blob: 1e22c2be3252ec9d475af367b2f6565905d1e15f [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 <d3dcompiler.h>
#include "src/gpu/d3d/GrD3DPipelineStateBuilder.h"
#include "include/gpu/GrDirectContext.h"
#include "include/gpu/d3d/GrD3DTypes.h"
#include "src/core/SkTraceEvent.h"
#include "src/gpu/GrAutoLocaleSetter.h"
#include "src/gpu/GrDirectContextPriv.h"
#include "src/gpu/GrPersistentCacheUtils.h"
#include "src/gpu/GrShaderCaps.h"
#include "src/gpu/GrShaderUtils.h"
#include "src/gpu/GrStencilSettings.h"
#include "src/gpu/d3d/GrD3DGpu.h"
#include "src/gpu/d3d/GrD3DRenderTarget.h"
#include "src/gpu/d3d/GrD3DRootSignature.h"
#include "src/gpu/d3d/GrD3DUtil.h"
#include "src/sksl/SkSLCompiler.h"
#include <d3dcompiler.h>
sk_sp<GrD3DPipelineState> GrD3DPipelineStateBuilder::MakePipelineState(
GrD3DGpu* gpu,
GrRenderTarget* renderTarget,
const GrProgramDesc& desc,
const GrProgramInfo& programInfo) {
// ensure that we use "." as a decimal separator when creating SkSL code
GrAutoLocaleSetter als("C");
// create a builder. This will be handed off to effects so they can use it to add
// uniforms, varyings, textures, etc
GrD3DPipelineStateBuilder builder(gpu, renderTarget, desc, programInfo);
if (!builder.emitAndInstallProcs()) {
return nullptr;
}
return builder.finalize();
}
GrD3DPipelineStateBuilder::GrD3DPipelineStateBuilder(GrD3DGpu* gpu,
GrRenderTarget* renderTarget,
const GrProgramDesc& desc,
const GrProgramInfo& programInfo)
: INHERITED(renderTarget, desc, programInfo)
, fGpu(gpu)
, fVaryingHandler(this)
, fUniformHandler(this) {}
const GrCaps* GrD3DPipelineStateBuilder::caps() const {
return fGpu->caps();
}
void GrD3DPipelineStateBuilder::finalizeFragmentOutputColor(GrShaderVar& outputColor) {
outputColor.addLayoutQualifier("location = 0, index = 0");
}
void GrD3DPipelineStateBuilder::finalizeFragmentSecondaryColor(GrShaderVar& outputColor) {
outputColor.addLayoutQualifier("location = 0, index = 1");
}
static gr_cp<ID3DBlob> GrCompileHLSLShader(GrD3DGpu* gpu,
const SkSL::String& hlsl,
SkSL::Program::Kind kind) {
const char* compileTarget = nullptr;
switch (kind) {
case SkSL::Program::kVertex_Kind:
compileTarget = "vs_5_1";
break;
case SkSL::Program::kGeometry_Kind:
compileTarget = "gs_5_1";
break;
case SkSL::Program::kFragment_Kind:
compileTarget = "ps_5_1";
break;
default:
SkUNREACHABLE;
}
uint32_t compileFlags = 0;
#ifdef SK_DEBUG
// Enable better shader debugging with the graphics debugging tools.
