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1 /*
2  * Copyright 2023 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 skgpu_graphite_compute_ComputeStep_DEFINED
9 #define skgpu_graphite_compute_ComputeStep_DEFINED
10 
11 #include "include/core/SkColorType.h"
12 #include "include/core/SkSize.h"
13 #include "include/core/SkSpan.h"
14 #include "include/private/base/SkTArray.h"
15 #include "include/private/base/SkTo.h"
16 #include "src/base/SkEnumBitMask.h"
17 #include "src/gpu/graphite/ComputeTypes.h"
18 
19 #include <optional>
20 #include <string>
21 #include <string_view>
22 #include <tuple>
23 #include <vector>
24 
25 namespace skgpu::graphite {
26 
27 class UniformManager;
28 
29 /**
30  * A `ComputeStep` represents a compute pass within a wider draw operation. A `ComputeStep`
31  * implementation describes an invocation of a compute program and its data binding layout.
32  *
33  * A `ComputeStep` can perform arbitrary operations on the GPU over various types of data, including
34  * geometry and image processing. The data processed by a `ComputeStep` can be inputs (textures or
35  * buffers) populated on the CPU, data forwarded to and from other `ComputeStep` invocations (via
36  * "slots"), transient storage buffers/textures that are only used within an individual dispatch,
37  * geometry attribute (vertex/index/instance) and indirect draw parameters of a subsequent raster
38  * pipeline stage, as well as texture outputs.
39  *
40  * The data flow between sequential `ComputeStep` invocations within a DispatchGroup is achieved by
41  * operating over a shared "resource table". `ComputeStep`s can declare a resource with a slot
42  * number. Multiple `ComputeStep`s in a group that declare a resource with the same slot number will
43  * have access to the same backing resource object through that slot:
44  *
45  *      _______________                _______________
46  *     |               |              |               |
47  *     |                ---[Slot 0]---                |
48  *     |               |              |               |
49  *     |                ---[Slot 1]---                |
50  *     | ComputeStep 1 |              | ComputeStep 2 |
51  *     |                ---[Slot 2]   |               |
52  *     |               |              |               |
53  *     |               |   [Slot 3]---                |
54  *     |               |              |               |
55  *      ---------------                ---------------
56  *
57  * In the example above, slots 0 and 1 are accessed by both ComputeSteps, while slots 2 and 3 are
58  * exclusively accessed by ComputeStep 1 and 2 respectively. Alternately, slots 2 and 3 could be
59  * declared as "private" resources which are visible to a single ComputeStep.
60  *
61  * Similarly, raster stage geometry buffers that are specified as the output of a ComputeStep can be
62  * used to assign the draw buffers of a RenderStep.
63  *
64  * It is the responsibility of the owning entity (e.g. a RendererProvider) to ensure that a chain of
65  * ComputeStep and RenderStep invocations have a compatible resource and data-flow layout.
66  */
67 class ComputeStep {
68 public:
69     enum class DataFlow {
70         // A private binding is a resource that is only visible to a single ComputeStep invocation.
71         kPrivate,
72 
73         // Bindings with a slot number that can be used to forward data between a series of
74         // `ComputeStep`s. This DataFlow type is accompanied with a "slot number" that can be
75         // shared by multiple `ComputeStep`s in a group.
76         kShared,
77     };
78 
79     enum class ResourceType {
80         kUniformBuffer,
81         kStorageBuffer,
82         kReadOnlyStorageBuffer,
83 
84         // An indirect buffer is a storage buffer populated by this ComputeStep to determine the
85         // global dispatch size of a subsequent ComputeStep within the same DispatchGroup. The
86         // contents of the buffer must be laid out according to the `IndirectDispatchArgs` struct
87         // definition declared in ComputeTypes.h.
88         kIndirectBuffer,
89 
90         kWriteOnlyStorageTexture,
91         kReadOnlyTexture,
92         kSampledTexture,
93     };
94 
95     enum class ResourcePolicy {
96         kNone,
97 
98         // The memory of the resource will be initialized to 0
99         kClear,
100 
101         // The ComputeStep will be asked to initialize the memory on the CPU via
102         // `ComputeStep::prepareStorageBuffer` or `ComputeStep::prepareUniformBuffer` prior to
103         // pipeline execution. This may incur a transfer cost on platforms that do not allow buffers
104         // to be mapped in shared memory.
