Chromium Code Reviews| Index: src/gpu/vk/GrVkPipelineState.h |
| diff --git a/src/gpu/vk/GrVkPipelineState.h b/src/gpu/vk/GrVkPipelineState.h |
| new file mode 100644 |
| index 0000000000000000000000000000000000000000..2240a5df97f600d051288b987f82c8f68fbfec9a |
| --- /dev/null |
| +++ b/src/gpu/vk/GrVkPipelineState.h |
| @@ -0,0 +1,281 @@ |
| +/* |
| + * Copyright 2015 Google Inc. |
|
bsalomon
2016/03/23 15:04:36
2016
egdaniel
2016/03/23 19:12:07
Done.
|
| + * |
| + * 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 "GrVkImage.h" |
| +#include "GrVkProgramDesc.h" |
| +#include "GrVkPipelineStateDataManager.h" |
| +#include "glsl/GrGLSLProgramBuilder.h" |
| + |
| +#include "vulkan/vulkan.h" |
| + |
| +class GrPipeline; |
| +class GrVkCommandBuffer; |
| +class GrVkDescriptorPool; |
| +class GrVkGpu; |
| +class GrVkImageView; |
| +class GrVkPipeline; |
| +class GrVkSampler; |
| +class GrVkUniformBuffer; |
| + |
| +class GrVkPipelineState : public SkRefCnt { |
|
bsalomon
2016/03/23 15:04:37
brief comment on what this is?
egdaniel
2016/03/23 19:12:07
Done.
|
| +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(); |
| + |
| + // The key is composed of two parts: |
| + // 1. uint32_t for total key length |
| + // 2. Pipeline state data |
| + enum StateKeyOffsets { |
| + // Part 1. |
| + kLength_StateKeyOffset = 0, |
| + // Part 2. |
| + kData_StateKeyOffset = kLength_StateKeyOffset + sizeof(uint32_t), |
| + }; |
| + static void BuildStateKey(const GrPipeline&, GrPrimitiveType primitiveType, |
| + SkTArray<unsigned char, true>* key); |
| + |
| + /** |
| + * 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 GrVkProgramDesc contains all the information need to create the actual shaders for the |
| + * pipeline. |
| + * |
| + * The fStateKey is used to store all the inputs for the rest of the state stored on the |
| + * pipeline. 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. |
| + * |
| + * A checksum which includes the fProgramDesc and fStateKey is included at the top of the Desc |
| + * for caching purposes and faster equality checks. |
| + */ |
| + struct Desc { |
| + uint32_t fChecksum; |
| + GrVkProgramDesc fProgramDesc; |
| + |
| + enum { |
| + kRenderPassKeyAlloc = 12, // This is typical color attachment with no stencil or msaa |
| + kStencilKeyAlloc = sizeof(GrStencilSettings), |
| + kDrawFaceKeyAlloc = 4, |
| + kBlendingKeyAlloc = 4, |
| + kPrimitiveTypeKeyAlloc = 4, |
| + kPreAllocSize = kData_StateKeyOffset + kRenderPassKeyAlloc + kStencilKeyAlloc + |
| + kDrawFaceKeyAlloc + kBlendingKeyAlloc + kPrimitiveTypeKeyAlloc, |
| + }; |
| + SkSTArray<kPreAllocSize, uint8_t, true> fStateKey; |
| + |
| + bool operator== (const Desc& that) const { |
| + if (fChecksum != that.fChecksum || fProgramDesc != that.fProgramDesc) { |
| + return false; |
| + } |
| + // We store the keyLength at the start of fVkKey. Thus we don't have to worry about |
| + // different length keys since we will fail on the comparison immediately. Therefore we |
| + // just use this PipelineDesc to get the length to iterate over. |
| + int keyLength = fStateKey.count(); |
| + SkASSERT(SkIsAlign4(keyLength)); |
| + int l = keyLength >> 2; |
| + const uint32_t* aKey = reinterpret_cast<const uint32_t*>(fStateKey.begin()); |
| + const uint32_t* bKey = reinterpret_cast<const uint32_t*>(that.fStateKey.begin()); |
| + for (int i = 0; i < l; ++i) { |
| + if (aKey[i] != bKey[i]) { |
| + return false; |
| + } |
| + } |
| + return true; |
| + } |
| + |
