blob: 5a16e7eb2b0077c3c91fe33bb0fe260a4b5544bd [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.
*/
#include "src/gpu/d3d/GrD3DPipelineState.h"
#include "include/private/SkTemplates.h"
#include "src/gpu/GrProgramInfo.h"
#include "src/gpu/GrStencilSettings.h"
#include "src/gpu/d3d/GrD3DBuffer.h"
#include "src/gpu/d3d/GrD3DGpu.h"
#include "src/gpu/d3d/GrD3DRootSignature.h"
#include "src/gpu/d3d/GrD3DTexture.h"
#include "src/gpu/glsl/GrGLSLFragmentProcessor.h"
#include "src/gpu/glsl/GrGLSLGeometryProcessor.h"
#include "src/gpu/glsl/GrGLSLXferProcessor.h"
GrD3DPipelineState::GrD3DPipelineState(
gr_cp<ID3D12PipelineState> pipelineState,
sk_sp<GrD3DRootSignature> rootSignature,
const GrGLSLBuiltinUniformHandles& builtinUniformHandles,
const UniformInfoArray& uniforms, uint32_t uniformSize,
uint32_t numSamplers,
std::unique_ptr<GrGLSLPrimitiveProcessor> geometryProcessor,
std::unique_ptr<GrGLSLXferProcessor> xferProcessor,
std::vector<std::unique_ptr<GrGLSLFragmentProcessor>> fpImpls,
size_t vertexStride,
size_t instanceStride)
: fPipelineState(std::move(pipelineState))
, fRootSignature(std::move(rootSignature))
, fBuiltinUniformHandles(builtinUniformHandles)
, fGeometryProcessor(std::move(geometryProcessor))
, fXferProcessor(std::move(xferProcessor))
, fFPImpls(std::move(fpImpls))
, fDataManager(uniforms, uniformSize)
, fNumSamplers(numSamplers)
, fVertexStride(vertexStride)
, fInstanceStride(instanceStride) {}
void GrD3DPipelineState::setAndBindConstants(GrD3DGpu* gpu,
const GrRenderTarget* renderTarget,
const GrProgramInfo& programInfo) {
this->setRenderTargetState(renderTarget, programInfo.origin());
fGeometryProcessor->setData(fDataManager, programInfo.primProc());
for (int i = 0; i < programInfo.pipeline().numFragmentProcessors(); ++i) {
auto& fp = programInfo.pipeline().getFragmentProcessor(i);
for (auto [fp, impl] : GrGLSLFragmentProcessor::ParallelRange(fp, *fFPImpls[i])) {
impl.setData(fDataManager, fp);
}
}
{
SkIPoint offset;
GrTexture* dstTexture = programInfo.pipeline().peekDstTexture(&offset);
fXferProcessor->setData(fDataManager, programInfo.pipeline().getXferProcessor(),
dstTexture, offset);
}
D3D12_GPU_VIRTUAL_ADDRESS constantsAddress = fDataManager.uploadConstants(gpu);
gpu->currentCommandList()->setGraphicsRootConstantBufferView(
(unsigned int)(GrD3DRootSignature::ParamIndex::kConstantBufferView),
constantsAddress);
}
void GrD3DPipelineState::setRenderTargetState(const GrRenderTarget* rt, GrSurfaceOrigin origin) {
// Load the RT height uniform if it is needed to y-flip gl_FragCoord.
