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1 /*
2 * Copyright 2016 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 #include "src/gpu/vk/GrVkUniformHandler.h"
9 
10 #include "src/gpu/GrTexture.h"
11 #include "src/gpu/glsl/GrGLSLProgramBuilder.h"
12 #include "src/gpu/vk/GrVkGpu.h"
13 #include "src/gpu/vk/GrVkPipelineStateBuilder.h"
14 #include "src/gpu/vk/GrVkTexture.h"
15 
16 // To determine whether a current offset is aligned, we can just 'and' the lowest bits with the
17 // alignment mask. A value of 0 means aligned, any other value is how many bytes past alignment we
18 // are. This works since all alignments are powers of 2. The mask is always (alignment - 1).
19 // This alignment mask will give correct alignments for using the std430 block layout. If you want
20 // the std140 alignment, you can use this, but then make sure if you have an array type it is
21 // aligned to 16 bytes (i.e. has mask of 0xF).
22 // These are designated in the Vulkan spec, section 14.5.4 "Offset and Stride Assignment".
23 // https://www.khronos.org/registry/vulkan/specs/1.0-wsi_extensions/html/vkspec.html#interfaces-resources-layout
grsltype_to_alignment_mask(GrSLType type)24 static uint32_t grsltype_to_alignment_mask(GrSLType type) {
25     switch(type) {
26         case kShort_GrSLType: // fall through
27         case kUShort_GrSLType:
28             return 0x1;
29         case kShort2_GrSLType: // fall through
30         case kUShort2_GrSLType:
31             return 0x3;
32         case kShort3_GrSLType: // fall through
33         case kShort4_GrSLType:
34         case kUShort3_GrSLType:
35         case kUShort4_GrSLType:
36             return 0x7;
37         case kInt_GrSLType:
38         case kUInt_GrSLType:
39             return 0x3;
40         case kInt2_GrSLType:
41         case kUInt2_GrSLType:
42             return 0x7;
43         case kInt3_GrSLType:
44         case kUInt3_GrSLType:
45         case kInt4_GrSLType:
46         case kUInt4_GrSLType:
47             return 0xF;
48         case kHalf_GrSLType: // fall through
49         case kFloat_GrSLType:
50             return 0x3;
51         case kHalf2_GrSLType: // fall through
52         case kFloat2_GrSLType:
53             return 0x7;
54         case kHalf3_GrSLType: // fall through
55         case kFloat3_GrSLType:
56             return 0xF;
57         case kHalf4_GrSLType: // fall through
58         case kFloat4_GrSLType:
59             return 0xF;
60         case kHalf2x2_GrSLType: // fall through
61         case kFloat2x2_GrSLType:
62             return 0x7;
63         case kHalf3x3_GrSLType: // fall through
64         case kFloat3x3_GrSLType:
65             return 0xF;
66         case kHalf4x4_GrSLType: // fall through
67         case kFloat4x4_GrSLType:
68             return 0xF;
69 
70         // This query is only valid for certain types.
71         case kVoid_GrSLType:
72         case kBool_GrSLType:
73         case kBool2_GrSLType:
74         case kBool3_GrSLType:
75         case kBool4_GrSLType:
76         case kTexture2DSampler_GrSLType:
77         case kTextureExternalSampler_GrSLType:
78         case kTexture2DRectSampler_GrSLType:
79         case kSampler_GrSLType:
80         case kTexture2D_GrSLType:
81         case kInput_GrSLType:
82             break;
83     }
84     SK_ABORT("Unexpected type");
85 }
86 
87 /** Returns the size in bytes taken up in vulkanbuffers for GrSLTypes. */
grsltype_to_vk_size(GrSLType type,int layout)88 static inline uint32_t grsltype_to_vk_size(GrSLType type, int layout) {
89     switch(type) {
90         case kShort_GrSLType:
91             return sizeof(int16_t);
92         case kShort2_GrSLType:
93             return 2 * sizeof(int16_t);
94         case kShort3_GrSLType:
95             return 3 * sizeof(int16_t);
96         case kShort4_GrSLType:
97             return 4 * sizeof(int16_t);
98         case kUShort_GrSLType:
99             return sizeof(uint16_t);
100         case kUShort2_GrSLType:
101             return 2 * sizeof(uint16_t);
102         case kUShort3_GrSLType:
103             return 3 * sizeof(uint16_t);
104         case kUShort4_GrSLType:
105             return 4 * sizeof(uint16_t);
106         case kHalf_GrSLType: // fall through
107         case kFloat_GrSLType:
108             return sizeof(float);
109         case kHalf2_GrSLType: // fall through
110         case kFloat2_GrSLType:
111             return 2 * sizeof(float);
112         case kHalf3_GrSLType: // fall through
113         case kFloat3_GrSLType:
114             return 3 * sizeof(float);
115         case kHalf4_GrSLType: // fall through
116         case kFloat4_GrSLType:
117             return 4 * sizeof(float);
118         case kInt_GrSLType: // fall through
119         case kUInt_GrSLType:
120             return sizeof(int32_t);
121         case kInt2_GrSLType: // fall through
122         case kUInt2_GrSLType:
