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Side by Side Diff: src/gpu/vk/GrVkUniformHandler.cpp

Issue 1723503002: Revert of Add vulkan files into skia repo. (Closed) Base URL: https://skia.googlesource.com/skia.git@merge
Patch Set: Created 4 years, 10 months ago
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1 /*
2 * Copyright 2016 Google Inc.
3 *
4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file.
6 */
7
8 #include "GrVkUniformHandler.h"
9 #include "glsl/GrGLSLProgramBuilder.h"
10
11 // To determine whether a current offset is aligned, we can just 'and' the lowes t bits with the
12 // alignment mask. A value of 0 means aligned, any other value is how many bytes past alignment we
13 // are. This works since all alignments are powers of 2. The mask is always (ali gnment - 1).
14 uint32_t grsltype_to_alignment_mask(GrSLType type) {
15 SkASSERT(GrSLTypeIsFloatType(type));
16 static const uint32_t kAlignments[kGrSLTypeCount] = {
17 0x0, // kVoid_GrSLType, should never return this
18 0x3, // kFloat_GrSLType
19 0x7, // kVec2f_GrSLType
20 0xF, // kVec3f_GrSLType
21 0xF, // kVec4f_GrSLType
22 0xF, // kMat33f_GrSLType
23 0xF, // kMat44f_GrSLType
24 0x0, // Sampler2D_GrSLType, should never return this
25 0x0, // SamplerExternal_GrSLType, should never return this
26 };
27 GR_STATIC_ASSERT(0 == kVoid_GrSLType);
28 GR_STATIC_ASSERT(1 == kFloat_GrSLType);
29 GR_STATIC_ASSERT(2 == kVec2f_GrSLType);
30 GR_STATIC_ASSERT(3 == kVec3f_GrSLType);
31 GR_STATIC_ASSERT(4 == kVec4f_GrSLType);
32 GR_STATIC_ASSERT(5 == kMat33f_GrSLType);
33 GR_STATIC_ASSERT(6 == kMat44f_GrSLType);
34 GR_STATIC_ASSERT(7 == kSampler2D_GrSLType);
35 GR_STATIC_ASSERT(8 == kSamplerExternal_GrSLType);
36 GR_STATIC_ASSERT(SK_ARRAY_COUNT(kAlignments) == kGrSLTypeCount);
37 return kAlignments[type];
38 }
39
40 // Given the current offset into the ubo, calculate the offset for the uniform w e're trying to add
41 // taking into consideration all alignment requirements. The uniformOffset is se t to the offset for
42 // the new uniform, and currentOffset is updated to be the offset to the end of the new uniform.
43 void get_ubo_aligned_offset(uint32_t* uniformOffset,
44 uint32_t* currentOffset,
45 GrSLType type,
46 int arrayCount) {
47 uint32_t alignmentMask = grsltype_to_alignment_mask(type);
48 uint32_t offsetDiff = *currentOffset & alignmentMask;
49 if (offsetDiff != 0) {
50 offsetDiff = alignmentMask - offsetDiff + 1;
51 }
52 *uniformOffset = *currentOffset + offsetDiff;
53 SkASSERT(sizeof(float) == 4);
54 // We use a 0 arrayCount to indicate it is not an array type but we still ne ed to count the one
55 // object.
56 int count = arrayCount ? arrayCount : 1;
57 *currentOffset = *uniformOffset + count * (uint32_t)GrSLTypeSize(type);
58 }
59
60 GrGLSLUniformHandler::UniformHandle GrVkUniformHandler::internalAddUniformArray(
61 uint 32_t visibility,
62 GrSL Type type,
63 GrSL Precision precision,
64 cons t char* name,
65 bool mangleName,
66 int arrayCount,
67 cons t char** outName) {
68 SkASSERT(name && strlen(name));
69 SkDEBUGCODE(static const uint32_t kVisibilityMask = kVertex_GrShaderFlag|kFr agment_GrShaderFlag);
70 SkASSERT(0 == (~kVisibilityMask & visibility));
71 SkASSERT(0 != visibility);
72 SkASSERT(kDefault_GrSLPrecision == precision || GrSLTypeIsFloatType(type));
73
74 UniformInfo& uni = fUniforms.push_back();
75 uni.fVariable.setType(type);
76 // TODO this is a bit hacky, lets think of a better way. Basically we need to be able to use
77 // the uniform view matrix name in the GP, and the GP is immutable so it has to tell the PB
78 // exactly what name it wants to use for the uniform view matrix. If we pre fix anythings, then
79 // the names will mismatch. I think the correct solution is to have all GPs which need the
80 // uniform view matrix, they should upload the view matrix in their setData along with regular
81 // uniforms.
