Add GrD3DPipelineStateDataManager.

* Creates a common class between GrVkPipelineStateDataManager and
GrD3DPipelineStateDataManager so they can share code (will do
for Metal as well in separate CL)
* Adds means for tracking and setting uniform data.

Change-Id: Ie0dc3a3d26f533201e316d255965a646bcecb842
Bug: skia:9935
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/290636
Reviewed-by: Greg Daniel <egdaniel@google.com>
Commit-Queue: Jim Van Verth <jvanverth@google.com>
diff --git a/src/gpu/GrUniformDataManager.cpp b/src/gpu/GrUniformDataManager.cpp
new file mode 100644
index 0000000..549057a
--- /dev/null
+++ b/src/gpu/GrUniformDataManager.cpp
@@ -0,0 +1,319 @@
+/*
+ * 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/GrUniformDataManager.h"
+
+#include "src/gpu/GrShaderVar.h"
+
+GrUniformDataManager::GrUniformDataManager(uint32_t uniformCount, uint32_t uniformSize)
+    : fUniformSize(uniformSize)
+    , fUniformsDirty(false) {
+    fUniformData.reset(uniformSize);
+    fUniforms.push_back_n(uniformCount);
+    // subclasses fill in the uniforms in their constructor
+}
+
+void* GrUniformDataManager::getBufferPtrAndMarkDirty(const Uniform& uni) const {
+    fUniformsDirty = true;
+    return static_cast<char*>(fUniformData.get())+uni.fOffset;
+}
+
+void GrUniformDataManager::set1i(UniformHandle u, int32_t i) const {
+    const Uniform& uni = fUniforms[u.toIndex()];
+    SkASSERT(uni.fType == kInt_GrSLType || uni.fType == kShort_GrSLType);
+    SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount);
+    void* buffer = this->getBufferPtrAndMarkDirty(uni);
+    memcpy(buffer, &i, sizeof(int32_t));
+}
+
+void GrUniformDataManager::set1iv(UniformHandle u,
+                                          int arrayCount,
+                                          const int32_t v[]) const {
+    const Uniform& uni = fUniforms[u.toIndex()];
+    SkASSERT(uni.fType == kInt_GrSLType || uni.fType == kShort_GrSLType);
+    SkASSERT(arrayCount > 0);
+    SkASSERT(arrayCount <= uni.fArrayCount ||
+             (1 == arrayCount && GrShaderVar::kNonArray == uni.fArrayCount));
+
+    void* buffer = this->getBufferPtrAndMarkDirty(uni);
+    SkASSERT(sizeof(int32_t) == 4);
+    for (int i = 0; i < arrayCount; ++i) {
+        const int32_t* curVec = &v[i];
+        memcpy(buffer, curVec, sizeof(int32_t));
+        buffer = static_cast<char*>(buffer) + 4*sizeof(int32_t);
+    }
+}
+
+void GrUniformDataManager::set1f(UniformHandle u, float v0) const {
+    const Uniform& uni = fUniforms[u.toIndex()];
+    SkASSERT(uni.fType == kFloat_GrSLType || uni.fType == kHalf_GrSLType);
+    SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount);
+    void* buffer = this->getBufferPtrAndMarkDirty(uni);
+    SkASSERT(sizeof(float) == 4);
+    memcpy(buffer, &v0, sizeof(float));
+}
+
+void GrUniformDataManager::set1fv(UniformHandle u,
+                                          int arrayCount,
+                                          const float v[]) const {
+    const Uniform& uni = fUniforms[u.toIndex()];
+    SkASSERT(uni.fType == kFloat_GrSLType || uni.fType == kHalf_GrSLType);
+    SkASSERT(arrayCount > 0);
+    SkASSERT(arrayCount <= uni.fArrayCount ||
+             (1 == arrayCount && GrShaderVar::kNonArray == uni.fArrayCount));
+
+    void* buffer = this->getBufferPtrAndMarkDirty(uni);
+    SkASSERT(sizeof(float) == 4);
+    for (int i = 0; i < arrayCount; ++i) {
+        const float* curVec = &v[i];
+        memcpy(buffer, curVec, sizeof(float));
