/* * Copyright 2016 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "GrVkUniformHandler.h" #include "glsl/GrGLSLProgramBuilder.h" // To determine whether a current offset is aligned, we can just 'and' the lowest bits with the // alignment mask. A value of 0 means aligned, any other value is how many bytes past alignment we // are. This works since all alignments are powers of 2. The mask is always (alignment - 1). // This alignment mask will give correct alignments for using the std430 block layout. If you want // the std140 alignment, you can use this, but then make sure if you have an array type it is // aligned to 16 bytes (i.e. has mask of 0xF). uint32_t grsltype_to_alignment_mask(GrSLType type) { switch(type) { case kInt_GrSLType: return 0x3; case kUint_GrSLType: return 0x3; case kFloat_GrSLType: return 0x3; case kVec2f_GrSLType: return 0x7; case kVec3f_GrSLType: return 0xF; case kVec4f_GrSLType: return 0xF; case kVec2i_GrSLType: return 0x7; case kVec3i_GrSLType: return 0xF; case kVec4i_GrSLType: return 0xF; case kMat22f_GrSLType: return 0x7; case kMat33f_GrSLType: return 0xF; case kMat44f_GrSLType: return 0xF; // This query is only valid for certain types. case kVoid_GrSLType: case kBool_GrSLType: case kTexture2DSampler_GrSLType: case kITexture2DSampler_GrSLType: case kTextureExternalSampler_GrSLType: case kTexture2DRectSampler_GrSLType: case kBufferSampler_GrSLType: case kTexture2D_GrSLType: case kSampler_GrSLType: case kImageStorage2D_GrSLType: case kIImageStorage2D_GrSLType: break; } SkFAIL("Unexpected type"); return 0; } /** Returns the size in bytes taken up in vulkanbuffers for floating point GrSLTypes. For non floating point type returns 0. Currently this reflects the std140 alignment so a mat22 takes up 8 floats. */ static inline uint32_t grsltype_to_vk_size(GrSLType type) { switch(type) { case kInt_GrSLType: return sizeof(int32_t); case kUint_GrSLType: return sizeof(int32_t); case kFloat_GrSLType: return sizeof(float); case kVec2f_GrSLType: return 2 * sizeof(float); case kVec3f_GrSLType: return 3 * sizeof(float); case kVec4f_GrSLType: return 4 * sizeof(float); case kVec2i_GrSLType: return 2 * sizeof(int32_t); case kVec3i_GrSLType: return 3 * sizeof(int32_t); case kVec4i_GrSLType: return 4 * sizeof(int32_t); case kMat22f_GrSLType: //TODO: this will be 4 * szof(float) on std430. return 8 * sizeof(float); case kMat33f_GrSLType: return 12 * sizeof(float); case kMat44f_GrSLType: return 16 * sizeof(float); // This query is only valid for certain types. case kVoid_GrSLType: case kBool_GrSLType: case kTexture2DSampler_GrSLType: case kITexture2DSampler_GrSLType: case kTextureExternalSampler_GrSLType: case kTexture2DRectSampler_GrSLType: case kBufferSampler_GrSLType: case kTexture2D_GrSLType: case kSampler_GrSLType: case kImageStorage2D_GrSLType: case kIImageStorage2D_GrSLType: break; } SkFAIL("Unexpected type"); return 0; } // Given the current offset into the ubo, calculate the offset for the uniform we're trying to add // taking into consideration all alignment requirements. The uniformOffset is set to the offset for // the new uniform, and currentOffset is updated to be the offset to the end of the new uniform. void get_ubo_aligned_offset(uint32_t* uniformOffset, uint32_t* currentOffset, GrSLType type, int arrayCount) { uint32_t alignmentMask = grsltype_to_alignment_mask(type); // We want to use the std140 layout here, so we must make arrays align to 16 bytes. if (arrayCount || type == kMat22f_GrSLType) { alignmentMask = 0xF; } uint32_t offsetDiff = *currentOffset & alignmentMask; if (offsetDiff != 0) { offsetDiff = alignmentMask - offsetDiff + 1; } *uniformOffset = *currentOffset + offsetDiff; SkASSERT(sizeof(float) == 4); if (arrayCount) { uint32_t elementSize = SkTMax<uint32_t>(16, grsltype_to_vk_size(type)); SkASSERT(0 == (elementSize & 0xF)); *currentOffset = *uniformOffset + elementSize * arrayCount; } else { *currentOffset = *uniformOffset + grsltype_to_vk_size(type); } } GrGLSLUniformHandler::UniformHandle GrVkUniformHandler::internalAddUniformArray( uint32_t visibility, GrSLType type, GrSLPrecision precision, const char* name, bool mangleName, int arrayCount, const char** outName) { SkASSERT(name && strlen(name)); SkDEBUGCODE(static const uint32_t kVisibilityMask = kVertex_GrShaderFlag|kFragment_GrShaderFlag); SkASSERT(0 == (~kVisibilityMask & visibility)); SkASSERT(0 != visibility); SkASSERT(kDefault_GrSLPrecision == precision || GrSLTypeIsFloatType(type)); GrSLTypeIsFloatType(type); UniformInfo& uni = fUniforms.push_back(); uni.fVariable.setType(type); // TODO this is a bit hacky, lets think of a better way. Basically we need to be able to use // the uniform view matrix name in the GP, and the GP is immutable so it has to tell the PB // exactly what name it wants to use for the uniform view matrix. If we prefix anythings, then // the names will mismatch. I think the correct solution is to have all GPs which need the // uniform view matrix, they should upload the view matrix in their setData along with regular // uniforms. char prefix = 'u'; if ('u' == name[0]) { prefix = '\0'; } fProgramBuilder->nameVariable(uni.fVariable.accessName(), prefix, name, mangleName); uni.fVariable.setArrayCount(arrayCount); // For now asserting the the visibility is either only vertex or only fragment 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(GrShaderVar::kNone_TypeModifier); uint32_t* currentOffset = kVertex_GrShaderFlag == visibility ? &fCurrentVertexUBOOffset : &fCurrentFragmentUBOOffset; get_ubo_aligned_offset(&uni.fUBOffset, currentOffset, type, arrayCount); SkString layoutQualifier; layoutQualifier.appendf("offset=%d", uni.fUBOffset); uni.fVariable.addLayoutQualifier(layoutQualifier.c_str()); if (outName) { *outName = uni.fVariable.c_str(); } return GrGLSLUniformHandler::UniformHandle(fUniforms.count() - 1); } GrGLSLUniformHandler::SamplerHandle GrVkUniformHandler::addSampler(uint32_t visibility, GrSwizzle swizzle, 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); UniformInfo& info = fSamplers.push_back(); SkASSERT(GrSLTypeIsCombinedSamplerType(type)); info.fVariable.setType(type); info.fVariable.setTypeModifier(GrShaderVar::kUniform_TypeModifier); info.fVariable.setPrecision(precision); info.fVariable.setName(mangleName); SkString layoutQualifier; layoutQualifier.appendf("set=%d, binding=%d", kSamplerDescSet, fSamplers.count() - 1); info.fVariable.addLayoutQualifier(layoutQualifier.c_str()); info.fVisibility = visibility; info.fUBOffset = 0; fSamplerSwizzles.push_back(swizzle); SkASSERT(fSamplerSwizzles.count() == fSamplers.count()); return GrGLSLUniformHandler::SamplerHandle(fSamplers.count() - 1); } void GrVkUniformHandler::appendUniformDecls(GrShaderFlags visibility, SkString* out) const { SkASSERT(kVertex_GrShaderFlag == visibility || kFragment_GrShaderFlag == visibility); for (int i = 0; i < fSamplers.count(); ++i) { const UniformInfo& sampler = fSamplers[i]; SkASSERT(sampler.fVariable.getType() == kTexture2DSampler_GrSLType); if (visibility == sampler.fVisibility) { sampler.fVariable.appendDecl(fProgramBuilder->shaderCaps(), out); out->append(";\n"); } } SkDEBUGCODE(bool firstOffsetCheck = false); SkString uniformsString; for (int i = 0; i < fUniforms.count(); ++i) { const UniformInfo& localUniform = fUniforms[i]; if (visibility == localUniform.fVisibility) { if (GrSLTypeIsFloatType(localUniform.fVariable.getType())) { #ifdef SK_DEBUG if (!firstOffsetCheck) { // Check to make sure we are starting our offset at 0 so the offset qualifier we // set on each variable in the uniform block is valid. SkASSERT(0 == localUniform.fUBOffset); firstOffsetCheck = true; } #endif localUniform.fVariable.appendDecl(fProgramBuilder->shaderCaps(), &uniformsString); uniformsString.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); out->appendf("%s\n};\n", uniformsString.c_str()); } }