blob: 9440136595fb25b86b4d5bfb1f8020722f6d0045 [file] [log] [blame]
//
// 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 "libANGLE/Context.h"
#include "libANGLE/ProgramLinkedResources.h"
#include "libANGLE/renderer/renderer_utils.h"
#include "libANGLE/renderer/vulkan/BufferVk.h"
#include "libANGLE/renderer/vulkan/ContextVk.h"
#include "libANGLE/renderer/vulkan/GlslangWrapper.h"
#include "libANGLE/renderer/vulkan/RendererVk.h"
#include "libANGLE/renderer/vulkan/TextureVk.h"
namespace rx
{
namespace
{
constexpr size_t kUniformBlockDynamicBufferMinSize = 256 * 128;
void InitDefaultUniformBlock(const std::vector<sh::Uniform> &uniforms,
gl::Shader *shader,
sh::BlockLayoutMap *blockLayoutMapOut,
size_t *blockSizeOut)
{
if (uniforms.empty())
{
*blockSizeOut = 0;
return;
}
sh::Std140BlockEncoder blockEncoder;
sh::GetUniformBlockInfo(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->releaseRetainedBuffers(contextVk->getRenderer());
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;
}
uint32_t GetUniformBlockArraySize(const std::vector<gl::InterfaceBlock> &uniformBlocks,
uint32_t bufferIndex)
{
const gl::InterfaceBlock &uniformBlock = uniformBlocks[bufferIndex];
if (!uniformBlock.isArray)
{
return 1;
}
ASSERT(uniformBlock.arrayElement == 0);
// Search consecutively until all array indices of this block are visited.
uint32_t arraySize;
for (arraySize = 1; bufferIndex + arraySize < uniformBlocks.size(); ++arraySize)
{
const gl::InterfaceBlock &nextBlock = uniformBlocks[bufferIndex + arraySize];
if (nextBlock.arrayElement != arraySize)
{
break;
}
// It's unexpected for an array to start at a non-zero array size, so we can always rely on
// the sequential `arrayElement`s to belong to the same block.
ASSERT(nextBlock.name == uniformBlock.name);
ASSERT(nextBlock.isArray);
}
return arraySize;
}
} // anonymous namespace
// ProgramVk::ShaderInfo implementation.
ProgramVk::ShaderInfo::ShaderInfo() {}
ProgramVk::ShaderInfo::~ShaderInfo() = default;
angle::Result ProgramVk::ShaderInfo::initShaders(ContextVk *contextVk,
const std::string &vertexSource,
const std::string &fragmentSource,
bool enableLineRasterEmulation)
{
ASSERT(!valid());
std::vector<uint32_t> vertexCode;
std::vector<uint32_t> fragmentCode;
ANGLE_TRY(GlslangWrapper::GetShaderCode(contextVk, contextVk->getCaps(),
enableLineRasterEmulation, vertexSource, fragmentSource,
&vertexCode, &fragmentCode));
ANGLE_TRY(vk::InitShaderAndSerial(contextVk, &mShaders[gl::ShaderType::Vertex].get(),
vertexCode.data(), vertexCode.size() * sizeof(uint32_t)));
ANGLE_TRY(vk::InitShaderAndSerial(contextVk, &mShaders[gl::ShaderType::Fragment].get(),
fragmentCode.data(), fragmentCode.size() * sizeof(uint32_t)));
mProgramHelper.setShader(gl::ShaderType::Vertex, &mShaders[gl::ShaderType::Vertex]);
mProgramHelper.setShader(gl::ShaderType::Fragment, &mShaders[gl::ShaderType::Fragment]);
return angle::Result::Continue;
}
void ProgramVk::ShaderInfo::release(RendererVk *renderer)
{
mProgramHelper.release(renderer);
for (vk::RefCounted<vk::ShaderAndSerial> &shader : mShaders)
{
shader.get().destroy(renderer->getDevice());
}
}
// ProgramVk implementation.
