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/*
* Copyright 2016 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrVkPipelineState_DEFINED
#define GrVkPipelineState_DEFINED
#include "GrProgramDesc.h"
#include "GrStencilSettings.h"
#include "GrVkDescriptorSetManager.h"
#include "GrVkImage.h"
#include "GrVkPipelineStateDataManager.h"
#include "glsl/GrGLSLProgramBuilder.h"
#include "vk/GrVkDefines.h"
class GrPipeline;
class GrVkCommandBuffer;
class GrVkDescriptorPool;
class GrVkDescriptorSet;
class GrVkGpu;
class GrVkImageView;
class GrVkPipeline;
class GrVkSampler;
class GrVkUniformBuffer;
/**
* This class holds onto a GrVkPipeline object that we use for draws. Besides storing the acutal
* GrVkPipeline object, this class is also responsible handling all uniforms, descriptors, samplers,
* and other similar objects that are used along with the VkPipeline in the draw. This includes both
* allocating and freeing these objects, as well as updating their values.
*/
class GrVkPipelineState : public SkRefCnt {
public:
typedef GrGLSLProgramBuilder::BuiltinUniformHandles BuiltinUniformHandles;
~GrVkPipelineState();
GrVkPipeline* vkPipeline() const { return fPipeline; }
void setData(GrVkGpu*, const GrPrimitiveProcessor&, const GrPipeline&);
void bind(const GrVkGpu* gpu, GrVkCommandBuffer* commandBuffer);
void addUniformResources(GrVkCommandBuffer&);
void freeGPUResources(const GrVkGpu* gpu);
// This releases resources that only a given instance of a GrVkPipelineState needs to hold onto
// and don't need to survive across new uses of the GrVkPipelineState.
void freeTempResources(const GrVkGpu* gpu);
void abandonGPUResources();
/**
* For Vulkan we want to cache the entire VkPipeline for reuse of draws. The Desc here holds all
* the information needed to differentiate one pipeline from another.
*
* The GrProgramDesc contains all the information need to create the actual shaders for the
* pipeline.
*
* For Vulkan we need to add to the GrProgramDesc to include the rest of the state on the
* pipline. This includes stencil settings, blending information, render pass format, draw face
* information, and primitive type. Note that some state is set dynamically on the pipeline for
* each draw and thus is not included in this descriptor. This includes the viewport, scissor,
* and blend constant.
*/
class Desc : public GrProgramDesc {
public:
static bool Build(Desc*,
const GrPrimitiveProcessor&,
const GrPipeline&,
const GrStencilSettings&,
GrPrimitiveType primitiveType,
const GrGLSLCaps&);
private:
typedef GrProgramDesc INHERITED;
};
const Desc& getDesc() { return fDesc; }
private:
typedef GrVkPipelineStateDataManager::UniformInfoArray UniformInfoArray;
typedef GrGLSLProgramDataManager::UniformHandle UniformHandle;
GrVkPipelineState(GrVkGpu* gpu,
const GrVkPipelineState::Desc&,
GrVkPipeline* pipeline,
VkPipelineLayout layout,
const GrVkDescriptorSetManager::Handle& samplerDSHandle,
const BuiltinUniformHandles& builtinUniformHandles,
const UniformInfoArray& uniforms,
uint32_t vertexUniformSize,
uint32_t fragmentUniformSize,
uint32_t numSamplers,
GrGLSLPrimitiveProcessor* geometryProcessor,
GrGLSLXferProcessor* xferProcessor,
const GrGLSLFragProcs& fragmentProcessors);
// Each pool will manage one type of descriptor. Thus each descriptor set we use will all be of
// one VkDescriptorType.
