xref: /aosp_15_r20/external/skia/src/gpu/ganesh/GrSPIRVUniformHandler.cpp (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker  * Copyright 2019 Google Inc.
3*c8dee2aaSAndroid Build Coastguard Worker  *
4*c8dee2aaSAndroid Build Coastguard Worker  * Use of this source code is governed by a BSD-style license that can be
5*c8dee2aaSAndroid Build Coastguard Worker  * found in the LICENSE file.
6*c8dee2aaSAndroid Build Coastguard Worker  */
7*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrSPIRVUniformHandler.h"
8*c8dee2aaSAndroid Build Coastguard Worker 
9*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkString.h"
10*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/GrBackendSurface.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkAssert.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "src/core/SkSLTypeShared.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrShaderVar.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrUtil.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/glsl/GrGLSLProgramBuilder.h"
16*c8dee2aaSAndroid Build Coastguard Worker 
17*c8dee2aaSAndroid Build Coastguard Worker #include <string.h>
18*c8dee2aaSAndroid Build Coastguard Worker #include <algorithm>
19*c8dee2aaSAndroid Build Coastguard Worker #include <cstddef>
20*c8dee2aaSAndroid Build Coastguard Worker #include <utility>
21*c8dee2aaSAndroid Build Coastguard Worker 
22*c8dee2aaSAndroid Build Coastguard Worker class GrProcessor;
23*c8dee2aaSAndroid Build Coastguard Worker struct GrShaderCaps;
24*c8dee2aaSAndroid Build Coastguard Worker 
25*c8dee2aaSAndroid Build Coastguard Worker static constexpr int kUniformBinding = 0;
26*c8dee2aaSAndroid Build Coastguard Worker static constexpr size_t kUniformsPerBlock = 8;
27*c8dee2aaSAndroid Build Coastguard Worker 
GrSPIRVUniformHandler(GrGLSLProgramBuilder * program)28*c8dee2aaSAndroid Build Coastguard Worker GrSPIRVUniformHandler::GrSPIRVUniformHandler(GrGLSLProgramBuilder* program)
29*c8dee2aaSAndroid Build Coastguard Worker     : INHERITED(program)
30*c8dee2aaSAndroid Build Coastguard Worker     , fUniforms(kUniformsPerBlock)
31*c8dee2aaSAndroid Build Coastguard Worker     , fSamplers(kUniformsPerBlock) {}
32*c8dee2aaSAndroid Build Coastguard Worker 
getUniformVariable(UniformHandle u) const33*c8dee2aaSAndroid Build Coastguard Worker const GrShaderVar& GrSPIRVUniformHandler::getUniformVariable(UniformHandle u) const {
34*c8dee2aaSAndroid Build Coastguard Worker     return fUniforms.item(u.toIndex()).fVariable;
35*c8dee2aaSAndroid Build Coastguard Worker }
36*c8dee2aaSAndroid Build Coastguard Worker 
getUniformCStr(UniformHandle u) const37*c8dee2aaSAndroid Build Coastguard Worker const char* GrSPIRVUniformHandler::getUniformCStr(UniformHandle u) const {
38*c8dee2aaSAndroid Build Coastguard Worker     return fUniforms.item(u.toIndex()).fVariable.getName().c_str();
39*c8dee2aaSAndroid Build Coastguard Worker }
40*c8dee2aaSAndroid Build Coastguard Worker 
41*c8dee2aaSAndroid Build Coastguard Worker // FIXME: this code was ripped from GrVkUniformHandler; should be refactored.
