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//
// Copyright 2016 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// ProgramVk.cpp:
// Implements the class methods for ProgramVk.
//
#include "libANGLE/renderer/vulkan/ProgramVk.h"
#include "common/debug.h"
#include "common/utilities.h"
#include "libANGLE/Context.h"
#include "libANGLE/ProgramLinkedResources.h"
#include "libANGLE/renderer/glslang_wrapper_utils.h"
#include "libANGLE/renderer/renderer_utils.h"
#include "libANGLE/renderer/vulkan/BufferVk.h"
#include "libANGLE/renderer/vulkan/GlslangWrapperVk.h"
#include "libANGLE/renderer/vulkan/TextureVk.h"
namespace rx
{
namespace
{
// This size is picked according to the required maxUniformBufferRange in the Vulkan spec.
constexpr size_t kUniformBlockDynamicBufferMinSize = 16384u;
// Identical to Std140 encoder in all aspects, except it ignores opaque uniform types.
class VulkanDefaultBlockEncoder : public sh::Std140BlockEncoder
{
public:
void advanceOffset(GLenum type,
const std::vector<unsigned int> &arraySizes,
bool isRowMajorMatrix,
int arrayStride,
int matrixStride) override
{
if (gl::IsOpaqueType(type))
{
return;
}
sh::Std140BlockEncoder::advanceOffset(type, arraySizes, isRowMajorMatrix, arrayStride,
matrixStride);
}
};
void InitDefaultUniformBlock(const std::vector<sh::ShaderVariable> &uniforms,
sh::BlockLayoutMap *blockLayoutMapOut,
size_t *blockSizeOut)
{
if (uniforms.empty())
{
*blockSizeOut = 0;
return;
}
VulkanDefaultBlockEncoder blockEncoder;
sh::GetActiveUniformBlockInfo(uniforms, "", &blockEncoder, blockLayoutMapOut);
size_t blockSize = blockEncoder.getCurrentOffset();
// TODO(jmadill): I think we still need a valid block for the pipeline even if zero sized.
if (blockSize == 0)
{
*blockSizeOut = 0;
return;
}
*blockSizeOut = blockSize;
return;
}
template <typename T>
void UpdateDefaultUniformBlock(GLsizei count,
uint32_t arrayIndex,
int componentCount,
const T *v,
const sh::BlockMemberInfo &layoutInfo,
angle::MemoryBuffer *uniformData)
{
const int elementSize = sizeof(T) * componentCount;
uint8_t *dst = uniformData->data() + layoutInfo.offset;
if (layoutInfo.arrayStride == 0 || layoutInfo.arrayStride == elementSize)
{
uint32_t arrayOffset = arrayIndex * layoutInfo.arrayStride;
uint8_t *writePtr = dst + arrayOffset;
ASSERT(writePtr + (elementSize * count) <= uniformData->data() + uniformData->size());
memcpy(writePtr, v, elementSize * count);
}
else
{
// Have to respect the arrayStride between each element of the array.
int maxIndex = arrayIndex + count;
for (int writeIndex = arrayIndex, readIndex = 0; writeIndex < maxIndex;
writeIndex++, readIndex++)
{
const int arrayOffset = writeIndex * layoutInfo.arrayStride;
uint8_t *writePtr = dst + arrayOffset;
const T *readPtr = v + (readIndex * componentCount);
ASSERT(writePtr + elementSize <= uniformData->data() + uniformData->size());
memcpy(writePtr, readPtr, elementSize);
}
}
}
template <typename T>
void ReadFromDefaultUniformBlock(int componentCount,
uint32_t arrayIndex,
T *dst,
const sh::BlockMemberInfo &layoutInfo,
const angle::MemoryBuffer *uniformData)
{
ASSERT(layoutInfo.offset != -1);
const int elementSize = sizeof(T) * componentCount;
const uint8_t *source = uniformData->data() + layoutInfo.offset;
if (layoutInfo.arrayStride == 0 || layoutInfo.arrayStride == elementSize)
{
const uint8_t *readPtr = source + arrayIndex * layoutInfo.arrayStride;
memcpy(dst, readPtr, elementSize);
}
else
{
// Have to respect the arrayStride between each element of the array.
