blob: 11ce662701c28c3dc9d91ebb6a1f5e15de0f3d5c [file] [log] [blame]
//
// Copyright 2020 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.
//
// ProgramExecutableVk.cpp: Collects the information and interfaces common to both ProgramVks and
// ProgramPipelineVks in order to execute/draw with either.
#include "libANGLE/renderer/vulkan/ProgramExecutableVk.h"
#include "common/string_utils.h"
#include "libANGLE/renderer/vulkan/BufferVk.h"
#include "libANGLE/renderer/vulkan/DisplayVk.h"
#include "libANGLE/renderer/vulkan/FramebufferVk.h"
#include "libANGLE/renderer/vulkan/ProgramPipelineVk.h"
#include "libANGLE/renderer/vulkan/ProgramVk.h"
#include "libANGLE/renderer/vulkan/TextureVk.h"
#include "libANGLE/renderer/vulkan/TransformFeedbackVk.h"
#include "libANGLE/renderer/vulkan/vk_helpers.h"
#include "libANGLE/renderer/vulkan/vk_utils.h"
namespace rx
{
namespace
{
uint8_t GetGraphicsProgramIndex(ProgramTransformOptions transformOptions)
{
return gl::bitCast<uint8_t, ProgramTransformOptions>(transformOptions);
}
void LoadShaderInterfaceVariableXfbInfo(gl::BinaryInputStream *stream,
ShaderInterfaceVariableXfbInfo *xfb)
{
xfb->buffer = stream->readInt<uint32_t>();
xfb->offset = stream->readInt<uint32_t>();
xfb->stride = stream->readInt<uint32_t>();
xfb->arraySize = stream->readInt<uint32_t>();
xfb->columnCount = stream->readInt<uint32_t>();
xfb->rowCount = stream->readInt<uint32_t>();
xfb->arrayIndex = stream->readInt<uint32_t>();
xfb->componentType = stream->readInt<uint32_t>();
xfb->arrayElements.resize(stream->readInt<size_t>());
for (ShaderInterfaceVariableXfbInfo &arrayElement : xfb->arrayElements)
{
LoadShaderInterfaceVariableXfbInfo(stream, &arrayElement);
}
}
void SaveShaderInterfaceVariableXfbInfo(const ShaderInterfaceVariableXfbInfo &xfb,
gl::BinaryOutputStream *stream)
{
stream->writeInt(xfb.buffer);
stream->writeInt(xfb.offset);
stream->writeInt(xfb.stride);
stream->writeInt(xfb.arraySize);
stream->writeInt(xfb.columnCount);
stream->writeInt(xfb.rowCount);
stream->writeInt(xfb.arrayIndex);
stream->writeInt(xfb.componentType);
stream->writeInt(xfb.arrayElements.size());
for (const ShaderInterfaceVariableXfbInfo &arrayElement : xfb.arrayElements)
{
SaveShaderInterfaceVariableXfbInfo(arrayElement, stream);
}
}
bool ValidateTransformedSpirV(vk::Context *context,
const gl::ShaderBitSet &linkedShaderStages,
const ShaderInterfaceVariableInfoMap &variableInfoMap,
const gl::ShaderMap<angle::spirv::Blob> &spirvBlobs)
{
gl::ShaderType lastPreFragmentStage = gl::GetLastPreFragmentStage(linkedShaderStages);
for (gl::ShaderType shaderType : linkedShaderStages)
{
SpvTransformOptions options;
options.shaderType = shaderType;
options.negativeViewportSupported = false;
options.isLastPreFragmentStage =
shaderType == lastPreFragmentStage && shaderType != gl::ShaderType::TessControl;
options.isTransformFeedbackStage = options.isLastPreFragmentStage;
options.useSpirvVaryingPrecisionFixer =
context->getFeatures().varyingsRequireMatchingPrecisionInSpirv.enabled;
angle::spirv::Blob transformed;
if (SpvTransformSpirvCode(options, variableInfoMap, spirvBlobs[shaderType], &transformed) !=
angle::Result::Continue)
{
return false;
}
}
return true;
}
uint32_t GetInterfaceBlockArraySize(const std::vector<gl::InterfaceBlock> &blocks,
uint32_t bufferIndex)
{
const gl::InterfaceBlock &block = blocks[bufferIndex];
if (!block.isArray)
{
return 1;
}
ASSERT(block.arrayElement == 0);
// Search consecutively until all array indices of this block are visited.
