Merge building of program desc in Vulkan into one step
BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2318143002 Review-Url: https://codereview.chromium.org/2318143002
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@ -483,14 +483,16 @@ uint32_t get_blend_info_key(const GrPipeline& pipeline) {
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return key;
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}
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void GrVkPipelineState::BuildStateKey(const GrPipeline& pipeline, GrPrimitiveType primitiveType,
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SkTArray<uint8_t, true>* key) {
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// Save room for the key length and key header
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key->reset();
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key->push_back_n(kData_StateKeyOffset);
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GrProcessorKeyBuilder b(key);
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bool GrVkPipelineState::Desc::Build(Desc* desc,
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const GrPrimitiveProcessor& primProc,
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const GrPipeline& pipeline,
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GrPrimitiveType primitiveType,
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const GrGLSLCaps& caps) {
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if (!INHERITED::Build(desc, primProc, pipeline, caps)) {
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return false;
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}
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GrProcessorKeyBuilder b(&desc->key());
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GrVkRenderTarget* vkRT = (GrVkRenderTarget*)pipeline.getRenderTarget();
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vkRT->simpleRenderPass()->genKey(&b);
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@ -503,8 +505,5 @@ void GrVkPipelineState::BuildStateKey(const GrPipeline& pipeline, GrPrimitiveTyp
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b.add32(primitiveType);
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// Set key length
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int keyLength = key->count();
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SkASSERT(0 == (keyLength % 4));
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*reinterpret_cast<uint32_t*>(key->begin()) = SkToU32(keyLength);
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return true;
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}
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@ -56,90 +56,28 @@ public:
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void abandonGPUResources();
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// The key is composed of two parts:
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// 1. uint32_t for total key length
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// 2. Pipeline state data
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enum StateKeyOffsets {
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// Part 1.
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kLength_StateKeyOffset = 0,
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// Part 2.
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kData_StateKeyOffset = kLength_StateKeyOffset + sizeof(uint32_t),
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};
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static void BuildStateKey(const GrPipeline&, GrPrimitiveType primitiveType,
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SkTArray<unsigned char, true>* key);
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/**
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* For Vulkan we want to cache the entire VkPipeline for reuse of draws. The Desc here holds all
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* the information needed to differentiate one pipeline from another.
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*
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* The GrGLSLProgramDesc contains all the information need to create the actual shaders for the
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* The GrProgramDesc contains all the information need to create the actual shaders for the
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* pipeline.
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*
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* The fStateKey is used to store all the inputs for the rest of the state stored on the
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* pipeline. This includes stencil settings, blending information, render pass format, draw face
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* For Vulkan we need to add to the GrProgramDesc to include the rest of the state on the
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* pipline. This includes stencil settings, blending information, render pass format, draw face
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* information, and primitive type. Note that some state is set dynamically on the pipeline for
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* each draw and thus is not included in this descriptor. This includes the viewport, scissor,
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* and blend constant.
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*
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* A checksum which includes the fProgramDesc and fStateKey is included at the top of the Desc
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* for caching purposes and faster equality checks.
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*/
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struct Desc {
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uint32_t fChecksum;
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GrProgramDesc fProgramDesc;
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enum {
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kRenderPassKeyAlloc = 12, // This is typical color attachment with no stencil or msaa
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kStencilKeyAlloc = sizeof(GrStencilSettings),
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kDrawFaceKeyAlloc = 4,
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kBlendingKeyAlloc = 4,
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kPrimitiveTypeKeyAlloc = 4,
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kPreAllocSize = kData_StateKeyOffset + kRenderPassKeyAlloc + kStencilKeyAlloc +
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kDrawFaceKeyAlloc + kBlendingKeyAlloc + kPrimitiveTypeKeyAlloc,
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};
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SkSTArray<kPreAllocSize, uint8_t, true> fStateKey;
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bool operator== (const Desc& that) const {
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if (fChecksum != that.fChecksum || fProgramDesc != that.fProgramDesc) {
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return false;
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}
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// We store the keyLength at the start of fVkKey. Thus we don't have to worry about
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// different length keys since we will fail on the comparison immediately. Therefore we
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// just use this PipelineDesc to get the length to iterate over.
