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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 "GrVkUniformHandler.h"
9 #include "glsl/GrGLSLProgramBuilder.h"
10 
11 // To determine whether a current offset is aligned, we can just 'and' the lowest bits with the
12 // alignment mask. A value of 0 means aligned, any other value is how many bytes past alignment we
13 // are. This works since all alignments are powers of 2. The mask is always (alignment - 1).
14 // This alignment mask will give correct alignments for using the std430 block layout. If you want
15 // the std140 alignment, you can use this, but then make sure if you have an array type it is
16 // aligned to 16 bytes (i.e. has mask of 0xF).
grsltype_to_alignment_mask(GrSLType type)17 uint32_t grsltype_to_alignment_mask(GrSLType type) {
18     switch(type) {
19         case kInt_GrSLType:
20             return 0x3;
21         case kUint_GrSLType:
22             return 0x3;
23         case kFloat_GrSLType:
24             return 0x3;
25         case kVec2f_GrSLType:
26             return 0x7;
27         case kVec3f_GrSLType:
28             return 0xF;
29         case kVec4f_GrSLType:
30             return 0xF;
31         case kVec2i_GrSLType:
32             return 0x7;
33         case kVec3i_GrSLType:
34             return 0xF;
35         case kVec4i_GrSLType:
36             return 0xF;
37         case kMat22f_GrSLType:
38             return 0x7;
39         case kMat33f_GrSLType:
40             return 0xF;
41         case kMat44f_GrSLType:
42             return 0xF;
43 
44         // This query is only valid for certain types.
45         case kVoid_GrSLType:
46         case kBool_GrSLType:
47         case kTexture2DSampler_GrSLType:
48         case kITexture2DSampler_GrSLType:
49         case kTextureExternalSampler_GrSLType:
50         case kTexture2DRectSampler_GrSLType:
51         case kBufferSampler_GrSLType:
52         case kTexture2D_GrSLType:
53         case kSampler_GrSLType:
54         case kImageStorage2D_GrSLType:
55         case kIImageStorage2D_GrSLType:
56             break;
57     }
58     SkFAIL("Unexpected type");
59     return 0;
60 }
61 
62 /** Returns the size in bytes taken up in vulkanbuffers for floating point GrSLTypes.
63     For non floating point type returns 0. Currently this reflects the std140 alignment
64     so a mat22 takes up 8 floats. */
grsltype_to_vk_size(GrSLType type)65 static inline uint32_t grsltype_to_vk_size(GrSLType type) {
66     switch(type) {
67         case kInt_GrSLType:
68             return sizeof(int32_t);
69         case kUint_GrSLType:
70             return sizeof(int32_t);
71         case kFloat_GrSLType:
72             return sizeof(float);
73         case kVec2f_GrSLType:
74             return 2 * sizeof(float);
75         case kVec3f_GrSLType:
76             return 3 * sizeof(float);
77         case kVec4f_GrSLType:
78             return 4 * sizeof(float);
79         case kVec2i_GrSLType:
80             return 2 * sizeof(int32_t);
81         case kVec3i_GrSLType:
82             return 3 * sizeof(int32_t);
83         case kVec4i_GrSLType:
84             return 4 * sizeof(int32_t);
85         case kMat22f_GrSLType:
86             //TODO: this will be 4 * szof(float) on std430.
87             return 8 * sizeof(float);
88         case kMat33f_GrSLType:
89             return 12 * sizeof(float);
90         case kMat44f_GrSLType:
91             return 16 * sizeof(float);
92 
93         // This query is only valid for certain types.
94         case kVoid_GrSLType:
95         case kBool_GrSLType:
96         case kTexture2DSampler_GrSLType:
97         case kITexture2DSampler_GrSLType:
98         case kTextureExternalSampler_GrSLType:
99         case kTexture2DRectSampler_GrSLType:
100         case kBufferSampler_GrSLType:
101         case kTexture2D_GrSLType:
102         case kSampler_GrSLType:
103         case kImageStorage2D_GrSLType:
104         case kIImageStorage2D_GrSLType:
105             break;
106     }
107     SkFAIL("Unexpected type");
108     return 0;
109 }
110 
111 
112 // Given the current offset into the ubo, calculate the offset for the uniform we're trying to add
113 // taking into consideration all alignment requirements. The uniformOffset is set to the offset for
114 // the new uniform, and currentOffset is updated to be the offset to the end of the new uniform.
