| /* |
| * 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 GrVkPipelineState_DEFINED |
| #define GrVkPipelineState_DEFINED |
| |
| #include "include/gpu/vk/GrVkTypes.h" |
| #include "src/gpu/glsl/GrGLSLProgramBuilder.h" |
| #include "src/gpu/vk/GrVkDescriptorSetManager.h" |
| #include "src/gpu/vk/GrVkPipelineStateDataManager.h" |
| |
| class GrPipeline; |
| class GrStencilSettings; |
| class GrVkBufferView; |
| class GrVkCommandBuffer; |
| class GrVkDescriptorPool; |
| class GrVkDescriptorSet; |
| class GrVkGpu; |
| class GrVkImageView; |
| class GrVkPipeline; |
| class GrVkSampler; |
| class GrVkTexture; |
| class GrVkUniformBuffer; |
| |
| /** |
| * This class holds onto a GrVkPipeline object that we use for draws. Besides storing the acutal |
| * GrVkPipeline object, this class is also responsible handling all uniforms, descriptors, samplers, |
| * and other similar objects that are used along with the VkPipeline in the draw. This includes both |
| * allocating and freeing these objects, as well as updating their values. |
| */ |
| class GrVkPipelineState : public SkRefCnt { |
| public: |
| using UniformInfoArray = GrVkPipelineStateDataManager::UniformInfoArray; |
| using UniformHandle = GrGLSLProgramDataManager::UniformHandle; |
| |
| GrVkPipelineState( |
| GrVkGpu* gpu, |
| GrVkPipeline* pipeline, |
| const GrVkDescriptorSetManager::Handle& samplerDSHandle, |
| const GrGLSLBuiltinUniformHandles& builtinUniformHandles, |
| const UniformInfoArray& uniforms, |
| uint32_t uniformSize, |
| const UniformInfoArray& samplers, |
| std::unique_ptr<GrGLSLPrimitiveProcessor> geometryProcessor, |
| std::unique_ptr<GrGLSLXferProcessor> xferProcessor, |
| std::unique_ptr<std::unique_ptr<GrGLSLFragmentProcessor>[]> fragmentProcessors, |
| int fFragmentProcessorCnt); |
| |
| ~GrVkPipelineState(); |
| |
| void setAndBindUniforms(GrVkGpu*, const GrRenderTarget*, const GrProgramInfo&, |
| GrVkCommandBuffer*); |
| /** |
| * This must be called after setAndBindUniforms() since that function invalidates texture |
| * bindings. |
| */ |
| void setAndBindTextures(GrVkGpu*, const GrPrimitiveProcessor&, const GrPipeline&, |
| const GrTextureProxy* const primitiveProcessorTextures[], |
| GrVkCommandBuffer*); |
| |
| void bindPipeline(const GrVkGpu* gpu, GrVkCommandBuffer* commandBuffer); |
| |
| void addUniformResources(GrVkCommandBuffer&, GrVkSampler*[], GrVkTexture*[], int numTextures); |
| |
| void freeGPUResources(GrVkGpu* gpu); |
| |
| void abandonGPUResources(); |
| |
| private: |
| void writeUniformBuffers(const GrVkGpu* gpu); |
| |
| /** |
| * We use the RT's size and origin to adjust from Skia device space to vulkan normalized device |
| * space and to make device space positions have the correct origin for processors that require |
| * them. |
| */ |
| struct RenderTargetState { |
| SkISize fRenderTargetSize; |
| GrSurfaceOrigin fRenderTargetOrigin; |
| |
| RenderTargetState() { this->invalidate(); } |
| void invalidate() { |
| fRenderTargetSize.fWidth = -1; |
| fRenderTargetSize.fHeight = -1; |
| fRenderTargetOrigin = (GrSurfaceOrigin)-1; |
| } |
| |
| /** |
| * Gets a float4 that adjusts the position from Skia device coords to Vulkans normalized device |
| * coords. Assuming the transformed position, pos, is a homogeneous float3, the vec, v, is |
| * applied as such: |
| * pos.x = dot(v.xy, pos.xz) |
| * pos.y = dot(v.zw, pos.yz) |
| */ |
| void getRTAdjustmentVec(float* destVec) { |
| destVec[0] = 2.f / fRenderTargetSize.fWidth; |
| destVec[1] = -1.f; |
| if (kBottomLeft_GrSurfaceOrigin == fRenderTargetOrigin) { |
| destVec[2] = -2.f / fRenderTargetSize.fHeight; |
| destVec[3] = 1.f; |
| } else { |
| destVec[2] = 2.f / fRenderTargetSize.fHeight; |
| destVec[3] = -1.f; |
| } |
| } |
| }; |
| |
| // Helper for setData() that sets the view matrix and loads the render target height uniform |
| void setRenderTargetState(const GrRenderTarget*, GrSurfaceOrigin); |
| |
| // GrVkResources |
| GrVkPipeline* fPipeline; |
| |
| // The DescriptorSets need to survive until the gpu has finished all draws that use them. |
| // However, they will only be freed by the descriptor pool. Thus by simply keeping the |
| // descriptor pool alive through the draw, the descritor sets will also stay alive. Thus we do |
| // not need a GrVkResource versions of VkDescriptorSet. We hold on to these in the |
| // GrVkPipelineState since we update the descriptor sets and bind them at separate times; |
| VkDescriptorSet fDescriptorSets[3]; |
| |
| const GrVkDescriptorSet* fUniformDescriptorSet; |
| const GrVkDescriptorSet* fSamplerDescriptorSet; |
| |
| const GrVkDescriptorSetManager::Handle fSamplerDSHandle; |
| |
| SkSTArray<4, const GrVkSampler*> fImmutableSamplers; |
| |
| std::unique_ptr<GrVkUniformBuffer> fUniformBuffer; |
| |
| // Tracks the current render target uniforms stored in the vertex buffer. |
| RenderTargetState fRenderTargetState; |
| GrGLSLBuiltinUniformHandles fBuiltinUniformHandles; |
| |
| // Processors in the GrVkPipelineState |
| std::unique_ptr<GrGLSLPrimitiveProcessor> fGeometryProcessor; |
| std::unique_ptr<GrGLSLXferProcessor> fXferProcessor; |
| std::unique_ptr<std::unique_ptr<GrGLSLFragmentProcessor>[]> fFragmentProcessors; |
| int fFragmentProcessorCnt; |
| |
| GrVkPipelineStateDataManager fDataManager; |
| |
| int fNumSamplers; |
| }; |
| |
| #endif |