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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 <d3dcompiler.h>
9 
10 #include "src/gpu/ganesh/d3d/GrD3DPipelineStateBuilder.h"
11 
12 #include "include/gpu/GrDirectContext.h"
13 #include "include/gpu/d3d/GrD3DTypes.h"
14 #include "include/private/SkSLProgramKind.h"
15 #include "src/core/SkReadBuffer.h"
16 #include "src/core/SkTraceEvent.h"
17 #include "src/gpu/ganesh/GrAutoLocaleSetter.h"
18 #include "src/gpu/ganesh/GrDirectContextPriv.h"
19 #include "src/gpu/ganesh/GrPersistentCacheUtils.h"
20 #include "src/gpu/ganesh/GrShaderCaps.h"
21 #include "src/gpu/ganesh/GrStencilSettings.h"
22 #include "src/gpu/ganesh/d3d/GrD3DGpu.h"
23 #include "src/gpu/ganesh/d3d/GrD3DPipeline.h"
24 #include "src/gpu/ganesh/d3d/GrD3DRenderTarget.h"
25 #include "src/gpu/ganesh/d3d/GrD3DRootSignature.h"
26 #include "src/gpu/ganesh/d3d/GrD3DUtil.h"
27 #include "src/sksl/SkSLCompiler.h"
28 #include "src/sksl/SkSLProgramSettings.h"
29 #include "src/utils/SkShaderUtils.h"
30 
31 #include <d3dcompiler.h>
32 
33 using namespace skia_private;
34 
MakePipelineState(GrD3DGpu * gpu,GrD3DRenderTarget * renderTarget,const GrProgramDesc & desc,const GrProgramInfo & programInfo)35 std::unique_ptr<GrD3DPipelineState> GrD3DPipelineStateBuilder::MakePipelineState(
36         GrD3DGpu* gpu,
37         GrD3DRenderTarget* renderTarget,
38         const GrProgramDesc& desc,
39         const GrProgramInfo& programInfo) {
40     // ensure that we use "." as a decimal separator when creating SkSL code
41     GrAutoLocaleSetter als("C");
42 
43     // create a builder.  This will be handed off to effects so they can use it to add
44     // uniforms, varyings, textures, etc
45     GrD3DPipelineStateBuilder builder(gpu, renderTarget, desc, programInfo);
46 
47     if (!builder.emitAndInstallProcs()) {
48         return nullptr;
49     }
50 
51     return builder.finalize();
52 }
53 
GrD3DPipelineStateBuilder(GrD3DGpu * gpu,GrD3DRenderTarget * renderTarget,const GrProgramDesc & desc,const GrProgramInfo & programInfo)54 GrD3DPipelineStateBuilder::GrD3DPipelineStateBuilder(GrD3DGpu* gpu,
55                                                      GrD3DRenderTarget* renderTarget,
56                                                      const GrProgramDesc& desc,
57                                                      const GrProgramInfo& programInfo)
58         : INHERITED(desc, programInfo)
59         , fGpu(gpu)
60         , fVaryingHandler(this)
61         , fUniformHandler(this)
62         , fRenderTarget(renderTarget) {}
63 
caps() const64 const GrCaps* GrD3DPipelineStateBuilder::caps() const {
65     return fGpu->caps();
66 }
67 
shaderCompiler() const68 SkSL::Compiler* GrD3DPipelineStateBuilder::shaderCompiler() const {
69     return fGpu->shaderCompiler();
70 }
71 
finalizeFragmentSecondaryColor(GrShaderVar & outputColor)72 void GrD3DPipelineStateBuilder::finalizeFragmentSecondaryColor(GrShaderVar& outputColor) {
73     outputColor.addLayoutQualifier("location = 0, index = 1");
74 }
75 
76 // Print the source code for all shaders generated.
77 static const bool gPrintSKSL = false;
78 static const bool gPrintHLSL = false;
79 
GrCompileHLSLShader(GrD3DGpu * gpu,const std::string & hlsl,SkSL::ProgramKind kind)80 static gr_cp<ID3DBlob> GrCompileHLSLShader(GrD3DGpu* gpu,
81                                            const std::string& hlsl,
82                                            SkSL::ProgramKind kind) {
83     TRACE_EVENT0("skia.shaders", "driver_compile_shader");
84     const char* compileTarget = nullptr;
85     switch (kind) {
86         case SkSL::ProgramKind::kVertex:
87             compileTarget = "vs_5_1";
88             break;
89         case SkSL::ProgramKind::kFragment:
90             compileTarget = "ps_5_1";
91             break;
92         default:
93             SkUNREACHABLE;
94     }
95 
96     uint32_t compileFlags = 0;
97 #ifdef SK_DEBUG
98     // Enable better shader debugging with the graphics debugging tools.
