| /* |
| * Copyright 2023 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_compute_ComputeStep_DEFINED |
| #define skgpu_graphite_compute_ComputeStep_DEFINED |
| |
| #include "include/core/SkColorType.h" |
| #include "include/core/SkSize.h" |
| #include "include/core/SkSpan.h" |
| #include "include/private/base/SkTArray.h" |
| #include "include/private/base/SkTo.h" |
| #include "src/base/SkEnumBitMask.h" |
| #include "src/gpu/graphite/ComputeTypes.h" |
| |
| #include <optional> |
| #include <string> |
| #include <string_view> |
| #include <tuple> |
| #include <vector> |
| |
| namespace skgpu::graphite { |
| |
| class UniformManager; |
| |
| /** |
| * A `ComputeStep` represents a compute pass within a wider draw operation. A `ComputeStep` |
| * implementation describes an invocation of a compute program and its data binding layout. |
| * |
| * A `ComputeStep` can perform arbitrary operations on the GPU over various types of data, including |
| * geometry and image processing. The data processed by a `ComputeStep` can be inputs (textures or |
| * buffers) populated on the CPU, data forwarded to and from other `ComputeStep` invocations (via |
| * "slots"), transient storage buffers/textures that are only used within an individual dispatch, |
| * geometry attribute (vertex/index/instance) and indirect draw parameters of a subsequent raster |
| * pipeline stage, as well as texture outputs. |
| * |
| * The data flow between sequential `ComputeStep` invocations within a DispatchGroup is achieved by |
| * operating over a shared "resource table". `ComputeStep`s can declare a resource with a slot |
| * number. Multiple `ComputeStep`s in a group that declare a resource with the same slot number will |
| * have access to the same backing resource object through that slot: |
| * |
| * _______________ _______________ |
| * | | | | |
| * | ---[Slot 0]--- | |
| * | | | | |
| * | ---[Slot 1]--- | |
| * | ComputeStep 1 | | ComputeStep 2 | |
| * | ---[Slot 2] | | |
| * | | | | |
| * | | [Slot 3]--- | |
| * | | | | |
| * --------------- --------------- |
| * |
| * In the example above, slots 0 and 1 are accessed by both ComputeSteps, while slots 2 and 3 are |
| * exclusively accessed by ComputeStep 1 and 2 respectively. Alternately, slots 2 and 3 could be |
| * declared as "private" resources which are visible to a single ComputeStep. |
| * |
| * Similarly, raster stage geometry buffers that are specified as the output of a ComputeStep can be |
| * used to assign the draw buffers of a RenderStep. |
| * |
| * It is the responsibility of the owning entity (e.g. a RendererProvider) to ensure that a chain of |
| * ComputeStep and RenderStep invocations have a compatible resource and data-flow layout. |
| */ |
| class ComputeStep { |
| public: |
| enum class DataFlow { |
| // A private binding is a resource that is only visible to a single ComputeStep invocation. |
| kPrivate, |
| |
| // Bindings with a slot number that can be used to forward data between a series of |
| // `ComputeStep`s. This DataFlow type is accompanied with a "slot number" that can be |
| // shared by multiple `ComputeStep`s in a group. |
| kShared, |
| }; |
| |
| enum class ResourceType { |
| kUniformBuffer, |
| kStorageBuffer, |
| |
| kWriteOnlyStorageTexture, |
| kReadOnlyTexture, |
| kSampledTexture, |
| }; |
| |
| enum class ResourcePolicy { |
| kNone, |
| |
| // The memory of the resource will be initialized to 0 |
| kClear, |
| |
| // The ComputeStep will be asked to initialize the memory on the CPU via |
| // `ComputeStep::prepareStorageBuffer` or `ComputeStep::prepareUniformBuffer` prior to |
| // pipeline execution. This may incur a transfer cost on platforms that do not allow buffers |
| // to be mapped in shared memory. |
| // |
| // If multiple ComputeSteps in a DispatchGroup declare a mapped resource with the same |
| // shared slot number, only the first ComputeStep in the group will receive a call to |
| // prepare the buffer. |
| // |
