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