blob: 3749a0a20c7a68bddecf4b0815738383ceb37746 [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/ganesh/d3d/GrD3DOpsRenderPass.h"
#include "src/gpu/ganesh/GrBackendUtils.h"
#include "src/gpu/ganesh/GrOpFlushState.h"
#include "src/gpu/ganesh/GrProgramDesc.h"
#include "src/gpu/ganesh/GrRenderTarget.h"
#include "src/gpu/ganesh/GrStencilSettings.h"
#include "src/gpu/ganesh/d3d/GrD3DBuffer.h"
#include "src/gpu/ganesh/d3d/GrD3DCommandSignature.h"
#include "src/gpu/ganesh/d3d/GrD3DGpu.h"
#include "src/gpu/ganesh/d3d/GrD3DPipelineState.h"
#include "src/gpu/ganesh/d3d/GrD3DPipelineStateBuilder.h"
#include "src/gpu/ganesh/d3d/GrD3DRenderTarget.h"
#include "src/gpu/ganesh/d3d/GrD3DTexture.h"
#include "src/gpu/ganesh/effects/GrTextureEffect.h"
#ifdef SK_DEBUG
#include "include/gpu/GrDirectContext.h"
#include "src/gpu/ganesh/GrDirectContextPriv.h"
#endif
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;
fStencilLoadOp = stencilInfo.fLoadOp;
// TODO
return true;
}
GrD3DOpsRenderPass::~GrD3DOpsRenderPass() {}
GrGpu* GrD3DOpsRenderPass::gpu() { return fGpu; }
void GrD3DOpsRenderPass::onBegin() {
GrD3DRenderTarget* d3dRT = static_cast<GrD3DRenderTarget*>(fRenderTarget);
if (d3dRT->numSamples() > 1) {
d3dRT->msaaTextureResource()->setResourceState(fGpu, D3D12_RESOURCE_STATE_RENDER_TARGET);
} else {
d3dRT->setResourceState(fGpu, D3D12_RESOURCE_STATE_RENDER_TARGET);
}
fGpu->currentCommandList()->setRenderTarget(d3dRT);
if (GrLoadOp::kClear == fColorLoadOp) {
// Passing in nullptr for the rect clears the entire d3d RT. Is this correct? Does the load
// op respect the logical bounds of a RT?
fGpu->currentCommandList()->clearRenderTargetView(d3dRT, fClearColor, nullptr);
}
if (auto stencil = d3dRT->getStencilAttachment()) {
GrD3DAttachment* d3dStencil = static_cast<GrD3DAttachment*>(stencil);
d3dStencil->setResourceState(fGpu, D3D12_RESOURCE_STATE_DEPTH_WRITE);
if (fStencilLoadOp == GrLoadOp::kClear) {
fGpu->currentCommandList()->clearDepthStencilView(d3dStencil, 0, nullptr);
}
}
}
void set_stencil_ref(GrD3DGpu* gpu, const GrProgramInfo& info) {
GrStencilSettings stencilSettings = info.nonGLStencilSettings();
if (!stencilSettings.isDisabled()) {
unsigned int stencilRef = 0;
if (stencilSettings.isTwoSided()) {
SkASSERT(stencilSettings.postOriginCCWFace(info.origin()).fRef ==
stencilSettings.postOriginCWFace(info.origin()).fRef);
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 skgpu::Swizzle& swizzle = info.pipeline().writeSwizzle();
const skgpu::BlendInfo& blendInfo = xferProcessor.getBlendInfo();
skgpu::BlendCoeff srcCoeff = blendInfo.fSrcBlend;
skgpu::BlendCoeff dstCoeff = blendInfo.fDstBlend;
float floatColors[4];
if (skgpu::BlendCoeffRefsConstant(srcCoeff) || skgpu::BlendCoeffRefsConstant(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;
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();
}
GrD3DRenderTarget* d3dRT = static_cast<GrD3DRenderTarget*>(fRenderTarget);
fCurrentPipelineState =
fGpu->resourceProvider().findOrCreateCompatiblePipelineState(d3dRT, info);
if (!fCurrentPipelineState) {
return false;
}
fGpu->currentCommandList()->setGraphicsRootSignature(fCurrentPipelineState->rootSignature());
fGpu->currentCommandList()->setPipelineState(fCurrentPipelineState->pipeline());
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 GrD3DOpsRenderPass::onSetScissorRect(const SkIRect& scissor) {
SkIRect combinedScissorRect;
if (!combinedScissorRect.intersect(fCurrentPipelineBounds, scissor)) {
combinedScissorRect = SkIRect::MakeEmpty();
}
set_scissor_rects(fGpu, fRenderTarget, fOrigin, combinedScissorRect);
}
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 GrGeometryProcessor& geomProc,
const GrSurfaceProxy* const geomProcTextures[],
const GrPipeline& pipeline) {
SkASSERT(fCurrentPipelineState);
// update textures to sampled resource state
for (int i = 0; i < geomProc.numTextureSamplers(); ++i) {
update_resource_state(geomProcTextures[i]->peekTexture(), fRenderTarget, fGpu);
}
pipeline.visitTextureEffects([&](const GrTextureEffect& te) {
update_resource_state(te.texture(), 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, geomProc, geomProcTextures, pipeline);
return true;
}
void GrD3DOpsRenderPass::onBindBuffers(sk_sp<const GrBuffer> indexBuffer,
sk_sp<const GrBuffer> instanceBuffer,
sk_sp<const GrBuffer> vertexBuffer,
GrPrimitiveRestart primRestart) {
SkASSERT(GrPrimitiveRestart::kNo == primRestart);
SkASSERT(fCurrentPipelineState);
SkASSERT(!fGpu->caps()->usePrimitiveRestart()); // Ignore primitiveRestart parameter.