uint32_t arraySize;
for (arraySize = 1; bufferIndex + arraySize < blocks.size(); ++arraySize)
{
const gl::InterfaceBlock &nextBlock = blocks[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 == block.name);
ASSERT(nextBlock.isArray);
}
return arraySize;
}
void SetupDefaultPipelineState(const vk::Context *context,
const gl::ProgramExecutable &glExecutable,
gl::PrimitiveMode mode,
vk::PipelineRobustness pipelineRobustness,
vk::PipelineProtectedAccess pipelineProtectedAccess,
vk::GraphicsPipelineDesc *graphicsPipelineDescOut)
{
graphicsPipelineDescOut->initDefaults(context, vk::GraphicsPipelineSubset::Complete,
pipelineRobustness, pipelineProtectedAccess);
graphicsPipelineDescOut->setTopology(mode);
graphicsPipelineDescOut->setRenderPassSampleCount(1);
graphicsPipelineDescOut->setRenderPassFramebufferFetchMode(glExecutable.usesFramebufferFetch());
graphicsPipelineDescOut->setVertexShaderComponentTypes(
glExecutable.getNonBuiltinAttribLocationsMask(), glExecutable.getAttributesTypeMask());
const std::vector<sh::ShaderVariable> &outputVariables = glExecutable.getOutputVariables();
const std::vector<gl::VariableLocation> &outputLocations = glExecutable.getOutputLocations();
for (const gl::VariableLocation &outputLocation : outputLocations)
{
if (outputLocation.arrayIndex == 0 && outputLocation.used() && !outputLocation.ignored)
{
const sh::ShaderVariable &outputVar = outputVariables[outputLocation.index];
if (angle::BeginsWith(outputVar.name, "gl_") && outputVar.name != "gl_FragColor")
{
continue;
}
uint32_t location = 0;
if (outputVar.location != -1)
{
location = outputVar.location;
}
GLenum type = gl::VariableComponentType(outputVar.type);
angle::FormatID format = angle::FormatID::R8G8B8A8_UNORM;
if (type == GL_INT)
{
format = angle::FormatID::R8G8B8A8_SINT;
}
else if (type == GL_UNSIGNED_INT)
{
format = angle::FormatID::R8G8B8A8_UINT;
}
const size_t arraySize = outputVar.isArray() ? outputVar.getOutermostArraySize() : 1;
for (size_t arrayIndex = 0; arrayIndex < arraySize; ++arrayIndex)
{
graphicsPipelineDescOut->setRenderPassColorAttachmentFormat(location + arrayIndex,
format);
}
}
}
for (const sh::ShaderVariable &outputVar : outputVariables)
{
if (outputVar.name == "gl_FragColor" || outputVar.name == "gl_FragData")
{
const size_t arraySize = outputVar.isArray() ? outputVar.getOutermostArraySize() : 1;
for (size_t arrayIndex = 0; arrayIndex < arraySize; ++arrayIndex)
{
graphicsPipelineDescOut->setRenderPassColorAttachmentFormat(
arrayIndex, angle::FormatID::R8G8B8A8_UNORM);
}
}
}
}
void GetPipelineCacheData(ContextVk *contextVk,
const vk::PipelineCache &pipelineCache,
angle::MemoryBuffer *cacheDataOut)
{
ASSERT(pipelineCache.valid() || contextVk->getState().isGLES1() ||
!contextVk->getFeatures().warmUpPipelineCacheAtLink.enabled ||
!contextVk->getFeatures().hasEffectivePipelineCacheSerialization.enabled);
if (!pipelineCache.valid() ||
!contextVk->getFeatures().hasEffectivePipelineCacheSerialization.enabled)
{
return;
}
// Extract the pipeline data. If failed, or empty, it's simply not stored on disk.
size_t pipelineCacheSize = 0;
VkResult result =
pipelineCache.getCacheData(contextVk->getDevice(), &pipelineCacheSize, nullptr);
if (result != VK_SUCCESS || pipelineCacheSize == 0)
{
return;
}
if (contextVk->getFeatures().enablePipelineCacheDataCompression.enabled)
{
std::vector<uint8_t> pipelineCacheData(pipelineCacheSize);
result = pipelineCache.getCacheData(contextVk->getDevice(), &pipelineCacheSize,
pipelineCacheData.data());
if (result != VK_SUCCESS && result != VK_INCOMPLETE)
{
return;
}
// Compress it.
if (!egl::CompressBlobCacheData(pipelineCacheData.size(), pipelineCacheData.data(),
cacheDataOut))
{
cacheDataOut->clear();
}
}
else
{
if (!cacheDataOut->resize(pipelineCacheSize))
{
ERR() << "Failed to allocate memory for pipeline cache data.";
return;
}
result = pipelineCache.getCacheData(contextVk->getDevice(), &pipelineCacheSize,
cacheDataOut->data());
if (result != VK_SUCCESS && result != VK_INCOMPLETE)
{
cacheDataOut->clear();
}
}
}
vk::SpecializationConstants MakeSpecConsts(ProgramTransformOptions transformOptions,
const vk::GraphicsPipelineDesc &desc)
{
vk::SpecializationConstants specConsts;
specConsts.surfaceRotation = transformOptions.surfaceRotation;
specConsts.dither = desc.getEmulatedDitherControl();
return specConsts;
}
} // namespace
DefaultUniformBlock::DefaultUniformBlock() = default;
DefaultUniformBlock::~DefaultUniformBlock() = default;
// ShaderInfo implementation.
ShaderInfo::ShaderInfo() {}
ShaderInfo::~ShaderInfo() = default;
angle::Result ShaderInfo::initShaders(vk::Context *context,
const gl::ShaderBitSet &linkedShaderStages,
const gl::ShaderMap<const angle::spirv::Blob *> &spirvBlobs,
const ShaderInterfaceVariableInfoMap &variableInfoMap,
bool isGLES1)
{
clear();
for (gl::ShaderType shaderType : gl::AllShaderTypes())
{
if (spirvBlobs[shaderType] != nullptr)
{
mSpirvBlobs[shaderType] = *spirvBlobs[shaderType];
}
}
// Assert that SPIR-V transformation is correct, even if the test never issues a draw call.
// Don't validate GLES1 programs because they are always created right before a draw, so they
// will naturally be validated. This improves GLES1 test run times.
if (!isGLES1)
{
ASSERT(ValidateTransformedSpirV(context, linkedShaderStages, variableInfoMap, mSpirvBlobs));
}
mIsInitialized = true;
return angle::Result::Continue;
}
void ShaderInfo::initShaderFromProgram(gl::ShaderType shaderType,
const ShaderInfo &programShaderInfo)
{
mSpirvBlobs[shaderType] = programShaderInfo.mSpirvBlobs[shaderType];
mIsInitialized = true;
}
void ShaderInfo::clear()
{
for (angle::spirv::Blob &spirvBlob : mSpirvBlobs)
{
spirvBlob.clear();
}
mIsInitialized = false;
}
void ShaderInfo::load(gl::BinaryInputStream *stream)
{
clear();
// Read in shader codes for all shader types
for (gl::ShaderType shaderType : gl::AllShaderTypes())
{
angle::spirv::Blob *spirvBlob = &mSpirvBlobs[shaderType];
// Read the SPIR-V
stream->readIntVector<uint32_t>(spirvBlob);
}
mIsInitialized = true;
}
void ShaderInfo::save(gl::BinaryOutputStream *stream)
{
ASSERT(valid());
// Write out shader codes for all shader types
for (gl::ShaderType shaderType : gl::AllShaderTypes())
{
const angle::spirv::Blob &spirvBlob = mSpirvBlobs[shaderType];
// Write the SPIR-V
stream->writeIntVector(spirvBlob);
}
}
// ProgramInfo implementation.
