diff options
author | egdaniel <egdaniel@google.com> | 2016-04-19 15:24:29 -0700 |
---|---|---|
committer | Commit bot <commit-bot@chromium.org> | 2016-04-19 15:24:29 -0700 |
commit | b800248c73c75b02ab808c5bdb53e19e6abc3adc (patch) | |
tree | 7f81a22be8bb794768bb6e65972c31e846a05365 /src/gpu/vk/GrVkPipelineStateDataManager.cpp | |
parent | 45b61a1c4c0be896e7b12fd1405abfece799114f (diff) |
Revert of Refactor how we store and use samplers in Ganesh (patchset #7 id:120001 of https://codereview.chromium.org/1885863004/ )
Reason for revert:
breaking bots
Original issue's description:
> Refactor how we store and use samplers in Ganesh
>
> The main goal of this refactorization is to allow Vulkan to use separate
> sampler and texture objects in the shader and descriptor sets and combine
> them into a sampler2d in the shader where needed.
>
> A large part of this is separating how we store samplers and uniforms in the
> UniformHandler. We no longer need to store handles to samplers besides when
> we are initially emitting code. After we emit code all we ever do is loop over
> all samplers and do some processor independent work on them, so we have no need
> for direct access to individual samplers.
>
> In the GLProgram all we ever do is set the sampler uniforms in the ctor and never
> touch them again, so no need to save sampler info there. The texture access on
> program reuse just assume that they come in the same order as we set the texture
> units for the samplers
>
> For Vulkan, it is a similar story. We create the descriptor set layouts with the samplers,
> then when we get new textures, we just assume they come in in the same order as we
> set the samplers on the descriptor sets. Thus no need to save direct vulkan info.
>
> BUG=skia:
> GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1885863004
>
> Committed: https://skia.googlesource.com/skia/+/45b61a1c4c0be896e7b12fd1405abfece799114f
TBR=bsalomon@google.com,jvanverth@google.com,cdalton@nvidia.com
# Skipping CQ checks because original CL landed less than 1 days ago.
NOPRESUBMIT=true
NOTREECHECKS=true
NOTRY=true
BUG=skia:
Review URL: https://codereview.chromium.org/1896013003
Diffstat (limited to 'src/gpu/vk/GrVkPipelineStateDataManager.cpp')
-rw-r--r-- | src/gpu/vk/GrVkPipelineStateDataManager.cpp | 16 |
1 files changed, 13 insertions, 3 deletions
diff --git a/src/gpu/vk/GrVkPipelineStateDataManager.cpp b/src/gpu/vk/GrVkPipelineStateDataManager.cpp index c72f209a21..60d7d7fee8 100644 --- a/src/gpu/vk/GrVkPipelineStateDataManager.cpp +++ b/src/gpu/vk/GrVkPipelineStateDataManager.cpp @@ -32,10 +32,11 @@ GrVkPipelineStateDataManager::GrVkPipelineStateDataManager(const UniformInfoArra uniform.fArrayCount = uniformInfo.fVariable.getArrayCount(); uniform.fType = uniformInfo.fVariable.getType(); ); - uniform.fBinding = - (kVertex_GrShaderFlag == uniformInfo.fVisibility) ? GrVkUniformHandler::kVertexBinding - : GrVkUniformHandler::kFragBinding; + uniform.fBinding = uniformInfo.fBinding; uniform.fOffset = uniformInfo.fUBOffset; + SkDEBUGCODE( + uniform.fSetNumber = uniformInfo.fSetNumber; + ); } } @@ -58,6 +59,7 @@ void GrVkPipelineStateDataManager::set1f(UniformHandle u, float v0) const { const Uniform& uni = fUniforms[u.toIndex()]; SkASSERT(uni.fType == kFloat_GrSLType); SkASSERT(GrGLSLShaderVar::kNonArray == uni.fArrayCount); + SkASSERT(GrVkUniformHandler::kUniformBufferDescSet == uni.fSetNumber); void* buffer = this->getBufferPtrAndMarkDirty(uni); SkASSERT(sizeof(float) == 4); memcpy(buffer, &v0, sizeof(float)); @@ -71,6 +73,7 @@ void GrVkPipelineStateDataManager::set1fv(UniformHandle u, SkASSERT(arrayCount > 0); SkASSERT(arrayCount <= uni.fArrayCount || (1 == arrayCount && GrGLSLShaderVar::kNonArray == uni.fArrayCount)); + SkASSERT(GrVkUniformHandler::kUniformBufferDescSet == uni.fSetNumber); void* buffer = this->getBufferPtrAndMarkDirty(uni); SkASSERT(sizeof(float) == 4); @@ -85,6 +88,7 @@ void GrVkPipelineStateDataManager::set2f(UniformHandle u, float v0, float v1) co const Uniform& uni = fUniforms[u.toIndex()]; SkASSERT(uni.fType == kVec2f_GrSLType); SkASSERT(GrGLSLShaderVar::kNonArray == uni.fArrayCount); + SkASSERT(GrVkUniformHandler::kUniformBufferDescSet == uni.fSetNumber); void* buffer = this->getBufferPtrAndMarkDirty(uni); SkASSERT(sizeof(float) == 4); float v[2] = { v0, v1 }; @@ -99,6 +103,7 @@ void GrVkPipelineStateDataManager::set2fv(UniformHandle u, SkASSERT(arrayCount > 0); SkASSERT(arrayCount <= uni.fArrayCount || (1 == arrayCount && GrGLSLShaderVar::kNonArray == uni.fArrayCount)); + SkASSERT(GrVkUniformHandler::kUniformBufferDescSet == uni.fSetNumber); void* buffer = this->getBufferPtrAndMarkDirty(uni); SkASSERT(sizeof(float) == 4); @@ -113,6 +118,7 @@ void GrVkPipelineStateDataManager::set3f(UniformHandle u, float v0, float v1, fl const Uniform& uni = fUniforms[u.toIndex()]; SkASSERT(uni.fType == kVec3f_GrSLType); SkASSERT(GrGLSLShaderVar::kNonArray == uni.fArrayCount); + SkASSERT(GrVkUniformHandler::kUniformBufferDescSet == uni.fSetNumber); void* buffer = this->getBufferPtrAndMarkDirty(uni); SkASSERT(sizeof(float) == 4); float v[3] = { v0, v1, v2 }; @@ -127,6 +133,7 @@ void GrVkPipelineStateDataManager::set3fv(UniformHandle u, SkASSERT(arrayCount > 0); SkASSERT(arrayCount <= uni.fArrayCount || (1 == arrayCount && GrGLSLShaderVar::kNonArray == uni.fArrayCount)); + SkASSERT(GrVkUniformHandler::kUniformBufferDescSet == uni.fSetNumber); void* buffer = this->getBufferPtrAndMarkDirty(uni); SkASSERT(sizeof(float) == 4); @@ -145,6 +152,7 @@ void GrVkPipelineStateDataManager::set4f(UniformHandle u, const Uniform& uni = fUniforms[u.toIndex()]; SkASSERT(uni.fType == kVec4f_GrSLType); SkASSERT(GrGLSLShaderVar::kNonArray == uni.fArrayCount); + SkASSERT(GrVkUniformHandler::kUniformBufferDescSet == uni.fSetNumber); void* buffer = this->getBufferPtrAndMarkDirty(uni); SkASSERT(sizeof(float) == 4); float v[4] = { v0, v1, v2, v3 }; @@ -159,6 +167,7 @@ void GrVkPipelineStateDataManager::set4fv(UniformHandle u, SkASSERT(arrayCount > 0); SkASSERT(arrayCount <= uni.fArrayCount || (1 == arrayCount && GrGLSLShaderVar::kNonArray == uni.fArrayCount)); + SkASSERT(GrVkUniformHandler::kUniformBufferDescSet == uni.fSetNumber); void* buffer = this->getBufferPtrAndMarkDirty(uni); SkASSERT(sizeof(float) == 4); @@ -205,6 +214,7 @@ template<int N> inline void GrVkPipelineStateDataManager::setMatrices(UniformHan SkASSERT(arrayCount > 0); SkASSERT(arrayCount <= uni.fArrayCount || (1 == arrayCount && GrGLSLShaderVar::kNonArray == uni.fArrayCount)); + SkASSERT(GrVkUniformHandler::kUniformBufferDescSet == uni.fSetNumber); void* buffer; if (GrVkUniformHandler::kVertexBinding == uni.fBinding) { |