1 /* 2 * Copyright 2020 Google LLC 3 * 4 * Use of this source code is governed by a BSD-style license that can be 5 * found in the LICENSE file. 6 */ 7 8 #ifndef GrD3DPipelineState_DEFINED 9 #define GrD3DPipelineState_DEFINED 10 11 #include "include/core/SkRefCnt.h" 12 #include "include/gpu/GrTypes.h" 13 #include "include/gpu/d3d/GrD3DTypes.h" 14 #include "src/gpu/GrManagedResource.h" 15 #include "src/gpu/d3d/GrD3DPipelineStateDataManager.h" 16 #include "src/gpu/glsl/GrGLSLProgramBuilder.h" 17 18 #include <vector> 19 20 class GrD3DDirectCommandList; 21 class GrD3DGpu; 22 class GrD3DPipeline; 23 class GrD3DRootSignature; 24 class GrProgramInfo; 25 26 class GrD3DPipelineState { 27 public: 28 using UniformInfoArray = GrD3DPipelineStateDataManager::UniformInfoArray; 29 30 GrD3DPipelineState(sk_sp<GrD3DPipeline> pipeline, 31 sk_sp<GrD3DRootSignature> rootSignature, 32 const GrGLSLBuiltinUniformHandles& builtinUniformHandles, 33 const UniformInfoArray& uniforms, 34 uint32_t uniformSize, 35 uint32_t numSamplers, 36 std::unique_ptr<GrGeometryProcessor::ProgramImpl> gpImpl, 37 std::unique_ptr<GrXferProcessor::ProgramImpl> xpImpl, 38 std::vector<std::unique_ptr<GrFragmentProcessor::ProgramImpl>> fpImpls, 39 size_t vertexStride, 40 size_t instanceStride); 41 pipeline()42 const sk_sp<GrD3DPipeline>& pipeline() const { return fPipeline; } rootSignature()43 const sk_sp<GrD3DRootSignature>& rootSignature() const { return fRootSignature; } 44 45 void setAndBindConstants(GrD3DGpu*, const GrRenderTarget*, const GrProgramInfo&); 46 47 void setAndBindTextures(GrD3DGpu*, 48 const GrGeometryProcessor&, 49 const GrSurfaceProxy* const geomProcTextures[], 50 const GrPipeline&); 51 52 void bindBuffers(GrD3DGpu*, sk_sp<const GrBuffer> indexBuffer, 53 sk_sp<const GrBuffer> instanceBuffer, sk_sp<const GrBuffer> vertexBuffer, 54 GrD3DDirectCommandList* commandList); 55 56 // We can only cache non dirty uniform values until we submit a command list. After that, the 57 // next frame will get a completely different uniform buffer and/or offset into the buffer. Thus 58 // we need a way to mark them all as dirty during submit. markUniformsDirty()59 void markUniformsDirty() { fDataManager.markDirty(); } 60 61 private: 62 /** 63 * We use the RT's size and origin to adjust from Skia device space to d3d normalized device 64 * space and to make device space positions have the correct origin for processors that require 65 * them. 66 */ 67 struct RenderTargetState { 68 SkISize fRenderTargetSize; 69 GrSurfaceOrigin fRenderTargetOrigin; 70 RenderTargetStateRenderTargetState71 RenderTargetState() { this->invalidate(); } invalidateRenderTargetState72 void invalidate() { 73 fRenderTargetSize.fWidth = -1; 74 fRenderTargetSize.fHeight = -1; 75 fRenderTargetOrigin = (GrSurfaceOrigin)-1; 76 } 77 }; 78 79 // Helper for setData() that sets the view matrix and loads the render target height uniform 80 void setRenderTargetState(const GrRenderTarget*, GrSurfaceOrigin); 81 82 sk_sp<GrD3DPipeline> fPipeline; 83 sk_sp<GrD3DRootSignature> fRootSignature; 84 85 // Tracks the current render target uniforms stored in the vertex buffer. 86 RenderTargetState fRenderTargetState; 87 GrGLSLBuiltinUniformHandles fBuiltinUniformHandles; 88 89 // Processors in the GrD3DPipelineState 90 std::unique_ptr<GrGeometryProcessor::ProgramImpl> fGPImpl; 91 std::unique_ptr<GrXferProcessor::ProgramImpl> fXPImpl; 92 std::vector<std::unique_ptr<GrFragmentProcessor::ProgramImpl>> fFPImpls; 93 94 GrD3DPipelineStateDataManager fDataManager; 95 96 unsigned int fNumSamplers; 97 size_t fVertexStride; 98 size_t fInstanceStride; 99 }; 100 101 #endif 102