/* * Copyright 2018 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "src/gpu/mtl/GrMtlUniformHandler.h" #include "include/private/GrMtlTypesPriv.h" #include "src/gpu/GrTexture.h" #include "src/gpu/glsl/GrGLSLProgramBuilder.h" #if !__has_feature(objc_arc) #error This file must be compiled with Arc. Use -fobjc-arc flag #endif GR_NORETAIN_BEGIN // 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). static uint32_t grsltype_to_alignment_mask(GrSLType type) { switch(type) { case kInt_GrSLType: case kUInt_GrSLType: case kFloat_GrSLType: return 0x3; case kInt2_GrSLType: case kUInt2_GrSLType: case kFloat2_GrSLType: return 0x7; case kInt3_GrSLType: case kUInt3_GrSLType: case kFloat3_GrSLType: case kInt4_GrSLType: case kUInt4_GrSLType: case kFloat4_GrSLType: return 0xF; case kFloat2x2_GrSLType: return 0x7; case kFloat3x3_GrSLType: return 0xF; case kFloat4x4_GrSLType: return 0xF; case kShort_GrSLType: case kUShort_GrSLType: case kHalf_GrSLType: return 0x1; case kShort2_GrSLType: case kUShort2_GrSLType: case kHalf2_GrSLType: return 0x3; case kShort3_GrSLType: case kShort4_GrSLType: case kUShort3_GrSLType: case kUShort4_GrSLType: case kHalf3_GrSLType: case kHalf4_GrSLType: return 0x7; case kHalf2x2_GrSLType: return 0x3; case kHalf3x3_GrSLType: return 0x7; case kHalf4x4_GrSLType: return 0x7; // This query is only valid for certain types. case kVoid_GrSLType: case kBool_GrSLType: case kBool2_GrSLType: case kBool3_GrSLType: case kBool4_GrSLType: case kTexture2DSampler_GrSLType: case kTextureExternalSampler_GrSLType: case kTexture2DRectSampler_GrSLType: case kSampler_GrSLType: case kTexture2D_GrSLType: case kInput_GrSLType: break; } SK_ABORT("Unexpected type"); } /** Returns the size in bytes taken up in Metal buffers for GrSLTypes. */ static inline uint32_t grsltype_to_mtl_size(GrSLType type) { switch(type) { case kInt_GrSLType: case kUInt_GrSLType: case kFloat_GrSLType: return 4; case kInt2_GrSLType: case kUInt2_GrSLType: case kFloat2_GrSLType: return 8; case kInt3_GrSLType: case kUInt3_GrSLType: case kFloat3_GrSLType: case kInt4_GrSLType: case kUInt4_GrSLType: case kFloat4_GrSLType: return 16; case kFloat2x2_GrSLType: return 16; case kFloat3x3_GrSLType: return 48; case kFloat4x4_GrSLType: return 64; case kShort_GrSLType: case kUShort_GrSLType: case kHalf_GrSLType: return 2; case kShort2_GrSLType: case kUShort2_GrSLType: case kHalf2_GrSLType: return 4; case kShort3_GrSLType: case kShort4_GrSLType: case kUShort3_GrSLType: case kUShort4_GrSLType: case kHalf3_GrSLType: case kHalf4_GrSLType: return 8; case kHalf2x2_GrSLType: return 8; case kHalf3x3_GrSLType: return 24; case kHalf4x4_GrSLType: return 32; // This query is only valid for certain types. case kVoid_GrSLType: case kBool_GrSLType: case kBool2_GrSLType: case kBool3_GrSLType: case kBool4_GrSLType: case kTexture2DSampler_GrSLType: case kTextureExternalSampler_GrSLType: case kTexture2DRectSampler_GrSLType: case kSampler_GrSLType: case kTexture2D_GrSLType: case kInput_GrSLType: break; } SK_ABORT("Unexpected type"); } // 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. static uint32_t get_ubo_aligned_offset(uint32_t* currentOffset, uint32_t* maxAlignment, GrSLType type, int arrayCount) { uint32_t alignmentMask = grsltype_to_alignment_mask(type); if (alignmentMask > *maxAlignment) { *maxAlignment = alignmentMask; } uint32_t offsetDiff = *currentOffset & alignmentMask; if (offsetDiff != 0) { offsetDiff = alignmentMask - offsetDiff + 1; } uint32_t uniformOffset = *currentOffset + offsetDiff; SkASSERT(sizeof(float) == 