struct DescriptorPoolManager {
DescriptorPoolManager(VkDescriptorSetLayout layout, VkDescriptorType type,
uint32_t descCount, GrVkGpu* gpu)
: fDescLayout(layout)
, fDescType(type)
, fDescCountPerSet(descCount)
, fCurrentDescriptorCount(0)
, fPool(nullptr) {
SkASSERT(descCount < kMaxDescLimit >> 2);
fMaxDescriptors = fDescCountPerSet << 2;
this->getNewPool(gpu);
}
~DescriptorPoolManager() {
SkASSERT(!fDescLayout);
SkASSERT(!fPool);
}
void getNewDescriptorSet(GrVkGpu* gpu, VkDescriptorSet* ds);
void freeGPUResources(const GrVkGpu* gpu);
void abandonGPUResources();
VkDescriptorSetLayout fDescLayout;
VkDescriptorType fDescType;
uint32_t fDescCountPerSet;
uint32_t fMaxDescriptors;
uint32_t fCurrentDescriptorCount;
GrVkDescriptorPool* fPool;
private:
static const uint32_t kMaxDescLimit = 1 << 10;
void getNewPool(GrVkGpu* gpu);
};
void writeUniformBuffers(const GrVkGpu* gpu);
void writeSamplers(GrVkGpu* gpu,
const SkTArray<const GrProcessor::TextureSampler*>& textureBindings,
bool allowSRGBInputs);
/**
* We use the RT's size and origin to adjust from Skia device space to vulkan normalized device
* space and to make device space positions have the correct origin for processors that require
* them.
*/
struct RenderTargetState {
SkISize fRenderTargetSize;
GrSurfaceOrigin fRenderTargetOrigin;
RenderTargetState() { this->invalidate(); }
void invalidate() {
fRenderTargetSize.fWidth = -1;
fRenderTargetSize.fHeight = -1;
fRenderTargetOrigin = (GrSurfaceOrigin)-1;
}
/**
* Gets a vec4 that adjusts the position from Skia device coords to Vulkans normalized device
* coords. Assuming the transformed position, pos, is a homogeneous vec3, 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 (kBottomLeft_GrSurfaceOrigin == fRenderTargetOrigin) {
destVec[2] = -2.f / fRenderTargetSize.fHeight;
destVec[3] = 1.f;
} else {
destVec[2] = 2.f / fRenderTargetSize.fHeight;
destVec[3] = -1.f;
}
}
};
// Helper for setData() that sets the view matrix and loads the render target height uniform
void setRenderTargetState(const GrPipeline&);
// GrVkResources
GrVkPipeline* fPipeline;
// Used for binding DescriptorSets to the command buffer but does not need to survive during
// command buffer execution. Thus this is not need to be a GrVkResource.
VkPipelineLayout fPipelineLayout;
// The DescriptorSets need to survive until the gpu has finished all draws that use them.
// However, they will only be freed by the descriptor pool. Thus by simply keeping the
// descriptor pool alive through the draw, the descritor sets will also stay alive. Thus we do
// not need a GrVkResource versions of VkDescriptorSet. We hold on to these in the
// GrVkPipelineState since we update the descriptor sets and bind them at separate times;
VkDescriptorSet fDescriptorSets[2];
// Once we move samplers over to use the resource provider for descriptor sets we will not need
// the above array and instead just use GrVkDescriptorSet like the uniform one here.
const GrVkDescriptorSet* fUniformDescriptorSet;
const GrVkDescriptorSet* fSamplerDescriptorSet;
const GrVkDescriptorSetManager::Handle fSamplerDSHandle;
// Meta data so we know which descriptor sets we are using and need to bind.
int fStartDS;
int fDSCount;
std::unique_ptr<GrVkUniformBuffer> fVertexUniformBuffer;
std::unique_ptr<GrVkUniformBuffer> fFragmentUniformBuffer;
// GrVkResources used for sampling textures
SkTDArray<GrVkSampler*> fSamplers;
SkTDArray<const GrVkImageView*> fTextureViews;
SkTDArray<const GrVkResource*> fTextures;
// Tracks the current render target uniforms stored in the vertex buffer.
RenderTargetState fRenderTargetState;
BuiltinUniformHandles fBuiltinUniformHandles;
// Processors in the GrVkPipelineState
std::unique_ptr<GrGLSLPrimitiveProcessor> fGeometryProcessor;
std::unique_ptr<GrGLSLXferProcessor> fXferProcessor;
GrGLSLFragProcs fFragmentProcessors;
Desc fDesc;
GrVkPipelineStateDataManager fDataManager;
int fNumSamplers;
friend class GrVkPipelineStateBuilder;
};
#endif