Set up cache in vulkan to reuse GrVkPrograms (aka VkPipelines)

BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1816153002

Review URL: https://codereview.chromium.org/1816153002
diff --git a/src/gpu/vk/GrVkPipelineStateDataManager.cpp b/src/gpu/vk/GrVkPipelineStateDataManager.cpp
new file mode 100644
index 0000000..76ad483
--- /dev/null
+++ b/src/gpu/vk/GrVkPipelineStateDataManager.cpp
@@ -0,0 +1,282 @@
+/*
+* Copyright 2016 Google Inc.
+*
+* Use of this source code is governed by a BSD-style license that can be
+* found in the LICENSE file.
+*/
+
+#include "GrVkPipelineStateDataManager.h"
+
+#include "GrVkGpu.h"
+#include "GrVkUniformBuffer.h"
+
+GrVkPipelineStateDataManager::GrVkPipelineStateDataManager(const UniformInfoArray& uniforms,
+                                                           uint32_t vertexUniformSize,
+                                                           uint32_t fragmentUniformSize)
+    : fVertexUniformSize(vertexUniformSize)
+    , fFragmentUniformSize(fragmentUniformSize)
+    , fVertexUniformsDirty(false) 
+    , fFragmentUniformsDirty(false) {
+    fVertexUniformData.reset(vertexUniformSize);
+    fFragmentUniformData.reset(fragmentUniformSize);
+    int count = uniforms.count();
+    fUniforms.push_back_n(count);
+    // We must add uniforms in same order is the UniformInfoArray so that UniformHandles already
+    // owned by other objects will still match up here.
+    for (int i = 0; i < count; i++) {
+        Uniform& uniform = fUniforms[i];
+        const GrVkUniformHandler::UniformInfo uniformInfo = uniforms[i];
+        SkASSERT(GrGLSLShaderVar::kNonArray == uniformInfo.fVariable.getArrayCount() ||
+                 uniformInfo.fVariable.getArrayCount() > 0);
+        SkDEBUGCODE(
+            uniform.fArrayCount = uniformInfo.fVariable.getArrayCount();
+            uniform.fType = uniformInfo.fVariable.getType();
+        );
+        uniform.fBinding = uniformInfo.fBinding;
+        uniform.fOffset = uniformInfo.fUBOffset;
+        SkDEBUGCODE(
+            uniform.fSetNumber = uniformInfo.fSetNumber;
+        );
+    }
+}
+
+void* GrVkPipelineStateDataManager::getBufferPtrAndMarkDirty(const Uniform& uni) const {
+    void* buffer;
+    if (GrVkUniformHandler::kVertexBinding == uni.fBinding) {
+        buffer = fVertexUniformData.get();
+        fVertexUniformsDirty = true;
+    }
+    else {
+        SkASSERT(GrVkUniformHandler::kFragBinding == uni.fBinding);
+        buffer = fFragmentUniformData.get();
+        fFragmentUniformsDirty = true;
+    }
+    buffer = static_cast<char*>(buffer)+uni.fOffset;
+    return buffer;
+}
+
+void GrVkPipelineStateDataManager::set1f(UniformHandle u, float v0) const {
+    const Uniform& uni = fUniforms[u.toIndex()];
+    SkASSERT(uni.fType == kFloat_GrSLType);
+    SkASSERT(GrGLSLShaderVar::kNonArray == uni.fArrayCount);
+    SkASSERT(GrVkUniformHandler::kUniformBufferDescSet == uni.fSetNumber);
+    void* buffer = this->getBufferPtrAndMarkDirty(uni);
+    SkASSERT(sizeof(float) == 4);
+    memcpy(buffer, &v0, sizeof(float));
+}
+
+void GrVkPipelineStateDataManager::set1fv(UniformHandle u,
+                                          int arrayCount,
+                                          const float v[]) const {
+    const Uniform& uni = fUniforms[u.toIndex()];
+    SkASSERT(uni.fType == kFloat_GrSLType);
+    SkASSERT(arrayCount > 0);
+    SkASSERT(arrayCount <= uni.fArrayCount ||
+             (1 == arrayCount && GrGLSLShaderVar::kNonArray == uni.fArrayCount));
+    SkASSERT(GrVkUniformHandler::kUniformBufferDescSet == uni.fSetNumber);
+
+    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 GrVkPipelineStateDataManager::set2f(UniformHandle u, float v0, float v1) const {