42*c8dee2aaSAndroid Build Coastguard Worker namespace {
43*c8dee2aaSAndroid Build Coastguard Worker 
sksltype_to_alignment_mask(SkSLType type)44*c8dee2aaSAndroid Build Coastguard Worker uint32_t sksltype_to_alignment_mask(SkSLType type) {
45*c8dee2aaSAndroid Build Coastguard Worker     switch(type) {
46*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kShort: // fall through
47*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kUShort:
48*c8dee2aaSAndroid Build Coastguard Worker             return 0x1;
49*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kShort2: // fall through
50*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kUShort2:
51*c8dee2aaSAndroid Build Coastguard Worker             return 0x3;
52*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kShort3: // fall through
53*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kShort4:
54*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kUShort3:
55*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kUShort4:
56*c8dee2aaSAndroid Build Coastguard Worker             return 0x7;
57*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kInt:
58*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kUInt:
59*c8dee2aaSAndroid Build Coastguard Worker             return 0x3;
60*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kInt2:
61*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kUInt2:
62*c8dee2aaSAndroid Build Coastguard Worker             return 0x7;
63*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kInt3:
64*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kUInt3:
65*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kInt4:
66*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kUInt4:
67*c8dee2aaSAndroid Build Coastguard Worker             return 0xF;
68*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kHalf: // fall through
69*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kFloat:
70*c8dee2aaSAndroid Build Coastguard Worker             return 0x3;
71*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kHalf2: // fall through
72*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kFloat2:
73*c8dee2aaSAndroid Build Coastguard Worker             return 0x7;
74*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kHalf3: // fall through
75*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kFloat3:
76*c8dee2aaSAndroid Build Coastguard Worker             return 0xF;
77*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kHalf4: // fall through
78*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kFloat4:
79*c8dee2aaSAndroid Build Coastguard Worker             return 0xF;
80*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kHalf2x2: // fall through
81*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kFloat2x2:
82*c8dee2aaSAndroid Build Coastguard Worker             return 0x7;
83*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kHalf3x3: // fall through
84*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kFloat3x3:
85*c8dee2aaSAndroid Build Coastguard Worker             return 0xF;
86*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kHalf4x4: // fall through
87*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kFloat4x4:
88*c8dee2aaSAndroid Build Coastguard Worker             return 0xF;
89*c8dee2aaSAndroid Build Coastguard Worker 
90*c8dee2aaSAndroid Build Coastguard Worker         // This query is only valid for certain types.
91*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kVoid:
92*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kBool:
93*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kBool2:
94*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kBool3:
95*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kBool4:
96*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kTexture2DSampler:
97*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kTextureExternalSampler:
98*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kTexture2DRectSampler:
99*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kTexture2D:
100*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kSampler:
101*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kInput:
102*c8dee2aaSAndroid Build Coastguard Worker             break;
103*c8dee2aaSAndroid Build Coastguard Worker     }
104*c8dee2aaSAndroid Build Coastguard Worker     SK_ABORT("Unexpected type");
105*c8dee2aaSAndroid Build Coastguard Worker }
106*c8dee2aaSAndroid Build Coastguard Worker 
sksltype_to_size(SkSLType type)107*c8dee2aaSAndroid Build Coastguard Worker static inline uint32_t sksltype_to_size(SkSLType type) {
108*c8dee2aaSAndroid Build Coastguard Worker     switch(type) {
109*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kShort:
110*c8dee2aaSAndroid Build Coastguard Worker             return sizeof(int16_t);
111*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kShort2:
112*c8dee2aaSAndroid Build Coastguard Worker             return 2 * sizeof(int16_t);
113*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kShort3:
114*c8dee2aaSAndroid Build Coastguard Worker             return 3 * sizeof(int16_t);
115*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kShort4:
116*c8dee2aaSAndroid Build Coastguard Worker             return 4 * sizeof(int16_t);
117*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kUShort:
118*c8dee2aaSAndroid Build Coastguard Worker             return sizeof(uint16_t);
119*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kUShort2:
120*c8dee2aaSAndroid Build Coastguard Worker             return 2 * sizeof(uint16_t);
121*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kUShort3:
122*c8dee2aaSAndroid Build Coastguard Worker             return 3 * sizeof(uint16_t);
123*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kUShort4:
124*c8dee2aaSAndroid Build Coastguard Worker             return 4 * sizeof(uint16_t);
125*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kHalf: // fall through
126*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kFloat:
127*c8dee2aaSAndroid Build Coastguard Worker             return sizeof(float);
128*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kHalf2: // fall through
129*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kFloat2:
130*c8dee2aaSAndroid Build Coastguard Worker             return 2 * sizeof(float);
131*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kHalf3: // fall through
132*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kFloat3:
133*c8dee2aaSAndroid Build Coastguard Worker             return 3 * sizeof(float);
134*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kHalf4: // fall through
135*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kFloat4:
136*c8dee2aaSAndroid Build Coastguard Worker             return 4 * sizeof(float);
137*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kInt: // fall through
138*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kUInt:
139*c8dee2aaSAndroid Build Coastguard Worker             return sizeof(int32_t);
140*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kInt2: // fall through
141*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kUInt2:
142*c8dee2aaSAndroid Build Coastguard Worker             return 2 * sizeof(int32_t);
143*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kInt3: // fall through
144*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kUInt3:
145*c8dee2aaSAndroid Build Coastguard Worker             return 3 * sizeof(int32_t);
146*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kInt4: // fall through
147*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kUInt4:
148*c8dee2aaSAndroid Build Coastguard Worker             return 4 * sizeof(int32_t);
149*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kHalf2x2: // fall through
150*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kFloat2x2:
151*c8dee2aaSAndroid Build Coastguard Worker             //TODO: this will be 4 * szof(float) on std430.