99     compileFlags |= D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION;
100 #endif
101     // SPRIV-cross does matrix multiplication expecting row major matrices
102     compileFlags |= D3DCOMPILE_PACK_MATRIX_ROW_MAJOR;
103 
104     gr_cp<ID3DBlob> shader;
105     gr_cp<ID3DBlob> errors;
106     HRESULT hr = D3DCompile(hlsl.c_str(), hlsl.length(), nullptr, nullptr, nullptr, "main",
107                             compileTarget, compileFlags, 0, &shader, &errors);
108     if (!SUCCEEDED(hr)) {
109         gpu->getContext()->priv().getShaderErrorHandler()->compileError(
110                 hlsl.c_str(), reinterpret_cast<char*>(errors->GetBufferPointer()));
111     }
112     return shader;
113 }
114 
loadHLSLFromCache(SkReadBuffer * reader,gr_cp<ID3DBlob> shaders[])115 bool GrD3DPipelineStateBuilder::loadHLSLFromCache(SkReadBuffer* reader, gr_cp<ID3DBlob> shaders[]) {
116 
117     std::string hlsl[kGrShaderTypeCount];
118     SkSL::Program::Inputs inputs[kGrShaderTypeCount];
119 
120     if (!GrPersistentCacheUtils::UnpackCachedShaders(reader, hlsl, inputs, kGrShaderTypeCount)) {
121         return false;
122     }
123 
124     auto compile = [&](SkSL::ProgramKind kind, GrShaderType shaderType) {
125         if (inputs[shaderType].fUseFlipRTUniform) {
126             this->addRTFlipUniform(SKSL_RTFLIP_NAME);
127         }
128         shaders[shaderType] = GrCompileHLSLShader(fGpu, hlsl[shaderType], kind);
129         return shaders[shaderType].get();
130     };
131 
132     return compile(SkSL::ProgramKind::kVertex, kVertex_GrShaderType) &&
133            compile(SkSL::ProgramKind::kFragment, kFragment_GrShaderType);
134 }
135 
compileD3DProgram(SkSL::ProgramKind kind,const std::string & sksl,const SkSL::ProgramSettings & settings,SkSL::Program::Inputs * outInputs,std::string * outHLSL)136 gr_cp<ID3DBlob> GrD3DPipelineStateBuilder::compileD3DProgram(
137         SkSL::ProgramKind kind,
138         const std::string& sksl,
139         const SkSL::ProgramSettings& settings,
140         SkSL::Program::Inputs* outInputs,
141         std::string* outHLSL) {
142 #ifdef SK_DEBUG
143     std::string src = SkShaderUtils::PrettyPrint(sksl);
144 #else
145     const std::string& src = sksl;
146 #endif
147 
148     std::unique_ptr<SkSL::Program> program = fGpu->shaderCompiler()->convertProgram(
149             kind, src, settings);
150     if (!program || !fGpu->shaderCompiler()->toHLSL(*program, outHLSL)) {
151         auto errorHandler = fGpu->getContext()->priv().getShaderErrorHandler();
152         errorHandler->compileError(src.c_str(),
153                                    fGpu->shaderCompiler()->errorText().c_str());
154         return gr_cp<ID3DBlob>();
155     }
156     *outInputs = program->fInputs;
157 
158     if (gPrintSKSL || gPrintHLSL) {
159         SkShaderUtils::PrintShaderBanner(kind);
160         if (gPrintSKSL) {
161             SkDebugf("SKSL:\n");
162             SkShaderUtils::PrintLineByLine(SkShaderUtils::PrettyPrint(sksl));
163         }
164         if (gPrintHLSL) {
165             SkDebugf("HLSL:\n");
166             SkShaderUtils::PrintLineByLine(SkShaderUtils::PrettyPrint(*outHLSL));
167         }
168     }
169 
170     if (program->fInputs.fUseFlipRTUniform) {
171         this->addRTFlipUniform(SKSL_RTFLIP_NAME);
172     }
173 
174     return GrCompileHLSLShader(fGpu, *outHLSL, kind);
175 }
176 
attrib_type_to_format(GrVertexAttribType type)177 static DXGI_FORMAT attrib_type_to_format(GrVertexAttribType type) {
178     switch (type) {
179     case kFloat_GrVertexAttribType:
180         return DXGI_FORMAT_R32_FLOAT;
181     case kFloat2_GrVertexAttribType:
182         return DXGI_FORMAT_R32G32_FLOAT;
183     case kFloat3_GrVertexAttribType:
184         return DXGI_FORMAT_R32G32B32_FLOAT;
185     case kFloat4_GrVertexAttribType:
186         return DXGI_FORMAT_R32G32B32A32_FLOAT;
187     case kHalf_GrVertexAttribType:
188         return DXGI_FORMAT_R16_FLOAT;
189     case kHalf2_GrVertexAttribType:
190         return DXGI_FORMAT_R16G16_FLOAT;
191     case kHalf4_GrVertexAttribType:
192         return DXGI_FORMAT_R16G16B16A16_FLOAT;
193     case kInt2_GrVertexAttribType:
