Add GrD3DPipelineStateBuilder class.
This allows us to create the binary shaders for d3d. We generate spirv from sksl, then use spirv-cross to turn it into hlsl. Then that gets compiled into binary to be used in the pipeline. Adds hooks GrD3DOpsRenderPass to start creating the pipeline. Change-Id: Ie731dd945cdd9a00cebd78c1371a3d9784e4e1a3 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/284526 Reviewed-by: Jim Van Verth <jvanverth@google.com> Commit-Queue: Greg Daniel <egdaniel@google.com>
This commit is contained in:
parent
1006a91ee8
commit
5fc5c8128c
@ -745,6 +745,8 @@ skia_direct3d_sources = [
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"$_src/gpu/d3d/GrD3DOpsRenderPass.h",
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"$_src/gpu/d3d/GrD3DPipelineState.cpp",
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"$_src/gpu/d3d/GrD3DPipelineState.h",
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"$_src/gpu/d3d/GrD3DPipelineStateBuilder.cpp",
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"$_src/gpu/d3d/GrD3DPipelineStateBuilder.h",
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"$_src/gpu/d3d/GrD3DRenderTarget.cpp",
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"$_src/gpu/d3d/GrD3DRenderTarget.h",
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"$_src/gpu/d3d/GrD3DResourceProvider.cpp",
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@ -68,7 +68,9 @@ private:
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uint32_t fCurrentUBOOffset = 0;
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uint32_t fRTHeightOffset = 0;
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friend class GrD3DPipelineStateBuilder;
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friend class GrDawnProgramBuilder;
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typedef GrGLSLUniformHandler INHERITED;
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};
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@ -20,6 +20,7 @@
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#include "src/gpu/d3d/GrD3DTexture.h"
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#include "src/gpu/d3d/GrD3DTextureRenderTarget.h"
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#include "src/gpu/d3d/GrD3DUtil.h"
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#include "src/sksl/SkSLCompiler.h"
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#if GR_TEST_UTILS
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#include <DXProgrammableCapture.h>
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@ -43,7 +44,8 @@ GrD3DGpu::GrD3DGpu(GrContext* context, const GrContextOptions& contextOptions,
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, fQueue(backendContext.fQueue)
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, fResourceProvider(this)
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, fOutstandingCommandLists(sizeof(OutstandingCommandList), kDefaultOutstandingAllocCnt) {
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, fOutstandingCommandLists(sizeof(OutstandingCommandList), kDefaultOutstandingAllocCnt)
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, fCompiler(new SkSL::Compiler()) {
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fCaps.reset(new GrD3DCaps(contextOptions,
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backendContext.fAdapter.get(),
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backendContext.fDevice.get()));
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@ -24,6 +24,10 @@ class GrPipeline;
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struct IDXGraphicsAnalysis;
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#endif
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namespace SkSL {
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class Compiler;
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}
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class GrD3DGpu : public GrGpu {
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public:
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static sk_sp<GrGpu> Make(const GrD3DBackendContext& backendContext, const GrContextOptions&,
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@ -94,6 +98,10 @@ public:
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void checkFinishProcs() override {}
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SkSL::Compiler* shaderCompiler() const {
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return fCompiler.get();
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}
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private:
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enum class SyncQueue {
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kForce,
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@ -236,6 +244,8 @@ private:
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IDXGraphicsAnalysis* fGraphicsAnalysis;
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#endif
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std::unique_ptr<SkSL::Compiler> fCompiler;
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typedef GrGpu INHERITED;
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};
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@ -8,8 +8,11 @@
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#include "src/gpu/d3d/GrD3DOpsRenderPass.h"
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#include "src/gpu/GrContextPriv.h"
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#include "src/gpu/GrProgramDesc.h"
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#include "src/gpu/GrRenderTargetPriv.h"
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#include "src/gpu/d3d/GrD3DGpu.h"
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#include "src/gpu/d3d/GrD3DPipelineState.h"
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#include "src/gpu/d3d/GrD3DPipelineStateBuilder.h"
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GrD3DOpsRenderPass::GrD3DOpsRenderPass(GrD3DGpu* gpu) : fGpu(gpu) {}
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@ -30,3 +33,13 @@ bool GrD3DOpsRenderPass::set(GrRenderTarget* rt, GrSurfaceOrigin origin, const S
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GrD3DOpsRenderPass::~GrD3DOpsRenderPass() {}
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GrGpu* GrD3DOpsRenderPass::gpu() { return fGpu; }
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bool GrD3DOpsRenderPass::onBindPipeline(const GrProgramInfo& info, const SkRect& drawBounds) {
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GrProgramDesc desc = fGpu->caps()->makeDesc(fRenderTarget, info);
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std::unique_ptr<GrD3DPipelineState> pipelineState =
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GrD3DPipelineStateBuilder::CreatePipelineState(fGpu, fRenderTarget, desc, info);
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// TODO: When this gets implemented fully make sure we bind the stencil reference value since
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// that is not part of the pipline in d3d12.
