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..1a890dd189e6ce31eb19253c102ed092ec4360ff |
--- /dev/null |
+++ b/src/gpu/vk/GrVkPipelineState.h |
@@ -0,0 +1,286 @@ |
+/* |
+ * 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 "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; |
+ |
+/** |
+ * 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(); |
+ |
+ // 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); |
+ |
+ /** |
+ * 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]; |
+ |
+ // 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; |
+ |
+ int fNumSamplers; |
+ |
+ friend class GrVkPipelineStateBuilder; |
+}; |
+ |
+#endif |