| // This only has meaning for buffer resources. A resource with the `kUniformBuffer` resource |
| // type must specify the `kMapped` resource policy. |
| kMapped, |
| }; |
| |
| struct ResourceDesc final { |
| ResourceType fType; |
| DataFlow fFlow; |
| ResourcePolicy fPolicy; |
| |
| // This field only has meaning (and must have a non-negative value) if `fFlow` is |
| // `DataFlow::kShared`. |
| int fSlot; |
| |
| // The SkSL variable declaration code excluding the layout and type definitions. This field |
| // is ignored for a ComputeStep that supports native shader source. |
| const char* fSkSL = ""; |
| |
| constexpr ResourceDesc(ResourceType type, |
| DataFlow flow, |
| ResourcePolicy policy, |
| int slot = -1) |
| : fType(type), fFlow(flow), fPolicy(policy), fSlot(slot) {} |
| |
| constexpr ResourceDesc(ResourceType type, |
| DataFlow flow, |
| ResourcePolicy policy, |
| int slot, |
| const char* sksl) |
| : fType(type), fFlow(flow), fPolicy(policy), fSlot(slot), fSkSL(sksl) {} |
| |
| constexpr ResourceDesc(ResourceType type, |
| DataFlow flow, |
| ResourcePolicy policy, |
| const char* sksl) |
| : fType(type), fFlow(flow), fPolicy(policy), fSlot(-1), fSkSL(sksl) {} |
| }; |
| |
| // On platforms that support late bound workgroup shared resources (e.g. Metal) a ComputeStep |
| // can optionally provide a list of memory sizes and binding indices. |
| struct WorkgroupBufferDesc { |
| // The buffer size in bytes. |
| size_t size; |
| size_t index; |
| }; |
| |
| virtual ~ComputeStep() = default; |
| |
| // Returns a complete SkSL compute program. The returned SkSL must constitute a complete compute |
| // program and declare all resource bindings starting at `nextBindingIndex` in the order in |
| // which they are enumerated by `ComputeStep::resources()`. |
| // |
| // If this ComputeStep supports native shader source then it must override |
| // `nativeShaderSource()` instead. |
| virtual std::string computeSkSL() const; |
| |
| // A ComputeStep that supports native shader source then then it must implement |
| // `nativeShaderSource()` and return the shader source in the requested format. This is intended |
| // to instantiate a compute pipeline from a pre-compiled shader module. The returned source must |
| // constitute a shader module that contains at least one compute entry-point function that |
| // matches the specified name. |
| enum class NativeShaderFormat { |
| kWGSL, |
| kMSL, |
| }; |
| struct NativeShaderSource { |
| std::string_view fSource; |
| std::string fEntryPoint; |
| }; |
| virtual NativeShaderSource nativeShaderSource(NativeShaderFormat) const; |
| |
| // This method will be called for buffer entries in the ComputeStep's resource list to |
| // determine the required allocation size. The ComputeStep must return a non-zero value. |
| // |
| // TODO(b/279955342): Provide a context object, e.g. a type a associated with |
| // DispatchGroup::Builder, to aid the ComputeStep in its buffer size calculations. |
| virtual size_t calculateBufferSize(int resourceIndex, const ResourceDesc&) const; |
| |
| // This method will be called for storage texture entries in the ComputeStep's resource list to |
| // determine the required dimensions and color type. The ComputeStep must return a non-zero |
| // value for the size and a valid color type. |
| virtual std::tuple<SkISize, SkColorType> calculateTextureParameters(int resourceIndex, |
| const ResourceDesc&) const; |
| |
| // This method will be called for sampler entries in the ComputeStep's resource list to |
| // determine the sampling and tile mode options. |
| virtual SamplerDesc calculateSamplerParameters(int resourceIndex, const ResourceDesc&) const; |
| |
| // Return the global dispatch size (aka "workgroup count") for this step based on the draw |
| // parameters. The default value is a workgroup count of (1, 1, 1) |
| // |
| // TODO(b/279955342): Provide a context object, e.g. a type a associated with |
