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authorGravatar egdaniel <egdaniel@google.com>2016-04-19 14:45:57 -0700
committerGravatar Commit bot <commit-bot@chromium.org>2016-04-19 14:45:57 -0700
commit45b61a1c4c0be896e7b12fd1405abfece799114f (patch)
treed39781d14238a55da739d0174854cbfedb8b76f1 /src
parent4c13db2a6bb4c795bec6b050b6ebd2ff5177bb5e (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 Review URL: https://codereview.chromium.org/1885863004
Diffstat (limited to 'src')
-rw-r--r--src/effects/SkBlurMaskFilter.cpp2
-rw-r--r--src/effects/gradients/SkGradientShader.cpp2
-rw-r--r--src/effects/gradients/SkGradientShaderPriv.h2
-rw-r--r--src/gpu/effects/GrTextureDomain.cpp2
-rw-r--r--src/gpu/effects/GrTextureDomain.h2
-rw-r--r--src/gpu/gl/GrGLProgram.cpp9
-rw-r--r--src/gpu/gl/GrGLProgram.h5
-rw-r--r--src/gpu/gl/GrGLProgramDataManager.cpp38
-rw-r--r--src/gpu/gl/GrGLProgramDataManager.h10
-rw-r--r--src/gpu/gl/GrGLSampler.h45
-rw-r--r--src/gpu/gl/GrGLUniformHandler.cpp31
-rw-r--r--src/gpu/gl/GrGLUniformHandler.h14
-rw-r--r--src/gpu/gl/builders/GrGLProgramBuilder.cpp4
-rw-r--r--src/gpu/glsl/GrGLSLFragmentProcessor.cpp9
-rw-r--r--src/gpu/glsl/GrGLSLFragmentProcessor.h10
-rw-r--r--src/gpu/glsl/GrGLSLPrimitiveProcessor.h10
-rw-r--r--src/gpu/glsl/GrGLSLProgramBuilder.cpp44
-rw-r--r--src/gpu/glsl/GrGLSLProgramBuilder.h13
-rw-r--r--src/gpu/glsl/GrGLSLSampler.h28
-rw-r--r--src/gpu/glsl/GrGLSLShaderBuilder.cpp39
-rw-r--r--src/gpu/glsl/GrGLSLShaderBuilder.h16
-rw-r--r--src/gpu/glsl/GrGLSLUniformHandler.h22
-rw-r--r--src/gpu/glsl/GrGLSLXferProcessor.h11
-rw-r--r--src/gpu/vk/GrVkGLSLSampler.h49
-rw-r--r--src/gpu/vk/GrVkPipelineStateBuilder.cpp19
-rw-r--r--src/gpu/vk/GrVkPipelineStateDataManager.cpp16
-rw-r--r--src/gpu/vk/GrVkPipelineStateDataManager.h1
-rw-r--r--src/gpu/vk/GrVkUniformHandler.cpp72
-rw-r--r--src/gpu/vk/GrVkUniformHandler.h16
29 files changed, 366 insertions, 175 deletions
diff --git a/src/effects/SkBlurMaskFilter.cpp b/src/effects/SkBlurMaskFilter.cpp
index a1acf659ba..2afb42f0fa 100644
--- a/src/effects/SkBlurMaskFilter.cpp
+++ b/src/effects/SkBlurMaskFilter.cpp
@@ -691,7 +691,7 @@ private:
};
void OutputRectBlurProfileLookup(GrGLSLFPFragmentBuilder* fragBuilder,
- const GrGLSLSampler& sampler,
+ GrGLSLFragmentProcessor::SamplerHandle sampler,
const char *output,
const char *profileSize, const char *loc,
const char *blurred_width,
diff --git a/src/effects/gradients/SkGradientShader.cpp b/src/effects/gradients/SkGradientShader.cpp
index 779756f3ba..fdb6e59e1c 100644
--- a/src/effects/gradients/SkGradientShader.cpp
+++ b/src/effects/gradients/SkGradientShader.cpp
@@ -1027,7 +1027,7 @@ void GrGLGradientEffect::emitColor(GrGLSLFPFragmentBuilder* fragBuilder,
const char* gradientTValue,
const char* outputColor,
const char* inputColor,
- const SamplerArray& texSamplers) {
+ const SamplerHandle* texSamplers) {
if (SkGradientShaderBase::kTwo_GpuColorType == ge.getColorType()){
fragBuilder->codeAppendf("\tvec4 colorTemp = mix(%s, %s, clamp(%s, 0.0, 1.0));\n",
uniformHandler->getUniformVariable(fColorStartUni).c_str(),
diff --git a/src/effects/gradients/SkGradientShaderPriv.h b/src/effects/gradients/SkGradientShaderPriv.h
index 0677cf0fd3..0280fcac8c 100644
--- a/src/effects/gradients/SkGradientShaderPriv.h
+++ b/src/effects/gradients/SkGradientShaderPriv.h
@@ -423,7 +423,7 @@ protected:
const char* gradientTValue,
const char* outputColor,
const char* inputColor,
- const SamplerArray& texSamplers);
+ const SamplerHandle* texSamplers);
private:
enum {
diff --git a/src/gpu/effects/GrTextureDomain.cpp b/src/gpu/effects/GrTextureDomain.cpp
index 4394c0ed64..cf6ebe54be 100644
--- a/src/gpu/effects/GrTextureDomain.cpp
+++ b/src/gpu/effects/GrTextureDomain.cpp
@@ -49,7 +49,7 @@ void GrTextureDomain::GLDomain::sampleTexture(GrGLSLShaderBuilder* builder,
const GrTextureDomain& textureDomain,
const char* outColor,
const SkString& inCoords,
- const GrGLSLSampler& sampler,
+ GrGLSLFragmentProcessor::SamplerHandle sampler,
const char* inModulateColor) {
SkASSERT((Mode)-1 == fMode || textureDomain.mode() == fMode);
SkDEBUGCODE(fMode = textureDomain.mode();)
diff --git a/src/gpu/effects/GrTextureDomain.h b/src/gpu/effects/GrTextureDomain.h
index 2877c3927e..387016ed56 100644
--- a/src/gpu/effects/GrTextureDomain.h
+++ b/src/gpu/effects/GrTextureDomain.h
@@ -120,7 +120,7 @@ public:
const GrTextureDomain& textureDomain,
const char* outColor,
const SkString& inCoords,
- const GrGLSLSampler& sampler,
+ GrGLSLFragmentProcessor::SamplerHandle sampler,
const char* inModulateColor = nullptr);
/**
diff --git a/src/gpu/gl/GrGLProgram.cpp b/src/gpu/gl/GrGLProgram.cpp
index 6a433e17c5..c270858ec3 100644
--- a/src/gpu/gl/GrGLProgram.cpp
+++ b/src/gpu/gl/GrGLProgram.cpp
@@ -31,11 +31,11 @@ GrGLProgram::GrGLProgram(GrGLGpu* gpu,
const BuiltinUniformHandles& builtinUniforms,
GrGLuint programID,
const UniformInfoArray& uniforms,
+ const SkTArray<GrGLSampler>& samplers,
const VaryingInfoArray& pathProcVaryings,
GrGLSLPrimitiveProcessor* geometryProcessor,
GrGLSLXferProcessor* xferProcessor,
- const GrGLSLFragProcs& fragmentProcessors,
- SkTArray<UniformHandle>* passSamplerUniforms)
+ const GrGLSLFragProcs& fragmentProcessors)
: fBuiltinUniformHandles(builtinUniforms)
, fProgramID(programID)
, fGeometryProcessor(geometryProcessor)
@@ -44,12 +44,9 @@ GrGLProgram::GrGLProgram(GrGLGpu* gpu,
, fDesc(desc)
, fGpu(gpu)
, fProgramDataManager(gpu, programID, uniforms, pathProcVaryings) {
- fSamplerUniforms.swap(passSamplerUniforms);
// Assign texture units to sampler uniforms one time up front.
