blob: 7b22fc1e531e7431543b1edef789a77bdc5e8120 [file] [log] [blame]
/*
* Copyright 2020 Google LLC
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "src/gpu/d3d/GrD3DOpsRenderPass.h"
#include "src/gpu/GrContextPriv.h"
#include "src/gpu/GrFixedClip.h"
#include "src/gpu/GrProgramDesc.h"
#include "src/gpu/GrRenderTargetPriv.h"
#include "src/gpu/GrStencilSettings.h"
#include "src/gpu/d3d/GrD3DBuffer.h"
#include "src/gpu/d3d/GrD3DGpu.h"
#include "src/gpu/d3d/GrD3DPipelineState.h"
#include "src/gpu/d3d/GrD3DPipelineStateBuilder.h"
#include "src/gpu/d3d/GrD3DRenderTarget.h"
#include "src/gpu/d3d/GrD3DTexture.h"
GrD3DOpsRenderPass::GrD3DOpsRenderPass(GrD3DGpu* gpu) : fGpu(gpu) {}
bool GrD3DOpsRenderPass::set(GrRenderTarget* rt, GrSurfaceOrigin origin, const SkIRect& bounds,
const GrOpsRenderPass::LoadAndStoreInfo& colorInfo,
const GrOpsRenderPass::StencilLoadAndStoreInfo& stencilInfo,
const SkTArray<GrSurfaceProxy*, true>& sampledProxies) {
SkASSERT(!fRenderTarget);
SkASSERT(fGpu == rt->getContext()->priv().getGpu());
this->INHERITED::set(rt, origin);
fBounds = bounds;
fColorLoadOp = colorInfo.fLoadOp;
fClearColor = colorInfo.fClearColor;
// TODO
return true;
}
GrD3DOpsRenderPass::~GrD3DOpsRenderPass() {}
GrGpu* GrD3DOpsRenderPass::gpu() { return fGpu; }
void GrD3DOpsRenderPass::onBegin() {
GrD3DRenderTarget* d3dRT = static_cast<GrD3DRenderTarget*>(fRenderTarget);
d3dRT->setResourceState(fGpu, D3D12_RESOURCE_STATE_RENDER_TARGET);
fGpu->currentCommandList()->setRenderTarget(d3dRT);
// TODO: set stencil too
if (GrLoadOp::kClear == fColorLoadOp) {
fGpu->currentCommandList()->clearRenderTargetView(
d3dRT, fClearColor, GrScissorState(fRenderTarget->dimensions()));
}
}
void set_stencil_ref(GrD3DGpu* gpu, const GrProgramInfo& info) {
GrStencilSettings stencilSettings = info.nonGLStencilSettings();
if (!stencilSettings.isDisabled()) {
unsigned int stencilRef = 0;
if (stencilSettings.isTwoSided()) {
stencilRef = stencilSettings.postOriginCCWFace(info.origin()).fRef;
} else {
stencilRef = stencilSettings.singleSidedFace().fRef;
}
gpu->currentCommandList()->setStencilRef(stencilRef);
}
}
void set_blend_factor(GrD3DGpu* gpu, const GrProgramInfo& info) {
const GrXferProcessor& xferProcessor = info.pipeline().getXferProcessor();
const GrSwizzle& swizzle = info.pipeline().writeSwizzle();
const GrXferProcessor::BlendInfo& blendInfo = xferProcessor.getBlendInfo();
GrBlendCoeff srcCoeff = blendInfo.fSrcBlend;
GrBlendCoeff dstCoeff = blendInfo.fDstBlend;
float floatColors[4];
if (GrBlendCoeffRefsConstant(srcCoeff) || GrBlendCoeffRefsConstant(dstCoeff)) {
// Swizzle the blend to match what the shader will output.
SkPMColor4f blendConst = swizzle.applyTo(blendInfo.fBlendConstant);
floatColors[0] = blendConst.fR;
floatColors[1] = blendConst.fG;
floatColors[2] = blendConst.fB;
floatColors[3] = blendConst.fA;
} else {
memset(floatColors, 0, 4 * sizeof(float));
}
gpu->currentCommandList()->setBlendFactor(floatColors);
}
void set_primitive_topology(GrD3DGpu* gpu, const GrProgramInfo& info) {
D3D12_PRIMITIVE_TOPOLOGY topology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
switch (info.primitiveType()) {
case GrPrimitiveType::kTriangles:
topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
break;
case GrPrimitiveType::kTriangleStrip:
topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
break;
case GrPrimitiveType::kPoints:
topology = D3D_PRIMITIVE_TOPOLOGY_POINTLIST;
break;
case GrPrimitiveType::kLines:
topology = D3D_PRIMITIVE_TOPOLOGY_LINELIST;
break;
case GrPrimitiveType::kLineStrip:
topology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP;
break;
case GrPrimitiveType::kPatches: // Unsupported
case GrPrimitiveType::kPath: // Unsupported
default:
SkUNREACHABLE;
}
gpu->currentCommandList()->setPrimitiveTopology(topology);
}
void set_scissor_rects(GrD3DGpu* gpu, const GrRenderTarget* renderTarget, GrSurfaceOrigin rtOrigin,
const SkIRect& scissorRect) {
SkASSERT(scissorRect.isEmpty() ||
SkIRect::MakeWH(renderTarget->width(), renderTarget->height()).contains(scissorRect));
D3D12_RECT scissor;
scissor.left = scissorRect.fLeft;
scissor.right = scissorRect.fRight;
if (kTopLeft_GrSurfaceOrigin == rtOrigin) {
