/* * Copyright 2019 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef GrSPIRVUniformHandler_DEFINED #define GrSPIRVUniformHandler_DEFINED #include "src/core/SkTBlockList.h" #include "src/gpu/glsl/GrGLSLUniformHandler.h" /* * This class can be used for basic SPIR-V uniform handling. It will make a single uniform buffer * for all the uniforms and will be placed in the first set and binding. Textures and samplers are * placed in the second set and kept as separate objects. They are interleaved as sampler texture * pairs with each object in the next binding slot. */ class GrSPIRVUniformHandler : public GrGLSLUniformHandler { public: static const int kUniformsPerBlock = 8; const GrShaderVar& getUniformVariable(UniformHandle u) const override; const char* getUniformCStr(UniformHandle u) const override; struct SPIRVUniformInfo : public UniformInfo { int fUBOOffset; }; typedef SkTBlockList UniformInfoArray; enum { kUniformBinding = 0, kUniformDescriptorSet = 0, kSamplerTextureDescriptorSet = 1, }; uint32_t getRTFlipOffset() const; int numUniforms() const override { return fUniforms.count(); } UniformInfo& uniform(int idx) override { return fUniforms.item(idx); } const UniformInfo& uniform(int idx) const override { return fUniforms.item(idx); } private: explicit GrSPIRVUniformHandler(GrGLSLProgramBuilder* program); SamplerHandle addSampler(const GrBackendFormat&, GrSamplerState, const GrSwizzle&, const char* name, const GrShaderCaps*) override; const char* samplerVariable(SamplerHandle handle) const override; GrSwizzle samplerSwizzle(SamplerHandle handle) const override; void appendUniformDecls(GrShaderFlags visibility, SkString*) const override; UniformHandle internalAddUniformArray(const GrFragmentProcessor* owner, uint32_t visibility, GrSLType type, const char* name, bool mangleName, int arrayCount, const char** outName) override; UniformInfoArray fUniforms; UniformInfoArray fSamplers; UniformInfoArray fTextures; SkTArray fSamplerSwizzles; SkTArray fSamplerReferences; uint32_t fCurrentUBOOffset = 0; uint32_t fRTFlipOffset = 0; friend class GrD3DPipelineStateBuilder; friend class GrDawnProgramBuilder; using INHERITED = GrGLSLUniformHandler; }; #endif