Files
filament/libs/filamat/src/SamplerBindingMap.cpp
T
Mathias Agopian 8afb11128d move UibGenerator and SibGenerator to the shader folder
The shader folder is where we generate the glsl, so this is more
appropriate.
2023-02-01 21:12:53 -08:00

106 lines
3.8 KiB
C++

/*
* Copyright (C) 2018 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "SamplerBindingMap.h"
#include "shaders/SibGenerator.h"
#include <filament/MaterialEnums.h>
#include <private/filament/SamplerInterfaceBlock.h>
#include <backend/DriverEnums.h>
namespace filament {
using namespace utils;
using namespace backend;
void SamplerBindingMap::init(MaterialDomain materialDomain,
SamplerInterfaceBlock const& perMaterialSib) {
assert_invariant(mActiveSamplerCount == 0);
mSamplerNamesBindingMap.reserve(MAX_SAMPLER_COUNT);
mSamplerNamesBindingMap.resize(MAX_SAMPLER_COUNT);
// Note: the material variant affects only the sampler types, but cannot affect
// the actual bindings. For this reason it is okay to use the dummyVariant here.
uint8_t offset = 0;
size_t vertexSamplerCount = 0;
size_t fragmentSamplerCount = 0;
auto processSamplerGroup = [&](SamplerBindingPoints bindingPoint){
SamplerInterfaceBlock const* const sib =
(bindingPoint == SamplerBindingPoints::PER_MATERIAL_INSTANCE) ?
&perMaterialSib : SibGenerator::getSib(bindingPoint, {});
if (sib) {
const auto stageFlags = sib->getStageFlags();
auto const& list = sib->getSamplerInfoList();
const size_t samplerCount = list.size();
if (any(stageFlags & ShaderStageFlags::VERTEX)) {
vertexSamplerCount += samplerCount;
}
if (any(stageFlags & ShaderStageFlags::FRAGMENT)) {
fragmentSamplerCount += samplerCount;
}
mSamplerBlockOffsets[+bindingPoint] = { offset, stageFlags, uint8_t(samplerCount) };
for (size_t i = 0; i < samplerCount; i++) {
assert_invariant(mSamplerNamesBindingMap[offset + i].empty());
mSamplerNamesBindingMap[offset + i] = list[i].uniformName;
}
offset += samplerCount;
}
};
switch(materialDomain) {
case MaterialDomain::SURFACE:
UTILS_NOUNROLL
for (size_t i = 0; i < Enum::count<SamplerBindingPoints>(); i++) {
processSamplerGroup((SamplerBindingPoints)i);
}
break;
case MaterialDomain::POST_PROCESS:
case MaterialDomain::COMPUTE:
processSamplerGroup(SamplerBindingPoints::PER_MATERIAL_INSTANCE);
break;
}
mActiveSamplerCount = offset;
// we shouldn't be using more total samplers than supported
assert_invariant(vertexSamplerCount + fragmentSamplerCount <= MAX_SAMPLER_COUNT);
// Here we cannot check for overflow for a given feature level because we don't know
// what feature level the backend will support. We only know the feature level declared
// by the material. However, we can at least assert for the highest feature level.
constexpr size_t MAX_VERTEX_SAMPLER_COUNT =
backend::FEATURE_LEVEL_CAPS[+FeatureLevel::FEATURE_LEVEL_3].MAX_VERTEX_SAMPLER_COUNT;
assert_invariant(vertexSamplerCount <= MAX_VERTEX_SAMPLER_COUNT);
constexpr size_t MAX_FRAGMENT_SAMPLER_COUNT =
backend::FEATURE_LEVEL_CAPS[+FeatureLevel::FEATURE_LEVEL_3].MAX_FRAGMENT_SAMPLER_COUNT;
assert_invariant(fragmentSamplerCount <= MAX_FRAGMENT_SAMPLER_COUNT);
}
} // namespace filament