ProgramVk::DefaultUniformBlock::DefaultUniformBlock()
: storage(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_SRC_BIT,
kUniformBlockDynamicBufferMinSize,
true)
{}
ProgramVk::DefaultUniformBlock::~DefaultUniformBlock() = default;
ProgramVk::ProgramVk(const gl::ProgramState &state) : ProgramImpl(state), mUniformBlocksOffsets{}
{
}
ProgramVk::~ProgramVk() = default;
void ProgramVk::destroy(const gl::Context *context)
{
ContextVk *contextVk = vk::GetImpl(context);
reset(contextVk->getRenderer());
}
void ProgramVk::reset(RendererVk *renderer)
{
for (auto &descriptorSetLayout : mDescriptorSetLayouts)
{
descriptorSetLayout.reset();
}
mPipelineLayout.reset();
for (auto &uniformBlock : mDefaultUniformBlocks)
{
uniformBlock.storage.release(renderer);
}
mDefaultShaderInfo.release(renderer);
mLineRasterShaderInfo.release(renderer);
mEmptyUniformBlockStorage.release(renderer);
mDescriptorSets.clear();
mEmptyDescriptorSets.fill(VK_NULL_HANDLE);
for (vk::RefCountedDescriptorPoolBinding &binding : mDescriptorPoolBindings)
{
binding.reset();
}
}
std::unique_ptr<rx::LinkEvent> ProgramVk::load(const gl::Context *context,
gl::BinaryInputStream *stream,
gl::InfoLog &infoLog)
{
UNIMPLEMENTED();
return std::make_unique<LinkEventDone>(angle::Result::Stop);
}
void ProgramVk::save(const gl::Context *context, gl::BinaryOutputStream *stream)
{
UNIMPLEMENTED();
}
void ProgramVk::setBinaryRetrievableHint(bool retrievable)
{
UNIMPLEMENTED();
}
void ProgramVk::setSeparable(bool separable)
{
UNIMPLEMENTED();
}
std::unique_ptr<LinkEvent> ProgramVk::link(const gl::Context *context,
const gl::ProgramLinkedResources &resources,
gl::InfoLog &infoLog)
{
// TODO(jie.a.chen@intel.com): Parallelize linking.
// http://crbug.com/849576
return std::make_unique<LinkEventDone>(linkImpl(context, resources, infoLog));
}
angle::Result ProgramVk::linkImpl(const gl::Context *glContext,
const gl::ProgramLinkedResources &resources,
gl::InfoLog &infoLog)
{
ContextVk *contextVk = vk::GetImpl(glContext);
RendererVk *renderer = contextVk->getRenderer();
reset(renderer);
// Link resources before calling GetShaderSource to make sure they are ready for the set/binding
// assignment done in that function.
linkResources(resources);
GlslangWrapper::GetShaderSource(mState, resources, &mVertexSource, &mFragmentSource);
ANGLE_TRY(initDefaultUniformBlocks(glContext));
// Store a reference to the pipeline and descriptor set layouts. This will create them if they
// don't already exist in the cache.
vk::DescriptorSetLayoutDesc uniformsSetDesc;
uniformsSetDesc.update(kVertexUniformsBindingIndex, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC,
1);
uniformsSetDesc.update(kFragmentUniformsBindingIndex, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC,
1);
ANGLE_TRY(renderer->getDescriptorSetLayout(
contextVk, uniformsSetDesc, &mDescriptorSetLayouts[kUniformsDescriptorSetIndex]));
vk::DescriptorSetLayoutDesc uniformBlocksSetDesc;
const std::vector<gl::InterfaceBlock> &uniformBlocks = mState.getUniformBlocks();
for (uint32_t bufferIndex = 0; bufferIndex < uniformBlocks.size();)
{
const uint32_t arraySize = GetUniformBlockArraySize(uniformBlocks, bufferIndex);
uniformBlocksSetDesc.update(bufferIndex, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, arraySize);
bufferIndex += arraySize;
}
ANGLE_TRY(renderer->getDescriptorSetLayout(
contextVk, uniformBlocksSetDesc, &mDescriptorSetLayouts[kUniformBlockDescriptorSetIndex]));
vk::DescriptorSetLayoutDesc texturesSetDesc;
for (uint32_t textureIndex = 0; textureIndex < mState.getSamplerBindings().size();
++textureIndex)
{
const gl::SamplerBinding &samplerBinding = mState.getSamplerBindings()[textureIndex];
// The front-end always binds array sampler units sequentially.