194         return DXGI_FORMAT_R32G32_SINT;
195     case kInt3_GrVertexAttribType:
196         return DXGI_FORMAT_R32G32B32_SINT;
197     case kInt4_GrVertexAttribType:
198         return DXGI_FORMAT_R32G32B32A32_SINT;
199     case kByte_GrVertexAttribType:
200         return DXGI_FORMAT_R8_SINT;
201     case kByte2_GrVertexAttribType:
202         return DXGI_FORMAT_R8G8_SINT;
203     case kByte4_GrVertexAttribType:
204         return DXGI_FORMAT_R8G8B8A8_SINT;
205     case kUByte_GrVertexAttribType:
206         return DXGI_FORMAT_R8_UINT;
207     case kUByte2_GrVertexAttribType:
208         return DXGI_FORMAT_R8G8_UINT;
209     case kUByte4_GrVertexAttribType:
210         return DXGI_FORMAT_R8G8B8A8_UINT;
211     case kUByte_norm_GrVertexAttribType:
212         return DXGI_FORMAT_R8_UNORM;
213     case kUByte4_norm_GrVertexAttribType:
214         return DXGI_FORMAT_R8G8B8A8_UNORM;
215     case kShort2_GrVertexAttribType:
216         return DXGI_FORMAT_R16G16_SINT;
217     case kShort4_GrVertexAttribType:
218         return DXGI_FORMAT_R16G16B16A16_SINT;
219     case kUShort2_GrVertexAttribType:
220         return DXGI_FORMAT_R16G16_UINT;
221     case kUShort2_norm_GrVertexAttribType:
222         return DXGI_FORMAT_R16G16_UNORM;
223     case kInt_GrVertexAttribType:
224         return DXGI_FORMAT_R32_SINT;
225     case kUInt_GrVertexAttribType:
226         return DXGI_FORMAT_R32_UINT;
227     case kUShort_norm_GrVertexAttribType:
228         return DXGI_FORMAT_R16_UNORM;
229     case kUShort4_norm_GrVertexAttribType:
230         return DXGI_FORMAT_R16G16B16A16_UNORM;
231     }
232     SK_ABORT("Unknown vertex attrib type");
233 }
234 
setup_vertex_input_layout(const GrGeometryProcessor & geomProc,D3D12_INPUT_ELEMENT_DESC * inputElements)235 static void setup_vertex_input_layout(const GrGeometryProcessor& geomProc,
236                                       D3D12_INPUT_ELEMENT_DESC* inputElements) {
237     unsigned int slotNumber = 0;
238     unsigned int vertexSlot = 0;
239     unsigned int instanceSlot = 0;
240     if (geomProc.hasVertexAttributes()) {
241         vertexSlot = slotNumber++;
242     }
243     if (geomProc.hasInstanceAttributes()) {
244         instanceSlot = slotNumber++;
245     }
246 
247     unsigned int currentAttrib = 0;
248 
249     for (auto attrib : geomProc.vertexAttributes()) {
250         // When using SPIRV-Cross it converts the location modifier in SPIRV to be
251         // TEXCOORD<N> where N is the location value for eveery vertext attribute
252         inputElements[currentAttrib] = { "TEXCOORD", currentAttrib,
253                                         attrib_type_to_format(attrib.cpuType()),
254                                         vertexSlot, SkToU32(*attrib.offset()),
255                                         D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 };
256         currentAttrib++;
257     }
258 
259     for (auto attrib : geomProc.instanceAttributes()) {
260         // When using SPIRV-Cross it converts the location modifier in SPIRV to be
261         // TEXCOORD<N> where N is the location value for eveery vertext attribute
262         inputElements[currentAttrib] = { "TEXCOORD", currentAttrib,
263                                         attrib_type_to_format(attrib.cpuType()),
264                                         instanceSlot, SkToU32(*attrib.offset()),
265                                         D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA, 1 };
266         currentAttrib++;
267     }
268 }
269 
blend_coeff_to_d3d_blend(skgpu::BlendCoeff coeff)270 static D3D12_BLEND blend_coeff_to_d3d_blend(skgpu::BlendCoeff coeff) {
271     switch (coeff) {
272     case skgpu::BlendCoeff::kZero:
273         return D3D12_BLEND_ZERO;
274     case skgpu::BlendCoeff::kOne:
275         return D3D12_BLEND_ONE;
276     case skgpu::BlendCoeff::kSC:
277         return D3D12_BLEND_SRC_COLOR;
278     case skgpu::BlendCoeff::kISC:
279         return D3D12_BLEND_INV_SRC_COLOR;
280     case skgpu::BlendCoeff::kDC:
281         return D3D12_BLEND_DEST_COLOR;
282     case skgpu::BlendCoeff::kIDC:
283         return D3D12_BLEND_INV_DEST_COLOR;