const int arrayOffset = arrayIndex * layoutInfo.arrayStride;
const uint8_t *readPtr = source + arrayOffset;
memcpy(dst, readPtr, elementSize);
}
}
angle::Result SyncDefaultUniformBlock(ContextVk *contextVk,
vk::DynamicBuffer *dynamicBuffer,
const angle::MemoryBuffer &bufferData,
uint32_t *outOffset,
bool *outBufferModified)
{
dynamicBuffer->releaseInFlightBuffers(contextVk);
ASSERT(!bufferData.empty());
uint8_t *data = nullptr;
VkBuffer *outBuffer = nullptr;
VkDeviceSize offset = 0;
ANGLE_TRY(dynamicBuffer->allocate(contextVk, bufferData.size(), &data, outBuffer, &offset,
outBufferModified));
*outOffset = static_cast<uint32_t>(offset);
memcpy(data, bufferData.data(), bufferData.size());
ANGLE_TRY(dynamicBuffer->flush(contextVk));
return angle::Result::Continue;
}
class Std140BlockLayoutEncoderFactory : public gl::CustomBlockLayoutEncoderFactory
{
public:
sh::BlockLayoutEncoder *makeEncoder() override { return new sh::Std140BlockEncoder(); }
};
} // anonymous namespace
// ProgramVk implementation.
ProgramVk::ProgramVk(const gl::ProgramState &state) : ProgramImpl(state)
{
GlslangWrapperVk::ResetGlslangProgramInterfaceInfo(&mGlslangProgramInterfaceInfo);
mExecutable.setProgram(this);
}
ProgramVk::~ProgramVk() = default;
void ProgramVk::destroy(const gl::Context *context)
{
ContextVk *contextVk = vk::GetImpl(context);
reset(contextVk);
}
void ProgramVk::reset(ContextVk *contextVk)
{
RendererVk *renderer = contextVk->getRenderer();
mShaderInfo.release(contextVk);
for (auto &uniformBlock : mDefaultUniformBlocks)
{
uniformBlock.storage.release(renderer);
}
GlslangWrapperVk::ResetGlslangProgramInterfaceInfo(&mGlslangProgramInterfaceInfo);
mExecutable.reset(contextVk);
}
std::unique_ptr<rx::LinkEvent> ProgramVk::load(const gl::Context *context,
gl::BinaryInputStream *stream,
gl::InfoLog &infoLog)
{
ContextVk *contextVk = vk::GetImpl(context);
gl::ShaderMap<size_t> requiredBufferSize;
requiredBufferSize.fill(0);
reset(contextVk);
mShaderInfo.load(stream);
mExecutable.load(stream);
// Deserializes the uniformLayout data of mDefaultUniformBlocks
for (gl::ShaderType shaderType : gl::AllShaderTypes())
{
const size_t uniformCount = stream->readInt<size_t>();
for (unsigned int uniformIndex = 0; uniformIndex < uniformCount; ++uniformIndex)
{
sh::BlockMemberInfo blockInfo;
gl::LoadBlockMemberInfo(stream, &blockInfo);
mDefaultUniformBlocks[shaderType].uniformLayout.push_back(blockInfo);
}
}
// Deserializes required uniform block memory sizes
for (gl::ShaderType shaderType : gl::AllShaderTypes())
{
requiredBufferSize[shaderType] = stream->readInt<size_t>();
}
// Initialize and resize the mDefaultUniformBlocks' memory
angle::Result status = resizeUniformBlockMemory(contextVk, requiredBufferSize);
if (status != angle::Result::Continue)
{
return std::make_unique<LinkEventDone>(status);
}
status = mExecutable.createPipelineLayout(context);
return std::make_unique<LinkEventDone>(status);
}
void ProgramVk::save(const gl::Context *context, gl::BinaryOutputStream *stream)
{
mShaderInfo.save(stream);
mExecutable.save(stream);
// Serializes the uniformLayout data of mDefaultUniformBlocks
for (gl::ShaderType shaderType : gl::AllShaderTypes())
{
const size_t uniformCount = mDefaultUniformBlocks[shaderType].uniformLayout.size();
stream->writeInt<size_t>(uniformCount);
for (unsigned int uniformIndex = 0; uniformIndex < uniformCount; ++uniformIndex)
{
sh::BlockMemberInfo &blockInfo =
mDefaultUniformBlocks[shaderType].uniformLayout[uniformIndex];
gl::WriteBlockMemberInfo(stream, blockInfo);
}
}
// Serializes required uniform block memory sizes
for (gl::ShaderType shaderType : gl::AllShaderTypes())
{
stream->writeInt(mDefaultUniformBlocks[shaderType].uniformData.size());
}
}
void ProgramVk::setBinaryRetrievableHint(bool retrievable)
{
UNIMPLEMENTED();
}
void ProgramVk::setSeparable(bool separable)
{
// Nohting to do here yet.
