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Greg Daniel164a9f02016-02-22 09:56:40 -05001/*
2* Copyright 2016 Google Inc.
3*
4* Use of this source code is governed by a BSD-style license that can be
5* found in the LICENSE file.
6*/
7
8#include "GrVkUniformHandler.h"
9#include "glsl/GrGLSLProgramBuilder.h"
10
11// To determine whether a current offset is aligned, we can just 'and' the lowest bits with the
12// alignment mask. A value of 0 means aligned, any other value is how many bytes past alignment we
13// are. This works since all alignments are powers of 2. The mask is always (alignment - 1).
egdaniel4ee1cda2016-02-26 08:18:49 -080014// This alignment mask will give correct alignments for using the std430 block layout. If you want
15// the std140 alignment, you can use this, but then make sure if you have an array type it is
16// aligned to 16 bytes (i.e. has mask of 0xF).
Greg Daniel164a9f02016-02-22 09:56:40 -050017uint32_t grsltype_to_alignment_mask(GrSLType type) {
18 SkASSERT(GrSLTypeIsFloatType(type));
19 static const uint32_t kAlignments[kGrSLTypeCount] = {
20 0x0, // kVoid_GrSLType, should never return this
21 0x3, // kFloat_GrSLType
22 0x7, // kVec2f_GrSLType
23 0xF, // kVec3f_GrSLType
24 0xF, // kVec4f_GrSLType
cdalton8d988b32016-03-07 15:39:09 -080025 0x7, // kMat22f_GrSLType
Greg Daniel164a9f02016-02-22 09:56:40 -050026 0xF, // kMat33f_GrSLType
27 0xF, // kMat44f_GrSLType
28 0x0, // Sampler2D_GrSLType, should never return this
29 0x0, // SamplerExternal_GrSLType, should never return this
30 };
31 GR_STATIC_ASSERT(0 == kVoid_GrSLType);
32 GR_STATIC_ASSERT(1 == kFloat_GrSLType);
33 GR_STATIC_ASSERT(2 == kVec2f_GrSLType);
34 GR_STATIC_ASSERT(3 == kVec3f_GrSLType);
35 GR_STATIC_ASSERT(4 == kVec4f_GrSLType);
cdalton8d988b32016-03-07 15:39:09 -080036 GR_STATIC_ASSERT(5 == kMat22f_GrSLType);
37 GR_STATIC_ASSERT(6 == kMat33f_GrSLType);
38 GR_STATIC_ASSERT(7 == kMat44f_GrSLType);
39 GR_STATIC_ASSERT(8 == kSampler2D_GrSLType);
40 GR_STATIC_ASSERT(9 == kSamplerExternal_GrSLType);
Greg Daniel164a9f02016-02-22 09:56:40 -050041 GR_STATIC_ASSERT(SK_ARRAY_COUNT(kAlignments) == kGrSLTypeCount);
42 return kAlignments[type];
43}
44
egdaniel4ee1cda2016-02-26 08:18:49 -080045/** Returns the size in bytes taken up in vulkanbuffers for floating point GrSLTypes.
46 For non floating point type returns 0 */
47static inline uint32_t grsltype_to_vk_size(GrSLType type) {
48 SkASSERT(GrSLTypeIsFloatType(type));
cdalton8d988b32016-03-07 15:39:09 -080049 SkASSERT(kMat22f_GrSLType != type); // TODO: handle mat2 differences between std140 and std430.
egdaniel4ee1cda2016-02-26 08:18:49 -080050 static const uint32_t kSizes[] = {
51 0, // kVoid_GrSLType
52 sizeof(float), // kFloat_GrSLType
53 2 * sizeof(float), // kVec2f_GrSLType
54 3 * sizeof(float), // kVec3f_GrSLType
55 4 * sizeof(float), // kVec4f_GrSLType
cdalton8d988b32016-03-07 15:39:09 -080056 8 * sizeof(float), // kMat22f_GrSLType. TODO: this will be 4 * szof(float) on std430.
