xref: /aosp_15_r20/external/skia/src/gpu/ganesh/vk/GrVkUniformHandler.cpp (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1 /*
2 * Copyright 2016 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/vk/GrVkUniformHandler.h"
9 
10 #include "include/core/SkString.h"
11 #include "include/core/SkTypes.h"
12 #include "include/gpu/ganesh/GrBackendSurface.h"
13 #include "include/gpu/ganesh/vk/GrVkBackendSurface.h"
14 #include "include/gpu/vk/VulkanTypes.h"
15 #include "src/core/SkSLTypeShared.h"
16 #include "src/gpu/ganesh/GrCaps.h"
17 #include "src/gpu/ganesh/GrUtil.h"
18 #include "src/gpu/ganesh/glsl/GrGLSLProgramBuilder.h"
19 #include "src/gpu/ganesh/vk/GrVkGpu.h"
20 #include "src/gpu/ganesh/vk/GrVkPipelineStateBuilder.h"
21 #include "src/gpu/ganesh/vk/GrVkResourceProvider.h"
22 #include "src/gpu/ganesh/vk/GrVkSampler.h"
23 
24 #include <string.h>
25 #include <algorithm>
26 #include <utility>
27 
28 class GrProcessor;
29 struct GrShaderCaps;
30 
31 static constexpr int kDstInputAttachmentIndex = 0;
32 
33 // To determine whether a current offset is aligned, we can just 'and' the lowest bits with the
34 // alignment mask. A value of 0 means aligned, any other value is how many bytes past alignment we
35 // are. This works since all alignments are powers of 2. The mask is always (alignment - 1).
36 // This alignment mask will give correct alignments for using the std430 block layout. If you want
37 // the std140 alignment, you can use this, but then make sure if you have an array type it is
38 // aligned to 16 bytes (i.e. has mask of 0xF).
39 // These are designated in the Vulkan spec, section 14.5.4 "Offset and Stride Assignment".
40 // https://www.khronos.org/registry/vulkan/specs/1.0-wsi_extensions/html/vkspec.html#interfaces-resources-layout
sksltype_to_alignment_mask(SkSLType type)41 static uint32_t sksltype_to_alignment_mask(SkSLType type) {
42     switch(type) {
43         case SkSLType::kShort: // fall through
44         case SkSLType::kUShort:
45             return 0x1;
46         case SkSLType::kShort2: // fall through
47         case SkSLType::kUShort2:
48             return 0x3;
49         case SkSLType::kShort3: // fall through
50         case SkSLType::kShort4:
51         case SkSLType::kUShort3:
52         case SkSLType::kUShort4:
53             return 0x7;
54         case SkSLType::kInt:
55         case SkSLType::kUInt:
56             return 0x3;
57         case SkSLType::kInt2:
58         case SkSLType::kUInt2:
59             return 0x7;
60         case SkSLType::kInt3:
61         case SkSLType::kUInt3:
62         case SkSLType::kInt4:
63         case SkSLType::kUInt4:
64             return 0xF;
65         case SkSLType::kHalf: // fall through
66         case SkSLType::kFloat:
67             return 0x3;
68         case SkSLType::kHalf2: // fall through
69         case SkSLType::kFloat2:
70             return 0x7;
71         case SkSLType::kHalf3: // fall through
72         case SkSLType::kFloat3:
73             return 0xF;
74         case SkSLType::kHalf4: // fall through
75         case SkSLType::kFloat4:
76             return 0xF;
77         case SkSLType::kHalf2x2: // fall through
78         case SkSLType::kFloat2x2:
79             return 0x7;
80         case SkSLType::kHalf3x3: // fall through
81         case SkSLType::kFloat3x3:
82             return 0xF;
83         case SkSLType::kHalf4x4: // fall through
84         case SkSLType::kFloat4x4:
85             return 0xF;
86 
87         // This query is only valid for certain types.
