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      1 /*
      2 * Copyright 2016 Google Inc.
      3 *
      4 * Use of this source code is governed by a BSD-style license that can be
      5 * found in the LICENSE file.
      6 */
      7 
      8 #include "GrVkUniformHandler.h"
      9 #include "glsl/GrGLSLProgramBuilder.h"
     10 
     11 // To determine whether a current offset is aligned, we can just 'and' the lowest bits with the
     12 // alignment mask. A value of 0 means aligned, any other value is how many bytes past alignment we
     13 // are. This works since all alignments are powers of 2. The mask is always (alignment - 1).
     14 uint32_t grsltype_to_alignment_mask(GrSLType type) {
     15     SkASSERT(GrSLTypeIsFloatType(type));
     16     static const uint32_t kAlignments[kGrSLTypeCount] = {
     17         0x0, // kVoid_GrSLType, should never return this
     18         0x3, // kFloat_GrSLType
     19         0x7, // kVec2f_GrSLType
     20         0xF, // kVec3f_GrSLType
     21         0xF, // kVec4f_GrSLType
     22         0xF, // kMat33f_GrSLType
     23         0xF, // kMat44f_GrSLType
     24         0x0, // Sampler2D_GrSLType, should never return this
     25         0x0, // SamplerExternal_GrSLType, should never return this
     26     };
     27     GR_STATIC_ASSERT(0 == kVoid_GrSLType);
     28     GR_STATIC_ASSERT(1 == kFloat_GrSLType);
     29     GR_STATIC_ASSERT(2 == kVec2f_GrSLType);
     30     GR_STATIC_ASSERT(3 == kVec3f_GrSLType);
     31     GR_STATIC_ASSERT(4 == kVec4f_GrSLType);
     32     GR_STATIC_ASSERT(5 == kMat33f_GrSLType);
     33     GR_STATIC_ASSERT(6 == kMat44f_GrSLType);
     34     GR_STATIC_ASSERT(7 == kSampler2D_GrSLType);
     35     GR_STATIC_ASSERT(8 == kSamplerExternal_GrSLType);
     36     GR_STATIC_ASSERT(SK_ARRAY_COUNT(kAlignments) == kGrSLTypeCount);
     37     return kAlignments[type];
     38 }
     39 
     40 // Given the current offset into the ubo, calculate the offset for the uniform we're trying to add
     41 // taking into consideration all alignment requirements. The uniformOffset is set to the offset for
     42 // the new uniform, and currentOffset is updated to be the offset to the end of the new uniform.
     43 void get_ubo_aligned_offset(uint32_t* uniformOffset,
     44                             uint32_t* currentOffset,
     45                             GrSLType type,
     46                             int arrayCount) {
     47     uint32_t alignmentMask = grsltype_to_alignment_mask(type);
     48     uint32_t offsetDiff = *currentOffset & alignmentMask;
     49     if (offsetDiff != 0) {
     50         offsetDiff = alignmentMask - offsetDiff + 1;
     51     }
     52     *uniformOffset = *currentOffset + offsetDiff;
     53     SkASSERT(sizeof(float) == 4);
     54     // We use a 0 arrayCount to indicate it is not an array type but we still need to count the one
     55     // object.
     56     int count = arrayCount ? arrayCount : 1;
     57     *currentOffset = *uniformOffset + count * (uint32_t)GrSLTypeSize(type);
     58 }
     59 
     60 GrGLSLUniformHandler::UniformHandle GrVkUniformHandler::internalAddUniformArray(
     61                                                                             uint32_t visibility,
     62                                                                             GrSLType type,
     63                                                                             GrSLPrecision precision,
     64                                                                             const char* name,
     65                                                                             bool mangleName,
     66                                                                             int arrayCount,
     67                                                                             const char** outName) {
     68     SkASSERT(name && strlen(name));
     69     SkDEBUGCODE(static const uint32_t kVisibilityMask = kVertex_GrShaderFlag|kFragment_GrShaderFlag);
     70     SkASSERT(0 == (~kVisibilityMask & visibility));
     71     SkASSERT(0 != visibility);
     72     SkASSERT(kDefault_GrSLPrecision == precision || GrSLTypeIsFloatType(type));
     73 
     74     UniformInfo& uni = fUniforms.push_back();
     75     uni.fVariable.setType(type);
     76     // TODO this is a bit hacky, lets think of a better way.  Basically we need to be able to use
     77     // the uniform view matrix name in the GP, and the GP is immutable so it has to tell the PB
     78     // exactly what name it wants to use for the uniform view matrix.  If we prefix anythings, then
     79     // the names will mismatch.  I think the correct solution is to have all GPs which need the
     80     // uniform view matrix, they should upload the view matrix in their setData along with regular
     81     // uniforms.