| // DispatchGroup::Builder, to aid the ComputeStep in its buffer size calculations. |
| virtual WorkgroupSize calculateGlobalDispatchSize() const; |
| |
| // Populates a storage buffer resource which was specified as "mapped". This method will only be |
| // called once for a resource right after its allocation and before pipeline execution. For |
| // shared resources, only the first ComputeStep in a DispatchGroup will be asked to prepare the |
| // buffer. |
| // |
| // `resourceIndex` matches the order in which `resource` was enumerated by |
| // `ComputeStep::resources()`. |
| virtual void prepareStorageBuffer(int resourceIndex, |
| const ResourceDesc& resource, |
| void* buffer, |
| size_t bufferSize) const; |
| |
| // Populates a uniform buffer resource. This method will be called once for a resource right |
| // after its allocation and before pipeline execution. For shared resources, only the first |
| // ComputeStep in a DispatchGroup will be asked to prepare the buffer. |
| // |
| // `resourceIndex` matches the order in which `resource` was enumerated by |
| // `ComputeStep::resources()`. |
| // |
| // The implementation must use the provided `UniformManager` to populate the buffer. On debug |
| // builds, the implementation must validate the buffer layout by setting up an expectation, for |
| // example: |
| // |
| // SkDEBUGCODE(mgr->setExpectedUniforms({{"foo", SkSLType::kFloat}})); |
| // |
| // TODO(b/279955342): Provide a context object, e.g. a type a associated with |
| // DispatchGroup::Builder, to aid the ComputeStep in its buffer size calculations. |
| virtual void prepareUniformBuffer(int resourceIndex, |
| const ResourceDesc&, |
| UniformManager*) const; |
| |
| SkSpan<const ResourceDesc> resources() const { return SkSpan(fResources); } |
| SkSpan<const WorkgroupBufferDesc> workgroupBuffers() const { return SkSpan(fWorkgroupBuffers); } |
| |
| // Identifier that can be used as part of a unique key for a compute pipeline state object |
| // associated with this `ComputeStep`. |
| uint32_t uniqueID() const { return fUniqueID; } |
| |
| // Returns a debug name for the subclass implementation. |
| const char* name() const { return fName.c_str(); } |
| |
| // The size of the workgroup for this ComputeStep's entry point function. This value is hardware |
| // dependent. On Metal, this value should be used when invoking the dispatch API call. On all |
| // other backends, this value will be baked into the pipeline. |
| WorkgroupSize localDispatchSize() const { return fLocalDispatchSize; } |
| |
| bool supportsNativeShader() const { return SkToBool(fFlags & Flags::kSupportsNativeShader); } |
| |
| protected: |
| enum class Flags : uint8_t { |
| kNone = 0b00000, |
| kSupportsNativeShader = 0b00010, |
| }; |
| SK_DECL_BITMASK_OPS_FRIENDS(Flags); |
| |
| ComputeStep(std::string_view name, |
| WorkgroupSize localDispatchSize, |
| SkSpan<const ResourceDesc> resources, |
| SkSpan<const WorkgroupBufferDesc> workgroupBuffers = {}, |
| Flags baseFlags = Flags::kNone); |
| |
| private: |
| // Disallow copy and move |
| ComputeStep(const ComputeStep&) = delete; |
| ComputeStep(ComputeStep&&) = delete; |
| |
| uint32_t fUniqueID; |
| SkEnumBitMask<Flags> fFlags; |
| std::string fName; |
| skia_private::TArray<ResourceDesc> fResources; |
| skia_private::TArray<WorkgroupBufferDesc> fWorkgroupBuffers; |
| |
| // TODO(b/240615224): Subclasses should simply specify the workgroup size that they need. |
| // The ComputeStep constructor should check and reduce that number based on the maximum |
| // supported workgroup size stored in Caps. In Metal, we'll pass this number directly to the |
| // dispatch API call. On other backends, we'll use this value to generate the right SkSL |
| // workgroup size declaration to avoid any validation failures. |
| WorkgroupSize fLocalDispatchSize; |
| }; |
| SK_MAKE_BITMASK_OPS(ComputeStep::Flags) |
| |
| } // namespace skgpu::graphite |
| |
| #endif // skgpu_graphite_compute_ComputeStep_DEFINED |