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return true;
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}
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@ -33,11 +33,7 @@ public:
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private:
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GrGpu* gpu() override;
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bool onBindPipeline(const GrProgramInfo&, const SkRect& drawBounds) override {
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// TODO: When this gets implemented make sure we bind the stencil reference value since that
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// is not part of the pipline in d3d12.
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return true;
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}
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bool onBindPipeline(const GrProgramInfo&, const SkRect& drawBounds) override;
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void onSetScissorRect(const SkIRect&) override {}
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bool onBindTextures(const GrPrimitiveProcessor&, const GrSurfaceProxy* const primProcTextures[],
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const GrPipeline&) override {
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@ -268,32 +268,48 @@ static void fill_in_depth_stencil_state(const GrProgramInfo& programInfo,
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dsDesc->DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ZERO;
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dsDesc->DepthFunc = D3D12_COMPARISON_FUNC_NEVER;
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dsDesc->StencilEnable = !stencilSettings.isDisabled();
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if (stencilSettings.isTwoSided()) {
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const auto& frontFace = stencilSettings.postOriginCCWFace(origin);
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const auto& backFace = stencilSettings.postOriginCCWFace(origin);
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if (!stencilSettings.isDisabled()) {
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if (stencilSettings.isTwoSided()) {
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const auto& frontFace = stencilSettings.postOriginCCWFace(origin);
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const auto& backFace = stencilSettings.postOriginCCWFace(origin);
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SkASSERT(frontFace.fTestMask == backFace.fTestMask);
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SkASSERT(frontFace.fWriteMask == backFace.fWriteMask);
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dsDesc->StencilReadMask = frontFace.fTestMask;
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dsDesc->StencilWriteMask = frontFace.fWriteMask;
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SkASSERT(frontFace.fTestMask == backFace.fTestMask);
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SkASSERT(frontFace.fWriteMask == backFace.fWriteMask);
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dsDesc->StencilReadMask = frontFace.fTestMask;
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dsDesc->StencilWriteMask = frontFace.fWriteMask;
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setup_stencilop_desc(&dsDesc->FrontFace, frontFace);
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setup_stencilop_desc(&dsDesc->BackFace, backFace);
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} else {
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dsDesc->StencilReadMask = stencilSettings.singleSidedFace().fTestMask;
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dsDesc->StencilWriteMask = stencilSettings.singleSidedFace().fTestMask;
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setup_stencilop_desc(&dsDesc->FrontFace, stencilSettings.singleSidedFace());
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dsDesc->BackFace = dsDesc->FrontFace;
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setup_stencilop_desc(&dsDesc->FrontFace, frontFace);
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setup_stencilop_desc(&dsDesc->BackFace, backFace);
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} else {
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dsDesc->StencilReadMask = stencilSettings.singleSidedFace().fTestMask;
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dsDesc->StencilWriteMask = stencilSettings.singleSidedFace().fTestMask;
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setup_stencilop_desc(&dsDesc->FrontFace, stencilSettings.singleSidedFace());
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dsDesc->BackFace = dsDesc->FrontFace;
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}
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}
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}
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std::unique_ptr<GrD3DPipelineState> GrD3DPipelineState::Make(GrD3DGpu* gpu,
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const GrProgramInfo& programInfo,
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gr_cp<ID3D12RootSignature> rootSig,
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gr_cp<ID3DBlob> vertexShader,
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gr_cp<ID3DBlob> geometryShader,
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gr_cp<ID3DBlob> pixelShader,
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DXGI_FORMAT renderTargetFormat,
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DXGI_FORMAT depthStencilFormat,
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unsigned int sampleQualityLevel) {
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D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
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psoDesc.VS = { reinterpret_cast<UINT8*>(vertexShader->GetBufferPointer()),
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vertexShader->GetBufferSize() };