88         case SkSLType::kVoid:
89         case SkSLType::kBool:
90         case SkSLType::kBool2:
91         case SkSLType::kBool3:
92         case SkSLType::kBool4:
93         case SkSLType::kTexture2DSampler:
94         case SkSLType::kTextureExternalSampler:
95         case SkSLType::kTexture2DRectSampler:
96         case SkSLType::kSampler:
97         case SkSLType::kTexture2D:
98         case SkSLType::kInput:
99             break;
100     }
101     SK_ABORT("Unexpected type");
102 }
103 
104 /** Returns the size in bytes taken up in vulkanbuffers for SkSLTypes. */
sksltype_to_vk_size(SkSLType type,int layout)105 static inline uint32_t sksltype_to_vk_size(SkSLType type, int layout) {
106     switch(type) {
107         case SkSLType::kShort:
108             return sizeof(int16_t);
109         case SkSLType::kShort2:
110             return 2 * sizeof(int16_t);
111         case SkSLType::kShort3:
112             return 3 * sizeof(int16_t);
113         case SkSLType::kShort4:
114             return 4 * sizeof(int16_t);
115         case SkSLType::kUShort:
116             return sizeof(uint16_t);
117         case SkSLType::kUShort2:
118             return 2 * sizeof(uint16_t);
119         case SkSLType::kUShort3:
120             return 3 * sizeof(uint16_t);
121         case SkSLType::kUShort4:
122             return 4 * sizeof(uint16_t);
123         case SkSLType::kHalf: // fall through
124         case SkSLType::kFloat:
125             return sizeof(float);
126         case SkSLType::kHalf2: // fall through
127         case SkSLType::kFloat2:
128             return 2 * sizeof(float);
129         case SkSLType::kHalf3: // fall through
130         case SkSLType::kFloat3:
131             return 3 * sizeof(float);
132         case SkSLType::kHalf4: // fall through
133         case SkSLType::kFloat4:
134             return 4 * sizeof(float);
135         case SkSLType::kInt: // fall through
136         case SkSLType::kUInt:
137             return sizeof(int32_t);
138         case SkSLType::kInt2: // fall through
139         case SkSLType::kUInt2:
140             return 2 * sizeof(int32_t);
141         case SkSLType::kInt3: // fall through
142         case SkSLType::kUInt3:
143             return 3 * sizeof(int32_t);
144         case SkSLType::kInt4: // fall through
145         case SkSLType::kUInt4:
146             return 4 * sizeof(int32_t);
147         case SkSLType::kHalf2x2: // fall through
148         case SkSLType::kFloat2x2:
149             if (layout == GrVkUniformHandler::kStd430Layout) {
150                 return 4 * sizeof(float);
151             } else {
152                 return 8 * sizeof(float);
153             }
154         case SkSLType::kHalf3x3: // fall through
155         case SkSLType::kFloat3x3:
156             return 12 * sizeof(float);
157         case SkSLType::kHalf4x4: // fall through
158         case SkSLType::kFloat4x4:
159             return 16 * sizeof(float);
160 
161         // This query is only valid for certain types.
162         case SkSLType::kVoid:
163         case SkSLType::kBool:
164         case SkSLType::kBool2:
165         case SkSLType::kBool3:
166         case SkSLType::kBool4:
167         case SkSLType::kTexture2DSampler:
168         case SkSLType::kTextureExternalSampler:
169         case SkSLType::kTexture2DRectSampler:
170         case SkSLType::kSampler:
171         case SkSLType::kTexture2D:
172         case SkSLType::kInput:
173             break;
174     }
175     SK_ABORT("Unexpected type");
176 }
177 
178 // Given the current offset into the ubo data, calculate the offset for the uniform we're trying to
179 // add taking into consideration all alignment requirements. The uniformOffset is set to the offset
180 // for the new uniform, and currentOffset is updated to be the offset to the end of the new uniform.
get_aligned_offset(uint32_t * currentOffset,SkSLType type,int arrayCount,int layout)181 static uint32_t get_aligned_offset(uint32_t* currentOffset,
182                                    SkSLType type,
183                                    int arrayCount,
184                                    int layout) {
185     uint32_t alignmentMask = sksltype_to_alignment_mask(type);
186     // For std140 layout we must make arrays align to 16 bytes.
