| /* |
| * 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 GrVkPipelineStateBuilder_DEFINED |
| #define GrVkPipelineStateBuilder_DEFINED |
| |
| #include "GrPipeline.h" |
| #include "GrProgramDesc.h" |
| #include "GrVkPipelineState.h" |
| #include "GrVkUniformHandler.h" |
| #include "GrVkVaryingHandler.h" |
| #include "SkSLCompiler.h" |
| #include "glsl/GrGLSLProgramBuilder.h" |
| |
| #include "vk/GrVkDefines.h" |
| |
| class GrVkGpu; |
| class GrVkRenderPass; |
| |
| class GrVkPipelineStateBuilder : public GrGLSLProgramBuilder { |
| public: |
| /** |
| * For Vulkan we want to cache the entire VkPipeline for reuse of draws. The Desc here holds all |
| * the information needed to differentiate one pipeline from another. |
| * |
| * The GrProgramDesc contains all the information need to create the actual shaders for the |
| * pipeline. |
| * |
| * For Vulkan we need to add to the GrProgramDesc to include the rest of the state on the |
| * pipline. This includes stencil settings, blending information, render pass format, draw face |
| * information, and primitive type. Note that some state is set dynamically on the pipeline for |
| * each draw and thus is not included in this descriptor. This includes the viewport, scissor, |
| * and blend constant. |
| */ |
| class Desc : public GrProgramDesc { |
| public: |
| static bool Build(Desc*, |
| const GrPrimitiveProcessor&, |
| const GrPipeline&, |
| const GrStencilSettings&, |
| GrPrimitiveType primitiveType, |
| const GrShaderCaps&); |
| |
| private: |
| typedef GrProgramDesc INHERITED; |
| }; |
| |
| /** Generates a pipeline state. |
| * |
| * The GrVkPipelineState implements what is specified in the GrPipeline and GrPrimitiveProcessor |
| * as input. After successful generation, the builder result objects are available to be used. |
| * This function may modify the program key by setting the surface origin key to 0 (unspecified) |
| * if it turns out the program does not care about the surface origin. |
| * @return true if generation was successful. |
| */ |
| static GrVkPipelineState* CreatePipelineState(GrVkGpu*, |
| const GrPrimitiveProcessor&, |
| const GrPipeline&, |
| const GrStencilSettings&, |
| GrPrimitiveType, |
| Desc*, |
| const GrVkRenderPass& renderPass); |
| |
| const GrCaps* caps() const override; |
| |
| GrVkGpu* gpu() const { return fGpu; } |
| |
| void finalizeFragmentOutputColor(GrShaderVar& outputColor) override; |
| void finalizeFragmentSecondaryColor(GrShaderVar& outputColor) override; |
| |
| private: |
| GrVkPipelineStateBuilder(GrVkGpu*, |
| const GrPipeline&, |
| const GrPrimitiveProcessor&, |
| GrProgramDesc*); |
| |
| GrVkPipelineState* finalize(const GrStencilSettings&, |
| GrPrimitiveType primitiveType, |
| const GrVkRenderPass& renderPass, |
| Desc*); |
| |
| bool createVkShaderModule(VkShaderStageFlagBits stage, |
| const GrGLSLShaderBuilder& builder, |
| VkShaderModule* shaderModule, |
| VkPipelineShaderStageCreateInfo* stageInfo, |
| const SkSL::Program::Settings& settings, |
| Desc* desc); |
| |
| GrGLSLUniformHandler* uniformHandler() override { return &fUniformHandler; } |
| const GrGLSLUniformHandler* uniformHandler() const override { return &fUniformHandler; } |
| GrGLSLVaryingHandler* varyingHandler() override { return &fVaryingHandler; } |
| |
| GrVkGpu* fGpu; |
| GrVkVaryingHandler fVaryingHandler; |
| GrVkUniformHandler fUniformHandler; |
| |
| typedef GrGLSLProgramBuilder INHERITED; |
| }; |
| |
| #endif |