| /* |
| * Copyright 2016 Google Inc. |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| |
| #ifndef GrVkPipelineState_DEFINED |
| #define GrVkPipelineState_DEFINED |
| |
| #include "include/gpu/vk/GrVkTypes.h" |
| #include "src/gpu/glsl/GrGLSLProgramBuilder.h" |
| #include "src/gpu/vk/GrVkDescriptorSetManager.h" |
| #include "src/gpu/vk/GrVkPipelineStateDataManager.h" |
| |
| class GrPipeline; |
| class GrStencilSettings; |
| class GrVkBuffer; |
| class GrVkCommandBuffer; |
| class GrVkDescriptorPool; |
| class GrVkDescriptorSet; |
| class GrVkGpu; |
| class GrVkImageView; |
| class GrVkPipeline; |
| class GrVkRenderTarget; |
| class GrVkSampler; |
| class GrVkTexture; |
| |
| /** |
| * This class holds onto a GrVkPipeline object that we use for draws. Besides storing the acutal |
| * GrVkPipeline object, this class is also responsible handling all uniforms, descriptors, samplers, |
| * and other similar objects that are used along with the VkPipeline in the draw. This includes both |
| * allocating and freeing these objects, as well as updating their values. |
| */ |
| class GrVkPipelineState { |
| public: |
| using UniformInfoArray = GrVkPipelineStateDataManager::UniformInfoArray; |
| using UniformHandle = GrGLSLProgramDataManager::UniformHandle; |
| |
| GrVkPipelineState( |
| GrVkGpu*, |
| sk_sp<const GrVkPipeline>, |
| const GrVkDescriptorSetManager::Handle& samplerDSHandle, |
| const GrGLSLBuiltinUniformHandles& builtinUniformHandles, |
| const UniformInfoArray& uniforms, |
| uint32_t uniformSize, |
| bool usePushConstants, |
| const UniformInfoArray& samplers, |
| std::unique_ptr<GrGLSLGeometryProcessor>, |
| std::unique_ptr<GrGLSLXferProcessor>, |
| std::vector<std::unique_ptr<GrFragmentProcessor::ProgramImpl>> fpImpls); |
| |
| ~GrVkPipelineState(); |
| |
| bool setAndBindUniforms(GrVkGpu*, SkISize colorAttachmentDimensions, const GrProgramInfo&, |
| GrVkCommandBuffer*); |
| /** |
| * This must be called after setAndBindUniforms() since that function invalidates texture |
| * bindings. |
| */ |
| bool setAndBindTextures(GrVkGpu*, |
| const GrGeometryProcessor&, |
| const GrPipeline&, |
| const GrSurfaceProxy* const geomProcTextures[], |
| GrVkCommandBuffer*); |
| |
| bool setAndBindInputAttachment(GrVkGpu*, gr_rp<const GrVkDescriptorSet> inputDescSet, |
| GrVkCommandBuffer*); |
| |
| void bindPipeline(const GrVkGpu* gpu, GrVkCommandBuffer* commandBuffer); |
| |
| void freeGPUResources(GrVkGpu* gpu); |
| |
| private: |
| /** |
| * We use the RT's size and origin to adjust from Skia device space to vulkan normalized device |
| * space and to make device space positions have the correct origin for processors that require |
| * them. |
| */ |
| struct RenderTargetState { |
| SkISize fRenderTargetSize; |
| GrSurfaceOrigin fRenderTargetOrigin; |
| |
| RenderTargetState() { this->invalidate(); } |
| void invalidate() { |
| fRenderTargetSize.fWidth = -1; |
| fRenderTargetSize.fHeight = -1; |
| fRenderTargetOrigin = (GrSurfaceOrigin)-1; |
| } |
| }; |
| |
| // Helper for setData() that sets the view matrix and loads the render target height uniform |
| void setRenderTargetState(SkISize colorAttachmentDimensions, GrSurfaceOrigin); |
| |
| // GrManagedResources |
| sk_sp<const GrVkPipeline> fPipeline; |
| |
| const GrVkDescriptorSetManager::Handle fSamplerDSHandle; |
| |
| SkSTArray<4, const GrVkSampler*> fImmutableSamplers; |
| |
| // Tracks the current render target uniforms stored in the vertex buffer. |
| RenderTargetState fRenderTargetState; |
| GrGLSLBuiltinUniformHandles fBuiltinUniformHandles; |
| |
| // Processors in the GrVkPipelineState |
| std::unique_ptr<GrGLSLGeometryProcessor> fGeometryProcessor; |
| std::unique_ptr<GrGLSLXferProcessor> fXferProcessor; |
| std::vector<std::unique_ptr<GrFragmentProcessor::ProgramImpl>> fFPImpls; |
| |
| GrVkPipelineStateDataManager fDataManager; |
| |
| int fNumSamplers; |
| }; |
| |
| #endif |