ProgramInfo::ProgramInfo() {}
ProgramInfo::~ProgramInfo() = default;
angle::Result ProgramInfo::initProgram(vk::Context *context,
gl::ShaderType shaderType,
bool isLastPreFragmentStage,
bool isTransformFeedbackProgram,
const ShaderInfo &shaderInfo,
ProgramTransformOptions optionBits,
const ShaderInterfaceVariableInfoMap &variableInfoMap)
{
const gl::ShaderMap<angle::spirv::Blob> &originalSpirvBlobs = shaderInfo.getSpirvBlobs();
const angle::spirv::Blob &originalSpirvBlob = originalSpirvBlobs[shaderType];
gl::ShaderMap<angle::spirv::Blob> transformedSpirvBlobs;
angle::spirv::Blob &transformedSpirvBlob = transformedSpirvBlobs[shaderType];
SpvTransformOptions options;
options.shaderType = shaderType;
options.isLastPreFragmentStage = isLastPreFragmentStage;
options.isTransformFeedbackStage = isLastPreFragmentStage && isTransformFeedbackProgram &&
!optionBits.removeTransformFeedbackEmulation;
options.isTransformFeedbackEmulated = context->getFeatures().emulateTransformFeedback.enabled;
options.negativeViewportSupported = context->getFeatures().supportsNegativeViewport.enabled;
options.isMultisampledFramebufferFetch =
optionBits.multiSampleFramebufferFetch && shaderType == gl::ShaderType::Fragment;
options.enableSampleShading = optionBits.enableSampleShading;
options.useSpirvVaryingPrecisionFixer =
context->getFeatures().varyingsRequireMatchingPrecisionInSpirv.enabled;
ANGLE_TRY(
SpvTransformSpirvCode(options, variableInfoMap, originalSpirvBlob, &transformedSpirvBlob));
ANGLE_TRY(vk::InitShaderModule(context, &mShaders[shaderType].get(),
transformedSpirvBlob.data(),
transformedSpirvBlob.size() * sizeof(uint32_t)));
mProgramHelper.setShader(shaderType, &mShaders[shaderType]);
return angle::Result::Continue;
}
void ProgramInfo::release(ContextVk *contextVk)
{
mProgramHelper.release(contextVk);
for (vk::RefCounted<vk::ShaderModule> &shader : mShaders)
{
shader.get().destroy(contextVk->getDevice());
}
}
ProgramExecutableVk::ProgramExecutableVk()
: mNumDefaultUniformDescriptors(0),
mImmutableSamplersMaxDescriptorCount(1),
mUniformBufferDescriptorType(VK_DESCRIPTOR_TYPE_MAX_ENUM),
mDynamicUniformDescriptorOffsets{}
{
for (std::shared_ptr<DefaultUniformBlock> &defaultBlock : mDefaultUniformBlocks)
{
defaultBlock = std::make_shared<DefaultUniformBlock>();
}
}
ProgramExecutableVk::~ProgramExecutableVk()
{
ASSERT(!mPipelineCache.valid());
}
void ProgramExecutableVk::resetLayout(ContextVk *contextVk)
{
for (auto &descriptorSetLayout : mDescriptorSetLayouts)
{
descriptorSetLayout.reset();
}
mImmutableSamplersMaxDescriptorCount = 1;
mImmutableSamplerIndexMap.clear();
mDescriptorSets.fill(VK_NULL_HANDLE);
mNumDefaultUniformDescriptors = 0;
for (vk::RefCountedDescriptorPoolBinding &binding : mDescriptorPoolBindings)
{
binding.reset();
}
for (vk::DescriptorPoolPointer &pool : mDescriptorPools)
{
pool.reset();
}
// Initialize with an invalid BufferSerial
mCurrentDefaultUniformBufferSerial = vk::BufferSerial();
for (CompleteGraphicsPipelineCache &pipelines : mCompleteGraphicsPipelines)
{
pipelines.release(contextVk);
}
for (ShadersGraphicsPipelineCache &pipelines : mShadersGraphicsPipelines)
{
pipelines.release(contextVk);
}
for (vk::PipelineHelper &pipeline : mComputePipelines)
{
pipeline.release(contextVk);
}
// Program infos and pipeline layout must be released after pipelines are; they might be having
// pending jobs that are referencing them.
for (ProgramInfo &programInfo : mGraphicsProgramInfos)
{
programInfo.release(contextVk);
}
mComputeProgramInfo.release(contextVk);
mPipelineLayout.reset();
contextVk->onProgramExecutableReset(this);
}
void ProgramExecutableVk::reset(ContextVk *contextVk)
{
resetLayout(contextVk);
if (mPipelineCache.valid())
{
mPipelineCache.destroy(contextVk->getDevice());
}
}
angle::Result ProgramExecutableVk::initializePipelineCache(vk::Context *context,
bool compressed,
const std::vector<uint8_t> &pipelineData)
{
ASSERT(!mPipelineCache.valid());
size_t dataSize = pipelineData.size();
const uint8_t *dataPointer = pipelineData.data();
angle::MemoryBuffer uncompressedData;
if (compressed)
{
if (!egl::DecompressBlobCacheData(dataPointer, dataSize, &uncompressedData))
{
return angle::Result::Stop;
}
dataSize = uncompressedData.size();
dataPointer = uncompressedData.data();
}
VkPipelineCacheCreateInfo pipelineCacheCreateInfo = {};
pipelineCacheCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_CACHE_CREATE_INFO;
pipelineCacheCreateInfo.initialDataSize = dataSize;
pipelineCacheCreateInfo.pInitialData = dataPointer;
if (context->getFeatures().supportsPipelineCreationCacheControl.enabled)
{
pipelineCacheCreateInfo.flags |= VK_PIPELINE_CACHE_CREATE_EXTERNALLY_SYNCHRONIZED_BIT_EXT;
}
ANGLE_VK_TRY(context, mPipelineCache.init(context->getDevice(), pipelineCacheCreateInfo));
// Merge the pipeline cache into RendererVk's.