compileFlags |= D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION;
#endif
// SPRIV-cross does matrix multiplication expecting row major matrices
compileFlags |= D3DCOMPILE_PACK_MATRIX_ROW_MAJOR;
gr_cp<ID3DBlob> shader;
gr_cp<ID3DBlob> errors;
HRESULT hr = D3DCompile(hlsl.c_str(), hlsl.length(), nullptr, nullptr, nullptr, "main",
compileTarget, compileFlags, 0, &shader, &errors);
if (!SUCCEEDED(hr)) {
gpu->getContext()->priv().getShaderErrorHandler()->compileError(
hlsl.c_str(), reinterpret_cast<char*>(errors->GetBufferPointer()));
}
return shader;
}
bool GrD3DPipelineStateBuilder::loadHLSLFromCache(SkReadBuffer* reader, gr_cp<ID3DBlob> shaders[]) {
SkSL::String hlsl[kGrShaderTypeCount];
SkSL::Program::Inputs inputs[kGrShaderTypeCount];
if (!GrPersistentCacheUtils::UnpackCachedShaders(reader, hlsl, inputs, kGrShaderTypeCount)) {
return false;
}
auto compile = [&](SkSL::Program::Kind kind, GrShaderType shaderType) {
if (inputs[shaderType].fRTHeight) {
this->addRTHeightUniform(SKSL_RTHEIGHT_NAME);
}
shaders[shaderType] = GrCompileHLSLShader(fGpu, hlsl[shaderType], kind);
return shaders[shaderType].get();
};
return compile(SkSL::Program::kVertex_Kind, kVertex_GrShaderType) &&
compile(SkSL::Program::kFragment_Kind, kFragment_GrShaderType) &&
(hlsl[kGeometry_GrShaderType].empty() ||
compile(SkSL::Program::kGeometry_Kind, kGeometry_GrShaderType));
}
gr_cp<ID3DBlob> GrD3DPipelineStateBuilder::compileD3DProgram(
SkSL::Program::Kind kind,
const SkSL::String& sksl,
const SkSL::Program::Settings& settings,
SkSL::Program::Inputs* outInputs,
SkSL::String* outHLSL) {
auto errorHandler = fGpu->getContext()->priv().getShaderErrorHandler();
std::unique_ptr<SkSL::Program> program = fGpu->shaderCompiler()->convertProgram(
kind, sksl, settings);
if (!program) {
errorHandler->compileError(sksl.c_str(),
fGpu->shaderCompiler()->errorText().c_str());
return gr_cp<ID3DBlob>();
}
*outInputs = program->fInputs;
if (!fGpu->shaderCompiler()->toHLSL(*program, outHLSL)) {
errorHandler->compileError(sksl.c_str(),
fGpu->shaderCompiler()->errorText().c_str());
return gr_cp<ID3DBlob>();
}
if (program->fInputs.fRTHeight) {
this->addRTHeightUniform(SKSL_RTHEIGHT_NAME);
}
return GrCompileHLSLShader(fGpu, *outHLSL, kind);
}
static DXGI_FORMAT attrib_type_to_format(GrVertexAttribType type) {
switch (type) {
case kFloat_GrVertexAttribType:
return DXGI_FORMAT_R32_FLOAT;
case kFloat2_GrVertexAttribType:
return DXGI_FORMAT_R32G32_FLOAT;
case kFloat3_GrVertexAttribType:
return DXGI_FORMAT_R32G32B32_FLOAT;
case kFloat4_GrVertexAttribType:
return DXGI_FORMAT_R32G32B32A32_FLOAT;
case kHalf_GrVertexAttribType:
return DXGI_FORMAT_R16_FLOAT;
case kHalf2_GrVertexAttribType:
return DXGI_FORMAT_R16G16_FLOAT;
case kHalf4_GrVertexAttribType:
return DXGI_FORMAT_R16G16B16A16_FLOAT;
case kInt2_GrVertexAttribType:
return DXGI_FORMAT_R32G32_SINT;
case kInt3_GrVertexAttribType:
return DXGI_FORMAT_R32G32B32_SINT;
case kInt4_GrVertexAttribType:
return DXGI_FORMAT_R32G32B32A32_SINT;
case kByte_GrVertexAttribType:
return DXGI_FORMAT_R8_SINT;
case kByte2_GrVertexAttribType:
return DXGI_FORMAT_R8G8_SINT;
case kByte4_GrVertexAttribType:
return DXGI_FORMAT_R8G8B8A8_SINT;
case kUByte_GrVertexAttribType:
return DXGI_FORMAT_R8_UINT;
case kUByte2_GrVertexAttribType:
return DXGI_FORMAT_R8G8_UINT;
case kUByte4_GrVertexAttribType:
return DXGI_FORMAT_R8G8B8A8_UINT;
case kUByte_norm_GrVertexAttribType:
return DXGI_FORMAT_R8_UNORM;
case kUByte4_norm_GrVertexAttribType:
return DXGI_FORMAT_R8G8B8A8_UNORM;
case kShort2_GrVertexAttribType:
return DXGI_FORMAT_R16G16_SINT;
case kShort4_GrVertexAttribType:
return DXGI_FORMAT_R16G16B16A16_SINT;
case kUShort2_GrVertexAttribType:
return DXGI_FORMAT_R16G16_UINT;
case kUShort2_norm_GrVertexAttribType:
return DXGI_FORMAT_R16G16_UNORM;
case kInt_GrVertexAttribType:
return DXGI_FORMAT_R32_SINT;
case kUint_GrVertexAttribType:
return DXGI_FORMAT_R32_UINT;
case kUShort_norm_GrVertexAttribType:
return DXGI_FORMAT_R16_UNORM;
case kUShort4_norm_GrVertexAttribType:
return DXGI_FORMAT_R16G16B16A16_UNORM;
}
SK_ABORT("Unknown vertex attrib type");
}
static void setup_vertex_input_layout(const GrPrimitiveProcessor& primProc,
D3D12_INPUT_ELEMENT_DESC* inputElements) {
unsigned int slotNumber = 0;
unsigned int vertexSlot = 0;
unsigned int instanceSlot = 0;
if (primProc.hasVertexAttributes()) {
vertexSlot = slotNumber++;
}
if (primProc.hasInstanceAttributes()) {
instanceSlot = slotNumber++;
}
unsigned int currentAttrib = 0;
unsigned int vertexAttributeOffset = 0;
for (const auto& attrib : primProc.vertexAttributes()) {
// When using SPIRV-Cross it converts the location modifier in SPIRV to be
// TEXCOORD<N> where N is the location value for eveery vertext attribute
inputElements[currentAttrib] = { "TEXCOORD", currentAttrib,
attrib_type_to_format(attrib.cpuType()),
vertexSlot, vertexAttributeOffset,
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 };
vertexAttributeOffset += attrib.sizeAlign4();
currentAttrib++;
}
SkASSERT(vertexAttributeOffset == primProc.vertexStride());
unsigned int instanceAttributeOffset = 0;
for (const auto& attrib : primProc.instanceAttributes()) {
// When using SPIRV-Cross it converts the location modifier in SPIRV to be
// TEXCOORD<N> where N is the location value for eveery vertext attribute
inputElements[currentAttrib] = { "TEXCOORD", currentAttrib,
attrib_type_to_format(attrib.cpuType()),
instanceSlot, instanceAttributeOffset,
D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA, 1 };
instanceAttributeOffset += attrib.sizeAlign4();
currentAttrib++;
}
SkASSERT(instanceAttributeOffset == primProc.instanceStride());
}
static D3D12_BLEND blend_coeff_to_d3d_blend(GrBlendCoeff coeff) {
switch (coeff) {
case kZero_GrBlendCoeff:
return D3D12_BLEND_ZERO;
case kOne_GrBlendCoeff:
return D3D12_BLEND_ONE;
case kSC_GrBlendCoeff:
return D3D12_BLEND_SRC_COLOR;
case kISC_GrBlendCoeff:
return D3D12_BLEND_INV_SRC_COLOR;
case kDC_GrBlendCoeff:
return D3D12_BLEND_DEST_COLOR;
case kIDC_GrBlendCoeff:
return D3D12_BLEND_INV_DEST_COLOR;
case kSA_GrBlendCoeff:
return D3D12_BLEND_SRC_ALPHA;
case kISA_GrBlendCoeff:
return D3D12_BLEND_INV_SRC_ALPHA;
case kDA_GrBlendCoeff:
return D3D12_BLEND_DEST_ALPHA;
case kIDA_GrBlendCoeff:
return D3D12_BLEND_INV_DEST_ALPHA;
case kConstC_GrBlendCoeff:
return D3D12_BLEND_BLEND_FACTOR;
case kIConstC_GrBlendCoeff:
return D3D12_BLEND_INV_BLEND_FACTOR;
case kS2C_GrBlendCoeff:
return D3D12_BLEND_SRC1_COLOR;
case kIS2C_GrBlendCoeff:
return D3D12_BLEND_INV_SRC1_COLOR;
case kS2A_GrBlendCoeff:
return D3D12_BLEND_SRC1_ALPHA;
case kIS2A_GrBlendCoeff:
return D3D12_BLEND_INV_SRC1_ALPHA;
case kIllegal_GrBlendCoeff:
return D3D12_BLEND_ZERO;
}
SkUNREACHABLE;
}
static D3D12_BLEND blend_coeff_to_d3d_blend_for_alpha(GrBlendCoeff coeff) {
switch (coeff) {
// Force all srcColor used in alpha slot to alpha version.