const uint32_t count = static_cast<uint32_t>(samplerBinding.boundTextureUnits.size());
texturesSetDesc.update(textureIndex, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, count);
}
ANGLE_TRY(renderer->getDescriptorSetLayout(contextVk, texturesSetDesc,
&mDescriptorSetLayouts[kTextureDescriptorSetIndex]));
vk::DescriptorSetLayoutDesc driverUniformsSetDesc;
driverUniformsSetDesc.update(0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1);
ANGLE_TRY(renderer->getDescriptorSetLayout(
contextVk, driverUniformsSetDesc,
&mDescriptorSetLayouts[kDriverUniformsDescriptorSetIndex]));
vk::PipelineLayoutDesc pipelineLayoutDesc;
pipelineLayoutDesc.updateDescriptorSetLayout(kUniformsDescriptorSetIndex, uniformsSetDesc);
pipelineLayoutDesc.updateDescriptorSetLayout(kUniformBlockDescriptorSetIndex,
uniformBlocksSetDesc);
pipelineLayoutDesc.updateDescriptorSetLayout(kTextureDescriptorSetIndex, texturesSetDesc);
pipelineLayoutDesc.updateDescriptorSetLayout(kDriverUniformsDescriptorSetIndex,
driverUniformsSetDesc);
ANGLE_TRY(renderer->getPipelineLayout(contextVk, pipelineLayoutDesc, mDescriptorSetLayouts,
&mPipelineLayout));
return angle::Result::Continue;
}
void ProgramVk::linkResources(const gl::ProgramLinkedResources &resources)
{
gl::ProgramLinkedResourcesLinker linker(nullptr);
linker.linkResources(mState, resources);
}
angle::Result ProgramVk::initDefaultUniformBlocks(const gl::Context *glContext)
{
ContextVk *contextVk = vk::GetImpl(glContext);
RendererVk *renderer = contextVk->getRenderer();
// Process vertex and fragment uniforms into std140 packing.
gl::ShaderMap<sh::BlockLayoutMap> layoutMap;
gl::ShaderMap<size_t> requiredBufferSize;
requiredBufferSize.fill(0);
for (gl::ShaderType shaderType : gl::AllGLES2ShaderTypes())
{
gl::Shader *shader = mState.getAttachedShader(shaderType);
const std::vector<sh::Uniform> &uniforms = shader->getUniforms();
InitDefaultUniformBlock(uniforms, shader, &layoutMap[shaderType],
&requiredBufferSize[shaderType]);
}
// Init the default block layout info.
const auto &uniforms = mState.getUniforms();
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())
{
std::string uniformName = uniform.name;
if (uniform.isArray())
{
// Gets the uniform name without the [0] at the end.
uniformName = gl::ParseResourceName(uniformName, nullptr);
}
bool found = false;
for (gl::ShaderType shaderType : gl::AllGLES2ShaderTypes())
{
auto it = layoutMap[shaderType].find(uniformName);
if (it != layoutMap[shaderType].end())
{
found = true;
layoutInfo[shaderType] = it->second;
}
}
ASSERT(found);
}
}
for (gl::ShaderType shaderType : gl::AllGLES2ShaderTypes())
{
mDefaultUniformBlocks[shaderType].uniformLayout.push_back(layoutInfo[shaderType]);
}
}
for (gl::ShaderType shaderType : gl::AllGLES2ShaderTypes())
{
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(minAlignment, renderer);
// Initialize uniform buffer memory to zero by default.
mDefaultUniformBlocks[shaderType].uniformData.fill(0);
mDefaultUniformBlocksDirty.set(shaderType);
}
}
if (mDefaultUniformBlocksDirty.any())
{
// Initialize the "empty" uniform block if necessary.