if (fBuiltinUniformHandles.fRTHeightUni.isValid() &&
fRenderTargetState.fRenderTargetSize.fHeight != rt->height()) {
fDataManager.set1f(fBuiltinUniformHandles.fRTHeightUni, SkIntToScalar(rt->height()));
}
// set RT adjustment
SkISize dimensions = rt->dimensions();
SkASSERT(fBuiltinUniformHandles.fRTAdjustmentUni.isValid());
if (fRenderTargetState.fRenderTargetOrigin != origin ||
fRenderTargetState.fRenderTargetSize != dimensions) {
fRenderTargetState.fRenderTargetSize = dimensions;
fRenderTargetState.fRenderTargetOrigin = origin;
float rtAdjustmentVec[4];
fRenderTargetState.getRTAdjustmentVec(rtAdjustmentVec);
fDataManager.set4fv(fBuiltinUniformHandles.fRTAdjustmentUni, 1, rtAdjustmentVec);
}
}
void GrD3DPipelineState::setAndBindTextures(GrD3DGpu* gpu, const GrPrimitiveProcessor& primProc,
const GrSurfaceProxy* const primProcTextures[],
const GrPipeline& pipeline) {
SkASSERT(primProcTextures || !primProc.numTextureSamplers());
std::vector<D3D12_CPU_DESCRIPTOR_HANDLE> shaderResourceViews(fNumSamplers);
std::vector<D3D12_CPU_DESCRIPTOR_HANDLE> samplers(fNumSamplers);
unsigned int currTextureBinding = 0;
for (int i = 0; i < primProc.numTextureSamplers(); ++i) {
SkASSERT(primProcTextures[i]->asTextureProxy());
const auto& sampler = primProc.textureSampler(i);
auto texture = static_cast<GrD3DTexture*>(primProcTextures[i]->peekTexture());
shaderResourceViews[currTextureBinding] = texture->shaderResourceView();
samplers[currTextureBinding++] =
gpu->resourceProvider().findOrCreateCompatibleSampler(sampler.samplerState());
gpu->currentCommandList()->addSampledTextureRef(texture);
}
pipeline.visitTextureEffects([&](const GrTextureEffect& te) {
GrSamplerState samplerState = te.samplerState();
auto* texture = static_cast<GrD3DTexture*>(te.texture());
shaderResourceViews[currTextureBinding] = texture->shaderResourceView();
samplers[currTextureBinding++] =
gpu->resourceProvider().findOrCreateCompatibleSampler(samplerState);
gpu->currentCommandList()->addSampledTextureRef(texture);
});
if (GrTexture* dstTexture = pipeline.peekDstTexture()) {
auto texture = static_cast<GrD3DTexture*>(dstTexture);
shaderResourceViews[currTextureBinding] = texture->shaderResourceView();
samplers[currTextureBinding++] = gpu->resourceProvider().findOrCreateCompatibleSampler(
GrSamplerState::Filter::kNearest);
gpu->currentCommandList()->addSampledTextureRef(texture);
}
SkASSERT(fNumSamplers == currTextureBinding);
// fill in descriptor tables and bind to root signature
if (fNumSamplers > 0) {
// set up and bind shader resource view table
sk_sp<GrD3DDescriptorTable> srvTable =
gpu->resourceProvider().findOrCreateShaderResourceTable(shaderResourceViews);
gpu->currentCommandList()->setGraphicsRootDescriptorTable(
static_cast<unsigned int>(GrD3DRootSignature::ParamIndex::kTextureDescriptorTable),
srvTable->baseGpuDescriptor());
// set up and bind sampler table
sk_sp<GrD3DDescriptorTable> samplerTable =
gpu->resourceProvider().findOrCreateSamplerTable(samplers);
gpu->currentCommandList()->setGraphicsRootDescriptorTable(
static_cast<unsigned int>(GrD3DRootSignature::ParamIndex::kSamplerDescriptorTable),
samplerTable->baseGpuDescriptor());
}
}
void GrD3DPipelineState::bindBuffers(GrD3DGpu* gpu, sk_sp<const GrBuffer> indexBuffer,
sk_sp<const GrBuffer> instanceBuffer,
sk_sp<const GrBuffer> vertexBuffer,
GrD3DDirectCommandList* commandList) {
// Here our vertex and instance inputs need to match the same 0-based bindings they were
// assigned in the PipelineState. That is, vertex first (if any) followed by instance.
if (vertexBuffer) {
auto* d3dVertexBuffer = static_cast<const GrD3DBuffer*>(vertexBuffer.get());
SkASSERT(!d3dVertexBuffer->isCpuBuffer());
SkASSERT(!d3dVertexBuffer->isMapped());
const_cast<GrD3DBuffer*>(d3dVertexBuffer)->setResourceState(
gpu, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
}
if (instanceBuffer) {
auto* d3dInstanceBuffer = static_cast<const GrD3DBuffer*>(instanceBuffer.get());
SkASSERT(!d3dInstanceBuffer->isCpuBuffer());
SkASSERT(!d3dInstanceBuffer->isMapped());
const_cast<GrD3DBuffer*>(d3dInstanceBuffer)->setResourceState(
gpu, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
}
commandList->setVertexBuffers(0, std::move(vertexBuffer), fVertexStride,
std::move(instanceBuffer), fInstanceStride);
if (auto* d3dIndexBuffer = static_cast<const GrD3DBuffer*>(indexBuffer.get())) {
SkASSERT(!d3dIndexBuffer->isCpuBuffer());
SkASSERT(!d3dIndexBuffer->isMapped());
const_cast<GrD3DBuffer*>(d3dIndexBuffer)->setResourceState(
gpu, D3D12_RESOURCE_STATE_INDEX_BUFFER);
commandList->setIndexBuffer(std::move(indexBuffer));
}
}