/*
* 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());
}
}