xref: /aosp_15_r20/external/skia/src/gpu/ganesh/GrSPIRVUniformHandler.h (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1 /*
2  * Copyright 2019 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 #ifndef GrSPIRVUniformHandler_DEFINED
9 #define GrSPIRVUniformHandler_DEFINED
10 
11 #include "include/private/base/SkTArray.h"
12 #include "include/private/gpu/ganesh/GrTypesPriv.h"
13 #include "src/base/SkTBlockList.h"
14 #include "src/gpu/Swizzle.h"
15 #include "src/gpu/ganesh/GrSamplerState.h"
16 #include "src/gpu/ganesh/glsl/GrGLSLUniformHandler.h"
17 
18 #include <cstdint>
19 
20 class GrBackendFormat;
21 class GrGLSLProgramBuilder;
22 class GrProcessor;
23 class GrShaderVar;
24 class SkString;
25 enum class SkSLType : char;
26 struct GrShaderCaps;
27 
28 /*
29  * This class can be used for basic SPIR-V uniform handling. It will make a single uniform buffer
30  * for all the uniforms and will be placed in the first set and binding. Textures and samplers are
31  * placed in the second set and kept as separate objects. They are interleaved as sampler texture
32  * pairs with each object in the next binding slot.
33  */
34 class GrSPIRVUniformHandler : public GrGLSLUniformHandler {
35 public:
36     const GrShaderVar& getUniformVariable(UniformHandle u) const override;
37     const char* getUniformCStr(UniformHandle u) const override;
38 
39     struct SPIRVUniformInfo : public UniformInfo {
40         int fUBOOffset;
41     };
42     typedef SkTBlockList<SPIRVUniformInfo> UniformInfoArray;
43     static constexpr int kUniformDescriptorSet = 0;
44     static constexpr int kSamplerTextureDescriptorSet = 1;
45 
46     uint32_t getRTFlipOffset() const;
47 
numUniforms()48     int numUniforms() const override {
49         return fUniforms.count();
50     }
51 
uniform(int idx)52     UniformInfo& uniform(int idx) override {
53         return fUniforms.item(idx);
54     }
uniform(int idx)55     const UniformInfo& uniform(int idx) const override {
56         return fUniforms.item(idx);
57     }
58 
59 private:
60     explicit GrSPIRVUniformHandler(GrGLSLProgramBuilder* program);
61 
62     SamplerHandle addSampler(const GrBackendFormat&, GrSamplerState, const skgpu::Swizzle&,
63                              const char* name, const GrShaderCaps*) override;
64     const char* samplerVariable(SamplerHandle handle) const override;
65     skgpu::Swizzle samplerSwizzle(SamplerHandle handle) const override;
66     void appendUniformDecls(GrShaderFlags visibility, SkString*) const override;
67     UniformHandle internalAddUniformArray(const GrProcessor* owner,
68                                           uint32_t visibility,
69                                           SkSLType type,
70                                           const char* name,
71                                           bool mangleName,
72                                           int arrayCount,
73                                           const char** outName) override;
74 
75     UniformInfoArray fUniforms;
76     UniformInfoArray fSamplers;
77     skia_private::TArray<skgpu::Swizzle> fSamplerSwizzles;
78 
79     uint32_t fCurrentUBOOffset = 0;
80     uint32_t fRTFlipOffset = 0;
81 
82     friend class GrD3DPipelineStateBuilder;
83     friend class GrDawnProgramBuilder;
84 
85     using INHERITED = GrGLSLUniformHandler;
86 };
87 
88 #endif
89