| /* |
| * Copyright 2020 Google LLC |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #include "src/gpu/d3d/GrD3DPipelineState.h" |
| |
| #include "include/private/SkTemplates.h" |
| #include "src/gpu/GrProgramInfo.h" |
| #include "src/gpu/GrStencilSettings.h" |
| #include "src/gpu/d3d/GrD3DBuffer.h" |
| #include "src/gpu/d3d/GrD3DGpu.h" |
| #include "src/gpu/d3d/GrD3DRootSignature.h" |
| #include "src/gpu/d3d/GrD3DTexture.h" |
| #include "src/gpu/glsl/GrGLSLFragmentProcessor.h" |
| #include "src/gpu/glsl/GrGLSLGeometryProcessor.h" |
| #include "src/gpu/glsl/GrGLSLXferProcessor.h" |
| |
| GrD3DPipelineState::GrD3DPipelineState( |
| ComPtr<ID3D12PipelineState> pipelineState, |
| sk_sp<GrD3DRootSignature> rootSignature, |
| const GrGLSLBuiltinUniformHandles& builtinUniformHandles, |
| const UniformInfoArray& uniforms, uint32_t uniformSize, |
| uint32_t numSamplers, |
| std::unique_ptr<GrGLSLPrimitiveProcessor> geometryProcessor, |
| std::unique_ptr<GrGLSLXferProcessor> xferProcessor, |
| std::unique_ptr<std::unique_ptr<GrGLSLFragmentProcessor>[]> fragmentProcessors, |
| size_t vertexStride, |
| size_t instanceStride) |
| : fPipelineState(std::move(pipelineState)) |
| , fRootSignature(std::move(rootSignature)) |
| , fBuiltinUniformHandles(builtinUniformHandles) |
| , fGeometryProcessor(std::move(geometryProcessor)) |
| , fXferProcessor(std::move(xferProcessor)) |
| , fFragmentProcessors(std::move(fragmentProcessors)) |
| , fDataManager(uniforms, uniformSize) |
| , fNumSamplers(numSamplers) |
| , fVertexStride(vertexStride) |
| , fInstanceStride(instanceStride) {} |
| |
| void GrD3DPipelineState::setAndBindConstants(GrD3DGpu* gpu, |
| const GrRenderTarget* renderTarget, |
| const GrProgramInfo& programInfo) { |
| this->setRenderTargetState(renderTarget, programInfo.origin()); |
| |
| fGeometryProcessor->setData(fDataManager, programInfo.primProc()); |
| for (int i = 0; i < programInfo.pipeline().numFragmentProcessors(); ++i) { |
| auto& pipelineFP = programInfo.pipeline().getFragmentProcessor(i); |
| auto& baseGLSLFP = *fFragmentProcessors[i]; |
| for (auto [fp, glslFP] : GrGLSLFragmentProcessor::ParallelRange(pipelineFP, baseGLSLFP)) { |
| glslFP.setData(fDataManager, fp); |
| } |
| } |
| |
| { |
| SkIPoint offset; |
| GrTexture* dstTexture = programInfo.pipeline().peekDstTexture(&offset); |
| |
| fXferProcessor->setData(fDataManager, programInfo.pipeline().getXferProcessor(), |
| dstTexture, offset); |
| } |
| |
| D3D12_GPU_VIRTUAL_ADDRESS constantsAddress = fDataManager.uploadConstants(gpu); |
| gpu->currentCommandList()->setGraphicsRootConstantBufferView( |
| (unsigned int)(GrD3DRootSignature::ParamIndex::kConstantBufferView), |
| constantsAddress); |
| } |
| |
| void GrD3DPipelineState::setRenderTargetState(const GrRenderTarget* rt, GrSurfaceOrigin origin) { |
| // Load the RT height uniform if it is needed to y-flip gl_FragCoord. |
| if (fBuiltinUniformHandles.fRTHeightUni.isValid() && |
| fRenderTargetState.fRenderTargetSize.fHeight != rt->height()) { |
| fDataManager.set1f(fBuiltinUniformHandles.fRTHeightUni, SkIntToScalar(rt->height())); |
| } |
| |
| // set RT adjustment |
| SkISize dimensions = rt->dimensions(); |
| SkASSERT(fBuiltinUniformHandles.fRTAdjustmentUni.isValid()); |
| if (fRenderTargetState.fRenderTargetOrigin != origin || |
| fRenderTargetState.fRenderTargetSize != dimensions) { |
| fRenderTargetState.fRenderTargetSize = dimensions; |
| fRenderTargetState.fRenderTargetOrigin = origin; |
| |
| float rtAdjustmentVec[4]; |
| fRenderTargetState.getRTAdjustmentVec(rtAdjustmentVec); |
| fDataManager.set4fv(fBuiltinUniformHandles.fRTAdjustmentUni, 1, rtAdjustmentVec); |
| } |
| } |
| |
| void GrD3DPipelineState::setAndBindTextures(GrD3DGpu* gpu, const GrPrimitiveProcessor& primProc, |
| const GrSurfaceProxy* const primProcTextures[], |
| const GrPipeline& pipeline) { |
| SkASSERT(primProcTextures || !primProc.numTextureSamplers()); |
| |
