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* Add support for Geom shaders in Vulkan backend.Gravatar Greg Daniel2017-05-04
| | | | | | | | | | | | | | | | Still requires SkSL support before it will work. The main changes here involve support for uniforms in the geometry shader. We use the same buffer for vertex and geometry shader stages. These uniforms are not expected to be updated as often as frag data so we keep them separate to avoid larger buffer uploads to the gpu. BUG=skia: Change-Id: I10b631c24071b6ffa258907a02a009ec6c8accd0 Reviewed-on: https://skia-review.googlesource.com/8413 Commit-Queue: Greg Daniel <egdaniel@google.com> Reviewed-by: Jim Van Verth <jvanverth@google.com>
* SkTypes.h : move SkAutoMalloc into SkAutoMalloc.hGravatar Hal Canary2017-01-11
| | | | | | | | | | | | | | | | * SkAutoFree moved to SkTemplates.h (now implmented with unique_ptr). * SkAutoMalloc and SkAutoSMalloc moved to SkAutoMalloc.h * "SkAutoFree X(sk_malloc_throw(N));" --> "SkAutoMalloc X(N);" Revert "Revert 'SkTypes.h : move SkAutoMalloc into SkAutoMalloc.h'" This reverts commit c456b73fef9589bbdc5eb83eaa83e53c357bb3da. Change-Id: Ie2c1a17c20134b8ceab85a68b3ae3e61c24fbaab Reviewed-on: https://skia-review.googlesource.com/6886 Reviewed-by: Hal Canary <halcanary@google.com> Commit-Queue: Hal Canary <halcanary@google.com>
* Revert "SkTypes.h : move SkAutoMalloc into SkAutoMalloc.h"Gravatar Kevin Lubick2017-01-11
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This reverts commit a5494f117086d712855e4b6289c58c92d1549bcf. Reason for revert: Broke Google3 Original change's description: > SkTypes.h : move SkAutoMalloc into SkAutoMalloc.h > > * SkAutoFree moved to SkTemplates.h (now implmented with unique_ptr). > > * SkAutoMalloc and SkAutoSMalloc moved to SkAutoMalloc.h > > * "SkAutoFree X(sk_malloc_throw(N));" --> "SkAutoMalloc X(N);" > > Change-Id: Idacd86ca09e22bf092422228599ae0d9bedded88 > Reviewed-on: https://skia-review.googlesource.com/4543 > Reviewed-by: Ben Wagner <bungeman@google.com> > Reviewed-by: Mike Reed <reed@google.com> > Commit-Queue: Hal Canary <halcanary@google.com> > TBR=halcanary@google.com,bungeman@google.com,reed@google.com,reviews@skia.org NOPRESUBMIT=true NOTREECHECKS=true NOTRY=true Change-Id: Ie8bd176121c3ee83c110d66c0d0ac65e09bfc9c5 Reviewed-on: https://skia-review.googlesource.com/6884 Commit-Queue: Kevin Lubick <kjlubick@google.com> Reviewed-by: Kevin Lubick <kjlubick@google.com>
* SkTypes.h : move SkAutoMalloc into SkAutoMalloc.hGravatar Hal Canary2017-01-11
| | | | | | | | | | | | | | * SkAutoFree moved to SkTemplates.h (now implmented with unique_ptr). * SkAutoMalloc and SkAutoSMalloc moved to SkAutoMalloc.h * "SkAutoFree X(sk_malloc_throw(N));" --> "SkAutoMalloc X(N);" Change-Id: Idacd86ca09e22bf092422228599ae0d9bedded88 Reviewed-on: https://skia-review.googlesource.com/4543 Reviewed-by: Ben Wagner <bungeman@google.com> Reviewed-by: Mike Reed <reed@google.com> Commit-Queue: Hal Canary <halcanary@google.com>
* Add integer array uniforms to GL and VulkanGravatar fmenozzi2016-07-20
| | | | | | | BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2163173005 Review-Url: https://codereview.chromium.org/2163173005
* Add static buffer supportGravatar jvanverth2016-06-30
| | | | | | | | | Put resource tracking check in the right place BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2112653002 Review-Url: https://codereview.chromium.org/2112653002
* Integers can now be passed as uniforms; needed for passing color count to ↵Gravatar fmenozzi2016-06-21
| | | | | | | | | | fragment shader BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2076143003 Committed: https://skia.googlesource.com/skia/+/cc3a22b369e1a60fa2acf2987f2934baf7c4b198 Review-Url: https://codereview.chromium.org/2076143003
* Refactor how we store and use samplers in GaneshGravatar egdaniel2016-04-20
