| /* |
| * Copyright 2018 Google Inc. |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #include "src/gpu/GrTexture.h" |
| #include "src/gpu/GrTexturePriv.h" |
| #include "src/gpu/glsl/GrGLSLProgramBuilder.h" |
| #include "src/gpu/mtl/GrMtlUniformHandler.h" |
| |
| #if !__has_feature(objc_arc) |
| #error This file must be compiled with Arc. Use -fobjc-arc flag |
| #endif |
| |
| // TODO: this class is basically copy and pasted from GrVklUniformHandler so that we can have |
| // some shaders working. The SkSL Metal code generator was written to work with GLSL generated for |
| // the Ganesh Vulkan backend, so it should all work. There might be better ways to do things in |
| // Metal and/or some Vulkan GLSLisms left in. |
| |
| // To determine whether a current offset is aligned, we can just 'and' the lowest bits with the |
| // alignment mask. A value of 0 means aligned, any other value is how many bytes past alignment we |
| // are. This works since all alignments are powers of 2. The mask is always (alignment - 1). |
| static uint32_t grsltype_to_alignment_mask(GrSLType type) { |
| switch(type) { |
| case kByte_GrSLType: // fall through |
| case kUByte_GrSLType: |
| return 0x0; |
| case kByte2_GrSLType: // fall through |
| case kUByte2_GrSLType: |
| return 0x1; |
| case kByte3_GrSLType: // fall through |
| case kByte4_GrSLType: |
| case kUByte3_GrSLType: |
| case kUByte4_GrSLType: |
| return 0x3; |
| case kShort_GrSLType: // fall through |
| case kUShort_GrSLType: |
| return 0x1; |
| case kShort2_GrSLType: // fall through |
| case kUShort2_GrSLType: |
| return 0x3; |
| case kShort3_GrSLType: // fall through |
| case kShort4_GrSLType: |
| case kUShort3_GrSLType: |
| case kUShort4_GrSLType: |
| return 0x7; |
| case kInt_GrSLType: |
| case kUint_GrSLType: |
| return 0x3; |
| case kHalf_GrSLType: // fall through |
| case kFloat_GrSLType: |
| return 0x3; |
| case kHalf2_GrSLType: // fall through |
| case kFloat2_GrSLType: |
| return 0x7; |
| case kHalf3_GrSLType: // fall through |
| case kFloat3_GrSLType: |
| return 0xF; |
| case kHalf4_GrSLType: // fall through |
| case kFloat4_GrSLType: |
| return 0xF; |
| case kUint2_GrSLType: |
| return 0x7; |
| case kInt2_GrSLType: |
| return 0x7; |
| case kInt3_GrSLType: |
| return 0xF; |
| case kInt4_GrSLType: |
| return 0xF; |
| case kHalf2x2_GrSLType: // fall through |
| case kFloat2x2_GrSLType: |
| return 0x7; |
| case kHalf3x3_GrSLType: // fall through |
| case kFloat3x3_GrSLType: |
| return 0xF; |
| case kHalf4x4_GrSLType: // fall through |
| case kFloat4x4_GrSLType: |
| return 0xF; |
| |
| // This query is only valid for certain types. |
| case kVoid_GrSLType: |
| case kBool_GrSLType: |
| case kTexture2DSampler_GrSLType: |
| case kTextureExternalSampler_GrSLType: |
| case kTexture2DRectSampler_GrSLType: |
| case kSampler_GrSLType: |
| case kTexture2D_GrSLType: |
| break; |
| } |
| SK_ABORT("Unexpected type"); |
| } |
| |
| /** Returns the size in bytes taken up in Metal buffers for GrSLTypes. */ |
| static inline uint32_t grsltype_to_mtl_size(GrSLType type) { |
| switch(type) { |
| case kByte_GrSLType: |
| return sizeof(int8_t); |
| case kByte2_GrSLType: |
| return 2 * sizeof(int8_t); |
| case kByte3_GrSLType: |
| return 4 * sizeof(int8_t); |
| case kByte4_GrSLType: |
| return 4 * sizeof(int8_t); |
| case kUByte_GrSLType: |
| return sizeof(uint8_t); |
| case kUByte2_GrSLType: |
| return 2 * sizeof(uint8_t); |
| case kUByte3_GrSLType: |
| return 4 * sizeof(uint8_t); |
| case kUByte4_GrSLType: |
| return 4 * sizeof(uint8_t); |
| case kShort_GrSLType: |
| return sizeof(int16_t); |