284     case skgpu::BlendCoeff::kSA:
285         return D3D12_BLEND_SRC_ALPHA;
286     case skgpu::BlendCoeff::kISA:
287         return D3D12_BLEND_INV_SRC_ALPHA;
288     case skgpu::BlendCoeff::kDA:
289         return D3D12_BLEND_DEST_ALPHA;
290     case skgpu::BlendCoeff::kIDA:
291         return D3D12_BLEND_INV_DEST_ALPHA;
292     case skgpu::BlendCoeff::kConstC:
293         return D3D12_BLEND_BLEND_FACTOR;
294     case skgpu::BlendCoeff::kIConstC:
295         return D3D12_BLEND_INV_BLEND_FACTOR;
296     case skgpu::BlendCoeff::kS2C:
297         return D3D12_BLEND_SRC1_COLOR;
298     case skgpu::BlendCoeff::kIS2C:
299         return D3D12_BLEND_INV_SRC1_COLOR;
300     case skgpu::BlendCoeff::kS2A:
301         return D3D12_BLEND_SRC1_ALPHA;
302     case skgpu::BlendCoeff::kIS2A:
303         return D3D12_BLEND_INV_SRC1_ALPHA;
304     case skgpu::BlendCoeff::kIllegal:
305         return D3D12_BLEND_ZERO;
306     }
307     SkUNREACHABLE;
308 }
309 
blend_coeff_to_d3d_blend_for_alpha(skgpu::BlendCoeff coeff)310 static D3D12_BLEND blend_coeff_to_d3d_blend_for_alpha(skgpu::BlendCoeff coeff) {
311     switch (coeff) {
312         // Force all srcColor used in alpha slot to alpha version.
313     case skgpu::BlendCoeff::kSC:
314         return D3D12_BLEND_SRC_ALPHA;
315     case skgpu::BlendCoeff::kISC:
316         return D3D12_BLEND_INV_SRC_ALPHA;
317     case skgpu::BlendCoeff::kDC:
318         return D3D12_BLEND_DEST_ALPHA;
319     case skgpu::BlendCoeff::kIDC:
320         return D3D12_BLEND_INV_DEST_ALPHA;
321     case skgpu::BlendCoeff::kS2C:
322         return D3D12_BLEND_SRC1_ALPHA;
323     case skgpu::BlendCoeff::kIS2C:
324         return D3D12_BLEND_INV_SRC1_ALPHA;
325 
326     default:
327         return blend_coeff_to_d3d_blend(coeff);
328     }
329 }
330 
331 
blend_equation_to_d3d_op(skgpu::BlendEquation equation)332 static D3D12_BLEND_OP blend_equation_to_d3d_op(skgpu::BlendEquation equation) {
333     switch (equation) {
334     case skgpu::BlendEquation::kAdd:
335         return D3D12_BLEND_OP_ADD;
336     case skgpu::BlendEquation::kSubtract:
337         return D3D12_BLEND_OP_SUBTRACT;
338     case skgpu::BlendEquation::kReverseSubtract:
339         return D3D12_BLEND_OP_REV_SUBTRACT;
340     default:
341         SkUNREACHABLE;
342     }
343 }
344 
fill_in_blend_state(const GrPipeline & pipeline,D3D12_BLEND_DESC * blendDesc)345 static void fill_in_blend_state(const GrPipeline& pipeline, D3D12_BLEND_DESC* blendDesc) {
346     blendDesc->AlphaToCoverageEnable = false;
347     blendDesc->IndependentBlendEnable = false;
348 
349     const skgpu::BlendInfo& blendInfo = pipeline.getXferProcessor().getBlendInfo();
350 
351     skgpu::BlendEquation equation = blendInfo.fEquation;
352     skgpu::BlendCoeff srcCoeff = blendInfo.fSrcBlend;
353     skgpu::BlendCoeff dstCoeff = blendInfo.fDstBlend;
354     bool blendOff = skgpu::BlendShouldDisable(equation, srcCoeff, dstCoeff);
355 
356     auto& rtBlend = blendDesc->RenderTarget[0];
357     rtBlend.BlendEnable = !blendOff;
358     if (!blendOff) {
359         rtBlend.SrcBlend = blend_coeff_to_d3d_blend(srcCoeff);
360         rtBlend.DestBlend = blend_coeff_to_d3d_blend(dstCoeff);
361         rtBlend.BlendOp = blend_equation_to_d3d_op(equation);
362         rtBlend.SrcBlendAlpha = blend_coeff_to_d3d_blend_for_alpha(srcCoeff);
363         rtBlend.DestBlendAlpha = blend_coeff_to_d3d_blend_for_alpha(dstCoeff);
364         rtBlend.BlendOpAlpha = blend_equation_to_d3d_op(equation);
365     }
366 
367     if (!blendInfo.fWritesColor) {
368         rtBlend.RenderTargetWriteMask = 0;
369     } else {
370         rtBlend.RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
371     }
372 }
373 
fill_in_rasterizer_state(const GrPipeline & pipeline,bool multisampleEnable,const GrCaps * caps,D3D12_RASTERIZER_DESC * rasterizer)374 static void fill_in_rasterizer_state(const GrPipeline& pipeline,
375                                      bool multisampleEnable,
376                                      const GrCaps* caps,
377                                      D3D12_RASTERIZER_DESC* rasterizer) {
378     rasterizer->FillMode = (caps->wireframeMode() || pipeline.isWireframe()) ?
