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* Copyright 2020 Google LLC
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
#ifndef GrD3DPipelineStateBuilder_DEFINED
#define GrD3DPipelineStateBuilder_DEFINED
#include "src/gpu/GrPipeline.h"
#include "src/gpu/GrSPIRVUniformHandler.h"
#include "src/gpu/GrSPIRVVaryingHandler.h"
#include "src/gpu/d3d/GrD3DPipelineState.h"
#include "src/gpu/glsl/GrGLSLProgramBuilder.h"
#include "src/sksl/ir/SkSLProgram.h"
class GrProgramDesc;
class GrD3DGpu;
class GrVkRenderPass;
class GrD3DPipelineStateBuilder : public GrGLSLProgramBuilder {
/** Generates a pipeline state.
* The GrD3DPipelineState implements what is specified in the GrPipeline and
* GrPrimitiveProcessor as input. After successful generation, the builder result objects are
* available to be used.
* @return the created pipeline if generation was successful; nullptr otherwise
static sk_sp<GrD3DPipelineState> MakePipelineState(GrD3DGpu*, GrRenderTarget*,
const GrProgramDesc&,
const GrProgramInfo&);
const GrCaps* caps() const override;
GrD3DGpu* gpu() const { return fGpu; }
SkSL::Compiler* shaderCompiler() const override;
void finalizeFragmentOutputColor(GrShaderVar& outputColor) override;
void finalizeFragmentSecondaryColor(GrShaderVar& outputColor) override;
GrD3DPipelineStateBuilder(GrD3DGpu*, GrRenderTarget*, const GrProgramDesc&,
const GrProgramInfo&);
sk_sp<GrD3DPipelineState> finalize();
bool loadHLSLFromCache(SkReadBuffer* reader, gr_cp<ID3DBlob> shaders[]);
gr_cp<ID3DBlob> compileD3DProgram(SkSL::ProgramKind kind,
const SkSL::String& sksl,
const SkSL::Program::Settings& settings,
SkSL::Program::Inputs* outInputs,
SkSL::String* outHLSL);
GrGLSLUniformHandler* uniformHandler() override { return &fUniformHandler; }
const GrGLSLUniformHandler* uniformHandler() const override { return &fUniformHandler; }
GrGLSLVaryingHandler* varyingHandler() override { return &fVaryingHandler; }
GrD3DGpu* fGpu;
GrSPIRVVaryingHandler fVaryingHandler;
GrSPIRVUniformHandler fUniformHandler;
using INHERITED = GrGLSLProgramBuilder;