     82     char prefix = 'u';
     83     if ('u' == name[0]) {
     84         prefix = '\0';
     85     }
     86     fProgramBuilder->nameVariable(uni.fVariable.accessName(), prefix, name, mangleName);
     87     uni.fVariable.setArrayCount(arrayCount);
     88     // For now asserting the the visibility is either only vertex or only fragment
     89     SkASSERT(kVertex_GrShaderFlag == visibility || kFragment_GrShaderFlag == visibility);
     90     uni.fVisibility = visibility;
     91     uni.fVariable.setPrecision(precision);
     92     if (GrSLTypeIsFloatType(type)) {
     93         // When outputing the GLSL, only the outer uniform block will get the Uniform modifier. Thus
     94         // we set the modifier to none for all uniforms declared inside the block.
     95         uni.fVariable.setTypeModifier(GrGLSLShaderVar::kNone_TypeModifier);
     96 
     97         uint32_t* currentOffset = kVertex_GrShaderFlag == visibility ? &fCurrentVertexUBOOffset
     98                                                                      : &fCurrentFragmentUBOOffset;
     99         get_ubo_aligned_offset(&uni.fUBOffset, currentOffset, type, arrayCount);
    100         uni.fSetNumber = kUniformBufferDescSet;
    101         uni.fBinding = kVertex_GrShaderFlag == visibility ? kVertexBinding : kFragBinding;
    102 
    103         if (outName) {
    104             *outName = uni.fVariable.c_str();
    105         }
    106     } else {
    107         SkASSERT(type == kSampler2D_GrSLType);
    108         uni.fVariable.setTypeModifier(GrGLSLShaderVar::kUniform_TypeModifier);
    109 
    110         uni.fSetNumber = kSamplerDescSet;
    111         uni.fBinding = fCurrentSamplerBinding++;
    112         uni.fUBOffset = 0; // This value will be ignored, but initializing to avoid any errors.
    113         SkString layoutQualifier;
    114         layoutQualifier.appendf("set=%d, binding=%d", uni.fSetNumber, uni.fBinding);
    115         uni.fVariable.setLayoutQualifier(layoutQualifier.c_str());
    116     }
    117 
    118     return GrGLSLUniformHandler::UniformHandle(fUniforms.count() - 1);
    119 }
    120 
    121 void GrVkUniformHandler::appendUniformDecls(GrShaderFlags visibility, SkString* out) const {
    122     SkTArray<UniformInfo*> uniformBufferUniform;
    123     // Used to collect all the variables that will be place inside the uniform buffer
    124     SkString uniformsString;
    125     SkASSERT(kVertex_GrShaderFlag == visibility || kFragment_GrShaderFlag == visibility);
    126     uint32_t uniformBinding = (visibility == kVertex_GrShaderFlag) ? kVertexBinding : kFragBinding;
    127     for (int i = 0; i < fUniforms.count(); ++i) {
    128         const UniformInfo& localUniform = fUniforms[i];
    129         if (visibility == localUniform.fVisibility) {
    130             if (GrSLTypeIsFloatType(localUniform.fVariable.getType())) {
    131                 SkASSERT(uniformBinding == localUniform.fBinding);
    132                 SkASSERT(kUniformBufferDescSet == localUniform.fSetNumber);
    133                 localUniform.fVariable.appendDecl(fProgramBuilder->glslCaps(), &uniformsString);
    134                 uniformsString.append(";\n");
    135             } else {
    136                 SkASSERT(localUniform.fVariable.getType() == kSampler2D_GrSLType);
    137                 SkASSERT(kSamplerDescSet == localUniform.fSetNumber);
    138                 localUniform.fVariable.appendDecl(fProgramBuilder->glslCaps(), out);
    139                 out->append(";\n");
    140             }
    141         }
    142     }
    143     if (!uniformsString.isEmpty()) {
    144         const char* stage = (visibility == kVertex_GrShaderFlag) ? "vertex" : "fragment";
    145         out->appendf("layout (set=%d, binding=%d) uniform %sUniformBuffer\n{\n",
    146                      kUniformBufferDescSet, uniformBinding, stage);
    147         out->appendf("%s\n};\n", uniformsString.c_str());
    148     }
    149 }