case kSC_GrBlendCoeff:
return D3D12_BLEND_SRC_ALPHA;
case kISC_GrBlendCoeff:
return D3D12_BLEND_INV_SRC_ALPHA;
case kDC_GrBlendCoeff:
return D3D12_BLEND_DEST_ALPHA;
case kIDC_GrBlendCoeff:
return D3D12_BLEND_INV_DEST_ALPHA;
case kS2C_GrBlendCoeff:
return D3D12_BLEND_SRC1_ALPHA;
case kIS2C_GrBlendCoeff:
return D3D12_BLEND_INV_SRC1_ALPHA;
default:
return blend_coeff_to_d3d_blend(coeff);
}
}
static D3D12_BLEND_OP blend_equation_to_d3d_op(GrBlendEquation equation) {
switch (equation) {
case kAdd_GrBlendEquation:
return D3D12_BLEND_OP_ADD;
case kSubtract_GrBlendEquation:
return D3D12_BLEND_OP_SUBTRACT;
case kReverseSubtract_GrBlendEquation:
return D3D12_BLEND_OP_REV_SUBTRACT;
default:
SkUNREACHABLE;
}
}
static void fill_in_blend_state(const GrPipeline& pipeline, D3D12_BLEND_DESC* blendDesc) {
blendDesc->AlphaToCoverageEnable = false;
blendDesc->IndependentBlendEnable = false;
const GrXferProcessor::BlendInfo& blendInfo = pipeline.getXferProcessor().getBlendInfo();
GrBlendEquation equation = blendInfo.fEquation;
GrBlendCoeff srcCoeff = blendInfo.fSrcBlend;
GrBlendCoeff dstCoeff = blendInfo.fDstBlend;
bool blendOff = GrBlendShouldDisable(equation, srcCoeff, dstCoeff);
auto& rtBlend = blendDesc->RenderTarget[0];
rtBlend.BlendEnable = !blendOff;
if (!blendOff) {
rtBlend.SrcBlend = blend_coeff_to_d3d_blend(srcCoeff);
rtBlend.DestBlend = blend_coeff_to_d3d_blend(dstCoeff);
rtBlend.BlendOp = blend_equation_to_d3d_op(equation);
rtBlend.SrcBlendAlpha = blend_coeff_to_d3d_blend_for_alpha(srcCoeff);
rtBlend.DestBlendAlpha = blend_coeff_to_d3d_blend_for_alpha(dstCoeff);
rtBlend.BlendOpAlpha = blend_equation_to_d3d_op(equation);
}
if (!blendInfo.fWriteColor) {
rtBlend.RenderTargetWriteMask = 0;
} else {
rtBlend.RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
}
}
static void fill_in_rasterizer_state(const GrPipeline& pipeline, const GrCaps* caps,
D3D12_RASTERIZER_DESC* rasterizer) {
rasterizer->FillMode = (caps->wireframeMode() || pipeline.isWireframe()) ?