GL_CALL(UseProgram(fProgramID));
- for (int i = 0; i < fSamplerUniforms.count(); i++) {
- fProgramDataManager.setSampler(fSamplerUniforms[i], i);
- }
+ fProgramDataManager.setSamplers(samplers);
}
GrGLProgram::~GrGLProgram() {
diff --git a/src/gpu/gl/GrGLProgram.h b/src/gpu/gl/GrGLProgram.h
index c70b1bd0e2..7487a1e900 100644
--- a/src/gpu/gl/GrGLProgram.h
+++ b/src/gpu/gl/GrGLProgram.h
@@ -106,11 +106,11 @@ protected:
const BuiltinUniformHandles&,
GrGLuint programID,
const UniformInfoArray&,
+ const SkTArray<GrGLSampler>&,
const VaryingInfoArray&, // used for NVPR only currently
GrGLSLPrimitiveProcessor* geometryProcessor,
GrGLSLXferProcessor* xferProcessor,
- const GrGLSLFragProcs& fragmentProcessors,
- SkTArray<UniformHandle>* passSamplerUniforms);
+ const GrGLSLFragProcs& fragmentProcessors);
// A helper to loop over effects, set the transforms (via subclass) and bind textures
void setFragmentData(const GrPrimitiveProcessor&, const GrPipeline&, int* nextSamplerIdx);
@@ -135,7 +135,6 @@ protected:
GrProgramDesc fDesc;
GrGLGpu* fGpu;
GrGLProgramDataManager fProgramDataManager;
- SkTArray<UniformHandle> fSamplerUniforms;
friend class GrGLProgramBuilder;
diff --git a/src/gpu/gl/GrGLProgramDataManager.cpp b/src/gpu/gl/GrGLProgramDataManager.cpp
index 6b2e1118cb..9513a3fd57 100644
--- a/src/gpu/gl/GrGLProgramDataManager.cpp
+++ b/src/gpu/gl/GrGLProgramDataManager.cpp
@@ -61,19 +61,31 @@ GrGLProgramDataManager::GrGLProgramDataManager(GrGLGpu* gpu, GrGLuint programID,
}
}
-void GrGLProgramDataManager::setSampler(UniformHandle u, int texUnit) const {
- const Uniform& uni = fUniforms[u.toIndex()];
- SkASSERT(GrSLTypeIsSamplerType(uni.fType));
- SkASSERT(GrGLSLShaderVar::kNonArray == uni.fArrayCount);
- // FIXME: We still insert a single sampler uniform for every stage. If the shader does not
- // reference the sampler then the compiler may have optimized it out. Uncomment this assert
- // once stages insert their own samplers.
- // this->printUnused(uni);
- if (kUnusedUniform != uni.fFSLocation) {
- GR_GL_CALL(fGpu->glInterface(), Uniform1i(uni.fFSLocation, texUnit));
- }
- if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
- GR_GL_CALL(fGpu->glInterface(), Uniform1i(uni.fVSLocation, texUnit));
+void GrGLProgramDataManager::setSamplers(const SkTArray<GrGLSampler>& samplers) const {
+ for (int i = 0; i < samplers.count(); ++i) {
+ GrGLint vsLocation;
+ GrGLint fsLocation;
+ const GrGLSampler& sampler = samplers[i];
+ if (kVertex_GrShaderFlag & sampler.visibility()) {
+ vsLocation = sampler.location();
+ } else {
+ vsLocation = kUnusedUniform;
+ }
+ if (kFragment_GrShaderFlag & sampler.visibility()) {
+ fsLocation = sampler.location();
+ } else {
+ fsLocation = kUnusedUniform;
+ }
+ // FIXME: We still insert a single sampler uniform for every stage. If the shader does not
+ // reference the sampler then the compiler may have optimized it out. Uncomment this assert
+ // once stages insert their own samplers.
+ // this->printUnused(uni);
+ if (kUnusedUniform != fsLocation) {
+ GR_GL_CALL(fGpu->glInterface(), Uniform1i(fsLocation, i));
+ }
+ if (kUnusedUniform != vsLocation && vsLocation != fsLocation) {
+ GR_GL_CALL(fGpu->glInterface(), Uniform1i(vsLocation, i));
+ }
}
}
diff --git a/src/gpu/gl/GrGLProgramDataManager.h b/src/gpu/gl/GrGLProgramDataManager.h
index c2cb8fc698..513b6a4ce6 100644
--- a/src/gpu/gl/GrGLProgramDataManager.h
+++ b/src/gpu/gl/GrGLProgramDataManager.h
@@ -11,6 +11,7 @@
#include "glsl/GrGLSLProgramDataManager.h"
#include "GrAllocator.h"
+#include "gl/GrGLSampler.h"
#include "gl/GrGLTypes.h"
#include "glsl/GrGLSLShaderVar.h"
@@ -46,11 +47,12 @@ public:
GrGLProgramDataManager(GrGLGpu*, GrGLuint programID, const UniformInfoArray&,
const VaryingInfoArray&);
- /** Functions for uploading uniform values. The varities ending in v can be used to upload to an
- * array of uniforms. arrayCount must be <= the array count of the uniform.
- */
- void setSampler(UniformHandle, int texUnit) const;
+ void setSamplers(const SkTArray<GrGLSampler>& samplers) const;
+
+ /** Functions for uploading uniform values. The varities ending in v can be used to upload to an
+ * array of uniforms. arrayCount must be <= the array count of the uniform.
