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* Copyright 2022 Google LLC
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
#ifndef SkPipelineData_DEFINED
#define SkPipelineData_DEFINED
#include <vector>
#include "include/core/SkPoint.h"
#include "include/core/SkRefCnt.h"
#include "include/core/SkSamplingOptions.h"
#include "include/core/SkSpan.h"
#include "include/core/SkTileMode.h"
#include "include/private/SkColorData.h"
#include "src/core/SkEnumBitMask.h"
#include "src/core/SkUniform.h"
#include "include/private/SkVx.h"
#include "src/gpu/graphite/TextureProxy.h"
#include "src/gpu/graphite/UniformManager.h"
class SkArenaAlloc;
class SkUniform;
enum class SnippetRequirementFlags : uint32_t;
class SkUniformDataBlock {
static SkUniformDataBlock* Make(const SkUniformDataBlock&, SkArenaAlloc*);
SkUniformDataBlock(SkSpan<const char> data) : fData(data) {}
SkUniformDataBlock() = default;
const char* data() const { return; }
size_t size() const { return fData.size(); }
uint32_t hash() const;
bool operator==(const SkUniformDataBlock& that) const {
return fData.size() == that.fData.size() &&
!memcmp(,, fData.size());
bool operator!=(const SkUniformDataBlock& that) const { return !(*this == that); }
SkSpan<const char> fData;
// We would like to store just a "const SkUniformDataBlock*" in the UniformDataCache but, until
// the TextureDataCache is switched over to storing its data in an arena, whatever is held in
// the cache must interoperate w/ std::unique_ptr (i.e., have a get() function).
// TODO: remove this class
class SkUniformDataBlockPassThrough {
SkUniformDataBlockPassThrough() = default;
SkUniformDataBlockPassThrough(SkUniformDataBlock* udb) : fUDB(udb) {}
SkUniformDataBlock* get() const { return fUDB; }
SkUniformDataBlock* fUDB = nullptr;
class SkTextureDataBlock {
struct TextureInfo {
bool operator==(const TextureInfo&) const;
bool operator!=(const TextureInfo& other) const { return !(*this == other); }
uint32_t samplerKey() const;
sk_sp<skgpu::graphite::TextureProxy> fProxy;
SkSamplingOptions fSamplingOptions;
SkTileMode fTileModes[2];
static std::unique_ptr<SkTextureDataBlock> Make(const SkTextureDataBlock&, SkArenaAlloc*);
SkTextureDataBlock() = default;
bool empty() const { return fTextureData.empty(); }
int numTextures() const { return SkTo<int>(fTextureData.size()); }
const TextureInfo& texture(int index) const { return fTextureData[index]; }
bool operator==(const SkTextureDataBlock&) const;
bool operator!=(const SkTextureDataBlock& other) const { return !(*this == other); }
uint32_t hash() const;
void add(const SkSamplingOptions& sampling,
const SkTileMode tileModes[2],
sk_sp<skgpu::graphite::TextureProxy> proxy) {
fTextureData.push_back({std::move(proxy), sampling, {tileModes[0], tileModes[1]}});
void reset() {
std::vector<TextureInfo> fTextureData;
// The PipelineDataGatherer is just used to collect information for a given PaintParams object.
// The UniformData is added to a cache and uniquified. Only that unique ID is passed around.
// The TextureData is also added to a cache and uniquified. Only that ID is passed around.
// TODO: The current plan for fixing uniform padding is for the SkPipelineDataGatherer to hold a
// persistent uniformManager. A stretch goal for this system would be for this combination
// to accumulate all the uniforms and then rearrange them to minimize padding. This would,
// obviously, vastly complicate uniform accumulation.
class SkPipelineDataGatherer {
SkPipelineDataGatherer(skgpu::graphite::Layout layout);
void reset();
// Check that the gatherer has been reset to its initial state prior to collecting new data.
SkDEBUGCODE(void checkReset();)
void add(const SkSamplingOptions& sampling,
const SkTileMode tileModes[2],
sk_sp<skgpu::graphite::TextureProxy> proxy) {
fTextureDataBlock.add(sampling, tileModes, std::move(proxy));
bool hasTextures() const { return !fTextureDataBlock.empty(); }
void addFlags(SnippetRequirementFlags flags);
bool needsLocalCoords() const;
const SkTextureDataBlock& textureDataBlock() { return fTextureDataBlock; }
void write(const SkM44& mat) { fUniformManager.write(mat); }
void write(const SkColor4f* colors, int numColors) { fUniformManager.write(colors, numColors); }
void write(const SkPMColor4f& premulColor) { fUniformManager.write(&premulColor, 1); }
void write(const SkRect& rect) { fUniformManager.write(rect); }
void write(SkPoint point) { fUniformManager.write(point); }
void write(const float* floats, int count) { fUniformManager.write(floats, count); }
void write(float f) { fUniformManager.write(&f, 1); }
void write(int i) { fUniformManager.write(i); }
void write(skvx::float2 v) { fUniformManager.write(v); }
void write(skvx::float4 v) { fUniformManager.write(v); }
void write(SkSLType t, unsigned int cnt, const void* v) { fUniformManager.write(t, cnt, v); }
bool hasUniforms() const { return fUniformManager.size(); }
SkUniformDataBlock peekUniformData() const { return fUniformManager.peekData(); }
#ifdef SK_DEBUG
friend class UniformExpectationsValidator;
void setExpectedUniforms(SkSpan<const SkUniform> expectedUniforms) {
void doneWithExpectedUniforms() { fUniformManager.doneWithExpectedUniforms(); }
#endif // SK_DEBUG
SkTextureDataBlock fTextureDataBlock;
skgpu::graphite::UniformManager fUniformManager;
SkEnumBitMask<SnippetRequirementFlags> fSnippetRequirementFlags;
#if defined(SK_DEBUG) && defined(SK_GRAPHITE_ENABLED)
class UniformExpectationsValidator {
UniformExpectationsValidator(SkPipelineDataGatherer *gatherer,
SkSpan<const SkUniform> expectedUniforms)
: fGatherer(gatherer) {
~UniformExpectationsValidator() {
SkPipelineDataGatherer *fGatherer;
UniformExpectationsValidator(UniformExpectationsValidator &&) = delete;
UniformExpectationsValidator(const UniformExpectationsValidator &) = delete;
UniformExpectationsValidator &operator=(UniformExpectationsValidator &&) = delete;
UniformExpectationsValidator &operator=(const UniformExpectationsValidator &) = delete;
#endif // SkPipelineData_DEFINED