if (context->getFeatures().mergeProgramPipelineCachesToGlobalCache.enabled)
{
ANGLE_TRY(context->getRenderer()->mergeIntoPipelineCache(mPipelineCache));
}
return angle::Result::Continue;
}
angle::Result ProgramExecutableVk::ensurePipelineCacheInitialized(vk::Context *context)
{
if (!mPipelineCache.valid())
{
VkPipelineCacheCreateInfo pipelineCacheCreateInfo = {};
pipelineCacheCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_CACHE_CREATE_INFO;
if (context->getFeatures().supportsPipelineCreationCacheControl.enabled)
{
pipelineCacheCreateInfo.flags |=
VK_PIPELINE_CACHE_CREATE_EXTERNALLY_SYNCHRONIZED_BIT_EXT;
}
ANGLE_VK_TRY(context, mPipelineCache.init(context->getDevice(), pipelineCacheCreateInfo));
}
return angle::Result::Continue;
}
std::unique_ptr<rx::LinkEvent> ProgramExecutableVk::load(ContextVk *contextVk,
const gl::ProgramExecutable &glExecutable,
bool isSeparable,
gl::BinaryInputStream *stream)
{
ShaderInterfaceVariableInfoMap::VariableInfoArray data;
gl::ShaderMap<ShaderInterfaceVariableInfoMap::IdToIndexMap> idToIndexMap;
gl::ShaderMap<gl::PerVertexMemberBitSet> inputPerVertexActiveMembers;
gl::ShaderMap<gl::PerVertexMemberBitSet> outputPerVertexActiveMembers;
for (gl::ShaderType shaderType : gl::AllShaderTypes())
{
size_t idCount = stream->readInt<size_t>();
for (uint32_t id = 0; id < idCount; ++id)
{
uint32_t index = stream->readInt<uint32_t>();
idToIndexMap[shaderType][id] = {index};
}
}
size_t dataSize = stream->readInt<size_t>();
for (size_t infoIndex = 0; infoIndex < dataSize; ++infoIndex)
{
ShaderInterfaceVariableInfo info;
info.descriptorSet = stream->readInt<uint32_t>();
info.binding = stream->readInt<uint32_t>();
info.location = stream->readInt<uint32_t>();
info.component = stream->readInt<uint32_t>();
info.index = stream->readInt<uint32_t>();
// PackedEnumBitSet uses uint8_t
info.activeStages = gl::ShaderBitSet(stream->readInt<uint8_t>());
LoadShaderInterfaceVariableXfbInfo(stream, &info.xfb);
info.fieldXfb.resize(stream->readInt<size_t>());
for (ShaderInterfaceVariableXfbInfo &xfb : info.fieldXfb)
{
LoadShaderInterfaceVariableXfbInfo(stream, &xfb);
}
info.useRelaxedPrecision = stream->readBool();
info.varyingIsInput = stream->readBool();
info.varyingIsOutput = stream->readBool();
info.attributeComponentCount = stream->readInt<uint8_t>();
info.attributeLocationCount = stream->readInt<uint8_t>();
data.push_back(info);
}
outputPerVertexActiveMembers[gl::ShaderType::Vertex] =
gl::PerVertexMemberBitSet(stream->readInt<uint8_t>());
inputPerVertexActiveMembers[gl::ShaderType::TessControl] =
gl::PerVertexMemberBitSet(stream->readInt<uint8_t>());
outputPerVertexActiveMembers[gl::ShaderType::TessControl] =
gl::PerVertexMemberBitSet(stream->readInt<uint8_t>());
inputPerVertexActiveMembers[gl::ShaderType::TessEvaluation] =
gl::PerVertexMemberBitSet(stream->readInt<uint8_t>());
outputPerVertexActiveMembers[gl::ShaderType::TessEvaluation] =
gl::PerVertexMemberBitSet(stream->readInt<uint8_t>());
inputPerVertexActiveMembers[gl::ShaderType::Geometry] =
gl::PerVertexMemberBitSet(stream->readInt<uint8_t>());
outputPerVertexActiveMembers[gl::ShaderType::Geometry] =
gl::PerVertexMemberBitSet(stream->readInt<uint8_t>());
mVariableInfoMap.load(std::move(data), std::move(idToIndexMap),
std::move(inputPerVertexActiveMembers),
std::move(outputPerVertexActiveMembers));
mOriginalShaderInfo.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);
}
}
gl::ShaderMap<size_t> requiredBufferSize;
requiredBufferSize.fill(0);
// Deserializes required uniform block memory sizes
for (gl::ShaderType shaderType : gl::AllShaderTypes())
{
requiredBufferSize[shaderType] = stream->readInt<size_t>();
}
if (!isSeparable)
{
size_t compressedPipelineDataSize = 0;
stream->readInt<size_t>(&compressedPipelineDataSize);
std::vector<uint8_t> compressedPipelineData(compressedPipelineDataSize);
if (compressedPipelineDataSize > 0)
{
bool compressedData = false;
stream->readBool(&compressedData);
stream->readBytes(compressedPipelineData.data(), compressedPipelineDataSize);
// Initialize the pipeline cache based on cached data.