82 char prefix = 'u';
83 if ('u' == name[0]) {
84 prefix = '\0';
85 }
86 fProgramBuilder->nameVariable(uni.fVariable.accessName(), prefix, name, mang leName);
87 uni.fVariable.setArrayCount(arrayCount);
88 // For now asserting the the visibility is either only vertex or only fragme nt
89 SkASSERT(kVertex_GrShaderFlag == visibility || kFragment_GrShaderFlag == vis ibility);
90 uni.fVisibility = visibility;
91 uni.fVariable.setPrecision(precision);
92 if (GrSLTypeIsFloatType(type)) {
93 // When outputing the GLSL, only the outer uniform block will get the Un iform modifier. Thus
94 // we set the modifier to none for all uniforms declared inside the bloc k.
95 uni.fVariable.setTypeModifier(GrGLSLShaderVar::kNone_TypeModifier);
96
97 uint32_t* currentOffset = kVertex_GrShaderFlag == visibility ? &fCurrent VertexUBOOffset
98 : &fCurrent FragmentUBOOffset;
99 get_ubo_aligned_offset(&uni.fUBOffset, currentOffset, type, arrayCount);
100 uni.fSetNumber = kUniformBufferDescSet;
101 uni.fBinding = kVertex_GrShaderFlag == visibility ? kVertexBinding : kFr agBinding;
102
103 if (outName) {
104 *outName = uni.fVariable.c_str();
105 }
106 } else {
107 SkASSERT(type == kSampler2D_GrSLType);
108 uni.fVariable.setTypeModifier(GrGLSLShaderVar::kUniform_TypeModifier);
109
110 uni.fSetNumber = kSamplerDescSet;
111 uni.fBinding = fCurrentSamplerBinding++;
112 uni.fUBOffset = 0; // This value will be ignored, but initializing to av oid any errors.
113 SkString layoutQualifier;
114 layoutQualifier.appendf("set=%d, binding=%d", uni.fSetNumber, uni.fBindi ng);
115 uni.fVariable.setLayoutQualifier(layoutQualifier.c_str());
116 }
117
118 return GrGLSLUniformHandler::UniformHandle(fUniforms.count() - 1);
119 }
120
121 void GrVkUniformHandler::appendUniformDecls(GrShaderFlags visibility, SkString* out) const {
122 SkTArray<UniformInfo*> uniformBufferUniform;
123 // Used to collect all the variables that will be place inside the uniform b uffer
124 SkString uniformsString;
125 SkASSERT(kVertex_GrShaderFlag == visibility || kFragment_GrShaderFlag == vis ibility);
126 uint32_t uniformBinding = (visibility == kVertex_GrShaderFlag) ? kVertexBind ing : kFragBinding;
127 for (int i = 0; i < fUniforms.count(); ++i) {
128 const UniformInfo& localUniform = fUniforms[i];
129 if (visibility == localUniform.fVisibility) {
130 if (GrSLTypeIsFloatType(localUniform.fVariable.getType())) {
131 SkASSERT(uniformBinding == localUniform.fBinding);
132 SkASSERT(kUniformBufferDescSet == localUniform.fSetNumber);
133 localUniform.fVariable.appendDecl(fProgramBuilder->glslCaps(), & uniformsString);
134 uniformsString.append(";\n");
135 } else {
136 SkASSERT(localUniform.fVariable.getType() == kSampler2D_GrSLType );
137 SkASSERT(kSamplerDescSet == localUniform.fSetNumber);
138 localUniform.fVariable.appendDecl(fProgramBuilder->glslCaps(), o ut);
139 out->append(";\n");
140 }
141 }
142 }
143 if (!uniformsString.isEmpty()) {
144 const char* stage = (visibility == kVertex_GrShaderFlag) ? "vertex" : "f ragment";
145 out->appendf("layout (set=%d, binding=%d) uniform %sUniformBuffer\n{\n",
146 kUniformBufferDescSet, uniformBinding, stage);
147 out->appendf("%s\n};\n", uniformsString.c_str());
148 }
149 }
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