void GrGLProgram::setData(const GrPrimitiveProcessor& primProc, const GrPipeline& pipeline) {
    this->setRenderTargetState(primProc, pipeline.proxy());

    // we set the textures, and uniforms for installed processors in a generic way, but subclasses
    // of GLProgram determine how to set coord transforms

    // We must bind to texture units in the same order in which we set the uniforms in
    // GrGLProgramDataManager. That is first all texture samplers and then texel buffers.
    // Within each group we will bind them in primProc, fragProcs, XP order.
    int nextTexSamplerIdx = 0;
    int nextTexelBufferIdx = fNumTextureSamplers;
    fGeometryProcessor->setData(fProgramDataManager, primProc,
                                GrFragmentProcessor::CoordTransformIter(pipeline));
    this->bindTextures(primProc, pipeline.getAllowSRGBInputs(), &nextTexSamplerIdx,
                       &nextTexelBufferIdx);

    this->setFragmentData(primProc, pipeline, &nextTexSamplerIdx, &nextTexelBufferIdx);

    const GrXferProcessor& xp = pipeline.getXferProcessor();
    SkIPoint offset;
    GrTexture* dstTexture = pipeline.peekDstTexture(&offset);

    fXferProcessor->setData(fProgramDataManager, xp, dstTexture, offset);
    if (dstTexture) {
        fGpu->bindTexture(nextTexSamplerIdx++, GrSamplerState::ClampNearest(), true,
                          static_cast<GrGLTexture*>(dstTexture),
                          pipeline.dstTextureProxy()->origin());
    }
    SkASSERT(nextTexSamplerIdx == fNumTextureSamplers);
    SkASSERT(nextTexelBufferIdx == fNumTextureSamplers + fNumTexelBuffers);
}
Example #2
0
void GrVkPipelineState::setAndBindUniforms(GrVkGpu* gpu,
                                           const GrRenderTarget* renderTarget,
                                           GrSurfaceOrigin origin,
                                           const GrPrimitiveProcessor& primProc,
                                           const GrPipeline& pipeline,
                                           GrVkCommandBuffer* commandBuffer) {
    this->setRenderTargetState(renderTarget, origin);

    fGeometryProcessor->setData(fDataManager, primProc,
                                GrFragmentProcessor::CoordTransformIter(pipeline));
    GrFragmentProcessor::Iter iter(pipeline);
    GrGLSLFragmentProcessor::Iter glslIter(fFragmentProcessors.get(), fFragmentProcessorCnt);
    const GrFragmentProcessor* fp = iter.next();
    GrGLSLFragmentProcessor* glslFP = glslIter.next();
    while (fp && glslFP) {
        glslFP->setData(fDataManager, *fp);
        fp = iter.next();
        glslFP = glslIter.next();
    }
    SkASSERT(!fp && !glslFP);

    {
        SkIPoint offset;
        GrTexture* dstTexture = pipeline.peekDstTexture(&offset);

        fXferProcessor->setData(fDataManager, pipeline.getXferProcessor(), dstTexture, offset);
    }

    // Get new descriptor set
    if (fGeometryUniformBuffer || fFragmentUniformBuffer) {
        int uniformDSIdx = GrVkUniformHandler::kUniformBufferDescSet;
        if (fDataManager.uploadUniformBuffers(
                    gpu, fGeometryUniformBuffer.get(), fFragmentUniformBuffer.get()) ||
            !fUniformDescriptorSet) {
            if (fUniformDescriptorSet) {
                fUniformDescriptorSet->recycle(gpu);
            }
            fUniformDescriptorSet = gpu->resourceProvider().getUniformDescriptorSet();
            fDescriptorSets[uniformDSIdx] = fUniformDescriptorSet->descriptorSet();
            this->writeUniformBuffers(gpu);
        }
        commandBuffer->bindDescriptorSets(gpu, this, fPipelineLayout, uniformDSIdx, 1,
                                          &fDescriptorSets[uniformDSIdx], 0, nullptr);
        if (fUniformDescriptorSet) {
            commandBuffer->addRecycledResource(fUniformDescriptorSet);
        }
        if (fGeometryUniformBuffer) {
            commandBuffer->addRecycledResource(fGeometryUniformBuffer->resource());
        }
        if (fFragmentUniformBuffer) {
            commandBuffer->addRecycledResource(fFragmentUniformBuffer->resource());
        }
    }
}
Example #3
0
void GrVkGpuRTCommandBuffer::onDraw(const GrPrimitiveProcessor& primProc,
                                    const GrPipeline& pipeline,
                                    const GrPipeline::FixedDynamicState* fixedDynamicState,
                                    const GrPipeline::DynamicStateArrays* dynamicStateArrays,
                                    const GrMesh meshes[],
                                    int meshCount,
                                    const SkRect& bounds) {
    if (!meshCount) {
        return;
    }