angle::Result status =
initializePipelineCache(contextVk, compressedData, compressedPipelineData);
if (status != angle::Result::Continue)
{
return std::make_unique<LinkEventDone>(status);
}
}
}
// Initialize and resize the mDefaultUniformBlocks' memory
angle::Result status = resizeUniformBlockMemory(contextVk, glExecutable, requiredBufferSize);
if (status != angle::Result::Continue)
{
return std::make_unique<LinkEventDone>(status);
}
status = createPipelineLayout(contextVk, glExecutable, nullptr);
return std::make_unique<LinkEventDone>(status);
}
void ProgramExecutableVk::save(ContextVk *contextVk,
bool isSeparable,
gl::BinaryOutputStream *stream)
{
const ShaderInterfaceVariableInfoMap::VariableInfoArray &data = mVariableInfoMap.getData();
const gl::ShaderMap<ShaderInterfaceVariableInfoMap::IdToIndexMap> &idToIndexMap =
mVariableInfoMap.getIdToIndexMap();
const gl::ShaderMap<gl::PerVertexMemberBitSet> &inputPerVertexActiveMembers =
mVariableInfoMap.getInputPerVertexActiveMembers();
const gl::ShaderMap<gl::PerVertexMemberBitSet> &outputPerVertexActiveMembers =
mVariableInfoMap.getOutputPerVertexActiveMembers();
for (gl::ShaderType shaderType : gl::AllShaderTypes())
{
stream->writeInt(idToIndexMap[shaderType].size());
for (const VariableIndex &variableIndex : idToIndexMap[shaderType])
{
stream->writeInt(variableIndex.index);
}
}
stream->writeInt(data.size());
for (const ShaderInterfaceVariableInfo &info : data)
{
stream->writeInt(info.descriptorSet);
stream->writeInt(info.binding);
stream->writeInt(info.location);
stream->writeInt(info.component);
stream->writeInt(info.index);
// PackedEnumBitSet uses uint8_t
stream->writeInt(info.activeStages.bits());
SaveShaderInterfaceVariableXfbInfo(info.xfb, stream);
stream->writeInt(info.fieldXfb.size());
for (const ShaderInterfaceVariableXfbInfo &xfb : info.fieldXfb)
{
SaveShaderInterfaceVariableXfbInfo(xfb, stream);
}
stream->writeBool(info.useRelaxedPrecision);
stream->writeBool(info.varyingIsInput);
stream->writeBool(info.varyingIsOutput);
stream->writeInt(info.attributeComponentCount);
stream->writeInt(info.attributeLocationCount);
}
// Store gl_PerVertex members only for stages that have it.
stream->writeInt(outputPerVertexActiveMembers[gl::ShaderType::Vertex].bits());
stream->writeInt(inputPerVertexActiveMembers[gl::ShaderType::TessControl].bits());
stream->writeInt(outputPerVertexActiveMembers[gl::ShaderType::TessControl].bits());
stream->writeInt(inputPerVertexActiveMembers[gl::ShaderType::TessEvaluation].bits());
stream->writeInt(outputPerVertexActiveMembers[gl::ShaderType::TessEvaluation].bits());
stream->writeInt(inputPerVertexActiveMembers[gl::ShaderType::Geometry].bits());
stream->writeInt(outputPerVertexActiveMembers[gl::ShaderType::Geometry].bits());
mOriginalShaderInfo.save(stream);
// Serializes the uniformLayout data of mDefaultUniformBlocks
for (gl::ShaderType shaderType : gl::AllShaderTypes())
{
const size_t uniformCount = mDefaultUniformBlocks[shaderType]->uniformLayout.size();
stream->writeInt(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());
}
// Compress and save mPipelineCache. Separable programs don't warm up the cache, while program
// pipelines do. However, currently ANGLE doesn't sync program pipelines to cache. ANGLE could
// potentially use VK_EXT_graphics_pipeline_library to create separate pipelines for
// pre-rasterization and fragment subsets, but currently those subsets are bundled together.
if (!isSeparable)
{
angle::MemoryBuffer cacheData;
GetPipelineCacheData(contextVk, mPipelineCache, &cacheData);
stream->writeInt(cacheData.size());
if (cacheData.size() > 0)
{
stream->writeBool(contextVk->getFeatures().enablePipelineCacheDataCompression.enabled);
stream->writeBytes(cacheData.data(), cacheData.size());
}
}
}
void ProgramExecutableVk::clearVariableInfoMap()
{
mVariableInfoMap.clear();
}
angle::Result ProgramExecutableVk::warmUpPipelineCache(
vk::Context *context,
const gl::ProgramExecutable &glExecutable,
vk::PipelineRobustness pipelineRobustness,
vk::PipelineProtectedAccess pipelineProtectedAccess,
vk::RenderPass *temporaryCompatibleRenderPassOut)
{
if (!context->getFeatures().warmUpPipelineCacheAtLink.enabled)
{
return angle::Result::Continue;
}
ANGLE_TRY(ensurePipelineCacheInitialized(context));
// No synchronization necessary when accessing the program executable's cache as there is no
// access to it from other threads at this point.
vk::PipelineCacheAccess pipelineCache;
pipelineCache.init(&mPipelineCache, nullptr);
// Create a set of pipelines. Ideally, that would be the entire set of possible pipelines so
// there would be none created at draw time. This is gated on the removal of some
// specialization constants and adoption of VK_EXT_graphics_pipeline_library.
const bool isCompute = glExecutable.hasLinkedShaderStage(gl::ShaderType::Compute);
if (isCompute)
{
// There is no state associated with compute programs, so only one pipeline needs creation
// to warm up the cache.
vk::PipelineHelper *pipeline = nullptr;
ANGLE_TRY(getOrCreateComputePipeline(context, &pipelineCache, PipelineSource::WarmUp,
glExecutable, pipelineRobustness,
pipelineProtectedAccess, &pipeline));
// Merge the cache with RendererVk's
if (context->getFeatures().mergeProgramPipelineCachesToGlobalCache.enabled)
{
ANGLE_TRY(context->getRenderer()->mergeIntoPipelineCache(mPipelineCache));
}
return angle::Result::Continue;
}
const vk::GraphicsPipelineDesc *descPtr = nullptr;
vk::PipelineHelper *pipeline = nullptr;
vk::GraphicsPipelineDesc graphicsPipelineDesc;
// It is only at drawcall time that we will have complete information required to build the
// graphics pipeline descriptor. Use the most "commonly seen" state values and create the
// pipeline.
