/* * Copyright 2019 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef GrSPIRVUniformHandler_DEFINED #define GrSPIRVUniformHandler_DEFINED #include "include/private/base/SkTArray.h" #include "include/private/gpu/ganesh/GrTypesPriv.h" #include "src/base/SkTBlockList.h" #include "src/gpu/Swizzle.h" #include "src/gpu/ganesh/GrSamplerState.h" #include "src/gpu/ganesh/glsl/GrGLSLUniformHandler.h" #include class GrBackendFormat; class GrGLSLProgramBuilder; class GrProcessor; class GrShaderVar; class SkString; enum class SkSLType : char; struct GrShaderCaps; /* * This class can be used for basic SPIR-V uniform handling. It will make a single uniform buffer * for all the uniforms and will be placed in the first set and binding. Textures and samplers are * placed in the second set and kept as separate objects. They are interleaved as sampler texture * pairs with each object in the next binding slot. */ class GrSPIRVUniformHandler : public GrGLSLUniformHandler { public: const GrShaderVar& getUniformVariable(UniformHandle u) const override; const char* getUniformCStr(UniformHandle u) const override; struct SPIRVUniformInfo : public UniformInfo { int fUBOOffset; }; typedef SkTBlockList UniformInfoArray; static constexpr int kUniformDescriptorSet = 0; static constexpr int kSamplerTextureDescriptorSet = 1; uint32_t getRTFlipOffset() const; int numUniforms() const override { return fUniforms.count(); } UniformInfo& uniform(int idx) override { return fUniforms.item(idx); } const UniformInfo& uniform(int idx) const override { return fUniforms.item(idx); } private: explicit GrSPIRVUniformHandler(GrGLSLProgramBuilder* program); SamplerHandle addSampler(const GrBackendFormat&, GrSamplerState, const skgpu::Swizzle&, const char* name, const GrShaderCaps*) override; const char* samplerVariable(SamplerHandle handle) const override; skgpu::Swizzle samplerSwizzle(SamplerHandle handle) const override; void appendUniformDecls(GrShaderFlags visibility, SkString*) const override; UniformHandle internalAddUniformArray(const GrProcessor* owner, uint32_t visibility, SkSLType type, const char* name, bool mangleName, int arrayCount, const char** outName) override; UniformInfoArray fUniforms; UniformInfoArray fSamplers; skia_private::TArray fSamplerSwizzles; uint32_t fCurrentUBOOffset = 0; uint32_t fRTFlipOffset = 0; friend class GrD3DPipelineStateBuilder; friend class GrDawnProgramBuilder; using INHERITED = GrGLSLUniformHandler; }; #endif