152*c8dee2aaSAndroid Build Coastguard Worker             return 8 * sizeof(float);
153*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kHalf3x3: // fall through
154*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kFloat3x3:
155*c8dee2aaSAndroid Build Coastguard Worker             return 12 * sizeof(float);
156*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kHalf4x4: // fall through
157*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kFloat4x4:
158*c8dee2aaSAndroid Build Coastguard Worker             return 16 * sizeof(float);
159*c8dee2aaSAndroid Build Coastguard Worker 
160*c8dee2aaSAndroid Build Coastguard Worker         // This query is only valid for certain types.
161*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kVoid:
162*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kBool:
163*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kBool2:
164*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kBool3:
165*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kBool4:
166*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kTexture2DSampler:
167*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kTextureExternalSampler:
168*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kTexture2DRectSampler:
169*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kTexture2D:
170*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kSampler:
171*c8dee2aaSAndroid Build Coastguard Worker         case SkSLType::kInput:
172*c8dee2aaSAndroid Build Coastguard Worker             break;
173*c8dee2aaSAndroid Build Coastguard Worker     }
174*c8dee2aaSAndroid Build Coastguard Worker     SK_ABORT("Unexpected type");
175*c8dee2aaSAndroid Build Coastguard Worker }
176*c8dee2aaSAndroid Build Coastguard Worker 
get_ubo_offset(uint32_t * currentOffset,SkSLType type,int arrayCount)177*c8dee2aaSAndroid Build Coastguard Worker uint32_t get_ubo_offset(uint32_t* currentOffset, SkSLType type, int arrayCount) {
178*c8dee2aaSAndroid Build Coastguard Worker     uint32_t alignmentMask = sksltype_to_alignment_mask(type);
179*c8dee2aaSAndroid Build Coastguard Worker     // We want to use the std140 layout here, so we must make arrays align to 16 bytes.
180*c8dee2aaSAndroid Build Coastguard Worker     // TODO(skia:13380): make sure 2x3 and 3x2 matrices are handled properly once SkSLType adds
181*c8dee2aaSAndroid Build Coastguard Worker     // support for non-square matrices
182*c8dee2aaSAndroid Build Coastguard Worker     if (arrayCount || type == SkSLType::kFloat2x2 || type == SkSLType::kHalf2x2) {
183*c8dee2aaSAndroid Build Coastguard Worker         alignmentMask = 0xF;
184*c8dee2aaSAndroid Build Coastguard Worker     }
185*c8dee2aaSAndroid Build Coastguard Worker     uint32_t offsetDiff = *currentOffset & alignmentMask;
186*c8dee2aaSAndroid Build Coastguard Worker     if (offsetDiff != 0) {
187*c8dee2aaSAndroid Build Coastguard Worker         offsetDiff = alignmentMask - offsetDiff + 1;
188*c8dee2aaSAndroid Build Coastguard Worker     }
189*c8dee2aaSAndroid Build Coastguard Worker     uint32_t uniformOffset = *currentOffset + offsetDiff;
190*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(sizeof(float) == 4);
191*c8dee2aaSAndroid Build Coastguard Worker     if (arrayCount) {
192*c8dee2aaSAndroid Build Coastguard Worker         uint32_t elementSize = std::max<uint32_t>(16, sksltype_to_size(type));
193*c8dee2aaSAndroid Build Coastguard Worker         SkASSERT(0 == (elementSize & 0xF));
