blob: e3f4ae8f7ffe6717f2b3ab8e8072c97bbec7e04e [file] [log] [blame]
/*
* Copyright 2021 Google LLC
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "src/gpu/graphite/UniformManager.h"
#include "src/gpu/graphite/PipelineData.h"
// ensure that these types are the sizes the uniform data is expecting
static_assert(sizeof(int32_t) == 4);
static_assert(sizeof(float) == 4);
static_assert(sizeof(SkHalf) == 2);
namespace skgpu::graphite {
int UniformOffsetCalculator::advanceOffset(SkSLType type, int count) {
SkASSERT(SkSLTypeCanBeUniformValue(type));
int dimension = SkSLTypeMatrixSize(type);
if (dimension > 0) {
// All SkSL matrices are square and can be interpreted as an array of column vectors
count = std::max(count, 1) * dimension;
} else {
dimension = SkSLTypeVecLength(type);
}
SkASSERT(1 <= dimension && dimension <= 4);
// Bump dimension up to 4 if the array or vec3 consumes 4 primitives per element
// NOTE: This affects the size, alignment already rounds up to a power of 2 automatically.
const bool isArray = count > Uniform::kNonArray;
if ((isArray && LayoutRules::AlignArraysAsVec4(fLayout)) ||
(dimension == 3 && (isArray || LayoutRules::PadVec3Size(fLayout)))) {
dimension = 4;
}
const int primitiveSize = LayoutRules::UseFullPrecision(fLayout) ||
SkSLTypeIsFullPrecisionNumericType(type) ? 4 : 2;
const int align = SkNextPow2(dimension) * primitiveSize;
const int alignedOffset = SkAlignTo(fOffset, align);
fOffset = alignedOffset + dimension * primitiveSize * std::max(count, 1);
fReqAlignment = std::max(fReqAlignment, align);
return alignedOffset;
}
//////////////////////////////////////////////////////////////////////////////
UniformDataBlock UniformManager::finishUniformDataBlock() {
size_t size = SkAlignTo(fStorage.size(), fReqAlignment);
size_t paddingSize = size - fStorage.size();
if (paddingSize > 0) {
char* padding = fStorage.append(paddingSize);
memset(padding, 0, paddingSize);
}
return UniformDataBlock(SkSpan(fStorage.begin(), size));
}
void UniformManager::resetWithNewLayout(Layout layout) {
fStorage.clear();
fLayout = layout;
fReqAlignment = 0;
fWrotePaintColor = false;
#ifdef SK_DEBUG
fOffsetCalculator = UniformOffsetCalculator(layout, 0);
fExpectedUniforms = {};
fExpectedUniformIndex = 0;
#endif
}
static std::pair<SkSLType, int> adjust_for_matrix_type(SkSLType type, int count) {
// All Layouts flatten matrices and arrays of matrices into arrays of columns, so update
// 'type' to be the column type and either multiply 'count' by the number of columns for
// arrays of matrices, or set to exactly the number of columns for a "non-array" matrix.
switch(type) {
case SkSLType::kFloat2x2: return {SkSLType::kFloat2, 2*std::max(1, count)};
case SkSLType::kFloat3x3: return {SkSLType::kFloat3, 3*std::max(1, count)};
case SkSLType::kFloat4x4: return {SkSLType::kFloat4, 4*std::max(1, count)};
case SkSLType::kHalf2x2: return {SkSLType::kHalf2, 2*std::max(1, count)};
case SkSLType::kHalf3x3: return {SkSLType::kHalf3, 3*std::max(1, count)};
case SkSLType::kHalf4x4: return {SkSLType::kHalf4, 4*std::max(1, count)};
// Otherwise leave type and count alone.
