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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 skgpu_graphite_VulkanGraphiteUtilsPriv_DEFINED
#define skgpu_graphite_VulkanGraphiteUtilsPriv_DEFINED
#include "include/core/SkSpan.h"
#include "include/gpu/graphite/vk/VulkanGraphiteTypes.h"
#include "include/gpu/vk/VulkanTypes.h"
#include "src/gpu/graphite/DescriptorData.h"
#include "src/gpu/graphite/Log.h"
#include "src/gpu/vk/VulkanInterface.h"
#include <string>
class SkStream;
class SkWStream;
// Helper macros to call functions on the VulkanInterface without checking for errors. Note: This
// cannot require a VulkanSharedContext because driver calls are needed before the shared context
// has been initialized.
#define VULKAN_CALL(IFACE, X) (IFACE)->fFunctions.f##X
// Must be called before checkVkResult, since this does not log if the VulkanSharedContext is
// already considering the device to be lost.
#define VULKAN_LOG_IF_NOT_SUCCESS(SHARED_CONTEXT, RESULT, X, ...) \
do { \
if (RESULT != VK_SUCCESS && !(SHARED_CONTEXT)->isDeviceLost()) { \
SkDebugf("Failed vulkan call. Error: %d, " X "\n", RESULT, ##__VA_ARGS__); \
} \
} while (false)
#define VULKAN_CALL_RESULT(SHARED_CONTEXT, RESULT, X) \
do { \
(RESULT) = VULKAN_CALL((SHARED_CONTEXT)->interface(), X); \
SkASSERT(VK_SUCCESS == RESULT || VK_ERROR_DEVICE_LOST == RESULT); \
VULKAN_LOG_IF_NOT_SUCCESS(SHARED_CONTEXT, RESULT, #X); \
(SHARED_CONTEXT)->checkVkResult(RESULT); \
} while (false)
// same as VULKAN_CALL but checks for success
#define VULKAN_CALL_ERRCHECK(SHARED_CONTEXT, X) \
VkResult SK_MACRO_APPEND_LINE(ret); \
VULKAN_CALL_RESULT(SHARED_CONTEXT, SK_MACRO_APPEND_LINE(ret), X)
#define VULKAN_CALL_RESULT_NOCHECK(IFACE, RESULT, X) \
do { \
(RESULT) = VULKAN_CALL(IFACE, X); \
} while (false)
namespace skgpu::graphite {
class VulkanSharedContext;
struct RenderPassDesc;
enum class TextureFormat : uint8_t;
VkShaderModule CreateVulkanShaderModule(const VulkanSharedContext*,
const std::string& spirv,
VkShaderStageFlagBits);
VkDescriptorType DsTypeEnumToVkDs(DescriptorType);
void DescriptorDataToVkDescSetLayout(const VulkanSharedContext*,
const SkSpan<DescriptorData>&,
VkDescriptorSetLayout*);
TextureFormat VkFormatToTextureFormat(VkFormat);
VkFormat TextureFormatToVkFormat(TextureFormat);
VkShaderStageFlags PipelineStageFlagsToVkShaderStageFlags(SkEnumBitMask<PipelineStageFlags>);
bool RenderPassDescWillLoadMSAAFromResolve(const RenderPassDesc& renderPassDesc);
namespace BackendTextures {
VkImage GetVkImage(const BackendTexture&);
VkImageLayout GetVkImageLayout(const BackendTexture&);
uint32_t GetVkQueueFamilyIndex(const BackendTexture&);
VulkanAlloc GetMemoryAlloc(const BackendTexture&);
void SetMutableState(BackendTexture*, const skgpu::MutableTextureState&);
sk_sp<skgpu::MutableTextureState> GetMutableState(const BackendTexture&);
} // namespace BackendTextures
} // namespace skgpu::graphite
#endif // skgpu_graphite_VulkanGraphiteUtilsPriv_DEFINED