}
// TODO: http://anglebug.com/3570: Move/Copy all of the necessary information into
// the ProgramExecutable, so this function can be removed.
void ProgramVk::fillProgramStateMap(gl::ShaderMap<const gl::ProgramState *> *programStatesOut)
{
for (gl::ShaderType shaderType : gl::AllShaderTypes())
{
(*programStatesOut)[shaderType] = nullptr;
if (mState.getProgramExecutable().hasLinkedShaderStage(shaderType))
{
(*programStatesOut)[shaderType] = &mState;
}
}
}
std::unique_ptr<LinkEvent> ProgramVk::link(const gl::Context *context,
const gl::ProgramLinkedResources &resources,
gl::InfoLog &infoLog)
{
ContextVk *contextVk = vk::GetImpl(context);
// Link resources before calling GetShaderSource to make sure they are ready for the set/binding
// assignment done in that function.
linkResources(resources);
reset(contextVk);
mExecutable.clearVariableInfoMap();
// Gather variable info and transform sources.
gl::ShaderMap<std::string> shaderSources;
GlslangWrapperVk::GetShaderSource(contextVk->getRenderer()->getFeatures(), mState, resources,
&mGlslangProgramInterfaceInfo, &shaderSources,
&mExecutable.mVariableInfoMap);
// Compile the shaders.
angle::Result status =
mShaderInfo.initShaders(contextVk, shaderSources, mExecutable.mVariableInfoMap);
if (status != angle::Result::Continue)
{
return std::make_unique<LinkEventDone>(status);
}
status = initDefaultUniformBlocks(context);
if (status != angle::Result::Continue)
{
return std::make_unique<LinkEventDone>(status);
}
// TODO(jie.a.chen@intel.com): Parallelize linking.
// http://crbug.com/849576
status = mExecutable.createPipelineLayout(context);
return std::make_unique<LinkEventDone>(status);
}
void ProgramVk::linkResources(const gl::ProgramLinkedResources &resources)
{
Std140BlockLayoutEncoderFactory std140EncoderFactory;
gl::ProgramLinkedResourcesLinker linker(&std140EncoderFactory);
linker.linkResources(mState, resources);
}
angle::Result ProgramVk::initDefaultUniformBlocks(const gl::Context *glContext)
{
ContextVk *contextVk = vk::GetImpl(glContext);
// Process vertex and fragment uniforms into std140 packing.
gl::ShaderMap<sh::BlockLayoutMap> layoutMap;
gl::ShaderMap<size_t> requiredBufferSize;
requiredBufferSize.fill(0);
generateUniformLayoutMapping(layoutMap, requiredBufferSize);
initDefaultUniformLayoutMapping(layoutMap);
// All uniform initializations are complete, now resize the buffers accordingly and return
return resizeUniformBlockMemory(contextVk, requiredBufferSize);
}
void ProgramVk::generateUniformLayoutMapping(gl::ShaderMap<sh::BlockLayoutMap> &layoutMap,
gl::ShaderMap<size_t> &requiredBufferSize)
{
const gl::ProgramExecutable &glExecutable = mState.getProgramExecutable();
for (const gl::ShaderType shaderType : glExecutable.getLinkedShaderStages())
{
gl::Shader *shader = mState.getAttachedShader(shaderType);
if (shader)
{
const std::vector<sh::ShaderVariable> &uniforms = shader->getUniforms();
InitDefaultUniformBlock(uniforms, &layoutMap[shaderType],
&requiredBufferSize[shaderType]);
}
}
}
void ProgramVk::initDefaultUniformLayoutMapping(gl::ShaderMap<sh::BlockLayoutMap> &layoutMap)
{
// Init the default block layout info.
const auto &uniforms = mState.getUniforms();
const gl::ProgramExecutable &glExecutable = mState.getProgramExecutable();
for (const gl::VariableLocation &location : mState.getUniformLocations())
{
gl::ShaderMap<sh::BlockMemberInfo> layoutInfo;
if (location.used() && !location.ignored)
{
const auto &uniform = uniforms[location.index];
if (uniform.isInDefaultBlock() && !uniform.isSampler() && !uniform.isImage())
{
std::string uniformName = uniform.name;
if (uniform.isArray())
{
// Gets the uniform name without the [0] at the end.
