Index: src/gpu/vk/GrVkUniformHandler.cpp |
diff --git a/src/gpu/vk/GrVkUniformHandler.cpp b/src/gpu/vk/GrVkUniformHandler.cpp |
deleted file mode 100644 |
index 20ef9c6c400bc353c451bdf36c70cafdf4378538..0000000000000000000000000000000000000000 |
--- a/src/gpu/vk/GrVkUniformHandler.cpp |
+++ /dev/null |
@@ -1,149 +0,0 @@ |
-/* |
-* 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()); |
- } |
-} |