aboutsummaryrefslogtreecommitdiffhomepage
path: root/src/gpu/vk/GrVkPipelineState.h
blob: 1df4bb5348a70d3f7069bb26ff3ae85aa1d6d271 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
/*
 * 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 "GrVkDescriptorSetManager.h"
#include "GrVkPipelineStateDataManager.h"
#include "glsl/GrGLSLProgramBuilder.h"
#include "vk/GrVkDefines.h"

class GrPipeline;
class GrStencilSettings;
class GrVkBufferView;
class GrVkCommandBuffer;
class GrVkDescriptorPool;
class GrVkDescriptorSet;
class GrVkGpu;
class GrVkImageView;
class GrVkPipeline;
class GrVkPipelineLayout;
class GrVkSampler;
class GrVkTexture;
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:
    using UniformInfoArray = GrVkPipelineStateDataManager::UniformInfoArray;
    using UniformHandle = GrGLSLProgramDataManager::UniformHandle;

    GrVkPipelineState(
            GrVkGpu* gpu,
            GrVkPipeline* pipeline,
            VkPipelineLayout layout,
            const GrVkDescriptorSetManager::Handle& samplerDSHandle,
            const GrGLSLBuiltinUniformHandles& builtinUniformHandles,
            const UniformInfoArray& uniforms,
            uint32_t geometryUniformSize,
            uint32_t fragmentUniformSize,
            uint32_t numSamplers,
            std::unique_ptr<GrGLSLPrimitiveProcessor> geometryProcessor,
            std::unique_ptr<GrGLSLXferProcessor> xferProcessor,
            std::unique_ptr<std::unique_ptr<GrGLSLFragmentProcessor>[]> fragmentProcessors,
            int fFragmentProcessorCnt);

    ~GrVkPipelineState();

    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();

private:
    void writeUniformBuffers(const GrVkGpu* gpu);

    struct SamplerBindings {
        GrSamplerState fState;
        GrVkTexture* fTexture;
    };
    void writeSamplers(GrVkGpu* gpu, const SamplerBindings[]);

    /**
    * 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 float4 that adjusts the position from Skia device coords to Vulkans 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 (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 GrRenderTargetProxy*);

    // 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.
    GrVkPipelineLayout* 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[3];

    const GrVkDescriptorSet* fUniformDescriptorSet;
    const GrVkDescriptorSet* fSamplerDescriptorSet;

    const GrVkDescriptorSetManager::Handle fSamplerDSHandle;

    std::unique_ptr<GrVkUniformBuffer> fGeometryUniformBuffer;
    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;
    GrGLSLBuiltinUniformHandles fBuiltinUniformHandles;

    // Processors in the GrVkPipelineState
    std::unique_ptr<GrGLSLPrimitiveProcessor> fGeometryProcessor;
    std::unique_ptr<GrGLSLXferProcessor> fXferProcessor;
    std::unique_ptr<std::unique_ptr<GrGLSLFragmentProcessor>[]> fFragmentProcessors;
    int fFragmentProcessorCnt;

    GrVkPipelineStateDataManager fDataManager;

    int fNumSamplers;
};

#endif