+    const Uniform& uni = fUniforms[u.toIndex()];
+    SkASSERT(uni.fType == kVec2f_GrSLType);
+    SkASSERT(GrGLSLShaderVar::kNonArray == uni.fArrayCount);
+    SkASSERT(GrVkUniformHandler::kUniformBufferDescSet == uni.fSetNumber);
+    void* buffer = this->getBufferPtrAndMarkDirty(uni);
+    SkASSERT(sizeof(float) == 4);
+    float v[2] = { v0, v1 };
+    memcpy(buffer, v, 2 * sizeof(float));
+}
+
+void GrVkPipelineStateDataManager::set2fv(UniformHandle u,
+                                          int arrayCount,
+                                          const float v[]) const {
+    const Uniform& uni = fUniforms[u.toIndex()];
+    SkASSERT(uni.fType == kVec2f_GrSLType);
+    SkASSERT(arrayCount > 0);
+    SkASSERT(arrayCount <= uni.fArrayCount ||
+             (1 == arrayCount && GrGLSLShaderVar::kNonArray == uni.fArrayCount));
+    SkASSERT(GrVkUniformHandler::kUniformBufferDescSet == uni.fSetNumber);
+
+    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 GrVkPipelineStateDataManager::set3f(UniformHandle u, float v0, float v1, float v2) const {
+    const Uniform& uni = fUniforms[u.toIndex()];
+    SkASSERT(uni.fType == kVec3f_GrSLType);
+    SkASSERT(GrGLSLShaderVar::kNonArray == uni.fArrayCount);
+    SkASSERT(GrVkUniformHandler::kUniformBufferDescSet == uni.fSetNumber);
+    void* buffer = this->getBufferPtrAndMarkDirty(uni);
+    SkASSERT(sizeof(float) == 4);
+    float v[3] = { v0, v1, v2 };
+    memcpy(buffer, v, 3 * sizeof(float));
+}
+
+void GrVkPipelineStateDataManager::set3fv(UniformHandle u,
+                                          int arrayCount,
+                                          const float v[]) const {
+    const Uniform& uni = fUniforms[u.toIndex()];
+    SkASSERT(uni.fType == kVec3f_GrSLType);
+    SkASSERT(arrayCount > 0);
+    SkASSERT(arrayCount <= uni.fArrayCount ||
+             (1 == arrayCount && GrGLSLShaderVar::kNonArray == uni.fArrayCount));
+    SkASSERT(GrVkUniformHandler::kUniformBufferDescSet == uni.fSetNumber);
+
+    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 GrVkPipelineStateDataManager::set4f(UniformHandle u,
+                                         float v0,
+                                         float v1,
+                                         float v2,
+                                         float v3) const {
+    const Uniform& uni = fUniforms[u.toIndex()];
+    SkASSERT(uni.fType == kVec4f_GrSLType);
+    SkASSERT(GrGLSLShaderVar::kNonArray == uni.fArrayCount);
+    SkASSERT(GrVkUniformHandler::kUniformBufferDescSet == uni.fSetNumber);
+    void* buffer = this->getBufferPtrAndMarkDirty(uni);
+    SkASSERT(sizeof(float) == 4);
+    float v[4] = { v0, v1, v2, v3 };
+    memcpy(buffer, v, 4 * sizeof(float));
+}
+
+void GrVkPipelineStateDataManager::set4fv(UniformHandle u,
+                                          int arrayCount,
+                                          const float v[]) const {
+    const Uniform& uni = fUniforms[u.toIndex()];
+    SkASSERT(uni.fType == kVec4f_GrSLType);
+    SkASSERT(arrayCount > 0);
+    SkASSERT(arrayCount <= uni.fArrayCount ||
+             (1 == arrayCount && GrGLSLShaderVar::kNonArray == uni.fArrayCount));
+    SkASSERT(GrVkUniformHandler::kUniformBufferDescSet == uni.fSetNumber);
+
+    void* buffer = this->getBufferPtrAndMarkDirty(uni);
+    SkASSERT(sizeof(float) == 4);
+    memcpy(buffer, v, arrayCount * 4 * sizeof(float));
+}
+
+void GrVkPipelineStateDataManager::setMatrix2f(UniformHandle u, const float matrix[]) const {
+    this->setMatrices<2>(u, 1, matrix);
+}
+
+void GrVkPipelineStateDataManager::setMatrix2fv(UniformHandle u,
+                                                int arrayCount,
+                                                const float m[]) const {
