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Timothy Liang057c3902018-08-08 10:48:45 -04001/*
2* Copyright 2018 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 "GrMtlUniformHandler.h"
Greg Daniel9a51a862018-11-30 10:18:14 -05009#include "GrTexture.h"
10#include "GrTexturePriv.h"
Timothy Liang057c3902018-08-08 10:48:45 -040011#include "glsl/GrGLSLProgramBuilder.h"
12
13// TODO: this class is basically copy and pasted from GrVklUniformHandler so that we can have
14// some shaders working. The SkSL Metal code generator was written to work with GLSL generated for
15// the Ganesh Vulkan backend, so it should all work. There might be better ways to do things in
16// Metal and/or some Vulkan GLSLisms left in.
17
18// To determine whether a current offset is aligned, we can just 'and' the lowest bits with the
19// alignment mask. A value of 0 means aligned, any other value is how many bytes past alignment we
20// are. This works since all alignments are powers of 2. The mask is always (alignment - 1).
Mike Kleindc735592018-10-11 14:26:30 -040021static uint32_t grsltype_to_alignment_mask(GrSLType type) {
Timothy Liang057c3902018-08-08 10:48:45 -040022 switch(type) {
23 case kByte_GrSLType: // fall through
24 case kUByte_GrSLType:
25 return 0x0;
26 case kByte2_GrSLType: // fall through
27 case kUByte2_GrSLType:
28 return 0x1;
29 case kByte3_GrSLType: // fall through
30 case kByte4_GrSLType:
31 case kUByte3_GrSLType:
32 case kUByte4_GrSLType:
33 return 0x3;
34 case kShort_GrSLType: // fall through
35 case kUShort_GrSLType:
36 return 0x1;
37 case kShort2_GrSLType: // fall through
38 case kUShort2_GrSLType:
39 return 0x3;
40 case kShort3_GrSLType: // fall through
41 case kShort4_GrSLType:
42 case kUShort3_GrSLType:
43 case kUShort4_GrSLType:
44 return 0x7;
45 case kInt_GrSLType:
46 case kUint_GrSLType:
47 return 0x3;
48 case kHalf_GrSLType: // fall through
49 case kFloat_GrSLType:
50 return 0x3;
51 case kHalf2_GrSLType: // fall through
52 case kFloat2_GrSLType:
53 return 0x7;
54 case kHalf3_GrSLType: // fall through
55 case kFloat3_GrSLType:
56 return 0xF;
57 case kHalf4_GrSLType: // fall through
58 case kFloat4_GrSLType:
59 return 0xF;
60 case kUint2_GrSLType:
61 return 0x7;
62 case kInt2_GrSLType:
63 return 0x7;
64 case kInt3_GrSLType:
65 return 0xF;
66 case kInt4_GrSLType:
67 return 0xF;
68 case kHalf2x2_GrSLType: // fall through
69 case kFloat2x2_GrSLType:
70 return 0x7;
71 case kHalf3x3_GrSLType: // fall through
72 case kFloat3x3_GrSLType:
73 return 0xF;
74 case kHalf4x4_GrSLType: // fall through
75 case kFloat4x4_GrSLType:
76 return 0xF;
77
78 // This query is only valid for certain types.