uniformName = gl::StripLastArrayIndex(uniformName);
ASSERT(uniformName.size() != uniform.name.size());
}
bool found = false;
for (const gl::ShaderType shaderType : glExecutable.getLinkedShaderStages())
{
auto it = layoutMap[shaderType].find(uniformName);
if (it != layoutMap[shaderType].end())
{
found = true;
layoutInfo[shaderType] = it->second;
}
}
ASSERT(found);
}
}
for (const gl::ShaderType shaderType : glExecutable.getLinkedShaderStages())
{
mDefaultUniformBlocks[shaderType].uniformLayout.push_back(layoutInfo[shaderType]);
}
}
}
angle::Result ProgramVk::resizeUniformBlockMemory(ContextVk *contextVk,
gl::ShaderMap<size_t> &requiredBufferSize)
{
RendererVk *renderer = contextVk->getRenderer();
const gl::ProgramExecutable &glExecutable = mState.getProgramExecutable();
for (const gl::ShaderType shaderType : glExecutable.getLinkedShaderStages())
{
if (requiredBufferSize[shaderType] > 0)
{
if (!mDefaultUniformBlocks[shaderType].uniformData.resize(
requiredBufferSize[shaderType]))
{
ANGLE_VK_CHECK(contextVk, false, VK_ERROR_OUT_OF_HOST_MEMORY);
}
size_t minAlignment = static_cast<size_t>(
renderer->getPhysicalDeviceProperties().limits.minUniformBufferOffsetAlignment);
mDefaultUniformBlocks[shaderType].storage.init(
renderer, VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_SRC_BIT,
minAlignment, kUniformBlockDynamicBufferMinSize, true);
// Initialize uniform buffer memory to zero by default.
mDefaultUniformBlocks[shaderType].uniformData.fill(0);
mDefaultUniformBlocksDirty.set(shaderType);
}
}
return angle::Result::Continue;
}
GLboolean ProgramVk::validate(const gl::Caps &caps, gl::InfoLog *infoLog)
{
// No-op. The spec is very vague about the behavior of validation.
return GL_TRUE;
}
template <typename T>
void ProgramVk::setUniformImpl(GLint location, GLsizei count, const T *v, GLenum entryPointType)
{
const gl::VariableLocation &locationInfo = mState.getUniformLocations()[location];
const gl::LinkedUniform &linkedUniform = mState.getUniforms()[locationInfo.index];
const gl::ProgramExecutable &glExecutable = mState.getProgramExecutable();
ASSERT(!linkedUniform.isSampler());
if (linkedUniform.typeInfo->type == entryPointType)
{
for (const gl::ShaderType shaderType : glExecutable.getLinkedShaderStages())
{
DefaultUniformBlock &uniformBlock = mDefaultUniformBlocks[shaderType];
const sh::BlockMemberInfo &layoutInfo = uniformBlock.uniformLayout[location];
// Assume an offset of -1 means the block is unused.
if (layoutInfo.offset == -1)
{
continue;
}
const GLint componentCount = linkedUniform.typeInfo->componentCount;
UpdateDefaultUniformBlock(count, locationInfo.arrayIndex, componentCount, v, layoutInfo,
&uniformBlock.uniformData);
mDefaultUniformBlocksDirty.set(shaderType);
}
}
else
{
for (const gl::ShaderType shaderType : glExecutable.getLinkedShaderStages())
{
DefaultUniformBlock &uniformBlock = mDefaultUniformBlocks[shaderType];
const sh::BlockMemberInfo &layoutInfo = uniformBlock.uniformLayout[location];
// Assume an offset of -1 means the block is unused.
