| /* |
| * 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 GrVkUniformHandler_DEFINED |
| #define GrVkUniformHandler_DEFINED |
| |
| #include "GrAllocator.h" |
| #include "GrShaderVar.h" |
| #include "glsl/GrGLSLUniformHandler.h" |
| |
| class GrVkUniformHandler : public GrGLSLUniformHandler { |
| public: |
| static const int kUniformsPerBlock = 8; |
| |
| enum { |
| /** |
| * Binding a descriptor set invalidates all higher index descriptor sets. We must bind |
| * in the order of this enumeration. Samplers are after Uniforms because GrOps can specify |
| * GP textures as dynamic state, meaning they get rebound for each GrMesh in a draw while |
| * uniforms are bound once before all the draws. |
| */ |
| kUniformBufferDescSet = 0, |
| kSamplerDescSet = 1, |
| }; |
| enum { |
| kGeometryBinding = 0, |
| kFragBinding = 1, |
| }; |
| |
| // fUBOffset is only valid if the GrSLType of the fVariable is not a sampler |
| struct UniformInfo { |
| GrShaderVar fVariable; |
| uint32_t fVisibility; |
| uint32_t fUBOffset; |
| }; |
| typedef GrTAllocator<UniformInfo> UniformInfoArray; |
| |
| const GrShaderVar& getUniformVariable(UniformHandle u) const override { |
| return fUniforms[u.toIndex()].fVariable; |
| } |
| |
| const char* getUniformCStr(UniformHandle u) const override { |
| return this->getUniformVariable(u).c_str(); |
| } |
| |
| private: |
| explicit GrVkUniformHandler(GrGLSLProgramBuilder* program) |
| : INHERITED(program) |
| , fUniforms(kUniformsPerBlock) |
| , fSamplers(kUniformsPerBlock) |
| , fCurrentGeometryUBOOffset(0) |
| , fCurrentFragmentUBOOffset(0) { |
| } |
| |
| UniformHandle internalAddUniformArray(uint32_t visibility, |
| GrSLType type, |
| GrSLPrecision precision, |
| const char* name, |
| bool mangleName, |
| int arrayCount, |
| const char** outName) override; |
| |
| SamplerHandle addSampler(uint32_t visibility, |
| GrSwizzle swizzle, |
| GrTextureType type, |
| GrSLPrecision precision, |
| const char* name) override; |
| |
| int numSamplers() const { return fSamplers.count(); } |
| const GrShaderVar& samplerVariable(SamplerHandle handle) const override { |
| return fSamplers[handle.toIndex()].fVariable; |
| } |
| GrSwizzle samplerSwizzle(SamplerHandle handle) const override { |
| return fSamplerSwizzles[handle.toIndex()]; |
| } |
| uint32_t samplerVisibility(SamplerHandle handle) const { |
| return fSamplers[handle.toIndex()].fVisibility; |
| } |
| |
| void appendUniformDecls(GrShaderFlags, SkString*) const override; |
| |
| bool hasGeometryUniforms() const { return fCurrentGeometryUBOOffset > 0; } |
| bool hasFragmentUniforms() const { return fCurrentFragmentUBOOffset > 0; } |
| |
| |
| const UniformInfo& getUniformInfo(UniformHandle u) const { |
| return fUniforms[u.toIndex()]; |
| } |
| |
| |
| UniformInfoArray fUniforms; |
| UniformInfoArray fSamplers; |
| SkTArray<GrSwizzle> fSamplerSwizzles; |
| |
| uint32_t fCurrentGeometryUBOOffset; |
| uint32_t fCurrentFragmentUBOOffset; |
| |
| friend class GrVkPipelineStateBuilder; |
| friend class GrVkDescriptorSetManager; |
| |
| typedef GrGLSLUniformHandler INHERITED; |
| }; |
| |
| #endif |