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Unified 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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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());
- }
-}
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