| /* |
| * 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) { |
| switch(type) { |
| case kInt_GrSLType: |
| return 0x3; |
| case kUint_GrSLType: |
| return 0x3; |
| case kFloat_GrSLType: |
| return 0x3; |
| case kVec2f_GrSLType: |
| return 0x7; |
| case kVec3f_GrSLType: |
| return 0xF; |
| case kVec4f_GrSLType: |
| return 0xF; |
| case kMat22f_GrSLType: |
| return 0x7; |
| case kMat33f_GrSLType: |
| return 0xF; |
| case kMat44f_GrSLType: |
| return 0xF; |
| |
| // This query is only valid for certain types. |
| case kVoid_GrSLType: |
| case kBool_GrSLType: |
| case kTexture2DSampler_GrSLType: |
| case kITexture2DSampler_GrSLType: |
| case kTextureExternalSampler_GrSLType: |
| case kTexture2DRectSampler_GrSLType: |
| case kBufferSampler_GrSLType: |
| case kTexture2D_GrSLType: |
| case kSampler_GrSLType: |
| break; |
| } |
| SkFAIL("Unexpected type"); |
| return 0; |
| } |
| |
| /** Returns the size in bytes taken up in vulkanbuffers for floating point GrSLTypes. |
| For non floating point type returns 0. Currently this reflects the std140 alignment |
| so a mat22 takes up 8 floats. */ |
| static inline uint32_t grsltype_to_vk_size(GrSLType type) { |
| switch(type) { |
| case kInt_GrSLType: |
| return 4; |
| case kUint_GrSLType: |
| return 4; |
| case kFloat_GrSLType: |
| return sizeof(float); |
| case kVec2f_GrSLType: |
| return 2 * sizeof(float); |
| case kVec3f_GrSLType: |
| return 3 * sizeof(float); |
| case kVec4f_GrSLType: |
| return 4 * sizeof(float); |
| case kMat22f_GrSLType: |
| //TODO: this will be 4 * szof(float) on std430. |
| return 8 * sizeof(float); |
| case kMat33f_GrSLType: |
| return 12 * sizeof(float); |
| case kMat44f_GrSLType: |
| return 16 * sizeof(float); |
| |
| // This query is only valid for certain types. |
| case kVoid_GrSLType: |
| case kBool_GrSLType: |
| case kTexture2DSampler_GrSLType: |
| case kITexture2DSampler_GrSLType: |
| case kTextureExternalSampler_GrSLType: |
| case kTexture2DRectSampler_GrSLType: |
| case kBufferSampler_GrSLType: |
| case kTexture2D_GrSLType: |
| case kSampler_GrSLType: |
| break; |
| } |
| SkFAIL("Unexpected type"); |
| return 0; |
| } |
| |
| |
| // 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. |
| if (arrayCount || type == kMat22f_GrSLType) { |
| 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(GrShaderVar::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::addSampler(uint32_t visibility, |
| GrSwizzle swizzle, |
| 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); |
| |
| UniformInfo& info = fSamplers.push_back(); |
| SkASSERT(GrSLTypeIsCombinedSamplerType(type)); |
| info.fVariable.setType(type); |
| info.fVariable.setTypeModifier(GrShaderVar::kUniform_TypeModifier); |
| info.fVariable.setPrecision(precision); |
| info.fVariable.setName(mangleName); |
| SkString layoutQualifier; |
| layoutQualifier.appendf("set=%d, binding=%d", kSamplerDescSet, fSamplers.count() - 1); |
| info.fVariable.setLayoutQualifier(layoutQualifier.c_str()); |
| info.fVisibility = visibility; |
| info.fUBOffset = 0; |
| fSamplerSwizzles.push_back(swizzle); |
| SkASSERT(fSamplerSwizzles.count() == fSamplers.count()); |
| 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 UniformInfo& sampler = fSamplers[i]; |
| SkASSERT(sampler.fVariable.getType() == kTexture2DSampler_GrSLType); |
| if (visibility == sampler.fVisibility) { |
| sampler.fVariable.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()); |
| } |
| } |