blob: 88e2b08c61d19006c1bcc98b9807a1dfcbcc5fc4 [file] [log] [blame]
/*
* Copyright 2018 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrMtlUniformHandler_DEFINED
#define GrMtlUniformHandler_DEFINED
#include "src/core/SkTBlockList.h"
#include "src/gpu/GrShaderVar.h"
#include "src/gpu/glsl/GrGLSLUniformHandler.h"
#include <vector>
// TODO: this class is basically copy and pasted from GrVkUniformHandler so that we can have
// some shaders working. The SkSL Metal code generator was written to work with GLSL generated for
// the Ganesh Vulkan backend, so it should all work. There might be better ways to do things in
// Metal and/or some Vulkan GLSLisms left in.
class GrMtlUniformHandler : public GrGLSLUniformHandler {
public:
static const int kUniformsPerBlock = 8;
enum {
kUniformBinding = 0,
kLastUniformBinding = kUniformBinding,
};
static constexpr int kUniformBindingCount = kLastUniformBinding + 1;
// fUBOffset is only valid if the GrSLType of the fVariable is not a sampler
struct MtlUniformInfo : public UniformInfo {
uint32_t fUBOffset;
};
typedef SkTBlockList<MtlUniformInfo> UniformInfoArray;
const GrShaderVar& getUniformVariable(UniformHandle u) const override {
return fUniforms.item(u.toIndex()).fVariable;
}
const char* getUniformCStr(UniformHandle u) const override {
return this->getUniformVariable(u).c_str();
}
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);
}
private:
explicit GrMtlUniformHandler(GrGLSLProgramBuilder* program)
: INHERITED(program)
, fUniforms(kUniformsPerBlock)
, fSamplers(kUniformsPerBlock)
, fCurrentUBOOffset(0)
, fCurrentUBOMaxAlignment(0x0) {
}
UniformHandle internalAddUniformArray(const GrFragmentProcessor* owner,
uint32_t visibility,
GrSLType type,
const char* name,
bool mangleName,
int arrayCount,
const char** outName) override;
SamplerHandle addSampler(const GrBackendFormat&,
GrSamplerState,
const GrSwizzle&,
const char* name,
const GrShaderCaps*) override;
int numSamplers() const { return fSamplers.count(); }
const char* samplerVariable(SamplerHandle handle) const override {
return fSamplers.item(handle.toIndex()).fVariable.c_str();
}
GrSwizzle samplerSwizzle(SamplerHandle handle) const override {
return fSamplerSwizzles[handle.toIndex()];
}
uint32_t samplerVisibility(SamplerHandle handle) const {
return fSamplers.item(handle.toIndex()).fVisibility;
}
void appendUniformDecls(GrShaderFlags, SkString*) const override;
const UniformInfo& getUniformInfo(UniformHandle u) const {
return fUniforms.item(u.toIndex());
}
UniformInfoArray fUniforms;
UniformInfoArray fSamplers;
SkTArray<GrSwizzle> fSamplerSwizzles;
uint32_t fCurrentUBOOffset;
uint32_t fCurrentUBOMaxAlignment;
friend class GrMtlPipelineStateBuilder;
using INHERITED = GrGLSLUniformHandler;
};
#endif