194*c8dee2aaSAndroid Build Coastguard Worker         *currentOffset = uniformOffset + elementSize * arrayCount;
195*c8dee2aaSAndroid Build Coastguard Worker     } else {
196*c8dee2aaSAndroid Build Coastguard Worker         *currentOffset = uniformOffset + sksltype_to_size(type);
197*c8dee2aaSAndroid Build Coastguard Worker     }
198*c8dee2aaSAndroid Build Coastguard Worker     return uniformOffset;
199*c8dee2aaSAndroid Build Coastguard Worker }
200*c8dee2aaSAndroid Build Coastguard Worker 
201*c8dee2aaSAndroid Build Coastguard Worker }  // namespace
202*c8dee2aaSAndroid Build Coastguard Worker 
internalAddUniformArray(const GrProcessor * owner,uint32_t visibility,SkSLType type,const char * name,bool mangleName,int arrayCount,const char ** outName)203*c8dee2aaSAndroid Build Coastguard Worker GrGLSLUniformHandler::UniformHandle GrSPIRVUniformHandler::internalAddUniformArray(
204*c8dee2aaSAndroid Build Coastguard Worker         const GrProcessor* owner,
205*c8dee2aaSAndroid Build Coastguard Worker         uint32_t visibility,
206*c8dee2aaSAndroid Build Coastguard Worker         SkSLType type,
207*c8dee2aaSAndroid Build Coastguard Worker         const char* name,
208*c8dee2aaSAndroid Build Coastguard Worker         bool mangleName,
209*c8dee2aaSAndroid Build Coastguard Worker         int arrayCount,
210*c8dee2aaSAndroid Build Coastguard Worker         const char** outName) {
211*c8dee2aaSAndroid Build Coastguard Worker     char prefix = 'u';
212*c8dee2aaSAndroid Build Coastguard Worker     if ('u' == name[0] || !strncmp(name, GR_NO_MANGLE_PREFIX, strlen(GR_NO_MANGLE_PREFIX))) {
213*c8dee2aaSAndroid Build Coastguard Worker         prefix = '\0';
214*c8dee2aaSAndroid Build Coastguard Worker     }
215*c8dee2aaSAndroid Build Coastguard Worker     SkString resolvedName = fProgramBuilder->nameVariable(prefix, name, mangleName);
216*c8dee2aaSAndroid Build Coastguard Worker 
217*c8dee2aaSAndroid Build Coastguard Worker     int offset = get_ubo_offset(&fCurrentUBOOffset, type, arrayCount);
218*c8dee2aaSAndroid Build Coastguard Worker     SkString layoutQualifier;
219*c8dee2aaSAndroid Build Coastguard Worker     layoutQualifier.appendf("offset = %d", offset);
220*c8dee2aaSAndroid Build Coastguard Worker 
221*c8dee2aaSAndroid Build Coastguard Worker     SPIRVUniformInfo tempInfo;
222*c8dee2aaSAndroid Build Coastguard Worker     tempInfo.fVariable = GrShaderVar{std::move(resolvedName),
223*c8dee2aaSAndroid Build Coastguard Worker                                      type,
224*c8dee2aaSAndroid Build Coastguard Worker                                      GrShaderVar::TypeModifier::None,
225*c8dee2aaSAndroid Build Coastguard Worker                                      arrayCount,
226*c8dee2aaSAndroid Build Coastguard Worker                                      std::move(layoutQualifier),
227*c8dee2aaSAndroid Build Coastguard Worker                                      SkString()};
228*c8dee2aaSAndroid Build Coastguard Worker 
229*c8dee2aaSAndroid Build Coastguard Worker     tempInfo.fVisibility = visibility;
230*c8dee2aaSAndroid Build Coastguard Worker     tempInfo.fOwner      = owner;
231*c8dee2aaSAndroid Build Coastguard Worker     tempInfo.fRawName    = SkString(name);
232*c8dee2aaSAndroid Build Coastguard Worker     tempInfo.fUBOOffset  = offset;
233*c8dee2aaSAndroid Build Coastguard Worker 
234*c8dee2aaSAndroid Build Coastguard Worker     fUniforms.push_back(tempInfo);
