/* * Copyright 2020 Google LLC * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "src/gpu/ganesh/GrUniformDataManager.h" #include "include/private/base/SkAssert.h" #include "include/private/base/SkTemplates.h" #include "src/base/SkHalf.h" #include "src/core/SkSLTypeShared.h" #include "src/gpu/ganesh/GrShaderVar.h" #include // ensure that these types are the sizes the uniform data is expecting static_assert(sizeof(int32_t) == 4); static_assert(sizeof(float) == 4); static_assert(sizeof(short) == 2); static_assert(sizeof(SkHalf) == 2); GrUniformDataManager::GrUniformDataManager(uint32_t uniformCount, uint32_t uniformSize) : fUniformSize(uniformSize) , fUniformsDirty(false) { fUniformData.reset(uniformSize); fUniforms.push_back_n(uniformCount); // subclasses fill in the uniforms in their constructor } void* GrUniformDataManager::getBufferPtrAndMarkDirty(const Uniform& uni) const { fUniformsDirty = true; return static_cast(fUniformData.get()) + uni.fOffset; } int GrUniformDataManager::copyUniforms(void* dest, const void* src, int numUniforms, SkSLType uniformType) const { if (fWrite16BitUniforms) { switch (uniformType) { case SkSLType::kHalf: case SkSLType::kHalf2: case SkSLType::kHalf3: case SkSLType::kHalf4: case SkSLType::kHalf2x2: case SkSLType::kHalf3x3: case SkSLType::kHalf4x4: { const float* floatBits = static_cast(src); SkHalf* halfBits = static_cast(dest); while (numUniforms-- > 0) { *halfBits++ = SkFloatToHalf(*floatBits++); } return 2; } case SkSLType::kShort: case SkSLType::kShort2: case SkSLType::kShort3: case SkSLType::kShort4: case SkSLType::kUShort: case SkSLType::kUShort2: case SkSLType::kUShort3: case SkSLType::kUShort4: { const int32_t* intBits = static_cast(src); short* shortBits = static_cast(dest); while (numUniforms-- > 0) { *shortBits++ = (short)(*intBits++); } return 2; } default: // Fall through to memcpy below. break; } } memcpy(dest, src, numUniforms * 4); return 4; } template void GrUniformDataManager::set(UniformHandle u, const void* v) const { const Uniform& uni = fUniforms[u.toIndex()]; SkASSERT(uni.fType == FullType || uni.fType == HalfType); SkASSERT(GrShaderVar::kNonArray == uni.fArrayCount); void* buffer = this->getBufferPtrAndMarkDirty(uni); this->copyUniforms(buffer, v, N, uni.fType); } template void GrUniformDataManager::setv(UniformHandle u, int arrayCount, const void* v) const { const Uniform& uni = fUniforms[u.toIndex()]; SkASSERT(uni.fType == FullType || uni.fType == HalfType); SkASSERT(arrayCount > 0); SkASSERT(arrayCount <= uni.fArrayCount || (1 == arrayCount && GrShaderVar::kNonArray == uni.fArrayCount)); void* buffer = this->getBufferPtrAndMarkDirty(uni); if constexpr (N == 4) { this->copyUniforms(buffer, v, arrayCount * 4, uni.fType); } else { for (int i = 0; i < arrayCount; ++i) { int uniformSize = this->copyUniforms(buffer, v, N, uni.fType); buffer = SkTAddOffset(buffer, /*numUniforms*/4 * uniformSize); v = static_cast(v) + N * 4; } } } void GrUniformDataManager::set1i(UniformHandle u, int32_t i0) const { this->set<1, SkSLType::kInt, SkSLType::kShort>(u, &i0); } void GrUniformDataManager::set1iv(UniformHandle u, int arrayCount, const int32_t v[]) const { this->setv<1, SkSLType::kInt, SkSLType::kShort>(u, arrayCount, v); } void GrUniformDataManager::set1f(UniformHandle u, float v0) const { this->set<1, SkSLType::kFloat, SkSLType::kHalf>(u, &v0); } void GrUniformDataManager::set1fv(UniformHandle u, int arrayCount, const float v[]) const { this->setv<1, SkSLType::kFloat, SkSLType::kHalf>(u, arrayCount, v); } void GrUniformDataManager::set2i(UniformHandle u, int32_t i0, int32_t i1) const { int32_t v[2] = { i0, i1 }; this->set<2, SkSLType::kInt2, SkSLType::kShort2>(u, v); } void