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path: root/src/gpu/vk/GrVkUniformHandler.h
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* Reuse sampler descriptor set allocations in VulkanGravatar egdaniel2016-07-26
| | | | | | | BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2172873003 Review-Url: https://codereview.chromium.org/2172873003
* Refactor how we store and use samplers in GaneshGravatar egdaniel2016-04-20
| | | | | | | | | | | | | | | | | | | | | | | | | | | | 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
* Revert of Refactor how we store and use samplers in Ganesh (patchset #7 ↵Gravatar egdaniel2016-04-19
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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
* Refactor how we store and use samplers in GaneshGravatar egdaniel2016-04-19
| | | | | | | | | | | | | | | | | | | | | | | | | | 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
* Switch uniforms to be descriptor set 0 in VulkanGravatar egdaniel2016-04-06
| | | | | | | | | | This (plus some cleanup) gives us some minor perf gains and as a side effect the perf debug layer no longer complains when we bind certain descriptor sets. BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1864303002 Review URL: https://codereview.chromium.org/1864303002
* Set up cache in vulkan to reuse GrVkPrograms (aka VkPipelines)Gravatar egdaniel2016-03-23
| | | | | | | BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1816153002 Review URL: https://codereview.chromium.org/1816153002
* GrVkGpu initialization cleanup.Gravatar jvanverth2016-03-23
| | | | | | | | | | | Add GrVkBackendContext for GrVkGpu initialization Add missing extension initialization Use device function pointers rather than instance BUG=skia:5116 GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1825593002 Review URL: https://codereview.chromium.org/1825593002
* Add vulkan files into skia repo. This is an incomplete backend with only ↵Gravatar Greg Daniel2016-02-22
| | | | | | | | | | | | | | partial functionality at this time. R=robertphillips@google.com TBR=bsalomon@google.com BUG=skia:4955 GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1718693002 Committed: https://skia.googlesource.com/skia/+/48cf268defad66f58f1aa03b4835e5583be96b2f Review URL: https://codereview.chromium.org/1718693002
* Revert of Add vulkan files into skia repo. (patchset #2 id:20001 of ↵Gravatar egdaniel2016-02-22
| | | | | | | | | | | | | | | | | | | | | | | | | | | https://codereview.chromium.org/1718693002/ ) Reason for revert: breaking builds Original issue's description: > Add vulkan files into skia repo. This is an incomplete backend with only partial functionality at this time. > > R=robertphillips@google.com > TBR=bsalomon@google.com > > BUG=skia:4955 > GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1718693002 > > Committed: https://skia.googlesource.com/skia/+/48cf268defad66f58f1aa03b4835e5583be96b2f TBR=robertphillips@google.com,bsalomon@google.com,jvanverth@google.com # Skipping CQ checks because original CL landed less than 1 days ago. NOPRESUBMIT=true NOTREECHECKS=true NOTRY=true BUG=skia:4955 Review URL: https://codereview.chromium.org/1723503002
* Add vulkan files into skia repo. This is an incomplete backend with only ↵Gravatar Greg Daniel2016-02-22
partial functionality at this time. R=robertphillips@google.com TBR=bsalomon@google.com BUG=skia:4955 GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1718693002 Review URL: https://codereview.chromium.org/1718693002