blob: d80ebd6a996b76e01c6e7655058656f60910877a [file] [log] [blame]
/*
* Copyright 2020 Google LLC
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrD3DPipelineStateBuilder_DEFINED
#define GrD3DPipelineStateBuilder_DEFINED
#include "src/gpu/GrPipeline.h"
#include "src/gpu/GrSPIRVUniformHandler.h"
#include "src/gpu/GrSPIRVVaryingHandler.h"
#include "src/gpu/d3d/GrD3DPipelineState.h"
#include "src/gpu/glsl/GrGLSLProgramBuilder.h"
#include "src/sksl/ir/SkSLProgram.h"
class GrProgramDesc;
class GrD3DGpu;
class GrVkRenderPass;
class GrD3DPipelineStateBuilder : public GrGLSLProgramBuilder {
public:
/** Generates a pipeline state.
*
* The returned GrD3DPipelineState implements the supplied GrProgramInfo.
*
* @return the created pipeline if generation was successful; nullptr otherwise
*/
static std::unique_ptr<GrD3DPipelineState> MakePipelineState(GrD3DGpu*,
GrD3DRenderTarget*,
const GrProgramDesc&,
const GrProgramInfo&);
static sk_sp<GrD3DPipeline> MakeComputePipeline(GrD3DGpu*, GrD3DRootSignature*,
const char* shader);
const GrCaps* caps() const override;
GrD3DGpu* gpu() const { return fGpu; }
SkSL::Compiler* shaderCompiler() const override;
void finalizeFragmentOutputColor(GrShaderVar& outputColor) override;
void finalizeFragmentSecondaryColor(GrShaderVar& outputColor) override;
private:
GrD3DPipelineStateBuilder(GrD3DGpu*, GrD3DRenderTarget*, const GrProgramDesc&,
const GrProgramInfo&);
std::unique_ptr<GrD3DPipelineState> finalize();
bool loadHLSLFromCache(SkReadBuffer* reader, gr_cp<ID3DBlob> shaders[]);
gr_cp<ID3DBlob> compileD3DProgram(SkSL::ProgramKind kind,
const SkSL::String& sksl,
const SkSL::Program::Settings& settings,
SkSL::Program::Inputs* outInputs,
SkSL::String* outHLSL);
GrGLSLUniformHandler* uniformHandler() override { return &fUniformHandler; }
const GrGLSLUniformHandler* uniformHandler() const override { return &fUniformHandler; }
GrGLSLVaryingHandler* varyingHandler() override { return &fVaryingHandler; }
GrD3DGpu* fGpu;
GrSPIRVVaryingHandler fVaryingHandler;
GrSPIRVUniformHandler fUniformHandler;
GrD3DRenderTarget* fRenderTarget;
using INHERITED = GrGLSLProgramBuilder;
};
#endif