get_ubo_aligned_offset(uint32_t * uniformOffset,uint32_t * currentOffset,GrSLType type,int arrayCount)115 void get_ubo_aligned_offset(uint32_t* uniformOffset,
116                             uint32_t* currentOffset,
117                             GrSLType type,
118                             int arrayCount) {
119     uint32_t alignmentMask = grsltype_to_alignment_mask(type);
120     // We want to use the std140 layout here, so we must make arrays align to 16 bytes.
121     if (arrayCount || type == kMat22f_GrSLType) {
122         alignmentMask = 0xF;
123     }
124     uint32_t offsetDiff = *currentOffset & alignmentMask;
125     if (offsetDiff != 0) {
126         offsetDiff = alignmentMask - offsetDiff + 1;
127     }
128     *uniformOffset = *currentOffset + offsetDiff;
129     SkASSERT(sizeof(float) == 4);
130     if (arrayCount) {
131         uint32_t elementSize = SkTMax<uint32_t>(16, grsltype_to_vk_size(type));
132         SkASSERT(0 == (elementSize & 0xF));
133         *currentOffset = *uniformOffset + elementSize * arrayCount;
134     } else {
135         *currentOffset = *uniformOffset + grsltype_to_vk_size(type);
136     }
137 }
138 
internalAddUniformArray(uint32_t visibility,GrSLType type,GrSLPrecision precision,const char * name,bool mangleName,int arrayCount,const char ** outName)139 GrGLSLUniformHandler::UniformHandle GrVkUniformHandler::internalAddUniformArray(
140                                                                             uint32_t visibility,
141                                                                             GrSLType type,
142                                                                             GrSLPrecision precision,
143                                                                             const char* name,
144                                                                             bool mangleName,
145                                                                             int arrayCount,
146                                                                             const char** outName) {
147     SkASSERT(name && strlen(name));
148     SkDEBUGCODE(static const uint32_t kVisibilityMask = kVertex_GrShaderFlag|kFragment_GrShaderFlag);
149     SkASSERT(0 == (~kVisibilityMask & visibility));
150     SkASSERT(0 != visibility);
151     SkASSERT(kDefault_GrSLPrecision == precision || GrSLTypeIsFloatType(type));
152     GrSLTypeIsFloatType(type);
153 
154     UniformInfo& uni = fUniforms.push_back();
155     uni.fVariable.setType(type);
156     // TODO this is a bit hacky, lets think of a better way.  Basically we need to be able to use
157     // the uniform view matrix name in the GP, and the GP is immutable so it has to tell the PB
158     // exactly what name it wants to use for the uniform view matrix.  If we prefix anythings, then
159     // the names will mismatch.  I think the correct solution is to have all GPs which need the
160     // uniform view matrix, they should upload the view matrix in their setData along with regular
161     // uniforms.
162     char prefix = 'u';
163     if ('u' == name[0]) {
164         prefix = '\0';
165     }
166     fProgramBuilder->nameVariable(uni.fVariable.accessName(), prefix, name, mangleName);
167     uni.fVariable.setArrayCount(arrayCount);
168     // For now asserting the the visibility is either only vertex or only fragment
169     SkASSERT(kVertex_GrShaderFlag == visibility || kFragment_GrShaderFlag == visibility);
170     uni.fVisibility = visibility;
171     uni.fVariable.setPrecision(precision);
172     // When outputing the GLSL, only the outer uniform block will get the Uniform modifier. Thus
173     // we set the modifier to none for all uniforms declared inside the block.