GrD3DDirectCommandList* currCmdList = fGpu->currentCommandList();
SkASSERT(currCmdList);
fCurrentPipelineState->bindBuffers(fGpu, std::move(indexBuffer), std::move(instanceBuffer),
std::move(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::onDrawIndirect(const GrBuffer* buffer, size_t offset, int drawCount) {
constexpr unsigned int kSlot = 0;
sk_sp<GrD3DCommandSignature> cmdSig = fGpu->resourceProvider().findOrCreateCommandSignature(
GrD3DCommandSignature::ForIndexed::kNo, kSlot);
fGpu->currentCommandList()->executeIndirect(cmdSig, drawCount,
static_cast<const GrD3DBuffer*>(buffer), offset);
fGpu->stats()->incNumDraws();
}
void GrD3DOpsRenderPass::onDrawIndexedIndirect(const GrBuffer* buffer, size_t offset,
int drawCount) {
constexpr unsigned int kSlot = 0;
sk_sp<GrD3DCommandSignature> cmdSig = fGpu->resourceProvider().findOrCreateCommandSignature(
GrD3DCommandSignature::ForIndexed::kYes, kSlot);
fGpu->currentCommandList()->executeIndirect(cmdSig, drawCount,
static_cast<const GrD3DBuffer*>(buffer), offset);
fGpu->stats()->incNumDraws();
}
static D3D12_RECT scissor_to_d3d_clear_rect(const GrScissorState& scissor,
const GrSurface* surface,
GrSurfaceOrigin origin) {
D3D12_RECT clearRect;
// Flip rect if necessary
SkIRect d3dRect;
if (!scissor.enabled()) {
d3dRect.setXYWH(0, 0, surface->width(), surface->height());
} else if (kBottomLeft_GrSurfaceOrigin != origin) {
d3dRect = scissor.rect();
} else {
d3dRect.setLTRB(scissor.rect().fLeft, surface->height() - scissor.rect().fBottom,
scissor.rect().fRight, surface->height() - scissor.rect().fTop);
}
clearRect.left = d3dRect.fLeft;
clearRect.right = d3dRect.fRight;
clearRect.top = d3dRect.fTop;
clearRect.bottom = d3dRect.fBottom;
return clearRect;
}
void GrD3DOpsRenderPass::onClear(const GrScissorState& scissor, std::array<float, 4> color) {
D3D12_RECT clearRect = scissor_to_d3d_clear_rect(scissor, fRenderTarget, fOrigin);
auto d3dRT = static_cast<GrD3DRenderTarget*>(fRenderTarget);
SkASSERT(d3dRT->grD3DResourceState()->getResourceState() == D3D12_RESOURCE_STATE_RENDER_TARGET);
fGpu->currentCommandList()->clearRenderTargetView(d3dRT, color, &clearRect);
}
void GrD3DOpsRenderPass::onClearStencilClip(const GrScissorState& scissor, bool insideStencilMask) {
GrAttachment* sb = fRenderTarget->getStencilAttachment();
// this should only be called internally when we know we have a
// stencil buffer.
SkASSERT(sb);
int stencilBitCount = GrBackendFormatStencilBits(sb->backendFormat());
// The contract with the callers does not guarantee that we preserve all bits in the stencil
// during this clear. Thus we will clear the entire stencil to the desired value.
uint8_t stencilColor = 0;
if (insideStencilMask) {
stencilColor = (1 << (stencilBitCount - 1));
}
D3D12_RECT clearRect = scissor_to_d3d_clear_rect(scissor, fRenderTarget, fOrigin);
auto d3dStencil = static_cast<GrD3DAttachment*>(sb);
fGpu->currentCommandList()->clearDepthStencilView(d3dStencil, stencilColor, &clearRect);
}
void GrD3DOpsRenderPass::inlineUpload(GrOpFlushState* state, GrDeferredTextureUploadFn& upload) {
// If we ever start using copy command lists for doing uploads, then we'll need to make sure
// we submit our main command list before doing the copy here and then start a new main command
// list.
fGpu->endRenderPass(fRenderTarget, fOrigin, fBounds);
// We pass in true here to signal that after the upload we need to set the upload texture's
// resource state back to D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE.
state->doUpload(upload, true);
}
void GrD3DOpsRenderPass::submit() {
if (!fRenderTarget) {
return;
}
// We don't use render passes in d3d, so there is nothing to submit here as all commands have
// already been recorded on the main command list. If in the future we start to use render
// passes on d3d12 devices that support them (most likely ARM devices), then we
// will submit them here.
fGpu->endRenderPass(fRenderTarget, fOrigin, fBounds);
}