379         D3D12_FILL_MODE_WIREFRAME : D3D12_FILL_MODE_SOLID;
380     rasterizer->CullMode = D3D12_CULL_MODE_NONE;
381     rasterizer->FrontCounterClockwise = true;
382     rasterizer->DepthBias = 0;
383     rasterizer->DepthBiasClamp = 0.0f;
384     rasterizer->SlopeScaledDepthBias = 0.0f;
385     rasterizer->DepthClipEnable = false;
386     rasterizer->MultisampleEnable = multisampleEnable;
387     rasterizer->AntialiasedLineEnable = false;
388     rasterizer->ForcedSampleCount = 0;
389     rasterizer->ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
390 }
391 
stencil_op_to_d3d_op(GrStencilOp op)392 static D3D12_STENCIL_OP stencil_op_to_d3d_op(GrStencilOp op) {
393     switch (op) {
394     case GrStencilOp::kKeep:
395         return D3D12_STENCIL_OP_KEEP;
396     case GrStencilOp::kZero:
397         return D3D12_STENCIL_OP_ZERO;
398     case GrStencilOp::kReplace:
399         return D3D12_STENCIL_OP_REPLACE;
400     case GrStencilOp::kInvert:
401         return D3D12_STENCIL_OP_INVERT;
402     case GrStencilOp::kIncWrap:
403         return D3D12_STENCIL_OP_INCR;
404     case GrStencilOp::kDecWrap:
405         return D3D12_STENCIL_OP_DECR;
406     case GrStencilOp::kIncClamp:
407         return D3D12_STENCIL_OP_INCR_SAT;
408     case GrStencilOp::kDecClamp:
409         return D3D12_STENCIL_OP_DECR_SAT;
410     }
411     SkUNREACHABLE;
412 }
413 
stencil_test_to_d3d_func(GrStencilTest test)414 static D3D12_COMPARISON_FUNC stencil_test_to_d3d_func(GrStencilTest test) {
415     switch (test) {
416     case GrStencilTest::kAlways:
417         return D3D12_COMPARISON_FUNC_ALWAYS;
418     case GrStencilTest::kNever:
419         return D3D12_COMPARISON_FUNC_NEVER;
420     case GrStencilTest::kGreater:
421         return D3D12_COMPARISON_FUNC_GREATER;
422     case GrStencilTest::kGEqual:
423         return D3D12_COMPARISON_FUNC_GREATER_EQUAL;
424     case GrStencilTest::kLess:
425         return D3D12_COMPARISON_FUNC_LESS;
426     case GrStencilTest::kLEqual:
427         return D3D12_COMPARISON_FUNC_LESS_EQUAL;
428     case GrStencilTest::kEqual:
429         return D3D12_COMPARISON_FUNC_EQUAL;
430     case GrStencilTest::kNotEqual:
431         return D3D12_COMPARISON_FUNC_NOT_EQUAL;
432     }
433     SkUNREACHABLE;
434 }
435 
setup_stencilop_desc(D3D12_DEPTH_STENCILOP_DESC * desc,const GrStencilSettings::Face & stencilFace)436 static void setup_stencilop_desc(D3D12_DEPTH_STENCILOP_DESC* desc,
437                                  const GrStencilSettings::Face& stencilFace) {
438     desc->StencilFailOp = stencil_op_to_d3d_op(stencilFace.fFailOp);
439     desc->StencilDepthFailOp = desc->StencilFailOp;
440     desc->StencilPassOp = stencil_op_to_d3d_op(stencilFace.fPassOp);
441     desc->StencilFunc = stencil_test_to_d3d_func(stencilFace.fTest);
442 }
443 
fill_in_depth_stencil_state(const GrProgramInfo & programInfo,D3D12_DEPTH_STENCIL_DESC * dsDesc)444 static void fill_in_depth_stencil_state(const GrProgramInfo& programInfo,
445                                         D3D12_DEPTH_STENCIL_DESC* dsDesc) {
446     GrStencilSettings stencilSettings = programInfo.nonGLStencilSettings();
447     GrSurfaceOrigin origin = programInfo.origin();
448 
449     dsDesc->DepthEnable = false;
450     dsDesc->DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ZERO;
451     dsDesc->DepthFunc = D3D12_COMPARISON_FUNC_NEVER;
452     dsDesc->StencilEnable = !stencilSettings.isDisabled();
453     if (!stencilSettings.isDisabled()) {
454         if (stencilSettings.isTwoSided()) {
455             const auto& frontFace = stencilSettings.postOriginCCWFace(origin);
456             const auto& backFace = stencilSettings.postOriginCWFace(origin);
457 
458             SkASSERT(frontFace.fTestMask == backFace.fTestMask);
459             SkASSERT(frontFace.fWriteMask == backFace.fWriteMask);
