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 #ifndef GrMtlUniformHandler_DEFINED 9 #define GrMtlUniformHandler_DEFINED 10 11 #include "include/private/base/SkTArray.h" 12 #include "src/base/SkTBlockList.h" 13 #include "src/gpu/ganesh/GrShaderVar.h" 14 #include "src/gpu/ganesh/glsl/GrGLSLUniformHandler.h" 15 16 #include <vector> 17 18 // TODO: this class is basically copy and pasted from GrVkUniformHandler so that we can have 19 // some shaders working. The SkSL Metal code generator was written to work with GLSL generated for 20 // the Ganesh Vulkan backend, so it should all work. There might be better ways to do things in 21 // Metal and/or some Vulkan GLSLisms left in. 22 class GrMtlUniformHandler : public GrGLSLUniformHandler { 23 public: 24 static constexpr size_t kUniformsPerBlock = 8; 25 static constexpr size_t kUniformBinding = 0; 26 static constexpr size_t kLastUniformBinding = kUniformBinding; 27 static constexpr size_t kUniformBindingCount = 1; 28 29 // fUBOffset is only valid if the SkSLType of the fVariable is not a sampler 30 struct MtlUniformInfo : public UniformInfo { 31 uint32_t fUBOffset; 32 }; 33 typedef SkTBlockList<MtlUniformInfo> UniformInfoArray; 34 getUniformVariable(UniformHandle u)35 const GrShaderVar& getUniformVariable(UniformHandle u) const override { 36 return fUniforms.item(u.toIndex()).fVariable; 37 } 38 getUniformCStr(UniformHandle u)39 const char* getUniformCStr(UniformHandle u) const override { 40 return this->getUniformVariable(u).c_str(); 41 } 42 numUniforms()43 int numUniforms() const override { 44 return fUniforms.count(); 45 } 46 uniform(int idx)47 UniformInfo& uniform(int idx) override { 48 return fUniforms.item(idx); 49 } uniform(int idx)50 const UniformInfo& uniform(int idx) const override { 51 return fUniforms.item(idx); 52 } 53 54 private: GrMtlUniformHandler(GrGLSLProgramBuilder * program)55 explicit GrMtlUniformHandler(GrGLSLProgramBuilder* program) 56 : INHERITED(program) 57 , fUniforms(kUniformsPerBlock) 58 , fSamplers(kUniformsPerBlock) 59 , fCurrentUBOOffset(0) 60 , fCurrentUBOMaxAlignment(0x0) { 61 } 62 63 UniformHandle internalAddUniformArray(const GrProcessor* owner, 64 uint32_t visibility, 65 SkSLType type, 66 const char* name, 67 bool mangleName, 68 int arrayCount, 69 const char** outName) override; 70 71 SamplerHandle addSampler(const GrBackendFormat&, 72 GrSamplerState, 73 const skgpu::Swizzle&, 74 const char* name, 75 const GrShaderCaps*) override; 76 numSamplers()77 int numSamplers() const { return fSamplers.count(); } samplerVariable(SamplerHandle handle)78 const char* samplerVariable(SamplerHandle handle) const override { 79 return fSamplers.item(handle.toIndex()).fVariable.c_str(); 80 } samplerSwizzle(SamplerHandle handle)81 skgpu::Swizzle samplerSwizzle(SamplerHandle handle) const override { 82 return fSamplerSwizzles[handle.toIndex()]; 83 } samplerVisibility(SamplerHandle handle)84 uint32_t samplerVisibility(SamplerHandle handle) const { 85 return fSamplers.item(handle.toIndex()).fVisibility; 86 } 87 88 void appendUniformDecls(GrShaderFlags, SkString*) const override; 89 getUniformInfo(UniformHandle u)90 const UniformInfo& getUniformInfo(UniformHandle u) const { 91 return fUniforms.item(u.toIndex()); 92 } 93 94 UniformInfoArray fUniforms; 95 UniformInfoArray fSamplers; 96 skia_private::TArray<skgpu::Swizzle> fSamplerSwizzles; 97 98 uint32_t fCurrentUBOOffset; 99 uint32_t fCurrentUBOMaxAlignment; 100 101 friend class GrMtlPipelineStateBuilder; 102 103 using INHERITED = GrGLSLUniformHandler; 104 }; 105 106 #endif 107