| + static bool Less(const Desc& a, const Desc& b) { |
| + if (a.fChecksum != b.fChecksum) { |
| + return a.fChecksum < b.fChecksum ? true : false; |
| + } |
| + bool progDescLess = GrProgramDesc::Less(a.fProgramDesc, b.fProgramDesc); |
| + if (progDescLess || a.fProgramDesc != b.fProgramDesc) { |
| + return progDescLess; |
| + } |
| + |
| + int keyLength = a.fStateKey.count(); |
| + SkASSERT(SkIsAlign4(keyLength)); |
| + int l = keyLength >> 2; |
| + const uint32_t* aKey = reinterpret_cast<const uint32_t*>(a.fStateKey.begin()); |
| + const uint32_t* bKey = reinterpret_cast<const uint32_t*>(b.fStateKey.begin()); |
| + for (int i = 0; i < l; ++i) { |
| + if (aKey[i] != bKey[i]) { |
| + return aKey[i] < bKey[i] ? true : false; |
| + } |
| + } |
| + return false; |
| + } |
| + }; |
| + |
| + const Desc& getDesc() { return fDesc; } |
| + |
| +private: |
| + typedef GrVkPipelineStateDataManager::UniformInfoArray UniformInfoArray; |
| + typedef GrGLSLProgramDataManager::UniformHandle UniformHandle; |
| + |
| + GrVkPipelineState(GrVkGpu* gpu, |
| + const GrVkPipelineState::Desc&, |
| + GrVkPipeline* pipeline, |
| + VkPipelineLayout layout, |
| + VkDescriptorSetLayout dsLayout[2], |
| + 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) |
| + , fCurrentDescriptorSet(0) |
| + , fPool(nullptr) { |
| + SkASSERT(descCount < (SK_MaxU32 >> 2)); |
| + fMaxDescriptorSets = descCount << 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 fMaxDescriptorSets; |
| + uint32_t fCurrentDescriptorSet; |
| + GrVkDescriptorPool* fPool; |
| + |
| + private: |
| + void getNewPool(GrVkGpu* gpu); |
| + }; |
| + |
| + void writeUniformBuffers(const GrVkGpu* gpu); |
| + |
| + void writeSamplers(GrVkGpu* gpu, const SkTArray<const GrTextureAccess*>& textureBindings); |
| + |
| + |
|
bsalomon
2016/03/23 15:04:37
rm \n?
egdaniel
2016/03/23 19:12:07
Done.
|
| + /** |
| + * We use the RT's size and origin to adjust from Skia device space to OpenGL normalized device |
|
bsalomon
2016/03/23 15:04:37
OpenGL?
egdaniel
2016/03/23 19:12:07
Done.
|
| + * 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 GL's normalized device |
|
bsalomon
2016/03/23 15:04:36
GL
egdaniel
2016/03/23 19:12:06
Done.
|
| + * 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]; |
| + |
| + // Meta data so we know which descriptor sets we are using and need to bind. |
| + int fStartDS; |
| + int fDSCount; |
| + |
| + SkAutoTDelete<GrVkUniformBuffer> fVertexUniformBuffer; |
| + SkAutoTDelete<GrVkUniformBuffer> fFragmentUniformBuffer; |
| + |
| + // GrVkResources used for sampling textures |
| + SkTDArray<GrVkSampler*> fSamplers; |
| + SkTDArray<const GrVkImageView*> fTextureViews; |
| + SkTDArray<const GrVkImage::Resource*> fTextures; |
| + |
| + // Tracks the current render target uniforms stored in the vertex buffer. |
| + RenderTargetState fRenderTargetState; |
| + BuiltinUniformHandles fBuiltinUniformHandles; |
| + |
| + // Processors in the GrVkPipelineState |
| + SkAutoTDelete<GrGLSLPrimitiveProcessor> fGeometryProcessor; |
| + SkAutoTDelete<GrGLSLXferProcessor> fXferProcessor; |
| + GrGLSLFragProcs fFragmentProcessors; |
| + |
| + Desc fDesc; |
| + |
| + GrVkPipelineStateDataManager fDataManager; |
| + |
| + DescriptorPoolManager fSamplerPoolManager; |
| + DescriptorPoolManager fUniformPoolManager; |
| + |
|
bsalomon
2016/03/23 15:04:37
Inconsistent alignment in these members... I'd say
|
| + int fNumSamplers; |
| + |
| + friend class GrVkPipelineStateBuilder; |
| +}; |
| + |
| +#endif |