79 case kVoid_GrSLType:
80 case kBool_GrSLType:
81 case kTexture2DSampler_GrSLType:
82 case kTextureExternalSampler_GrSLType:
83 case kTexture2DRectSampler_GrSLType:
84 break;
85 }
86 SK_ABORT("Unexpected type");
87 return 0;
88}
89
Timothy Liang609fbe32018-08-10 16:40:49 -040090/** Returns the size in bytes taken up in Metal buffers for GrSLTypes. */
Timothy Liang057c3902018-08-08 10:48:45 -040091static inline uint32_t grsltype_to_mtl_size(GrSLType type) {
92 switch(type) {
93 case kByte_GrSLType:
94 return sizeof(int8_t);
95 case kByte2_GrSLType:
96 return 2 * sizeof(int8_t);
97 case kByte3_GrSLType:
Timothy Liang609fbe32018-08-10 16:40:49 -040098 return 4 * sizeof(int8_t);
Timothy Liang057c3902018-08-08 10:48:45 -040099 case kByte4_GrSLType:
100 return 4 * sizeof(int8_t);
101 case kUByte_GrSLType:
102 return sizeof(uint8_t);
103 case kUByte2_GrSLType:
104 return 2 * sizeof(uint8_t);
105 case kUByte3_GrSLType:
Timothy Liang609fbe32018-08-10 16:40:49 -0400106 return 4 * sizeof(uint8_t);
Timothy Liang057c3902018-08-08 10:48:45 -0400107 case kUByte4_GrSLType:
108 return 4 * sizeof(uint8_t);
109 case kShort_GrSLType:
110 return sizeof(int16_t);
111 case kShort2_GrSLType:
112 return 2 * sizeof(int16_t);
113 case kShort3_GrSLType:
Timothy Liang609fbe32018-08-10 16:40:49 -0400114 return 4 * sizeof(int16_t);
Timothy Liang057c3902018-08-08 10:48:45 -0400115 case kShort4_GrSLType:
116 return 4 * sizeof(int16_t);
117 case kUShort_GrSLType:
118 return sizeof(uint16_t);
119 case kUShort2_GrSLType:
120 return 2 * sizeof(uint16_t);
121 case kUShort3_GrSLType:
Timothy Liang609fbe32018-08-10 16:40:49 -0400122 return 4 * sizeof(uint16_t);
Timothy Liang057c3902018-08-08 10:48:45 -0400123 case kUShort4_GrSLType:
124 return 4 * sizeof(uint16_t);
125 case kInt_GrSLType:
126 return sizeof(int32_t);
127 case kUint_GrSLType:
128 return sizeof(int32_t);
129 case kHalf_GrSLType: // fall through
130 case kFloat_GrSLType:
131 return sizeof(float);
132 case kHalf2_GrSLType: // fall through
133 case kFloat2_GrSLType:
134 return 2 * sizeof(float);
135 case kHalf3_GrSLType: // fall through
136 case kFloat3_GrSLType:
Timothy Liang609fbe32018-08-10 16:40:49 -0400137 return 4 * sizeof(float);
Timothy Liang057c3902018-08-08 10:48:45 -0400138 case kHalf4_GrSLType: // fall through
139 case kFloat4_GrSLType:
140 return 4 * sizeof(float);
141 case kUint2_GrSLType:
142 return 2 * sizeof(uint32_t);
143 case kInt2_GrSLType:
144 return 2 * sizeof(int32_t);
145 case kInt3_GrSLType:
Timothy Liang609fbe32018-08-10 16:40:49 -0400146 return 4 * sizeof(int32_t);
Timothy Liang057c3902018-08-08 10:48:45 -0400147 case kInt4_GrSLType:
148 return 4 * sizeof(int32_t);
149 case kHalf2x2_GrSLType: // fall through
150 case kFloat2x2_GrSLType:
151 //TODO: this will be 4 * szof(float) on std430.
152 return 8 * sizeof(float);
153 case kHalf3x3_GrSLType: // fall through
154 case kFloat3x3_GrSLType:
155 return 12 * sizeof(float);
156 case kHalf4x4_GrSLType: // fall through
157 case kFloat4x4_GrSLType:
158 return 16 * sizeof(float);
159
160 // This query is only valid for certain types.
161 case kVoid_GrSLType:
162 case kBool_GrSLType:
163 case kTexture2DSampler_GrSLType:
164 case kTextureExternalSampler_GrSLType:
165 case kTexture2DRectSampler_GrSLType:
166 break;
167 }
168 SK_ABORT("Unexpected type");
169 return 0;
170}
171
Timothy Liang057c3902018-08-08 10:48:45 -0400172// Given the current offset into the ubo, calculate the offset for the uniform we're trying to add
173// taking into consideration all alignment requirements. The uniformOffset is set to the offset for
174// the new uniform, and currentOffset is updated to be the offset to the end of the new uniform.