460             dsDesc->StencilReadMask = frontFace.fTestMask;
461             dsDesc->StencilWriteMask = frontFace.fWriteMask;
462 
463             setup_stencilop_desc(&dsDesc->FrontFace, frontFace);
464             setup_stencilop_desc(&dsDesc->BackFace, backFace);
465         } else {
466             dsDesc->StencilReadMask = stencilSettings.singleSidedFace().fTestMask;
467             dsDesc->StencilWriteMask = stencilSettings.singleSidedFace().fWriteMask;
468             setup_stencilop_desc(&dsDesc->FrontFace, stencilSettings.singleSidedFace());
469             dsDesc->BackFace = dsDesc->FrontFace;
470         }
471     }
472 }
473 
gr_primitive_type_to_d3d(GrPrimitiveType primitiveType)474 static D3D12_PRIMITIVE_TOPOLOGY_TYPE gr_primitive_type_to_d3d(GrPrimitiveType primitiveType) {
475     switch (primitiveType) {
476         case GrPrimitiveType::kTriangles:
477         case GrPrimitiveType::kTriangleStrip: //fall through
478             return D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
479         case GrPrimitiveType::kPoints:
480             return D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT;
481         case GrPrimitiveType::kLines: // fall through
482         case GrPrimitiveType::kLineStrip:
483             return D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE;
484         default:
485             SkUNREACHABLE;
486     }
487 }
488 
create_pipeline_state(GrD3DGpu * gpu,const GrProgramInfo & programInfo,const sk_sp<GrD3DRootSignature> & rootSig,gr_cp<ID3DBlob> vertexShader,gr_cp<ID3DBlob> pixelShader,DXGI_FORMAT renderTargetFormat,DXGI_FORMAT depthStencilFormat,unsigned int sampleQualityPattern)489 gr_cp<ID3D12PipelineState> create_pipeline_state(
490         GrD3DGpu* gpu, const GrProgramInfo& programInfo, const sk_sp<GrD3DRootSignature>& rootSig,
491         gr_cp<ID3DBlob> vertexShader, gr_cp<ID3DBlob> pixelShader,
492         DXGI_FORMAT renderTargetFormat, DXGI_FORMAT depthStencilFormat,
493         unsigned int sampleQualityPattern) {
494     D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
495 
496     psoDesc.pRootSignature = rootSig->rootSignature();
497 
498     psoDesc.VS = { reinterpret_cast<UINT8*>(vertexShader->GetBufferPointer()),
499                    vertexShader->GetBufferSize() };
500     psoDesc.PS = { reinterpret_cast<UINT8*>(pixelShader->GetBufferPointer()),
501                    pixelShader->GetBufferSize() };
502 
503     psoDesc.StreamOutput = { nullptr, 0, nullptr, 0, 0 };
504 
505     fill_in_blend_state(programInfo.pipeline(), &psoDesc.BlendState);
506     psoDesc.SampleMask = UINT_MAX;
507 
508     fill_in_rasterizer_state(programInfo.pipeline(), programInfo.numSamples() > 1, gpu->caps(),
509                              &psoDesc.RasterizerState);
510 
511     fill_in_depth_stencil_state(programInfo, &psoDesc.DepthStencilState);
512 
513     unsigned int totalAttributeCnt = programInfo.geomProc().numVertexAttributes() +
514                                      programInfo.geomProc().numInstanceAttributes();
515     AutoSTArray<4, D3D12_INPUT_ELEMENT_DESC> inputElements(totalAttributeCnt);
516     setup_vertex_input_layout(programInfo.geomProc(), inputElements.get());
517 
518     psoDesc.InputLayout = { inputElements.get(), totalAttributeCnt };
519 
520     psoDesc.IBStripCutValue = D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED;
521 
522     // This is for geometry or hull shader primitives
523     psoDesc.PrimitiveTopologyType = gr_primitive_type_to_d3d(programInfo.primitiveType());
524 
525     psoDesc.NumRenderTargets = 1;
526 
527     psoDesc.RTVFormats[0] = renderTargetFormat;
528 
529     psoDesc.DSVFormat = depthStencilFormat;
530 
531     unsigned int numSamples = programInfo.numSamples();
532     psoDesc.SampleDesc = { numSamples, sampleQualityPattern };
533 
534     // Only used for multi-adapter systems.