187     // TODO(skia:13380): make sure 2x3 and 3x2 matrices are handled properly once SkSLType adds
188     // support for non-square matrices
189     if (layout == GrVkUniformHandler::kStd140Layout &&
190         (arrayCount || type == SkSLType::kFloat2x2 || type == SkSLType::kHalf2x2)) {
191         alignmentMask = 0xF;
192     }
193     uint32_t offsetDiff = *currentOffset & alignmentMask;
194     if (offsetDiff != 0) {
195         offsetDiff = alignmentMask - offsetDiff + 1;
196     }
197     int32_t uniformOffset = *currentOffset + offsetDiff;
198     SkASSERT(sizeof(float) == 4);
199     if (arrayCount) {
200         // TODO: this shouldn't be necessary for std430
201         uint32_t elementSize = std::max<uint32_t>(16, sksltype_to_vk_size(type, layout));
202         SkASSERT(0 == (elementSize & 0xF));
203         *currentOffset = uniformOffset + elementSize * arrayCount;
204     } else {
205         *currentOffset = uniformOffset + sksltype_to_vk_size(type, layout);
206     }
207     return uniformOffset;
208 }
209 
~GrVkUniformHandler()210 GrVkUniformHandler::~GrVkUniformHandler() {
211     for (VkUniformInfo& sampler : fSamplers.items()) {
212         if (sampler.fImmutableSampler) {
213             sampler.fImmutableSampler->unref();
214             sampler.fImmutableSampler = nullptr;
215         }
216     }
217 }
218 
internalAddUniformArray(const GrProcessor * owner,uint32_t visibility,SkSLType type,const char * name,bool mangleName,int arrayCount,const char ** outName)219 GrGLSLUniformHandler::UniformHandle GrVkUniformHandler::internalAddUniformArray(
220                                                                    const GrProcessor* owner,
221                                                                    uint32_t visibility,
222                                                                    SkSLType type,
223                                                                    const char* name,
224                                                                    bool mangleName,
225                                                                    int arrayCount,
226                                                                    const char** outName) {
227     SkASSERT(name && strlen(name));
228     SkASSERT(SkSLTypeCanBeUniformValue(type));
229 
230     // TODO this is a bit hacky, lets think of a better way.  Basically we need to be able to use
231     // the uniform view matrix name in the GP, and the GP is immutable so it has to tell the PB
232     // exactly what name it wants to use for the uniform view matrix.  If we prefix anythings, then
233     // the names will mismatch.  I think the correct solution is to have all GPs which need the
234     // uniform view matrix, they should upload the view matrix in their setData along with regular
235     // uniforms.
