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* Add support for using texel buffers in Vulkan backend.Gravatar Greg Daniel2017-05-09
| | | | | | | | Bug: skia: Change-Id: I5cc7b18263dbe28d5d8d89301111ef240109704a Reviewed-on: https://skia-review.googlesource.com/15770 Reviewed-by: Jim Van Verth <jvanverth@google.com> Commit-Queue: Greg Daniel <egdaniel@google.com>
* Split tracking of TexelBuffers from normal samplersGravatar Greg Daniel2017-05-05
| | | | | | | | | | | | | | This is precursor CL to add support for texel buffers in Vulkan. This change as includes fixes to the ordering of assigning locations and texture units so that they match in GrGLProgramDataManager and GrGLProgram. Bug: skia: Change-Id: I30c9578fb7dcb187256f744e07651e8564f93a6b Reviewed-on: https://skia-review.googlesource.com/15225 Reviewed-by: Chris Dalton <csmartdalton@google.com> Commit-Queue: Greg Daniel <egdaniel@google.com>
* Add support for Geom shaders in Vulkan backend.Gravatar Greg Daniel2017-05-04
| | | | | | | | | | | | | | | | Still requires SkSL support before it will work. The main changes here involve support for uniforms in the geometry shader. We use the same buffer for vertex and geometry shader stages. These uniforms are not expected to be updated as often as frag data so we keep them separate to avoid larger buffer uploads to the gpu. BUG=skia: Change-Id: I10b631c24071b6ffa258907a02a009ec6c8accd0 Reviewed-on: https://skia-review.googlesource.com/8413 Commit-Queue: Greg Daniel <egdaniel@google.com> Reviewed-by: Jim Van Verth <jvanverth@google.com>
* Setup support for UNIFORM_TEXEL_BUFFER descriptor sets in VulkanGravatar Greg Daniel2017-05-02
| | | | | | | | | | This is the first CL to get support for using texel buffers in vulkan. Bug: skia: Change-Id: Iaac5ba4a356b487bc2b63111cca34ed968881f6b Reviewed-on: https://skia-review.googlesource.com/15100 Reviewed-by: Jim Van Verth <jvanverth@google.com> Commit-Queue: Greg Daniel <egdaniel@google.com>
* Reland image storage with fixes.Gravatar Brian Salomon2016-11-29
| | | | | | | | | | | | | Revert "Revert "Initial OpenGL Image support."" This reverts commit 59dc41175d99d0a31c046aec0c26c4d82a3a3574. BUG=skia: Change-Id: Ibe3c87ce7f746f065fdbcc5a518388cc291112f5 Reviewed-on: https://skia-review.googlesource.com/5131 Reviewed-by: Ethan Nicholas <ethannicholas@google.com> Commit-Queue: Brian Salomon <bsalomon@google.com>
* Revert "Initial OpenGL Image support."Gravatar Brian Salomon2016-11-23
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This reverts commit be34882042048db096baca32ddf4a8b472529804. Reason for revert: Test failures and shader compilation issues on Android. Original change's description: > Initial OpenGL Image support. > > This change along with recently landed changes is enough to make the new unit test work and not much else. imageLoad is support but not stores or any other image functions (atomics). Barriers in the shading language or the GL API are not yet hooked up. > > GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=4182 > > Change-Id: I5958b7c89e40ae5ee05f7bbaca3b3738162fe5ce > Reviewed-on: https://skia-review.googlesource.com/4182 > Reviewed-by: Greg Daniel <egdaniel@google.com> > Reviewed-by: Chris Dalton <csmartdalton@google.com> > Commit-Queue: Brian Salomon <bsalomon@google.com> > TBR=egdaniel@google.com,bsalomon@google.com,csmartdalton@google.com,reviews@skia.org NOPRESUBMIT=true NOTREECHECKS=true NOTRY=true Change-Id: I29a2502c296ae39ed9a999957800414ae46e6f0f Reviewed-on: https://skia-review.googlesource.com/5129 Commit-Queue: Brian Salomon <bsalomon@google.com> Reviewed-by: Brian Salomon <bsalomon@google.com>
* Initial OpenGL Image support.Gravatar Brian Salomon2016-11-22
| | | | | | | | | | | | This change along with recently landed changes is enough to make the new unit test work and not much else. imageLoad is support but not stores or any other image functions (atomics). Barriers in the shading language or the GL API are not yet hooked up. GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=4182 Change-Id: I5958b7c89e40ae5ee05f7bbaca3b3738162fe5ce Reviewed-on: https://skia-review.googlesource.com/4182 Reviewed-by: Greg Daniel <egdaniel@google.com> Reviewed-by: Chris Dalton <csmartdalton@google.com> Commit-Queue: Brian Salomon <bsalomon@google.com>
* Merge GrGLSLShaderVar and GrShaderVarGravatar Brian Salomon2016-11-21
| | | | | | | | | GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=5087 Change-Id: Ib8943a1da1ea495554feaf5b0992b94fbb9539ab Reviewed-on: https://skia-review.googlesource.com/5087 Commit-Queue: Brian Salomon <bsalomon@google.com> Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
* Remove GrGLSLSampler type and subclassesGravatar Brian Salomon2016-11-21
| | | | | | | | | | | | | GrGLSLUniformManager and GrGLSLProgramDataManager subclasses handle sampler variation across GPU backends. BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=5002 Change-Id: I968b006bab978c2fa209d1f7eda710c298d1212f Reviewed-on: https://skia-review.googlesource.com/5002 Reviewed-by: Greg Daniel <egdaniel@google.com> Commit-Queue: Brian Salomon <bsalomon@google.com>
* 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