535     psoDesc.NodeMask = 0;
536 
537     psoDesc.CachedPSO = { nullptr, 0 };
538     psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
539 
540     gr_cp<ID3D12PipelineState> pipelineState;
541     {
542         TRACE_EVENT0("skia.shaders", "CreateGraphicsPipelineState");
543         GR_D3D_CALL_ERRCHECK(
544                 gpu->device()->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&pipelineState)));
545     }
546 
547     return pipelineState;
548 }
549 
550 static constexpr SkFourByteTag kHLSL_Tag = SkSetFourByteTag('H', 'L', 'S', 'L');
551 static constexpr SkFourByteTag kSKSL_Tag = SkSetFourByteTag('S', 'K', 'S', 'L');
552 
finalize()553 std::unique_ptr<GrD3DPipelineState> GrD3DPipelineStateBuilder::finalize() {
554     TRACE_EVENT0("skia.shaders", TRACE_FUNC);
555 
556     this->finalizeShaders();
557 
558     SkSL::ProgramSettings settings;
559     settings.fSharpenTextures = true;
560     settings.fRTFlipOffset = fUniformHandler.getRTFlipOffset();
561     settings.fRTFlipBinding = 0;
562     settings.fRTFlipSet = 0;
563 
564     sk_sp<SkData> cached;
565     SkReadBuffer reader;
566     SkFourByteTag shaderType = 0;
567     auto persistentCache = fGpu->getContext()->priv().getPersistentCache();
568     if (persistentCache) {
569         // Shear off the D3D-specific portion of the Desc to get the persistent key. We only cache
570         // shader code, not entire pipelines.
571         sk_sp<SkData> key =
572                 SkData::MakeWithoutCopy(this->desc().asKey(), this->desc().initialKeyLength());
573         cached = persistentCache->load(*key);
574         if (cached) {
575             reader.setMemory(cached->data(), cached->size());
576             shaderType = GrPersistentCacheUtils::GetType(&reader);
577         }
578     }
579 
580     const GrGeometryProcessor& geomProc = this->geometryProcessor();
581     gr_cp<ID3DBlob> shaders[kGrShaderTypeCount];
582 
583     if (kHLSL_Tag == shaderType && this->loadHLSLFromCache(&reader, shaders)) {
584         // We successfully loaded and compiled HLSL
585     } else {
586         SkSL::Program::Inputs inputs[kGrShaderTypeCount];
587         std::string* sksl[kGrShaderTypeCount] = {
588             &fVS.fCompilerString,
589             &fFS.fCompilerString,
590         };
591         std::string cached_sksl[kGrShaderTypeCount];
592         std::string hlsl[kGrShaderTypeCount];
593 
594         if (kSKSL_Tag == shaderType) {
595             if (GrPersistentCacheUtils::UnpackCachedShaders(&reader, cached_sksl, inputs,
596                                                             kGrShaderTypeCount)) {
597                 for (int i = 0; i < kGrShaderTypeCount; ++i) {
598                     sksl[i] = &cached_sksl[i];
599                 }
600             }
601         }
602 
603         auto compile = [&](SkSL::ProgramKind kind, GrShaderType shaderType) {
604             shaders[shaderType] = this->compileD3DProgram(kind, *sksl[shaderType], settings,
605                                                           &inputs[shaderType], &hlsl[shaderType]);
606             return shaders[shaderType].get();
607         };
608 
609         if (!compile(SkSL::ProgramKind::kVertex, kVertex_GrShaderType) ||
610             !compile(SkSL::ProgramKind::kFragment, kFragment_GrShaderType)) {
611             return nullptr;
612         }
613 
614         if (persistentCache && !cached) {
615             const bool cacheSkSL = fGpu->getContext()->priv().options().fShaderCacheStrategy ==
616                                    GrContextOptions::ShaderCacheStrategy::kSkSL;
617             if (cacheSkSL) {
618                 // Replace the HLSL with formatted SkSL to be cached. This looks odd, but this is
619                 // the last time we're going to use these strings, so it's safe.