if (!mDefaultUniformBlocksDirty.all())
{
VkBufferCreateInfo uniformBufferInfo = {};
uniformBufferInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
uniformBufferInfo.flags = 0;
uniformBufferInfo.size = 1;
uniformBufferInfo.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT;
uniformBufferInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
uniformBufferInfo.queueFamilyIndexCount = 0;
uniformBufferInfo.pQueueFamilyIndices = nullptr;
constexpr VkMemoryPropertyFlags kMemoryType = VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT;
ANGLE_TRY(mEmptyUniformBlockStorage.init(contextVk, uniformBufferInfo, kMemoryType));
}
}
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];
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;
}
if (linkedUniform.typeInfo->type == entryPointType)
{
for (gl::ShaderType shaderType : gl::AllGLES2ShaderTypes())
{
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 (gl::ShaderType shaderType : gl::AllGLES2ShaderTypes())
{
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());
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)
{
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)
{
UNIMPLEMENTED();
}
void ProgramVk::setUniform2uiv(GLint location, GLsizei count, const GLuint *v)
{
UNIMPLEMENTED();
}
void ProgramVk::setUniform3uiv(GLint location, GLsizei count, const GLuint *v)
{
UNIMPLEMENTED();
}
void ProgramVk::setUniform4uiv(GLint location, GLsizei count, const GLuint *v)
{
UNIMPLEMENTED();
}
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];
for (gl::ShaderType shaderType : gl::AllGLES2ShaderTypes())
{
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;
}
bool updated = SetFloatUniformMatrix<cols, rows>(
locationInfo.arrayIndex, linkedUniform.getArraySizeProduct(), count, transpose, value,
uniformBlock.uniformData.data() + layoutInfo.offset);
// If the uniformsDirty flag was true, we don't want to flip it to false here if the
// setter did not update any data. We still want the uniform to be included when we'll
// update the descriptor sets.
if (updated)
{
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::setPathFragmentInputGen(const std::string &inputName,
GLenum genMode,
GLint components,
const GLfloat *coeffs)
{
UNIMPLEMENTED();
}
angle::Result ProgramVk::allocateDescriptorSet(ContextVk *contextVk, uint32_t descriptorSetIndex)
{
// Write out to a new a descriptor set.
vk::DynamicDescriptorPool *dynamicDescriptorPool =
contextVk->getDynamicDescriptorPool(descriptorSetIndex);
uint32_t potentialNewCount = descriptorSetIndex + 1;
if (potentialNewCount > mDescriptorSets.size())
{
mDescriptorSets.resize(potentialNewCount, VK_NULL_HANDLE);
}
const vk::DescriptorSetLayout &descriptorSetLayout =
mDescriptorSetLayouts[descriptorSetIndex].get();
ANGLE_TRY(dynamicDescriptorPool->allocateSets(contextVk, descriptorSetLayout.ptr(), 1,
&mDescriptorPoolBindings[descriptorSetIndex],
&mDescriptorSets[descriptorSetIndex]));
mEmptyDescriptorSets[descriptorSetIndex] = VK_NULL_HANDLE;
return angle::Result::Continue;
}
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
{
UNIMPLEMENTED();
}
angle::Result ProgramVk::updateUniforms(ContextVk *contextVk)
{
ASSERT(dirtyUniforms());
// Update buffer memory by immediate mapping. This immediate update only works once.
bool anyNewBufferAllocated = false;
for (gl::ShaderType shaderType : gl::AllGLES2ShaderTypes())
{
DefaultUniformBlock &uniformBlock = mDefaultUniformBlocks[shaderType];
if (mDefaultUniformBlocksDirty[shaderType])
{
bool bufferModified = false;
ANGLE_TRY(SyncDefaultUniformBlock(contextVk, &uniformBlock.storage,
uniformBlock.uniformData,
&mUniformBlocksOffsets[shaderType], &bufferModified));
mDefaultUniformBlocksDirty.reset(shaderType);
if (bufferModified)
{
anyNewBufferAllocated = true;
}
}
}
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(allocateDescriptorSet(contextVk, kUniformsDescriptorSetIndex));
ANGLE_TRY(updateDefaultUniformsDescriptorSet(contextVk));
}
return angle::Result::Continue;
}
angle::Result ProgramVk::updateDefaultUniformsDescriptorSet(ContextVk *contextVk)
{
gl::ShaderMap<VkDescriptorBufferInfo> descriptorBufferInfo;
gl::ShaderMap<VkWriteDescriptorSet> writeDescriptorInfo;
// Write default uniforms for each shader type.
