| /* |
| * Copyright 2016 Google Inc. |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #include "GrVkUniformHandler.h" |
| #include "glsl/GrGLSLProgramBuilder.h" |
| |
| // 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). |
| // This alignment mask will give correct alignments for using the std430 block layout. If you want |
| // the std140 alignment, you can use this, but then make sure if you have an array type it is |
| // aligned to 16 bytes (i.e. has mask of 0xF). |
| uint32_t grsltype_to_alignment_mask(GrSLType type) { |
| SkASSERT(GrSLTypeIsFloatType(type)); |
| static const uint32_t kAlignmentMask[] = { |
| 0x0, // kVoid_GrSLType, should never return this |
| 0x3, // kFloat_GrSLType |
| 0x7, // kVec2f_GrSLType |
| 0xF, // kVec3f_GrSLType |
| 0xF, // kVec4f_GrSLType |
| 0x7, // kMat22f_GrSLType |
| 0xF, // kMat33f_GrSLType |
| 0xF, // kMat44f_GrSLType |
| 0x0, // Sampler2D_GrSLType, should never return this |
| 0x0, // SamplerExternal_GrSLType, should never return this |
| 0x0, // Sampler2DRect_GrSLType, should never return this |
| 0x0, // SamplerBuffer_GrSLType, should never return this |
| 0x0, // kBool_GrSLType |
| 0x7, // kInt_GrSLType |
| 0x7, // kUint_GrSLType |
| }; |
| GR_STATIC_ASSERT(0 == kVoid_GrSLType); |
| GR_STATIC_ASSERT(1 == kFloat_GrSLType); |
| GR_STATIC_ASSERT(2 == kVec2f_GrSLType); |
| GR_STATIC_ASSERT(3 == kVec3f_GrSLType); |
| GR_STATIC_ASSERT(4 == kVec4f_GrSLType); |
| GR_STATIC_ASSERT(5 == kMat22f_GrSLType); |
| GR_STATIC_ASSERT(6 == kMat33f_GrSLType); |
| GR_STATIC_ASSERT(7 == kMat44f_GrSLType); |
| GR_STATIC_ASSERT(8 == kSampler2D_GrSLType); |
| GR_STATIC_ASSERT(9 == kSamplerExternal_GrSLType); |
| GR_STATIC_ASSERT(10 == kSampler2DRect_GrSLType); |
| GR_STATIC_ASSERT(11 == kSamplerBuffer_GrSLType); |
| GR_STATIC_ASSERT(12 == kBool_GrSLType); |
| GR_STATIC_ASSERT(13 == kInt_GrSLType); |
| GR_STATIC_ASSERT(14 == kUint_GrSLType); |
| GR_STATIC_ASSERT(SK_ARRAY_COUNT(kAlignmentMask) == kGrSLTypeCount); |
| return kAlignmentMask[type]; |
| } |
| |
| /** Returns the size in bytes taken up in vulkanbuffers for floating point GrSLTypes. |
| For non floating point type returns 0 */ |
| static inline uint32_t grsltype_to_vk_size(GrSLType type) { |
| SkASSERT(GrSLTypeIsFloatType(type)); |
| SkASSERT(kMat22f_GrSLType != type); // TODO: handle mat2 differences between std140 and std430. |
| static const uint32_t kSizes[] = { |
| 0, // kVoid_GrSLType |
| sizeof(float), // kFloat_GrSLType |
| 2 * sizeof(float), // kVec2f_GrSLType |
| 3 * sizeof(float), // kVec3f_GrSLType |
| 4 * sizeof(float), // kVec4f_GrSLType |
| 8 * sizeof(float), // kMat22f_GrSLType. TODO: this will be 4 * szof(float) on std430. |
| 12 * sizeof(float), // kMat33f_GrSLType |
| 16 * sizeof(float), // kMat44f_GrSLType |
| 0, // kSampler2D_GrSLType |
| 0, // kSamplerExternal_GrSLType |
| 0, // kSampler2DRect_GrSLType |
| 0, // kSamplerBuffer_GrSLType |
| 1, // kBool_GrSLType |
| 4, // kInt_GrSLType |
| 4 // kUint_GrSLType |
| }; |
| return kSizes[type]; |
| |
| GR_STATIC_ASSERT(0 == kVoid_GrSLType); |
| GR_STATIC_ASSERT(1 == kFloat_GrSLType); |
| GR_STATIC_ASSERT(2 == kVec2f_GrSLType); |
| GR_STATIC_ASSERT(3 == kVec3f_GrSLType); |
| GR_STATIC_ASSERT(4 == kVec4f_GrSLType); |
| GR_STATIC_ASSERT(5 == kMat22f_GrSLType); |
| GR_STATIC_ASSERT(6 == kMat33f_GrSLType); |
| GR_STATIC_ASSERT(7 == kMat44f_GrSLType); |
| GR_STATIC_ASSERT(8 == kSampler2D_GrSLType); |
| GR_STATIC_ASSERT(9 == kSamplerExternal_GrSLType); |
| GR_STATIC_ASSERT(10 == kSampler2DRect_GrSLType); |
| GR_STATIC_ASSERT(11 == kSamplerBuffer_GrSLType); |
| GR_STATIC_ASSERT(12 == kBool_GrSLType); |
| GR_STATIC_ASSERT(13 == kInt_GrSLType); |
| GR_STATIC_ASSERT(14 == kUint_GrSLType); |
| GR_STATIC_ASSERT(SK_ARRAY_COUNT(kSizes) == kGrSLTypeCount); |
| } |
| |
| |
| // 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. |
| void get_ubo_aligned_offset(uint32_t* uniformOffset, |
| uint32_t* currentOffset, |
| GrSLType type, |
| int arrayCount) { |
| uint32_t alignmentMask = grsltype_to_alignment_mask(type); |
| // We want to use the std140 layout here, so we must make arrays align to 16 bytes. |