+ */
void set1f(UniformHandle, float v0) const override;
void set1fv(UniformHandle, int arrayCount, const float v[]) const override;
void set2f(UniformHandle, float, float) const override;
diff --git a/src/gpu/gl/GrGLSampler.h b/src/gpu/gl/GrGLSampler.h
new file mode 100644
index 0000000000..e270f5deac
--- /dev/null
+++ b/src/gpu/gl/GrGLSampler.h
@@ -0,0 +1,45 @@
+/*
+* 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 GrGLSampler_DEFINED
+#define GrGLSampler_DEFINED
+
+#include "glsl/GrGLSLSampler.h"
+
+#include "gl/GrGLTypes.h"
+#include "glsl/GrGLSLShaderVar.h"
+
+class GrGLSampler : public GrGLSLSampler {
+public:
+ GrGLSampler(uint32_t visibility,
+ GrPixelConfig config,
+ GrSLType type,
+ GrSLPrecision precision,
+ const char* name) : INHERITED(visibility, config) {
+ SkASSERT(GrSLTypeIsSamplerType(type));
+ fShaderVar.setType(type);
+ fShaderVar.setTypeModifier(GrGLSLShaderVar::kUniform_TypeModifier);
+ fShaderVar.setPrecision(precision);
+ fShaderVar.accessName()->set(name);
+ }
+
+ GrGLint location() const { return fLocation; }
+ GrSLType type() const override { return fShaderVar.getType(); }
+
+ const char* onGetSamplerNameForTexture2D() const override { return fShaderVar.c_str(); }
+ const char* getSamplerNameForTexelFetch() const override { return fShaderVar.c_str(); }
+
+private:
+ GrGLSLShaderVar fShaderVar;
+ GrGLint fLocation;
+
+ friend class GrGLUniformHandler;
+
+ typedef GrGLSLSampler INHERITED;
+};
+
+#endif
diff --git a/src/gpu/gl/GrGLUniformHandler.cpp b/src/gpu/gl/GrGLUniformHandler.cpp
index 94da1f1776..c4189267f1 100644
--- a/src/gpu/gl/GrGLUniformHandler.cpp
+++ b/src/gpu/gl/GrGLUniformHandler.cpp
@@ -52,6 +52,22 @@ GrGLSLUniformHandler::UniformHandle GrGLUniformHandler::internalAddUniformArray(
return GrGLSLUniformHandler::UniformHandle(fUniforms.count() - 1);
}
+GrGLSLUniformHandler::SamplerHandle GrGLUniformHandler::internalAddSampler(uint32_t visibility,
+ GrPixelConfig config,
+ GrSLType type,
+ GrSLPrecision precision,
+ const char* name) {
+ SkASSERT(name && strlen(name));
+ SkDEBUGCODE(static const uint32_t kVisMask = kVertex_GrShaderFlag | kFragment_GrShaderFlag);
+ SkASSERT(0 == (~kVisMask & visibility));
+ SkASSERT(0 != visibility);
+ SkString mangleName;
+ char prefix = 'u';
+ fProgramBuilder->nameVariable(&mangleName, prefix, name, true);
+ fSamplers.emplace_back(visibility, config, type, precision, mangleName.c_str());
+ return GrGLSLUniformHandler::SamplerHandle(fSamplers.count() - 1);
+}
+
void GrGLUniformHandler::appendUniformDecls(GrShaderFlags visibility, SkString* out) const {
for (int i = 0; i < fUniforms.count(); ++i) {
if (fUniforms[i].fVisibility & visibility) {
@@ -59,6 +75,12 @@ void GrGLUniformHandler::appendUniformDecls(GrShaderFlags visibility, SkString*
out->append(";\n");
}
}
+ for (int i = 0; i < fSamplers.count(); ++i) {
+ if (fSamplers[i].visibility() & visibility) {
+ fSamplers[i].fShaderVar.appendDecl(fProgramBuilder->glslCaps(), out);
+ out->append(";\n");
+ }
+ }
}
void GrGLUniformHandler::bindUniformLocations(GrGLuint programID, const GrGLCaps& caps) {
@@ -68,6 +90,10 @@ void GrGLUniformHandler::bindUniformLocations(GrGLuint programID, const GrGLCaps
GL_CALL(BindUniformLocation(programID, i, fUniforms[i].fVariable.c_str()));
fUniforms[i].fLocation = i;
}
+ for (int i = 0; i < fSamplers.count(); ++i) {
+ GL_CALL(BindUniformLocation(programID, i, fSamplers[i].fShaderVar.c_str()));
+ fSamplers[i].fLocation = i;
+ }
}
}
@@ -79,6 +105,11 @@ void GrGLUniformHandler::getUniformLocations(GrGLuint programID, const GrGLCaps&
GL_CALL_RET(location, GetUniformLocation(programID, fUniforms[i].fVariable.c_str()));
fUniforms[i].fLocation = location;
}
+ for (int i = 0; i < fSamplers.count(); ++i) {
+ GrGLint location;
+ GL_CALL_RET(location, GetUniformLocation(programID, fSamplers[i].fShaderVar.c_str()));
+ fSamplers[i].fLocation = location;
+ }
}
}
diff --git a/src/gpu/gl/GrGLUniformHandler.h b/src/gpu/gl/GrGLUniformHandler.h
index 1dac8d959e..3656d3a108 100644
--- a/src/gpu/gl/GrGLUniformHandler.h
+++ b/src/gpu/gl/GrGLUniformHandler.h
@@ -11,6 +11,7 @@
#include "glsl/GrGLSLUniformHandler.h"
#include "gl/GrGLProgramDataManager.h"
+#include "gl/GrGLSampler.h"
class GrGLCaps;
@@ -38,6 +39,17 @@ 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 visibility, SkString*) const override;
// Manually set uniform locations for all our uniforms.
@@ -53,6 +65,8 @@ private:
UniformInfoArray fUniforms;
+ SkTArray<GrGLSampler> fSamplers;
+
friend class GrGLProgramBuilder;
typedef GrGLSLUniformHandler INHERITED;
diff --git a/src/gpu/gl/builders/GrGLProgramBuilder.cpp b/src/gpu/gl/builders/GrGLProgramBuilder.cpp
index fbe1722ded..c6422caa86 100644
--- a/src/gpu/gl/builders/GrGLProgramBuilder.cpp
+++ b/src/gpu/gl/builders/GrGLProgramBuilder.cpp
@@ -233,9 +233,9 @@ GrGLProgram* GrGLProgramBuilder::createProgram(GrGLuint programID) {
fUniformHandles,
programID,
fUniformHandler.fUniforms,
+ fUniformHandler.fSamplers,
fVaryingHandler.fPathProcVaryingInfos,
fGeometryProcessor,
fXferProcessor,
- fFragmentProcessors,
- &fSamplerUniforms);
+ fFragmentProcessors);
}
diff --git a/src/gpu/glsl/GrGLSLFragmentProcessor.cpp b/src/gpu/glsl/GrGLSLFragmentProcessor.cpp
index 42538eaf0f..9533d5a8cb 100644
--- a/src/gpu/glsl/GrGLSLFragmentProcessor.cpp
+++ b/src/gpu/glsl/GrGLSLFragmentProcessor.cpp
@@ -83,17 +83,16 @@ void GrGLSLFragmentProcessor::internalEmitChild(int childIndex, const char* inpu
firstBufferAt += args.fFp.childProcessor(i).numBuffers();
}
GrGLSLTransformedCoordsArray childCoords;
- SamplerArray childTexSamplers;
- SamplerArray childBufferSamplers;
+ const SamplerHandle* childTexSamplers = nullptr;
+ const SamplerHandle* childBufferSamplers = nullptr;
if (childProc.numTransforms() > 0) {
childCoords.push_back_n(childProc.numTransforms(), &args.fCoords[firstCoordAt]);
}
if (childProc.numTextures() > 0) {