| std::vector<D3D12_CPU_DESCRIPTOR_HANDLE> shaderResourceViews(fNumSamplers); |
| std::vector<D3D12_CPU_DESCRIPTOR_HANDLE> samplers(fNumSamplers); |
| unsigned int currTextureBinding = 0; |
| |
| for (int i = 0; i < primProc.numTextureSamplers(); ++i) { |
| SkASSERT(primProcTextures[i]->asTextureProxy()); |
| const auto& sampler = primProc.textureSampler(i); |
| auto texture = static_cast<GrD3DTexture*>(primProcTextures[i]->peekTexture()); |
| shaderResourceViews[currTextureBinding] = texture->shaderResourceView(); |
| samplers[currTextureBinding++] = |
| gpu->resourceProvider().findOrCreateCompatibleSampler(sampler.samplerState()); |
| gpu->currentCommandList()->addSampledTextureRef(texture); |
| } |
| |
| pipeline.visitTextureEffects([&](const GrTextureEffect& te) { |
| GrSamplerState samplerState = te.samplerState(); |
| auto* texture = static_cast<GrD3DTexture*>(te.texture()); |
| shaderResourceViews[currTextureBinding] = texture->shaderResourceView(); |
| samplers[currTextureBinding++] = |
| gpu->resourceProvider().findOrCreateCompatibleSampler(samplerState); |
| gpu->currentCommandList()->addSampledTextureRef(texture); |
| }); |
| |
| if (GrTexture* dstTexture = pipeline.peekDstTexture()) { |
| auto texture = static_cast<GrD3DTexture*>(dstTexture); |
| shaderResourceViews[currTextureBinding] = texture->shaderResourceView(); |
| samplers[currTextureBinding++] = gpu->resourceProvider().findOrCreateCompatibleSampler( |
| GrSamplerState::Filter::kNearest); |
| gpu->currentCommandList()->addSampledTextureRef(texture); |
| } |
| |
| SkASSERT(fNumSamplers == currTextureBinding); |
| |
| // fill in descriptor tables and bind to root signature |
| if (fNumSamplers > 0) { |
| // set up and bind shader resource view table |
| sk_sp<GrD3DDescriptorTable> srvTable = |
| gpu->resourceProvider().findOrCreateShaderResourceTable(shaderResourceViews); |
| gpu->currentCommandList()->setGraphicsRootDescriptorTable( |
| static_cast<unsigned int>(GrD3DRootSignature::ParamIndex::kTextureDescriptorTable), |
| srvTable->baseGpuDescriptor()); |
| |
| // set up and bind sampler table |
| sk_sp<GrD3DDescriptorTable> samplerTable = |
| gpu->resourceProvider().findOrCreateSamplerTable(samplers); |
| gpu->currentCommandList()->setGraphicsRootDescriptorTable( |
| static_cast<unsigned int>(GrD3DRootSignature::ParamIndex::kSamplerDescriptorTable), |
| samplerTable->baseGpuDescriptor()); |
| } |
| } |
| |
| void GrD3DPipelineState::bindBuffers(GrD3DGpu* gpu, sk_sp<const GrBuffer> indexBuffer, |
| sk_sp<const GrBuffer> instanceBuffer, |
| sk_sp<const GrBuffer> vertexBuffer, |
| GrD3DDirectCommandList* commandList) { |
| // Here our vertex and instance inputs need to match the same 0-based bindings they were |
| // assigned in the PipelineState. That is, vertex first (if any) followed by instance. |
| if (vertexBuffer) { |
| auto* d3dVertexBuffer = static_cast<const GrD3DBuffer*>(vertexBuffer.get()); |
| SkASSERT(!d3dVertexBuffer->isCpuBuffer()); |
| SkASSERT(!d3dVertexBuffer->isMapped()); |
| const_cast<GrD3DBuffer*>(d3dVertexBuffer)->setResourceState( |
| gpu, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER); |
| } |
| if (instanceBuffer) { |
| auto* d3dInstanceBuffer = static_cast<const GrD3DBuffer*>(instanceBuffer.get()); |
| SkASSERT(!d3dInstanceBuffer->isCpuBuffer()); |
| SkASSERT(!d3dInstanceBuffer->isMapped()); |
| const_cast<GrD3DBuffer*>(d3dInstanceBuffer)->setResourceState( |
| gpu, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER); |
| } |
| commandList->setVertexBuffers(0, std::move(vertexBuffer), fVertexStride, |
| std::move(instanceBuffer), fInstanceStride); |
| |
| if (auto* d3dIndexBuffer = static_cast<const GrD3DBuffer*>(indexBuffer.get())) { |
| SkASSERT(!d3dIndexBuffer->isCpuBuffer()); |
| SkASSERT(!d3dIndexBuffer->isMapped()); |
| const_cast<GrD3DBuffer*>(d3dIndexBuffer)->setResourceState( |
| gpu, D3D12_RESOURCE_STATE_INDEX_BUFFER); |
| commandList->setIndexBuffer(std::move(indexBuffer)); |
| } |
| } |