/* * Copyright 2021 Google LLC * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "src/gpu/graphite/UniformManager.h" #include "src/gpu/graphite/PipelineData.h" // ensure that these types are the sizes the uniform data is expecting static_assert(sizeof(int32_t) == 4); static_assert(sizeof(float) == 4); static_assert(sizeof(SkHalf) == 2); namespace skgpu::graphite { int UniformOffsetCalculator::advanceOffset(SkSLType type, int count) { SkASSERT(SkSLTypeCanBeUniformValue(type)); int dimension = SkSLTypeMatrixSize(type); if (dimension > 0) { // All SkSL matrices are square and can be interpreted as an array of column vectors count = std::max(count, 1) * dimension; } else { dimension = SkSLTypeVecLength(type); } SkASSERT(1 <= dimension && dimension <= 4); // Bump dimension up to 4 if the array or vec3 consumes 4 primitives per element // NOTE: This affects the size, alignment already rounds up to a power of 2 automatically. const bool isArray = count > Uniform::kNonArray; if ((isArray && LayoutRules::AlignArraysAsVec4(fLayout)) || (dimension == 3 && (isArray || LayoutRules::PadVec3Size(fLayout)))) { dimension = 4; } const int primitiveSize = LayoutRules::UseFullPrecision(fLayout) || SkSLTypeIsFullPrecisionNumericType(type) ? 4 : 2; const int align = SkNextPow2(dimension) * primitiveSize; const int alignedOffset = SkAlignTo(fOffset, align); fOffset = alignedOffset + dimension * primitiveSize * std::max(count, 1); fReqAlignment = std::max(fReqAlignment, align); return alignedOffset; } ////////////////////////////////////////////////////////////////////////////// UniformDataBlock UniformManager::finishUniformDataBlock() { size_t size = SkAlignTo(fStorage.size(), fReqAlignment); size_t paddingSize = size - fStorage.size(); if (paddingSize > 0) { char* padding = fStorage.append(paddingSize); memset(padding, 0, paddingSize); } return UniformDataBlock(SkSpan(fStorage.begin(), size)); } void UniformManager::resetWithNewLayout(Layout layout) { fStorage.clear(); fLayout = layout; fReqAlignment = 0; fWrotePaintColor = false; #ifdef SK_DEBUG fOffsetCalculator = UniformOffsetCalculator(layout, 0); fExpectedUniforms = {}; fExpectedUniformIndex = 0; #endif } static std::pair adjust_for_matrix_type(SkSLType type, int count) { // All Layouts flatten matrices and arrays of matrices into arrays of columns, so update // 'type' to be the column type and either multiply 'count' by the number of columns for // arrays of matrices, or set to exactly the number of columns for a "non-array" matrix. switch(type) { case SkSLType::kFloat2x2: return {SkSLType::kFloat2, 2*std::max(1, count)}; case SkSLType::kFloat3x3: return {SkSLType::kFloat3, 3*std::max(1, count)}; case SkSLType::kFloat4x4: return {SkSLType::kFloat4, 4*std::max(1, count)}; case SkSLType::kHalf2x2: return {SkSLType::kHalf2, 2*std::max(1, count)}; case SkSLType::kHalf3x3: return {SkSLType::kHalf3, 3*std::max(1, count)}; case SkSLType::kHalf4x4: return {SkSLType::kHalf4, 4*std::max(1, count)}; // Otherwise leave type and count alone. default: return {type, count}; } } void UniformManager::write(const Uniform& u, const void* data) { SkASSERT(SkSLTypeCanBeUniformValue(u.type())); SkASSERT(!u.isPaintColor()); // Must go through writePaintColor() auto [type, count] = adjust_for_matrix_type(u.type(), u.count()); SkASSERT(SkSLTypeMatrixSize(type) < 0); // Matrix types should have been flattened const bool fullPrecision = LayoutRules::UseFullPrecision(fLayout) || !IsHalfVector(type); if (count == Uniform::kNonArray) { if (fullPrecision) { switch(SkSLTypeVecLength(type)) { case 1: this->write<1, /*Half=*/false>(data, type); break; case 2: this->write<2, /*Half=*/false>(data, type); break; case 3: this->write<3, /*Half=*/false>(data, type); break; case 4: this->write<4, /*Half=*/false>(data, type); break; } } else { switch(SkSLTypeVecLength(type)) { case 1: this->write<1, /*Half=*/true>(data, type); break; case 2: this->write<2, /*Half=*/true>(data, type); break; case 3: this->write<3, /*Half=*/true>(data, type); break; case 4: this->write<4, /*Half=*/true>(data, type); break; } } } else { if (fullPrecision) { switch(SkSLTypeVecLength(type)) { case 1: this->writeArray<1, /*Half=*/false>(data, count, type); break; case 2: this->writeArray<2, /*Half=*/false>(data, count, type); break; case 3: this->writeArray<3, /*Half=*/false>(data, count, type); break; case 4: this->writeArray<4, /*Half=*/false>(data, count, type); break; } } else { switch(SkSLTypeVecLength(type)) { case 1: this->writeArray<1, /*Half=*/true>(data, count, type); break; case 2: this->writeArray<2, /*Half=*/true>(data, count, type); break; case 3: this->writeArray<3, /*Half=*/true>(data, count, type); break; case 4: this->writeArray<4, /*Half=*/true>(data, count, type); break; } } } } #ifdef SK_DEBUG bool UniformManager::checkExpected(const void* dst, SkSLType type, int count) { if (fExpectedUniformIndex >= (int) fExpectedUniforms.size()) { // A write() outside of a UniformExpectationsVisitor or too many uniforms written for what // is expected. return false; } const Uniform& expected = fExpectedUniforms[fExpectedUniformIndex++]; if (!SkSLTypeCanBeUniformValue(expected.type())) { // Not all types are supported as uniforms or supported by UniformManager return false; } auto [expectedType, expectedCount] = adjust_for_matrix_type(expected.type(), expected.count()); if (expectedType != type || expectedCount != count) { return false; } if (dst) { // If we have 'dst', it's the aligned starting offset of the uniform being checked, so // subtracting the address of the first byte in fStorage gives us the offset. int offset = static_cast(reinterpret_cast(dst) - reinterpret_cast(fStorage.data())); // Pass original expected type and count to the offset calculator for validation. if (offset != fOffsetCalculator.advanceOffset(expected.type(), expected.count())) { return false; } if (fReqAlignment != fOffsetCalculator.requiredAlignment()) { return false; } // And if it is the paint color uniform, we should not have already written it return !(fWrotePaintColor && expected.isPaintColor()); } else { // If 'dst' is null, it's an already-visited paint color uniform, so it's not being written // and not changing the offset. SkASSERT(fWrotePaintColor); return expected.isPaintColor(); } } bool UniformManager::isReset() const { return fStorage.empty(); } void UniformManager::setExpectedUniforms(SkSpan expected) { fExpectedUniforms = expected; fExpectedUniformIndex = 0; } void UniformManager::doneWithExpectedUniforms() { SkASSERT(fExpectedUniformIndex == static_cast(fExpectedUniforms.size())); fExpectedUniforms = {}; } #endif // SK_DEBUG } // namespace skgpu::graphite