xref: /aosp_15_r20/external/skia/src/gpu/ganesh/mtl/GrMtlUniformHandler.mm (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
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/ganesh/mtl/GrMtlUniformHandler.h"
9
10#include "src/gpu/ganesh/GrTexture.h"
11#include "src/gpu/ganesh/GrUtil.h"
12#include "src/gpu/ganesh/glsl/GrGLSLProgramBuilder.h"
13#include "src/gpu/ganesh/mtl/GrMtlTypesPriv.h"
14
15#if !__has_feature(objc_arc)
16#error This file must be compiled with Arc. Use -fobjc-arc flag
17#endif
18
19GR_NORETAIN_BEGIN
20
21// To determine whether a current offset is aligned, we can just 'and' the lowest bits with the
22// alignment mask. A value of 0 means aligned, any other value is how many bytes past alignment we
23// are. This works since all alignments are powers of 2. The mask is always (alignment - 1).
24static uint32_t sksltype_to_alignment_mask(SkSLType type) {
25    switch(type) {
26        case SkSLType::kInt:
27        case SkSLType::kUInt:
28        case SkSLType::kFloat:
29            return 0x3;
30        case SkSLType::kInt2:
31        case SkSLType::kUInt2:
32        case SkSLType::kFloat2:
33            return 0x7;
34        case SkSLType::kInt3:
35        case SkSLType::kUInt3:
36        case SkSLType::kFloat3:
37        case SkSLType::kInt4:
38        case SkSLType::kUInt4:
39        case SkSLType::kFloat4:
40            return 0xF;
41
42        case SkSLType::kFloat2x2:
43            return 0x7;
44        case SkSLType::kFloat3x3:
45            return 0xF;
46        case SkSLType::kFloat4x4:
47            return 0xF;
48
49        case SkSLType::kShort:
50        case SkSLType::kUShort:
51        case SkSLType::kHalf:
52            return 0x1;
53        case SkSLType::kShort2:
54        case SkSLType::kUShort2:
55        case SkSLType::kHalf2:
56            return 0x3;
57        case SkSLType::kShort3:
58        case SkSLType::kShort4:
59        case SkSLType::kUShort3:
60        case SkSLType::kUShort4:
61        case SkSLType::kHalf3:
62        case SkSLType::kHalf4:
63            return 0x7;
64
65        case SkSLType::kHalf2x2:
66            return 0x3;
67        case SkSLType::kHalf3x3:
68            return 0x7;
69        case SkSLType::kHalf4x4:
70            return 0x7;
71
72        // This query is only valid for certain types.
73        case SkSLType::kVoid:
74        case SkSLType::kBool:
75        case SkSLType::kBool2:
76        case SkSLType::kBool3:
77        case SkSLType::kBool4:
78        case SkSLType::kTexture2DSampler:
79        case SkSLType::kTextureExternalSampler:
80        case SkSLType::kTexture2DRectSampler:
81        case SkSLType::kSampler:
82        case SkSLType::kTexture2D:
83        case SkSLType::kInput:
84            break;
85    }
86    SK_ABORT("Unexpected type");
87}
88
89/** Returns the size in bytes taken up in Metal buffers for SkSLTypes. */
90static inline uint32_t sksltype_to_mtl_size(SkSLType type) {
91    switch(type) {
92        case SkSLType::kInt:
93        case SkSLType::kUInt:
94        case SkSLType::kFloat:
95            return 4;
96        case SkSLType::kInt2:
97        case SkSLType::kUInt2:
98        case SkSLType::kFloat2:
99            return 8;
100        case SkSLType::kInt3:
101        case SkSLType::kUInt3:
102        case SkSLType::kFloat3:
103        case SkSLType::kInt4:
104        case SkSLType::kUInt4:
105        case SkSLType::kFloat4:
106            return 16;
107
108        case SkSLType::kFloat2x2:
109            return 16;
110        case SkSLType::kFloat3x3:
111            return 48;
112        case SkSLType::kFloat4x4:
113            return 64;
114
115        case SkSLType::kShort:
116        case SkSLType::kUShort:
117        case SkSLType::kHalf:
118            return 2;
119        case SkSLType::kShort2:
120        case SkSLType::kUShort2:
121        case SkSLType::kHalf2:
122            return 4;
123        case SkSLType::kShort3:
124        case SkSLType::kShort4:
125        case SkSLType::kUShort3:
126        case SkSLType::kUShort4:
127        case SkSLType::kHalf3:
128        case SkSLType::kHalf4:
129            return 8;
130
131        case SkSLType::kHalf2x2:
132            return 8;
133        case SkSLType::kHalf3x3:
134            return 24;
135        case SkSLType::kHalf4x4:
136            return 32;
137
138        // This query is only valid for certain types.
