blob: 3927e822a12fcadf289f7b7f899c165b4cf38130 [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.
*/
#include "src/gpu/GrTexture.h"
#include "src/gpu/GrTexturePriv.h"
#include "src/gpu/glsl/GrGLSLProgramBuilder.h"
#include "src/gpu/mtl/GrMtlUniformHandler.h"
#if !__has_feature(objc_arc)
#error This file must be compiled with Arc. Use -fobjc-arc flag
#endif
// TODO: this class is basically copy and pasted from GrVklUniformHandler 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.
// 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 grsltype_to_alignment_mask(GrSLType type) {
switch(type) {
case kByte_GrSLType: // fall through
case kUByte_GrSLType:
return 0x0;
case kByte2_GrSLType: // fall through
case kUByte2_GrSLType:
return 0x1;
case kByte3_GrSLType: // fall through
case kByte4_GrSLType:
case kUByte3_GrSLType:
case kUByte4_GrSLType:
return 0x3;
case kShort_GrSLType: // fall through
case kUShort_GrSLType:
return 0x1;
case kShort2_GrSLType: // fall through
case kUShort2_GrSLType:
return 0x3;
case kShort3_GrSLType: // fall through
case kShort4_GrSLType:
case kUShort3_GrSLType:
case kUShort4_GrSLType:
return 0x7;
case kInt_GrSLType:
case kUint_GrSLType:
return 0x3;
case kHalf_GrSLType: // fall through
case kFloat_GrSLType:
return 0x3;
case kHalf2_GrSLType: // fall through
case kFloat2_GrSLType:
return 0x7;
case kHalf3_GrSLType: // fall through
case kFloat3_GrSLType:
return 0xF;
case kHalf4_GrSLType: // fall through
case kFloat4_GrSLType:
return 0xF;
case kUint2_GrSLType:
return 0x7;
case kInt2_GrSLType:
return 0x7;
case kInt3_GrSLType:
return 0xF;
case kInt4_GrSLType:
return 0xF;
case kHalf2x2_GrSLType: // fall through
case kFloat2x2_GrSLType:
return 0x7;
case kHalf3x3_GrSLType: // fall through
case kFloat3x3_GrSLType:
return 0xF;
case kHalf4x4_GrSLType: // fall through
case kFloat4x4_GrSLType:
return 0xF;
// This query is only valid for certain types.
case kVoid_GrSLType:
case kBool_GrSLType:
case kTexture2DSampler_GrSLType:
case kTextureExternalSampler_GrSLType:
case kTexture2DRectSampler_GrSLType:
case kSampler_GrSLType:
case kTexture2D_GrSLType:
break;
}
SK_ABORT("Unexpected type");
}
/** Returns the size in bytes taken up in Metal buffers for GrSLTypes. */
static inline uint32_t grsltype_to_mtl_size(GrSLType type) {
switch(type) {
case kByte_GrSLType:
return sizeof(int8_t);
case kByte2_GrSLType:
return 2 * sizeof(int8_t);
case kByte3_GrSLType:
return 4 * sizeof(int8_t);
case kByte4_GrSLType:
return 4 * sizeof(int8_t);
case kUByte_GrSLType:
return sizeof(uint8_t);
case kUByte2_GrSLType:
return 2 * sizeof(uint8_t);
case kUByte3_GrSLType:
return 4 * sizeof(uint8_t);
case kUByte4_GrSLType:
return 4 * sizeof(uint8_t);
case kShort_GrSLType:
return sizeof(int16_t);
case kShort2_GrSLType:
return 2 * sizeof(int16_t);
case kShort3_GrSLType:
return 4 * sizeof(int16_t);
case kShort4_GrSLType:
return 4 * sizeof(int16_t);
case kUShort_GrSLType:
return sizeof(uint16_t);
case kUShort2_GrSLType:
return 2 * sizeof(uint16_t);
case kUShort3_GrSLType:
return 4 * sizeof(uint16_t);
case kUShort4_GrSLType:
return 4 * sizeof(uint16_t);
case kInt_GrSLType:
return sizeof(int32_t);
case kUint_GrSLType:
return sizeof(int32_t);
case kHalf_GrSLType: // fall through
case kFloat_GrSLType:
return sizeof(float);
case kHalf2_GrSLType: // fall through
case kFloat2_GrSLType:
return 2 * sizeof(float);
case kHalf3_GrSLType: // fall through
case kFloat3_GrSLType:
return 4 * sizeof(float);
case kHalf4_GrSLType: // fall through
case kFloat4_GrSLType:
return 4 * sizeof(float);
case kUint2_GrSLType:
return 2 * sizeof(uint32_t);
case kInt2_GrSLType:
return 2 * sizeof(int32_t);
case kInt3_GrSLType:
return 4 * sizeof(int32_t);
case kInt4_GrSLType:
return 4 * sizeof(int32_t);
case kHalf2x2_GrSLType: // fall through
case kFloat2x2_GrSLType:
return 4 * sizeof(float);
case kHalf3x3_GrSLType: // fall through
case kFloat3x3_GrSLType:
return 12 * sizeof(float);
case kHalf4x4_GrSLType: // fall through
case kFloat4x4_GrSLType:
return 16 * sizeof(float);
// This query is only valid for certain types.
