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/*
* Copyright 2016 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrVkUniformHandler_DEFINED
#define GrVkUniformHandler_DEFINED
#include "include/gpu/vk/GrVkTypes.h"
#include "src/gpu/GrAllocator.h"
#include "src/gpu/GrSamplerState.h"
#include "src/gpu/GrShaderVar.h"
#include "src/gpu/glsl/GrGLSLUniformHandler.h"
#include "src/gpu/vk/GrVkSampler.h"
class GrVkUniformHandler : public GrGLSLUniformHandler {
public:
static const int kUniformsPerBlock = 8;
enum {
/**
* Binding a descriptor set invalidates all higher index descriptor sets. We must bind
* in the order of this enumeration. Samplers are after Uniforms because GrOps can specify
* GP textures as dynamic state, meaning they get rebound for each GrMesh in a draw while
* uniforms are bound once before all the draws.
*/
kUniformBufferDescSet = 0,
kSamplerDescSet = 1,
};
enum {
kUniformBinding = 0
};
struct UniformInfo {
GrShaderVar fVariable;
uint32_t fVisibility;
// fUBOffset is only valid if the GrSLType of the fVariable is not a sampler
uint32_t fUBOffset;
// fImmutableSampler is used for sampling an image with a ycbcr conversion.
const GrVkSampler* fImmutableSampler = nullptr;
};
typedef GrTAllocator<UniformInfo> UniformInfoArray;
~GrVkUniformHandler() override;
const GrShaderVar& getUniformVariable(UniformHandle u) const override {
return fUniforms[u.toIndex()].fVariable;
}
const char* getUniformCStr(UniformHandle u) const override {
return this->getUniformVariable(u).c_str();
}
/**
* Returns the offset that the RTHeight synthetic uniform should use if it needs to be created.
*/
uint32_t getRTHeightOffset() const;
private:
explicit GrVkUniformHandler(GrGLSLProgramBuilder* program)
: INHERITED(program)
, fUniforms(kUniformsPerBlock)
, fSamplers(kUniformsPerBlock)
, fCurrentUBOOffset(0) {
}
UniformHandle internalAddUniformArray(uint32_t visibility,
GrSLType type,
const char* name,
bool mangleName,
int arrayCount,
const char** outName) override;
void updateUniformVisibility(UniformHandle u, uint32_t visibility) override {
fUniforms[u.toIndex()].fVisibility |= visibility;
}
SamplerHandle addSampler(const GrTextureProxy*,
const GrSamplerState&,
const GrSwizzle&,
const char* name,
const GrShaderCaps*) override;
int numSamplers() const { return fSamplers.count(); }
const char* samplerVariable(SamplerHandle handle) const override {
return fSamplers[handle.toIndex()].fVariable.c_str();
}
GrSwizzle samplerSwizzle(SamplerHandle handle) const override {
return fSamplerSwizzles[handle.toIndex()];
}
uint32_t samplerVisibility(SamplerHandle handle) const {
return fSamplers[handle.toIndex()].fVisibility;
}
const GrVkSampler* immutableSampler(UniformHandle u) const {
return fSamplers[u.toIndex()].fImmutableSampler;
}
void appendUniformDecls(GrShaderFlags, SkString*) const override;
const UniformInfo& getUniformInfo(UniformHandle u) const {
return fUniforms[u.toIndex()];
}
UniformInfoArray fUniforms;
UniformInfoArray fSamplers;
SkTArray<GrSwizzle> fSamplerSwizzles;
uint32_t fCurrentUBOOffset;
friend class GrVkPipelineStateBuilder;
friend class GrVkDescriptorSetManager;
typedef GrGLSLUniformHandler INHERITED;
};
#endif