xref: /aosp_15_r20/external/skia/src/gpu/ganesh/GrSPIRVUniformHandler.h (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 
8*c8dee2aaSAndroid Build Coastguard Worker #ifndef GrSPIRVUniformHandler_DEFINED
9*c8dee2aaSAndroid Build Coastguard Worker #define GrSPIRVUniformHandler_DEFINED
10*c8dee2aaSAndroid Build Coastguard Worker 
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkTArray.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/gpu/ganesh/GrTypesPriv.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "src/base/SkTBlockList.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/Swizzle.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrSamplerState.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/glsl/GrGLSLUniformHandler.h"
17*c8dee2aaSAndroid Build Coastguard Worker 
18*c8dee2aaSAndroid Build Coastguard Worker #include <cstdint>
19*c8dee2aaSAndroid Build Coastguard Worker 
20*c8dee2aaSAndroid Build Coastguard Worker class GrBackendFormat;
21*c8dee2aaSAndroid Build Coastguard Worker class GrGLSLProgramBuilder;
22*c8dee2aaSAndroid Build Coastguard Worker class GrProcessor;
23*c8dee2aaSAndroid Build Coastguard Worker class GrShaderVar;
24*c8dee2aaSAndroid Build Coastguard Worker class SkString;
25*c8dee2aaSAndroid Build Coastguard Worker enum class SkSLType : char;
26*c8dee2aaSAndroid Build Coastguard Worker struct GrShaderCaps;
27*c8dee2aaSAndroid Build Coastguard Worker 
28*c8dee2aaSAndroid Build Coastguard Worker /*
29*c8dee2aaSAndroid Build Coastguard Worker  * This class can be used for basic SPIR-V uniform handling. It will make a single uniform buffer
30*c8dee2aaSAndroid Build Coastguard Worker  * for all the uniforms and will be placed in the first set and binding. Textures and samplers are
31*c8dee2aaSAndroid Build Coastguard Worker  * placed in the second set and kept as separate objects. They are interleaved as sampler texture
32*c8dee2aaSAndroid Build Coastguard Worker  * pairs with each object in the next binding slot.
33*c8dee2aaSAndroid Build Coastguard Worker  */
34*c8dee2aaSAndroid Build Coastguard Worker class GrSPIRVUniformHandler : public GrGLSLUniformHandler {
35*c8dee2aaSAndroid Build Coastguard Worker public:
36*c8dee2aaSAndroid Build Coastguard Worker     const GrShaderVar& getUniformVariable(UniformHandle u) const override;
37*c8dee2aaSAndroid Build Coastguard Worker     const char* getUniformCStr(UniformHandle u) const override;
38*c8dee2aaSAndroid Build Coastguard Worker 
39*c8dee2aaSAndroid Build Coastguard Worker     struct SPIRVUniformInfo : public UniformInfo {
40*c8dee2aaSAndroid Build Coastguard Worker         int fUBOOffset;
41*c8dee2aaSAndroid Build Coastguard Worker     };
42*c8dee2aaSAndroid Build Coastguard Worker     typedef SkTBlockList<SPIRVUniformInfo> UniformInfoArray;
43*c8dee2aaSAndroid Build Coastguard Worker     static constexpr int kUniformDescriptorSet = 0;
44*c8dee2aaSAndroid Build Coastguard Worker     static constexpr int kSamplerTextureDescriptorSet = 1;
45*c8dee2aaSAndroid Build Coastguard Worker 
46*c8dee2aaSAndroid Build Coastguard Worker     uint32_t getRTFlipOffset() const;
47*c8dee2aaSAndroid Build Coastguard Worker 
numUniforms()48*c8dee2aaSAndroid Build Coastguard Worker     int numUniforms() const override {
49*c8dee2aaSAndroid Build Coastguard Worker         return fUniforms.count();
50*c8dee2aaSAndroid Build Coastguard Worker     }
51*c8dee2aaSAndroid Build Coastguard Worker 
uniform(int idx)52*c8dee2aaSAndroid Build Coastguard Worker     UniformInfo& uniform(int idx) override {
53*c8dee2aaSAndroid Build Coastguard Worker         return fUniforms.item(idx);
54*c8dee2aaSAndroid Build Coastguard Worker     }
uniform(int idx)55*c8dee2aaSAndroid Build Coastguard Worker     const UniformInfo& uniform(int idx) const override {
56*c8dee2aaSAndroid Build Coastguard Worker         return fUniforms.item(idx);
57*c8dee2aaSAndroid Build Coastguard Worker     }
58*c8dee2aaSAndroid Build Coastguard Worker 
59*c8dee2aaSAndroid Build Coastguard Worker private:
60*c8dee2aaSAndroid Build Coastguard Worker     explicit GrSPIRVUniformHandler(GrGLSLProgramBuilder* program);
61*c8dee2aaSAndroid Build Coastguard Worker 
62*c8dee2aaSAndroid Build Coastguard Worker     SamplerHandle addSampler(const GrBackendFormat&, GrSamplerState, const skgpu::Swizzle&,
63*c8dee2aaSAndroid Build Coastguard Worker                              const char* name, const GrShaderCaps*) override;
64*c8dee2aaSAndroid Build Coastguard Worker     const char* samplerVariable(SamplerHandle handle) const override;
65*c8dee2aaSAndroid Build Coastguard Worker     skgpu::Swizzle samplerSwizzle(SamplerHandle handle) const override;
66*c8dee2aaSAndroid Build Coastguard Worker     void appendUniformDecls(GrShaderFlags visibility, SkString*) const override;
67*c8dee2aaSAndroid Build Coastguard Worker     UniformHandle internalAddUniformArray(const GrProcessor* owner,
68*c8dee2aaSAndroid Build Coastguard Worker                                           uint32_t visibility,
69*c8dee2aaSAndroid Build Coastguard Worker                                           SkSLType type,
70*c8dee2aaSAndroid Build Coastguard Worker                                           const char* name,
71*c8dee2aaSAndroid Build Coastguard Worker                                           bool mangleName,
72*c8dee2aaSAndroid Build Coastguard Worker                                           int arrayCount,
73*c8dee2aaSAndroid Build Coastguard Worker                                           const char** outName) override;
74*c8dee2aaSAndroid Build Coastguard Worker 
75*c8dee2aaSAndroid Build Coastguard Worker     UniformInfoArray fUniforms;
76*c8dee2aaSAndroid Build Coastguard Worker     UniformInfoArray fSamplers;
77*c8dee2aaSAndroid Build Coastguard Worker     skia_private::TArray<skgpu::Swizzle> fSamplerSwizzles;
78*c8dee2aaSAndroid Build Coastguard Worker 
79*c8dee2aaSAndroid Build Coastguard Worker     uint32_t fCurrentUBOOffset = 0;
80*c8dee2aaSAndroid Build Coastguard Worker     uint32_t fRTFlipOffset = 0;
81*c8dee2aaSAndroid Build Coastguard Worker 
82*c8dee2aaSAndroid Build Coastguard Worker     friend class GrD3DPipelineStateBuilder;
83*c8dee2aaSAndroid Build Coastguard Worker     friend class GrDawnProgramBuilder;
84*c8dee2aaSAndroid Build Coastguard Worker 
85*c8dee2aaSAndroid Build Coastguard Worker     using INHERITED = GrGLSLUniformHandler;
86*c8dee2aaSAndroid Build Coastguard Worker };
87*c8dee2aaSAndroid Build Coastguard Worker 
88*c8dee2aaSAndroid Build Coastguard Worker #endif
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