1/* 2* Copyright 2018 Google Inc. 3* 4* Use of this source code is governed by a BSD-style license that can be 5* found in the LICENSE file. 6*/ 7 8#include "src/gpu/mtl/GrMtlUniformHandler.h" 9 10#include "include/private/GrMtlTypesPriv.h" 11#include "src/gpu/GrTexture.h" 12#include "src/gpu/glsl/GrGLSLProgramBuilder.h" 13 14#if !__has_feature(objc_arc) 15#error This file must be compiled with Arc. Use -fobjc-arc flag 16#endif 17 18GR_NORETAIN_BEGIN 19 20// To determine whether a current offset is aligned, we can just 'and' the lowest bits with the 21// alignment mask. A value of 0 means aligned, any other value is how many bytes past alignment we 22// are. This works since all alignments are powers of 2. The mask is always (alignment - 1). 23static uint32_t grsltype_to_alignment_mask(GrSLType type) { 24 switch(type) { 25 case kInt_GrSLType: 26 case kUInt_GrSLType: 27 case kFloat_GrSLType: 28 return 0x3; 29 case kInt2_GrSLType: 30 case kUInt2_GrSLType: 31 case kFloat2_GrSLType: 32 return 0x7; 33 case kInt3_GrSLType: 34 case kUInt3_GrSLType: 35 case kFloat3_GrSLType: 36 case kInt4_GrSLType: 37 case kUInt4_GrSLType: 38 case kFloat4_GrSLType: 39 return 0xF; 40 41 case kFloat2x2_GrSLType: 42 return 0x7; 43 case kFloat3x3_GrSLType: 44 return 0xF; 45 case kFloat4x4_GrSLType: 46 return 0xF; 47 48 case kShort_GrSLType: 49 case kUShort_GrSLType: 50 case kHalf_GrSLType: 51 return 0x1; 52 case kShort2_GrSLType: 53 case kUShort2_GrSLType: 54 case kHalf2_GrSLType: 55 return 0x3; 56 case kShort3_GrSLType: 57 case kShort4_GrSLType: 58 case kUShort3_GrSLType: 59 case kUShort4_GrSLType: 60 case kHalf3_GrSLType: 61 case kHalf4_GrSLType: 62 return 0x7; 63 64 case kHalf2x2_GrSLType: 65 return 0x3; 66 case kHalf3x3_GrSLType: 67 return 0x7; 68 case kHalf4x4_GrSLType: 69 return 0x7; 70 71 // This query is only valid for certain types. 72 case kVoid_GrSLType: 73 case kBool_GrSLType: 74 case kBool2_GrSLType: 75 case kBool3_GrSLType: 76 case kBool4_GrSLType: 77 case kTexture2DSampler_GrSLType: 78 case kTextureExternalSampler_GrSLType: 79 case kTexture2DRectSampler_GrSLType: 80 case kSampler_GrSLType: 81 case kTexture2D_GrSLType: 82 case kInput_GrSLType: 83 break; 84 } 85 SK_ABORT("Unexpected type"); 86} 87 88/** Returns the size in bytes taken up in Metal buffers for GrSLTypes. */ 89static inline uint32_t grsltype_to_mtl_size(GrSLType type) { 90 switch(type) { 91 case kInt_GrSLType: 92 case kUInt_GrSLType: 93 case kFloat_GrSLType: 94 return 4; 95 case kInt2_GrSLType: 96 case kUInt2_GrSLType: 97 case kFloat2_GrSLType: 98 return 8; 99 case kInt3_GrSLType: 100 case kUInt3_GrSLType: 101 case kFloat3_GrSLType: 102 case kInt4_GrSLType: 103 case kUInt4_GrSLType: 104 case kFloat4_GrSLType: 105 return 16; 106 107 case kFloat2x2_GrSLType: 108 return 16; 109 case kFloat3x3_GrSLType: 110 return 48; 111 case kFloat4x4_GrSLType: 112 return 64; 113 114 case kShort_GrSLType: 115 case kUShort_GrSLType: 116 case kHalf_GrSLType: 117 return 2; 118 case kShort2_GrSLType: 119 case kUShort2_GrSLType: 120 case kHalf2_GrSLType: 121 return 4; 122 case kShort3_GrSLType: 123 case kShort4_GrSLType: 124 case kUShort3_GrSLType: 125 case kUShort4_GrSLType: 126 case kHalf3_GrSLType: 127 case kHalf4_GrSLType: 128 return 8; 129 130 case kHalf2x2_GrSLType: 131 return 8; 132 case kHalf3x3_GrSLType: 133 return 24; 134 case kHalf4x4_GrSLType: 135 return 32; 136 137 // This query is only valid for certain types. 