| /* |
| * Copyright 2018 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/mtl/GrMtlUniformHandler.h" |
| |
| #include "include/private/gpu/ganesh/GrMtlTypesPriv.h" |
| #include "src/gpu/ganesh/GrTexture.h" |
| #include "src/gpu/ganesh/GrUtil.h" |
| #include "src/gpu/ganesh/glsl/GrGLSLProgramBuilder.h" |
| |
| #if !__has_feature(objc_arc) |
| #error This file must be compiled with Arc. Use -fobjc-arc flag |
| #endif |
| |
| GR_NORETAIN_BEGIN |
| |
| // 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). |
| static uint32_t sksltype_to_alignment_mask(SkSLType type) { |
| switch(type) { |
| case SkSLType::kInt: |
| case SkSLType::kUInt: |
| case SkSLType::kFloat: |
| return 0x3; |
| case SkSLType::kInt2: |
| case SkSLType::kUInt2: |
| case SkSLType::kFloat2: |
| return 0x7; |
| case SkSLType::kInt3: |
| case SkSLType::kUInt3: |
| case SkSLType::kFloat3: |
| case SkSLType::kInt4: |
| case SkSLType::kUInt4: |
| case SkSLType::kFloat4: |
| return 0xF; |
| |
| case SkSLType::kFloat2x2: |
| return 0x7; |
| case SkSLType::kFloat3x3: |
| return 0xF; |
| case SkSLType::kFloat4x4: |
| return 0xF; |
| |
| case SkSLType::kShort: |
| case SkSLType::kUShort: |
| case SkSLType::kHalf: |
| return 0x1; |
| case SkSLType::kShort2: |
| case SkSLType::kUShort2: |
| case SkSLType::kHalf2: |
| return 0x3; |
| case SkSLType::kShort3: |
| case SkSLType::kShort4: |
| case SkSLType::kUShort3: |
| case SkSLType::kUShort4: |
| case SkSLType::kHalf3: |
| case SkSLType::kHalf4: |
| return 0x7; |
| |
| case SkSLType::kHalf2x2: |
| return 0x3; |
| case SkSLType::kHalf3x3: |
| return 0x7; |
| case SkSLType::kHalf4x4: |
| return 0x7; |
| |
| // This query is only valid for certain types. |
| case SkSLType::kVoid: |
| case SkSLType::kBool: |
| case SkSLType::kBool2: |
| case SkSLType::kBool3: |
| case SkSLType::kBool4: |
| case SkSLType::kTexture2DSampler: |
| case SkSLType::kTextureExternalSampler: |
| case SkSLType::kTexture2DRectSampler: |
| case SkSLType::kSampler: |
| case SkSLType::kTexture2D: |
| case SkSLType::kInput: |
| break; |
| } |
| SK_ABORT("Unexpected type"); |
| } |
| |
| /** Returns the size in bytes taken up in Metal buffers for SkSLTypes. */ |
| static inline uint32_t sksltype_to_mtl_size(SkSLType type) { |
| switch(type) { |
| case SkSLType::kInt: |
| case SkSLType::kUInt: |
| case SkSLType::kFloat: |
| return 4; |
| case SkSLType::kInt2: |
| case SkSLType::kUInt2: |
| case SkSLType::kFloat2: |
| return 8; |
| case SkSLType::kInt3: |
| case SkSLType::kUInt3: |
| case SkSLType::kFloat3: |
| case SkSLType::kInt4: |
| case SkSLType::kUInt4: |
| case SkSLType::kFloat4: |
| return 16; |
| |
| case SkSLType::kFloat2x2: |
| return 16; |
| case SkSLType::kFloat3x3: |
| return 48; |
| case SkSLType::kFloat4x4: |
| return 64; |
| |
| case SkSLType::kShort: |
| case SkSLType::kUShort: |
| case SkSLType::kHalf: |
| return 2; |
| case SkSLType::kShort2: |
| case SkSLType::kUShort2: |
| case SkSLType::kHalf2: |
| return 4; |
| case SkSLType::kShort3: |
| case SkSLType::kShort4: |
| case SkSLType::kUShort3: |
| case SkSLType::kUShort4: |
| case SkSLType::kHalf3: |
| case SkSLType::kHalf4: |
| return 8; |
| |
| case SkSLType::kHalf2x2: |
| return 8; |
| case SkSLType::kHalf3x3: |
| return 24; |
| case SkSLType::kHalf4x4: |
| return 32; |
| |
| // This query is only valid for certain types. |
| case SkSLType::kVoid: |
| case SkSLType::kBool: |
| case SkSLType::kBool2: |
| case SkSLType::kBool3: |
| case SkSLType::kBool4: |
| case SkSLType::kTexture2DSampler: |
| case SkSLType::kTextureExternalSampler: |
| case SkSLType::kTexture2DRectSampler: |
| case SkSLType::kSampler: |
| case SkSLType::kTexture2D: |
| case SkSLType::kInput: |
| break; |
| } |
| SK_ABORT("Unexpected type"); |
| } |
| |
| // 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. |
| static uint32_t get_ubo_aligned_offset(uint32_t* currentOffset, |
| uint32_t* maxAlignment, |
| SkSLType type, |
| int arrayCount) { |
| uint32_t alignmentMask = sksltype_to_alignment_mask(type); |
| if (alignmentMask > *maxAlignment) { |
| *maxAlignment = alignmentMask; |
| } |
| uint32_t offsetDiff = *currentOffset & alignmentMask; |
| if (offsetDiff != 0) { |
| offsetDiff = alignmentMask - offsetDiff + 1; |
| } |