+        buffer = static_cast<char*>(buffer) + 4*sizeof(float);
+    }
+}
+
+void GrUniformDataManager::set2i(UniformHandle u, int32_t i0, int32_t i1) const {
+    const Uniform& uni = fUniforms[u.toIndex()];
+    SkASSERT(uni.fType == kInt2_GrSLType || uni.fType == kShort2_GrSLType);
+    SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount);
+    void* buffer = this->getBufferPtrAndMarkDirty(uni);
+    int32_t v[2] = { i0, i1 };
+    memcpy(buffer, v, 2 * sizeof(int32_t));
+}
+
+void GrUniformDataManager::set2iv(UniformHandle u,
+                                          int arrayCount,
+                                          const int32_t v[]) const {
+    const Uniform& uni = fUniforms[u.toIndex()];
+    SkASSERT(uni.fType == kInt2_GrSLType || uni.fType == kShort2_GrSLType);
+    SkASSERT(arrayCount > 0);
+    SkASSERT(arrayCount <= uni.fArrayCount ||
+             (1 == arrayCount && GrShaderVar::kNonArray == uni.fArrayCount));
+
+    void* buffer = this->getBufferPtrAndMarkDirty(uni);
+    SkASSERT(sizeof(int32_t) == 4);
+    for (int i = 0; i < arrayCount; ++i) {
+        const int32_t* curVec = &v[2 * i];
+        memcpy(buffer, curVec, 2 * sizeof(int32_t));
+        buffer = static_cast<char*>(buffer) + 4*sizeof(int32_t);
+    }
+}
+
+void GrUniformDataManager::set2f(UniformHandle u, float v0, float v1) const {
+    const Uniform& uni = fUniforms[u.toIndex()];
+    SkASSERT(uni.fType == kFloat2_GrSLType || uni.fType == kHalf2_GrSLType);
+    SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount);
+    void* buffer = this->getBufferPtrAndMarkDirty(uni);
+    SkASSERT(sizeof(float) == 4);
+    float v[2] = { v0, v1 };
+    memcpy(buffer, v, 2 * sizeof(float));
+}
+
+void GrUniformDataManager::set2fv(UniformHandle u,
+                                          int arrayCount,
+                                          const float v[]) const {
+    const Uniform& uni = fUniforms[u.toIndex()];
+    SkASSERT(uni.fType == kFloat2_GrSLType || uni.fType == kHalf2_GrSLType);
+    SkASSERT(arrayCount > 0);
+    SkASSERT(arrayCount <= uni.fArrayCount ||
+             (1 == arrayCount && GrShaderVar::kNonArray == uni.fArrayCount));
+
+    void* buffer = this->getBufferPtrAndMarkDirty(uni);
+    SkASSERT(sizeof(float) == 4);
+    for (int i = 0; i < arrayCount; ++i) {
+        const float* curVec = &v[2 * i];
+        memcpy(buffer, curVec, 2 * sizeof(float));
+        buffer = static_cast<char*>(buffer) + 4*sizeof(float);
+    }
+}
+
+void GrUniformDataManager::set3i(UniformHandle u,
+                                         int32_t i0,
+                                         int32_t i1,
+                                         int32_t i2) const {
+    const Uniform& uni = fUniforms[u.toIndex()];
+    SkASSERT(uni.fType == kInt3_GrSLType || uni.fType == kShort3_GrSLType);
+    SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount);
+    void* buffer = this->getBufferPtrAndMarkDirty(uni);
+    int32_t v[3] = { i0, i1, i2 };
+    memcpy(buffer, v, 3 * sizeof(int32_t));
+}
+
+void GrUniformDataManager::set3iv(UniformHandle u,
+                                          int arrayCount,
+                                          const int32_t v[]) const {
+    const Uniform& uni = fUniforms[u.toIndex()];
+    SkASSERT(uni.fType == kInt3_GrSLType || uni.fType == kShort3_GrSLType);
+    SkASSERT(arrayCount > 0);
+    SkASSERT(arrayCount <= uni.fArrayCount ||
+             (1 == arrayCount && GrShaderVar::kNonArray == uni.fArrayCount));
+