Mike Kleindc735592018-10-11 14:26:30 -0400175static void get_ubo_aligned_offset(uint32_t* uniformOffset,
176 uint32_t* currentOffset,
177 GrSLType type,
178 int arrayCount) {
Timothy Liang057c3902018-08-08 10:48:45 -0400179 uint32_t alignmentMask = grsltype_to_alignment_mask(type);
Timothy Liang057c3902018-08-08 10:48:45 -0400180 uint32_t offsetDiff = *currentOffset & alignmentMask;
181 if (offsetDiff != 0) {
182 offsetDiff = alignmentMask - offsetDiff + 1;
183 }
184 *uniformOffset = *currentOffset + offsetDiff;
185 SkASSERT(sizeof(float) == 4);
186 if (arrayCount) {
187 uint32_t elementSize = SkTMax<uint32_t>(16, grsltype_to_mtl_size(type));
188 SkASSERT(0 == (elementSize & 0xF));
189 *currentOffset = *uniformOffset + elementSize * arrayCount;
190 } else {
191 *currentOffset = *uniformOffset + grsltype_to_mtl_size(type);
192 }
193}
194
195GrGLSLUniformHandler::UniformHandle GrMtlUniformHandler::internalAddUniformArray(
196 uint32_t visibility,
197 GrSLType type,
198 GrSLPrecision precision,
199 const char* name,
200 bool mangleName,
201 int arrayCount,
202 const char** outName) {
203 SkASSERT(name && strlen(name));
204 // For now asserting the the visibility is either geometry types (vertex, tesselation, geometry,
205 // etc.) or only fragment.
206 SkASSERT(kVertex_GrShaderFlag == visibility ||
207 kGeometry_GrShaderFlag == visibility ||
208 (kVertex_GrShaderFlag | kGeometry_GrShaderFlag) == visibility ||
209 kFragment_GrShaderFlag == visibility);
210 SkASSERT(kDefault_GrSLPrecision == precision || GrSLTypeIsFloatType(type));
211 GrSLTypeIsFloatType(type);
212
213 UniformInfo& uni = fUniforms.push_back();
214 uni.fVariable.setType(type);
215 // TODO this is a bit hacky, lets think of a better way. Basically we need to be able to use
216 // the uniform view matrix name in the GP, and the GP is immutable so it has to tell the PB
217 // exactly what name it wants to use for the uniform view matrix. If we prefix anythings, then
218 // the names will mismatch. I think the correct solution is to have all GPs which need the
219 // uniform view matrix, they should upload the view matrix in their setData along with regular
220 // uniforms.
221 char prefix = 'u';
222 if ('u' == name[0] || !strncmp(name, GR_NO_MANGLE_PREFIX, strlen(GR_NO_MANGLE_PREFIX))) {
223 prefix = '\0';
224 }
225 fProgramBuilder->nameVariable(uni.fVariable.accessName(), prefix, name, mangleName);
226 uni.fVariable.setArrayCount(arrayCount);
227 uni.fVisibility = visibility;
228 uni.fVariable.setPrecision(precision);
229 // When outputing the GLSL, only the outer uniform block will get the Uniform modifier. Thus
230 // we set the modifier to none for all uniforms declared inside the block.
231 uni.fVariable.setTypeModifier(GrShaderVar::kNone_TypeModifier);
232
233 uint32_t* currentOffset;
234 uint32_t geomStages = kVertex_GrShaderFlag | kGeometry_GrShaderFlag;
235 if (geomStages & visibility) {
236 currentOffset = &fCurrentGeometryUBOOffset;
237 } else {
238 SkASSERT(kFragment_GrShaderFlag == visibility);
239 currentOffset = &fCurrentFragmentUBOOffset;
240 }
241 get_ubo_aligned_offset(&uni.fUBOffset, currentOffset, type, arrayCount);
242
243 SkString layoutQualifier;
244 layoutQualifier.appendf("offset=%d", uni.fUBOffset);
245 uni.fVariable.addLayoutQualifier(layoutQualifier.c_str());
246
247 if (outName) {
248 *outName = uni.fVariable.c_str();
249 }
250
251 return GrGLSLUniformHandler::UniformHandle(fUniforms.count() - 1);
252}
253
Greg Daniel9a51a862018-11-30 10:18:14 -0500254GrGLSLUniformHandler::SamplerHandle GrMtlUniformHandler::addSampler(const GrTexture* texture,
255 const GrSamplerState&,
256 const char* name,
257 const GrShaderCaps* caps) {
Timothy Liang057c3902018-08-08 10:48:45 -0400258 SkASSERT(name && strlen(name));
