diff options
author | egdaniel <egdaniel@google.com> | 2016-04-20 07:09:46 -0700 |
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committer | Commit bot <commit-bot@chromium.org> | 2016-04-20 07:09:46 -0700 |
commit | 09aa1fce69b214714171db12c341aebd78dd29ea (patch) | |
tree | 2c57de3ceaa5ba5303278a3b04623df187ea97a6 /src/gpu/vk/GrVkUniformHandler.h | |
parent | b0ec9836dbf7f2304a3a29289b818719ca0a39bd (diff) |
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
Review URL: https://codereview.chromium.org/1885863004
Diffstat (limited to 'src/gpu/vk/GrVkUniformHandler.h')
-rw-r--r-- | src/gpu/vk/GrVkUniformHandler.h | 16 |
1 files changed, 14 insertions, 2 deletions
diff --git a/src/gpu/vk/GrVkUniformHandler.h b/src/gpu/vk/GrVkUniformHandler.h index 46d27cda7c..f6060b0532 100644 --- a/src/gpu/vk/GrVkUniformHandler.h +++ b/src/gpu/vk/GrVkUniformHandler.h @@ -11,6 +11,7 @@ #include "glsl/GrGLSLUniformHandler.h" #include "GrAllocator.h" +#include "GrVkGLSLSampler.h" #include "glsl/GrGLSLShaderVar.h" class GrVkUniformHandler : public GrGLSLUniformHandler { @@ -30,8 +31,6 @@ public: struct UniformInfo { GrGLSLShaderVar fVariable; uint32_t fVisibility; - uint32_t fSetNumber; - uint32_t fBinding; uint32_t fUBOffset; }; typedef GrTAllocator<UniformInfo> UniformInfoArray; @@ -61,6 +60,17 @@ private: int arrayCount, const char** outName) override; + SamplerHandle internalAddSampler(uint32_t visibility, + GrPixelConfig config, + GrSLType type, + GrSLPrecision precision, + const char* name) override; + + int numSamplers() const override { return fSamplers.count(); } + const GrGLSLSampler& getSampler(SamplerHandle handle) const override { + return fSamplers[handle.toIndex()]; + } + void appendUniformDecls(GrShaderFlags, SkString*) const override; bool hasVertexUniforms() const { return fCurrentVertexUBOOffset > 0; } @@ -73,6 +83,8 @@ private: UniformInfoArray fUniforms; + SkTArray<GrVkGLSLSampler> fSamplers; + uint32_t fCurrentVertexUBOOffset; uint32_t fCurrentFragmentUBOOffset; uint32_t fCurrentSamplerBinding; |