scissor.top = scissorRect.fTop;
} else {
SkASSERT(kBottomLeft_GrSurfaceOrigin == rtOrigin);
scissor.top = renderTarget->height() - scissorRect.fBottom;
}
scissor.bottom = scissor.top + scissorRect.height();
SkASSERT(scissor.left >= 0);
SkASSERT(scissor.top >= 0);
gpu->currentCommandList()->setScissorRects(1, &scissor);
}
void set_viewport(GrD3DGpu* gpu, const GrRenderTarget* renderTarget) {
D3D12_VIEWPORT viewport;
viewport.TopLeftX = 0.0f;
viewport.TopLeftY = 0.0f;
viewport.Width = SkIntToScalar(renderTarget->width());
viewport.Height = SkIntToScalar(renderTarget->height());
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
gpu->currentCommandList()->setViewports(1, &viewport);
}
bool GrD3DOpsRenderPass::onBindPipeline(const GrProgramInfo& info, const SkRect& drawBounds) {
SkRect rtRect = SkRect::Make(fBounds);
if (rtRect.intersect(drawBounds)) {
rtRect.roundOut(&fCurrentPipelineBounds);
} else {
fCurrentPipelineBounds.setEmpty();
}
fCurrentPipelineState =
fGpu->resourceProvider().findOrCreateCompatiblePipelineState(fRenderTarget, info);
if (!fCurrentPipelineState) {
return false;
}
fGpu->currentCommandList()->setGraphicsRootSignature(fCurrentPipelineState->rootSignature());
fGpu->currentCommandList()->setPipelineState(fCurrentPipelineState);
fCurrentPipelineState->setAndBindConstants(fGpu, fRenderTarget, info);
set_stencil_ref(fGpu, info);
set_blend_factor(fGpu, info);
set_primitive_topology(fGpu, info);
if (!info.pipeline().isScissorTestEnabled()) {
// "Disable" scissor by setting it to the full pipeline bounds.
set_scissor_rects(fGpu, fRenderTarget, fOrigin, fCurrentPipelineBounds);
}
set_viewport(fGpu, fRenderTarget);
return true;
}
void update_resource_state(GrTexture* tex, GrRenderTarget* rt, GrD3DGpu* gpu) {
SkASSERT(!tex->isProtected() || (rt->isProtected() && gpu->protectedContext()));
GrD3DTexture* d3dTex = static_cast<GrD3DTexture*>(tex);
SkASSERT(d3dTex);
d3dTex->setResourceState(gpu, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
}
bool GrD3DOpsRenderPass::onBindTextures(const GrPrimitiveProcessor& primProc,
const GrSurfaceProxy* const primProcTextures[],
const GrPipeline& pipeline) {
SkASSERT(fCurrentPipelineState);
// update textures to sampled resource state
for (int i = 0; i < primProc.numTextureSamplers(); ++i) {
update_resource_state(primProcTextures[i]->peekTexture(), fRenderTarget, fGpu);
}
GrFragmentProcessor::PipelineTextureSamplerRange textureSamplerRange(pipeline);
for (auto [sampler, fp] : textureSamplerRange) {
update_resource_state(sampler.peekTexture(), fRenderTarget, fGpu);
}
if (GrTexture* dstTexture = pipeline.peekDstTexture()) {
update_resource_state(dstTexture, fRenderTarget, fGpu);
}
// TODO: possibly check for success once we start binding properly
fCurrentPipelineState->setAndBindTextures(fGpu, primProc, primProcTextures, pipeline);
return true;
}
void GrD3DOpsRenderPass::onBindBuffers(const GrBuffer* indexBuffer, const GrBuffer* instanceBuffer,
const GrBuffer* vertexBuffer,
GrPrimitiveRestart primRestart) {
SkASSERT(GrPrimitiveRestart::kNo == primRestart);
SkASSERT(fCurrentPipelineState);
SkASSERT(!fGpu->caps()->usePrimitiveRestart()); // Ignore primitiveRestart parameter.
GrD3DDirectCommandList* currCmdList = fGpu->currentCommandList();
SkASSERT(currCmdList);
// TODO: do we need a memory barrier here?
fCurrentPipelineState->bindBuffers(fGpu, indexBuffer, instanceBuffer, vertexBuffer,
currCmdList);
}
void GrD3DOpsRenderPass::onDrawInstanced(int instanceCount, int baseInstance, int vertexCount,
int baseVertex) {
SkASSERT(fCurrentPipelineState);
fGpu->currentCommandList()->drawInstanced(vertexCount, instanceCount, baseVertex, baseInstance);
fGpu->stats()->incNumDraws();
}
void GrD3DOpsRenderPass::onDrawIndexedInstanced(int indexCount, int baseIndex, int instanceCount,
int baseInstance, int baseVertex) {
SkASSERT(fCurrentPipelineState);
fGpu->currentCommandList()->drawIndexedInstanced(indexCount, instanceCount, baseIndex,
baseVertex, baseInstance);
fGpu->stats()->incNumDraws();
}
void GrD3DOpsRenderPass::onClear(const GrScissorState& scissor, const SkPMColor4f& color) {
fGpu->clear(scissor, color, fRenderTarget);
}