Add GrD3DPipelineState class and setup vertex input information.

Change-Id: If918db1153f6b5bf7057e00f3d36113fc88d889d
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/279919
Commit-Queue: Greg Daniel <egdaniel@google.com>
Reviewed-by: Jim Van Verth <jvanverth@google.com>
This commit is contained in:
Greg Daniel 2020-03-27 16:21:34 -04:00 committed by Skia Commit-Bot
parent f36b37f828
commit ffa16148f6
3 changed files with 171 additions and 0 deletions

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@ -742,6 +742,8 @@ skia_direct3d_sources = [
"$_src/gpu/d3d/GrD3DGpu.h",
"$_src/gpu/d3d/GrD3DOpsRenderPass.cpp",
"$_src/gpu/d3d/GrD3DOpsRenderPass.h",
"$_src/gpu/d3d/GrD3DPipelineState.cpp",
"$_src/gpu/d3d/GrD3DPipelineState.h",
"$_src/gpu/d3d/GrD3DRenderTarget.cpp",
"$_src/gpu/d3d/GrD3DRenderTarget.h",
"$_src/gpu/d3d/GrD3DResourceProvider.cpp",

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@ -0,0 +1,141 @@
/*
* Copyright 2020 Google LLC
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "src/gpu/d3d/GrD3DPipelineState.h"
#include "include/private/SkTemplates.h"
#include "src/gpu/GrProgramInfo.h"
static DXGI_FORMAT attrib_type_to_format(GrVertexAttribType type) {
switch (type) {
case kFloat_GrVertexAttribType:
return DXGI_FORMAT_R32_FLOAT;
case kFloat2_GrVertexAttribType:
return DXGI_FORMAT_R32G32_FLOAT;
case kFloat3_GrVertexAttribType:
return DXGI_FORMAT_R32G32B32_FLOAT;
case kFloat4_GrVertexAttribType:
return DXGI_FORMAT_R32G32B32A32_FLOAT;
case kHalf_GrVertexAttribType:
return DXGI_FORMAT_R16_FLOAT;
case kHalf2_GrVertexAttribType:
return DXGI_FORMAT_R16G16_FLOAT;
case kHalf4_GrVertexAttribType:
return DXGI_FORMAT_R16G16B16A16_FLOAT;
case kInt2_GrVertexAttribType:
return DXGI_FORMAT_R32G32_SINT;
case kInt3_GrVertexAttribType:
return DXGI_FORMAT_R32G32B32_SINT;
case kInt4_GrVertexAttribType:
return DXGI_FORMAT_R32G32B32A32_SINT;
case kByte_GrVertexAttribType:
return DXGI_FORMAT_R8_SINT;
case kByte2_GrVertexAttribType:
return DXGI_FORMAT_R8G8_SINT;
case kByte4_GrVertexAttribType:
return DXGI_FORMAT_R8G8B8A8_SINT;
case kUByte_GrVertexAttribType:
return DXGI_FORMAT_R8_UINT;
case kUByte2_GrVertexAttribType:
return DXGI_FORMAT_R8G8_UINT;
case kUByte4_GrVertexAttribType:
return DXGI_FORMAT_R8G8B8A8_UINT;
case kUByte_norm_GrVertexAttribType:
return DXGI_FORMAT_R8_UNORM;
case kUByte4_norm_GrVertexAttribType:
return DXGI_FORMAT_R8G8B8A8_UNORM;
case kShort2_GrVertexAttribType:
return DXGI_FORMAT_R16G16_SINT;
case kShort4_GrVertexAttribType:
return DXGI_FORMAT_R16G16B16A16_SINT;
case kUShort2_GrVertexAttribType:
return DXGI_FORMAT_R16G16_UINT;
case kUShort2_norm_GrVertexAttribType:
return DXGI_FORMAT_R16G16_UNORM;
case kInt_GrVertexAttribType:
return DXGI_FORMAT_R32_SINT;
case kUint_GrVertexAttribType:
return DXGI_FORMAT_R32_UINT;
case kUShort_norm_GrVertexAttribType:
return DXGI_FORMAT_R16_UNORM;
case kUShort4_norm_GrVertexAttribType:
return DXGI_FORMAT_R16G16B16A16_UNORM;
}
SK_ABORT("Unknown vertex attrib type");
}
static void setup_vertex_input_layout(const GrPrimitiveProcessor& primProc,
D3D12_INPUT_ELEMENT_DESC* inputElements) {
unsigned int slotNumber = 0;
unsigned int vertexSlot = 0;
unsigned int instanceSlot = 0;
if (primProc.hasVertexAttributes()) {
vertexSlot = slotNumber++;