235*c8dee2aaSAndroid Build Coastguard Worker 
236*c8dee2aaSAndroid Build Coastguard Worker     if (outName) {
237*c8dee2aaSAndroid Build Coastguard Worker         *outName = fUniforms.back().fVariable.c_str();
238*c8dee2aaSAndroid Build Coastguard Worker     }
239*c8dee2aaSAndroid Build Coastguard Worker     return GrGLSLUniformHandler::UniformHandle(fUniforms.count() - 1);
240*c8dee2aaSAndroid Build Coastguard Worker }
241*c8dee2aaSAndroid Build Coastguard Worker 
addSampler(const GrBackendFormat & backendFormat,GrSamplerState,const skgpu::Swizzle & swizzle,const char * name,const GrShaderCaps * caps)242*c8dee2aaSAndroid Build Coastguard Worker GrGLSLUniformHandler::SamplerHandle GrSPIRVUniformHandler::addSampler(
243*c8dee2aaSAndroid Build Coastguard Worker         const GrBackendFormat& backendFormat,
244*c8dee2aaSAndroid Build Coastguard Worker         GrSamplerState,
245*c8dee2aaSAndroid Build Coastguard Worker         const skgpu::Swizzle& swizzle,
246*c8dee2aaSAndroid Build Coastguard Worker         const char* name,
247*c8dee2aaSAndroid Build Coastguard Worker         const GrShaderCaps* caps) {
248*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(name && strlen(name));
249*c8dee2aaSAndroid Build Coastguard Worker 
250*c8dee2aaSAndroid Build Coastguard Worker     int binding = fSamplers.count() * 2;
251*c8dee2aaSAndroid Build Coastguard Worker 
252*c8dee2aaSAndroid Build Coastguard Worker     SkString mangleName = fProgramBuilder->nameVariable('u', name, /*mangle=*/true);
253*c8dee2aaSAndroid Build Coastguard Worker     SkString layoutQualifier = SkStringPrintf("direct3d, set = %d, sampler = %d, texture = %d",
254*c8dee2aaSAndroid Build Coastguard Worker                                               kSamplerTextureDescriptorSet,
255*c8dee2aaSAndroid Build Coastguard Worker                                               binding,
256*c8dee2aaSAndroid Build Coastguard Worker                                               binding + 1);
257*c8dee2aaSAndroid Build Coastguard Worker 
258*c8dee2aaSAndroid Build Coastguard Worker     SPIRVUniformInfo& uniformInfo = fSamplers.emplace_back();
259*c8dee2aaSAndroid Build Coastguard Worker     uniformInfo.fVariable =
260*c8dee2aaSAndroid Build Coastguard Worker             GrShaderVar{std::move(mangleName),
261*c8dee2aaSAndroid Build Coastguard Worker                         SkSLCombinedSamplerTypeForTextureType(backendFormat.textureType()),
262*c8dee2aaSAndroid Build Coastguard Worker                         GrShaderVar::TypeModifier::None,
263*c8dee2aaSAndroid Build Coastguard Worker                         GrShaderVar::kNonArray,
264*c8dee2aaSAndroid Build Coastguard Worker                         std::move(layoutQualifier),
265*c8dee2aaSAndroid Build Coastguard Worker                         SkString()};
266*c8dee2aaSAndroid Build Coastguard Worker 
267*c8dee2aaSAndroid Build Coastguard Worker     uniformInfo.fVisibility = kFragment_GrShaderFlag;
268*c8dee2aaSAndroid Build Coastguard Worker     uniformInfo.fOwner      = nullptr;
269*c8dee2aaSAndroid Build Coastguard Worker     uniformInfo.fRawName    = SkString(name);
270*c8dee2aaSAndroid Build Coastguard Worker     uniformInfo.fUBOOffset  = 0;
271*c8dee2aaSAndroid Build Coastguard Worker 
272*c8dee2aaSAndroid Build Coastguard Worker     fSamplerSwizzles.push_back(swizzle);
273*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(fSamplerSwizzles.size() == fSamplers.count());
