blob: 20ef9c6c400bc353c451bdf36c70cafdf4378538 [file] [log] [blame]
/*
* 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).
uint32_t grsltype_to_alignment_mask(GrSLType type) {
SkASSERT(GrSLTypeIsFloatType(type));
static const uint32_t kAlignments[kGrSLTypeCount] = {
0x0, // kVoid_GrSLType, should never return this
0x3, // kFloat_GrSLType
0x7, // kVec2f_GrSLType
0xF, // kVec3f_GrSLType
0xF, // kVec4f_GrSLType
0xF, // kMat33f_GrSLType
0xF, // kMat44f_GrSLType
0x0, // Sampler2D_GrSLType, should never return this
0x0, // SamplerExternal_GrSLType, should never return this
};
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 == kMat33f_GrSLType);
GR_STATIC_ASSERT(6 == kMat44f_GrSLType);
GR_STATIC_ASSERT(7 == kSampler2D_GrSLType);
GR_STATIC_ASSERT(8 == kSamplerExternal_GrSLType);
GR_STATIC_ASSERT(SK_ARRAY_COUNT(kAlignments) == kGrSLTypeCount);
return kAlignments[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.
void get_ubo_aligned_offset(uint32_t* uniformOffset,
uint32_t* currentOffset,
GrSLType type,
int arrayCount) {
uint32_t alignmentMask = grsltype_to_alignment_mask(type);
uint32_t offsetDiff = *currentOffset & alignmentMask;
if (offsetDiff != 0) {
offsetDiff = alignmentMask - offsetDiff + 1;
}
*uniformOffset = *currentOffset + offsetDiff;
SkASSERT(sizeof(float) == 4);
// We use a 0 arrayCount to indicate it is not an array type but we still need to count the one
// object.
int count = arrayCount ? arrayCount : 1;
*currentOffset = *uniformOffset + count * (uint32_t)GrSLTypeSize(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));
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);
if (GrSLTypeIsFloatType(type)) {
// 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);
uni.fSetNumber = kUniformBufferDescSet;
uni.fBinding = kVertex_GrShaderFlag == visibility ? kVertexBinding : kFragBinding;
if (outName) {
*outName = uni.fVariable.c_str();
}
} else {
SkASSERT(type == kSampler2D_GrSLType);
uni.fVariable.setTypeModifier(GrGLSLShaderVar::kUniform_TypeModifier);
uni.fSetNumber = kSamplerDescSet;
uni.fBinding = fCurrentSamplerBinding++;
uni.fUBOffset = 0; // This value will be ignored, but initializing to avoid any errors.
SkString layoutQualifier;
layoutQualifier.appendf("set=%d, binding=%d", uni.fSetNumber, uni.fBinding);
uni.fVariable.setLayoutQualifier(layoutQualifier.c_str());
}
return GrGLSLUniformHandler::UniformHandle(fUniforms.count() - 1);
}
void GrVkUniformHandler::appendUniformDecls(GrShaderFlags visibility, SkString* out) const {
SkTArray<UniformInfo*> uniformBufferUniform;
// Used to collect all the variables that will be place inside the uniform buffer
SkString uniformsString;
SkASSERT(kVertex_GrShaderFlag == visibility || kFragment_GrShaderFlag == visibility);
uint32_t uniformBinding = (visibility == kVertex_GrShaderFlag) ? kVertexBinding : kFragBinding;
for (int i = 0; i < fUniforms.count(); ++i) {
const UniformInfo& localUniform = fUniforms[i];
if (visibility == localUniform.fVisibility) {
if (GrSLTypeIsFloatType(localUniform.fVariable.getType())) {
SkASSERT(uniformBinding == localUniform.fBinding);
SkASSERT(kUniformBufferDescSet == localUniform.fSetNumber);
localUniform.fVariable.appendDecl(fProgramBuilder->glslCaps(), &uniformsString);
uniformsString.append(";\n");
} else {
SkASSERT(localUniform.fVariable.getType() == kSampler2D_GrSLType);
SkASSERT(kSamplerDescSet == localUniform.fSetNumber);
localUniform.fVariable.appendDecl(fProgramBuilder->glslCaps(), out);
out->append(";\n");
}
}
}
if (!uniformsString.isEmpty()) {
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());
}
}