- childTexSamplers.push_back_n(childProc.numTextures(), &args.fTexSamplers[firstTextureAt]);
+ childTexSamplers = &args.fTexSamplers[firstTextureAt];
}
if (childProc.numBuffers() > 0) {
- childBufferSamplers.push_back_n(childProc.numBuffers(),
- &args.fBufferSamplers[firstBufferAt]);
+ childBufferSamplers = &args.fBufferSamplers[firstBufferAt];
}
// emit the code for the child in its own scope
diff --git a/src/gpu/glsl/GrGLSLFragmentProcessor.h b/src/gpu/glsl/GrGLSLFragmentProcessor.h
index 9fc4a8c436..43614f2279 100644
--- a/src/gpu/glsl/GrGLSLFragmentProcessor.h
+++ b/src/gpu/glsl/GrGLSLFragmentProcessor.h
@@ -31,7 +31,7 @@ public:
}
typedef GrGLSLProgramDataManager::UniformHandle UniformHandle;
- typedef GrGLSLSampler::SamplerArray SamplerArray;
+ typedef GrGLSLProgramDataManager::UniformHandle SamplerHandle;
/** Called when the program stage should insert its code into the shaders. The code in each
shader will be in its own block ({}) and so locally scoped names will not collide across
@@ -60,8 +60,8 @@ public:
const char* outputColor,
const char* inputColor,
const GrGLSLTransformedCoordsArray& coords,
- const SamplerArray& texSamplers,
- const SamplerArray& bufferSamplers)
+ const SamplerHandle* texSamplers,
+ const SamplerHandle* bufferSamplers)
: fFragBuilder(fragBuilder)
, fUniformHandler(uniformHandler)
, fGLSLCaps(caps)
@@ -78,8 +78,8 @@ public:
const char* fOutputColor;
const char* fInputColor;
const GrGLSLTransformedCoordsArray& fCoords;
- const SamplerArray& fTexSamplers;
- const SamplerArray& fBufferSamplers;
+ const SamplerHandle* fTexSamplers;
+ const SamplerHandle* fBufferSamplers;
};
virtual void emitCode(EmitArgs&) = 0;
diff --git a/src/gpu/glsl/GrGLSLPrimitiveProcessor.h b/src/gpu/glsl/GrGLSLPrimitiveProcessor.h
index 4bd5fefd9f..3bb1db9594 100644
--- a/src/gpu/glsl/GrGLSLPrimitiveProcessor.h
+++ b/src/gpu/glsl/GrGLSLPrimitiveProcessor.h
@@ -27,7 +27,7 @@ public:
virtual ~GrGLSLPrimitiveProcessor() {}
typedef GrGLSLProgramDataManager::UniformHandle UniformHandle;
- typedef GrGLSLSampler::SamplerArray SamplerArray;
+ typedef GrGLSLProgramDataManager::UniformHandle SamplerHandle;
typedef SkSTArray<2, const GrCoordTransform*, true> ProcCoords;
typedef SkSTArray<8, ProcCoords> TransformsIn;
@@ -42,8 +42,8 @@ public:
const GrPrimitiveProcessor& gp,
const char* outputColor,
const char* outputCoverage,
- const SamplerArray& texSamplers,
- const SamplerArray& bufferSamplers,
+ const SamplerHandle* texSamplers,
+ const SamplerHandle* bufferSamplers,
const TransformsIn& transformsIn,
TransformsOut* transformsOut)
: fVertBuilder(vertBuilder)
@@ -66,8 +66,8 @@ public:
const GrPrimitiveProcessor& fGP;
const char* fOutputColor;
const char* fOutputCoverage;
- const SamplerArray& fTexSamplers;
- const SamplerArray& fBufferSamplers;
+ const SamplerHandle* fTexSamplers;
+ const SamplerHandle* fBufferSamplers;
const TransformsIn& fTransformsIn;
TransformsOut* fTransformsOut;
};
diff --git a/src/gpu/glsl/GrGLSLProgramBuilder.cpp b/src/gpu/glsl/GrGLSLProgramBuilder.cpp
index 88ef5b9245..31d1de29b3 100644
--- a/src/gpu/glsl/GrGLSLProgramBuilder.cpp
+++ b/src/gpu/glsl/GrGLSLProgramBuilder.cpp
@@ -27,7 +27,6 @@ GrGLSLProgramBuilder::GrGLSLProgramBuilder(const GrPipeline& pipeline,
, fDesc(desc)
, fGeometryProcessor(nullptr)
, fXferProcessor(nullptr)
- , fSamplerUniforms(4)
, fNumVertexSamplers(0)
, fNumGeometrySamplers(0)
, fNumFragmentSamplers(0) {
@@ -97,8 +96,8 @@ void GrGLSLProgramBuilder::emitAndInstallPrimProc(const GrPrimitiveProcessor& pr
SkASSERT(!fGeometryProcessor);
fGeometryProcessor = proc.createGLSLInstance(*this->glslCaps());
- SkSTArray<4, GrGLSLSampler> texSamplers(proc.numTextures());
- SkSTArray<2, GrGLSLSampler> bufferSamplers(proc.numBuffers());
+ SkSTArray<4, SamplerHandle> texSamplers(proc.numTextures());
+ SkSTArray<2, SamplerHandle> bufferSamplers(proc.numBuffers());
this->emitSamplers(proc, &texSamplers, &bufferSamplers);
GrGLSLGeometryProcessor::EmitArgs args(&fVS,
@@ -109,8 +108,8 @@ void GrGLSLProgramBuilder::emitAndInstallPrimProc(const GrPrimitiveProcessor& pr
proc,
outputColor->c_str(),
outputCoverage->c_str(),
- texSamplers,
- bufferSamplers,
+ texSamplers.begin(),
+ bufferSamplers.begin(),
fCoordTransforms,
&fOutCoords);
fGeometryProcessor->emitCode(args);
@@ -150,8 +149,8 @@ void GrGLSLProgramBuilder::emitAndInstallFragProc(const GrFragmentProcessor& fp,
GrGLSLFragmentProcessor* fragProc = fp.createGLSLInstance();
- SkSTArray<4, GrGLSLSampler> texSamplers(fp.numTextures());
- SkSTArray<2, GrGLSLSampler> bufferSamplers(fp.numBuffers());
+ SkSTArray<4, SamplerHandle> texSamplers(fp.numTextures());
+ SkSTArray<2, SamplerHandle> bufferSamplers(fp.numBuffers());
this->emitSamplers(fp, &texSamplers, &bufferSamplers);
GrGLSLFragmentProcessor::EmitArgs args(&fFS,
@@ -161,8 +160,8 @@ void GrGLSLProgramBuilder::emitAndInstallFragProc(const GrFragmentProcessor& fp,
output->c_str(),
input.isOnes() ? nullptr : input.c_str(),
fOutCoords[index],
- texSamplers,
- bufferSamplers);
+ texSamplers.begin(),
+ bufferSamplers.begin());
fragProc->emitCode(args);
// We have to check that effects and the code they emit are consistent, ie if an effect
@@ -197,8 +196,8 @@ void GrGLSLProgramBuilder::emitAndInstallXferProc(const GrXferProcessor& xp,
openBrace.printf("{ // Xfer Processor: %s\n", xp.name());
fFS.codeAppend(openBrace.c_str());
- SkSTArray<4, GrGLSLSampler> texSamplers(xp.numTextures());
- SkSTArray<2, GrGLSLSampler> bufferSamplers(xp.numBuffers());
+ SkSTArray<4, SamplerHandle> texSamplers(xp.numTextures());
+ SkSTArray<2, SamplerHandle> bufferSamplers(xp.numBuffers());
this->emitSamplers(xp, &texSamplers, &bufferSamplers);
bool usePLSDstRead = (plsState == GrPixelLocalStorageState::kFinish_GrPixelLocalStorageState);
@@ -209,8 +208,8 @@ void GrGLSLProgramBuilder::emitAndInstallXferProc(const GrXferProcessor& xp,
ignoresCoverage ? nullptr : coverageIn.c_str(),
fFS.getPrimaryColorOutputName(),