gl::PrimitiveMode mode = (glExecutable.hasLinkedShaderStage(gl::ShaderType::TessControl) ||
glExecutable.hasLinkedShaderStage(gl::ShaderType::TessEvaluation))
? gl::PrimitiveMode::Patches
: gl::PrimitiveMode::TriangleStrip;
SetupDefaultPipelineState(context, glExecutable, mode, pipelineRobustness,
pipelineProtectedAccess, &graphicsPipelineDesc);
// Create a temporary compatible RenderPass. The render pass cache in ContextVk cannot be used
// because this function may be called from a worker thread.
vk::AttachmentOpsArray ops;
RenderPassCache::InitializeOpsForCompatibleRenderPass(graphicsPipelineDesc.getRenderPassDesc(),
&ops);
ANGLE_TRY(RenderPassCache::MakeRenderPass(context, graphicsPipelineDesc.getRenderPassDesc(),
ops, temporaryCompatibleRenderPassOut, nullptr));
// Variations that definitely matter:
//
// - PreRotation: It's a boolean specialization constant
// - Depth correction: It's a SPIR-V transformation
//
// There are a number of states that are not currently dynamic (and may never be, such as sample
// shading), but pre-creating shaders for them is impractical. Most such state is likely unused
// by most applications, but variations can be added here for certain apps that are known to
// benefit from it.
ProgramTransformOptions transformOptions = {};
angle::FixedVector<bool, 2> surfaceRotationVariations = {false};
if (context->getFeatures().enablePreRotateSurfaces.enabled &&
!context->getFeatures().preferDriverUniformOverSpecConst.enabled)
{
surfaceRotationVariations.push_back(true);
}
// Only build the shaders subset of the pipeline if VK_EXT_graphics_pipeline_library is
// supported, especially since the vertex input and fragment output state set up here is
// completely bogus.
vk::GraphicsPipelineSubset subset =
context->getFeatures().supportsGraphicsPipelineLibrary.enabled
? vk::GraphicsPipelineSubset::Shaders
: vk::GraphicsPipelineSubset::Complete;
for (bool rotation : surfaceRotationVariations)
{
transformOptions.surfaceRotation = rotation;
ANGLE_TRY(createGraphicsPipelineImpl(context, transformOptions, subset, &pipelineCache,
PipelineSource::WarmUp, graphicsPipelineDesc,
*temporaryCompatibleRenderPassOut, glExecutable,
&descPtr, &pipeline));
}
// Merge the cache with RendererVk's
if (context->getFeatures().mergeProgramPipelineCachesToGlobalCache.enabled)
{
ANGLE_TRY(context->getRenderer()->mergeIntoPipelineCache(mPipelineCache));
}
return angle::Result::Continue;
}
void ProgramExecutableVk::addInterfaceBlockDescriptorSetDesc(
const std::vector<gl::InterfaceBlock> &blocks,
gl::ShaderBitSet shaderTypes,
VkDescriptorType descType,
vk::DescriptorSetLayoutDesc *descOut)
{
for (uint32_t bufferIndex = 0, arraySize = 0; bufferIndex < blocks.size();
bufferIndex += arraySize)
{
gl::InterfaceBlock block = blocks[bufferIndex];
arraySize = GetInterfaceBlockArraySize(blocks, bufferIndex);
if (block.activeShaders().none())
{
continue;
}
const gl::ShaderType firstShaderType = block.getFirstActiveShaderType();
const ShaderInterfaceVariableInfo &info =
mVariableInfoMap.getVariableById(firstShaderType, block.getId(firstShaderType));
const VkShaderStageFlags activeStages = gl_vk::GetShaderStageFlags(info.activeStages);
descOut->update(info.binding, descType, arraySize, activeStages, nullptr);
}
}
void ProgramExecutableVk::addAtomicCounterBufferDescriptorSetDesc(
const std::vector<gl::AtomicCounterBuffer> &atomicCounterBuffers,
vk::DescriptorSetLayoutDesc *descOut)
{
if (atomicCounterBuffers.empty())
{
return;
}
const ShaderInterfaceVariableInfo &info =
mVariableInfoMap.getAtomicCounterInfo(atomicCounterBuffers[0].getFirstActiveShaderType());
VkShaderStageFlags activeStages = gl_vk::GetShaderStageFlags(info.activeStages);
// A single storage buffer array is used for all stages for simplicity.
descOut->update(info.binding, vk::kStorageBufferDescriptorType,
gl::IMPLEMENTATION_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS, activeStages, nullptr);
}
void ProgramExecutableVk::addImageDescriptorSetDesc(const gl::ProgramExecutable &executable,
vk::DescriptorSetLayoutDesc *descOut)
{
const std::vector<gl::ImageBinding> &imageBindings = executable.getImageBindings();
const std::vector<gl::LinkedUniform> &uniforms = executable.getUniforms();
for (uint32_t imageIndex = 0; imageIndex < imageBindings.size(); ++imageIndex)
{
uint32_t uniformIndex = executable.getUniformIndexFromImageIndex(imageIndex);
const gl::LinkedUniform &imageUniform = uniforms[uniformIndex];
// 2D arrays are split into multiple 1D arrays when generating LinkedUniforms. Since they
// are flattened into one array, ignore the nonzero elements and expand the array to the
// total array size.
if (imageUniform.activeShaders().none() || imageUniform.getOuterArrayOffset() > 0)
{
ASSERT(gl::SamplerNameContainsNonZeroArrayElement(
executable.getUniformNameByIndex(uniformIndex)));
continue;
}
ASSERT(!gl::SamplerNameContainsNonZeroArrayElement(
executable.getUniformNameByIndex(uniformIndex)));
// The front-end always binds array image units sequentially.