| | | | | | | | | | | | | | | | | | | | | | | | | | | | The main goal of this refactorization is to allow Vulkan to use separate sampler and texture objects in the shader and descriptor sets and combine them into a sampler2d in the shader where needed. A large part of this is separating how we store samplers and uniforms in the UniformHandler. We no longer need to store handles to samplers besides when we are initially emitting code. After we emit code all we ever do is loop over all samplers and do some processor independent work on them, so we have no need for direct access to individual samplers. In the GLProgram all we ever do is set the sampler uniforms in the ctor and never touch them again, so no need to save sampler info there. The texture access on program reuse just assume that they come in the same order as we set the texture units for the samplers For Vulkan, it is a similar story. We create the descriptor set layouts with the samplers, then when we get new textures, we just assume they come in in the same order as we set the samplers on the descriptor sets. Thus no need to save direct vulkan info. BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1885863004 Committed: https://skia.googlesource.com/skia/+/45b61a1c4c0be896e7b12fd1405abfece799114f Review URL: https://codereview.chromium.org/1885863004
* Revert of Refactor how we store and use samplers in Ganesh (patchset #7 ↵Gravatar egdaniel2016-04-19
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | id:120001 of https://codereview.chromium.org/1885863004/ ) Reason for revert: breaking bots Original issue's description: > Refactor how we store and use samplers in Ganesh > > The main goal of this refactorization is to allow Vulkan to use separate > sampler and texture objects in the shader and descriptor sets and combine > them into a sampler2d in the shader where needed. > > A large part of this is separating how we store samplers and uniforms in the > UniformHandler. We no longer need to store handles to samplers besides when > we are initially emitting code. After we emit code all we ever do is loop over > all samplers and do some processor independent work on them, so we have no need > for direct access to individual samplers. > > In the GLProgram all we ever do is set the sampler uniforms in the ctor and never > touch them again, so no need to save sampler info there. The texture access on > program reuse just assume that they come in the same order as we set the texture > units for the samplers > > For Vulkan, it is a similar story. We create the descriptor set layouts with the samplers, > then when we get new textures, we just assume they come in in the same order as we > set the samplers on the descriptor sets. Thus no need to save direct vulkan info. > > BUG=skia: > GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1885863004 > > Committed: https://skia.googlesource.com/skia/+/45b61a1c4c0be896e7b12fd1405abfece799114f TBR=bsalomon@google.com,jvanverth@google.com,cdalton@nvidia.com # Skipping CQ checks because original CL landed less than 1 days ago. NOPRESUBMIT=true NOTREECHECKS=true NOTRY=true BUG=skia: Review URL: https://codereview.chromium.org/1896013003
* Refactor how we store and use samplers in GaneshGravatar egdaniel2016-04-19
| | | | | | | | | | | | | | | | | | | | | | | | | | The main goal of this refactorization is to allow Vulkan to use separate sampler and texture objects in the shader and descriptor sets and combine them into a sampler2d in the shader where needed. A large part of this is separating how we store samplers and uniforms in the UniformHandler. We no longer need to store handles to samplers besides when we are initially emitting code. After we emit code all we ever do is loop over all samplers and do some processor independent work on them, so we have no need for direct access to individual samplers. In the GLProgram all we ever do is set the sampler uniforms in the ctor and never touch them again, so no need to save sampler info there. The texture access on program reuse just assume that they come in the same order as we set the texture units for the samplers For Vulkan, it is a similar story. We create the descriptor set layouts with the samplers, then when we get new textures, we just assume they come in in the same order as we set the samplers on the descriptor sets. Thus no need to save direct vulkan info. BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1885863004 Review URL: https://codereview.chromium.org/1885863004
* Don't create new descriptor set for vulkan uniforms every drawGravatar egdaniel2016-04-08
| | | | | | | BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1872553005 Review URL: https://codereview.chromium.org/1872553005
* Set up cache in vulkan to reuse GrVkPrograms (aka VkPipelines)Gravatar egdaniel2016-03-23
BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1816153002 Review URL: https://codereview.chromium.org/1816153002