blob: 86a09b8633442c9f9f7a0a3ff9fe0fa5faef11b6 [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 "src/gpu/ganesh/vk/GrVkVaryingHandler.h"
/** Returns the number of locations take up by a given SkSLType. We assume that all
scalar values are 32 bits. */
static inline int sksltype_to_location_size(SkSLType type) {
switch(type) {
case SkSLType::kVoid:
return 0;
case SkSLType::kFloat: // fall through
case SkSLType::kHalf:
return 1;
case SkSLType::kFloat2: // fall through
case SkSLType::kHalf2:
return 1;
case SkSLType::kFloat3:
case SkSLType::kHalf3:
return 1;
case SkSLType::kFloat4:
case SkSLType::kHalf4:
return 1;
case SkSLType::kInt2:
case SkSLType::kUInt2:
case SkSLType::kShort2:
case SkSLType::kUShort2:
return 1;
case SkSLType::kInt3:
case SkSLType::kUInt3:
case SkSLType::kShort3:
case SkSLType::kUShort3:
return 1;
case SkSLType::kInt4:
case SkSLType::kUInt4:
case SkSLType::kShort4:
case SkSLType::kUShort4:
return 1;
case SkSLType::kFloat2x2:
case SkSLType::kHalf2x2:
return 2;
case SkSLType::kFloat3x3:
case SkSLType::kHalf3x3:
return 3;
case SkSLType::kFloat4x4:
case SkSLType::kHalf4x4:
return 4;
case SkSLType::kTexture2DSampler:
case SkSLType::kSampler:
case SkSLType::kTexture2D:
case SkSLType::kInput:
return 0;
case SkSLType::kTextureExternalSampler:
return 0;
case SkSLType::kTexture2DRectSampler:
return 0;
case SkSLType::kBool:
case SkSLType::kBool2:
case SkSLType::kBool3:
case SkSLType::kBool4:
return 1;
case SkSLType::kInt: // fall through
case SkSLType::kShort:
return 1;
case SkSLType::kUInt: // fall through
case SkSLType::kUShort:
return 1;
}
SK_ABORT("Unexpected type");
}
static void finalize_helper(GrVkVaryingHandler::VarArray& vars) {
int locationIndex = 0;
for (GrShaderVar& var : vars.items()) {
SkString location;
location.appendf("location = %d", locationIndex);
var.addLayoutQualifier(location.c_str());
int elementSize = sksltype_to_location_size(var.getType());
SkASSERT(elementSize > 0);
int numElements = var.isArray() ? var.getArrayCount() : 1;
SkASSERT(numElements > 0);
locationIndex += elementSize * numElements;
}
// Vulkan requires at least 64 locations to be supported for both vertex output and fragment
// input. If we ever hit this assert, then we'll need to add a cap to actually check the
// supported input and output values and adjust our supported shaders based on those values.
SkASSERT(locationIndex <= 64);
}
void GrVkVaryingHandler::onFinalize() {
finalize_helper(fVertexInputs);
finalize_helper(fVertexOutputs);
finalize_helper(fFragInputs);
finalize_helper(fFragOutputs);
}