xref: /aosp_15_r20/external/skia/src/gpu/graphite/Uniform.h (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker  * Copyright 2021 Google LLC
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 skgpu_graphite_Uniform_DEFINED
9*c8dee2aaSAndroid Build Coastguard Worker #define skgpu_graphite_Uniform_DEFINED
10*c8dee2aaSAndroid Build Coastguard Worker 
11*c8dee2aaSAndroid Build Coastguard Worker #include "src/core/SkSLTypeShared.h"
12*c8dee2aaSAndroid Build Coastguard Worker 
13*c8dee2aaSAndroid Build Coastguard Worker namespace skgpu::graphite {
14*c8dee2aaSAndroid Build Coastguard Worker 
15*c8dee2aaSAndroid Build Coastguard Worker // TODO: can SkRuntimeEffect::Uniform be absorbed into this class!?
16*c8dee2aaSAndroid Build Coastguard Worker 
17*c8dee2aaSAndroid Build Coastguard Worker /**
18*c8dee2aaSAndroid Build Coastguard Worker  * Describes a uniform. Uniforms consist of:
19*c8dee2aaSAndroid Build Coastguard Worker  *  name:       The constant string name to use in the generated SkSL (with mangling)
20*c8dee2aaSAndroid Build Coastguard Worker  *  type:       The type of the uniform
21*c8dee2aaSAndroid Build Coastguard Worker  *  count:      Number of elements of 'type' in the array or kNonArray if not an array.
22*c8dee2aaSAndroid Build Coastguard Worker  */
23*c8dee2aaSAndroid Build Coastguard Worker class Uniform {
24*c8dee2aaSAndroid Build Coastguard Worker public:
25*c8dee2aaSAndroid Build Coastguard Worker     static constexpr int kNonArray = 0;
26*c8dee2aaSAndroid Build Coastguard Worker 
27*c8dee2aaSAndroid Build Coastguard Worker     constexpr Uniform(const char* name, SkSLType type, int count = kNonArray)
Uniform(name,type,count,false)28*c8dee2aaSAndroid Build Coastguard Worker             : Uniform(name, type, count, /*isPaintColor=*/false) {}
29*c8dee2aaSAndroid Build Coastguard Worker 
30*c8dee2aaSAndroid Build Coastguard Worker     /*
31*c8dee2aaSAndroid Build Coastguard Worker      * The paint color uniform is treated special and will only be added to the uniform block
32*c8dee2aaSAndroid Build Coastguard Worker      * once. Its name will not be mangled.
33*c8dee2aaSAndroid Build Coastguard Worker      */
PaintColor()34*c8dee2aaSAndroid Build Coastguard Worker     static constexpr Uniform PaintColor() {
35*c8dee2aaSAndroid Build Coastguard Worker         return Uniform("paintColor", SkSLType::kFloat4,
36*c8dee2aaSAndroid Build Coastguard Worker                        Uniform::kNonArray, /*isPaintColor=*/true);
37*c8dee2aaSAndroid Build Coastguard Worker     }
38*c8dee2aaSAndroid Build Coastguard Worker 
39*c8dee2aaSAndroid Build Coastguard Worker     constexpr Uniform(const Uniform&) = default;
40*c8dee2aaSAndroid Build Coastguard Worker     Uniform& operator=(const Uniform&) = default;
41*c8dee2aaSAndroid Build Coastguard Worker 
name()42*c8dee2aaSAndroid Build Coastguard Worker     constexpr const char* name()  const { return fName; }
type()43*c8dee2aaSAndroid Build Coastguard Worker     constexpr SkSLType    type()  const { return static_cast<SkSLType>(fType);  }
count()44*c8dee2aaSAndroid Build Coastguard Worker     constexpr int         count() const { return static_cast<int>(fCount); }
45*c8dee2aaSAndroid Build Coastguard Worker 
isPaintColor()46*c8dee2aaSAndroid Build Coastguard Worker     constexpr bool isPaintColor() const { return static_cast<bool>(fIsPaintColor); }
47*c8dee2aaSAndroid Build Coastguard Worker 
48*c8dee2aaSAndroid Build Coastguard Worker private:
Uniform(const char * name,SkSLType type,int count,bool isPaintColor)49*c8dee2aaSAndroid Build Coastguard Worker     constexpr Uniform(const char* name, SkSLType type, int count, bool isPaintColor)
50*c8dee2aaSAndroid Build Coastguard Worker             : fName(name)
51*c8dee2aaSAndroid Build Coastguard Worker             , fType(static_cast<unsigned>(type))
52*c8dee2aaSAndroid Build Coastguard Worker             , fIsPaintColor(static_cast<unsigned>(isPaintColor))
53*c8dee2aaSAndroid Build Coastguard Worker             , fCount(static_cast<unsigned>(count)) {
54*c8dee2aaSAndroid Build Coastguard Worker         SkASSERT(SkSLTypeCanBeUniformValue(type));
55*c8dee2aaSAndroid Build Coastguard Worker         SkASSERT(count >= 0);
56*c8dee2aaSAndroid Build Coastguard Worker     }
57*c8dee2aaSAndroid Build Coastguard Worker 
58*c8dee2aaSAndroid Build Coastguard Worker     const char* fName;
59*c8dee2aaSAndroid Build Coastguard Worker 
60*c8dee2aaSAndroid Build Coastguard Worker     // Uniform definitions for all encountered SkRuntimeEffects are stored permanently in the
61*c8dee2aaSAndroid Build Coastguard Worker     // ShaderCodeDictionary as part of the stable ShaderSnippet and code ID assigned to the
62*c8dee2aaSAndroid Build Coastguard Worker     // effect, including de-duplicating equivalent or re-created SkRuntimeEffects with the same
63*c8dee2aaSAndroid Build Coastguard Worker     // SkSL. To help keep this memory overhead as low as possible, we pack the Uniform fields
64*c8dee2aaSAndroid Build Coastguard Worker     // as tightly as possible.
65*c8dee2aaSAndroid Build Coastguard Worker     uint32_t    fType         : 6;
66*c8dee2aaSAndroid Build Coastguard Worker     uint32_t    fIsPaintColor : 1;
67*c8dee2aaSAndroid Build Coastguard Worker     uint32_t    fCount        : 25;
68*c8dee2aaSAndroid Build Coastguard Worker 
69*c8dee2aaSAndroid Build Coastguard Worker     static_assert(kSkSLTypeCount <= (1 << 6));
70*c8dee2aaSAndroid Build Coastguard Worker };
71*c8dee2aaSAndroid Build Coastguard Worker 
72*c8dee2aaSAndroid Build Coastguard Worker } // namespace skgpu::graphite
73*c8dee2aaSAndroid Build Coastguard Worker 
74*c8dee2aaSAndroid Build Coastguard Worker #endif // skgpu_graphite_Uniform_DEFINED
75