fFS.getSecondaryColorOutputName(),
- texSamplers,
- bufferSamplers,
+ texSamplers.begin(),
+ bufferSamplers.begin(),
usePLSDstRead);
fXferProcessor->emitCode(args);
@@ -221,8 +220,8 @@ void GrGLSLProgramBuilder::emitAndInstallXferProc(const GrXferProcessor& xp,
}
void GrGLSLProgramBuilder::emitSamplers(const GrProcessor& processor,
- GrGLSLSampler::SamplerArray* outTexSamplers,
- GrGLSLSampler::SamplerArray* outBufferSamplers) {
+ SkTArray<SamplerHandle>* outTexSamplers,
+ SkTArray<SamplerHandle>* outBufferSamplers) {
SkString name;
int numTextures = processor.numTextures();
for (int t = 0; t < numTextures; ++t) {
@@ -265,7 +264,7 @@ void GrGLSLProgramBuilder::emitSampler(GrSLType samplerType,
GrPixelConfig config,
const char* name,
GrShaderFlags visibility,
- GrGLSLSampler::SamplerArray* outSamplers) {
+ SkTArray<SamplerHandle>* outSamplers) {
if (visibility & kVertex_GrShaderFlag) {
++fNumVertexSamplers;
}
@@ -277,9 +276,12 @@ void GrGLSLProgramBuilder::emitSampler(GrSLType samplerType,
++fNumFragmentSamplers;
}
GrSLPrecision precision = this->glslCaps()->samplerPrecision(config, visibility);
- UniformHandle u = this->uniformHandler()->addUniform(visibility, samplerType, precision, name);
- fSamplerUniforms.push_back(u);
- outSamplers->emplace_back(u, config);
+ SamplerHandle handle = this->uniformHandler()->addSampler(visibility,
+ config,
+ samplerType,
+ precision,
+ name);
+ outSamplers->emplace_back(handle);
}
void GrGLSLProgramBuilder::emitFSOutputSwizzle(bool hasSecondaryOutput) {
@@ -369,6 +371,10 @@ void GrGLSLProgramBuilder::appendUniformDecls(GrShaderFlags visibility, SkString
this->uniformHandler()->appendUniformDecls(visibility, out);
}
+const GrGLSLSampler& GrGLSLProgramBuilder::getSampler(SamplerHandle handle) const {
+ return this->uniformHandler()->getSampler(handle);
+}
+
void GrGLSLProgramBuilder::addRTAdjustmentUniform(GrSLPrecision precision,
const char* name,
const char** outName) {
diff --git a/src/gpu/glsl/GrGLSLProgramBuilder.h b/src/gpu/glsl/GrGLSLProgramBuilder.h
index 3ce7daf349..c175fc6adf 100644
--- a/src/gpu/glsl/GrGLSLProgramBuilder.h
+++ b/src/gpu/glsl/GrGLSLProgramBuilder.h
@@ -41,6 +41,10 @@ public:
void appendUniformDecls(GrShaderFlags visibility, SkString*) const;
+ typedef GrGLSLUniformHandler::SamplerHandle SamplerHandle;
+
+ const GrGLSLSampler& getSampler(SamplerHandle handle) const;
+
// Handles for program uniforms (other than per-effect uniforms)
struct BuiltinUniformHandles {
UniformHandle fRTAdjustmentUni;
@@ -104,8 +108,6 @@ protected:
void finalizeShaders();
- SkTArray<UniformHandle> fSamplerUniforms;
-
private:
// reset is called by program creator between each processor's emit code. It increments the
// stage offset for variable name mangling, and also ensures verfication variables in the
@@ -146,14 +148,15 @@ private:
const GrGLSLExpr4& coverageIn,
bool ignoresCoverage,
GrPixelLocalStorageState plsState);
+
void emitSamplers(const GrProcessor& processor,
- GrGLSLSampler::SamplerArray* outTexSamplers,
- GrGLSLSampler::SamplerArray* outBufferSamplers);
+ SkTArray<SamplerHandle>* outTexSamplers,
+ SkTArray<SamplerHandle>* outBufferSamplers);
void emitSampler(GrSLType samplerType,
GrPixelConfig,
const char* name,
GrShaderFlags visibility,
- GrGLSLSampler::SamplerArray* outSamplers);
+ SkTArray<SamplerHandle>* outSamplers);
void emitFSOutputSwizzle(bool hasSecondaryOutput);
bool checkSamplerCounts();
diff --git a/src/gpu/glsl/GrGLSLSampler.h b/src/gpu/glsl/GrGLSLSampler.h
index 0fc67a9c93..a105009e6b 100644
--- a/src/gpu/glsl/GrGLSLSampler.h
+++ b/src/gpu/glsl/GrGLSLSampler.h
@@ -9,27 +9,37 @@
#define GrGLSLSampler_DEFINED
#include "GrTypes.h"
-#include "SkTArray.h"
-#include "glsl/GrGLSLProgramDataManager.h"
+#include "GrTypesPriv.h"
+#include "SkString.h"
class GrGLSLSampler {
public:
- typedef GrGLSLProgramDataManager::UniformHandle UniformHandle;
- typedef SkTArray<GrGLSLSampler> SamplerArray;
+ virtual ~GrGLSLSampler() {}
- GrGLSLSampler(UniformHandle uniform, GrPixelConfig config)
- : fSamplerUniform(uniform)
+ explicit GrGLSLSampler(uint32_t visibility, GrPixelConfig config)
+ : fVisibility(visibility)
, fConfig(config) {
SkASSERT(kUnknown_GrPixelConfig != fConfig);
}
+ uint32_t visibility() const { return fVisibility; }
GrPixelConfig config() const { return fConfig; }
+ virtual GrSLType type() const = 0;
+
+ // Returns the string to be used for the sampler in glsl 2D texture functions (texture,
+ // texture2D, etc.)
+ const char* getSamplerNameForTexture2D() const {
+ SkASSERT(GrSLTypeIs2DTextureType(this->type()));
+ return this->onGetSamplerNameForTexture2D();
+ }
+
+ // Returns the string to be used for the sampler in glsl texelFetch.
+ virtual const char* getSamplerNameForTexelFetch() const = 0;
private:
- UniformHandle fSamplerUniform;
+ virtual const char* onGetSamplerNameForTexture2D() const = 0;
+ uint32_t fVisibility;
GrPixelConfig fConfig;
-
- friend class GrGLSLShaderBuilder;
};
#endif
diff --git a/src/gpu/glsl/GrGLSLShaderBuilder.cpp b/src/gpu/glsl/GrGLSLShaderBuilder.cpp
index 1031f84460..1342d1ce98 100644
--- a/src/gpu/glsl/GrGLSLShaderBuilder.cpp
+++ b/src/gpu/glsl/GrGLSLShaderBuilder.cpp
@@ -63,71 +63,68 @@ void GrGLSLShaderBuilder::emitFunction(GrSLType returnType,
}
void GrGLSLShaderBuilder::appendTextureLookup(SkString* out,
- const GrGLSLSampler& sampler,
+ SamplerHandle samplerHandle,
const char* coordName,
GrSLType varyingType) const {
const GrGLSLCaps* glslCaps = fProgramBuilder->glslCaps();
- GrGLSLUniformHandler* uniformHandler = fProgramBuilder->uniformHandler();
- GrSLType samplerType = uniformHandler->getUniformVariable(sampler.fSamplerUniform).getType();
+ const GrGLSLSampler& sampler = fProgramBuilder->getSampler(samplerHandle);
+ GrSLType samplerType = sampler.type();
if (samplerType == kSampler2DRect_GrSLType) {
if (varyingType == kVec2f_GrSLType) {
