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 #include "src/gpu/d3d/GrD3DPipelineState.h"
9
10 #include "include/private/SkTemplates.h"
11 #include "src/gpu/GrProgramInfo.h"
12 #include "src/gpu/GrStencilSettings.h"
13 #include "src/gpu/d3d/GrD3DBuffer.h"
14 #include "src/gpu/d3d/GrD3DGpu.h"
15 #include "src/gpu/d3d/GrD3DPipeline.h"
16 #include "src/gpu/d3d/GrD3DRootSignature.h"
17 #include "src/gpu/d3d/GrD3DTexture.h"
18 #include "src/gpu/glsl/GrGLSLFragmentProcessor.h"
19 #include "src/gpu/glsl/GrGLSLGeometryProcessor.h"
20 #include "src/gpu/glsl/GrGLSLXferProcessor.h"
21
GrD3DPipelineState(sk_sp<GrD3DPipeline> pipeline,sk_sp<GrD3DRootSignature> rootSignature,const GrGLSLBuiltinUniformHandles & builtinUniformHandles,const UniformInfoArray & uniforms,uint32_t uniformSize,uint32_t numSamplers,std::unique_ptr<GrGLSLGeometryProcessor> geometryProcessor,std::unique_ptr<GrGLSLXferProcessor> xferProcessor,std::vector<std::unique_ptr<GrGLSLFragmentProcessor>> fpImpls,size_t vertexStride,size_t instanceStride)22 GrD3DPipelineState::GrD3DPipelineState(
23 sk_sp<GrD3DPipeline> pipeline,
24 sk_sp<GrD3DRootSignature> rootSignature,
25 const GrGLSLBuiltinUniformHandles& builtinUniformHandles,
26 const UniformInfoArray& uniforms, uint32_t uniformSize,
27 uint32_t numSamplers,
28 std::unique_ptr<GrGLSLGeometryProcessor> geometryProcessor,
29 std::unique_ptr<GrGLSLXferProcessor> xferProcessor,
30 std::vector<std::unique_ptr<GrGLSLFragmentProcessor>> fpImpls,
31 size_t vertexStride,
32 size_t instanceStride)
33 : fPipeline(std::move(pipeline))
34 , fRootSignature(std::move(rootSignature))
35 , fBuiltinUniformHandles(builtinUniformHandles)
36 , fGeometryProcessor(std::move(geometryProcessor))
37 , fXferProcessor(std::move(xferProcessor))
38 , fFPImpls(std::move(fpImpls))
39 , fDataManager(uniforms, uniformSize)
40 , fNumSamplers(numSamplers)
41 , fVertexStride(vertexStride)
42 , fInstanceStride(instanceStride) {}
43
setAndBindConstants(GrD3DGpu * gpu,const GrRenderTarget * renderTarget,const GrProgramInfo & programInfo)44 void GrD3DPipelineState::setAndBindConstants(GrD3DGpu* gpu,
45 const GrRenderTarget* renderTarget,
46 const GrProgramInfo& programInfo) {
47 this->setRenderTargetState(renderTarget, programInfo.origin());
48
49 fGeometryProcessor->setData(fDataManager, *gpu->caps()->shaderCaps(), programInfo.geomProc());
50 for (int i = 0; i < programInfo.pipeline().numFragmentProcessors(); ++i) {
51 auto& fp = programInfo.pipeline().getFragmentProcessor(i);
52 for (auto [fp, impl] : GrGLSLFragmentProcessor::ParallelRange(fp, *fFPImpls[i])) {
53 impl.setData(fDataManager, fp);
54 }
55 }
56
57 {
58 SkIPoint offset;
59 GrTexture* dstTexture = programInfo.pipeline().peekDstTexture(&offset);
60
61 fXferProcessor->setData(fDataManager, programInfo.pipeline().getXferProcessor(),
62 dstTexture, offset);
63 }
64
65 D3D12_GPU_VIRTUAL_ADDRESS constantsAddress = fDataManager.uploadConstants(gpu);
66 gpu->currentCommandList()->setGraphicsRootConstantBufferView(
67 (unsigned int)(GrD3DRootSignature::ParamIndex::kConstantBufferView),
68 constantsAddress);
69 }
70
setRenderTargetState(const GrRenderTarget * rt,GrSurfaceOrigin origin)71 void GrD3DPipelineState::setRenderTargetState(const GrRenderTarget* rt, GrSurfaceOrigin origin) {
72 // Load the RT height uniform if it is needed to y-flip gl_FragCoord.
