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 }