D3D12_FILL_MODE_WIREFRAME : D3D12_FILL_MODE_SOLID;
rasterizer->CullMode = D3D12_CULL_MODE_NONE;
rasterizer->FrontCounterClockwise = true;
rasterizer->DepthBias = 0;
rasterizer->DepthBiasClamp = 0.0f;
rasterizer->SlopeScaledDepthBias = 0.0f;
rasterizer->DepthClipEnable = false;
rasterizer->MultisampleEnable = pipeline.isHWAntialiasState();
rasterizer->AntialiasedLineEnable = false;
rasterizer->ForcedSampleCount = 0;
rasterizer->ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
}
static D3D12_STENCIL_OP stencil_op_to_d3d_op(GrStencilOp op) {
switch (op) {
case GrStencilOp::kKeep:
return D3D12_STENCIL_OP_KEEP;
case GrStencilOp::kZero:
return D3D12_STENCIL_OP_ZERO;
case GrStencilOp::kReplace:
return D3D12_STENCIL_OP_REPLACE;
case GrStencilOp::kInvert:
return D3D12_STENCIL_OP_INVERT;
case GrStencilOp::kIncWrap:
return D3D12_STENCIL_OP_INCR;
case GrStencilOp::kDecWrap:
return D3D12_STENCIL_OP_DECR;
case GrStencilOp::kIncClamp:
return D3D12_STENCIL_OP_INCR_SAT;
case GrStencilOp::kDecClamp:
return D3D12_STENCIL_OP_DECR_SAT;
}
SkUNREACHABLE;
}
static D3D12_COMPARISON_FUNC stencil_test_to_d3d_func(GrStencilTest test) {
switch (test) {
case GrStencilTest::kAlways:
return D3D12_COMPARISON_FUNC_ALWAYS;
case GrStencilTest::kNever:
return D3D12_COMPARISON_FUNC_NEVER;
case GrStencilTest::kGreater:
return D3D12_COMPARISON_FUNC_GREATER;
case GrStencilTest::kGEqual:
return D3D12_COMPARISON_FUNC_GREATER_EQUAL;
case GrStencilTest::kLess:
return D3D12_COMPARISON_FUNC_LESS;
case GrStencilTest::kLEqual:
return D3D12_COMPARISON_FUNC_LESS_EQUAL;
case GrStencilTest::kEqual:
return D3D12_COMPARISON_FUNC_EQUAL;
case GrStencilTest::kNotEqual:
return D3D12_COMPARISON_FUNC_NOT_EQUAL;
}
SkUNREACHABLE;
}
static void setup_stencilop_desc(D3D12_DEPTH_STENCILOP_DESC* desc,
const GrStencilSettings::Face& stencilFace) {
desc->StencilFailOp = stencil_op_to_d3d_op(stencilFace.fFailOp);
desc->StencilDepthFailOp = desc->StencilFailOp;
desc->StencilPassOp = stencil_op_to_d3d_op(stencilFace.fPassOp);
desc->StencilFunc = stencil_test_to_d3d_func(stencilFace.fTest);
}
static void fill_in_depth_stencil_state(const GrProgramInfo& programInfo,
D3D12_DEPTH_STENCIL_DESC* dsDesc) {
GrStencilSettings stencilSettings = programInfo.nonGLStencilSettings();
GrSurfaceOrigin origin = programInfo.origin();
dsDesc->DepthEnable = false;
dsDesc->DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ZERO;
dsDesc->DepthFunc = D3D12_COMPARISON_FUNC_NEVER;
dsDesc->StencilEnable = !stencilSettings.isDisabled();
if (!stencilSettings.isDisabled()) {
if (stencilSettings.isTwoSided()) {
const auto& frontFace = stencilSettings.postOriginCCWFace(origin);
const auto& backFace = stencilSettings.postOriginCWFace(origin);
SkASSERT(frontFace.fTestMask == backFace.fTestMask);
SkASSERT(frontFace.fWriteMask == backFace.fWriteMask);
dsDesc->StencilReadMask = frontFace.fTestMask;
dsDesc->StencilWriteMask = frontFace.fWriteMask;
setup_stencilop_desc(&dsDesc->FrontFace, frontFace);
setup_stencilop_desc(&dsDesc->BackFace, backFace);
} else {
dsDesc->StencilReadMask = stencilSettings.singleSidedFace().fTestMask;
dsDesc->StencilWriteMask = stencilSettings.singleSidedFace().fWriteMask;
setup_stencilop_desc(&dsDesc->FrontFace, stencilSettings.singleSidedFace());
dsDesc->BackFace = dsDesc->FrontFace;
}
}
}
static D3D12_PRIMITIVE_TOPOLOGY_TYPE gr_primitive_type_to_d3d(GrPrimitiveType primitiveType) {
switch (primitiveType) {
case GrPrimitiveType::kTriangles:
case GrPrimitiveType::kTriangleStrip: //fall through
return D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
case GrPrimitiveType::kPoints:
return D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT;
case GrPrimitiveType::kLines: // fall through
case GrPrimitiveType::kLineStrip:
return D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE;