if (layoutInfo.offset == -1)
{
continue;
}
const GLint componentCount = linkedUniform.typeInfo->componentCount;
ASSERT(linkedUniform.typeInfo->type == gl::VariableBoolVectorType(entryPointType));
GLint initialArrayOffset =
locationInfo.arrayIndex * layoutInfo.arrayStride + layoutInfo.offset;
for (GLint i = 0; i < count; i++)
{
GLint elementOffset = i * layoutInfo.arrayStride + initialArrayOffset;
GLint *dest =
reinterpret_cast<GLint *>(uniformBlock.uniformData.data() + elementOffset);
const T *source = v + i * componentCount;
for (int c = 0; c < componentCount; c++)
{
dest[c] = (source[c] == static_cast<T>(0)) ? GL_FALSE : GL_TRUE;
}
}
mDefaultUniformBlocksDirty.set(shaderType);
}
}
}
template <typename T>
void ProgramVk::getUniformImpl(GLint location, T *v, GLenum entryPointType) const
{
const gl::VariableLocation &locationInfo = mState.getUniformLocations()[location];
const gl::LinkedUniform &linkedUniform = mState.getUniforms()[locationInfo.index];
ASSERT(!linkedUniform.isSampler() && !linkedUniform.isImage());
const gl::ShaderType shaderType = linkedUniform.getFirstShaderTypeWhereActive();
ASSERT(shaderType != gl::ShaderType::InvalidEnum);
const DefaultUniformBlock &uniformBlock = mDefaultUniformBlocks[shaderType];
const sh::BlockMemberInfo &layoutInfo = uniformBlock.uniformLayout[location];
ASSERT(linkedUniform.typeInfo->componentType == entryPointType ||
linkedUniform.typeInfo->componentType == gl::VariableBoolVectorType(entryPointType));
if (gl::IsMatrixType(linkedUniform.type))
{
const uint8_t *ptrToElement = uniformBlock.uniformData.data() + layoutInfo.offset +
(locationInfo.arrayIndex * layoutInfo.arrayStride);
GetMatrixUniform(linkedUniform.type, v, reinterpret_cast<const T *>(ptrToElement), false);
}
else
{
ReadFromDefaultUniformBlock(linkedUniform.typeInfo->componentCount, locationInfo.arrayIndex,
v, layoutInfo, &uniformBlock.uniformData);
}
}
void ProgramVk::setUniform1fv(GLint location, GLsizei count, const GLfloat *v)
{
setUniformImpl(location, count, v, GL_FLOAT);
}
void ProgramVk::setUniform2fv(GLint location, GLsizei count, const GLfloat *v)
{
setUniformImpl(location, count, v, GL_FLOAT_VEC2);
}
void ProgramVk::setUniform3fv(GLint location, GLsizei count, const GLfloat *v)
{
setUniformImpl(location, count, v, GL_FLOAT_VEC3);
}
void ProgramVk::setUniform4fv(GLint location, GLsizei count, const GLfloat *v)
{
setUniformImpl(location, count, v, GL_FLOAT_VEC4);
}
void ProgramVk::setUniform1iv(GLint location, GLsizei count, const GLint *v)
{
const gl::VariableLocation &locationInfo = mState.getUniformLocations()[location];
const gl::LinkedUniform &linkedUniform = mState.getUniforms()[locationInfo.index];
if (linkedUniform.isSampler())
{
// We could potentially cache some indexing here. For now this is a no-op since the mapping
// is handled entirely in ContextVk.
return;
}
setUniformImpl(location, count, v, GL_INT);
}
void ProgramVk::setUniform2iv(GLint location, GLsizei count, const GLint *v)
{
setUniformImpl(location, count, v, GL_INT_VEC2);
}
void ProgramVk::setUniform3iv(GLint location, GLsizei count, const GLint *v)
{
setUniformImpl(location, count, v, GL_INT_VEC3);
}
void ProgramVk::setUniform4iv(GLint location, GLsizei count, const GLint *v)
{
setUniformImpl(location, count, v, GL_INT_VEC4);
}
void ProgramVk::setUniform1uiv(GLint location, GLsizei count, const GLuint *v)
{
setUniformImpl(location, count, v, GL_UNSIGNED_INT);
}
void ProgramVk::setUniform2uiv(GLint location, GLsizei count, const GLuint *v)
{
setUniformImpl(location, count, v, GL_UNSIGNED_INT_VEC2);
}
void ProgramVk::setUniform3uiv(GLint location, GLsizei count, const GLuint *v)
{
setUniformImpl(location, count, v, GL_UNSIGNED_INT_VEC3);
}
void ProgramVk::setUniform4uiv(GLint location, GLsizei count, const GLuint *v)
{
setUniformImpl(location, count, v, GL_UNSIGNED_INT_VEC4);
}
template <int cols, int rows>
void ProgramVk::setUniformMatrixfv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
const gl::VariableLocation &locationInfo = mState.getUniformLocations()[location];
const gl::LinkedUniform &linkedUniform = mState.getUniforms()[locationInfo.index];
const gl::ProgramExecutable &glExecutable = mState.getProgramExecutable();
for (const gl::ShaderType shaderType : glExecutable.getLinkedShaderStages())
{
DefaultUniformBlock &uniformBlock = mDefaultUniformBlocks[shaderType];
const sh::BlockMemberInfo &layoutInfo = uniformBlock.uniformLayout[location];
// Assume an offset of -1 means the block is unused.