174     uni.fVariable.setTypeModifier(GrShaderVar::kNone_TypeModifier);
175 
176     uint32_t* currentOffset = kVertex_GrShaderFlag == visibility ? &fCurrentVertexUBOOffset
177                                                                  : &fCurrentFragmentUBOOffset;
178     get_ubo_aligned_offset(&uni.fUBOffset, currentOffset, type, arrayCount);
179 
180     SkString layoutQualifier;
181     layoutQualifier.appendf("offset=%d", uni.fUBOffset);
182     uni.fVariable.addLayoutQualifier(layoutQualifier.c_str());
183 
184     if (outName) {
185         *outName = uni.fVariable.c_str();
186     }
187 
188     return GrGLSLUniformHandler::UniformHandle(fUniforms.count() - 1);
189 }
190 
addSampler(uint32_t visibility,GrSwizzle swizzle,GrSLType type,GrSLPrecision precision,const char * name)191 GrGLSLUniformHandler::SamplerHandle GrVkUniformHandler::addSampler(uint32_t visibility,
192                                                                    GrSwizzle swizzle,
193                                                                    GrSLType type,
194                                                                    GrSLPrecision precision,
195                                                                    const char* name) {
196     SkASSERT(name && strlen(name));
197     SkDEBUGCODE(static const uint32_t kVisMask = kVertex_GrShaderFlag | kFragment_GrShaderFlag);
198     SkASSERT(0 == (~kVisMask & visibility));
199     SkASSERT(0 != visibility);
200     SkString mangleName;
201     char prefix = 'u';
202     fProgramBuilder->nameVariable(&mangleName, prefix, name, true);
203 
204     UniformInfo& info = fSamplers.push_back();
205     SkASSERT(GrSLTypeIsCombinedSamplerType(type));
206     info.fVariable.setType(type);
207     info.fVariable.setTypeModifier(GrShaderVar::kUniform_TypeModifier);
208     info.fVariable.setPrecision(precision);
209     info.fVariable.setName(mangleName);
210     SkString layoutQualifier;
211     layoutQualifier.appendf("set=%d, binding=%d", kSamplerDescSet, fSamplers.count() - 1);
212     info.fVariable.addLayoutQualifier(layoutQualifier.c_str());
213     info.fVisibility = visibility;
214     info.fUBOffset = 0;
215     fSamplerSwizzles.push_back(swizzle);
216     SkASSERT(fSamplerSwizzles.count() == fSamplers.count());
217     return GrGLSLUniformHandler::SamplerHandle(fSamplers.count() - 1);
218 }
219 
appendUniformDecls(GrShaderFlags visibility,SkString * out) const220 void GrVkUniformHandler::appendUniformDecls(GrShaderFlags visibility, SkString* out) const {
221     SkASSERT(kVertex_GrShaderFlag == visibility || kFragment_GrShaderFlag == visibility);
222 
223     for (int i = 0; i < fSamplers.count(); ++i) {
224         const UniformInfo& sampler = fSamplers[i];
225         SkASSERT(sampler.fVariable.getType() == kTexture2DSampler_GrSLType);
226         if (visibility == sampler.fVisibility) {
227             sampler.fVariable.appendDecl(fProgramBuilder->shaderCaps(), out);
228             out->append(";\n");
229         }
230     }
231 
232     SkDEBUGCODE(bool firstOffsetCheck = false);
233     SkString uniformsString;
234     for (int i = 0; i < fUniforms.count(); ++i) {
235         const UniformInfo& localUniform = fUniforms[i];
236         if (visibility == localUniform.fVisibility) {
237             if (GrSLTypeIsFloatType(localUniform.fVariable.getType())) {
238 #ifdef SK_DEBUG
239                 if (!firstOffsetCheck) {
240                     // Check to make sure we are starting our offset at 0 so the offset qualifier we
241                     // set on each variable in the uniform block is valid.
242                     SkASSERT(0 == localUniform.fUBOffset);
243                     firstOffsetCheck = true;
244                 }
245 #endif
246                 localUniform.fVariable.appendDecl(fProgramBuilder->shaderCaps(), &uniformsString);
247                 uniformsString.append(";\n");
248             }
249         }
250     }
251     if (!uniformsString.isEmpty()) {
252         uint32_t uniformBinding = (visibility == kVertex_GrShaderFlag) ? kVertexBinding
253                                                                        : kFragBinding;
254         const char* stage = (visibility == kVertex_GrShaderFlag) ? "vertex" : "fragment";
255         out->appendf("layout (set=%d, binding=%d) uniform %sUniformBuffer\n{\n",
256                      kUniformBufferDescSet, uniformBinding, stage);
257         out->appendf("%s\n};\n", uniformsString.c_str());
258     }
259 }
260