case GrPrimitiveType::kPatches: // fall through, unsupported
case GrPrimitiveType::kPath: // fall through, unsupported
default:
SkUNREACHABLE;
}
}
gr_cp<ID3D12PipelineState> create_pipeline_state(
GrD3DGpu* gpu, const GrProgramInfo& programInfo, const sk_sp<GrD3DRootSignature>& rootSig,
gr_cp<ID3DBlob> vertexShader, gr_cp<ID3DBlob> geometryShader, gr_cp<ID3DBlob> pixelShader,
DXGI_FORMAT renderTargetFormat, DXGI_FORMAT depthStencilFormat,
unsigned int sampleQualityPattern) {
D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
psoDesc.pRootSignature = rootSig->rootSignature();
psoDesc.VS = { reinterpret_cast<UINT8*>(vertexShader->GetBufferPointer()),
vertexShader->GetBufferSize() };
psoDesc.PS = { reinterpret_cast<UINT8*>(pixelShader->GetBufferPointer()),
pixelShader->GetBufferSize() };
if (geometryShader.get()) {
psoDesc.GS = { reinterpret_cast<UINT8*>(geometryShader->GetBufferPointer()),
geometryShader->GetBufferSize() };
}
psoDesc.StreamOutput = { nullptr, 0, nullptr, 0, 0 };
fill_in_blend_state(programInfo.pipeline(), &psoDesc.BlendState);
psoDesc.SampleMask = UINT_MAX;
fill_in_rasterizer_state(programInfo.pipeline(), gpu->caps(), &psoDesc.RasterizerState);
fill_in_depth_stencil_state(programInfo, &psoDesc.DepthStencilState);
unsigned int totalAttributeCnt = programInfo.primProc().numVertexAttributes() +
programInfo.primProc().numInstanceAttributes();
SkAutoSTArray<4, D3D12_INPUT_ELEMENT_DESC> inputElements(totalAttributeCnt);
setup_vertex_input_layout(programInfo.primProc(), inputElements.get());
psoDesc.InputLayout = { inputElements.get(), totalAttributeCnt };
psoDesc.IBStripCutValue = D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED;
// This is for geometry or hull shader primitives
psoDesc.PrimitiveTopologyType = gr_primitive_type_to_d3d(programInfo.primitiveType());
psoDesc.NumRenderTargets = 1;
psoDesc.RTVFormats[0] = renderTargetFormat;
psoDesc.DSVFormat = depthStencilFormat;
unsigned int numRasterSamples = programInfo.numRasterSamples();
psoDesc.SampleDesc = { numRasterSamples, sampleQualityPattern };
// Only used for multi-adapter systems.
psoDesc.NodeMask = 0;
psoDesc.CachedPSO = { nullptr, 0 };
psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
gr_cp<ID3D12PipelineState> pipelineState;
GR_D3D_CALL_ERRCHECK(gpu->device()->CreateGraphicsPipelineState(
&psoDesc, IID_PPV_ARGS(&pipelineState)));
return pipelineState;
}
static constexpr SkFourByteTag kHLSL_Tag = SkSetFourByteTag('H', 'L', 'S', 'L');
static constexpr SkFourByteTag kSKSL_Tag = SkSetFourByteTag('S', 'K', 'S', 'L');
sk_sp<GrD3DPipelineState> GrD3DPipelineStateBuilder::finalize() {
TRACE_EVENT0("skia.gpu", TRACE_FUNC);
// We need to enable the following extensions so that the compiler can correctly make spir-v
// from our glsl shaders.
fVS.extensions().appendf("#extension GL_ARB_separate_shader_objects : enable\n");
fFS.extensions().appendf("#extension GL_ARB_separate_shader_objects : enable\n");
fVS.extensions().appendf("#extension GL_ARB_shading_language_420pack : enable\n");
fFS.extensions().appendf("#extension GL_ARB_shading_language_420pack : enable\n");
this->finalizeShaders();
SkSL::Program::Settings settings;
settings.fFlipY = this->origin() != kTopLeft_GrSurfaceOrigin;
settings.fSharpenTextures =
this->gpu()->getContext()->priv().options().fSharpenMipmappedTextures;
settings.fRTHeightOffset = fUniformHandler.getRTHeightOffset();
settings.fRTHeightBinding = 0;
settings.fRTHeightSet = 0;
sk_sp<SkData> cached;
SkReadBuffer reader;
SkFourByteTag shaderType = 0;
auto persistentCache = fGpu->getContext()->priv().getPersistentCache();
if (persistentCache) {
// Shear off the D3D-specific portion of the Desc to get the persistent key. We only cache
// shader code, not entire pipelines.
