| 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);
|
|
|