274*c8dee2aaSAndroid Build Coastguard Worker 
275*c8dee2aaSAndroid Build Coastguard Worker     return GrGLSLUniformHandler::SamplerHandle(fSamplers.count() - 1);
276*c8dee2aaSAndroid Build Coastguard Worker }
277*c8dee2aaSAndroid Build Coastguard Worker 
samplerVariable(GrGLSLUniformHandler::SamplerHandle handle) const278*c8dee2aaSAndroid Build Coastguard Worker const char* GrSPIRVUniformHandler::samplerVariable(
279*c8dee2aaSAndroid Build Coastguard Worker         GrGLSLUniformHandler::SamplerHandle handle) const {
280*c8dee2aaSAndroid Build Coastguard Worker     return fSamplers.item(handle.toIndex()).fVariable.getName().c_str();
281*c8dee2aaSAndroid Build Coastguard Worker }
282*c8dee2aaSAndroid Build Coastguard Worker 
samplerSwizzle(GrGLSLUniformHandler::SamplerHandle handle) const283*c8dee2aaSAndroid Build Coastguard Worker skgpu::Swizzle GrSPIRVUniformHandler::samplerSwizzle(
284*c8dee2aaSAndroid Build Coastguard Worker         GrGLSLUniformHandler::SamplerHandle handle) const {
285*c8dee2aaSAndroid Build Coastguard Worker     return fSamplerSwizzles[handle.toIndex()];
286*c8dee2aaSAndroid Build Coastguard Worker }
287*c8dee2aaSAndroid Build Coastguard Worker 
appendUniformDecls(GrShaderFlags visibility,SkString * out) const288*c8dee2aaSAndroid Build Coastguard Worker void GrSPIRVUniformHandler::appendUniformDecls(GrShaderFlags visibility, SkString* out) const {
289*c8dee2aaSAndroid Build Coastguard Worker     for (const SPIRVUniformInfo& sampler : fSamplers.items()) {
290*c8dee2aaSAndroid Build Coastguard Worker         if (sampler.fVisibility & visibility) {
291*c8dee2aaSAndroid Build Coastguard Worker             sampler.fVariable.appendDecl(fProgramBuilder->shaderCaps(), out);
292*c8dee2aaSAndroid Build Coastguard Worker             out->append(";\n");
293*c8dee2aaSAndroid Build Coastguard Worker         }
294*c8dee2aaSAndroid Build Coastguard Worker     }
295*c8dee2aaSAndroid Build Coastguard Worker     SkString uniformsString;
296*c8dee2aaSAndroid Build Coastguard Worker     for (const UniformInfo& uniform : fUniforms.items()) {
297*c8dee2aaSAndroid Build Coastguard Worker         if (uniform.fVisibility & visibility) {
298*c8dee2aaSAndroid Build Coastguard Worker             uniform.fVariable.appendDecl(fProgramBuilder->shaderCaps(), &uniformsString);
299*c8dee2aaSAndroid Build Coastguard Worker             uniformsString.append(";\n");
300*c8dee2aaSAndroid Build Coastguard Worker         }
301*c8dee2aaSAndroid Build Coastguard Worker     }
302*c8dee2aaSAndroid Build Coastguard Worker     if (!uniformsString.isEmpty()) {
303*c8dee2aaSAndroid Build Coastguard Worker         out->appendf("layout (set = %d, binding = %d) uniform UniformBuffer\n{\n",
304*c8dee2aaSAndroid Build Coastguard Worker                      kUniformDescriptorSet, kUniformBinding);
305*c8dee2aaSAndroid Build Coastguard Worker         out->appendf("%s\n};\n", uniformsString.c_str());
306*c8dee2aaSAndroid Build Coastguard Worker     }
307*c8dee2aaSAndroid Build Coastguard Worker }
308*c8dee2aaSAndroid Build Coastguard Worker 
getRTFlipOffset() const309*c8dee2aaSAndroid Build Coastguard Worker uint32_t GrSPIRVUniformHandler::getRTFlipOffset() const {
310*c8dee2aaSAndroid Build Coastguard Worker     uint32_t currentOffset = fCurrentUBOOffset;
311*c8dee2aaSAndroid Build Coastguard Worker     return get_ubo_offset(&currentOffset, SkSLType::kFloat2, 0);
312*c8dee2aaSAndroid Build Coastguard Worker }
313