73 if (fBuiltinUniformHandles.fRTHeightUni.isValid() &&
74 fRenderTargetState.fRenderTargetSize.fHeight != rt->height()) {
75 fDataManager.set1f(fBuiltinUniformHandles.fRTHeightUni, SkIntToScalar(rt->height()));
76 }
77
78 // set RT adjustment
79 SkISize dimensions = rt->dimensions();
80 SkASSERT(fBuiltinUniformHandles.fRTAdjustmentUni.isValid());
81 if (fRenderTargetState.fRenderTargetOrigin != origin ||
82 fRenderTargetState.fRenderTargetSize != dimensions) {
83 fRenderTargetState.fRenderTargetSize = dimensions;
84 fRenderTargetState.fRenderTargetOrigin = origin;
85
86 float rtAdjustmentVec[4];
87 fRenderTargetState.getRTAdjustmentVec(rtAdjustmentVec);
88 fDataManager.set4fv(fBuiltinUniformHandles.fRTAdjustmentUni, 1, rtAdjustmentVec);
89 }
90 }
91
setAndBindTextures(GrD3DGpu * gpu,const GrGeometryProcessor & geomProc,const GrSurfaceProxy * const geomProcTextures[],const GrPipeline & pipeline)92 void GrD3DPipelineState::setAndBindTextures(GrD3DGpu* gpu,
93 const GrGeometryProcessor& geomProc,
94 const GrSurfaceProxy* const geomProcTextures[],
95 const GrPipeline& pipeline) {
96 SkASSERT(geomProcTextures || !geomProc.numTextureSamplers());
97
98 std::vector<D3D12_CPU_DESCRIPTOR_HANDLE> shaderResourceViews(fNumSamplers);
99 std::vector<D3D12_CPU_DESCRIPTOR_HANDLE> samplers(fNumSamplers);
100 unsigned int currTextureBinding = 0;
101
102 for (int i = 0; i < geomProc.numTextureSamplers(); ++i) {
103 SkASSERT(geomProcTextures[i]->asTextureProxy());
104 const auto& sampler = geomProc.textureSampler(i);
105 auto texture = static_cast<GrD3DTexture*>(geomProcTextures[i]->peekTexture());
106 shaderResourceViews[currTextureBinding] = texture->shaderResourceView();
107 samplers[currTextureBinding++] =
108 gpu->resourceProvider().findOrCreateCompatibleSampler(sampler.samplerState());
109 gpu->currentCommandList()->addSampledTextureRef(texture);
110 }
111
112 pipeline.visitTextureEffects([&](const GrTextureEffect& te) {
113 GrSamplerState samplerState = te.samplerState();
114 auto* texture = static_cast<GrD3DTexture*>(te.texture());
115 shaderResourceViews[currTextureBinding] = texture->shaderResourceView();
116 samplers[currTextureBinding++] =
117 gpu->resourceProvider().findOrCreateCompatibleSampler(samplerState);
118 gpu->currentCommandList()->addSampledTextureRef(texture);
119 });
120
121 if (GrTexture* dstTexture = pipeline.peekDstTexture()) {
122 auto texture = static_cast<GrD3DTexture*>(dstTexture);
123 shaderResourceViews[currTextureBinding] = texture->shaderResourceView();
124 samplers[currTextureBinding++] = gpu->resourceProvider().findOrCreateCompatibleSampler(
125 GrSamplerState::Filter::kNearest);
126 gpu->currentCommandList()->addSampledTextureRef(texture);
127 }
128
129 SkASSERT(fNumSamplers == currTextureBinding);
130
131 // fill in descriptor tables and bind to root signature
132 if (fNumSamplers > 0) {
133 // set up and bind shader resource view table
134 sk_sp<GrD3DDescriptorTable> srvTable =
135 gpu->resourceProvider().findOrCreateShaderViewTable(shaderResourceViews);
136 gpu->currentCommandList()->setGraphicsRootDescriptorTable(
137 (unsigned int)GrD3DRootSignature::ParamIndex::kShaderViewDescriptorTable,
138 srvTable->baseGpuDescriptor());
139
140 // set up and bind sampler table
141 sk_sp<GrD3DDescriptorTable> samplerTable =
142 gpu->resourceProvider().findOrCreateSamplerTable(samplers);
143 gpu->currentCommandList()->setGraphicsRootDescriptorTable(
144 (unsigned int)GrD3DRootSignature::ParamIndex::kSamplerDescriptorTable,
145 samplerTable->baseGpuDescriptor());
146 }
147 }
148
bindBuffers(GrD3DGpu * gpu,sk_sp<const GrBuffer> indexBuffer,sk_sp<const GrBuffer> instanceBuffer,sk_sp<const GrBuffer> vertexBuffer,GrD3DDirectCommandList * commandList)149 void GrD3DPipelineState::bindBuffers(GrD3DGpu* gpu, sk_sp<const GrBuffer> indexBuffer,
150 sk_sp<const GrBuffer> instanceBuffer,
151 sk_sp<const GrBuffer> vertexBuffer,
152 GrD3DDirectCommandList* commandList) {
153 // Here our vertex and instance inputs need to match the same 0-based bindings they were
154 // assigned in the PipelineState. That is, vertex first (if any) followed by instance.
155 if (vertexBuffer) {
156 auto* d3dVertexBuffer = static_cast<const GrD3DBuffer*>(vertexBuffer.get());
157 SkASSERT(!d3dVertexBuffer->isCpuBuffer());
158 SkASSERT(!d3dVertexBuffer->isMapped());
159 const_cast<GrD3DBuffer*>(d3dVertexBuffer)->setResourceState(
160 gpu, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
161 }
162 if (instanceBuffer) {
163 auto* d3dInstanceBuffer = static_cast<const GrD3DBuffer*>(instanceBuffer.get());
164 SkASSERT(!d3dInstanceBuffer->isCpuBuffer());
165 SkASSERT(!d3dInstanceBuffer->isMapped());
166 const_cast<GrD3DBuffer*>(d3dInstanceBuffer)->setResourceState(
167 gpu, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
168 }
169 commandList->setVertexBuffers(0, std::move(vertexBuffer), fVertexStride,
170 std::move(instanceBuffer), fInstanceStride);
171
172 if (auto* d3dIndexBuffer = static_cast<const GrD3DBuffer*>(indexBuffer.get())) {
173 SkASSERT(!d3dIndexBuffer->isCpuBuffer());
174 SkASSERT(!d3dIndexBuffer->isMapped());
175 const_cast<GrD3DBuffer*>(d3dIndexBuffer)->setResourceState(
176 gpu, D3D12_RESOURCE_STATE_INDEX_BUFFER);
177 commandList->setIndexBuffer(std::move(indexBuffer));
178 }
179 }
180