105         //
106         // If multiple ComputeSteps in a DispatchGroup declare a mapped resource with the same
107         // shared slot number, only the first ComputeStep in the group will receive a call to
108         // prepare the buffer.
109         //
110         // This only has meaning for buffer resources. A resource with the `kUniformBuffer` resource
111         // type must specify the `kMapped` resource policy.
112         kMapped,
113     };
114 
115     struct ResourceDesc final {
116         ResourceType fType;
117         DataFlow fFlow;
118         ResourcePolicy fPolicy;
119 
120         // This field only has meaning (and must have a non-negative value) if `fFlow` is
121         // `DataFlow::kShared`.
122         int fSlot;
123 
124         // The SkSL variable declaration code excluding the layout and type definitions. This field
125         // is ignored for a ComputeStep that supports native shader source.
126         const char* fSkSL = "";
127 
128         constexpr ResourceDesc(ResourceType type,
129                                DataFlow flow,
130                                ResourcePolicy policy,
131                                int slot = -1)
fTypefinal132                 : fType(type), fFlow(flow), fPolicy(policy), fSlot(slot) {}
133 
ResourceDescfinal134         constexpr ResourceDesc(ResourceType type,
135                                DataFlow flow,
136                                ResourcePolicy policy,
137                                int slot,
138                                const char* sksl)
139                 : fType(type), fFlow(flow), fPolicy(policy), fSlot(slot), fSkSL(sksl) {}
140 
ResourceDescfinal141         constexpr ResourceDesc(ResourceType type,
142                                DataFlow flow,
143                                ResourcePolicy policy,
144                                const char* sksl)
145                 : fType(type), fFlow(flow), fPolicy(policy), fSlot(-1), fSkSL(sksl) {}
146     };
147 
148     // On platforms that support late bound workgroup shared resources (e.g. Metal) a ComputeStep
149     // can optionally provide a list of memory sizes and binding indices.
150     struct WorkgroupBufferDesc {
151         // The buffer size in bytes.
152         size_t size;
153         size_t index;
154     };
155 
156     virtual ~ComputeStep() = default;
157 
158     // Returns a complete SkSL compute program. The returned SkSL must constitute a complete compute
159     // program and declare all resource bindings starting at `nextBindingIndex` in the order in
160     // which they are enumerated by `ComputeStep::resources()`.
161     //
162     // If this ComputeStep supports native shader source then it must override
163     // `nativeShaderSource()` instead.
164     virtual std::string computeSkSL() const;
165 
166     // A ComputeStep that supports native shader source then then it must implement
167     // `nativeShaderSource()` and return the shader source in the requested format. This is intended
168     // to instantiate a compute pipeline from a pre-compiled shader module. The returned source must
169     // constitute a shader module that contains at least one compute entry-point function that
170     // matches the specified name.
171     enum class NativeShaderFormat {
172         kWGSL,
173         kMSL,
174     };
175     struct NativeShaderSource {
176         std::string_view fSource;
177         std::string fEntryPoint;
178     };
179     virtual NativeShaderSource nativeShaderSource(NativeShaderFormat) const;
180 
181     // This method will be called for buffer entries in the ComputeStep's resource list to
182     // determine the required allocation size. The ComputeStep must return a non-zero value.
183     //
184     // TODO(b/279955342): Provide a context object, e.g. a type a associated with
185     // DispatchGroup::Builder, to aid the ComputeStep in its buffer size calculations.
186     virtual size_t calculateBufferSize(int resourceIndex, const ResourceDesc&) const;
187 
188     // This method will be called for storage texture entries in the ComputeStep's resource list to
189     // determine the required dimensions and color type. The ComputeStep must return a non-zero
190     // value for the size and a valid color type.
191     virtual std::tuple<SkISize, SkColorType> calculateTextureParameters(int resourceIndex,
192                                                                         const ResourceDesc&) const;
193 
194     // This method will be called for sampler entries in the ComputeStep's resource list to
195     // determine the sampling and tile mode options.
196     virtual SamplerDesc calculateSamplerParameters(int resourceIndex, const ResourceDesc&) const;
197 
198     // Return the global dispatch size (aka "workgroup count") for this step based on the draw
199     // parameters. The default value is a workgroup count of (1, 1, 1)
200     //
201     // TODO(b/279955342): Provide a context object, e.g. a type a associated with
202     // DispatchGroup::Builder, to aid the ComputeStep in its buffer size calculations.