| case kShort2_GrSLType: |
| return 2 * sizeof(int16_t); |
| case kShort3_GrSLType: |
| return 4 * sizeof(int16_t); |
| case kShort4_GrSLType: |
| return 4 * sizeof(int16_t); |
| case kUShort_GrSLType: |
| return sizeof(uint16_t); |
| case kUShort2_GrSLType: |
| return 2 * sizeof(uint16_t); |
| case kUShort3_GrSLType: |
| return 4 * sizeof(uint16_t); |
| case kUShort4_GrSLType: |
| return 4 * sizeof(uint16_t); |
| case kInt_GrSLType: |
| return sizeof(int32_t); |
| case kUint_GrSLType: |
| return sizeof(int32_t); |
| case kHalf_GrSLType: // fall through |
| case kFloat_GrSLType: |
| return sizeof(float); |
| case kHalf2_GrSLType: // fall through |
| case kFloat2_GrSLType: |
| return 2 * sizeof(float); |
| case kHalf3_GrSLType: // fall through |
| case kFloat3_GrSLType: |
| return 4 * sizeof(float); |
| case kHalf4_GrSLType: // fall through |
| case kFloat4_GrSLType: |
| return 4 * sizeof(float); |
| case kUint2_GrSLType: |
| return 2 * sizeof(uint32_t); |
| case kInt2_GrSLType: |
| return 2 * sizeof(int32_t); |
| case kInt3_GrSLType: |
| return 4 * sizeof(int32_t); |
| case kInt4_GrSLType: |
| return 4 * sizeof(int32_t); |
| case kHalf2x2_GrSLType: // fall through |
| case kFloat2x2_GrSLType: |
| return 4 * sizeof(float); |
| case kHalf3x3_GrSLType: // fall through |
| case kFloat3x3_GrSLType: |
| return 12 * sizeof(float); |
| case kHalf4x4_GrSLType: // fall through |
| case kFloat4x4_GrSLType: |
| return 16 * sizeof(float); |
| |
| // This query is only valid for certain types. |
| case kVoid_GrSLType: |
| case kBool_GrSLType: |
| case kTexture2DSampler_GrSLType: |
| case kTextureExternalSampler_GrSLType: |
| case kTexture2DRectSampler_GrSLType: |
| case kSampler_GrSLType: |
| case kTexture2D_GrSLType: |
| break; |
| } |
| SK_ABORT("Unexpected type"); |
| } |
| |
| // Given the current offset into the ubo, calculate the offset for the uniform we're trying to add |
| // taking into consideration all alignment requirements. The uniformOffset is set to the offset for |
| // the new uniform, and currentOffset is updated to be the offset to the end of the new uniform. |
| static void get_ubo_aligned_offset(uint32_t* uniformOffset, |
| uint32_t* currentOffset, |
| uint32_t* maxAlignment, |
| GrSLType type, |
| int arrayCount) { |
| uint32_t alignmentMask = grsltype_to_alignment_mask(type); |
| if (alignmentMask > *maxAlignment) { |
| *maxAlignment = alignmentMask; |
| } |
| uint32_t offsetDiff = *currentOffset & alignmentMask; |
| if (offsetDiff != 0) { |
| offsetDiff = alignmentMask - offsetDiff + 1; |
| } |
| *uniformOffset = *currentOffset + offsetDiff; |
| SkASSERT(sizeof(float) == 4); |
| if (arrayCount) { |
| *currentOffset = *uniformOffset + grsltype_to_mtl_size(type) * arrayCount; |
| } else { |
| *currentOffset = *uniformOffset + grsltype_to_mtl_size(type); |
| } |
| } |
| |
| GrGLSLUniformHandler::UniformHandle GrMtlUniformHandler::internalAddUniformArray( |
| uint32_t visibility, |
| GrSLType type, |
| const char* name, |
| bool mangleName, |
| int arrayCount, |
| const char** outName) { |
| SkASSERT(name && strlen(name)); |
| GrSLTypeIsFloatType(type); |
| |
| UniformInfo& uni = fUniforms.push_back(); |
| uni.fVariable.setType(type); |
| // TODO this is a bit hacky, lets think of a better way. Basically we need to be able to use |
| // the uniform view matrix name in the GP, and the GP is immutable so it has to tell the PB |
| // exactly what name it wants to use for the uniform view matrix. If we prefix anythings, then |
| // the names will mismatch. I think the correct solution is to have all GPs which need the |