GrUniformDataManager::set2iv(UniformHandle u, int arrayCount, const int32_t v[]) const { this->setv<2, SkSLType::kInt2, SkSLType::kShort2>(u, arrayCount, v); } void GrUniformDataManager::set2f(UniformHandle u, float v0, float v1) const { float v[2] = { v0, v1 }; this->set<2, SkSLType::kFloat2, SkSLType::kHalf2>(u, v); } void GrUniformDataManager::set2fv(UniformHandle u, int arrayCount, const float v[]) const { this->setv<2, SkSLType::kFloat2, SkSLType::kHalf2>(u, arrayCount, v); } void GrUniformDataManager::set3i(UniformHandle u, int32_t i0, int32_t i1, int32_t i2) const { int32_t v[3] = { i0, i1, i2 }; this->set<3, SkSLType::kInt3, SkSLType::kShort3>(u, v); } void GrUniformDataManager::set3iv(UniformHandle u, int arrayCount, const int32_t v[]) const { this->setv<3, SkSLType::kInt3, SkSLType::kShort3>(u, arrayCount, v); } void GrUniformDataManager::set3f(UniformHandle u, float v0, float v1, float v2) const { float v[3] = { v0, v1, v2 }; this->set<3, SkSLType::kFloat3, SkSLType::kHalf3>(u, v); } void GrUniformDataManager::set3fv(UniformHandle u, int arrayCount, const float v[]) const { this->setv<3, SkSLType::kFloat3, SkSLType::kHalf3>(u, arrayCount, v); } void GrUniformDataManager::set4i(UniformHandle u, int32_t i0, int32_t i1, int32_t i2, int32_t i3) const { int32_t v[4] = { i0, i1, i2, i3 }; this->set<4, SkSLType::kInt4, SkSLType::kShort4>(u, v); } void GrUniformDataManager::set4iv(UniformHandle u, int arrayCount, const int32_t v[]) const { this->setv<4, SkSLType::kInt4, SkSLType::kShort4>(u, arrayCount, v); } void GrUniformDataManager::set4f(UniformHandle u, float v0, float v1, float v2, float v3) const { float v[4] = { v0, v1, v2, v3 }; this->set<4, SkSLType::kFloat4, SkSLType::kHalf4>(u, v); } void GrUniformDataManager::set4fv(UniformHandle u, int arrayCount, const float v[]) const { this->setv<4, SkSLType::kFloat4, SkSLType::kHalf4>(u, arrayCount, v); } void GrUniformDataManager::setMatrix2f(UniformHandle u, const float matrix[]) const { this->setMatrices<2, SkSLType::kFloat2x2, SkSLType::kHalf2x2>(u, 1, matrix); } void GrUniformDataManager::setMatrix2fv(UniformHandle u, int arrayCount, const float m[]) const { this->setMatrices<2, SkSLType::kFloat2x2, SkSLType::kHalf2x2>(u, arrayCount, m); } void GrUniformDataManager::setMatrix3f(UniformHandle u, const float matrix[]) const { this->setMatrices<3, SkSLType::kFloat3x3, SkSLType::kHalf3x3>(u, 1, matrix); } void GrUniformDataManager::setMatrix3fv(UniformHandle u, int arrayCount, const float m[]) const { this->setMatrices<3, SkSLType::kFloat3x3, SkSLType::kHalf3x3>(u, arrayCount, m); } void GrUniformDataManager::setMatrix4f(UniformHandle u, const float matrix[]) const { this->setMatrices<4, SkSLType::kFloat4x4, SkSLType::kHalf4x4>(u, 1, matrix); } void GrUniformDataManager::setMatrix4fv(UniformHandle u, int arrayCount, const float m[]) const { this->setMatrices<4, SkSLType::kFloat4x4, SkSLType::kHalf4x4>(u, arrayCount, m); } template inline void GrUniformDataManager::setMatrices(UniformHandle u, int arrayCount, const float matrices[]) const { const Uniform& uni = fUniforms[u.toIndex()]; SkASSERT(uni.fType == FullType || uni.fType == HalfType); SkASSERT(arrayCount > 0); SkASSERT(arrayCount <= uni.fArrayCount || (1 == arrayCount && GrShaderVar::kNonArray == uni.fArrayCount)); void* buffer = this->getBufferPtrAndMarkDirty(uni); if constexpr (N == 4) { this->copyUniforms(buffer, matrices, arrayCount * 16, uni.fType); } else { for (int i = 0; i < arrayCount; ++i) { const float* matrix = &matrices[N * N * i]; for (int j = 0; j < N; ++j) { int uniformSize = this->copyUniforms(buffer, &matrix[j * N], N, uni.fType); buffer = SkTAddOffset(buffer, /*numUniforms*/4 * uniformSize); } } } }