Index: src/gpu/vk/GrVkUniformHandler.cpp |
diff --git a/src/gpu/vk/GrVkUniformHandler.cpp b/src/gpu/vk/GrVkUniformHandler.cpp |
new file mode 100644 |
index 0000000000000000000000000000000000000000..20ef9c6c400bc353c451bdf36c70cafdf4378538 |
--- /dev/null |
+++ b/src/gpu/vk/GrVkUniformHandler.cpp |
@@ -0,0 +1,149 @@ |
+/* |
+* 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). |
+uint32_t grsltype_to_alignment_mask(GrSLType type) { |
+ SkASSERT(GrSLTypeIsFloatType(type)); |
+ static const uint32_t kAlignments[kGrSLTypeCount] = { |
+ 0x0, // kVoid_GrSLType, should never return this |
+ 0x3, // kFloat_GrSLType |
+ 0x7, // kVec2f_GrSLType |
+ 0xF, // kVec3f_GrSLType |
+ 0xF, // kVec4f_GrSLType |
+ 0xF, // kMat33f_GrSLType |
+ 0xF, // kMat44f_GrSLType |
+ 0x0, // Sampler2D_GrSLType, should never return this |
+ 0x0, // SamplerExternal_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 == kMat33f_GrSLType); |
+ GR_STATIC_ASSERT(6 == kMat44f_GrSLType); |
+ GR_STATIC_ASSERT(7 == kSampler2D_GrSLType); |
+ GR_STATIC_ASSERT(8 == kSamplerExternal_GrSLType); |
+ GR_STATIC_ASSERT(SK_ARRAY_COUNT(kAlignments) == kGrSLTypeCount); |
+ return kAlignments[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. |
+void get_ubo_aligned_offset(uint32_t* uniformOffset, |
+ uint32_t* currentOffset, |
+ GrSLType type, |
+ int arrayCount) { |
+ uint32_t alignmentMask = grsltype_to_alignment_mask(type); |
+ uint32_t offsetDiff = *currentOffset & alignmentMask; |
+ if (offsetDiff != 0) { |
+ offsetDiff = alignmentMask - offsetDiff + 1; |
+ } |
+ *uniformOffset = *currentOffset + offsetDiff; |
+ SkASSERT(sizeof(float) == 4); |
+ // We use a 0 arrayCount to indicate it is not an array type but we still need to count the one |
+ // object. |
+ int count = arrayCount ? arrayCount : 1; |
+ *currentOffset = *uniformOffset + count * (uint32_t)GrSLTypeSize(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)); |
+ |
+ 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); |
+ if (GrSLTypeIsFloatType(type)) { |
+ // 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); |
+ uni.fSetNumber = kUniformBufferDescSet; |
+ uni.fBinding = kVertex_GrShaderFlag == visibility ? kVertexBinding : kFragBinding; |
+ |
+ if (outName) { |
+ *outName = uni.fVariable.c_str(); |
+ } |
+ } else { |
+ SkASSERT(type == kSampler2D_GrSLType); |
+ uni.fVariable.setTypeModifier(GrGLSLShaderVar::kUniform_TypeModifier); |
+ |
+ uni.fSetNumber = kSamplerDescSet; |
+ uni.fBinding = fCurrentSamplerBinding++; |
+ uni.fUBOffset = 0; // This value will be ignored, but initializing to avoid any errors. |
+ SkString layoutQualifier; |
+ layoutQualifier.appendf("set=%d, binding=%d", uni.fSetNumber, uni.fBinding); |
+ uni.fVariable.setLayoutQualifier(layoutQualifier.c_str()); |
+ } |
+ |
+ return GrGLSLUniformHandler::UniformHandle(fUniforms.count() - 1); |
+} |
+ |
+void GrVkUniformHandler::appendUniformDecls(GrShaderFlags visibility, SkString* out) const { |
+ SkTArray<UniformInfo*> uniformBufferUniform; |
+ // Used to collect all the variables that will be place inside the uniform buffer |
+ SkString uniformsString; |
+ SkASSERT(kVertex_GrShaderFlag == visibility || kFragment_GrShaderFlag == visibility); |
+ uint32_t uniformBinding = (visibility == kVertex_GrShaderFlag) ? kVertexBinding : kFragBinding; |
+ for (int i = 0; i < fUniforms.count(); ++i) { |
+ const UniformInfo& localUniform = fUniforms[i]; |
+ if (visibility == localUniform.fVisibility) { |
+ if (GrSLTypeIsFloatType(localUniform.fVariable.getType())) { |
+ SkASSERT(uniformBinding == localUniform.fBinding); |
+ SkASSERT(kUniformBufferDescSet == localUniform.fSetNumber); |
+ localUniform.fVariable.appendDecl(fProgramBuilder->glslCaps(), &uniformsString); |
+ uniformsString.append(";\n"); |
+ } else { |
+ SkASSERT(localUniform.fVariable.getType() == kSampler2D_GrSLType); |
+ SkASSERT(kSamplerDescSet == localUniform.fSetNumber); |
+ localUniform.fVariable.appendDecl(fProgramBuilder->glslCaps(), out); |
+ out->append(";\n"); |
+ } |
+ } |
+ } |
+ if (!uniformsString.isEmpty()) { |
+ 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()); |
+ } |
+} |