Chromium Code Reviews
chromiumcodereview-hr@appspot.gserviceaccount.com (chromiumcodereview-hr) | Please choose your nickname with Settings | Help | Chromium Project | Gerrit Changes | Sign out
(761)

Unified Diff: src/gpu/vk/GrVkUniformHandler.cpp

Issue 1718693002: Add vulkan files into skia repo. (Closed) Base URL: https://skia.googlesource.com/skia.git@merge
Patch Set: fix path Created 4 years, 10 months ago
Use n/p to move between diff chunks; N/P to move between comments. Draft comments are only viewable by you.
Jump to:
View side-by-side diff with in-line comments
Download patch
« no previous file with comments | « src/gpu/vk/GrVkUniformHandler.h ('k') | src/gpu/vk/GrVkUtil.h » ('j') | no next file with comments »
Expand Comments ('e') | Collapse Comments ('c') | Show Comments Hide Comments ('s')
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());
+ }
+}
« no previous file with comments | « src/gpu/vk/GrVkUniformHandler.h ('k') | src/gpu/vk/GrVkUtil.h » ('j') | no next file with comments »

Powered by Google App Engine
This is Rietveld 408576698