138 case kVoid_GrSLType: 139 case kBool_GrSLType: 140 case kBool2_GrSLType: 141 case kBool3_GrSLType: 142 case kBool4_GrSLType: 143 case kTexture2DSampler_GrSLType: 144 case kTextureExternalSampler_GrSLType: 145 case kTexture2DRectSampler_GrSLType: 146 case kSampler_GrSLType: 147 case kTexture2D_GrSLType: 148 case kInput_GrSLType: 149 break; 150 } 151 SK_ABORT("Unexpected type"); 152} 153 154// Given the current offset into the ubo, calculate the offset for the uniform we're trying to add 155// taking into consideration all alignment requirements. The uniformOffset is set to the offset for 156// the new uniform, and currentOffset is updated to be the offset to the end of the new uniform. 157static uint32_t get_ubo_aligned_offset(uint32_t* currentOffset, 158 uint32_t* maxAlignment, 159 GrSLType type, 160 int arrayCount) { 161 uint32_t alignmentMask = grsltype_to_alignment_mask(type); 162 if (alignmentMask > *maxAlignment) { 163 *maxAlignment = alignmentMask; 164 } 165 uint32_t offsetDiff = *currentOffset & alignmentMask; 166 if (offsetDiff != 0) { 167 offsetDiff = alignmentMask - offsetDiff + 1; 168 } 169 uint32_t uniformOffset = *currentOffset + offsetDiff; 170 SkASSERT(sizeof(float) == 4); 171 if (arrayCount) { 172 *currentOffset = uniformOffset + grsltype_to_mtl_size(type) * arrayCount; 173 } else { 174 *currentOffset = uniformOffset + grsltype_to_mtl_size(type); 175 } 176 return uniformOffset; 177} 178 179GrGLSLUniformHandler::UniformHandle GrMtlUniformHandler::internalAddUniformArray( 180 const GrFragmentProcessor* owner, 181 uint32_t visibility, 182 GrSLType type, 183 const char* name, 184 bool mangleName, 185 int arrayCount, 186 const char** outName) { 187 SkASSERT(name && strlen(name)); 188 SkASSERT(GrSLTypeCanBeUniformValue(type)); 189 190 // TODO this is a bit hacky, lets think of a better way. Basically we need to be able to use 191 // the uniform view matrix name in the GP, and the GP is immutable so it has to tell the PB 192 // exactly what name it wants to use for the uniform view matrix. If we prefix anythings, then 193 // the names will mismatch. I think the correct solution is to have all GPs which need the 194 // uniform view matrix, they should upload the view matrix in their setData along with regular 195 // uniforms. 196 char prefix = 'u'; 197 if ('u' == name[0] || !strncmp(name, GR_NO_MANGLE_PREFIX, strlen(GR_NO_MANGLE_PREFIX))) { 198 prefix = '\0'; 199 } 200 SkString resolvedName = fProgramBuilder->nameVariable(prefix, name, mangleName); 201 202 uint32_t offset = get_ubo_aligned_offset(&fCurrentUBOOffset, &fCurrentUBOMaxAlignment, 203 type, arrayCount); 204 SkString layoutQualifier; 205 layoutQualifier.appendf("offset=%d", offset); 206 207 // When outputing the GLSL, only the outer uniform block will get the Uniform modifier. Thus 208 // we set the modifier to none for all uniforms declared inside the block. 