+    this->setMatrices<2>(u, arrayCount, m);
+}
+
+void GrVkPipelineStateDataManager::setMatrix3f(UniformHandle u, const float matrix[]) const {
+    this->setMatrices<3>(u, 1, matrix);
+}
+
+void GrVkPipelineStateDataManager::setMatrix3fv(UniformHandle u,
+                                                int arrayCount,
+                                                const float m[]) const {
+    this->setMatrices<3>(u, arrayCount, m);
+}
+
+void GrVkPipelineStateDataManager::setMatrix4f(UniformHandle u, const float matrix[]) const {
+    this->setMatrices<4>(u, 1, matrix);
+}
+
+void GrVkPipelineStateDataManager::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 GrVkPipelineStateDataManager::setMatrices(UniformHandle u,
+                                                                      int arrayCount,
+                                                                     const float matrices[]) const {
+    const Uniform& uni = fUniforms[u.toIndex()];
+    SkASSERT(uni.fType == kMat22f_GrSLType + (N - 2));
+    SkASSERT(arrayCount > 0);
+    SkASSERT(arrayCount <= uni.fArrayCount ||
+             (1 == arrayCount && GrGLSLShaderVar::kNonArray == uni.fArrayCount));
+    SkASSERT(GrVkUniformHandler::kUniformBufferDescSet == uni.fSetNumber);
+
+    void* buffer;
+    if (GrVkUniformHandler::kVertexBinding == uni.fBinding) {
+        buffer = fVertexUniformData.get();
+        fVertexUniformsDirty = true;
+    } else {
+        SkASSERT(GrVkUniformHandler::kFragBinding == uni.fBinding);
+        buffer = fFragmentUniformData.get();
+        fFragmentUniformsDirty = 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[]) {
+        GR_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];
+            memcpy(buffer, &matrix[0], N * sizeof(float));
+            buffer = static_cast<char*>(buffer) + 4*sizeof(float);
+            memcpy(buffer, &matrix[3], N * sizeof(float));
+            buffer = static_cast<char*>(buffer) + 4*sizeof(float);
+            memcpy(buffer, &matrix[6], 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[]) {
+        GR_STATIC_ASSERT(sizeof(float) == 4);
+        buffer = static_cast<char*>(buffer) + uniformOffset;
+        memcpy(buffer, matrices, count * 16 * sizeof(float));
+    }
+};
+
+void GrVkPipelineStateDataManager::uploadUniformBuffers(const GrVkGpu* gpu,
+                                                        GrVkUniformBuffer* vertexBuffer,
+                                                        GrVkUniformBuffer* fragmentBuffer) const {
+    if (vertexBuffer && fVertexUniformsDirty) {
+        vertexBuffer->addMemoryBarrier(gpu,
+                                       VK_ACCESS_UNIFORM_READ_BIT,
+                                       VK_ACCESS_HOST_WRITE_BIT,
+                                       VK_PIPELINE_STAGE_VERTEX_SHADER_BIT,
+                                       VK_PIPELINE_STAGE_HOST_BIT,
+                                       false);
+        SkAssertResult(vertexBuffer->updateData(gpu, fVertexUniformData.get(), fVertexUniformSize));
+        fVertexUniformsDirty = false;
+    }
+
+    if (fragmentBuffer && fFragmentUniformsDirty) {
+        fragmentBuffer->addMemoryBarrier(gpu,
+                                         VK_ACCESS_UNIFORM_READ_BIT,
+                                         VK_ACCESS_HOST_WRITE_BIT,
+                                         VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
+                                         VK_PIPELINE_STAGE_HOST_BIT,
+                                         false);
+        SkAssertResult(fragmentBuffer->updateData(gpu, fFragmentUniformData.get(),
+                                                  fFragmentUniformSize));
+        fFragmentUniformsDirty = false;
+    }
+}
+