chromium/third_party/skia/src/gpu/graphite/ContextUtils.h

/*
 * Copyright 2021 Google LLC
 *
 * Use of this source code is governed by a BSD-style license that can be
 * found in the LICENSE file.
 */

#ifndef skgpu_graphite_ContextUtils_DEFINED
#define skgpu_graphite_ContextUtils_DEFINED

#include "src/gpu/Blend.h"
#include "src/gpu/graphite/PaintParamsKey.h"
#include "src/gpu/graphite/PipelineDataCache.h"

#include <optional>
#include <tuple>

class SkColorInfo;
class SkM44;
class SkPaint;

namespace skgpu {
class Swizzle;
}

namespace skgpu::graphite {

class ComputeStep;
enum class Coverage;
class DrawParams;
enum class DstReadRequirement;
class Geometry;
class GraphicsPipelineDesc;
class PaintParams;
class PipelineDataGatherer;
class Recorder;
struct RenderPassDesc;
class RenderStep;
class RuntimeEffectDictionary;
class ShaderNode;
class UniquePaintParamsID;

struct ResourceBindingRequirements;

struct VertSkSLInfo {};

struct FragSkSLInfo {};

std::tuple<UniquePaintParamsID, const UniformDataBlock*, const TextureDataBlock*> ExtractPaintData(
        Recorder*,
        PipelineDataGatherer* gatherer,
        PaintParamsKeyBuilder* builder,
        const Layout layout,
        const SkM44& local2Dev,
        const PaintParams&,
        const Geometry& geometry,
        sk_sp<TextureProxy> dstTexture,
        SkIPoint dstOffset,
        const SkColorInfo& targetColorInfo);

std::tuple<const UniformDataBlock*, const TextureDataBlock*> ExtractRenderStepData(
        UniformDataCache* uniformDataCache,
        TextureDataCache* textureDataCache,
        PipelineDataGatherer* gatherer,
        const Layout layout,
        const RenderStep* step,
        const DrawParams& params);

DstReadRequirement GetDstReadRequirement(const Caps*, std::optional<SkBlendMode>, Coverage);

VertSkSLInfo BuildVertexSkSL(const ResourceBindingRequirements&,
                             const RenderStep* step,
                             bool defineShadingSsboIndexVarying,
                             bool defineLocalCoordsVarying);

// TODO(b/347072931): Refactor to return std::unique_ptr<ShaderInfo> instead such that snippet
// data can remain tied to its snippet ID.
FragSkSLInfo BuildFragmentSkSL(const Caps* caps,
                               const ShaderCodeDictionary*,
                               const RuntimeEffectDictionary*,
                               const RenderStep* renderStep,
                               UniquePaintParamsID paintID,
                               bool useStorageBuffers,
                               skgpu::Swizzle writeSwizzle);

std::string GetPipelineLabel(const ShaderCodeDictionary*,
                             const RenderPassDesc& renderPassDesc,
                             const RenderStep* renderStep,
                             UniquePaintParamsID paintID);

std::string BuildComputeSkSL(const Caps*, const ComputeStep*);

std::string EmitPaintParamsUniforms(int bufferID,
                                    const Layout layout,
                                    SkSpan<const ShaderNode*> nodes,
                                    bool* hasUniforms,
                                    bool* wrotePaintColor);
std::string EmitRenderStepUniforms(int bufferID,
                                   const Layout layout,
                                   SkSpan<const Uniform> uniforms);
std::string EmitPaintParamsStorageBuffer(int bufferID,
                                         SkSpan<const ShaderNode*> nodes,
                                         bool* hasUniforms,
                                         bool* wrotePaintColor);
std::string EmitRenderStepStorageBuffer(int bufferID,
                                        SkSpan<const Uniform> uniforms);
std::string EmitUniformsFromStorageBuffer(const char* bufferNamePrefix,
                                          const char* ssboIndex,
                                          SkSpan<const Uniform> uniforms);
std::string EmitStorageBufferAccess(const char* bufferNamePrefix,
                                    const char* ssboIndex,
                                    const char* uniformName);
std::string EmitTexturesAndSamplers(const ResourceBindingRequirements&,
                                    SkSpan<const ShaderNode*> nodes,
                                    int* binding);
std::string EmitSamplerLayout(const ResourceBindingRequirements&, int* binding);
std::string EmitVaryings(const RenderStep* step,
                         const char* direction,
                         bool emitSsboIndicesVarying,
                         bool emitLocalCoordsVarying);

} // namespace skgpu::graphite

#endif // skgpu_graphite_ContextUtils_DEFINED