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authorGravatar Greg Daniel <egdaniel@google.com>2017-01-24 15:12:12 -0500
committerGravatar Skia Commit-Bot <skia-commit-bot@chromium.org>2017-01-27 16:55:35 +0000
commitdbd44c78ec98adc07569d430f3b27e0834186a7e (patch)
treed10e303f70260b3eee8478dfccff2a91a1cd93fe /src/gpu/vk/GrVkUniformHandler.cpp
parent587e08f361ee3e775a6bbc6dca761dbba82e422c (diff)
Add offset to uniform blocks in Vulkan
This is the first step to being able to use push constants. BUG=skia:5039 Change-Id: I49edea8faacf78814036ce3b3f9f2814974cf2c7 Reviewed-on: https://skia-review.googlesource.com/7448 Reviewed-by: Ethan Nicholas <ethannicholas@google.com> Commit-Queue: Greg Daniel <egdaniel@google.com>
Diffstat (limited to 'src/gpu/vk/GrVkUniformHandler.cpp')
-rw-r--r--src/gpu/vk/GrVkUniformHandler.cpp13
1 files changed, 13 insertions, 0 deletions
diff --git a/src/gpu/vk/GrVkUniformHandler.cpp b/src/gpu/vk/GrVkUniformHandler.cpp
index c64864b55a..f0f0fff7a6 100644
--- a/src/gpu/vk/GrVkUniformHandler.cpp
+++ b/src/gpu/vk/GrVkUniformHandler.cpp
@@ -165,6 +165,10 @@ GrGLSLUniformHandler::UniformHandle GrVkUniformHandler::internalAddUniformArray(
: &fCurrentFragmentUBOOffset;
get_ubo_aligned_offset(&uni.fUBOffset, currentOffset, type, arrayCount);
+ SkString layoutQualifier;
+ layoutQualifier.appendf("offset=%d", uni.fUBOffset);
+ uni.fVariable.addLayoutQualifier(layoutQualifier.c_str());
+
if (outName) {
*outName = uni.fVariable.c_str();
}
@@ -213,11 +217,20 @@ void GrVkUniformHandler::appendUniformDecls(GrShaderFlags visibility, SkString*
}
}
+ SkDEBUGCODE(bool firstOffsetCheck = false);
SkString uniformsString;
for (int i = 0; i < fUniforms.count(); ++i) {
const UniformInfo& localUniform = fUniforms[i];
if (visibility == localUniform.fVisibility) {
if (GrSLTypeIsFloatType(localUniform.fVariable.getType())) {
+#ifdef SK_DEBUG
+ if (!firstOffsetCheck) {
+ // Check to make sure we are starting our offset at 0 so the offset qualifier we
+ // set on each variable in the uniform block is valid.
+ SkASSERT(0 == localUniform.fUBOffset);
+ firstOffsetCheck = true;
+ }
+#endif
localUniform.fVariable.appendDecl(fProgramBuilder->shaderCaps(), &uniformsString);
uniformsString.append(";\n");
}