const gl::ImageBinding &imageBinding = imageBindings[imageIndex];
uint32_t arraySize = static_cast<uint32_t>(imageBinding.boundImageUnits.size());
arraySize *= imageUniform.getOuterArraySizeProduct();
const gl::ShaderType firstShaderType = imageUniform.getFirstActiveShaderType();
const ShaderInterfaceVariableInfo &info =
mVariableInfoMap.getVariableById(firstShaderType, imageUniform.getId(firstShaderType));
const VkShaderStageFlags activeStages = gl_vk::GetShaderStageFlags(info.activeStages);
const VkDescriptorType descType = imageBinding.textureType == gl::TextureType::Buffer
? VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER
: VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
descOut->update(info.binding, descType, arraySize, activeStages, nullptr);
}
}
void ProgramExecutableVk::addInputAttachmentDescriptorSetDesc(
const gl::ProgramExecutable &executable,
vk::DescriptorSetLayoutDesc *descOut)
{
if (!executable.getLinkedShaderStages()[gl::ShaderType::Fragment])
{
return;
}
if (!executable.usesFramebufferFetch())
{
return;
}
const std::vector<gl::LinkedUniform> &uniforms = executable.getUniforms();
const uint32_t baseUniformIndex = executable.getFragmentInoutRange().low();
const gl::LinkedUniform &baseInputAttachment = uniforms.at(baseUniformIndex);
const ShaderInterfaceVariableInfo &baseInfo = mVariableInfoMap.getVariableById(
gl::ShaderType::Fragment, baseInputAttachment.getId(gl::ShaderType::Fragment));
uint32_t baseBinding = baseInfo.binding - baseInputAttachment.getLocation();
for (uint32_t colorIndex = 0; colorIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; ++colorIndex)
{
descOut->update(baseBinding, VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT, 1,
VK_SHADER_STAGE_FRAGMENT_BIT, nullptr);
baseBinding++;
}
}
angle::Result ProgramExecutableVk::addTextureDescriptorSetDesc(
ContextVk *contextVk,
const gl::ProgramExecutable &executable,
const gl::ActiveTextureArray<TextureVk *> *activeTextures,
vk::DescriptorSetLayoutDesc *descOut)
{
const std::vector<gl::SamplerBinding> &samplerBindings = executable.getSamplerBindings();
const std::vector<gl::LinkedUniform> &uniforms = executable.getUniforms();
for (uint32_t textureIndex = 0; textureIndex < samplerBindings.size(); ++textureIndex)
{
uint32_t uniformIndex = executable.getUniformIndexFromSamplerIndex(textureIndex);
const gl::LinkedUniform &samplerUniform = uniforms[uniformIndex];
// 2D arrays are split into multiple 1D arrays when generating LinkedUniforms. Since they
// are flattened into one array, ignore the nonzero elements and expand the array to the
// total array size.
if (samplerUniform.activeShaders().none() || samplerUniform.getOuterArrayOffset() > 0)
{
ASSERT(gl::SamplerNameContainsNonZeroArrayElement(
executable.getUniformNameByIndex(uniformIndex)));
continue;
}
ASSERT(!gl::SamplerNameContainsNonZeroArrayElement(
executable.getUniformNameByIndex(uniformIndex)));
// The front-end always binds array sampler units sequentially.
const gl::SamplerBinding &samplerBinding = samplerBindings[textureIndex];
uint32_t arraySize = static_cast<uint32_t>(samplerBinding.boundTextureUnits.size());
arraySize *= samplerUniform.getOuterArraySizeProduct();
const gl::ShaderType firstShaderType = samplerUniform.getFirstActiveShaderType();
const ShaderInterfaceVariableInfo &info = mVariableInfoMap.getVariableById(
firstShaderType, samplerUniform.getId(firstShaderType));
const VkShaderStageFlags activeStages = gl_vk::GetShaderStageFlags(info.activeStages);
// TODO: https://issuetracker.google.com/issues/158215272: how do we handle array of
// immutable samplers?
GLuint textureUnit = samplerBinding.boundTextureUnits[0];
if (activeTextures != nullptr &&
(*activeTextures)[textureUnit]->getImage().hasImmutableSampler())
{
ASSERT(samplerBinding.boundTextureUnits.size() == 1);
// In the case of samplerExternal2DY2YEXT, we need
// samplerYcbcrConversion object with IDENTITY conversion model
bool isSamplerExternalY2Y =
samplerBinding.samplerType == GL_SAMPLER_EXTERNAL_2D_Y2Y_EXT;
// Always take the texture's sampler, that's only way to get to yuv conversion for
// externalFormat
const TextureVk *textureVk = (*activeTextures)[textureUnit];
const vk::Sampler &immutableSampler = textureVk->getSampler(isSamplerExternalY2Y).get();
descOut->update(info.binding, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, arraySize,
activeStages, &immutableSampler);
const vk::ImageHelper &image = textureVk->getImage();
const vk::YcbcrConversionDesc ycbcrConversionDesc =
isSamplerExternalY2Y ? image.getY2YConversionDesc()
: image.getYcbcrConversionDesc();
mImmutableSamplerIndexMap[ycbcrConversionDesc] = textureIndex;
// The Vulkan spec has the following note -
// All descriptors in a binding use the same maximum
// combinedImageSamplerDescriptorCount descriptors to allow implementations to use a
// uniform stride for dynamic indexing of the descriptors in the binding.