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psoDesc.PS = { reinterpret_cast<UINT8*>(pixelShader->GetBufferPointer()),
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pixelShader->GetBufferSize() };
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if (geometryShader.get()) {
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psoDesc.GS = { reinterpret_cast<UINT8*>(geometryShader->GetBufferPointer()),
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geometryShader->GetBufferSize() };
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}
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psoDesc.StreamOutput = {nullptr, 0, nullptr, 0, 0};
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fill_in_blend_state(programInfo.pipeline(), &psoDesc.BlendState);
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@ -327,11 +343,8 @@ std::unique_ptr<GrD3DPipelineState> GrD3DPipelineState::Make(GrD3DGpu* gpu,
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psoDesc.CachedPSO = {nullptr, 0};
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psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
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// TODO: fill in the rest of the descriptor.
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// TODO: We need to create a real root descriptor before trying to make a pipeline
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#if 0
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psoDesc.pRootSignature = m_rootSignature.Get();
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psoDesc.VS = { reinterpret_cast<UINT8*>(vertexShader->GetBufferPointer()), vertexShader->GetBufferSize() };
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psoDesc.PS = { reinterpret_cast<UINT8*>(pixelShader->GetBufferPointer()), pixelShader->GetBufferSize() };
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ThrowIfFailed(m_device->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&m_pipelineState)));
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#endif
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@ -18,6 +18,10 @@ class GrProgramInfo;
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class GrD3DPipelineState {
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public:
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static std::unique_ptr<GrD3DPipelineState> Make(GrD3DGpu* gpu, const GrProgramInfo&,
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gr_cp<ID3D12RootSignature> rootSig,
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gr_cp<ID3DBlob> vertexShader,
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gr_cp<ID3DBlob> geometryShader,
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gr_cp<ID3DBlob> pixelShader,
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DXGI_FORMAT renderTargetFormat,
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DXGI_FORMAT depthStencilFormat,
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unsigned int sampleQualityLevel);
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172
src/gpu/d3d/GrD3DPipelineStateBuilder.cpp
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172
src/gpu/d3d/GrD3DPipelineStateBuilder.cpp
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@ -0,0 +1,172 @@
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/*
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* Copyright 2020 Google LLC
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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//#include <d3dcompiler.h>
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#include "src/gpu/d3d/GrD3DPipelineStateBuilder.h"
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#include "include/gpu/GrContext.h"
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#include "include/gpu/d3d/GrD3DTypes.h"
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#include "src/core/SkTraceEvent.h"
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#include "src/gpu/GrAutoLocaleSetter.h"
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#include "src/gpu/GrContextPriv.h"
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#include "src/gpu/GrShaderCaps.h"
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#include "src/gpu/GrShaderUtils.h"
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#include "src/gpu/GrStencilSettings.h"
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#include "src/gpu/d3d/GrD3DGpu.h"
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#include "src/gpu/d3d/GrD3DRenderTarget.h"
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#include "src/sksl/SkSLCompiler.h"
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#include <d3dcompiler.h>
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typedef size_t shader_size;
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std::unique_ptr<GrD3DPipelineState> GrD3DPipelineStateBuilder::CreatePipelineState(
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GrD3DGpu* gpu,
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GrRenderTarget* renderTarget,
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const GrProgramDesc& desc,
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const GrProgramInfo& programInfo) {
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// ensure that we use "." as a decimal separator when creating SkSL code
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GrAutoLocaleSetter als("C");
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// create a builder. This will be handed off to effects so they can use it to add
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// uniforms, varyings, textures, etc
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GrD3DPipelineStateBuilder builder(gpu, renderTarget, desc, programInfo);
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if (!builder.emitAndInstallProcs()) {
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return nullptr;
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}
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return builder.finalize();
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}
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GrD3DPipelineStateBuilder::GrD3DPipelineStateBuilder(GrD3DGpu* gpu,
