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
This commit is contained in:
egdaniel 2016-09-07 11:56:59 -07:00 committed by Commit bot
parent 62e9b145a1
commit 720dc71cfe
4 changed files with 27 additions and 98 deletions

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@ -483,14 +483,16 @@ uint32_t get_blend_info_key(const GrPipeline& pipeline) {
return key;
}
void GrVkPipelineState::BuildStateKey(const GrPipeline& pipeline, GrPrimitiveType primitiveType,
SkTArray<uint8_t, true>* key) {
// Save room for the key length and key header
key->reset();
key->push_back_n(kData_StateKeyOffset);
GrProcessorKeyBuilder b(key);
bool GrVkPipelineState::Desc::Build(Desc* desc,
const GrPrimitiveProcessor& primProc,
const GrPipeline& pipeline,
GrPrimitiveType primitiveType,
const GrGLSLCaps& caps) {
if (!INHERITED::Build(desc, primProc, pipeline, caps)) {
return false;
}
GrProcessorKeyBuilder b(&desc->key());
GrVkRenderTarget* vkRT = (GrVkRenderTarget*)pipeline.getRenderTarget();
vkRT->simpleRenderPass()->genKey(&b);
@ -503,8 +505,5 @@ void GrVkPipelineState::BuildStateKey(const GrPipeline& pipeline, GrPrimitiveTyp
b.add32(primitiveType);
// Set key length
int keyLength = key->count();
SkASSERT(0 == (keyLength % 4));
*reinterpret_cast<uint32_t*>(key->begin()) = SkToU32(keyLength);
return true;
}

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@ -56,90 +56,28 @@ public:
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 GrGLSLProgramDesc contains all the information need to create the actual shaders for the
* The GrProgramDesc 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
* For Vulkan we need to add to the GrProgramDesc to include the rest of the state on the
* pipline. 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;
GrProgramDesc 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;
}
class Desc : public GrProgramDesc {
public:
static bool Build(Desc*,
const GrPrimitiveProcessor&,
const GrPipeline&,
GrPrimitiveType primitiveType,
const GrGLSLCaps&);
private:
typedef GrProgramDesc INHERITED;
};
const Desc& getDesc() { return fDesc; }

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@ -23,7 +23,7 @@ GrVkPipelineState* GrVkPipelineStateBuilder::CreatePipelineState(
const GrVkRenderPass& renderPass) {
// create a builder. This will be handed off to effects so they can use it to add
// uniforms, varyings, textures, etc
GrVkPipelineStateBuilder builder(gpu, pipeline, primProc, desc.fProgramDesc);
GrVkPipelineStateBuilder builder(gpu, pipeline, primProc, desc);
GrGLSLExpr4 inputColor;
GrGLSLExpr4 inputCoverage;

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@ -29,7 +29,7 @@ struct GrVkResourceProvider::PipelineStateCache::Entry {
}
static uint32_t Hash(const GrVkPipelineState::Desc& key) {
return key.fChecksum;
return key.getChecksum();
}
sk_sp<GrVkPipelineState> fPipelineState;
@ -99,20 +99,12 @@ sk_sp<GrVkPipelineState> GrVkResourceProvider::PipelineStateCache::refPipelineSt
#endif
// Get GrVkProgramDesc
GrVkPipelineState::Desc desc;
if (!GrProgramDesc::Build(&desc.fProgramDesc, primProc, pipeline, *fGpu->vkCaps().glslCaps())) {
if (!GrVkPipelineState::Desc::Build(&desc, primProc, pipeline, primitiveType,
*fGpu->vkCaps().glslCaps())) {
GrCapsDebugf(fGpu->caps(), "Failed to build vk program descriptor!\n");
return nullptr;
}
desc.fProgramDesc.finalize();
// Get vulkan specific descriptor key
GrVkPipelineState::BuildStateKey(pipeline, primitiveType, &desc.fStateKey);
// Get checksum of entire PipelineDesc
int keyLength = desc.fStateKey.count();
SkASSERT(0 == (keyLength % 4));
// Seed the checksum with the checksum of the programDesc then add the vulkan key to it.
desc.fChecksum = SkOpts::hash(desc.fStateKey.begin(), keyLength,
desc.fProgramDesc.getChecksum());
desc.finalize();
Entry* entry = nullptr;
if (Entry** entryptr = fHashTable.find(desc)) {