egdaniel4ee1cda2016-02-26 08:18:49 -080057 12 * sizeof(float), // kMat33f_GrSLType
58 16 * sizeof(float), // kMat44f_GrSLType
59 0, // kSampler2D_GrSLType
60 0, // kSamplerExternal_GrSLType
61 0, // kSampler2DRect_GrSLType
62 0, // kBool_GrSLType
63 0, // kInt_GrSLType
64 0, // kUint_GrSLType
65 };
66 return kSizes[type];
67
68 GR_STATIC_ASSERT(0 == kVoid_GrSLType);
69 GR_STATIC_ASSERT(1 == kFloat_GrSLType);
70 GR_STATIC_ASSERT(2 == kVec2f_GrSLType);
71 GR_STATIC_ASSERT(3 == kVec3f_GrSLType);
72 GR_STATIC_ASSERT(4 == kVec4f_GrSLType);
cdalton8d988b32016-03-07 15:39:09 -080073 GR_STATIC_ASSERT(5 == kMat22f_GrSLType);
74 GR_STATIC_ASSERT(6 == kMat33f_GrSLType);
75 GR_STATIC_ASSERT(7 == kMat44f_GrSLType);
76 GR_STATIC_ASSERT(8 == kSampler2D_GrSLType);
77 GR_STATIC_ASSERT(9 == kSamplerExternal_GrSLType);
78 GR_STATIC_ASSERT(10 == kSampler2DRect_GrSLType);
79 GR_STATIC_ASSERT(11 == kBool_GrSLType);
80 GR_STATIC_ASSERT(12 == kInt_GrSLType);
81 GR_STATIC_ASSERT(13 == kUint_GrSLType);
82 GR_STATIC_ASSERT(SK_ARRAY_COUNT(kSizes) == kGrSLTypeCount);
egdaniel4ee1cda2016-02-26 08:18:49 -080083}
84
85
Greg Daniel164a9f02016-02-22 09:56:40 -050086// Given the current offset into the ubo, calculate the offset for the uniform we're trying to add
87// taking into consideration all alignment requirements. The uniformOffset is set to the offset for
88// the new uniform, and currentOffset is updated to be the offset to the end of the new uniform.
89void get_ubo_aligned_offset(uint32_t* uniformOffset,
90 uint32_t* currentOffset,
91 GrSLType type,
92 int arrayCount) {
93 uint32_t alignmentMask = grsltype_to_alignment_mask(type);
egdaniel4ee1cda2016-02-26 08:18:49 -080094 // We want to use the std140 layout here, so we must make arrays align to 16 bytes.
cdalton8d988b32016-03-07 15:39:09 -080095 SkASSERT(type != kMat22f_GrSLType); // TODO: support mat2.
egdaniel4ee1cda2016-02-26 08:18:49 -080096 if (arrayCount) {
97 alignmentMask = 0xF;
98 }
Greg Daniel164a9f02016-02-22 09:56:40 -050099 uint32_t offsetDiff = *currentOffset & alignmentMask;
100 if (offsetDiff != 0) {
101 offsetDiff = alignmentMask - offsetDiff + 1;
102 }
103 *uniformOffset = *currentOffset + offsetDiff;
104 SkASSERT(sizeof(float) == 4);
egdaniel4ee1cda2016-02-26 08:18:49 -0800105 if (arrayCount) {
106 uint32_t elementSize = SkTMax<uint32_t>(16, grsltype_to_vk_size(type));
107 SkASSERT(0 == (elementSize & 0xF));
108 *currentOffset = *uniformOffset + elementSize * arrayCount;
109 } else {
110 *currentOffset = *uniformOffset + grsltype_to_vk_size(type);
111 }
Greg Daniel164a9f02016-02-22 09:56:40 -0500112}
113
114GrGLSLUniformHandler::UniformHandle GrVkUniformHandler::internalAddUniformArray(
115 uint32_t visibility,
116 GrSLType type,
117 GrSLPrecision precision,
118 const char* name,
119 bool mangleName,
120 int arrayCount,
121 const char** outName) {
122 SkASSERT(name && strlen(name));
123 SkDEBUGCODE(static const uint32_t kVisibilityMask = kVertex_GrShaderFlag|kFragment_GrShaderFlag);
124 SkASSERT(0 == (~kVisibilityMask & visibility));
125 SkASSERT(0 != visibility);
126 SkASSERT(kDefault_GrSLPrecision == precision || GrSLTypeIsFloatType(type));
127
128 UniformInfo& uni = fUniforms.push_back();
129 uni.fVariable.setType(type);
130 // TODO this is a bit hacky, lets think of a better way. Basically we need to be able to use
131 // the uniform view matrix name in the GP, and the GP is immutable so it has to tell the PB
132 // exactly what name it wants to use for the uniform view matrix. If we prefix anythings, then
133 // the names will mismatch. I think the correct solution is to have all GPs which need the
134 // uniform view matrix, they should upload the view matrix in their setData along with regular
135 // uniforms.