    CommandBufferInfo& cbInfo = fCommandBufferInfos[fCurrentCmdInfo];

    auto prepareSampledImage = [&](GrTexture* texture, GrSamplerState::Filter filter) {
        GrVkTexture* vkTexture = static_cast<GrVkTexture*>(texture);
        // We may need to resolve the texture first if it is also a render target
        GrVkRenderTarget* texRT = static_cast<GrVkRenderTarget*>(vkTexture->asRenderTarget());
        if (texRT) {
            fGpu->resolveRenderTargetNoFlush(texRT);
        }

        // Check if we need to regenerate any mip maps
        if (GrSamplerState::Filter::kMipMap == filter &&
            (vkTexture->width() != 1 || vkTexture->height() != 1)) {
            SkASSERT(vkTexture->texturePriv().mipMapped() == GrMipMapped::kYes);
            if (vkTexture->texturePriv().mipMapsAreDirty()) {
                fGpu->regenerateMipMapLevels(vkTexture);
            }
        }
        cbInfo.fSampledTextures.push_back(vkTexture);
    };

    if (dynamicStateArrays && dynamicStateArrays->fPrimitiveProcessorTextures) {
        for (int m = 0, i = 0; m < meshCount; ++m) {
            for (int s = 0; s < primProc.numTextureSamplers(); ++s, ++i) {
                auto texture = dynamicStateArrays->fPrimitiveProcessorTextures[i]->peekTexture();
                prepareSampledImage(texture, primProc.textureSampler(s).samplerState().filter());
            }
        }
    } else {
        for (int i = 0; i < primProc.numTextureSamplers(); ++i) {
            auto texture = fixedDynamicState->fPrimitiveProcessorTextures[i]->peekTexture();
            prepareSampledImage(texture, primProc.textureSampler(i).samplerState().filter());
        }
    }
    GrFragmentProcessor::Iter iter(pipeline);
    while (const GrFragmentProcessor* fp = iter.next()) {
        for (int i = 0; i < fp->numTextureSamplers(); ++i) {
            const GrFragmentProcessor::TextureSampler& sampler = fp->textureSampler(i);
            prepareSampledImage(sampler.peekTexture(), sampler.samplerState().filter());
        }
    }
    if (GrTexture* dstTexture = pipeline.peekDstTexture()) {
        cbInfo.fSampledTextures.push_back(sk_ref_sp(static_cast<GrVkTexture*>(dstTexture)));
    }

    GrPrimitiveType primitiveType = meshes[0].primitiveType();
    GrVkPipelineState* pipelineState = this->prepareDrawState(primProc, pipeline, fixedDynamicState,
                                                              dynamicStateArrays, primitiveType);
    if (!pipelineState) {
        return;
    }

    bool dynamicScissor =
            pipeline.isScissorEnabled() && dynamicStateArrays && dynamicStateArrays->fScissorRects;
    bool dynamicTextures = dynamicStateArrays && dynamicStateArrays->fPrimitiveProcessorTextures;

    for (int i = 0; i < meshCount; ++i) {
        const GrMesh& mesh = meshes[i];
        if (mesh.primitiveType() != primitiveType) {
            SkDEBUGCODE(pipelineState = nullptr);
            primitiveType = mesh.primitiveType();
            pipelineState = this->prepareDrawState(primProc, pipeline, fixedDynamicState,
                                                   dynamicStateArrays, primitiveType);
            if (!pipelineState) {
                return;
            }
        }

        if (dynamicScissor) {
            GrVkPipeline::SetDynamicScissorRectState(fGpu, cbInfo.currentCmdBuf(), fRenderTarget,
                                                     fOrigin,
                                                     dynamicStateArrays->fScissorRects[i]);
        }
        if (dynamicTextures) {
            GrTextureProxy* const* meshProxies = dynamicStateArrays->fPrimitiveProcessorTextures +
                                                 primProc.numTextureSamplers() * i;
            pipelineState->setAndBindTextures(fGpu, primProc, pipeline, meshProxies,
                                              cbInfo.currentCmdBuf());
        }
        SkASSERT(pipelineState);
        mesh.sendToGpu(this);
    }

    cbInfo.fBounds.join(bounds);
    cbInfo.fIsEmpty = false;
}