}
if (primProc.hasInstanceAttributes()) {
instanceSlot = slotNumber++;
}
unsigned int currentAttrib = 0;
unsigned int vertexAttributeOffset = 0;
for (const auto& attrib : primProc.vertexAttributes()) {
// When using SPIRV-Cross it converts the location modifier in SPIRV to be
// TEXCOORD<N> where N is the location value for eveery vertext attribute
inputElements[currentAttrib] = {"TEXCOORD", currentAttrib,
attrib_type_to_format(attrib.cpuType()),
vertexSlot, vertexAttributeOffset,
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0};
vertexAttributeOffset += attrib.sizeAlign4();
}
SkASSERT(vertexAttributeOffset == primProc.vertexStride());
unsigned int instanceAttributeOffset = 0;
for (const auto& attrib : primProc.vertexAttributes()) {
// When using SPIRV-Cross it converts the location modifier in SPIRV to be
// TEXCOORD<N> where N is the location value for eveery vertext attribute
inputElements[currentAttrib] = {"TEXCOORD", currentAttrib,
attrib_type_to_format(attrib.cpuType()),
instanceSlot, instanceAttributeOffset,
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0};
instanceAttributeOffset += attrib.sizeAlign4();
}
SkASSERT(instanceAttributeOffset == primProc.vertexStride());
}
std::unique_ptr<GrD3DPipelineState> GrD3DPipelineState::Make(const GrProgramInfo& programInfo) {
D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
unsigned int totalAttributeCnt = programInfo.primProc().numVertexAttributes() +
programInfo.primProc().numInstanceAttributes();
SkAutoSTArray<4, D3D12_INPUT_ELEMENT_DESC> inputElements(totalAttributeCnt);
setup_vertex_input_layout(programInfo.primProc(), inputElements.get());
psoDesc.InputLayout = { inputElements.get(), totalAttributeCnt };
// TODO: fill in the rest of the descriptor.
#if 0
psoDesc.pRootSignature = m_rootSignature.Get();
psoDesc.VS = { reinterpret_cast<UINT8*>(vertexShader->GetBufferPointer()), vertexShader->GetBufferSize() };
psoDesc.PS = { reinterpret_cast<UINT8*>(pixelShader->GetBufferPointer()), pixelShader->GetBufferSize() };
psoDesc.RasterizerState = CD3DX12_RASTERIZER_DESC(D3D12_DEFAULT);
psoDesc.BlendState = CD3DX12_BLEND_DESC(D3D12_DEFAULT);
psoDesc.DepthStencilState.DepthEnable = FALSE;
psoDesc.DepthStencilState.StencilEnable = FALSE;
psoDesc.SampleMask = UINT_MAX;
psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
psoDesc.NumRenderTargets = 1;
psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
psoDesc.SampleDesc.Count = 1;
ThrowIfFailed(m_device->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&m_pipelineState)));
#endif
return nullptr;
}
GrD3DPipelineState::GrD3DPipelineState(gr_cp<ID3D12PipelineState> pipelineState)
: fPipelineState(std::move(pipelineState)) {}

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@ -0,0 +1,28 @@
/*
* Copyright 2020 Google LLC
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrD3DPipelineState_DEFINED
#define GrD3DPipelineState_DEFINED
#include "include/gpu/GrTypes.h"
#include "src/gpu/d3d/GrD3D12.h"
#include <memory>
class GrProgramInfo;
class GrD3DPipelineState {
public:
static std::unique_ptr<GrD3DPipelineState> Make(const GrProgramInfo&);
private:
GrD3DPipelineState(gr_cp<ID3D12PipelineState> pipelineState);
gr_cp<ID3D12PipelineState> fPipelineState;
};
#endif