default: return {type, count};
}
}
void UniformManager::write(const Uniform& u, const void* data) {
SkASSERT(SkSLTypeCanBeUniformValue(u.type()));
SkASSERT(!u.isPaintColor()); // Must go through writePaintColor()
auto [type, count] = adjust_for_matrix_type(u.type(), u.count());
SkASSERT(SkSLTypeMatrixSize(type) < 0); // Matrix types should have been flattened
const bool fullPrecision = LayoutRules::UseFullPrecision(fLayout) || !IsHalfVector(type);
if (count == Uniform::kNonArray) {
if (fullPrecision) {
switch(SkSLTypeVecLength(type)) {
case 1: this->write<1, /*Half=*/false>(data, type); break;
case 2: this->write<2, /*Half=*/false>(data, type); break;
case 3: this->write<3, /*Half=*/false>(data, type); break;
case 4: this->write<4, /*Half=*/false>(data, type); break;
}
} else {
switch(SkSLTypeVecLength(type)) {
case 1: this->write<1, /*Half=*/true>(data, type); break;
case 2: this->write<2, /*Half=*/true>(data, type); break;
case 3: this->write<3, /*Half=*/true>(data, type); break;
case 4: this->write<4, /*Half=*/true>(data, type); break;
}
}
} else {
if (fullPrecision) {
switch(SkSLTypeVecLength(type)) {
case 1: this->writeArray<1, /*Half=*/false>(data, count, type); break;
case 2: this->writeArray<2, /*Half=*/false>(data, count, type); break;
case 3: this->writeArray<3, /*Half=*/false>(data, count, type); break;
case 4: this->writeArray<4, /*Half=*/false>(data, count, type); break;
}
} else {
switch(SkSLTypeVecLength(type)) {
case 1: this->writeArray<1, /*Half=*/true>(data, count, type); break;
case 2: this->writeArray<2, /*Half=*/true>(data, count, type); break;
case 3: this->writeArray<3, /*Half=*/true>(data, count, type); break;
case 4: this->writeArray<4, /*Half=*/true>(data, count, type); break;
}
}
}
}
#ifdef SK_DEBUG
bool UniformManager::checkExpected(const void* dst, SkSLType type, int count) {
if (fExpectedUniformIndex >= (int) fExpectedUniforms.size()) {
// A write() outside of a UniformExpectationsVisitor or too many uniforms written for what
// is expected.
return false;
}
const Uniform& expected = fExpectedUniforms[fExpectedUniformIndex++];
if (!SkSLTypeCanBeUniformValue(expected.type())) {
// Not all types are supported as uniforms or supported by UniformManager
return false;
}
auto [expectedType, expectedCount] = adjust_for_matrix_type(expected.type(), expected.count());
if (expectedType != type || expectedCount != count) {
return false;
}
if (dst) {
// If we have 'dst', it's the aligned starting offset of the uniform being checked, so
// subtracting the address of the first byte in fStorage gives us the offset.
int offset = static_cast<int>(reinterpret_cast<intptr_t>(dst) -
reinterpret_cast<intptr_t>(fStorage.data()));
// Pass original expected type and count to the offset calculator for validation.
if (offset != fOffsetCalculator.advanceOffset(expected.type(), expected.count())) {
return false;
}
if (fReqAlignment != fOffsetCalculator.requiredAlignment()) {
return false;
}
// And if it is the paint color uniform, we should not have already written it
return !(fWrotePaintColor && expected.isPaintColor());
} else {
// If 'dst' is null, it's an already-visited paint color uniform, so it's not being written
// and not changing the offset.
SkASSERT(fWrotePaintColor);
return expected.isPaintColor();
}
}
bool UniformManager::isReset() const {
return fStorage.empty();
}
void UniformManager::setExpectedUniforms(SkSpan<const Uniform> expected) {
fExpectedUniforms = expected;
fExpectedUniformIndex = 0;
}
void UniformManager::doneWithExpectedUniforms() {
SkASSERT(fExpectedUniformIndex == static_cast<int>(fExpectedUniforms.size()));
fExpectedUniforms = {};
}
#endif // SK_DEBUG
} // namespace skgpu::graphite