136 char prefix = 'u';
137 if ('u' == name[0]) {
138 prefix = '\0';
139 }
140 fProgramBuilder->nameVariable(uni.fVariable.accessName(), prefix, name, mangleName);
141 uni.fVariable.setArrayCount(arrayCount);
142 // For now asserting the the visibility is either only vertex or only fragment
143 SkASSERT(kVertex_GrShaderFlag == visibility || kFragment_GrShaderFlag == visibility);
144 uni.fVisibility = visibility;
145 uni.fVariable.setPrecision(precision);
146 if (GrSLTypeIsFloatType(type)) {
147 // When outputing the GLSL, only the outer uniform block will get the Uniform modifier. Thus
148 // we set the modifier to none for all uniforms declared inside the block.
149 uni.fVariable.setTypeModifier(GrGLSLShaderVar::kNone_TypeModifier);
150
151 uint32_t* currentOffset = kVertex_GrShaderFlag == visibility ? &fCurrentVertexUBOOffset
152 : &fCurrentFragmentUBOOffset;
153 get_ubo_aligned_offset(&uni.fUBOffset, currentOffset, type, arrayCount);
154 uni.fSetNumber = kUniformBufferDescSet;
155 uni.fBinding = kVertex_GrShaderFlag == visibility ? kVertexBinding : kFragBinding;
156
157 if (outName) {
158 *outName = uni.fVariable.c_str();
159 }
160 } else {
161 SkASSERT(type == kSampler2D_GrSLType);
162 uni.fVariable.setTypeModifier(GrGLSLShaderVar::kUniform_TypeModifier);
163
164 uni.fSetNumber = kSamplerDescSet;
165 uni.fBinding = fCurrentSamplerBinding++;
166 uni.fUBOffset = 0; // This value will be ignored, but initializing to avoid any errors.
167 SkString layoutQualifier;
168 layoutQualifier.appendf("set=%d, binding=%d", uni.fSetNumber, uni.fBinding);
169 uni.fVariable.setLayoutQualifier(layoutQualifier.c_str());
170 }
171
172 return GrGLSLUniformHandler::UniformHandle(fUniforms.count() - 1);
173}
174
175void GrVkUniformHandler::appendUniformDecls(GrShaderFlags visibility, SkString* out) const {
176 SkTArray<UniformInfo*> uniformBufferUniform;
177 // Used to collect all the variables that will be place inside the uniform buffer
178 SkString uniformsString;
179 SkASSERT(kVertex_GrShaderFlag == visibility || kFragment_GrShaderFlag == visibility);
180 uint32_t uniformBinding = (visibility == kVertex_GrShaderFlag) ? kVertexBinding : kFragBinding;
181 for (int i = 0; i < fUniforms.count(); ++i) {
182 const UniformInfo& localUniform = fUniforms[i];
183 if (visibility == localUniform.fVisibility) {
184 if (GrSLTypeIsFloatType(localUniform.fVariable.getType())) {
185 SkASSERT(uniformBinding == localUniform.fBinding);
186 SkASSERT(kUniformBufferDescSet == localUniform.fSetNumber);
187 localUniform.fVariable.appendDecl(fProgramBuilder->glslCaps(), &uniformsString);
188 uniformsString.append(";\n");
189 } else {
190 SkASSERT(localUniform.fVariable.getType() == kSampler2D_GrSLType);
191 SkASSERT(kSamplerDescSet == localUniform.fSetNumber);
192 localUniform.fVariable.appendDecl(fProgramBuilder->glslCaps(), out);
193 out->append(";\n");
194 }
195 }
196 }
197 if (!uniformsString.isEmpty()) {
198 const char* stage = (visibility == kVertex_GrShaderFlag) ? "vertex" : "fragment";
199 out->appendf("layout (set=%d, binding=%d) uniform %sUniformBuffer\n{\n",
200 kUniformBufferDescSet, uniformBinding, stage);
201 out->appendf("%s\n};\n", uniformsString.c_str());
202 }
egdaniel4ee1cda2016-02-26 08:18:49 -0800203}
204