out->appendf("%s(%s, textureSize(%s) * %s)",
GrGLSLTexture2DFunctionName(varyingType, samplerType,
glslCaps->generation()),
- uniformHandler->getUniformCStr(sampler.fSamplerUniform),
- uniformHandler->getUniformCStr(sampler.fSamplerUniform),
+ sampler.getSamplerNameForTexture2D(),
+ sampler.getSamplerNameForTexture2D(),
coordName);
} else {
out->appendf("%s(%s, vec3(textureSize(%s) * %s.xy, %s.z))",
GrGLSLTexture2DFunctionName(varyingType, samplerType,
glslCaps->generation()),
- uniformHandler->getUniformCStr(sampler.fSamplerUniform),
- uniformHandler->getUniformCStr(sampler.fSamplerUniform),
+ sampler.getSamplerNameForTexture2D(),
+ sampler.getSamplerNameForTexture2D(),
coordName,
coordName);
}
} else {
out->appendf("%s(%s, %s)",
GrGLSLTexture2DFunctionName(varyingType, samplerType, glslCaps->generation()),
- uniformHandler->getUniformCStr(sampler.fSamplerUniform),
+ sampler.getSamplerNameForTexture2D(),
coordName);
}
this->appendTextureSwizzle(out, sampler.config());
}
-void GrGLSLShaderBuilder::appendTextureLookup(const GrGLSLSampler& sampler,
+void GrGLSLShaderBuilder::appendTextureLookup(SamplerHandle samplerHandle,
const char* coordName,
GrSLType varyingType) {
- this->appendTextureLookup(&this->code(), sampler, coordName, varyingType);
+ this->appendTextureLookup(&this->code(), samplerHandle, coordName, varyingType);
}
void GrGLSLShaderBuilder::appendTextureLookupAndModulate(const char* modulation,
- const GrGLSLSampler& sampler,
+ SamplerHandle samplerHandle,
const char* coordName,
GrSLType varyingType) {
SkString lookup;
- this->appendTextureLookup(&lookup, sampler, coordName, varyingType);
+ this->appendTextureLookup(&lookup, samplerHandle, coordName, varyingType);
this->codeAppend((GrGLSLExpr4(modulation) * GrGLSLExpr4(lookup)).c_str());
}
void GrGLSLShaderBuilder::appendTexelFetch(SkString* out,
- const GrGLSLSampler& sampler,
+ SamplerHandle samplerHandle,
const char* coordExpr) const {
- const GrGLSLUniformHandler* uniformHandler = fProgramBuilder->uniformHandler();
+ const GrGLSLSampler& sampler = fProgramBuilder->getSampler(samplerHandle);
SkASSERT(fProgramBuilder->glslCaps()->texelFetchSupport());
- SkASSERT(GrSLTypeIsSamplerType(
- uniformHandler->getUniformVariable(sampler.fSamplerUniform).getType()));
+ SkASSERT(GrSLTypeIsSamplerType(sampler.type()));
- out->appendf("texelFetch(%s, %s)",
- uniformHandler->getUniformCStr(sampler.fSamplerUniform),
- coordExpr);
+ out->appendf("texelFetch(%s, %s)", sampler.getSamplerNameForTexelFetch(), coordExpr);
this->appendTextureSwizzle(out, sampler.config());
}
-void GrGLSLShaderBuilder::appendTexelFetch(const GrGLSLSampler& sampler, const char* coordExpr) {
- this->appendTexelFetch(&this->code(), sampler, coordExpr);
+void GrGLSLShaderBuilder::appendTexelFetch(SamplerHandle samplerHandle, const char* coordExpr) {
+ this->appendTexelFetch(&this->code(), samplerHandle, coordExpr);
}
void GrGLSLShaderBuilder::appendTextureSwizzle(SkString* out, GrPixelConfig config) const {
diff --git a/src/gpu/glsl/GrGLSLShaderBuilder.h b/src/gpu/glsl/GrGLSLShaderBuilder.h
index ef7963f83a..ea36a56a7a 100644
--- a/src/gpu/glsl/GrGLSLShaderBuilder.h
+++ b/src/gpu/glsl/GrGLSLShaderBuilder.h
@@ -9,14 +9,12 @@
#define GrGLSLShaderBuilder_DEFINED
#include "GrAllocator.h"
+#include "glsl/GrGLSLUniformHandler.h"
#include "glsl/GrGLSLShaderVar.h"
#include "SkTDArray.h"
#include <stdarg.h>
-class GrGLSLProgramBuilder;
-class GrGLSLSampler;
-
/**
base class for all shaders builders
*/
@@ -25,17 +23,19 @@ public:
GrGLSLShaderBuilder(GrGLSLProgramBuilder* program);
virtual ~GrGLSLShaderBuilder() {}
+ typedef GrGLSLUniformHandler::SamplerHandle SamplerHandle;
+
/** Appends a 2D texture sample with projection if necessary. coordType must either be Vec2f or
Vec3f. The latter is interpreted as projective texture coords. The vec length and swizzle
order of the result depends on the GrTextureAccess associated with the GrGLSLSampler.
*/
void appendTextureLookup(SkString* out,
- const GrGLSLSampler&,
+ SamplerHandle,
const char* coordName,
GrSLType coordType = kVec2f_GrSLType) const;
/** Version of above that appends the result to the shader code instead.*/
- void appendTextureLookup(const GrGLSLSampler&,
+ void appendTextureLookup(SamplerHandle,
const char* coordName,
GrSLType coordType = kVec2f_GrSLType);
@@ -45,17 +45,17 @@ public:
vec4 or float. If modulation is "" or nullptr it this function acts as though
appendTextureLookup were called. */
void appendTextureLookupAndModulate(const char* modulation,
- const GrGLSLSampler&,
+ SamplerHandle,
const char* coordName,
GrSLType coordType = kVec2f_GrSLType);
/** Fetches an unfiltered texel from a sampler at integer coordinates. coordExpr must match the
dimensionality of the sampler and must be within the sampler's range. coordExpr is emitted
exactly once, so expressions like "idx++" are acceptable. */
- void appendTexelFetch(SkString* out, const GrGLSLSampler&, const char* coordExpr) const;
+ void appendTexelFetch(SkString* out, SamplerHandle, const char* coordExpr) const;
/** Version of above that appends the result to the shader code instead.*/
- void appendTexelFetch(const GrGLSLSampler&, const char* coordExpr);
+ void appendTexelFetch(SamplerHandle, const char* coordExpr);
/**
* Adds a #define directive to the top of the shader.
diff --git a/src/gpu/glsl/GrGLSLUniformHandler.h b/src/gpu/glsl/GrGLSLUniformHandler.h
index a2f70532ad..56cac4a49f 100644
--- a/src/gpu/glsl/GrGLSLUniformHandler.h
+++ b/src/gpu/glsl/GrGLSLUniformHandler.h
@@ -12,12 +12,14 @@
#include "GrGLSLShaderVar.h"
class GrGLSLProgramBuilder;
+class GrGLSLSampler;
class GrGLSLUniformHandler {
public:
virtual ~GrGLSLUniformHandler() {}
typedef GrGLSLProgramDataManager::UniformHandle UniformHandle;
+ typedef GrGLSLProgramDataManager::UniformHandle SamplerHandle;
/** Add a uniform variable to the current program, that has visibility in one or more shaders.