123             return 2 * sizeof(int32_t);
124         case kInt3_GrSLType: // fall through
125         case kUInt3_GrSLType:
126             return 3 * sizeof(int32_t);
127         case kInt4_GrSLType: // fall through
128         case kUInt4_GrSLType:
129             return 4 * sizeof(int32_t);
130         case kHalf2x2_GrSLType: // fall through
131         case kFloat2x2_GrSLType:
132             if (layout == GrVkUniformHandler::kStd430Layout) {
133                 return 4 * sizeof(float);
134             } else {
135                 return 8 * sizeof(float);
136             }
137         case kHalf3x3_GrSLType: // fall through
138         case kFloat3x3_GrSLType:
139             return 12 * sizeof(float);
140         case kHalf4x4_GrSLType: // fall through
141         case kFloat4x4_GrSLType:
142             return 16 * sizeof(float);
143 
144         // This query is only valid for certain types.
145         case kVoid_GrSLType:
146         case kBool_GrSLType:
147         case kBool2_GrSLType:
148         case kBool3_GrSLType:
149         case kBool4_GrSLType:
150         case kTexture2DSampler_GrSLType:
151         case kTextureExternalSampler_GrSLType:
152         case kTexture2DRectSampler_GrSLType:
153         case kSampler_GrSLType:
154         case kTexture2D_GrSLType:
155         case kInput_GrSLType:
156             break;
157     }
158     SK_ABORT("Unexpected type");
159 }
160 
161 // Given the current offset into the ubo data, calculate the offset for the uniform we're trying to
162 // add taking into consideration all alignment requirements. The uniformOffset is set to the offset
163 // for the new uniform, and currentOffset is updated to be the offset to the end of the new uniform.
get_aligned_offset(uint32_t * currentOffset,GrSLType type,int arrayCount,int layout)164 static uint32_t get_aligned_offset(uint32_t* currentOffset,
165                                    GrSLType type,
166                                    int arrayCount,
167                                    int layout) {
168     uint32_t alignmentMask = grsltype_to_alignment_mask(type);
169     // For std140 layout we must make arrays align to 16 bytes.
170     if (layout == GrVkUniformHandler::kStd140Layout && (arrayCount || type == kFloat2x2_GrSLType)) {
171         alignmentMask = 0xF;
172     }
173     uint32_t offsetDiff = *currentOffset & alignmentMask;
174     if (offsetDiff != 0) {
175         offsetDiff = alignmentMask - offsetDiff + 1;
176     }
177     int32_t uniformOffset = *currentOffset + offsetDiff;
178     SkASSERT(sizeof(float) == 4);
179     if (arrayCount) {
180         // TODO: this shouldn't be necessary for std430
181         uint32_t elementSize = std::max<uint32_t>(16, grsltype_to_vk_size(type, layout));
182         SkASSERT(0 == (elementSize & 0xF));
183         *currentOffset = uniformOffset + elementSize * arrayCount;
184     } else {
185         *currentOffset = uniformOffset + grsltype_to_vk_size(type, layout);
186     }
187     return uniformOffset;
188 }
189 
~GrVkUniformHandler()190 GrVkUniformHandler::~GrVkUniformHandler() {
191     for (VkUniformInfo& sampler : fSamplers.items()) {
192         if (sampler.fImmutableSampler) {
193             sampler.fImmutableSampler->unref();
194             sampler.fImmutableSampler = nullptr;
195         }
196     }
197 }
198 
internalAddUniformArray(const GrFragmentProcessor * owner,uint32_t visibility,GrSLType type,const char * name,bool mangleName,int arrayCount,const char ** outName)199 GrGLSLUniformHandler::UniformHandle GrVkUniformHandler::internalAddUniformArray(
200                                                                    const GrFragmentProcessor* owner,
201                                                                    uint32_t visibility,
202                                                                    GrSLType type,
203                                                                    const char* name,
204                                                                    bool mangleName,
205                                                                    int arrayCount,
206                                                                    const char** outName) {
207     SkASSERT(name && strlen(name));
208     SkASSERT(GrSLTypeCanBeUniformValue(type));
209 
210     // TODO this is a bit hacky, lets think of a better way.  Basically we need to be able to use
211     // the uniform view matrix name in the GP, and the GP is immutable so it has to tell the PB
212     // exactly what name it wants to use for the uniform view matrix.  If we prefix anythings, then
213     // the names will mismatch.  I think the correct solution is to have all GPs which need the
214     // uniform view matrix, they should upload the view matrix in their setData along with regular
215     // uniforms.