203     virtual WorkgroupSize calculateGlobalDispatchSize() const;
204 
205     // Populates a storage buffer resource which was specified as "mapped". This method will only be
206     // called once for a resource right after its allocation and before pipeline execution. For
207     // shared resources, only the first ComputeStep in a DispatchGroup will be asked to prepare the
208     // buffer.
209     //
210     // `resourceIndex` matches the order in which `resource` was enumerated by
211     // `ComputeStep::resources()`.
212     virtual void prepareStorageBuffer(int resourceIndex,
213                                       const ResourceDesc& resource,
214                                       void* buffer,
215                                       size_t bufferSize) const;
216 
217     // Populates a uniform buffer resource. This method will be called once for a resource right
218     // after its allocation and before pipeline execution. For shared resources, only the first
219     // ComputeStep in a DispatchGroup will be asked to prepare the buffer.
220     //
221     // `resourceIndex` matches the order in which `resource` was enumerated by
222     // `ComputeStep::resources()`.
223     //
224     // The implementation must use the provided `UniformManager` to populate the buffer. On debug
225     // builds, the implementation must validate the buffer layout by setting up an expectation, for
226     // example:
227     //
228     //     SkDEBUGCODE(mgr->setExpectedUniforms({{"foo", SkSLType::kFloat}}));
229     //
230     // TODO(b/279955342): Provide a context object, e.g. a type a associated with
231     // DispatchGroup::Builder, to aid the ComputeStep in its buffer size calculations.
232     virtual void prepareUniformBuffer(int resourceIndex,
233                                       const ResourceDesc&,
234                                       UniformManager*) const;
235 
resources()236     SkSpan<const ResourceDesc> resources() const { return SkSpan(fResources); }
workgroupBuffers()237     SkSpan<const WorkgroupBufferDesc> workgroupBuffers() const { return SkSpan(fWorkgroupBuffers); }
238 
239     // Identifier that can be used as part of a unique key for a compute pipeline state object
240     // associated with this `ComputeStep`.
uniqueID()241     uint32_t uniqueID() const { return fUniqueID; }
242 
243     // Returns a debug name for the subclass implementation.
name()244     const char* name() const { return fName.c_str(); }
245 
246     // The size of the workgroup for this ComputeStep's entry point function. This value is hardware
247     // dependent. On Metal, this value should be used when invoking the dispatch API call. On all
248     // other backends, this value will be baked into the pipeline.
localDispatchSize()249     WorkgroupSize localDispatchSize() const { return fLocalDispatchSize; }
250 
supportsNativeShader()251     bool supportsNativeShader() const { return SkToBool(fFlags & Flags::kSupportsNativeShader); }
252 
253 protected:
254     enum class Flags : uint8_t {
255         kNone                 = 0b00000,
256         kSupportsNativeShader = 0b00010,
257     };
258     SK_DECL_BITMASK_OPS_FRIENDS(Flags)
259 
260     ComputeStep(std::string_view name,
261                 WorkgroupSize localDispatchSize,
262                 SkSpan<const ResourceDesc> resources,
263                 SkSpan<const WorkgroupBufferDesc> workgroupBuffers = {},
264                 Flags baseFlags = Flags::kNone);
265 
266 private:
267     // Disallow copy and move
268     ComputeStep(const ComputeStep&) = delete;
269     ComputeStep(ComputeStep&&)      = delete;
270 
271     uint32_t fUniqueID;
272     SkEnumBitMask<Flags> fFlags;
273     std::string fName;
274     skia_private::TArray<ResourceDesc> fResources;
275     skia_private::TArray<WorkgroupBufferDesc> fWorkgroupBuffers;
276 
277     // TODO(b/240615224): Subclasses should simply specify the workgroup size that they need.
278     // The ComputeStep constructor should check and reduce that number based on the maximum
279     // supported workgroup size stored in Caps. In Metal, we'll pass this number directly to the
280     // dispatch API call. On other backends, we'll use this value to generate the right SkSL
281     // workgroup size declaration to avoid any validation failures.
282     WorkgroupSize fLocalDispatchSize;
283 };
284 SK_MAKE_BITMASK_OPS(ComputeStep::Flags)
285 
286 }  // namespace skgpu::graphite
287 
288 #endif  // skgpu_graphite_compute_ComputeStep_DEFINED
289