text: /*
  * Copyright 2016 Google Inc.
  *
  * Use of this source code is governed by a BSD-style license that can be
  * found in the LICENSE file.
  */
  
  #ifndef GrVkPipelineStateBuilder_DEFINED
  #define GrVkPipelineStateBuilder_DEFINED
  
  #include "include/gpu/vk/GrVkTypes.h"
  #include "src/gpu/GrPipeline.h"
  #include "src/gpu/glsl/GrGLSLProgramBuilder.h"
  #include "src/gpu/vk/GrVkPipelineState.h"
  #include "src/gpu/vk/GrVkUniformHandler.h"
  #include "src/gpu/vk/GrVkVaryingHandler.h"
  #include "src/sksl/SkSLCompiler.h"
  
  class GrProgramDesc;
  class GrVkGpu;
  class GrVkRenderPass;
  class SkReadBuffer;
  
  class GrVkPipelineStateBuilder : public GrGLSLProgramBuilder {
  public:
      /** Generates a pipeline state.
       *
       * The return GrVkPipelineState implements the supplied GrProgramInfo.
       *
       * @return the created pipeline if generation was successful; nullptr otherwise
       */
      static GrVkPipelineState* CreatePipelineState(GrVkGpu*,
                                                    const GrProgramDesc&,
                                                    const GrProgramInfo&,
                                                    VkRenderPass compatibleRenderPass,
                                                    bool overrideSubpassForResolveLoad);
  
      const GrCaps* caps() const override;
  
      GrVkGpu* gpu() const { return fGpu; }
  
      SkSL::Compiler* shaderCompiler() const override;
  
      void finalizeFragmentOutputColor(GrShaderVar& outputColor) override;
      void finalizeFragmentSecondaryColor(GrShaderVar& outputColor) override;
  
  private:
      GrVkPipelineStateBuilder(GrVkGpu*, const GrProgramDesc&, const GrProgramInfo&);
  
      GrVkPipelineState* finalize(const GrProgramDesc&, VkRenderPass compatibleRenderPass,
                                  bool overrideSupbassForResolveLoad);
  
      // returns number of shader stages
      int loadShadersFromCache(SkReadBuffer* cached, VkShaderModule outShaderModules[],
                               VkPipelineShaderStageCreateInfo* outStageInfo);
  
      void storeShadersInCache(const std::string shaders[], const SkSL::Program::Inputs inputs[],
                               bool isSkSL);
  
      bool createVkShaderModule(VkShaderStageFlagBits stage,
                                const std::string& sksl,
                                VkShaderModule* shaderModule,
                                VkPipelineShaderStageCreateInfo* stageInfo,
                                const SkSL::Program::Settings& settings,
                                std::string* outSPIRV,
                                SkSL::Program::Inputs* outInputs);
  
      bool installVkShaderModule(VkShaderStageFlagBits stage,
                                 const GrGLSLShaderBuilder& builder,
                                 VkShaderModule* shaderModule,
                                 VkPipelineShaderStageCreateInfo* stageInfo,
                                 std::string spirv,
                                 SkSL::Program::Inputs inputs);
  
      GrGLSLUniformHandler* uniformHandler() override { return &fUniformHandler; }
      const GrGLSLUniformHandler* uniformHandler() const override { return &fUniformHandler; }
      GrGLSLVaryingHandler* varyingHandler() override { return &fVaryingHandler; }
  
      GrVkGpu* fGpu;
      GrVkVaryingHandler fVaryingHandler;
      GrVkUniformHandler fUniformHandler;
  
      using INHERITED = GrGLSLProgramBuilder;
  };
  
  #endif
  