visibility is a bitfield of GrShaderFlag values indicating from which shaders the uniform
@@ -30,6 +32,7 @@ public:
GrSLPrecision precision,
const char* name,
const char** outName = nullptr) {
+ SkASSERT(!GrSLTypeIsSamplerType(type));
return this->addUniformArray(visibility, type, precision, name, 0, outName);
}
@@ -39,6 +42,7 @@ public:
const char* name,
int arrayCount,
const char** outName = nullptr) {
+ SkASSERT(!GrSLTypeIsSamplerType(type));
return this->internalAddUniformArray(visibility, type, precision, name, true, arrayCount,
outName);
}
@@ -49,6 +53,7 @@ public:
* Shortcut for getUniformVariable(u).c_str()
*/
virtual const char* getUniformCStr(UniformHandle u) const = 0;
+
protected:
explicit GrGLSLUniformHandler(GrGLSLProgramBuilder* program) : fProgramBuilder(program) {}
@@ -56,6 +61,23 @@ protected:
GrGLSLProgramBuilder* fProgramBuilder;
private:
+ virtual int numSamplers() const = 0;
+ virtual const GrGLSLSampler& getSampler(SamplerHandle handle) const = 0;
+
+ SamplerHandle addSampler(uint32_t visibility,
+ GrPixelConfig config,
+ GrSLType type,
+ GrSLPrecision precision,
+ const char* name) {
+ return this->internalAddSampler(visibility, config, type, precision, name);
+ }
+
+ virtual SamplerHandle internalAddSampler(uint32_t visibility,
+ GrPixelConfig config,
+ GrSLType type,
+ GrSLPrecision precision,
+ const char* name) = 0;
+
virtual UniformHandle internalAddUniformArray(uint32_t visibility,
GrSLType type,
GrSLPrecision precision,
diff --git a/src/gpu/glsl/GrGLSLXferProcessor.h b/src/gpu/glsl/GrGLSLXferProcessor.h
index adc3d41765..f4a8ebdfa0 100644
--- a/src/gpu/glsl/GrGLSLXferProcessor.h
+++ b/src/gpu/glsl/GrGLSLXferProcessor.h
@@ -22,7 +22,8 @@ public:
GrGLSLXferProcessor() {}
virtual ~GrGLSLXferProcessor() {}
- typedef GrGLSLSampler::SamplerArray SamplerArray;
+ typedef GrGLSLProgramDataManager::UniformHandle SamplerHandle;
+
struct EmitArgs {
EmitArgs(GrGLSLXPFragmentBuilder* fragBuilder,
GrGLSLUniformHandler* uniformHandler,
@@ -32,8 +33,8 @@ public:
const char* inputCoverage,
const char* outputPrimary,
const char* outputSecondary,
- const SamplerArray& texSamplers,
- const SamplerArray& bufferSamplers,
+ const SamplerHandle* texSamplers,
+ const SamplerHandle* bufferSamplers,
const bool usePLSDstRead)
: fXPFragBuilder(fragBuilder)
, fUniformHandler(uniformHandler)
@@ -55,8 +56,8 @@ public:
const char* fInputCoverage;
const char* fOutputPrimary;
const char* fOutputSecondary;
- const SamplerArray& fTexSamplers;
- const SamplerArray& fBufferSamplers;
+ const SamplerHandle* fTexSamplers;
+ const SamplerHandle* fBufferSamplers;
bool fUsePLSDstRead;
};
/**
diff --git a/src/gpu/vk/GrVkGLSLSampler.h b/src/gpu/vk/GrVkGLSLSampler.h
new file mode 100644
index 0000000000..4bfacaed48
--- /dev/null
+++ b/src/gpu/vk/GrVkGLSLSampler.h
@@ -0,0 +1,49 @@
+/*
+* 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 GrVkGLSLSampler_DEFINED
+#define GrVkGLSLSampler_DEFINED
+
+#include "glsl/GrGLSLSampler.h"
+
+#include "glsl/GrGLSLShaderVar.h"
+
+class GrVkGLSLSampler : public GrGLSLSampler {
+public:
+ GrVkGLSLSampler(uint32_t visibility,
+ GrPixelConfig config,
+ GrSLType type,
+ GrSLPrecision precision,
+ const char* name,
+ uint32_t binding,
+ uint32_t set) : INHERITED(visibility, config), fBinding(binding) {
+ SkASSERT(GrSLTypeIsSamplerType(type));
+ fShaderVar.setType(type);
+ fShaderVar.setTypeModifier(GrGLSLShaderVar::kUniform_TypeModifier);
+ fShaderVar.setPrecision(precision);
+ fShaderVar.accessName()->set(name);
+ SkString layoutQualifier;
+ layoutQualifier.appendf("set=%d, binding=%d", set, binding);
+ fShaderVar.setLayoutQualifier(layoutQualifier.c_str());
+ }
+
+ GrSLType type() const override { return fShaderVar.getType(); }
+ uint32_t binding() const { return fBinding; }
+
+ const char* onGetSamplerNameForTexture2D() const override { return fShaderVar.c_str(); }
+ const char* getSamplerNameForTexelFetch() const override { return fShaderVar.c_str(); }
+
+private:
+ GrGLSLShaderVar fShaderVar;
+ uint32_t fBinding;
+
+ friend class GrVkUniformHandler;
+
+ typedef GrGLSLSampler INHERITED;
+};
+
+#endif
diff --git a/src/gpu/vk/GrVkPipelineStateBuilder.cpp b/src/gpu/vk/GrVkPipelineStateBuilder.cpp
index 2bd80033dd..be30bb3e4d 100644
--- a/src/gpu/vk/GrVkPipelineStateBuilder.cpp
+++ b/src/gpu/vk/GrVkPipelineStateBuilder.cpp
@@ -162,20 +162,18 @@ GrVkPipelineState* GrVkPipelineStateBuilder::finalize(GrPrimitiveType primitiveT
VkShaderModule vertShaderModule;
VkShaderModule fragShaderModule;
- uint32_t numSamplers = fSamplerUniforms.count();
+ uint32_t numSamplers = (uint32_t)fUniformHandler.numSamplers();
SkAutoTDeleteArray<VkDescriptorSetLayoutBinding> dsSamplerBindings(
new VkDescriptorSetLayoutBinding[numSamplers]);
for (uint32_t i = 0; i < numSamplers; ++i) {
- UniformHandle uniHandle = fSamplerUniforms[i];
- GrVkUniformHandler::UniformInfo uniformInfo = fUniformHandler.getUniformInfo(uniHandle);
- SkASSERT(kSampler2D_GrSLType == uniformInfo.fVariable.getType());
- SkASSERT(GrVkUniformHandler::kSamplerDescSet == uniformInfo.fSetNumber);
- SkASSERT(uniformInfo.fBinding == i);
- dsSamplerBindings[i].binding = uniformInfo.fBinding;
+ const GrVkGLSLSampler& sampler =
+ static_cast<const GrVkGLSLSampler&>(fUniformHandler.getSampler(i));
+ SkASSERT(sampler.binding() == i);
+ dsSamplerBindings[i].binding = sampler.binding();
dsSamplerBindings[i].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
dsSamplerBindings[i].descriptorCount = 1;
- dsSamplerBindings[i].stageFlags = visibility_to_vk_stage_flags(uniformInfo.fVisibility);
+ dsSamplerBindings[i].stageFlags = visibility_to_vk_stage_flags(sampler.visibility());
dsSamplerBindings[i].pImmutableSamplers = nullptr;
}
@@ -184,11 +182,10 @@ GrVkPipelineState* GrVkPipelineStateBuilder::finalize(GrPrimitiveType primitiveT
dsSamplerLayoutCreateInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
dsSamplerLayoutCreateInfo.pNext = nullptr;
dsSamplerLayoutCreateInfo.flags = 0;
- dsSamplerLayoutCreateInfo.bindingCount = fSamplerUniforms.count();
+ dsSamplerLayoutCreateInfo.bindingCount = numSamplers;
// Setting to nullptr fixes an error in the param checker validation layer. Even though
// bindingCount is 0 (which is valid), it still tries to validate pBindings unless it is null.
