/* * 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 "GrPipeline.h" #include "GrProgramDesc.h" #include "GrVkPipelineState.h" #include "GrVkUniformHandler.h" #include "GrVkVaryingHandler.h" #include "SkSLCompiler.h" #include "glsl/GrGLSLProgramBuilder.h" #include "vk/GrVkTypes.h" class GrVkGpu; class GrVkRenderPass; class GrVkPipelineStateBuilder : public GrGLSLProgramBuilder { public: /** * For Vulkan we want to cache the entire VkPipeline for reuse of draws. The Desc here holds all * the information needed to differentiate one pipeline from another. * * The GrProgramDesc contains all the information need to create the actual shaders for the * pipeline. * * For Vulkan we need to add to the GrProgramDesc to include the rest of the state on the * pipline. This includes stencil settings, blending information, render pass format, draw face * information, and primitive type. Note that some state is set dynamically on the pipeline for * each draw and thus is not included in this descriptor. This includes the viewport, scissor, * and blend constant. */ class Desc : public GrProgramDesc { public: static bool Build(Desc*, GrRenderTarget*, const GrPrimitiveProcessor&, const GrPipeline&, const GrStencilSettings&, GrPrimitiveType primitiveType, GrVkGpu* gpu); size_t shaderKeyLength() const { return fShaderKeyLength; } private: size_t fShaderKeyLength; typedef GrProgramDesc INHERITED; }; /** Generates a pipeline state. * * The GrVkPipelineState implements what is specified in the GrPipeline and GrPrimitiveProcessor * as input. After successful generation, the builder result objects are available to be used. * This function may modify the program key by setting the surface origin key to 0 (unspecified) * if it turns out the program does not care about the surface origin. * @return true if generation was successful. */ static GrVkPipelineState* CreatePipelineState(GrVkGpu*, GrRenderTarget*, GrSurfaceOrigin, const GrPrimitiveProcessor&, const GrTextureProxy* const primProcProxies[], const GrPipeline&, const GrStencilSettings&, GrPrimitiveType, Desc*, VkRenderPass compatibleRenderPass); const GrCaps* caps() const override; GrVkGpu* gpu() const { return fGpu; } void finalizeFragmentOutputColor(GrShaderVar& outputColor) override; void finalizeFragmentSecondaryColor(GrShaderVar& outputColor) override; private: GrVkPipelineStateBuilder(GrVkGpu*, GrRenderTarget*, GrSurfaceOrigin, const GrPipeline&, const GrPrimitiveProcessor&, const GrTextureProxy* const primProcProxies[], GrProgramDesc*); GrVkPipelineState* finalize(const GrStencilSettings&, GrPrimitiveType primitiveType, VkRenderPass compatibleRenderPass, Desc*); // returns number of shader stages int loadShadersFromCache(const SkData& cached, VkShaderModule* outVertShaderModule, VkShaderModule* outFragShaderModule, VkShaderModule* outGeomShaderModule, VkPipelineShaderStageCreateInfo* outStageInfo); void storeShadersInCache(const SkSL::String& vert, const SkSL::Program::Inputs& vertInputs, const SkSL::String& frag, const SkSL::Program::Inputs& fragInputs, const SkSL::String& geom, const SkSL::Program::Inputs& geomInputs); bool createVkShaderModule(VkShaderStageFlagBits stage, const GrGLSLShaderBuilder& builder, VkShaderModule* shaderModule, VkPipelineShaderStageCreateInfo* stageInfo, const SkSL::Program::Settings& settings, Desc* desc, SkSL::String* outSPIRV, SkSL::Program::Inputs* outInputs); bool installVkShaderModule(VkShaderStageFlagBits stage, const GrGLSLShaderBuilder& builder, VkShaderModule* shaderModule, VkPipelineShaderStageCreateInfo* stageInfo, SkSL::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; typedef GrGLSLProgramBuilder INHERITED; }; #endif