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/*
* Copyright 2018 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrMtlPipelineStateBuilder_DEFINED
#define GrMtlPipelineStateBuilder_DEFINED
#include "GrPipeline.h"
#include "GrProgramDesc.h"
#include "GrMtlUniformHandler.h"
#include "GrMtlVaryingHandler.h"
#include "SkSLCompiler.h"
#include "glsl/GrGLSLProgramBuilder.h"
#import <metal/metal.h>
class GrMtlGpu;
class GrMtlPipelineState;
class GrMtlPipelineStateBuilder : public GrGLSLProgramBuilder {
public:
/**
* For Metal we want to cache the entire pipeline for reuse of draws. The Desc here holds all
* the information needed to differentiate one pipeline from another.
*
* The GrProgramDesc contains all the information need to create the actual shaders for the
* pipeline.
*
* For Metal we need to add to the GrProgramDesc to include the rest of the state on the
* pipeline. This includes blending information and primitive type. The pipeline is immutable
* so any remaining dynamic state is set via the MtlRenderCmdEncoder.
*/
class Desc : public GrProgramDesc {
public:
static bool Build(Desc*,
GrRenderTarget*,
const GrPrimitiveProcessor&,
const GrPipeline&,
GrPrimitiveType,
GrMtlGpu* gpu);
size_t shaderKeyLength() const { return fShaderKeyLength; }
private:
size_t fShaderKeyLength;
typedef GrProgramDesc INHERITED;
};
/** Generates a pipeline state.
*
* The GrMtlPipelineState implements what is specified in the GrPipeline and
* GrPrimitiveProcessor as input. After successful generation, the builder result objects are
* available to be used. This function may modify the program key by setting the surface origin
* key to 0 (unspecified) if it turns out the program does not care about the surface origin.
* @return true if generation was successful.
*/
static GrMtlPipelineState* CreatePipelineState(GrMtlGpu*,
GrRenderTarget*, GrSurfaceOrigin,
const GrPrimitiveProcessor&,
const GrTextureProxy* const primProcProxies[],
const GrPipeline&,
Desc*);
private:
GrMtlPipelineStateBuilder(GrMtlGpu*, GrRenderTarget*, GrSurfaceOrigin,
const GrPipeline&,
const GrPrimitiveProcessor&,
const GrTextureProxy* const primProcProxies[],
GrProgramDesc*);
GrMtlPipelineState* finalize(GrRenderTarget* renderTarget,
const GrPrimitiveProcessor& primProc,
const GrPipeline& pipeline,
Desc*);
const GrCaps* caps() const override;
void finalizeFragmentOutputColor(GrShaderVar& outputColor) override;
void finalizeFragmentSecondaryColor(GrShaderVar& outputColor) override;
id<MTLLibrary> createMtlShaderLibrary(const GrGLSLShaderBuilder& builder,
SkSL::Program::Kind kind,
const SkSL::Program::Settings& settings,
GrProgramDesc* desc);
GrGLSLUniformHandler* uniformHandler() override { return &fUniformHandler; }
const GrGLSLUniformHandler* uniformHandler() const override { return &fUniformHandler; }
GrGLSLVaryingHandler* varyingHandler() override { return &fVaryingHandler; }
GrMtlGpu* fGpu;
GrMtlUniformHandler fUniformHandler;
GrMtlVaryingHandler fVaryingHandler;
typedef GrGLSLProgramBuilder INHERITED;
};
#endif