blob: 5cb1aaa911c5a9987a1380495fac9a93f66227db [file] [log] [blame]
* Copyright 2019 Google Inc.
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
#ifndef GrSPIRVUniformHandler_DEFINED
#define GrSPIRVUniformHandler_DEFINED
#include "src/core/SkTBlockList.h"
#include "src/gpu/glsl/GrGLSLUniformHandler.h"
* This class can be used for basic SPIR-V uniform handling. It will make a single uniform buffer
* for all the uniforms and will be placed in the first set and binding. Textures and samplers are
* placed in the second set and kept as separate objects. They are interleaved as sampler texture
* pairs with each object in the next binding slot.
class GrSPIRVUniformHandler : public GrGLSLUniformHandler {
static const int kUniformsPerBlock = 8;
const GrShaderVar& getUniformVariable(UniformHandle u) const override;
const char* getUniformCStr(UniformHandle u) const override;
struct SPIRVUniformInfo : public UniformInfo {
int fUBOOffset;
typedef SkTBlockList<SPIRVUniformInfo> UniformInfoArray;
enum {
kUniformBinding = 0,
kUniformDescriptorSet = 0,
kSamplerTextureDescriptorSet = 1,
uint32_t getRTFlipOffset() const;
int numUniforms() const override {
return fUniforms.count();
UniformInfo& uniform(int idx) override {
return fUniforms.item(idx);
const UniformInfo& uniform(int idx) const override {
return fUniforms.item(idx);
explicit GrSPIRVUniformHandler(GrGLSLProgramBuilder* program);
SamplerHandle addSampler(const GrBackendFormat&, GrSamplerState, const GrSwizzle&,
const char* name, const GrShaderCaps*) override;
const char* samplerVariable(SamplerHandle handle) const override;
GrSwizzle samplerSwizzle(SamplerHandle handle) const override;
void appendUniformDecls(GrShaderFlags visibility, SkString*) const override;
UniformHandle internalAddUniformArray(const GrFragmentProcessor* owner,
uint32_t visibility,
GrSLType type,
const char* name,
bool mangleName,
int arrayCount,
const char** outName) override;
UniformInfoArray fUniforms;
UniformInfoArray fSamplers;
UniformInfoArray fTextures;
SkTArray<GrSwizzle> fSamplerSwizzles;
SkTArray<SkString> fSamplerReferences;
uint32_t fCurrentUBOOffset = 0;
uint32_t fRTFlipOffset = 0;
friend class GrD3DPipelineStateBuilder;
friend class GrDawnProgramBuilder;
using INHERITED = GrGLSLUniformHandler;