| // uniform view matrix, they should upload the view matrix in their setData along with regular |
| // uniforms. |
| char prefix = 'u'; |
| if ('u' == name[0] || !strncmp(name, GR_NO_MANGLE_PREFIX, strlen(GR_NO_MANGLE_PREFIX))) { |
| prefix = '\0'; |
| } |
| fProgramBuilder->nameVariable(uni.fVariable.accessName(), prefix, name, mangleName); |
| uni.fVariable.setArrayCount(arrayCount); |
| uni.fVisibility = kFragment_GrShaderFlag | kVertex_GrShaderFlag; |
| // When outputing the GLSL, only the outer uniform block will get the Uniform modifier. Thus |
| // we set the modifier to none for all uniforms declared inside the block. |
| uni.fVariable.setTypeModifier(GrShaderVar::kNone_TypeModifier); |
| |
| get_ubo_aligned_offset(&uni.fUBOffset, &fCurrentUBOOffset, &fCurrentUBOMaxAlignment, type, |
| arrayCount); |
| |
| SkString layoutQualifier; |
| layoutQualifier.appendf("offset=%d", uni.fUBOffset); |
| uni.fVariable.addLayoutQualifier(layoutQualifier.c_str()); |
| |
| if (outName) { |
| *outName = uni.fVariable.c_str(); |
| } |
| |
| return GrGLSLUniformHandler::UniformHandle(fUniforms.count() - 1); |
| } |
| |
| GrGLSLUniformHandler::SamplerHandle GrMtlUniformHandler::addSampler( |
| const GrBackendFormat& backendFormat, GrSamplerState, const GrSwizzle& swizzle, |
| const char* name, const GrShaderCaps* caps) { |
| SkASSERT(name && strlen(name)); |
| SkString mangleName; |
| char prefix = 'u'; |
| fProgramBuilder->nameVariable(&mangleName, prefix, name, true); |
| |
| GrTextureType type = backendFormat.textureType(); |
| |
| UniformInfo& info = fSamplers.push_back(); |
| info.fVariable.setType(GrSLCombinedSamplerTypeForTextureType(type)); |
| info.fVariable.setTypeModifier(GrShaderVar::kUniform_TypeModifier); |
| info.fVariable.setName(mangleName); |
| SkString layoutQualifier; |
| layoutQualifier.appendf("binding=%d", fSamplers.count() - 1); |
| info.fVariable.addLayoutQualifier(layoutQualifier.c_str()); |
| info.fVisibility = kFragment_GrShaderFlag; |
| info.fUBOffset = 0; |
| SkASSERT(caps->textureSwizzleAppliedInShader()); |
| fSamplerSwizzles.push_back(swizzle); |
| SkASSERT(fSamplerSwizzles.count() == fSamplers.count()); |
| return GrGLSLUniformHandler::SamplerHandle(fSamplers.count() - 1); |
| } |
| |
| void GrMtlUniformHandler::appendUniformDecls(GrShaderFlags visibility, SkString* out) const { |
| for (const UniformInfo& sampler : fSamplers.items()) { |
| SkASSERT(sampler.fVariable.getType() == kTexture2DSampler_GrSLType); |
| if (visibility == sampler.fVisibility) { |
| sampler.fVariable.appendDecl(fProgramBuilder->shaderCaps(), out); |
| out->append(";\n"); |
| } |
| } |
| |
| #ifdef SK_DEBUG |
| bool firstOffsetCheck = false; |
| for (const UniformInfo& localUniform : fUniforms.items()) { |
| if (!firstOffsetCheck) { |
| // Check to make sure we are starting our offset at 0 so the offset qualifier we |
| // set on each variable in the uniform block is valid. |
| SkASSERT(0 == localUniform.fUBOffset); |
| firstOffsetCheck = true; |
| } |
| } |
| #endif |
| |
| SkString uniformsString; |
| for (const UniformInfo& localUniform : fUniforms.items()) { |
| if (visibility & localUniform.fVisibility) { |
| if (GrSLTypeIsFloatType(localUniform.fVariable.getType())) { |
| localUniform.fVariable.appendDecl(fProgramBuilder->shaderCaps(), &uniformsString); |
| uniformsString.append(";\n"); |
| } |
| } |
| } |
| |
| if (!uniformsString.isEmpty()) { |
| out->appendf("layout (binding=%d) uniform uniformBuffer\n{\n", kUniformBinding); |
| out->appendf("%s\n};\n", uniformsString.c_str()); |
| } |
| } |