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/*
* Copyright 2016 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrVkPipelineState_DEFINED
#define GrVkPipelineState_DEFINED
#include "GrVkDescriptorSetManager.h"
#include "GrVkPipelineStateDataManager.h"
#include "glsl/GrGLSLProgramBuilder.h"
#include "vk/GrVkTypes.h"
class GrPipeline;
class GrStencilSettings;
class GrVkBufferView;
class GrVkCommandBuffer;
class GrVkDescriptorPool;
class GrVkDescriptorSet;
class GrVkGpu;
class GrVkImageView;
class GrVkPipeline;
class GrVkPipelineLayout;
class GrVkSampler;
class GrVkTexture;
class GrVkUniformBuffer;
/**
* This class holds onto a GrVkPipeline object that we use for draws. Besides storing the acutal
* GrVkPipeline object, this class is also responsible handling all uniforms, descriptors, samplers,
* and other similar objects that are used along with the VkPipeline in the draw. This includes both
* allocating and freeing these objects, as well as updating their values.
*/
class GrVkPipelineState : public SkRefCnt {
public:
using UniformInfoArray = GrVkPipelineStateDataManager::UniformInfoArray;
using UniformHandle = GrGLSLProgramDataManager::UniformHandle;
GrVkPipelineState(
GrVkGpu* gpu,
GrVkPipeline* pipeline,
VkPipelineLayout layout,
const GrVkDescriptorSetManager::Handle& samplerDSHandle,
const GrGLSLBuiltinUniformHandles& builtinUniformHandles,
const UniformInfoArray& uniforms,
uint32_t geometryUniformSize,
uint32_t fragmentUniformSize,
const UniformInfoArray& samplers,
std::unique_ptr<GrGLSLPrimitiveProcessor> geometryProcessor,
std::unique_ptr<GrGLSLXferProcessor> xferProcessor,
std::unique_ptr<std::unique_ptr<GrGLSLFragmentProcessor>[]> fragmentProcessors,
int fFragmentProcessorCnt);
~GrVkPipelineState();
void setAndBindUniforms(GrVkGpu*, const GrRenderTarget*, GrSurfaceOrigin,
const GrPrimitiveProcessor&, const GrPipeline&, GrVkCommandBuffer*);
/**
* This must be called after setAndBindUniforms() since that function invalidates texture
* bindings.
*/
void setAndBindTextures(GrVkGpu*, const GrPrimitiveProcessor&, const GrPipeline&,
const GrTextureProxy* const primitiveProcessorTextures[],
GrVkCommandBuffer*);
void bindPipeline(const GrVkGpu* gpu, GrVkCommandBuffer* commandBuffer);
void addUniformResources(GrVkCommandBuffer&, GrVkSampler*[], GrVkTexture*[], int numTextures);
void freeGPUResources(GrVkGpu* gpu);
void abandonGPUResources();
private:
void writeUniformBuffers(const GrVkGpu* gpu);
/**
* We use the RT's size and origin to adjust from Skia device space to vulkan normalized device
* space and to make device space positions have the correct origin for processors that require
* them.
*/
struct RenderTargetState {
SkISize fRenderTargetSize;
GrSurfaceOrigin fRenderTargetOrigin;
RenderTargetState() { this->invalidate(); }
void invalidate() {
fRenderTargetSize.fWidth = -1;
fRenderTargetSize.fHeight = -1;
fRenderTargetOrigin = (GrSurfaceOrigin)-1;
}
/**
* Gets a float4 that adjusts the position from Skia device coords to Vulkans normalized device
* coords. Assuming the transformed position, pos, is a homogeneous float3, the vec, v, is
* applied as such:
* pos.x = dot(v.xy, pos.xz)
* pos.y = dot(v.zw, pos.yz)
*/
void getRTAdjustmentVec(float* destVec) {
destVec[0] = 2.f / fRenderTargetSize.fWidth;
destVec[1] = -1.f;
if (kBottomLeft_GrSurfaceOrigin == fRenderTargetOrigin) {
destVec[2] = -2.f / fRenderTargetSize.fHeight;
destVec[3] = 1.f;
} else {
destVec[2] = 2.f / fRenderTargetSize.fHeight;
destVec[3] = -1.f;
}
}
};
// Helper for setData() that sets the view matrix and loads the render target height uniform
void setRenderTargetState(const GrRenderTarget*, GrSurfaceOrigin);
// GrVkResources
GrVkPipeline* fPipeline;
// Used for binding DescriptorSets to the command buffer but does not need to survive during
// command buffer execution. Thus this is not need to be a GrVkResource.
GrVkPipelineLayout* fPipelineLayout;
// The DescriptorSets need to survive until the gpu has finished all draws that use them.
// However, they will only be freed by the descriptor pool. Thus by simply keeping the
// descriptor pool alive through the draw, the descritor sets will also stay alive. Thus we do
// not need a GrVkResource versions of VkDescriptorSet. We hold on to these in the
// GrVkPipelineState since we update the descriptor sets and bind them at separate times;
VkDescriptorSet fDescriptorSets[3];
const GrVkDescriptorSet* fUniformDescriptorSet;
const GrVkDescriptorSet* fSamplerDescriptorSet;
const GrVkDescriptorSetManager::Handle fSamplerDSHandle;
SkSTArray<4, const GrVkSampler*> fImmutableSamplers;
std::unique_ptr<GrVkUniformBuffer> fGeometryUniformBuffer;
std::unique_ptr<GrVkUniformBuffer> fFragmentUniformBuffer;
// Tracks the current render target uniforms stored in the vertex buffer.
RenderTargetState fRenderTargetState;
GrGLSLBuiltinUniformHandles fBuiltinUniformHandles;
// Processors in the GrVkPipelineState
std::unique_ptr<GrGLSLPrimitiveProcessor> fGeometryProcessor;
std::unique_ptr<GrGLSLXferProcessor> fXferProcessor;
std::unique_ptr<std::unique_ptr<GrGLSLFragmentProcessor>[]> fFragmentProcessors;
int fFragmentProcessorCnt;
GrVkPipelineStateDataManager fDataManager;
int fNumSamplers;
};
#endif