for (gl::ShaderType shaderType : gl::AllGLES2ShaderTypes())
{
DefaultUniformBlock &uniformBlock = mDefaultUniformBlocks[shaderType];
VkDescriptorBufferInfo &bufferInfo = descriptorBufferInfo[shaderType];
VkWriteDescriptorSet &writeInfo = writeDescriptorInfo[shaderType];
if (!uniformBlock.uniformData.empty())
{
const vk::BufferHelper *bufferHelper = uniformBlock.storage.getCurrentBuffer();
bufferInfo.buffer = bufferHelper->getBuffer().getHandle();
}
else
{
bufferInfo.buffer = mEmptyUniformBlockStorage.getBuffer().getHandle();
}
bufferInfo.offset = 0;
bufferInfo.range = VK_WHOLE_SIZE;
writeInfo.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writeInfo.pNext = nullptr;
writeInfo.dstSet = mDescriptorSets[kUniformsDescriptorSetIndex];
writeInfo.dstBinding = static_cast<uint32_t>(shaderType);
writeInfo.dstArrayElement = 0;
writeInfo.descriptorCount = 1;
writeInfo.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
writeInfo.pImageInfo = nullptr;
writeInfo.pBufferInfo = &bufferInfo;
writeInfo.pTexelBufferView = nullptr;
}
VkDevice device = contextVk->getDevice();
constexpr uint32_t kShaderTypeMin = static_cast<uint32_t>(gl::kGLES2ShaderTypeMin);
constexpr uint32_t kShaderTypeMax = static_cast<uint32_t>(gl::kGLES2ShaderTypeMax);
constexpr uint32_t kGLES2ShaderCount = kShaderTypeMax - kShaderTypeMin + 1;
vkUpdateDescriptorSets(device, kGLES2ShaderCount, writeDescriptorInfo.data(), 0, nullptr);
return angle::Result::Continue;
}
angle::Result ProgramVk::updateUniformBuffersDescriptorSet(ContextVk *contextVk,
vk::FramebufferHelper *framebuffer)
{
ASSERT(hasUniformBuffers());
ANGLE_TRY(allocateDescriptorSet(contextVk, kUniformBlockDescriptorSetIndex));
VkDescriptorSet descriptorSet = mDescriptorSets[kUniformBlockDescriptorSetIndex];
gl::UniformBuffersArray<VkDescriptorBufferInfo> descriptorBufferInfo;
gl::UniformBuffersArray<VkWriteDescriptorSet> writeDescriptorInfo;
uint32_t writeCount = 0;
uint32_t currentBinding = 0;
// Write uniform buffers.
const gl::State &glState = contextVk->getState();
const std::vector<gl::InterfaceBlock> &uniformBlocks = mState.getUniformBlocks();
for (uint32_t bufferIndex = 0; bufferIndex < uniformBlocks.size(); ++bufferIndex)
{
if (glState.getIndexedUniformBuffer(uniformBlocks[bufferIndex].binding).get() == nullptr)
{
continue;
}
VkWriteDescriptorSet &writeInfo = writeDescriptorInfo[writeCount];
VkDescriptorBufferInfo &bufferInfo = descriptorBufferInfo[writeCount];
const gl::InterfaceBlock &uniformBlock = uniformBlocks[bufferIndex];
const gl::OffsetBindingPointer<gl::Buffer> &bufferBinding =
glState.getIndexedUniformBuffer(uniformBlock.binding);
gl::Buffer *buffer = bufferBinding.get();
ASSERT(buffer != nullptr);
// Make sure there's no possible under/overflow with binding size.