| uint32_t uniformOffset = *currentOffset + offsetDiff; |
| SkASSERT(sizeof(float) == 4); |
| if (arrayCount) { |
| *currentOffset = uniformOffset + sksltype_to_mtl_size(type) * arrayCount; |
| } else { |
| *currentOffset = uniformOffset + sksltype_to_mtl_size(type); |
| } |
| return uniformOffset; |
| } |
| |
| GrGLSLUniformHandler::UniformHandle GrMtlUniformHandler::internalAddUniformArray( |
| const GrProcessor* owner, |
| uint32_t visibility, |
| SkSLType type, |
| const char* name, |
| bool mangleName, |
| int arrayCount, |
| const char** outName) { |
| SkASSERT(name && strlen(name)); |
| SkASSERT(SkSLTypeCanBeUniformValue(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] || !strncmp(name, GR_NO_MANGLE_PREFIX, strlen(GR_NO_MANGLE_PREFIX))) { |
| prefix = '\0'; |
| } |
| SkString resolvedName = fProgramBuilder->nameVariable(prefix, name, mangleName); |
| |
| uint32_t offset = get_ubo_aligned_offset(&fCurrentUBOOffset, &fCurrentUBOMaxAlignment, |
| type, arrayCount); |
| SkString layoutQualifier; |
| layoutQualifier.appendf("offset=%d", offset); |
| |
| // 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. |
| MtlUniformInfo tempInfo; |
| tempInfo.fVariable = GrShaderVar{std::move(resolvedName), |
| type, |
| GrShaderVar::TypeModifier::None, |
| arrayCount, |
| std::move(layoutQualifier), |
| SkString()}; |
| |
| tempInfo.fVisibility = kFragment_GrShaderFlag | kVertex_GrShaderFlag; |
| tempInfo.fOwner = owner; |
| tempInfo.fRawName = SkString(name); |
| tempInfo.fUBOffset = offset; |
| |
| fUniforms.push_back(tempInfo); |
| |
| if (outName) { |
| *outName = fUniforms.back().fVariable.c_str(); |
| } |
| |
| return GrGLSLUniformHandler::UniformHandle(fUniforms.count() - 1); |
| } |
| |
| GrGLSLUniformHandler::SamplerHandle GrMtlUniformHandler::addSampler( |
| const GrBackendFormat& backendFormat, GrSamplerState, const skgpu::Swizzle& swizzle, |
| const char* name, const GrShaderCaps* caps) { |
| int binding = fSamplers.count(); |
| |
| SkASSERT(name && strlen(name)); |
| |
| constexpr char prefix = 'u'; |
| SkString mangleName = fProgramBuilder->nameVariable(prefix, name, /*mangle=*/true); |
| |
| GrTextureType type = backendFormat.textureType(); |
| |
| SkString layoutQualifier; |
| layoutQualifier.appendf("binding=%d", binding); |
| |
| MtlUniformInfo tempInfo; |
| tempInfo.fVariable = GrShaderVar{std::move(mangleName), |
| SkSLCombinedSamplerTypeForTextureType(type), |
| GrShaderVar::TypeModifier::Uniform, |
| GrShaderVar::kNonArray, |
| std::move(layoutQualifier), |
| SkString()}; |
| |
| tempInfo.fVisibility = kFragment_GrShaderFlag; |
| tempInfo.fOwner = nullptr; |
| tempInfo.fRawName = SkString(name); |
| tempInfo.fUBOffset = 0; |
| |
| fSamplers.push_back(tempInfo); |
| |
| fSamplerSwizzles.push_back(swizzle); |
| SkASSERT(fSamplerSwizzles.count() == fSamplers.count()); |
| return GrGLSLUniformHandler::SamplerHandle(fSamplers.count() - 1); |
| } |
| |
| void GrMtlUniformHandler::appendUniformDecls(GrShaderFlags visibility, SkString* out) const { |
| for (const UniformInfo& sampler : fSamplers.items()) { |
| SkASSERT(sampler.fVariable.getType() == SkSLType::kTexture2DSampler); |
| if (visibility == sampler.fVisibility) { |
| sampler.fVariable.appendDecl(fProgramBuilder->shaderCaps(), out); |
| out->append(";\n"); |
| } |
| } |
| |
| #ifdef SK_DEBUG |
| bool firstOffsetCheck = false; |
| for (const MtlUniformInfo& localUniform : fUniforms.items()) { |
| if (!firstOffsetCheck) { |
| // Check to make sure we are starting our offset at 0 so the offset qualifier we |
| // set on each variable in the uniform block is valid. |
| SkASSERT(0 == localUniform.fUBOffset); |
| firstOffsetCheck = true; |
| } |
| } |
| #endif |
| |
| SkString uniformsString; |
| for (const UniformInfo& localUniform : fUniforms.items()) { |
| if (visibility & localUniform.fVisibility) { |
| if (SkSLTypeCanBeUniformValue(localUniform.fVariable.getType())) { |
| localUniform.fVariable.appendDecl(fProgramBuilder->shaderCaps(), &uniformsString); |
| uniformsString.append(";\n"); |
| } |
| } |
| } |
| |
| if (!uniformsString.isEmpty()) { |
| out->appendf("layout (binding=%d) uniform uniformBuffer\n{\n", kUniformBinding); |
| out->appendf("%s\n};\n", uniformsString.c_str()); |
| } |
| } |
| |
| GR_NORETAIN_END |