blob: ffc36fd8d53f6387539d665a1b7bd1f2db8156f0 [file] [log] [blame]
/*
* Copyright 2019 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrDawnProgramBuilder_DEFINED
#define GrDawnProgramBuilder_DEFINED
#include "src/gpu/GrSPIRVUniformHandler.h"
#include "src/gpu/GrSPIRVVaryingHandler.h"
#include "src/gpu/dawn/GrDawnProgramDataManager.h"
#include "src/sksl/SkSLCompiler.h"
#include "dawn/webgpu_cpp.h"
#include "src/gpu/glsl/GrGLSLProgramBuilder.h"
#include <vector>
class GrPipeline;
struct GrDawnProgram : public SkRefCnt {
struct RenderTargetState {
SkISize fRenderTargetSize;
GrSurfaceOrigin fRenderTargetOrigin;
RenderTargetState() { this->invalidate(); }
void invalidate() {
fRenderTargetSize.fWidth = -1;
fRenderTargetSize.fHeight = -1;
fRenderTargetOrigin = (GrSurfaceOrigin) -1;
}
/**
* Gets a float4 that adjusts the position from Skia device coords to GL's normalized device
* coords. Assuming the transformed position, pos, is a homogeneous float3, the vec, v, is
* applied as such:
* pos.x = dot(v.xy, pos.xz)
* pos.y = dot(v.zw, pos.yz)
*/
void getRTAdjustmentVec(float* destVec) {
destVec[0] = 2.f / fRenderTargetSize.fWidth;
destVec[1] = -1.f;
if (kTopLeft_GrSurfaceOrigin == fRenderTargetOrigin) {
destVec[2] = -2.f / fRenderTargetSize.fHeight;
destVec[3] = 1.f;
} else {
destVec[2] = 2.f / fRenderTargetSize.fHeight;
destVec[3] = -1.f;
}
}
};
typedef GrGLSLBuiltinUniformHandles BuiltinUniformHandles;
GrDawnProgram(const GrSPIRVUniformHandler::UniformInfoArray& uniforms,
uint32_t uniformBufferSize)
: fDataManager(uniforms, uniformBufferSize) {
}
std::unique_ptr<GrGLSLPrimitiveProcessor> fGeometryProcessor;
std::unique_ptr<GrGLSLXferProcessor> fXferProcessor;
std::vector<std::unique_ptr<GrGLSLFragmentProcessor>> fFPImpls;
std::vector<wgpu::BindGroupLayout> fBindGroupLayouts;
wgpu::RenderPipeline fRenderPipeline;
GrDawnProgramDataManager fDataManager;
RenderTargetState fRenderTargetState;
BuiltinUniformHandles fBuiltinUniformHandles;
void setRenderTargetState(const GrRenderTarget*, GrSurfaceOrigin);
wgpu::BindGroup setUniformData(GrDawnGpu*, const GrRenderTarget*, const GrProgramInfo&);
wgpu::BindGroup setTextures(GrDawnGpu* gpu,
const GrPrimitiveProcessor& primProc,
const GrPipeline& pipeline,
const GrSurfaceProxy* const primProcTextures[]);
};
class GrDawnProgramBuilder : public GrGLSLProgramBuilder {
public:
static sk_sp<GrDawnProgram> Build(GrDawnGpu*,
GrRenderTarget*,
const GrProgramInfo&,
wgpu::TextureFormat colorFormat,
bool hasDepthStencil,
wgpu::TextureFormat depthStencilFormat,
GrProgramDesc*);
const GrCaps* caps() const override;
GrGLSLUniformHandler* uniformHandler() override { return &fUniformHandler; }
const GrGLSLUniformHandler* uniformHandler() const override { return &fUniformHandler; }
GrGLSLVaryingHandler* varyingHandler() override { return &fVaryingHandler; }
GrDawnGpu* gpu() const { return fGpu; }
SkSL::Compiler* shaderCompiler() const override;
private:
GrDawnProgramBuilder(GrDawnGpu*,
GrRenderTarget*,
const GrProgramInfo&,
GrProgramDesc*);
wgpu::ShaderModule createShaderModule(const GrGLSLShaderBuilder&, SkSL::ProgramKind,
bool flipY, SkSL::Program::Inputs* inputs);
GrDawnGpu* fGpu;
GrSPIRVVaryingHandler fVaryingHandler;
GrSPIRVUniformHandler fUniformHandler;
using INHERITED = GrGLSLProgramBuilder;
};
#endif