| 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
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| - 0xF, // kVec3f_GrSLType
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| - 0xF, // kVec4f_GrSLType
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| - 0xF, // kMat33f_GrSLType
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| - 0xF, // kMat44f_GrSLType
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| - 0x0, // Sampler2D_GrSLType, should never return this
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| - 0x0, // SamplerExternal_GrSLType, should never return this
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| - };
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| - GR_STATIC_ASSERT(0 == kVoid_GrSLType);
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| - GR_STATIC_ASSERT(1 == kFloat_GrSLType);
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| - GR_STATIC_ASSERT(2 == kVec2f_GrSLType);
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| - GR_STATIC_ASSERT(3 == kVec3f_GrSLType);
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| - GR_STATIC_ASSERT(4 == kVec4f_GrSLType);
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| - GR_STATIC_ASSERT(5 == kMat33f_GrSLType);
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| - GR_STATIC_ASSERT(6 == kMat44f_GrSLType);
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| - GR_STATIC_ASSERT(7 == kSampler2D_GrSLType);
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| - 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
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| -// 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,
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| - uint32_t* currentOffset,
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| - GrSLType type,
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| - int arrayCount) {
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| - uint32_t alignmentMask = grsltype_to_alignment_mask(type);
|
| - uint32_t offsetDiff = *currentOffset & alignmentMask;
|
| - if (offsetDiff != 0) {
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| - offsetDiff = alignmentMask - offsetDiff + 1;
|
| - }
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| - *uniformOffset = *currentOffset + offsetDiff;
|
| - SkASSERT(sizeof(float) == 4);
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| - // We use a 0 arrayCount to indicate it is not an array type but we still need to count the one
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| - // object.
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| - int count = arrayCount ? arrayCount : 1;
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| - *currentOffset = *uniformOffset + count * (uint32_t)GrSLTypeSize(type);
|
| -}
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| -
|
| -GrGLSLUniformHandler::UniformHandle GrVkUniformHandler::internalAddUniformArray(
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| - uint32_t visibility,
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| - GrSLType type,
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| - GrSLPrecision precision,
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| - const char* name,
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| - bool mangleName,
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| - int arrayCount,
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| - const char** outName) {
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| - SkASSERT(name && strlen(name));
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| - SkDEBUGCODE(static const uint32_t kVisibilityMask = kVertex_GrShaderFlag|kFragment_GrShaderFlag);
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| - SkASSERT(0 == (~kVisibilityMask & visibility));
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| - SkASSERT(0 != visibility);
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| - SkASSERT(kDefault_GrSLPrecision == precision || GrSLTypeIsFloatType(type));
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| -
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| - UniformInfo& uni = fUniforms.push_back();
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| - uni.fVariable.setType(type);
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| - // 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
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| - // exactly what name it wants to use for the uniform view matrix. If we prefix anythings, then
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| - // 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.
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| - char prefix = 'u';
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| - if ('u' == name[0]) {
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| - prefix = '\0';
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| - }
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| - fProgramBuilder->nameVariable(uni.fVariable.accessName(), prefix, name, mangleName);
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| - uni.fVariable.setArrayCount(arrayCount);
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| - // For now asserting the the visibility is either only vertex or only fragment
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| - SkASSERT(kVertex_GrShaderFlag == visibility || kFragment_GrShaderFlag == visibility);
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| - uni.fVisibility = visibility;
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| - uni.fVariable.setPrecision(precision);
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| - if (GrSLTypeIsFloatType(type)) {
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| - // When outputing the GLSL, only the outer uniform block will get the Uniform modifier. Thus
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| - // we set the modifier to none for all uniforms declared inside the block.
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| - uni.fVariable.setTypeModifier(GrGLSLShaderVar::kNone_TypeModifier);
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| -
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| - uint32_t* currentOffset = kVertex_GrShaderFlag == visibility ? &fCurrentVertexUBOOffset
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| - : &fCurrentFragmentUBOOffset;
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| - get_ubo_aligned_offset(&uni.fUBOffset, currentOffset, type, arrayCount);
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| - uni.fSetNumber = kUniformBufferDescSet;
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| - uni.fBinding = kVertex_GrShaderFlag == visibility ? kVertexBinding : kFragBinding;
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| -
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| - if (outName) {
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| - *outName = uni.fVariable.c_str();
|
| - }
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| - } else {
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| - SkASSERT(type == kSampler2D_GrSLType);
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| - uni.fVariable.setTypeModifier(GrGLSLShaderVar::kUniform_TypeModifier);
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| -
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| - uni.fSetNumber = kSamplerDescSet;
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| - uni.fBinding = fCurrentSamplerBinding++;
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| - uni.fUBOffset = 0; // This value will be ignored, but initializing to avoid any errors.
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| - SkString layoutQualifier;
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| - layoutQualifier.appendf("set=%d, binding=%d", uni.fSetNumber, uni.fBinding);
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| - uni.fVariable.setLayoutQualifier(layoutQualifier.c_str());
|
| - }
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| -
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| - 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
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| - SkString uniformsString;
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| - SkASSERT(kVertex_GrShaderFlag == visibility || kFragment_GrShaderFlag == visibility);
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| - uint32_t uniformBinding = (visibility == kVertex_GrShaderFlag) ? kVertexBinding : kFragBinding;
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| - for (int i = 0; i < fUniforms.count(); ++i) {
|
| - const UniformInfo& localUniform = fUniforms[i];
|
| - if (visibility == localUniform.fVisibility) {
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| - if (GrSLTypeIsFloatType(localUniform.fVariable.getType())) {
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| - SkASSERT(uniformBinding == localUniform.fBinding);
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| - SkASSERT(kUniformBufferDescSet == localUniform.fSetNumber);
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| - localUniform.fVariable.appendDecl(fProgramBuilder->glslCaps(), &uniformsString);
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| - uniformsString.append(";\n");
|
| - } else {
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| - SkASSERT(localUniform.fVariable.getType() == kSampler2D_GrSLType);
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| - SkASSERT(kSamplerDescSet == localUniform.fSetNumber);
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| - localUniform.fVariable.appendDecl(fProgramBuilder->glslCaps(), out);
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| - out->append(";\n");
|
| - }
|
| - }
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| - }
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| - if (!uniformsString.isEmpty()) {
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| - const char* stage = (visibility == kVertex_GrShaderFlag) ? "vertex" : "fragment";
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| - out->appendf("layout (set=%d, binding=%d) uniform %sUniformBuffer\n{\n",
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| - kUniformBufferDescSet, uniformBinding, stage);
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| - out->appendf("%s\n};\n", uniformsString.c_str());
|
| - }
|
| -}
|
|
|