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 "GrPipeline.h"
  #include "GrProgramDesc.h"
  #include "GrVkPipelineState.h"
  #include "GrVkUniformHandler.h"
  #include "GrVkVaryingHandler.h"
  #include "SkSLCompiler.h"
  #include "glsl/GrGLSLProgramBuilder.h"
  #include "vk/GrVkTypes.h"
  
  class GrVkGpu;
  class GrVkRenderPass;
  
  class GrVkPipelineStateBuilder : public GrGLSLProgramBuilder {
  public:
      /**
       * 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 GrProgramDesc contains all the information need to create the actual shaders for the
       * pipeline.
       *
       * 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.
       */
      class Desc : public GrProgramDesc {
      public:
          static bool Build(Desc*,
                            GrRenderTarget*,
                            const GrPrimitiveProcessor&,
                            const GrPipeline&,
                            const GrStencilSettings&,
                            GrPrimitiveType primitiveType,
                            GrVkGpu* gpu);
  
          size_t shaderKeyLength() const { return fShaderKeyLength; }
  
      private:
          size_t fShaderKeyLength;
  
          typedef GrProgramDesc INHERITED;
      };
  
      /** Generates a pipeline state.
      *
      * The GrVkPipelineState implements what is specified in the GrPipeline and GrPrimitiveProcessor
      * as input. After successful generation, the builder result objects are available to be used.
      * This function may modify the program key by setting the surface origin key to 0 (unspecified)
      * if it turns out the program does not care about the surface origin.
      * @return true if generation was successful.
      */
      static GrVkPipelineState* CreatePipelineState(GrVkGpu*,
                                                    GrRenderTarget*, GrSurfaceOrigin,
                                                    const GrPrimitiveProcessor&,
                                                    const GrTextureProxy* const primProcProxies[],
                                                    const GrPipeline&,
                                                    const GrStencilSettings&,
                                                    GrPrimitiveType,
                                                    Desc*,
                                                    VkRenderPass compatibleRenderPass);
  
      const GrCaps* caps() const override;
  
      GrVkGpu* gpu() const { return fGpu; }
  
      void finalizeFragmentOutputColor(GrShaderVar& outputColor) override;
      void finalizeFragmentSecondaryColor(GrShaderVar& outputColor) override;
  
  private:
      GrVkPipelineStateBuilder(GrVkGpu*, GrRenderTarget*, GrSurfaceOrigin,
                               const GrPipeline&,
                               const GrPrimitiveProcessor&,
                               const GrTextureProxy* const primProcProxies[],
                               GrProgramDesc*);
  
      GrVkPipelineState* finalize(const GrStencilSettings&,
                                  GrPrimitiveType primitiveType,
                                  VkRenderPass compatibleRenderPass,
                                  Desc*);
  
      // returns number of shader stages
      int loadShadersFromCache(const SkData& cached,
                               VkShaderModule* outVertShaderModule,
                               VkShaderModule* outFragShaderModule,
                               VkShaderModule* outGeomShaderModule,
                               VkPipelineShaderStageCreateInfo* outStageInfo);
  
      void storeShadersInCache(const SkSL::String& vert,
                               const SkSL::Program::Inputs& vertInputs,
                               const SkSL::String& frag,
                               const SkSL::Program::Inputs& fragInputs,
                               const SkSL::String& geom,
                               const SkSL::Program::Inputs& geomInputs);
  
      bool createVkShaderModule(VkShaderStageFlagBits stage,
                                const GrGLSLShaderBuilder& builder,
                                VkShaderModule* shaderModule,
                                VkPipelineShaderStageCreateInfo* stageInfo,
                                const SkSL::Program::Settings& settings,
                                Desc* desc,
                                SkSL::String* outSPIRV,
                                SkSL::Program::Inputs* outInputs);
  
      bool installVkShaderModule(VkShaderStageFlagBits stage,
                                 const GrGLSLShaderBuilder& builder,
                                 VkShaderModule* shaderModule,
                                 VkPipelineShaderStageCreateInfo* stageInfo,
                                 SkSL::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;
  
      typedef GrGLSLProgramBuilder INHERITED;
  };
  
  #endif
  