139        case SkSLType::kVoid:
140        case SkSLType::kBool:
141        case SkSLType::kBool2:
142        case SkSLType::kBool3:
143        case SkSLType::kBool4:
144        case SkSLType::kTexture2DSampler:
145        case SkSLType::kTextureExternalSampler:
146        case SkSLType::kTexture2DRectSampler:
147        case SkSLType::kSampler:
148        case SkSLType::kTexture2D:
149        case SkSLType::kInput:
150            break;
151    }
152    SK_ABORT("Unexpected type");
153}
154
155// Given the current offset into the ubo, calculate the offset for the uniform we're trying to add
156// taking into consideration all alignment requirements. The uniformOffset is set to the offset for
157// the new uniform, and currentOffset is updated to be the offset to the end of the new uniform.
158static uint32_t get_ubo_aligned_offset(uint32_t* currentOffset,
159                                       uint32_t* maxAlignment,
160                                       SkSLType type,
161                                       int arrayCount) {
162    uint32_t alignmentMask = sksltype_to_alignment_mask(type);
163    if (alignmentMask > *maxAlignment) {
164        *maxAlignment = alignmentMask;
165    }
166    uint32_t offsetDiff = *currentOffset & alignmentMask;
167    if (offsetDiff != 0) {
168        offsetDiff = alignmentMask - offsetDiff + 1;
169    }
170    uint32_t uniformOffset = *currentOffset + offsetDiff;
171    SkASSERT(sizeof(float) == 4);
172    if (arrayCount) {
173        *currentOffset = uniformOffset + sksltype_to_mtl_size(type) * arrayCount;
174    } else {
175        *currentOffset = uniformOffset + sksltype_to_mtl_size(type);
176    }
177    return uniformOffset;
178}
179
180GrGLSLUniformHandler::UniformHandle GrMtlUniformHandler::internalAddUniformArray(
181                                                                   const GrProcessor* owner,
182                                                                   uint32_t visibility,
183                                                                   SkSLType type,
184                                                                   const char* name,
185                                                                   bool mangleName,
186                                                                   int arrayCount,
187                                                                   const char** outName) {
188    SkASSERT(name && strlen(name));
189    SkASSERT(SkSLTypeCanBeUniformValue(type));
190
191    // TODO this is a bit hacky, lets think of a better way.  Basically we need to be able to use
192    // the uniform view matrix name in the GP, and the GP is immutable so it has to tell the PB
193    // exactly what name it wants to use for the uniform view matrix.  If we prefix anythings, then
194    // the names will mismatch.  I think the correct solution is to have all GPs which need the
195    // uniform view matrix, they should upload the view matrix in their setData along with regular
196    // uniforms.
197    char prefix = 'u';
198    if ('u' == name[0] || !strncmp(name, GR_NO_MANGLE_PREFIX, strlen(GR_NO_MANGLE_PREFIX))) {
199        prefix = '\0';
200    }
201    SkString resolvedName = fProgramBuilder->nameVariable(prefix, name, mangleName);
202
203    uint32_t offset = get_ubo_aligned_offset(&fCurrentUBOOffset, &fCurrentUBOMaxAlignment,
204                                             type, arrayCount);
205    SkString layoutQualifier;
206    layoutQualifier.appendf("offset=%u", offset);
207
208    // When outputing the GLSL, only the outer uniform block will get the Uniform modifier. Thus
209    // we set the modifier to none for all uniforms declared inside the block.
