipeline state.
*
* The return GrVkPipelineState implements the supplied GrProgramInfo.
*
* @return the created pipeline if generation was successful; nullptr otherwise
*/
static GrVkPipelineState* CreatePipelineState(GrVkGpu*,
const GrProgramDesc&,
const GrProgramInfo&,
VkRenderPass compatibleRenderPass,
bool overrideSubpassForResolveLoad);
const GrCaps* caps() const override;
GrVkGpu* gpu() const { return fGpu; }
SkSL::Compiler* shaderCompiler() const override;
void finalizeFragmentOutputColor(GrShaderVar& outputColor) override;
void finalizeFragmentSecondaryColor(GrShaderVar& outputColor) override;
private:
GrVkPipelineStateBuilder(GrVkGpu*, const GrProgramDesc&, const GrProgramInfo&);
GrVkPipelineState* finalize(const GrProgramDesc&, VkRenderPass compatibleRenderPass,
bool overrideSupbassForResolveLoad);
// returns number of shader stages
int loadShadersFromCache(SkReadBuffer* cached, VkShaderModule outShaderModules[],
VkPipelineShaderStageCreateInfo* outStageInfo);
void storeShadersInCache(const std::string shaders[], const SkSL::Program::Inputs inputs[],
bool isSkSL);
bool createVkShaderModule(VkShaderStageFlagBits stage,
const std::string& sksl,
VkShaderModule* shaderModule,
VkPipelineShaderStageCreateInfo* stageInfo,
const SkSL::Program::Settings& settings,
std::string* outSPIRV,
SkSL::Program::Inputs* outInputs);
bool installVkShaderModule(VkShaderStageFlagBits stage,
const GrGLSLShaderBuilder& builder,
VkShaderModule* shaderModule,
VkPipelineShaderStageCreateInfo* stageInfo,
std::string spirv,
SkSL::Program::Inputs inputs);
GrGLSLUniformHandler* uniformHandler() override { return &fUniformHandler; }
const GrGLSLUniformHandler* uniformHandler() const override { return &fUniformHandler; }
GrGLSLVaryingHandler* varyingHandler() override { return &fVaryingHandler; }
GrVkGpu* fGpu;
GrVkVaryingHandler fVaryingHandler;
GrVkUniformHandler fUniformHandler;
using INHERITED = GrGLSLProgramBuilder;
};
#endif