| SkASSERT(type != kMat22f_GrSLType); // TODO: support mat2. |
| if (arrayCount) { |
| alignmentMask = 0xF; |
| } |
| uint32_t offsetDiff = *currentOffset & alignmentMask; |
| if (offsetDiff != 0) { |
| offsetDiff = alignmentMask - offsetDiff + 1; |
| } |
| *uniformOffset = *currentOffset + offsetDiff; |
| SkASSERT(sizeof(float) == 4); |
| if (arrayCount) { |
| uint32_t elementSize = SkTMax<uint32_t>(16, grsltype_to_vk_size(type)); |
| SkASSERT(0 == (elementSize & 0xF)); |
| *currentOffset = *uniformOffset + elementSize * arrayCount; |
| } else { |
| *currentOffset = *uniformOffset + grsltype_to_vk_size(type); |
| } |
| } |
| |
| GrGLSLUniformHandler::UniformHandle GrVkUniformHandler::internalAddUniformArray( |
| uint32_t visibility, |
| GrSLType type, |
| GrSLPrecision precision, |
| const char* name, |
| bool mangleName, |
| int arrayCount, |
| const char** outName) { |
| SkASSERT(name && strlen(name)); |
| SkDEBUGCODE(static const uint32_t kVisibilityMask = kVertex_GrShaderFlag|kFragment_GrShaderFlag); |
| SkASSERT(0 == (~kVisibilityMask & visibility)); |
| SkASSERT(0 != visibility); |
| SkASSERT(kDefault_GrSLPrecision == precision || GrSLTypeIsFloatType(type)); |
| 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]) { |
| prefix = '\0'; |
| } |
| fProgramBuilder->nameVariable(uni.fVariable.accessName(), prefix, name, mangleName); |
| uni.fVariable.setArrayCount(arrayCount); |
| // For now asserting the the visibility is either only vertex or only fragment |
| SkASSERT(kVertex_GrShaderFlag == visibility || kFragment_GrShaderFlag == visibility); |
| uni.fVisibility = visibility; |
| uni.fVariable.setPrecision(precision); |
| // 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(GrGLSLShaderVar::kNone_TypeModifier); |
| |
| uint32_t* currentOffset = kVertex_GrShaderFlag == visibility ? &fCurrentVertexUBOOffset |
| : &fCurrentFragmentUBOOffset; |
| get_ubo_aligned_offset(&uni.fUBOffset, currentOffset, type, arrayCount); |
| |
| if (outName) { |
| *outName = uni.fVariable.c_str(); |
| } |
| |
| return GrGLSLUniformHandler::UniformHandle(fUniforms.count() - 1); |
| } |
| |
| GrGLSLUniformHandler::SamplerHandle GrVkUniformHandler::internalAddSampler(uint32_t visibility, |
| GrPixelConfig config, |
| GrSLType type, |
| GrSLPrecision precision, |
| const char* name) { |
| SkASSERT(name && strlen(name)); |
| SkDEBUGCODE(static const uint32_t kVisMask = kVertex_GrShaderFlag | kFragment_GrShaderFlag); |
| SkASSERT(0 == (~kVisMask & visibility)); |
| SkASSERT(0 != visibility); |
| SkString mangleName; |
| char prefix = 'u'; |
| fProgramBuilder->nameVariable(&mangleName, prefix, name, true); |
| fSamplers.emplace_back(visibility, config, type, precision, mangleName.c_str(), |
| (uint32_t)fSamplers.count(), kSamplerDescSet); |
| return GrGLSLUniformHandler::SamplerHandle(fSamplers.count() - 1); |
| } |
| |
| void GrVkUniformHandler::appendUniformDecls(GrShaderFlags visibility, SkString* out) const { |
| SkASSERT(kVertex_GrShaderFlag == visibility || kFragment_GrShaderFlag == visibility); |
| |
| for (int i = 0; i < fSamplers.count(); ++i) { |
| const GrVkGLSLSampler& sampler = fSamplers[i]; |
| SkASSERT(sampler.type() == kSampler2D_GrSLType); |
| if (visibility == sampler.visibility()) { |
| sampler.fShaderVar.appendDecl(fProgramBuilder->glslCaps(), out); |
| out->append(";\n"); |
| } |
| } |
| |
| SkString uniformsString; |
| for (int i = 0; i < fUniforms.count(); ++i) { |
| const UniformInfo& localUniform = fUniforms[i]; |
| if (visibility == localUniform.fVisibility) { |
| if (GrSLTypeIsFloatType(localUniform.fVariable.getType())) { |
| localUniform.fVariable.appendDecl(fProgramBuilder->glslCaps(), &uniformsString); |
| uniformsString.append(";\n"); |
| } |
| } |
| } |
| if (!uniformsString.isEmpty()) { |
| uint32_t uniformBinding = (visibility == kVertex_GrShaderFlag) ? kVertexBinding |
| : kFragBinding; |
| const char* stage = (visibility == kVertex_GrShaderFlag) ? "vertex" : "fragment"; |
| out->appendf("layout (set=%d, binding=%d) uniform %sUniformBuffer\n{\n", |
| kUniformBufferDescSet, uniformBinding, stage); |
| out->appendf("%s\n};\n", uniformsString.c_str()); |
| } |
| } |