/* * 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 GrVkPipelineStateBuilder_DEFINED #define GrVkPipelineStateBuilder_DEFINED #include "GrPipeline.h" #include "GrProgramDesc.h" #include "GrVkPipelineState.h" #include "GrVkUniformHandler.h" #include "GrVkVaryingHandler.h" #include "SkSLCompiler.h" #include "glsl/GrGLSLProgramBuilder.h" #include "vk/GrVkDefines.h" class GrVkGpu; class GrVkRenderPass; class GrVkPipelineStateBuilder : public GrGLSLProgramBuilder { public: /** * 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 GrShaderCaps&); private: typedef GrProgramDesc INHERITED; }; /** Generates a pipeline state. * * The GrVkPipelineState implements what is specified in the GrPipeline and GrPrimitiveProcessor * as input. After successful generation, the builder result objects are available to be used. * This function may modify the program key by setting the surface origin key to 0 (unspecified) * if it turns out the program does not care about the surface origin. * @return true if generation was successful. */ static GrVkPipelineState* CreatePipelineState(GrVkGpu*, const GrPrimitiveProcessor&, const GrPipeline&, const GrStencilSettings&, GrPrimitiveType, Desc*, const GrVkRenderPass& renderPass); const GrCaps* caps() const override; GrVkGpu* gpu() const { return fGpu; } void finalizeFragmentOutputColor(GrShaderVar& outputColor) override; void finalizeFragmentSecondaryColor(GrShaderVar& outputColor) override; private: GrVkPipelineStateBuilder(GrVkGpu*, const GrPipeline&, const GrPrimitiveProcessor&, GrProgramDesc*); GrVkPipelineState* finalize(const GrStencilSettings&, GrPrimitiveType primitiveType, const GrVkRenderPass& renderPass, Desc*); bool createVkShaderModule(VkShaderStageFlagBits stage, const GrGLSLShaderBuilder& builder, VkShaderModule* shaderModule, VkPipelineShaderStageCreateInfo* stageInfo, const SkSL::Program::Settings& settings, Desc* desc); GrGLSLUniformHandler* uniformHandler() override { return &fUniformHandler; } const GrGLSLUniformHandler* uniformHandler() const override { return &fUniformHandler; } GrGLSLVaryingHandler* varyingHandler() override { return &fVaryingHandler; } GrVkGpu* fGpu; GrVkVaryingHandler fVaryingHandler; GrVkUniformHandler fUniformHandler; typedef GrGLSLProgramBuilder INHERITED; }; #endif