case kVoid_GrSLType:
case kBool_GrSLType:
case kTexture2DSampler_GrSLType:
case kTextureExternalSampler_GrSLType:
case kTexture2DRectSampler_GrSLType:
case kSampler_GrSLType:
case kTexture2D_GrSLType:
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,
GrSLType type,
int arrayCount) {
uint32_t alignmentMask = grsltype_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 + grsltype_to_mtl_size(type) * arrayCount;
} else {
*currentOffset = uniformOffset + grsltype_to_mtl_size(type);
}
return uniformOffset;
}
GrGLSLUniformHandler::UniformHandle GrMtlUniformHandler::internalAddUniformArray(
uint32_t visibility,
GrSLType type,
const char* name,
bool mangleName,
int arrayCount,
const char** outName) {
SkASSERT(name && strlen(name));
GrSLTypeIsFloatType(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.
SkString resolvedName;
char prefix = 'u';
if ('u' == name[0] || !strncmp(name, GR_NO_MANGLE_PREFIX, strlen(GR_NO_MANGLE_PREFIX))) {
prefix = '\0';
}
fProgramBuilder->nameVariable(&resolvedName, 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.
UniformInfo& uni = fUniforms.push_back(GrMtlUniformHandler::UniformInfo{
GrShaderVar{std::move(resolvedName), type, GrShaderVar::TypeModifier::None, arrayCount,
std::move(layoutQualifier), SkString()},
kFragment_GrShaderFlag | kVertex_GrShaderFlag, offset
});
if (outName) {
*outName = uni.fVariable.c_str();
}
return GrGLSLUniformHandler::UniformHandle(fUniforms.count() - 1);
}
GrGLSLUniformHandler::SamplerHandle GrMtlUniformHandler::addSampler(
const GrBackendFormat& backendFormat, GrSamplerState, const GrSwizzle& swizzle,
const char* name, const GrShaderCaps* caps) {
int binding = fSamplers.count();
SkASSERT(name && strlen(name));
SkString mangleName;
char prefix = 'u';
fProgramBuilder->nameVariable(&mangleName, prefix, name, true);
GrTextureType type = backendFormat.textureType();
SkString layoutQualifier;
layoutQualifier.appendf("binding=%d", binding);
fSamplers.push_back(GrMtlUniformHandler::UniformInfo{
GrShaderVar{std::move(mangleName), GrSLCombinedSamplerTypeForTextureType(type),
GrShaderVar::TypeModifier::Uniform, GrShaderVar::kNonArray,
std::move(layoutQualifier), SkString()},
kFragment_GrShaderFlag, 0
});
SkASSERT(caps->textureSwizzleAppliedInShader());
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() == kTexture2DSampler_GrSLType);
if (visibility == sampler.fVisibility) {
sampler.fVariable.appendDecl(fProgramBuilder->shaderCaps(), out);
out->append(";\n");
}
}
#ifdef SK_DEBUG
bool firstOffsetCheck = false;
for (const UniformInfo& 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 (GrSLTypeIsFloatType(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());
}
}