209 MtlUniformInfo tempInfo; 210 tempInfo.fVariable = GrShaderVar{std::move(resolvedName), 211 type, 212 GrShaderVar::TypeModifier::None, 213 arrayCount, 214 std::move(layoutQualifier), 215 SkString()}; 216 217 tempInfo.fVisibility = kFragment_GrShaderFlag | kVertex_GrShaderFlag; 218 tempInfo.fOwner = owner; 219 tempInfo.fRawName = SkString(name); 220 tempInfo.fUBOffset = offset; 221 222 fUniforms.push_back(tempInfo); 223 224 if (outName) { 225 *outName = fUniforms.back().fVariable.c_str(); 226 } 227 228 return GrGLSLUniformHandler::UniformHandle(fUniforms.count() - 1); 229} 230 231GrGLSLUniformHandler::SamplerHandle GrMtlUniformHandler::addSampler( 232 const GrBackendFormat& backendFormat, GrSamplerState, const GrSwizzle& swizzle, 233 const char* name, const GrShaderCaps* caps) { 234 int binding = fSamplers.count(); 235 236 SkASSERT(name && strlen(name)); 237 238 constexpr char prefix = 'u'; 239 SkString mangleName = fProgramBuilder->nameVariable(prefix, name, /*mangle=*/true); 240 241 GrTextureType type = backendFormat.textureType(); 242 243 SkString layoutQualifier; 244 layoutQualifier.appendf("binding=%d", binding); 245 246 MtlUniformInfo tempInfo; 247 tempInfo.fVariable = GrShaderVar{std::move(mangleName), 248 GrSLCombinedSamplerTypeForTextureType(type), 249 GrShaderVar::TypeModifier::Uniform, 250 GrShaderVar::kNonArray, 251 std::move(layoutQualifier), 252 SkString()}; 253 254 tempInfo.fVisibility = kFragment_GrShaderFlag; 255 tempInfo.fOwner = nullptr; 256 tempInfo.fRawName = SkString(name); 257 tempInfo.fUBOffset = 0; 258 259 fSamplers.push_back(tempInfo); 260 261 fSamplerSwizzles.push_back(swizzle); 262 SkASSERT(fSamplerSwizzles.count() == fSamplers.count()); 263 return GrGLSLUniformHandler::SamplerHandle(fSamplers.count() - 1); 264} 265 266void GrMtlUniformHandler::appendUniformDecls(GrShaderFlags visibility, SkString* out) const { 267 for (const UniformInfo& sampler : fSamplers.items()) { 268 SkASSERT(sampler.fVariable.getType() == kTexture2DSampler_GrSLType); 269 if (visibility == sampler.fVisibility) { 270 sampler.fVariable.appendDecl(fProgramBuilder->shaderCaps(), out); 271 out->append(";\n"); 272 } 273 } 274 275#ifdef SK_DEBUG 276 bool firstOffsetCheck = false; 277 for (const MtlUniformInfo& localUniform : fUniforms.items()) { 278 if (!firstOffsetCheck) { 279 // Check to make sure we are starting our offset at 0 so the offset qualifier we 280 // set on each variable in the uniform block is valid. 281 SkASSERT(0 == localUniform.fUBOffset); 282 firstOffsetCheck = true; 283 } 284 } 285#endif 286 287 SkString uniformsString; 288 for (const UniformInfo& localUniform : fUniforms.items()) { 289 if (visibility & localUniform.fVisibility) { 290 if (GrSLTypeCanBeUniformValue(localUniform.fVariable.getType())) { 291 localUniform.fVariable.appendDecl(fProgramBuilder->shaderCaps(), &uniformsString); 292 uniformsString.append(";\n"); 293 } 294 } 295 } 296 297 if (!uniformsString.isEmpty()) { 298 out->appendf("layout (binding=%d) uniform uniformBuffer\n{\n", kUniformBinding); 299 out->appendf("%s\n};\n", uniformsString.c_str()); 300 } 301} 302 303GR_NORETAIN_END 304