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

Issue 1896013003: Revert of Refactor how we store and use samplers in Ganesh (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Created 4 years, 8 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
index 3451d6b3441d077d682a9e0953d3e85ec08175fa..4ffbcfe7d8a73d8f8319f7855e7af03ff852eb87 100644
--- a/src/gpu/vk/GrVkUniformHandler.cpp
+++ b/src/gpu/vk/GrVkUniformHandler.cpp
@@ -136,7 +136,6 @@
SkASSERT(0 == (~kVisibilityMask & visibility));
SkASSERT(0 != visibility);
SkASSERT(kDefault_GrSLPrecision == precision || GrSLTypeIsFloatType(type));
- GrSLTypeIsFloatType(type);
UniformInfo& uni = fUniforms.push_back();
uni.fVariable.setType(type);
@@ -156,63 +155,58 @@
SkASSERT(kVertex_GrShaderFlag == visibility || kFragment_GrShaderFlag == visibility);
uni.fVisibility = visibility;
uni.fVariable.setPrecision(precision);
- // 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);
-
- if (outName) {
- *outName = uni.fVariable.c_str();
+ 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);
}
-GrGLSLUniformHandler::SamplerHandle GrVkUniformHandler::internalAddSampler(uint32_t visibility,
- GrPixelConfig config,
- GrSLType type,
- GrSLPrecision precision,
- const char* name) {
- SkASSERT(name && strlen(name));
- SkDEBUGCODE(static const uint32_t kVisMask = kVertex_GrShaderFlag | kFragment_GrShaderFlag);
- SkASSERT(0 == (~kVisMask & visibility));
- SkASSERT(0 != visibility);
- SkString mangleName;
- char prefix = 'u';
- fProgramBuilder->nameVariable(&mangleName, prefix, name, true);
- fSamplers.emplace_back(visibility, config, type, precision, mangleName.c_str(),
- (uint32_t)fSamplers.count(), kSamplerDescSet);
- return GrGLSLUniformHandler::SamplerHandle(fSamplers.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);
-
- for (int i = 0; i < fSamplers.count(); ++i) {
- const GrVkGLSLSampler& sampler = fSamplers[i];
- SkASSERT(sampler.type() == kSampler2D_GrSLType);
- if (visibility == sampler.visibility()) {
- sampler.fShaderVar.appendDecl(fProgramBuilder->glslCaps(), out);
- out->append(";\n");
- }
- }
-
- SkString uniformsString;
+ 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()) {
- uint32_t uniformBinding = (visibility == kVertex_GrShaderFlag) ? kVertexBinding
- : kFragBinding;
const char* stage = (visibility == kVertex_GrShaderFlag) ? "vertex" : "fragment";
out->appendf("layout (set=%d, binding=%d) uniform %sUniformBuffer\n{\n",
kUniformBufferDescSet, uniformBinding, stage);
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