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). 17uint32_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. */ 65static 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. 115void 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 139GrGLSLUniformHandler::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 191GrGLSLUniformHandler::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 220void 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