210    MtlUniformInfo tempInfo;
211    tempInfo.fVariable = GrShaderVar{std::move(resolvedName),
212                                     type,
213                                     GrShaderVar::TypeModifier::None,
214                                     arrayCount,
215                                     std::move(layoutQualifier),
216                                     SkString()};
217
218    tempInfo.fVisibility = kFragment_GrShaderFlag | kVertex_GrShaderFlag;
219    tempInfo.fOwner      = owner;
220    tempInfo.fRawName    = SkString(name);
221    tempInfo.fUBOffset   = offset;
222
223    fUniforms.push_back(tempInfo);
224
225    if (outName) {
226        *outName = fUniforms.back().fVariable.c_str();
227    }
228
229    return GrGLSLUniformHandler::UniformHandle(fUniforms.count() - 1);
230}
231
232GrGLSLUniformHandler::SamplerHandle GrMtlUniformHandler::addSampler(
233        const GrBackendFormat& backendFormat, GrSamplerState, const skgpu::Swizzle& swizzle,
234        const char* name, const GrShaderCaps* caps) {
235    int binding = fSamplers.count();
236
237    SkASSERT(name && strlen(name));
238
239    constexpr char prefix = 'u';
240    SkString mangleName = fProgramBuilder->nameVariable(prefix, name, /*mangle=*/true);
241
242    GrTextureType type = backendFormat.textureType();
243
244    SkString layoutQualifier;
245    layoutQualifier.appendf("metal, binding=%d", binding);
246
247    MtlUniformInfo tempInfo;
248    tempInfo.fVariable = GrShaderVar{std::move(mangleName),
249                                     SkSLCombinedSamplerTypeForTextureType(type),
250                                     GrShaderVar::TypeModifier::None,
251                                     GrShaderVar::kNonArray,
252                                     std::move(layoutQualifier),
253                                     SkString()};
254
255    tempInfo.fVisibility = kFragment_GrShaderFlag;
256    tempInfo.fOwner      = nullptr;
257    tempInfo.fRawName    = SkString(name);
258    tempInfo.fUBOffset   = 0;
259
260    fSamplers.push_back(tempInfo);
261
262    fSamplerSwizzles.push_back(swizzle);
263    SkASSERT(fSamplerSwizzles.size() == fSamplers.count());
264    return GrGLSLUniformHandler::SamplerHandle(fSamplers.count() - 1);
265}
266
267void GrMtlUniformHandler::appendUniformDecls(GrShaderFlags visibility, SkString* out) const {
268    for (const UniformInfo& sampler : fSamplers.items()) {
269        SkASSERT(sampler.fVariable.getType() == SkSLType::kTexture2DSampler);
270        if (visibility == sampler.fVisibility) {
271            sampler.fVariable.appendDecl(fProgramBuilder->shaderCaps(), out);
272            out->append(";\n");
273        }
274    }
275
276#ifdef SK_DEBUG
277    bool firstOffsetCheck = false;
278    for (const MtlUniformInfo& localUniform : fUniforms.items()) {
279        if (!firstOffsetCheck) {
280            // Check to make sure we are starting our offset at 0 so the offset qualifier we
281            // set on each variable in the uniform block is valid.
282            SkASSERT(0 == localUniform.fUBOffset);
283            firstOffsetCheck = true;
284        }
285    }
286#endif
287
288    SkString uniformsString;
289    for (const UniformInfo& localUniform : fUniforms.items()) {
290        if (visibility & localUniform.fVisibility) {
291            if (SkSLTypeCanBeUniformValue(localUniform.fVariable.getType())) {
292                localUniform.fVariable.appendDecl(fProgramBuilder->shaderCaps(), &uniformsString);
293                uniformsString.append(";\n");
294            }
295        }
296    }
297
298    if (!uniformsString.isEmpty()) {
299        out->appendf("layout (metal, binding=%zu) uniform uniformBuffer\n{\n", kUniformBinding);
300        out->appendf("%s\n};\n", uniformsString.c_str());
301    }
302}
303
304GR_NORETAIN_END
305