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/*
* Copyright 2021 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_ContextUtils_DEFINED
#define skgpu_graphite_ContextUtils_DEFINED
#include "src/gpu/Blend.h"
#include "src/gpu/graphite/PaintParamsKey.h"
#include "src/gpu/graphite/PipelineData.h"
#include <optional>
#include <tuple>
class SkColorInfo;
class SkM44;
class SkPaint;
namespace skgpu {
class Swizzle;
}
namespace skgpu::graphite {
class ComputeStep;
enum class Coverage;
class DrawParams;
enum class DstReadRequirement;
class Geometry;
class GraphicsPipelineDesc;
class PaintParams;
class PipelineDataGatherer;
class Recorder;
struct RenderPassDesc;
class RenderStep;
class RuntimeEffectDictionary;
class ShaderNode;
class UniformManager;
class UniquePaintParamsID;
struct ResourceBindingRequirements;
struct VertSkSLInfo {
std::string fSkSL;
std::string fLabel;
bool fHasStepUniforms = false;
};
struct FragSkSLInfo {
std::string fSkSL;
std::string fLabel;
// This represents the HW blending of the final program, and not the logical blending that was
// defined on the SkPaint.
BlendInfo fBlendInfo;
DstReadRequirement fDstReadReq = DstReadRequirement::kNone;
bool fRequiresLocalCoords = false;
int fNumTexturesAndSamplers = 0;
bool fHasPaintUniforms = false;
bool fHasGradientBuffer = false;
// Note that fData is currently only used to store SamplerDesc information for shaders that have
// the option of using immutable samplers. However, other snippets could leverage this field to
// convey other information once data can be tied to snippetIDs (b/347072931).
skia_private::TArray<uint32_t> fData = {};
};
std::tuple<UniquePaintParamsID, UniformDataBlock, TextureDataBlock> ExtractPaintData(
Recorder*,
PipelineDataGatherer* gatherer,
PaintParamsKeyBuilder* builder,
const Layout layout,
const SkM44& local2Dev,
const PaintParams&,
const Geometry& geometry,
sk_sp<TextureProxy> dstTexture,
SkIPoint dstOffset,
const SkColorInfo& targetColorInfo);
std::tuple<UniformDataBlock, TextureDataBlock> ExtractRenderStepData(
UniformDataCache* uniformDataCache,
TextureDataCache* textureDataCache,
PipelineDataGatherer* gatherer,
const Layout layout,
const RenderStep* step,
const DrawParams& params);
// `viewport` should hold the actual viewport set as backend state (defining the NDC -> pixel
// transform).
// `replayTranslation` should hold the replay translation provided on insertRecording().
// It is assumed that `dstCopyOffset` has already accounted for the replay translation.
void CollectIntrinsicUniforms(
const Caps* caps,
SkIRect viewport,
SkIPoint replayTranslation,
SkIPoint dstCopyOffset,
UniformManager*);
DstReadRequirement GetDstReadRequirement(const Caps*, std::optional<SkBlendMode>, Coverage);
VertSkSLInfo BuildVertexSkSL(const ResourceBindingRequirements&,
const RenderStep* step,
bool defineShadingSsboIndexVarying,
bool defineLocalCoordsVarying);
// TODO(b/347072931): Refactor to return std::unique_ptr<ShaderInfo> instead such that snippet
// data can remain tied to its snippet ID.
FragSkSLInfo BuildFragmentSkSL(const Caps* caps,
const ShaderCodeDictionary*,
const RuntimeEffectDictionary*,
const RenderStep* renderStep,
UniquePaintParamsID paintID,
bool useStorageBuffers,
skgpu::Swizzle writeSwizzle);
std::string GetPipelineLabel(const ShaderCodeDictionary*,
const RenderPassDesc& renderPassDesc,
const RenderStep* renderStep,
UniquePaintParamsID paintID);
std::string BuildComputeSkSL(const Caps*, const ComputeStep*);
std::string EmitPaintParamsUniforms(int bufferID,
const Layout layout,
SkSpan<const ShaderNode*> nodes,
bool* hasUniforms,
bool* wrotePaintColor);
std::string EmitRenderStepUniforms(int bufferID,
const Layout layout,
SkSpan<const Uniform> uniforms);
std::string EmitPaintParamsStorageBuffer(int bufferID,
SkSpan<const ShaderNode*> nodes,
bool* hasUniforms,
bool* wrotePaintColor);
std::string EmitRenderStepStorageBuffer(int bufferID,
SkSpan<const Uniform> uniforms);
std::string EmitUniformsFromStorageBuffer(const char* bufferNamePrefix,
const char* ssboIndex,
SkSpan<const Uniform> uniforms);
std::string EmitStorageBufferAccess(const char* bufferNamePrefix,
const char* ssboIndex,
const char* uniformName);
std::string EmitTexturesAndSamplers(const ResourceBindingRequirements&,
SkSpan<const ShaderNode*> nodes,
int* binding);
std::string EmitSamplerLayout(const ResourceBindingRequirements&, int* binding);
std::string EmitVaryings(const RenderStep* step,
const char* direction,
bool emitSsboIndicesVarying,
bool emitLocalCoordsVarying);
} // namespace skgpu::graphite
#endif // skgpu_graphite_ContextUtils_DEFINED