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GrRenderTarget* renderTarget,
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const GrProgramDesc& desc,
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const GrProgramInfo& programInfo)
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: INHERITED(renderTarget, desc, programInfo)
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, fGpu(gpu)
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, fVaryingHandler(this)
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, fUniformHandler(this) {}
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const GrCaps* GrD3DPipelineStateBuilder::caps() const {
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return fGpu->caps();
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}
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void GrD3DPipelineStateBuilder::finalizeFragmentOutputColor(GrShaderVar& outputColor) {
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outputColor.addLayoutQualifier("location = 0, index = 0");
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}
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void GrD3DPipelineStateBuilder::finalizeFragmentSecondaryColor(GrShaderVar& outputColor) {
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outputColor.addLayoutQualifier("location = 0, index = 1");
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}
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void GrD3DPipelineStateBuilder::compileD3DProgram(SkSL::Program::Kind kind,
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const SkSL::String& sksl,
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const SkSL::Program::Settings& settings,
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ID3DBlob** shader,
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SkSL::Program::Inputs* outInputs) {
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auto errorHandler = fGpu->getContext()->priv().getShaderErrorHandler();
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std::unique_ptr<SkSL::Program> program = fGpu->shaderCompiler()->convertProgram(
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kind, sksl, settings);
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if (!program) {
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errorHandler->compileError(sksl.c_str(),
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fGpu->shaderCompiler()->errorText().c_str());
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return;
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}
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*outInputs = program->fInputs;
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SkSL::String outHLSL;
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if (!fGpu->shaderCompiler()->toHLSL(*program, &outHLSL)) {
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errorHandler->compileError(sksl.c_str(),
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fGpu->shaderCompiler()->errorText().c_str());
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return;
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}
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const char* compileTarget = nullptr;
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switch (kind) {
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case SkSL::Program::kVertex_Kind:
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compileTarget = "vs_5_1";
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break;
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case SkSL::Program::kGeometry_Kind:
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compileTarget = "gs_5_1";
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break;
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case SkSL::Program::kFragment_Kind:
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compileTarget = "ps_5_1";
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break;
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default:
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SkUNREACHABLE;
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}
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uint32_t compileFlags = 0;
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#ifdef SK_DEBUG
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// Enable better shader debugging with the graphics debugging tools.
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compileFlags |= D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION;
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#endif
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// SPRIV-cross does matrix multiplication expecting row major matrices
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compileFlags |= D3DCOMPILE_PACK_MATRIX_ROW_MAJOR;
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// TODO: D3D Static Function
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gr_cp<ID3DBlob> errors;
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HRESULT hr = D3DCompile(outHLSL.c_str(), outHLSL.length(), nullptr, nullptr, nullptr, "main",
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compileTarget, compileFlags, 0, shader, &errors);
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if (!SUCCEEDED(hr)) {
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errorHandler->compileError(outHLSL.c_str(),
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reinterpret_cast<char*>(errors->GetBufferPointer()));
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}
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}
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std::unique_ptr<GrD3DPipelineState> GrD3DPipelineStateBuilder::finalize() {
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TRACE_EVENT0("skia.gpu", TRACE_FUNC);
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// We need to enable the following extensions so that the compiler can correctly make spir-v
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// from our glsl shaders.