216     char prefix = 'u';
217     if ('u' == name[0] || !strncmp(name, GR_NO_MANGLE_PREFIX, strlen(GR_NO_MANGLE_PREFIX))) {
218         prefix = '\0';
219     }
220     SkString resolvedName = fProgramBuilder->nameVariable(prefix, name, mangleName);
221 
222     VkUniformInfo tempInfo;
223     tempInfo.fVariable = GrShaderVar{std::move(resolvedName),
224                                      type,
225                                      GrShaderVar::TypeModifier::None,
226                                      arrayCount};
227 
228     tempInfo.fVisibility = visibility;
229     tempInfo.fOwner      = owner;
230     tempInfo.fRawName    = SkString(name);
231 
232     for (int layout = 0; layout < kLayoutCount; ++layout) {
233         tempInfo.fOffsets[layout] = get_aligned_offset(&fCurrentOffsets[layout],
234                                                        type,
235                                                        arrayCount,
236                                                        layout);
237     }
238 
239     fUniforms.push_back(tempInfo);
240 
241     if (outName) {
242         *outName = fUniforms.back().fVariable.c_str();
243     }
244 
245     return GrGLSLUniformHandler::UniformHandle(fUniforms.count() - 1);
246 }
247 
addSampler(const GrBackendFormat & backendFormat,GrSamplerState state,const GrSwizzle & swizzle,const char * name,const GrShaderCaps * shaderCaps)248 GrGLSLUniformHandler::SamplerHandle GrVkUniformHandler::addSampler(
249         const GrBackendFormat& backendFormat, GrSamplerState state, const GrSwizzle& swizzle,
250         const char* name, const GrShaderCaps* shaderCaps) {
251     SkASSERT(name && strlen(name));
252 
253     const char prefix = 'u';
254     SkString mangleName = fProgramBuilder->nameVariable(prefix, name, /*mangle=*/true);
255 
256     SkString layoutQualifier;
257     layoutQualifier.appendf("set=%d, binding=%d", kSamplerDescSet, fSamplers.count());
258 
259     VkUniformInfo tempInfo;
260     tempInfo.fVariable =
261             GrShaderVar{std::move(mangleName),
262                         GrSLCombinedSamplerTypeForTextureType(backendFormat.textureType()),
263                         GrShaderVar::TypeModifier::Uniform,
264                         GrShaderVar::kNonArray,
265                         std::move(layoutQualifier),
266                         SkString()};
267 
268     tempInfo.fVisibility = kFragment_GrShaderFlag;
269     tempInfo.fOwner      = nullptr;
270     tempInfo.fRawName    = SkString(name);
271     tempInfo.fOffsets[0] = 0;
272     tempInfo.fOffsets[1] = 0;
273 
274     fSamplers.push_back(tempInfo);
275 
276     // Check if we are dealing with an external texture and store the needed information if so.
