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1 /*
2 * Copyright 2018 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 #ifndef GrMtlUniformHandler_DEFINED
9 #define GrMtlUniformHandler_DEFINED
10 
11 #include "src/core/SkTBlockList.h"
12 #include "src/gpu/GrShaderVar.h"
13 #include "src/gpu/glsl/GrGLSLUniformHandler.h"
14 
15 #include <vector>
16 
17 // TODO: this class is basically copy and pasted from GrVkUniformHandler so that we can have
18 // some shaders working. The SkSL Metal code generator was written to work with GLSL generated for
19 // the Ganesh Vulkan backend, so it should all work. There might be better ways to do things in
20 // Metal and/or some Vulkan GLSLisms left in.
21 class GrMtlUniformHandler : public GrGLSLUniformHandler {
22 public:
23     static const int kUniformsPerBlock = 8;
24 
25     enum {
26         kUniformBinding = 0,
27         kLastUniformBinding = kUniformBinding,
28     };
29     static constexpr int kUniformBindingCount = kLastUniformBinding + 1;
30 
31     // fUBOffset is only valid if the GrSLType of the fVariable is not a sampler
32     struct MtlUniformInfo : public UniformInfo {
33         uint32_t fUBOffset;
34     };
35     typedef SkTBlockList<MtlUniformInfo> UniformInfoArray;
36 
getUniformVariable(UniformHandle u)37     const GrShaderVar& getUniformVariable(UniformHandle u) const override {
38         return fUniforms.item(u.toIndex()).fVariable;
39     }
40 
getUniformCStr(UniformHandle u)41     const char* getUniformCStr(UniformHandle u) const override {
42         return this->getUniformVariable(u).c_str();
43     }
44 
numUniforms()45     int numUniforms() const override {
46         return fUniforms.count();
47     }
48 
uniform(int idx)49     UniformInfo& uniform(int idx) override {
50         return fUniforms.item(idx);
51     }
uniform(int idx)52     const UniformInfo& uniform(int idx) const override {
53         return fUniforms.item(idx);
54     }
55 
56 private:
GrMtlUniformHandler(GrGLSLProgramBuilder * program)57     explicit GrMtlUniformHandler(GrGLSLProgramBuilder* program)
58         : INHERITED(program)
59         , fUniforms(kUniformsPerBlock)
60         , fSamplers(kUniformsPerBlock)
61         , fCurrentUBOOffset(0)
62         , fCurrentUBOMaxAlignment(0x0) {
63     }
64 
65     UniformHandle internalAddUniformArray(const GrFragmentProcessor* owner,
66                                           uint32_t visibility,
67                                           GrSLType type,
68                                           const char* name,
69                                           bool mangleName,
70                                           int arrayCount,
71                                           const char** outName) override;
72 
73     SamplerHandle addSampler(const GrBackendFormat&,
74                              GrSamplerState,
75                              const GrSwizzle&,
76                              const char* name,
77                              const GrShaderCaps*) override;
78 
numSamplers()79     int numSamplers() const { return fSamplers.count(); }
samplerVariable(SamplerHandle handle)80     const char* samplerVariable(SamplerHandle handle) const override {
81         return fSamplers.item(handle.toIndex()).fVariable.c_str();
82     }
samplerSwizzle(SamplerHandle handle)83     GrSwizzle samplerSwizzle(SamplerHandle handle) const override {
84         return fSamplerSwizzles[handle.toIndex()];
85     }
samplerVisibility(SamplerHandle handle)86     uint32_t samplerVisibility(SamplerHandle handle) const {
87         return fSamplers.item(handle.toIndex()).fVisibility;
88     }
89 
90     void appendUniformDecls(GrShaderFlags, SkString*) const override;
91 
getUniformInfo(UniformHandle u)92     const UniformInfo& getUniformInfo(UniformHandle u) const {
93         return fUniforms.item(u.toIndex());
94     }
95 
96     UniformInfoArray    fUniforms;
97     UniformInfoArray    fSamplers;
98     SkTArray<GrSwizzle> fSamplerSwizzles;
99 
100     uint32_t            fCurrentUBOOffset;
101     uint32_t            fCurrentUBOMaxAlignment;
102 
103     friend class GrMtlPipelineStateBuilder;
104 
105     using INHERITED = GrGLSLUniformHandler;
106 };
107 
108 #endif
109