- dsSamplerLayoutCreateInfo.pBindings = fSamplerUniforms.count() ? dsSamplerBindings.get() :
- nullptr;
+ dsSamplerLayoutCreateInfo.pBindings = numSamplers ? dsSamplerBindings.get() : nullptr;
GR_VK_CALL_ERRCHECK(fGpu->vkInterface(),
CreateDescriptorSetLayout(fGpu->device(),
diff --git a/src/gpu/vk/GrVkPipelineStateDataManager.cpp b/src/gpu/vk/GrVkPipelineStateDataManager.cpp
index 60d7d7fee8..c72f209a21 100644
--- a/src/gpu/vk/GrVkPipelineStateDataManager.cpp
+++ b/src/gpu/vk/GrVkPipelineStateDataManager.cpp
@@ -32,11 +32,10 @@ GrVkPipelineStateDataManager::GrVkPipelineStateDataManager(const UniformInfoArra
uniform.fArrayCount = uniformInfo.fVariable.getArrayCount();
uniform.fType = uniformInfo.fVariable.getType();
);
- uniform.fBinding = uniformInfo.fBinding;
+ uniform.fBinding =
+ (kVertex_GrShaderFlag == uniformInfo.fVisibility) ? GrVkUniformHandler::kVertexBinding
+ : GrVkUniformHandler::kFragBinding;
uniform.fOffset = uniformInfo.fUBOffset;
- SkDEBUGCODE(
- uniform.fSetNumber = uniformInfo.fSetNumber;
- );
}
}
@@ -59,7 +58,6 @@ 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));
@@ -73,7 +71,6 @@ 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);
@@ -88,7 +85,6 @@ 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 };
@@ -103,7 +99,6 @@ 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);
@@ -118,7 +113,6 @@ 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 };
@@ -133,7 +127,6 @@ 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);
@@ -152,7 +145,6 @@ 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 };
@@ -167,7 +159,6 @@ 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);
@@ -214,7 +205,6 @@ 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) {
diff --git a/src/gpu/vk/GrVkPipelineStateDataManager.h b/src/gpu/vk/GrVkPipelineStateDataManager.h
index 089d170f12..0a035799b6 100644
--- a/src/gpu/vk/GrVkPipelineStateDataManager.h
+++ b/src/gpu/vk/GrVkPipelineStateDataManager.h
@@ -59,7 +59,6 @@ private:
SkDEBUGCODE(
GrSLType fType;
int fArrayCount;
- uint32_t fSetNumber;
);
};
diff --git a/src/gpu/vk/GrVkUniformHandler.cpp b/src/gpu/vk/GrVkUniformHandler.cpp
index 4ffbcfe7d8..3451d6b344 100644
--- a/src/gpu/vk/GrVkUniformHandler.cpp
+++ b/src/gpu/vk/GrVkUniformHandler.cpp
@@ -136,6 +136,7 @@ GrGLSLUniformHandler::UniformHandle GrVkUniformHandler::internalAddUniformArray(
SkASSERT(0 == (~kVisibilityMask & visibility));
SkASSERT(0 != visibility);
SkASSERT(kDefault_GrSLPrecision == precision || GrSLTypeIsFloatType(type));
+ GrSLTypeIsFloatType(type);
UniformInfo& uni = fUniforms.push_back();
uni.fVariable.setType(type);
@@ -155,58 +156,63 @@ GrGLSLUniformHandler::UniformHandle GrVkUniformHandler::internalAddUniformArray(
SkASSERT(kVertex_GrShaderFlag == visibility || kFragment_GrShaderFlag == visibility);
uni.fVisibility = visibility;
uni.fVariable.setPrecision(precision);
- if (GrSLTypeIsFloatType(type)) {
- // When outputing the GLSL, only the outer uniform block will get the Uniform modifier. Thus
- // we set the modifier to none for all uniforms declared inside the block.
- uni.fVariable.setTypeModifier(GrGLSLShaderVar::kNone_TypeModifier);
+ // When outputing the GLSL, only the outer uniform block will get the Uniform modifier. Thus
+ // we set the modifier to none for all uniforms declared inside the block.
+ uni.fVariable.setTypeModifier(GrGLSLShaderVar::kNone_TypeModifier);
- uint32_t* currentOffset = kVertex_GrShaderFlag == visibility ? &fCurrentVertexUBOOffset
- : &fCurrentFragmentUBOOffset;
- get_ubo_aligned_offset(&uni.fUBOffset, currentOffset, type, arrayCount);
- uni.fSetNumber = kUniformBufferDescSet;
- uni.fBinding = kVertex_GrShaderFlag == visibility ? kVertexBinding : kFragBinding;
+ uint32_t* currentOffset = kVertex_GrShaderFlag == visibility ? &fCurrentVertexUBOOffset
+ : &fCurrentFragmentUBOOffset;
+ get_ubo_aligned_offset(&uni.fUBOffset, currentOffset, type, arrayCount);
- if (outName) {
- *outName = uni.fVariable.c_str();
- }
- } else {
- SkASSERT(type == kSampler2D_GrSLType);
- uni.fVariable.setTypeModifier(GrGLSLShaderVar::kUniform_TypeModifier);
-
- uni.fSetNumber = kSamplerDescSet;
- uni.fBinding = fCurrentSamplerBinding++;
- uni.fUBOffset = 0; // This value will be ignored, but initializing to avoid any errors.
- SkString layoutQualifier;
- layoutQualifier.appendf("set=%d, binding=%d", uni.fSetNumber, uni.fBinding);
- uni.fVariable.setLayoutQualifier(layoutQualifier.c_str());
+ if (outName) {
+ *outName = uni.fVariable.c_str();
}
return GrGLSLUniformHandler::UniformHandle(fUniforms.count() - 1);
}
+GrGLSLUniformHandler::SamplerHandle GrVkUniformHandler::internalAddSampler(uint32_t visibility,
+ GrPixelConfig config,
+ GrSLType type,
+ GrSLPrecision precision,
+ const char* name) {
+ SkASSERT(name && strlen(name));
+ SkDEBUGCODE(static const uint32_t kVisMask = kVertex_GrShaderFlag | kFragment_GrShaderFlag);
+ SkASSERT(0 == (~kVisMask & visibility));
+ SkASSERT(0 != visibility);
+ SkString mangleName;
+ char prefix = 'u';
+ fProgramBuilder->nameVariable(&mangleName, prefix, name, true);
+ fSamplers.emplace_back(visibility, config, type, precision, mangleName.c_str(),
+ (uint32_t)fSamplers.count(), kSamplerDescSet);
+ return GrGLSLUniformHandler::SamplerHandle(fSamplers.count() - 1);
+}
+
void GrVkUniformHandler::appendUniformDecls(GrShaderFlags visibility, SkString* out) const {
- SkTArray<UniformInfo*> uniformBufferUniform;
- // Used to collect all the variables that will be place inside the uniform buffer
- SkString uniformsString;
SkASSERT(kVertex_GrShaderFlag == visibility || kFragment_GrShaderFlag == visibility);
- uint32_t uniformBinding = (visibility == kVertex_GrShaderFlag) ? kVertexBinding : kFragBinding;
+
+ for (int i = 0; i < fSamplers.count(); ++i) {
+ const GrVkGLSLSampler& sampler = fSamplers[i];
+ SkASSERT(sampler.type() == kSampler2D_GrSLType);
+ if (visibility == sampler.visibility()) {
+ sampler.fShaderVar.appendDecl(fProgramBuilder->glslCaps(), out);
+ out->append(";\n");
+ }
+ }
+
+ SkString uniformsString;
for (int i = 0; i < fUniforms.count(); ++i) {
const UniformInfo& localUniform = fUniforms[i];
if (visibility == localUniform.fVisibility) {
if (GrSLTypeIsFloatType(localUniform.fVariable.getType())) {
- SkASSERT(uniformBinding == localUniform.fBinding);
- SkASSERT(kUniformBufferDescSet == localUniform.fSetNumber);
localUniform.fVariable.appendDecl(fProgramBuilder->glslCaps(), &uniformsString);
uniformsString.append(";\n");
- } else {
- SkASSERT(localUniform.fVariable.getType() == kSampler2D_GrSLType);
- SkASSERT(kSamplerDescSet == localUniform.fSetNumber);
- localUniform.fVariable.appendDecl(fProgramBuilder->glslCaps(), out);
- out->append(";\n");
}
}
}
if (!uniformsString.isEmpty()) {
+ uint32_t uniformBinding = (visibility == kVertex_GrShaderFlag) ? kVertexBinding
+ : kFragBinding;
const char* stage = (visibility == kVertex_GrShaderFlag) ? "vertex" : "fragment";
out->appendf("layout (set=%d, binding=%d) uniform %sUniformBuffer\n{\n",
kUniformBufferDescSet, uniformBinding, stage);
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;