236     char prefix = 'u';
237     if ('u' == name[0] || !strncmp(name, GR_NO_MANGLE_PREFIX, strlen(GR_NO_MANGLE_PREFIX))) {
238         prefix = '\0';
239     }
240     SkString resolvedName = fProgramBuilder->nameVariable(prefix, name, mangleName);
241 
242     VkUniformInfo tempInfo;
243     tempInfo.fVariable = GrShaderVar{std::move(resolvedName),
244                                      type,
245                                      GrShaderVar::TypeModifier::None,
246                                      arrayCount};
247 
248     tempInfo.fVisibility = visibility;
249     tempInfo.fOwner      = owner;
250     tempInfo.fRawName    = SkString(name);
251 
252     for (int layout = 0; layout < kLayoutCount; ++layout) {
253         tempInfo.fOffsets[layout] = get_aligned_offset(&fCurrentOffsets[layout],
254                                                        type,
255                                                        arrayCount,
256                                                        layout);
257     }
258 
259     fUniforms.push_back(tempInfo);
260 
261     if (outName) {
262         *outName = fUniforms.back().fVariable.c_str();
263     }
264 
265     return GrGLSLUniformHandler::UniformHandle(fUniforms.count() - 1);
266 }
267 
addSampler(const GrBackendFormat & backendFormat,GrSamplerState state,const skgpu::Swizzle & swizzle,const char * name,const GrShaderCaps * shaderCaps)268 GrGLSLUniformHandler::SamplerHandle GrVkUniformHandler::addSampler(
269         const GrBackendFormat& backendFormat,
270         GrSamplerState state,
271         const skgpu::Swizzle& swizzle,
272         const char* name,
273         const GrShaderCaps* shaderCaps) {
274     SkASSERT(name && strlen(name));
275 
276     const char prefix = 'u';
277     SkString mangleName = fProgramBuilder->nameVariable(prefix, name, /*mangle=*/true);
278 
279     SkString layoutQualifier;
280     layoutQualifier.appendf("vulkan, set=%d, binding=%d", kSamplerDescSet, fSamplers.count());
281 
282     VkUniformInfo tempInfo;
283     tempInfo.fVariable =
284             GrShaderVar{std::move(mangleName),
285                         SkSLCombinedSamplerTypeForTextureType(backendFormat.textureType()),
286                         GrShaderVar::TypeModifier::None,
287                         GrShaderVar::kNonArray,
288                         std::move(layoutQualifier),
289                         SkString()};
290 
291     tempInfo.fVisibility = kFragment_GrShaderFlag;
292     tempInfo.fOwner      = nullptr;
293     tempInfo.fRawName    = SkString(name);
294     tempInfo.fOffsets[0] = 0;
295     tempInfo.fOffsets[1] = 0;
296 
297     fSamplers.push_back(tempInfo);
298 
299     // Check if we are dealing with an external texture and store the needed information if so.
300     auto ycbcrInfo = GrBackendFormats::GetVkYcbcrConversionInfo(backendFormat);
301     if (ycbcrInfo && ycbcrInfo->isValid()) {
302         GrVkGpu* gpu = static_cast<GrVkPipelineStateBuilder*>(fProgramBuilder)->gpu();
303         GrVkSampler* sampler = gpu->resourceProvider().findOrCreateCompatibleSampler(state,
304                                                                                      *ycbcrInfo);
305         fSamplers.back().fImmutableSampler = sampler;
306         if (!sampler) {
307             return {};
308         }
309     }
310 
311     fSamplerSwizzles.push_back(swizzle);
312     SkASSERT(fSamplerSwizzles.size() == fSamplers.count());
313     return GrGLSLUniformHandler::SamplerHandle(fSamplers.count() - 1);
314 }
315 
addInputSampler(const skgpu::Swizzle & swizzle,const char * name)316 GrGLSLUniformHandler::SamplerHandle GrVkUniformHandler::addInputSampler(
317             const skgpu::Swizzle& swizzle, const char* name) {
318     SkASSERT(name && strlen(name));
319     SkASSERT(fInputUniform.fVariable.getType() == SkSLType::kVoid);
320 
321     const char prefix = 'u';
322     SkString mangleName = fProgramBuilder->nameVariable(prefix, name, /*mangle=*/true);
323 
324     auto layoutQualifier = SkStringPrintf("vulkan, input_attachment_index=%d, set=%d, binding=%d",
325                                           kDstInputAttachmentIndex,
326                                           kInputDescSet,
327                                           kInputBinding);
328 