+    void* buffer = this->getBufferPtrAndMarkDirty(uni);
+    SkASSERT(sizeof(int32_t) == 4);
+    for (int i = 0; i < arrayCount; ++i) {
+        const int32_t* curVec = &v[3 * i];
+        memcpy(buffer, curVec, 3 * sizeof(int32_t));
+        buffer = static_cast<char*>(buffer) + 4*sizeof(int32_t);
+    }
+}
+
+void GrUniformDataManager::set3f(UniformHandle u, float v0, float v1, float v2) const {
+    const Uniform& uni = fUniforms[u.toIndex()];
+    SkASSERT(uni.fType == kFloat3_GrSLType || uni.fType == kHalf3_GrSLType);
+    SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount);
+    void* buffer = this->getBufferPtrAndMarkDirty(uni);
+    SkASSERT(sizeof(float) == 4);
+    float v[3] = { v0, v1, v2 };
+    memcpy(buffer, v, 3 * sizeof(float));
+}
+
+void GrUniformDataManager::set3fv(UniformHandle u,
+                                          int arrayCount,
+                                          const float v[]) const {
+    const Uniform& uni = fUniforms[u.toIndex()];
+    SkASSERT(uni.fType == kFloat3_GrSLType || uni.fType == kHalf3_GrSLType);
+    SkASSERT(arrayCount > 0);
+    SkASSERT(arrayCount <= uni.fArrayCount ||
+             (1 == arrayCount && GrShaderVar::kNonArray == uni.fArrayCount));
+
+    void* buffer = this->getBufferPtrAndMarkDirty(uni);
+    SkASSERT(sizeof(float) == 4);
+    for (int i = 0; i < arrayCount; ++i) {
+        const float* curVec = &v[3 * i];
+        memcpy(buffer, curVec, 3 * sizeof(float));
+        buffer = static_cast<char*>(buffer) + 4*sizeof(float);
+    }
+}
+
+void GrUniformDataManager::set4i(UniformHandle u,
+                                         int32_t i0,
+                                         int32_t i1,
+                                         int32_t i2,
+                                         int32_t i3) const {
+    const Uniform& uni = fUniforms[u.toIndex()];
+    SkASSERT(uni.fType == kInt4_GrSLType || uni.fType == kShort4_GrSLType);
+    SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount);
+    void* buffer = this->getBufferPtrAndMarkDirty(uni);
+    int32_t v[4] = { i0, i1, i2, i3 };
+    memcpy(buffer, v, 4 * sizeof(int32_t));
+}
+
+void GrUniformDataManager::set4iv(UniformHandle u,
+                                          int arrayCount,
+                                          const int32_t v[]) const {
+    const Uniform& uni = fUniforms[u.toIndex()];
+    SkASSERT(uni.fType == kInt4_GrSLType || uni.fType == kShort4_GrSLType);
+    SkASSERT(arrayCount > 0);
+    SkASSERT(arrayCount <= uni.fArrayCount ||
+             (1 == arrayCount && GrShaderVar::kNonArray == uni.fArrayCount));
+
+    void* buffer = this->getBufferPtrAndMarkDirty(uni);
+    SkASSERT(sizeof(int32_t) == 4);
+    for (int i = 0; i < arrayCount; ++i) {
+        const int32_t* curVec = &v[4 * i];
+        memcpy(buffer, curVec, 4 * sizeof(int32_t));
+        buffer = static_cast<char*>(buffer) + 4*sizeof(int32_t);
+    }
+}
+
+void GrUniformDataManager::set4f(UniformHandle u,
+                                         float v0,
+                                         float v1,
+                                         float v2,
+                                         float v3) const {
+    const Uniform& uni = fUniforms[u.toIndex()];
+    SkASSERT(uni.fType == kFloat4_GrSLType || uni.fType == kHalf4_GrSLType);
+    SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount);
+    void* buffer = this->getBufferPtrAndMarkDirty(uni);
+    SkASSERT(sizeof(float) == 4);
+    float v[4] = { v0, v1, v2, v3 };
