/* * Copyright 2016 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef GrVkUniformHandler_DEFINED #define GrVkUniformHandler_DEFINED #include "GrAllocator.h" #include "GrSamplerState.h" #include "GrShaderVar.h" #include "GrVkSampler.h" #include "glsl/GrGLSLUniformHandler.h" #include "vk/GrVkTypes.h" class GrVkUniformHandler : public GrGLSLUniformHandler { public: static const int kUniformsPerBlock = 8; enum { /** * Binding a descriptor set invalidates all higher index descriptor sets. We must bind * in the order of this enumeration. Samplers are after Uniforms because GrOps can specify * GP textures as dynamic state, meaning they get rebound for each GrMesh in a draw while * uniforms are bound once before all the draws. */ kUniformBufferDescSet = 0, kSamplerDescSet = 1, }; enum { kGeometryBinding = 0, kFragBinding = 1, }; struct UniformInfo { GrShaderVar fVariable; uint32_t fVisibility; // fUBOffset is only valid if the GrSLType of the fVariable is not a sampler uint32_t fUBOffset; // The SamplerState, maxMipLevel, and ycbcrInfo are only valid if the GrSLType is a sampler // and that sampler is used for sampling an external image with a ycbcr conversion. const GrVkSampler* fImmutableSampler = nullptr; }; typedef GrTAllocator<UniformInfo> UniformInfoArray; const GrShaderVar& getUniformVariable(UniformHandle u) const override { return fUniforms[u.toIndex()].fVariable; } const char* getUniformCStr(UniformHandle u) const override { return this->getUniformVariable(u).c_str(); } private: explicit GrVkUniformHandler(GrGLSLProgramBuilder* program) : INHERITED(program) , fUniforms(kUniformsPerBlock) , fSamplers(kUniformsPerBlock) , fCurrentGeometryUBOOffset(0) , fCurrentFragmentUBOOffset(0) { } UniformHandle internalAddUniformArray(uint32_t visibility, GrSLType type, GrSLPrecision precision, const char* name, bool mangleName, int arrayCount, const char** outName) override; SamplerHandle addSampler(const GrTexture* texture, const GrSamplerState&, const char* name, const GrShaderCaps*) override; int numSamplers() const { return fSamplers.count(); } const GrShaderVar& samplerVariable(SamplerHandle handle) const override { return fSamplers[handle.toIndex()].fVariable; } GrSwizzle samplerSwizzle(SamplerHandle handle) const override { return fSamplerSwizzles[handle.toIndex()]; } uint32_t samplerVisibility(SamplerHandle handle) const { return fSamplers[handle.toIndex()].fVisibility; } const GrVkSampler* immutableSampler(UniformHandle u) const { return fSamplers[u.toIndex()].fImmutableSampler; } void appendUniformDecls(GrShaderFlags, SkString*) const override; bool hasGeometryUniforms() const { return fCurrentGeometryUBOOffset > 0; } bool hasFragmentUniforms() const { return fCurrentFragmentUBOOffset > 0; } const UniformInfo& getUniformInfo(UniformHandle u) const { return fUniforms[u.toIndex()]; } UniformInfoArray fUniforms; UniformInfoArray fSamplers; SkTArray<GrSwizzle> fSamplerSwizzles; uint32_t fCurrentGeometryUBOOffset; uint32_t fCurrentFragmentUBOOffset; friend class GrVkPipelineStateBuilder; friend class GrVkDescriptorSetManager; typedef GrGLSLUniformHandler INHERITED; }; #endif