| /* | |
| * Copyright 2021 Google LLC | |
| * | |
| * Use of this source code is governed by a BSD-style license that can be | |
| * found in the LICENSE file. | |
| */ | |
| #ifndef skgpu_graphite_ContextUtils_DEFINED | |
| #define skgpu_graphite_ContextUtils_DEFINED | |
| #include "src/core/SkSLTypeShared.h" | |
| #include "src/gpu/graphite/Uniform.h" | |
| #include <cstdint> | |
| #include <optional> | |
| #include <string> | |
| class SkColorInfo; | |
| class SkM44; | |
| enum class SkBlendMode; | |
| struct SkIRect; | |
| namespace skgpu { | |
| enum class BackendApi : unsigned int; | |
| namespace graphite { | |
| class Caps; | |
| class ComputeStep; | |
| enum class Coverage; | |
| class Geometry; | |
| class PaintParams; | |
| class PaintParamsKeyBuilder; | |
| class PipelineDataGatherer; | |
| class Recorder; | |
| struct RenderPassDesc; | |
| class RenderStep; | |
| struct ResourceBindingRequirements; | |
| class ShaderCodeDictionary; | |
| enum class TextureFormat : uint8_t; | |
| class UniformManager; | |
| class UniquePaintParamsID; | |
| enum class Layout : uint8_t; | |
| // Intrinsic uniforms used by every program created in Graphite. | |
| // | |
| // `viewport` should hold the actual viewport set as backend state (defining the NDC -> pixel | |
| // transform). The viewport's dimensions are used to define the SkDevice->NDC transform applied in | |
| // the vertex shader, but this assumes that the (0,0) device coordinate maps to the corner of the | |
| // top-left of the NDC cube. The viewport's origin is used in the fragment shader to reconstruct | |
| // the logical fragment coordinate from the target's current frag coord (which are not relative to | |
| // active viewport). | |
| // | |
| // It is assumed that `dstReadBounds` is in the same coordinate space as the `viewport` (e.g. | |
| // final backing target's pixel coords) and that its width and height match the dimensions of the | |
| // texture to be sampled for dst reads. | |
| static constexpr Uniform kIntrinsicUniforms[] = { {"viewport", SkSLType::kFloat4}, | |
| {"dstReadBounds", SkSLType::kFloat4} }; | |
| void CollectIntrinsicUniforms(const Caps* caps, | |
| SkIRect viewport, | |
| SkIRect dstReadBounds, | |
| UniformManager*); | |
| // Returns whether or not hardware blending can be used. If not, we must perform a dst read within | |
| // the shader. If an SkBlender is used instead of an SkBlendMode, it can never use hardware blending | |
| bool CanUseHardwareBlending(const Caps*, TextureFormat, SkBlendMode, Coverage); | |
| std::string GetPipelineLabel(const Caps*, | |
| const ShaderCodeDictionary*, | |
| const RenderPassDesc& renderPassDesc, | |
| const RenderStep* renderStep, | |
| UniquePaintParamsID paintID); | |
| // TODO(b/396420770): Right now, BuildComputeSkSL must consider the backend in order to make certain | |
| // decisions. It would be ideal if we could make this more backend-agnostic, perhaps by having a | |
| // compute-specific equivalent to ResourceBindingRequirements. | |
| std::string BuildComputeSkSL(const Caps*, const ComputeStep*, BackendApi); | |
| std::string EmitSamplerLayout(const ResourceBindingRequirements&, int* binding); | |
| } // namespace graphite | |
| } // namespace skgpu | |
| #endif // skgpu_graphite_ContextUtils_DEFINED |