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fVS.extensions().appendf("#extension GL_ARB_separate_shader_objects : enable\n");
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fFS.extensions().appendf("#extension GL_ARB_separate_shader_objects : enable\n");
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fVS.extensions().appendf("#extension GL_ARB_shading_language_420pack : enable\n");
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fFS.extensions().appendf("#extension GL_ARB_shading_language_420pack : enable\n");
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this->finalizeShaders();
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SkSL::Program::Settings settings;
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settings.fCaps = this->caps()->shaderCaps();
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settings.fFlipY = this->origin() != kTopLeft_GrSurfaceOrigin;
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settings.fSharpenTextures =
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this->gpu()->getContext()->priv().options().fSharpenMipmappedTextures;
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settings.fRTHeightOffset = fUniformHandler.getRTHeightOffset();
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settings.fRTHeightBinding = 0;
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settings.fRTHeightSet = 0;
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gr_cp<ID3DBlob> vertexShader;
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gr_cp<ID3DBlob> geometryShader;
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gr_cp<ID3DBlob> pixelShader;
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SkSL::Program::Inputs vertInputs, fragInputs, geomInputs;
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this->compileD3DProgram(SkSL::Program::kVertex_Kind, fVS.fCompilerString, settings,
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&vertexShader, &vertInputs);
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this->compileD3DProgram(SkSL::Program::kFragment_Kind, fFS.fCompilerString, settings,
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&pixelShader, &fragInputs);
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if (!vertexShader.get() || !pixelShader.get()) {
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return nullptr;
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}
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if (this->primitiveProcessor().willUseGeoShader()) {
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this->compileD3DProgram(SkSL::Program::kGeometry_Kind, fGS.fCompilerString, settings,
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&geometryShader, &geomInputs);
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if (!geometryShader.get()) {
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return nullptr;
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}
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}
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gr_cp<ID3D12RootSignature> rootSignature;
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const GrD3DRenderTarget* rt = static_cast<const GrD3DRenderTarget*>(fRenderTarget);
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return GrD3DPipelineState::Make(fGpu, fProgramInfo, std::move(rootSignature),
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std::move(vertexShader), std::move(geometryShader),
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std::move(pixelShader), rt->dxgiFormat(),
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rt->stencilDxgiFormat(), rt->sampleQualityLevel());
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}
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67
src/gpu/d3d/GrD3DPipelineStateBuilder.h
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67
src/gpu/d3d/GrD3DPipelineStateBuilder.h
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@ -0,0 +1,67 @@
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/*
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* Copyright 2020 Google LLC
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#ifndef GrD3DPipelineStateBuilder_DEFINED
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#define GrD3DPipelineStateBuilder_DEFINED
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#include "src/gpu/GrPipeline.h"
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#include "src/gpu/GrSpirvUniformHandler.h"
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#include "src/gpu/GrSpirvVaryingHandler.h"
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#include "src/gpu/d3d/GrD3DPipelineState.h"
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#include "src/gpu/glsl/GrGLSLProgramBuilder.h"
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#include "src/sksl/ir/SkSLProgram.h"
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class GrProgramDesc;
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class GrD3DGpu;
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class GrVkRenderPass;
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class SkReader32;
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class GrD3DPipelineStateBuilder : public GrGLSLProgramBuilder {
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public:
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/** Generates a pipeline state.
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*
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* The GrD3DPipelineState implements what is specified in the GrPipeline and
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* GrPrimitiveProcessor as input. After successful generation, the builder result objects are
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* available to be used.