620                 for (int i = 0; i < kGrShaderTypeCount; ++i) {
621                     hlsl[i] = SkShaderUtils::PrettyPrint(*sksl[i]);
622                 }
623             }
624             sk_sp<SkData> key =
625                     SkData::MakeWithoutCopy(this->desc().asKey(), this->desc().initialKeyLength());
626             SkString description = GrProgramDesc::Describe(fProgramInfo, *this->caps());
627             sk_sp<SkData> data = GrPersistentCacheUtils::PackCachedShaders(
628                     cacheSkSL ? kSKSL_Tag : kHLSL_Tag, hlsl, inputs, kGrShaderTypeCount);
629             persistentCache->store(*key, *data, description);
630         }
631     }
632 
633     sk_sp<GrD3DRootSignature> rootSig =
634             fGpu->resourceProvider().findOrCreateRootSignature(fUniformHandler.fTextures.count());
635     if (!rootSig) {
636         return nullptr;
637     }
638 
639     const GrD3DRenderTarget* rt = static_cast<const GrD3DRenderTarget*>(fRenderTarget);
640     gr_cp<ID3D12PipelineState> pipelineState = create_pipeline_state(
641             fGpu, fProgramInfo, rootSig, std::move(shaders[kVertex_GrShaderType]),
642             std::move(shaders[kFragment_GrShaderType]),
643             rt->dxgiFormat(), rt->stencilDxgiFormat(), rt->sampleQualityPattern());
644     sk_sp<GrD3DPipeline> pipeline = GrD3DPipeline::Make(std::move(pipelineState));
645 
646     return std::unique_ptr<GrD3DPipelineState>(
647             new GrD3DPipelineState(std::move(pipeline),
648                                    std::move(rootSig),
649                                    fUniformHandles,
650                                    fUniformHandler.fUniforms,
651                                    fUniformHandler.fCurrentUBOOffset,
652                                    fUniformHandler.fSamplers.count(),
653                                    std::move(fGPImpl),
654                                    std::move(fXPImpl),
655                                    std::move(fFPImpls),
656                                    geomProc.vertexStride(),
657                                    geomProc.instanceStride()));
658 }
659 
660 
MakeComputePipeline(GrD3DGpu * gpu,GrD3DRootSignature * rootSig,const char * shader)661 sk_sp<GrD3DPipeline> GrD3DPipelineStateBuilder::MakeComputePipeline(GrD3DGpu* gpu,
662                                                                     GrD3DRootSignature* rootSig,
663                                                                     const char* shader) {
664     D3D12_COMPUTE_PIPELINE_STATE_DESC psoDesc = {};
665     psoDesc.pRootSignature = rootSig->rootSignature();
666 
667     // compile shader
668     gr_cp<ID3DBlob> shaderBlob;
669     {
670         TRACE_EVENT0("skia.shaders", "driver_compile_shader");
671         uint32_t compileFlags = 0;
672 #ifdef SK_DEBUG
673         // Enable better shader debugging with the graphics debugging tools.
674         compileFlags |= D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION;
675 #endif
676 
677         gr_cp<ID3DBlob> errors;
678         HRESULT hr = D3DCompile(shader, strlen(shader), nullptr, nullptr, nullptr, "main",
679                                 "cs_5_1", compileFlags, 0, &shaderBlob, &errors);
680         if (!SUCCEEDED(hr)) {
681             gpu->getContext()->priv().getShaderErrorHandler()->compileError(
682                 shader, reinterpret_cast<char*>(errors->GetBufferPointer()));
683             return nullptr;
684         }
685         psoDesc.CS = { reinterpret_cast<UINT8*>(shaderBlob->GetBufferPointer()),
686                        shaderBlob->GetBufferSize() };
687     }
688 
689     // Only used for multi-adapter systems.
690     psoDesc.NodeMask = 0;
691 
692     psoDesc.CachedPSO = { nullptr, 0 };
693     psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
694 
695     gr_cp<ID3D12PipelineState> pipelineState;
696     {
697         TRACE_EVENT0("skia.shaders", "CreateComputePipelineState");
698         GR_D3D_CALL_ERRCHECK(
699             gpu->device()->CreateComputePipelineState(&psoDesc, IID_PPV_ARGS(&pipelineState)));
700     }
701 
702     return GrD3DPipeline::Make(std::move(pipelineState));
703 }
704