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1 /*
2  * Copyright 2019 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 GrSPIRVUniformHandler_DEFINED
9 #define GrSPIRVUniformHandler_DEFINED
10 
11 #include "src/base/SkTBlockList.h"
12 #include "src/gpu/ganesh/glsl/GrGLSLUniformHandler.h"
13 
14 /*
15  * This class can be used for basic SPIR-V uniform handling. It will make a single uniform buffer
16  * for all the uniforms and will be placed in the first set and binding. Textures and samplers are
17  * placed in the second set and kept as separate objects. They are interleaved as sampler texture
18  * pairs with each object in the next binding slot.
19  */
20 class GrSPIRVUniformHandler : public GrGLSLUniformHandler {
21 public:
22     static const int kUniformsPerBlock = 8;
23 
24     const GrShaderVar& getUniformVariable(UniformHandle u) const override;
25     const char* getUniformCStr(UniformHandle u) const override;
26 
27     struct SPIRVUniformInfo : public UniformInfo {
28         int fUBOOffset;
29     };
30     typedef SkTBlockList<SPIRVUniformInfo> UniformInfoArray;
31     enum {
32         kUniformBinding = 0,
33         kUniformDescriptorSet = 0,
34         kSamplerTextureDescriptorSet = 1,
35     };
36     uint32_t getRTFlipOffset() const;
37 
numUniforms()38     int numUniforms() const override {
39         return fUniforms.count();
40     }
41 
uniform(int idx)42     UniformInfo& uniform(int idx) override {
43         return fUniforms.item(idx);
44     }
uniform(int idx)45     const UniformInfo& uniform(int idx) const override {
46         return fUniforms.item(idx);
47     }
48 
49 private:
50     explicit GrSPIRVUniformHandler(GrGLSLProgramBuilder* program);
51 
52     SamplerHandle addSampler(const GrBackendFormat&, GrSamplerState, const skgpu::Swizzle&,
53                              const char* name, const GrShaderCaps*) override;
54     const char* samplerVariable(SamplerHandle handle) const override;
55     skgpu::Swizzle samplerSwizzle(SamplerHandle handle) const override;
56     void appendUniformDecls(GrShaderFlags visibility, SkString*) const override;
57     UniformHandle internalAddUniformArray(const GrProcessor* owner,
58                                           uint32_t visibility,
59                                           SkSLType type,
60                                           const char* name,
61                                           bool mangleName,
62                                           int arrayCount,
63                                           const char** outName) override;
64 
65     UniformInfoArray    fUniforms;
66     UniformInfoArray    fSamplers;
67     UniformInfoArray    fTextures;
68     SkTArray<skgpu::Swizzle> fSamplerSwizzles;
69     SkTArray<SkString>  fSamplerReferences;
70 
71     uint32_t fCurrentUBOOffset = 0;
72     uint32_t fRTFlipOffset = 0;
73 
74     friend class GrD3DPipelineStateBuilder;
75     friend class GrDawnProgramBuilder;
76 
77     using INHERITED = GrGLSLUniformHandler;
78 };
79 
80 #endif
81