+    memcpy(buffer, v, 4 * sizeof(float));
+}
+
+void GrUniformDataManager::set4fv(UniformHandle u,
+                                          int arrayCount,
+                                          const float v[]) const {
+    const Uniform& uni = fUniforms[u.toIndex()];
+    SkASSERT(uni.fType == kFloat4_GrSLType || uni.fType == kHalf4_GrSLType);
+    SkASSERT(arrayCount > 0);
+    SkASSERT(arrayCount <= uni.fArrayCount ||
+             (1 == arrayCount && GrShaderVar::kNonArray == uni.fArrayCount));
+
+    void* buffer = this->getBufferPtrAndMarkDirty(uni);
+    SkASSERT(sizeof(float) == 4);
+    memcpy(buffer, v, arrayCount * 4 * sizeof(float));
+}
+
+void GrUniformDataManager::setMatrix2f(UniformHandle u, const float matrix[]) const {
+    this->setMatrices<2>(u, 1, matrix);
+}
+
+void GrUniformDataManager::setMatrix2fv(UniformHandle u,
+                                                int arrayCount,
+                                                const float m[]) const {
+    this->setMatrices<2>(u, arrayCount, m);
+}
+
+void GrUniformDataManager::setMatrix3f(UniformHandle u, const float matrix[]) const {
+    this->setMatrices<3>(u, 1, matrix);
+}
+
+void GrUniformDataManager::setMatrix3fv(UniformHandle u,
+                                                int arrayCount,
+                                                const float m[]) const {
+    this->setMatrices<3>(u, arrayCount, m);
+}
+
+void GrUniformDataManager::setMatrix4f(UniformHandle u, const float matrix[]) const {
+    this->setMatrices<4>(u, 1, matrix);
+}
+
+void GrUniformDataManager::setMatrix4fv(UniformHandle u,
+                                                int arrayCount,
+                                                const float m[]) const {
+    this->setMatrices<4>(u, arrayCount, m);
+}
+
+template<int N> struct set_uniform_matrix;
+
+template<int N> inline void GrUniformDataManager::setMatrices(UniformHandle u,
+                                                                      int arrayCount,
+                                                                     const float matrices[]) const {
+    const Uniform& uni = fUniforms[u.toIndex()];
+    SkASSERT(uni.fType == kFloat2x2_GrSLType + (N - 2) ||
+             uni.fType == kHalf2x2_GrSLType + (N - 2));
+    SkASSERT(arrayCount > 0);
+    SkASSERT(arrayCount <= uni.fArrayCount ||
+             (1 == arrayCount && GrShaderVar::kNonArray == uni.fArrayCount));
+
+    void* buffer = fUniformData.get();
+    fUniformsDirty = true;
+
+    set_uniform_matrix<N>::set(buffer, uni.fOffset, arrayCount, matrices);
+}
+
+template<int N> struct set_uniform_matrix {
+    inline static void set(void* buffer, int uniformOffset, int count, const float matrices[]) {
+        static_assert(sizeof(float) == 4);
+        buffer = static_cast<char*>(buffer) + uniformOffset;
+        for (int i = 0; i < count; ++i) {
+            const float* matrix = &matrices[N * N * i];
+            for (int j = 0; j < N; ++j) {
+                memcpy(buffer, &matrix[j * N], N * sizeof(float));
+                buffer = static_cast<char*>(buffer) + 4 * sizeof(float);
+            }
+        }
+    }
+};
+
+template<> struct set_uniform_matrix<4> {
+    inline static void set(void* buffer, int uniformOffset, int count, const float matrices[]) {
+        static_assert(sizeof(float) == 4);
+        buffer = static_cast<char*>(buffer) + uniformOffset;
+        memcpy(buffer, matrices, count * 16 * sizeof(float));
+    }
+};
+