277     auto ycbcrInfo = backendFormat.getVkYcbcrConversionInfo();
278     if (ycbcrInfo && ycbcrInfo->isValid()) {
279         GrVkGpu* gpu = static_cast<GrVkPipelineStateBuilder*>(fProgramBuilder)->gpu();
280         GrVkSampler* sampler = gpu->resourceProvider().findOrCreateCompatibleSampler(state,
281                                                                                      *ycbcrInfo);
282         fSamplers.back().fImmutableSampler = sampler;
283         if (!sampler) {
284             return {};
285         }
286     }
287 
288     fSamplerSwizzles.push_back(swizzle);
289     SkASSERT(fSamplerSwizzles.count() == fSamplers.count());
290     return GrGLSLUniformHandler::SamplerHandle(fSamplers.count() - 1);
291 }
292 
addInputSampler(const GrSwizzle & swizzle,const char * name)293 GrGLSLUniformHandler::SamplerHandle GrVkUniformHandler::addInputSampler(const GrSwizzle& swizzle,
294                                                                         const char* name) {
295     SkASSERT(name && strlen(name));
296     SkASSERT(fInputUniform.fVariable.getType() == kVoid_GrSLType);
297 
298     const char prefix = 'u';
299     SkString mangleName = fProgramBuilder->nameVariable(prefix, name, /*mangle=*/true);
300 
301     SkString layoutQualifier;
302     layoutQualifier.appendf("input_attachment_index=%d, set=%d, binding=%d",
303                             kDstInputAttachmentIndex, kInputDescSet, kInputBinding);
304 
305     fInputUniform = {
306             GrShaderVar{std::move(mangleName), kInput_GrSLType, GrShaderVar::TypeModifier::Uniform,
307                         GrShaderVar::kNonArray, std::move(layoutQualifier), SkString()},
308             kFragment_GrShaderFlag, nullptr, SkString(name)};
309     fInputSwizzle = swizzle;
310     return GrGLSLUniformHandler::SamplerHandle(0);
311 }
312 
appendUniformDecls(GrShaderFlags visibility,SkString * out) const313 void GrVkUniformHandler::appendUniformDecls(GrShaderFlags visibility, SkString* out) const {
314     for (const VkUniformInfo& sampler : fSamplers.items()) {
315         SkASSERT(sampler.fVariable.getType() == kTexture2DSampler_GrSLType ||
316                  sampler.fVariable.getType() == kTextureExternalSampler_GrSLType);
317         if (visibility == sampler.fVisibility) {
318             sampler.fVariable.appendDecl(fProgramBuilder->shaderCaps(), out);
319             out->append(";\n");
320         }
321     }
322     if (fInputUniform.fVariable.getType() == kInput_GrSLType) {
323         if (visibility == fInputUniform.fVisibility) {
324             SkASSERT(visibility == kFragment_GrShaderFlag);
325             fInputUniform.fVariable.appendDecl(fProgramBuilder->shaderCaps(), out);
326             out->append(";\n");
327         }
328     }
329 
330 #ifdef SK_DEBUG
331     bool firstOffsetCheck = false;
332     for (const VkUniformInfo& localUniform : fUniforms.items()) {
333         if (!firstOffsetCheck) {
334             // Check to make sure we are starting our offset at 0 so the offset qualifier we
335             // set on each variable in the uniform block is valid.
336             SkASSERT(0 == localUniform.fOffsets[kStd140Layout] &&
337                      0 == localUniform.fOffsets[kStd430Layout]);
338             firstOffsetCheck = true;
339         }
340     }
341 #endif
342 
343     // At this point we determine whether we'll be using push constants based on the
344     // uniforms set so far. Later checks will use the internal bool we set here to
345     // keep things consistent.
346     this->determineIfUsePushConstants();
347     SkString uniformsString;
348     for (const VkUniformInfo& localUniform : fUniforms.items()) {
349         if (visibility & localUniform.fVisibility) {
350             if (GrSLTypeCanBeUniformValue(localUniform.fVariable.getType())) {
351                 Layout layout = fUsePushConstants ? kStd430Layout : kStd140Layout;
352                 uniformsString.appendf("layout(offset=%d) ", localUniform.fOffsets[layout]);
353                 localUniform.fVariable.appendDecl(fProgramBuilder->shaderCaps(), &uniformsString);
354                 uniformsString.append(";\n");
355             }
356         }
357     }
358 
359     if (!uniformsString.isEmpty()) {
360         if (fUsePushConstants) {
361             out->append("layout (push_constant) ");
362         } else {
363             out->appendf("layout (set=%d, binding=%d) ",
364                          kUniformBufferDescSet, kUniformBinding);
365         }
366         out->append("uniform uniformBuffer\n{\n");
367         out->appendf("%s\n};\n", uniformsString.c_str());
368     }
369 }
370 
getRTFlipOffset() const371 uint32_t GrVkUniformHandler::getRTFlipOffset() const {
372     Layout layout = fUsePushConstants ? kStd430Layout : kStd140Layout;
373     uint32_t currentOffset = fCurrentOffsets[layout];
374     return get_aligned_offset(&currentOffset, kFloat2_GrSLType, 0, layout);
375 }
376 
determineIfUsePushConstants() const377 void GrVkUniformHandler::determineIfUsePushConstants() const {
378     // We may insert a uniform for flipping origin-sensitive language features (e.g. sk_FragCoord).
379     // We won't know that for sure until then but we need to make this determination now,
380     // so assume we will need it.
381     static constexpr uint32_t kPad = 2*sizeof(float);
382     fUsePushConstants =
383             fCurrentOffsets[kStd430Layout] > 0 &&
384             fCurrentOffsets[kStd430Layout] + kPad <= fProgramBuilder->caps()->maxPushConstantsSize();
385 }
386