/* * 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& 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 fVertexUniformBuffer; std::unique_ptr fFragmentUniformBuffer; // GrVkResources used for sampling textures SkTDArray fSamplers; SkTDArray fTextureViews; SkTDArray fTextures; // Tracks the current render target uniforms stored in the vertex buffer. RenderTargetState fRenderTargetState; BuiltinUniformHandles fBuiltinUniformHandles; // Processors in the GrVkPipelineState std::unique_ptr fGeometryProcessor; std::unique_ptr fXferProcessor; GrGLSLFragProcs fFragmentProcessors; Desc fDesc; GrVkPipelineStateDataManager fDataManager; int fNumSamplers; friend class GrVkPipelineStateBuilder; }; #endif