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* @return the created pipeline if generation was successful; nullptr otherwise
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*/
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static std::unique_ptr<GrD3DPipelineState> CreatePipelineState(GrD3DGpu*,
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GrRenderTarget*,
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const GrProgramDesc&,
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const GrProgramInfo&);
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||||
const GrCaps* caps() const override;
|
||||
|
||||
GrD3DGpu* gpu() const { return fGpu; }
|
||||
|
||||
void finalizeFragmentOutputColor(GrShaderVar& outputColor) override;
|
||||
void finalizeFragmentSecondaryColor(GrShaderVar& outputColor) override;
|
||||
|
||||
private:
|
||||
GrD3DPipelineStateBuilder(GrD3DGpu*, GrRenderTarget*, const GrProgramDesc&,
|
||||
const GrProgramInfo&);
|
||||
|
||||
std::unique_ptr<GrD3DPipelineState> finalize();
|
||||
|
||||
void compileD3DProgram(SkSL::Program::Kind kind,
|
||||
const SkSL::String& sksl,
|
||||
const SkSL::Program::Settings& settings,
|
||||
ID3DBlob** shader,
|
||||
SkSL::Program::Inputs* outInputs);
|
||||
|
||||
GrGLSLUniformHandler* uniformHandler() override { return &fUniformHandler; }
|
||||
const GrGLSLUniformHandler* uniformHandler() const override { return &fUniformHandler; }
|
||||
GrGLSLVaryingHandler* varyingHandler() override { return &fVaryingHandler; }
|
||||
|
||||
GrD3DGpu* fGpu;
|
||||
GrSpirvVaryingHandler fVaryingHandler;
|
||||
GrSpirvUniformHandler fUniformHandler;
|
||||
|
||||
typedef GrGLSLProgramBuilder INHERITED;
|
||||
};
|
||||
|
||||
#endif
|
@ -158,3 +158,11 @@ GrD3DGpu* GrD3DRenderTarget::getD3DGpu() const {
|
||||
SkASSERT(!this->wasDestroyed());
|
||||
return static_cast<GrD3DGpu*>(this->getGpu());
|
||||
}
|
||||
|
||||
DXGI_FORMAT GrD3DRenderTarget::stencilDxgiFormat() const {
|
||||
if (auto stencil = this->renderTargetPriv().getStencilAttachment()) {
|
||||
auto d3dStencil = static_cast<GrD3DStencilAttachment*>(stencil);
|
||||
return d3dStencil->dxgiFormat();
|
||||
}
|
||||
return DXGI_FORMAT_UNKNOWN;
|
||||
}
|
||||
|
@ -44,6 +44,8 @@ public:
|
||||
|
||||
GrBackendRenderTarget getBackendRenderTarget() const override;
|
||||
|
||||
DXGI_FORMAT stencilDxgiFormat() const;
|
||||
|
||||
protected:
|
||||
GrD3DRenderTarget(GrD3DGpu* gpu,
|
||||
SkISize dimensions,
|
||||
|
@ -16,7 +16,7 @@
|
||||
class GrD3DGpu;
|
||||
|
||||
|
||||
class GrD3DStencilAttachment : public GrStencilAttachment, GrD3DTextureResource {
|
||||
class GrD3DStencilAttachment : public GrStencilAttachment, public GrD3DTextureResource {
|
||||
public:
|
||||
struct Format {
|
||||
DXGI_FORMAT fInternalFormat;
|
||||
|
@ -241,6 +241,7 @@ protected:
|
||||
friend class GrCCCoverageProcessor; // to access code().
|
||||
friend class GrGLSLProgramBuilder;
|
||||
friend class GrGLProgramBuilder;
|
||||
friend class GrD3DPipelineStateBuilder;
|
||||
friend class GrDawnProgramBuilder;
|
||||
friend class GrGLSLVaryingHandler; // to access noperspective interpolation feature.
|
||||
friend class GrGLPathProgramBuilder; // to access fInputs.
|
||||
|
@ -22,6 +22,20 @@ namespace SkSL {
|
||||
bool SPIRVtoHLSL(const String& spirv, String* hlsl) {
|
||||
spirv_cross::CompilerHLSL hlslCompiler((const uint32_t*)spirv.c_str(),
|
||||
spirv.size() / sizeof(uint32_t));
|
||||
|
||||
spirv_cross::CompilerGLSL::Options optionsGLSL;
|
||||
// Force all uninitialized variables to be 0, otherwise they will fail to compile
|
||||
// by FXC.
|
||||
optionsGLSL.force_zero_initialized_variables = true;
|
||||
|
||||
spirv_cross::CompilerHLSL::Options optionsHLSL;
|
||||
optionsHLSL.shader_model = 51;
|
||||
// PointCoord and PointSize are not supported in HLSL
|
||||
optionsHLSL.point_coord_compat = true;
|
||||
optionsHLSL.point_size_compat = true;
|
||||
|
||||
hlslCompiler.set_common_options(optionsGLSL);
|
||||
hlslCompiler.set_hlsl_options(optionsHLSL);
|
||||
hlsl->assign(hlslCompiler.compile());
|
||||
return true;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user