| /* | |
| * 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) { | |
| SkASSERT(GrSLTypeIsFloatType(type)); | |
| static const uint32_t kAlignmentMask[] = { | |
| 0x0, // kVoid_GrSLType, should never return this | |
| 0x3, // kFloat_GrSLType | |
| 0x7, // kVec2f_GrSLType | |
| 0xF, // kVec3f_GrSLType | |
| 0xF, // kVec4f_GrSLType | |
| 0x7, // kMat22f_GrSLType | |
| 0xF, // kMat33f_GrSLType | |
| 0xF, // kMat44f_GrSLType | |
| 0x0, // Sampler2D_GrSLType, should never return this | |
| 0x0, // SamplerExternal_GrSLType, should never return this | |
| 0x0, // Sampler2DRect_GrSLType, should never return this | |
| 0x0, // SamplerBuffer_GrSLType, should never return this | |
| 0x0, // kBool_GrSLType | |
| 0x7, // kInt_GrSLType | |
| 0x7, // kUint_GrSLType | |
| 0x0, // Texture2D_GrSLType, should never return this | |
| 0x0, // Sampler_GrSLType, should never return this | |
| }; | |
| GR_STATIC_ASSERT(0 == kVoid_GrSLType); | |
| GR_STATIC_ASSERT(1 == kFloat_GrSLType); | |
| GR_STATIC_ASSERT(2 == kVec2f_GrSLType); | |
| GR_STATIC_ASSERT(3 == kVec3f_GrSLType); | |
| GR_STATIC_ASSERT(4 == kVec4f_GrSLType); | |
| GR_STATIC_ASSERT(5 == kMat22f_GrSLType); | |
| GR_STATIC_ASSERT(6 == kMat33f_GrSLType); | |
| GR_STATIC_ASSERT(7 == kMat44f_GrSLType); | |
| GR_STATIC_ASSERT(8 == kTexture2DSampler_GrSLType); | |
| GR_STATIC_ASSERT(9 == kTextureExternalSampler_GrSLType); | |
| GR_STATIC_ASSERT(10 == kTexture2DRectSampler_GrSLType); | |
| GR_STATIC_ASSERT(11 == kTextureBufferSampler_GrSLType); | |
| GR_STATIC_ASSERT(12 == kBool_GrSLType); | |
| GR_STATIC_ASSERT(13 == kInt_GrSLType); | |
| GR_STATIC_ASSERT(14 == kUint_GrSLType); | |
| GR_STATIC_ASSERT(15 == kTexture2D_GrSLType); | |
| GR_STATIC_ASSERT(16 == kSampler_GrSLType); | |
| GR_STATIC_ASSERT(SK_ARRAY_COUNT(kAlignmentMask) == kGrSLTypeCount); | |
| return kAlignmentMask[type]; | |
| } | |
| /** 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) { | |
| SkASSERT(GrSLTypeIsFloatType(type)); | |
| static const uint32_t kSizes[] = { | |
| 0, // kVoid_GrSLType | |
| sizeof(float), // kFloat_GrSLType | |
| 2 * sizeof(float), // kVec2f_GrSLType | |
| 3 * sizeof(float), // kVec3f_GrSLType | |
| 4 * sizeof(float), // kVec4f_GrSLType | |
| 8 * sizeof(float), // kMat22f_GrSLType. TODO: this will be 4 * szof(float) on std430. | |
| 12 * sizeof(float), // kMat33f_GrSLType | |
| 16 * sizeof(float), // kMat44f_GrSLType | |
| 0, // kTexture2DSampler_GrSLType | |
| 0, // kTextureExternalSampler_GrSLType | |
| 0, // kTexture2DRectSampler_GrSLType | |
| 0, // kTextureBufferSampler_GrSLType | |
| 1, // kBool_GrSLType | |
| 4, // kInt_GrSLType | |
| 4, // kUint_GrSLType | |
| 0, // kTexture2D_GrSLType | |
| 0, // kSampler_GrSLType | |
| }; | |
| return kSizes[type]; | |
| GR_STATIC_ASSERT(0 == kVoid_GrSLType); | |
| GR_STATIC_ASSERT(1 == kFloat_GrSLType); | |
| GR_STATIC_ASSERT(2 == kVec2f_GrSLType); | |
| GR_STATIC_ASSERT(3 == kVec3f_GrSLType); | |
| GR_STATIC_ASSERT(4 == kVec4f_GrSLType); | |
| GR_STATIC_ASSERT(5 == kMat22f_GrSLType); | |
| GR_STATIC_ASSERT(6 == kMat33f_GrSLType); | |
| GR_STATIC_ASSERT(7 == kMat44f_GrSLType); | |
| GR_STATIC_ASSERT(8 == kTexture2DSampler_GrSLType); | |
| GR_STATIC_ASSERT(9 == kTextureExternalSampler_GrSLType); | |
| GR_STATIC_ASSERT(10 == kTexture2DRectSampler_GrSLType); | |
| GR_STATIC_ASSERT(11 == kTextureBufferSampler_GrSLType); | |
| GR_STATIC_ASSERT(12 == kBool_GrSLType); | |
| GR_STATIC_ASSERT(13 == kInt_GrSLType); | |
| GR_STATIC_ASSERT(14 == kUint_GrSLType); | |
| GR_STATIC_ASSERT(15 == kTexture2D_GrSLType); | |
| GR_STATIC_ASSERT(16 == kSampler_GrSLType); | |
| GR_STATIC_ASSERT(SK_ARRAY_COUNT(kSizes) == kGrSLTypeCount); | |
| } | |
| // 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(GrGLSLShaderVar::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::internalAddSampler(uint32_t visibility, | |
| GrPixelConfig config, | |
| 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); | |
| fSamplers.emplace_back(visibility, config, type, precision, mangleName.c_str(), | |
| (uint32_t)fSamplers.count(), kSamplerDescSet); | |
| 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 GrVkGLSLSampler& sampler = fSamplers[i]; | |
| SkASSERT(sampler.type() == kTexture2DSampler_GrSLType); | |
| if (visibility == sampler.visibility()) { | |
| sampler.fShaderVar.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()); | |
| } | |
| } |