static_assert(sizeof(VkDeviceSize) >= sizeof(bufferBinding.getSize()),
"VkDeviceSize too small");
ASSERT(bufferBinding.getSize() >= 0);
BufferVk *bufferVk = vk::GetImpl(buffer);
GLintptr offset = bufferBinding.getOffset();
VkDeviceSize size = bufferBinding.getSize();
VkDeviceSize blockSize = uniformBlock.dataSize;
vk::BufferHelper &bufferHelper = bufferVk->getBuffer();
ANGLE_TRY(bufferVk->onRead(contextVk, framebuffer, VK_ACCESS_UNIFORM_READ_BIT));
// If size is 0, we can't always use VK_WHOLE_SIZE (or bufferHelper.getSize()), as the
// backing buffer may be larger than maxUniformBufferRange. In that case, we use the
// minimum of the backing buffer size (what's left after offset) and the uniform buffer
// size as defined by the shader.
size = std::min(size > 0 ? size : (bufferHelper.getSize() - offset), blockSize);
bufferInfo.buffer = bufferHelper.getBuffer().getHandle();
bufferInfo.offset = offset;
bufferInfo.range = size;
if (!uniformBlock.isArray || uniformBlock.arrayElement == 0)
{
// Array indices of the same buffer binding are placed sequentially in `uniformBlocks`.
// Thus, the uniform block binding is updated only when array index 0 is encountered.
currentBinding = bufferIndex;
}
writeInfo.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writeInfo.pNext = nullptr;
writeInfo.dstSet = descriptorSet;
writeInfo.dstBinding = currentBinding;
writeInfo.dstArrayElement = uniformBlock.isArray ? uniformBlock.arrayElement : 0;
writeInfo.descriptorCount = 1;
writeInfo.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
writeInfo.pImageInfo = nullptr;
writeInfo.pBufferInfo = &bufferInfo;
writeInfo.pTexelBufferView = nullptr;
ASSERT(writeInfo.pBufferInfo[0].buffer != VK_NULL_HANDLE);
++writeCount;
}
VkDevice device = contextVk->getDevice();
vkUpdateDescriptorSets(device, writeCount, writeDescriptorInfo.data(), 0, nullptr);
return angle::Result::Continue;
}
angle::Result ProgramVk::updateTexturesDescriptorSet(ContextVk *contextVk,
vk::FramebufferHelper *framebuffer)
{
ASSERT(hasTextures());
ANGLE_TRY(allocateDescriptorSet(contextVk, kTextureDescriptorSetIndex));
VkDescriptorSet descriptorSet = mDescriptorSets[kTextureDescriptorSetIndex];
gl::ActiveTextureArray<VkDescriptorImageInfo> descriptorImageInfo;
gl::ActiveTextureArray<VkWriteDescriptorSet> writeDescriptorInfo;
uint32_t writeCount = 0;
const gl::ActiveTextureArray<TextureVk *> &activeTextures = contextVk->getActiveTextures();
for (uint32_t textureIndex = 0; textureIndex < mState.getSamplerBindings().size();
++textureIndex)
{
const gl::SamplerBinding &samplerBinding = mState.getSamplerBindings()[textureIndex];
ASSERT(!samplerBinding.unreferenced);
for (uint32_t arrayElement = 0; arrayElement < samplerBinding.boundTextureUnits.size();
++arrayElement)
{
GLuint textureUnit = samplerBinding.boundTextureUnits[arrayElement];
TextureVk *textureVk = activeTextures[textureUnit];
// Ensure any writes to the textures are flushed before we read from them.