sk_sp<SkData> key =
SkData::MakeWithoutCopy(this->desc().asKey(), this->desc().initialKeyLength());
cached = persistentCache->load(*key);
if (cached) {
reader.setMemory(cached->data(), cached->size());
shaderType = GrPersistentCacheUtils::GetType(&reader);
}
}
const GrPrimitiveProcessor& primProc = this->primitiveProcessor();
gr_cp<ID3DBlob> shaders[kGrShaderTypeCount];
if (kHLSL_Tag == shaderType && this->loadHLSLFromCache(&reader, shaders)) {
// We successfully loaded and compiled HLSL
} else {
SkSL::Program::Inputs inputs[kGrShaderTypeCount];
SkSL::String* sksl[kGrShaderTypeCount] = {
&fVS.fCompilerString,
&fGS.fCompilerString,
&fFS.fCompilerString,
};
SkSL::String cached_sksl[kGrShaderTypeCount];
SkSL::String hlsl[kGrShaderTypeCount];
if (kSKSL_Tag == shaderType) {
if (GrPersistentCacheUtils::UnpackCachedShaders(&reader, cached_sksl, inputs,
kGrShaderTypeCount)) {
for (int i = 0; i < kGrShaderTypeCount; ++i) {
sksl[i] = &cached_sksl[i];
}
}
}
auto compile = [&](SkSL::Program::Kind kind, GrShaderType shaderType) {
shaders[shaderType] = this->compileD3DProgram(kind, *sksl[shaderType], settings,
&inputs[shaderType], &hlsl[shaderType]);
return shaders[shaderType].get();
};
if (!compile(SkSL::Program::kVertex_Kind, kVertex_GrShaderType) ||
!compile(SkSL::Program::kFragment_Kind, kFragment_GrShaderType)) {
return nullptr;
}
if (primProc.willUseGeoShader()) {
if (!compile(SkSL::Program::kGeometry_Kind, kGeometry_GrShaderType)) {
return nullptr;
}
}
if (persistentCache && !cached) {
const bool cacheSkSL = fGpu->getContext()->priv().options().fShaderCacheStrategy ==
GrContextOptions::ShaderCacheStrategy::kSkSL;
if (cacheSkSL) {
// Replace the HLSL with formatted SkSL to be cached. This looks odd, but this is
// the last time we're going to use these strings, so it's safe.
for (int i = 0; i < kGrShaderTypeCount; ++i) {
hlsl[i] = GrShaderUtils::PrettyPrint(*sksl[i]);
}
}
sk_sp<SkData> key =
SkData::MakeWithoutCopy(this->desc().asKey(), this->desc().initialKeyLength());
sk_sp<SkData> data = GrPersistentCacheUtils::PackCachedShaders(
cacheSkSL ? kSKSL_Tag : kHLSL_Tag, hlsl, inputs, kGrShaderTypeCount);
persistentCache->store(*key, *data);
}
}
sk_sp<GrD3DRootSignature> rootSig =
fGpu->resourceProvider().findOrCreateRootSignature(fUniformHandler.fTextures.count());
if (!rootSig) {
return nullptr;
}
const GrD3DRenderTarget* rt = static_cast<const GrD3DRenderTarget*>(fRenderTarget);
gr_cp<ID3D12PipelineState> pipelineState = create_pipeline_state(
fGpu, fProgramInfo, rootSig, std::move(shaders[kVertex_GrShaderType]),
std::move(shaders[kGeometry_GrShaderType]), std::move(shaders[kFragment_GrShaderType]),
rt->dxgiFormat(), rt->stencilDxgiFormat(), rt->sampleQualityPattern());
return sk_sp<GrD3DPipelineState>(new GrD3DPipelineState(std::move(pipelineState),
std::move(rootSig),
fUniformHandles,
fUniformHandler.fUniforms,
fUniformHandler.fCurrentUBOOffset,
fUniformHandler.fSamplers.count(),
std::move(fGeometryProcessor),
std::move(fXferProcessor),
std::move(fFragmentProcessors),
primProc.vertexStride(),
primProc.instanceStride()));
}