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int keyLength = fStateKey.count();
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SkASSERT(SkIsAlign4(keyLength));
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int l = keyLength >> 2;
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const uint32_t* aKey = reinterpret_cast<const uint32_t*>(fStateKey.begin());
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const uint32_t* bKey = reinterpret_cast<const uint32_t*>(that.fStateKey.begin());
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for (int i = 0; i < l; ++i) {
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if (aKey[i] != bKey[i]) {
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return false;
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}
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}
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return true;
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}
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static bool Less(const Desc& a, const Desc& b) {
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if (a.fChecksum != b.fChecksum) {
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return a.fChecksum < b.fChecksum ? true : false;
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}
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bool progDescLess = GrProgramDesc::Less(a.fProgramDesc, b.fProgramDesc);
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if (progDescLess || a.fProgramDesc != b.fProgramDesc) {
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return progDescLess;
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}
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int keyLength = a.fStateKey.count();
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SkASSERT(SkIsAlign4(keyLength));
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int l = keyLength >> 2;
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const uint32_t* aKey = reinterpret_cast<const uint32_t*>(a.fStateKey.begin());
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const uint32_t* bKey = reinterpret_cast<const uint32_t*>(b.fStateKey.begin());
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for (int i = 0; i < l; ++i) {
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if (aKey[i] != bKey[i]) {
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return aKey[i] < bKey[i] ? true : false;
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}
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}
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return false;
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}
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class Desc : public GrProgramDesc {
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public:
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static bool Build(Desc*,
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const GrPrimitiveProcessor&,
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const GrPipeline&,
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GrPrimitiveType primitiveType,
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const GrGLSLCaps&);
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private:
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typedef GrProgramDesc INHERITED;
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};
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const Desc& getDesc() { return fDesc; }
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@ -23,7 +23,7 @@ GrVkPipelineState* GrVkPipelineStateBuilder::CreatePipelineState(
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const GrVkRenderPass& renderPass) {
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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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GrVkPipelineStateBuilder builder(gpu, pipeline, primProc, desc.fProgramDesc);
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GrVkPipelineStateBuilder builder(gpu, pipeline, primProc, desc);
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GrGLSLExpr4 inputColor;
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GrGLSLExpr4 inputCoverage;
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@ -29,7 +29,7 @@ struct GrVkResourceProvider::PipelineStateCache::Entry {
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}
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static uint32_t Hash(const GrVkPipelineState::Desc& key) {
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return key.fChecksum;
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return key.getChecksum();
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}
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sk_sp<GrVkPipelineState> fPipelineState;
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@ -99,20 +99,12 @@ sk_sp<GrVkPipelineState> GrVkResourceProvider::PipelineStateCache::refPipelineSt
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#endif
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// Get GrVkProgramDesc
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GrVkPipelineState::Desc desc;
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if (!GrProgramDesc::Build(&desc.fProgramDesc, primProc, pipeline, *fGpu->vkCaps().glslCaps())) {
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if (!GrVkPipelineState::Desc::Build(&desc, primProc, pipeline, primitiveType,
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*fGpu->vkCaps().glslCaps())) {
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GrCapsDebugf(fGpu->caps(), "Failed to build vk program descriptor!\n");
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return nullptr;
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}
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desc.fProgramDesc.finalize();
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// Get vulkan specific descriptor key
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GrVkPipelineState::BuildStateKey(pipeline, primitiveType, &desc.fStateKey);
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// Get checksum of entire PipelineDesc
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int keyLength = desc.fStateKey.count();
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SkASSERT(0 == (keyLength % 4));
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// Seed the checksum with the checksum of the programDesc then add the vulkan key to it.
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desc.fChecksum = SkOpts::hash(desc.fStateKey.begin(), keyLength,
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desc.fProgramDesc.getChecksum());
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desc.finalize();
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Entry* entry = nullptr;
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if (Entry** entryptr = fHashTable.find(desc)) {
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