ANGLE_TRY(textureVk->ensureImageInitialized(contextVk));
vk::ImageHelper &image = textureVk->getImage();
// Ensure the image is in read-only layout
if (image.isLayoutChangeNecessary(vk::ImageLayout::FragmentShaderReadOnly))
{
vk::CommandBuffer *srcLayoutChange;
ANGLE_TRY(image.recordCommands(contextVk, &srcLayoutChange));
image.changeLayout(VK_IMAGE_ASPECT_COLOR_BIT,
vk::ImageLayout::FragmentShaderReadOnly, srcLayoutChange);
}
image.addReadDependency(framebuffer);
VkDescriptorImageInfo &imageInfo = descriptorImageInfo[writeCount];
imageInfo.sampler = textureVk->getSampler().getHandle();
imageInfo.imageView = textureVk->getReadImageView().getHandle();
imageInfo.imageLayout = image.getCurrentLayout();
VkWriteDescriptorSet &writeInfo = writeDescriptorInfo[writeCount];
writeInfo.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writeInfo.pNext = nullptr;
writeInfo.dstSet = descriptorSet;
writeInfo.dstBinding = textureIndex;
writeInfo.dstArrayElement = arrayElement;
writeInfo.descriptorCount = 1;
writeInfo.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
writeInfo.pImageInfo = &imageInfo;
writeInfo.pBufferInfo = nullptr;
writeInfo.pTexelBufferView = nullptr;
writeCount++;
}
}
VkDevice device = contextVk->getDevice();
ASSERT(writeCount > 0);
vkUpdateDescriptorSets(device, writeCount, writeDescriptorInfo.data(), 0, nullptr);
return angle::Result::Continue;
}
void ProgramVk::setDefaultUniformBlocksMinSizeForTesting(size_t minSize)
{
for (DefaultUniformBlock &block : mDefaultUniformBlocks)
{
block.storage.setMinimumSizeForTesting(minSize);
}
}
angle::Result ProgramVk::updateDescriptorSets(ContextVk *contextVk,
vk::CommandBuffer *commandBuffer)
{
// Can probably use better dirty bits here.
if (mDescriptorSets.empty())
return angle::Result::Continue;
// Find the maximum non-null descriptor set. This is used in conjunction with a driver
// workaround to bind empty descriptor sets only for gaps in between 0 and max and avoid
// binding unnecessary empty descriptor sets for the sets beyond max.
size_t descriptorSetRange = 0;
for (size_t descriptorSetIndex = 0; descriptorSetIndex < mDescriptorSets.size();
++descriptorSetIndex)
{
if (mDescriptorSets[descriptorSetIndex] != VK_NULL_HANDLE)
{
descriptorSetRange = descriptorSetIndex + 1;
}
}
for (size_t descriptorSetIndex = 0; descriptorSetIndex < descriptorSetRange;
++descriptorSetIndex)
{
VkDescriptorSet descSet = mDescriptorSets[descriptorSetIndex];
if (descSet == VK_NULL_HANDLE)
{
if (!contextVk->getRenderer()->getFeatures().bindEmptyForUnusedDescriptorSets)
{
continue;
}
// Workaround a driver bug where missing (though unused) descriptor sets indices cause
// later sets to misbehave.
if (mEmptyDescriptorSets[descriptorSetIndex] == VK_NULL_HANDLE)
{
vk::DynamicDescriptorPool *dynamicDescriptorPool =
contextVk->getDynamicDescriptorPool(descriptorSetIndex);
const vk::DescriptorSetLayout &descriptorSetLayout =
mDescriptorSetLayouts[descriptorSetIndex].get();
ANGLE_TRY(dynamicDescriptorPool->allocateSets(
contextVk, descriptorSetLayout.ptr(), 1,
&mDescriptorPoolBindings[descriptorSetIndex],
&mEmptyDescriptorSets[descriptorSetIndex]));
}
descSet = mEmptyDescriptorSets[descriptorSetIndex];
}
constexpr uint32_t kShaderTypeMin = static_cast<uint32_t>(gl::kGLES2ShaderTypeMin);
constexpr uint32_t kShaderTypeMax = static_cast<uint32_t>(gl::kGLES2ShaderTypeMax);
constexpr uint32_t kShaderTypeCount = kShaderTypeMax - kShaderTypeMin + 1;
// Default uniforms are encompassed in a block per shader stage, and they are assigned
// through dynamic uniform buffers (requiring dynamic offsets). No other descriptor
// requires a dynamic offset.
const uint32_t uniformBlockOffsetCount =
descriptorSetIndex == kUniformsDescriptorSetIndex ? kShaderTypeCount : 0;
commandBuffer->bindGraphicsDescriptorSets(mPipelineLayout.get(), descriptorSetIndex, 1,
&descSet, uniformBlockOffsetCount,
mUniformBlocksOffsets.data() + kShaderTypeMin);
}
return angle::Result::Continue;
}
} // namespace rx