4); if (arrayCount) { *currentOffset = uniformOffset + grsltype_to_mtl_size(type) * arrayCount; } else { *currentOffset = uniformOffset + grsltype_to_mtl_size(type); } return uniformOffset; } GrGLSLUniformHandler::UniformHandle GrMtlUniformHandler::internalAddUniformArray( const GrFragmentProcessor* owner, uint32_t visibility, GrSLType type, const char* name, bool mangleName, int arrayCount, const char** outName) { SkASSERT(name && strlen(name)); SkASSERT(GrSLTypeCanBeUniformValue(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] || !strncmp(name, GR_NO_MANGLE_PREFIX, strlen(GR_NO_MANGLE_PREFIX))) { prefix = '\0'; } SkString resolvedName = fProgramBuilder->nameVariable(prefix, name, mangleName); uint32_t offset = get_ubo_aligned_offset(&fCurrentUBOOffset, &fCurrentUBOMaxAlignment, type, arrayCount); SkString layoutQualifier; layoutQualifier.appendf("offset=%d", offset); // 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. MtlUniformInfo tempInfo; tempInfo.fVariable = GrShaderVar{std::move(resolvedName), type, GrShaderVar::TypeModifier::None, arrayCount, std::move(layoutQualifier), SkString()}; tempInfo.fVisibility = kFragment_GrShaderFlag | kVertex_GrShaderFlag; tempInfo.fOwner = owner; tempInfo.fRawName = SkString(name); tempInfo.fUBOffset = offset; fUniforms.push_back(tempInfo); if (outName) { *outName = fUniforms.back().fVariable.c_str(); } return GrGLSLUniformHandler::UniformHandle(fUniforms.count() - 1); } GrGLSLUniformHandler::SamplerHandle GrMtlUniformHandler::addSampler( const GrBackendFormat& backendFormat, GrSamplerState, const GrSwizzle& swizzle, const char* name, const GrShaderCaps* caps) { int binding = fSamplers.count(); SkASSERT(name && strlen(name)); constexpr char prefix = 'u'; SkString mangleName = fProgramBuilder->nameVariable(prefix, name, /*mangle=*/true); GrTextureType type = backendFormat.textureType(); SkString layoutQualifier; layoutQualifier.appendf("binding=%d", binding); MtlUniformInfo tempInfo; tempInfo.fVariable = GrShaderVar{std::move(mangleName), GrSLCombinedSamplerTypeForTextureType(type), GrShaderVar::TypeModifier::Uniform, GrShaderVar::kNonArray, std::move(layoutQualifier), SkString()}; tempInfo.fVisibility = kFragment_GrShaderFlag; tempInfo.fOwner = nullptr; tempInfo.fRawName = SkString(name); tempInfo.fUBOffset = 0; fSamplers.push_back(tempInfo); fSamplerSwizzles.push_back(swizzle); SkASSERT(fSamplerSwizzles.count() == fSamplers.count()); return GrGLSLUniformHandler::SamplerHandle(fSamplers.count() - 1); } void GrMtlUniformHandler::appendUniformDecls(GrShaderFlags visibility, SkString* out) const { for (const UniformInfo& sampler : fSamplers.items()) { SkASSERT(sampler.fVariable.getType() == kTexture2DSampler_GrSLType); if (visibility == sampler.fVisibility) { sampler.fVariable.appendDecl(fProgramBuilder->shaderCaps(), out); out->append(";\n"); } } #ifdef SK_DEBUG bool firstOffsetCheck = false; for (const MtlUniformInfo& localUniform : fUniforms.items()) { 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 SkString uniformsString; for (const UniformInfo& localUniform : fUniforms.items()) { if (visibility & localUniform.fVisibility) { if (GrSLTypeCanBeUniformValue(localUniform.fVariable.getType())) { localUniform.fVariable.appendDecl(fProgramBuilder->shaderCaps(), &uniformsString); uniformsString.append(";\n"); } } } if (!uniformsString.isEmpty()) { out->appendf("layout (binding=%d) uniform uniformBuffer\n{\n", kUniformBinding); out->appendf("%s\n};\n", uniformsString.c_str()); } } GR_NORETAIN_END