Timothy Liang057c3902018-08-08 10:48:45 -0400259 SkString mangleName;
260 char prefix = 'u';
261 fProgramBuilder->nameVariable(&mangleName, prefix, name, true);
262
Greg Daniel9a51a862018-11-30 10:18:14 -0500263 GrSLPrecision precision = GrSLSamplerPrecision(texture->config());
264 GrSwizzle swizzle = caps->configTextureSwizzle(texture->config());
265 GrTextureType type = texture->texturePriv().textureType();
266
Timothy Liang057c3902018-08-08 10:48:45 -0400267 UniformInfo& info = fSamplers.push_back();
268 info.fVariable.setType(GrSLCombinedSamplerTypeForTextureType(type));
269 info.fVariable.setTypeModifier(GrShaderVar::kUniform_TypeModifier);
270 info.fVariable.setPrecision(precision);
271 info.fVariable.setName(mangleName);
272 SkString layoutQualifier;
273 layoutQualifier.appendf("binding=%d", fSamplers.count() - 1);
274 info.fVariable.addLayoutQualifier(layoutQualifier.c_str());
Greg Daniel0f70be82018-10-08 17:35:08 +0000275 info.fVisibility = kFragment_GrShaderFlag;
Timothy Liang057c3902018-08-08 10:48:45 -0400276 info.fUBOffset = 0;
277 fSamplerSwizzles.push_back(swizzle);
278 SkASSERT(fSamplerSwizzles.count() == fSamplers.count());
279 return GrGLSLUniformHandler::SamplerHandle(fSamplers.count() - 1);
280}
281
282void GrMtlUniformHandler::appendUniformDecls(GrShaderFlags visibility, SkString* out) const {
283 SkASSERT(kVertex_GrShaderFlag == visibility ||
284 kGeometry_GrShaderFlag == visibility ||
285 kFragment_GrShaderFlag == visibility);
286
287 for (int i = 0; i < fSamplers.count(); ++i) {
288 const UniformInfo& sampler = fSamplers[i];
289 SkASSERT(sampler.fVariable.getType() == kTexture2DSampler_GrSLType);
290 if (visibility == sampler.fVisibility) {
291 sampler.fVariable.appendDecl(fProgramBuilder->shaderCaps(), out);
292 out->append(";\n");
293 }
294 }
295
296#ifdef SK_DEBUG
297 bool firstGeomOffsetCheck = false;
298 bool firstFragOffsetCheck = false;
299 for (int i = 0; i < fUniforms.count(); ++i) {
300 const UniformInfo& localUniform = fUniforms[i];
301 if (kVertex_GrShaderFlag == localUniform.fVisibility ||
302 kGeometry_GrShaderFlag == localUniform.fVisibility ||
303 (kVertex_GrShaderFlag | kGeometry_GrShaderFlag) == localUniform.fVisibility) {
304 if (!firstGeomOffsetCheck) {
305 // Check to make sure we are starting our offset at 0 so the offset qualifier we
306 // set on each variable in the uniform block is valid.
307 SkASSERT(0 == localUniform.fUBOffset);
308 firstGeomOffsetCheck = true;
309 }
310 } else {
311 SkASSERT(kFragment_GrShaderFlag == localUniform.fVisibility);
312 if (!firstFragOffsetCheck) {
313 // Check to make sure we are starting our offset at 0 so the offset qualifier we
314 // set on each variable in the uniform block is valid.
315 SkASSERT(0 == localUniform.fUBOffset);
316 firstFragOffsetCheck = true;
317 }
318 }
319 }
320#endif
321
322 SkString uniformsString;
323 for (int i = 0; i < fUniforms.count(); ++i) {
324 const UniformInfo& localUniform = fUniforms[i];
325 if (visibility & localUniform.fVisibility) {
326 if (GrSLTypeIsFloatType(localUniform.fVariable.getType())) {
327 localUniform.fVariable.appendDecl(fProgramBuilder->shaderCaps(), &uniformsString);
328 uniformsString.append(";\n");
329 }
330 }
331 }
332
333 if (!uniformsString.isEmpty()) {
334 uint32_t uniformBinding;
335 const char* stage;
336 if (kVertex_GrShaderFlag == visibility) {
337 uniformBinding = kGeometryBinding;
338 stage = "vertex";
339 } else if (kGeometry_GrShaderFlag == visibility) {
340 uniformBinding = kGeometryBinding;
341 stage = "geometry";
342 } else {
343 SkASSERT(kFragment_GrShaderFlag == visibility);
344 uniformBinding = kFragBinding;
345 stage = "fragment";
346 }
347 out->appendf("layout (binding=%d) uniform %sUniformBuffer\n{\n", uniformBinding, stage);
348 out->appendf("%s\n};\n", uniformsString.c_str());
349 }
350}