329     fInputUniform = {GrShaderVar{std::move(mangleName),
330                                  SkSLType::kInput,
331                                  GrShaderVar::TypeModifier::None,
332                                  GrShaderVar::kNonArray,
333                                  std::move(layoutQualifier),
334                                  SkString()},
335                      kFragment_GrShaderFlag,
336                      nullptr,
337                      SkString(name)};
338     fInputSwizzle = swizzle;
339     return GrGLSLUniformHandler::SamplerHandle(0);
340 }
341 
appendUniformDecls(GrShaderFlags visibility,SkString * out) const342 void GrVkUniformHandler::appendUniformDecls(GrShaderFlags visibility, SkString* out) const {
343     for (const VkUniformInfo& sampler : fSamplers.items()) {
344         SkASSERT(sampler.fVariable.getType() == SkSLType::kTexture2DSampler ||
345                  sampler.fVariable.getType() == SkSLType::kTextureExternalSampler);
346         if (visibility == sampler.fVisibility) {
347             sampler.fVariable.appendDecl(fProgramBuilder->shaderCaps(), out);
348             out->append(";\n");
349         }
350     }
351     if (fInputUniform.fVariable.getType() == SkSLType::kInput) {
352         if (visibility == fInputUniform.fVisibility) {
353             SkASSERT(visibility == kFragment_GrShaderFlag);
354             fInputUniform.fVariable.appendDecl(fProgramBuilder->shaderCaps(), out);
355             out->append(";\n");
356         }
357     }
358 
359 #ifdef SK_DEBUG
360     bool firstOffsetCheck = false;
361     for (const VkUniformInfo& localUniform : fUniforms.items()) {
362         if (!firstOffsetCheck) {
363             // Check to make sure we are starting our offset at 0 so the offset qualifier we
364             // set on each variable in the uniform block is valid.
365             SkASSERT(0 == localUniform.fOffsets[kStd140Layout] &&
366                      0 == localUniform.fOffsets[kStd430Layout]);
367             firstOffsetCheck = true;
368         }
369     }
370 #endif
371 
372     // At this point we determine whether we'll be using push constants based on the
373     // uniforms set so far. Later checks will use the internal bool we set here to
374     // keep things consistent.
375     this->determineIfUsePushConstants();
376     SkString uniformsString;
377     for (const VkUniformInfo& localUniform : fUniforms.items()) {
378         if (visibility & localUniform.fVisibility) {
379             if (SkSLTypeCanBeUniformValue(localUniform.fVariable.getType())) {
380                 Layout layout = fUsePushConstants ? kStd430Layout : kStd140Layout;
381                 uniformsString.appendf("layout(offset=%u) ", localUniform.fOffsets[layout]);
382                 localUniform.fVariable.appendDecl(fProgramBuilder->shaderCaps(), &uniformsString);
383                 uniformsString.append(";\n");
384             }
385         }
386     }
387 
388     if (!uniformsString.isEmpty()) {
389         if (fUsePushConstants) {
390             out->append("layout (vulkan, push_constant) ");
391         } else {
392             out->appendf("layout (vulkan, set=%d, binding=%d) ",
393                          kUniformBufferDescSet, kUniformBinding);
394         }
395         out->append("uniform uniformBuffer\n{\n");
396         out->appendf("%s\n};\n", uniformsString.c_str());
397     }
398 }
399 
getRTFlipOffset() const400 uint32_t GrVkUniformHandler::getRTFlipOffset() const {
401     Layout layout = fUsePushConstants ? kStd430Layout : kStd140Layout;
402     uint32_t currentOffset = fCurrentOffsets[layout];
403     return get_aligned_offset(&currentOffset, SkSLType::kFloat2, 0, layout);
404 }
405 
determineIfUsePushConstants() const406 void GrVkUniformHandler::determineIfUsePushConstants() const {
407     // We may insert a uniform for flipping origin-sensitive language features (e.g. sk_FragCoord).
408     // We won't know that for sure until then but we need to make this determination now,
409     // so assume we will need it.
410     static constexpr uint32_t kPad = 2*sizeof(float);
411     fUsePushConstants =
412             fCurrentOffsets[kStd430Layout] > 0 &&
413             fCurrentOffsets[kStd430Layout] + kPad <= fProgramBuilder->caps()->maxPushConstantsSize();
414 }
415