if (layoutInfo.offset == -1)
{
continue;
}
SetFloatUniformMatrixGLSL<cols, rows>::Run(
locationInfo.arrayIndex, linkedUniform.getArraySizeProduct(), count, transpose, value,
uniformBlock.uniformData.data() + layoutInfo.offset);
mDefaultUniformBlocksDirty.set(shaderType);
}
}
void ProgramVk::setUniformMatrix2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
setUniformMatrixfv<2, 2>(location, count, transpose, value);
}
void ProgramVk::setUniformMatrix3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
setUniformMatrixfv<3, 3>(location, count, transpose, value);
}
void ProgramVk::setUniformMatrix4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
setUniformMatrixfv<4, 4>(location, count, transpose, value);
}
void ProgramVk::setUniformMatrix2x3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
setUniformMatrixfv<2, 3>(location, count, transpose, value);
}
void ProgramVk::setUniformMatrix3x2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
setUniformMatrixfv<3, 2>(location, count, transpose, value);
}
void ProgramVk::setUniformMatrix2x4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
setUniformMatrixfv<2, 4>(location, count, transpose, value);
}
void ProgramVk::setUniformMatrix4x2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
setUniformMatrixfv<4, 2>(location, count, transpose, value);
}
void ProgramVk::setUniformMatrix3x4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
setUniformMatrixfv<3, 4>(location, count, transpose, value);
}
void ProgramVk::setUniformMatrix4x3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
setUniformMatrixfv<4, 3>(location, count, transpose, value);
}
void ProgramVk::getUniformfv(const gl::Context *context, GLint location, GLfloat *params) const
{
getUniformImpl(location, params, GL_FLOAT);
}
void ProgramVk::getUniformiv(const gl::Context *context, GLint location, GLint *params) const
{
getUniformImpl(location, params, GL_INT);
}
void ProgramVk::getUniformuiv(const gl::Context *context, GLint location, GLuint *params) const
{
getUniformImpl(location, params, GL_UNSIGNED_INT);
}
angle::Result ProgramVk::updateShaderUniforms(ContextVk *contextVk,
gl::ShaderType shaderType,
uint32_t *outOffset,
bool *anyNewBufferAllocated)
{
// Update buffer memory by immediate mapping. This immediate update only works once.
DefaultUniformBlock &uniformBlock = mDefaultUniformBlocks[shaderType];
if (mDefaultUniformBlocksDirty[shaderType])
{
bool bufferModified = false;
ANGLE_TRY(SyncDefaultUniformBlock(contextVk, &uniformBlock.storage,
uniformBlock.uniformData, outOffset, &bufferModified));
mDefaultUniformBlocksDirty.reset(shaderType);
if (bufferModified)
{
*anyNewBufferAllocated = true;
}
}
return angle::Result::Continue;
}
angle::Result ProgramVk::updateUniforms(ContextVk *contextVk)
{
ASSERT(dirtyUniforms());
bool anyNewBufferAllocated = false;
uint32_t offsetIndex = 0;
const gl::ProgramExecutable &glExecutable = mState.getProgramExecutable();
// Update buffer memory by immediate mapping. This immediate update only works once.
for (const gl::ShaderType shaderType : glExecutable.getLinkedShaderStages())
{
ANGLE_TRY(updateShaderUniforms(contextVk, shaderType,
&mExecutable.mDynamicBufferOffsets[offsetIndex],
&anyNewBufferAllocated));
++offsetIndex;
}
if (anyNewBufferAllocated)
{
// We need to reinitialize the descriptor sets if we newly allocated buffers since we can't
// modify the descriptor sets once initialized.
ANGLE_TRY(mExecutable.allocateDescriptorSet(contextVk, kUniformsAndXfbDescriptorSetIndex));
mExecutable.mDescriptorBuffersCache.clear();
for (const gl::ShaderType shaderType : glExecutable.getLinkedShaderStages())
{
mExecutable.updateDefaultUniformsDescriptorSet(shaderType, mDefaultUniformBlocks,
contextVk);
mExecutable.updateTransformFeedbackDescriptorSetImpl(mState, contextVk);
}
}
return angle::Result::Continue;
}
void ProgramVk::setDefaultUniformBlocksMinSizeForTesting(size_t minSize)
{
for (DefaultUniformBlock &block : mDefaultUniformBlocks)
{
block.storage.setMinimumSizeForTesting(minSize);
}
}
} // namespace rx