uint64_t externalFormat = image.getExternalFormat();
uint32_t formatDescriptorCount = 0;
RendererVk *renderer = contextVk->getRenderer();
if (externalFormat != 0)
{
ANGLE_TRY(renderer->getFormatDescriptorCountForExternalFormat(
contextVk, externalFormat, &formatDescriptorCount));
}
else
{
VkFormat vkFormat = image.getActualVkFormat();
ASSERT(vkFormat != 0);
ANGLE_TRY(renderer->getFormatDescriptorCountForVkFormat(contextVk, vkFormat,
&formatDescriptorCount));
}
ASSERT(formatDescriptorCount > 0);
mImmutableSamplersMaxDescriptorCount =
std::max(mImmutableSamplersMaxDescriptorCount, formatDescriptorCount);
}
else
{
const VkDescriptorType descType = samplerBinding.textureType == gl::TextureType::Buffer
? VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER
: VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
descOut->update(info.binding, descType, arraySize, activeStages, nullptr);
}
}
return angle::Result::Continue;
}
void ProgramExecutableVk::initializeWriteDescriptorDesc(ContextVk *contextVk,
const gl::ProgramExecutable &glExecutable)
{
const gl::ShaderBitSet &linkedShaderStages = glExecutable.getLinkedShaderStages();
// Update mShaderResourceWriteDescriptorDescBuilder
mShaderResourceWriteDescriptorDescs.reset();
mShaderResourceWriteDescriptorDescs.updateShaderBuffers(
mVariableInfoMap, glExecutable.getUniformBlocks(), getUniformBufferDescriptorType());
mShaderResourceWriteDescriptorDescs.updateShaderBuffers(
mVariableInfoMap, glExecutable.getShaderStorageBlocks(), getStorageBufferDescriptorType());
mShaderResourceWriteDescriptorDescs.updateAtomicCounters(
mVariableInfoMap, glExecutable.getAtomicCounterBuffers());
mShaderResourceWriteDescriptorDescs.updateImages(glExecutable, mVariableInfoMap);
mShaderResourceWriteDescriptorDescs.updateDynamicDescriptorsCount();
// Update mTextureWriteDescriptors
mTextureWriteDescriptorDescs.reset();
mTextureWriteDescriptorDescs.updateExecutableActiveTextures(mVariableInfoMap, glExecutable);
mTextureWriteDescriptorDescs.updateDynamicDescriptorsCount();
// Update mDefaultUniformWriteDescriptors
mDefaultUniformWriteDescriptorDescs.reset();
mDefaultUniformWriteDescriptorDescs.updateDefaultUniform(linkedShaderStages, mVariableInfoMap,
glExecutable);
mDefaultUniformWriteDescriptorDescs.updateDynamicDescriptorsCount();
mDefaultUniformAndXfbWriteDescriptorDescs.reset();
if (glExecutable.hasTransformFeedbackOutput() &&
contextVk->getRenderer()->getFeatures().emulateTransformFeedback.enabled)
{
// Update mDefaultUniformAndXfbWriteDescriptorDescs for the emulation code path.
mDefaultUniformAndXfbWriteDescriptorDescs.updateDefaultUniform(
linkedShaderStages, mVariableInfoMap, glExecutable);
if (linkedShaderStages[gl::ShaderType::Vertex])
{
mDefaultUniformAndXfbWriteDescriptorDescs.updateTransformFeedbackWrite(mVariableInfoMap,
glExecutable);
}
mDefaultUniformAndXfbWriteDescriptorDescs.updateDynamicDescriptorsCount();
}
else
{
// Otherwise it will be the same as default uniform
mDefaultUniformAndXfbWriteDescriptorDescs = mDefaultUniformWriteDescriptorDescs;
}
}
ProgramTransformOptions ProgramExecutableVk::getTransformOptions(
ContextVk *contextVk,
const vk::GraphicsPipelineDesc &desc,
const gl::ProgramExecutable &glExecutable)
{
ProgramTransformOptions transformOptions = {};
transformOptions.surfaceRotation = desc.getSurfaceRotation();
transformOptions.removeTransformFeedbackEmulation =
contextVk->getFeatures().emulateTransformFeedback.enabled &&
!contextVk->getState().isTransformFeedbackActiveUnpaused();
FramebufferVk *drawFrameBuffer = vk::GetImpl(contextVk->getState().getDrawFramebuffer());
const bool hasFramebufferFetch = glExecutable.usesFramebufferFetch();
const bool isMultisampled = drawFrameBuffer->getSamples() > 1;
transformOptions.multiSampleFramebufferFetch = hasFramebufferFetch && isMultisampled;
transformOptions.enableSampleShading =
contextVk->getState().isSampleShadingEnabled() && isMultisampled;
return transformOptions;
}
angle::Result ProgramExecutableVk::initGraphicsShaderPrograms(
vk::Context *context,
ProgramTransformOptions transformOptions,
const gl::ProgramExecutable &glExecutable,
vk::ShaderProgramHelper **shaderProgramOut)
{
ASSERT(glExecutable.hasLinkedShaderStage(gl::ShaderType::Vertex));
const uint8_t programIndex = GetGraphicsProgramIndex(transformOptions);
ProgramInfo &programInfo = mGraphicsProgramInfos[programIndex];
const gl::ShaderBitSet linkedShaderStages = glExecutable.getLinkedShaderStages();
gl::ShaderType lastPreFragmentStage = gl::GetLastPreFragmentStage(linkedShaderStages);
const bool isTransformFeedbackProgram =
!glExecutable.getLinkedTransformFeedbackVaryings().empty();
for (gl::ShaderType shaderType : linkedShaderStages)
{
ANGLE_TRY(initGraphicsShaderProgram(context, shaderType, shaderType == lastPreFragmentStage,
isTransformFeedbackProgram, transformOptions,
&programInfo, mVariableInfoMap));
}
*shaderProgramOut = programInfo.getShaderProgram();
ASSERT(*shaderProgramOut);
return angle::Result::Continue;
}
angle::Result ProgramExecutableVk::createGraphicsPipelineImpl(
vk::Context *context,
ProgramTransformOptions transformOptions,
vk::GraphicsPipelineSubset pipelineSubset,
vk::PipelineCacheAccess *pipelineCache,
PipelineSource source,
const vk::GraphicsPipelineDesc &desc,
const vk::RenderPass &compatibleRenderPass,
const gl::ProgramExecutable &glExecutable,
const vk::GraphicsPipelineDesc **descPtrOut,
vk::PipelineHelper **pipelineOut)
{
vk::ShaderProgramHelper *shaderProgram = nullptr;
ANGLE_TRY(initGraphicsShaderPrograms(context, transformOptions, glExecutable, &shaderProgram));
const uint8_t programIndex = GetGraphicsProgramIndex(transformOptions);
// Set specialization constants. These are also a part of GraphicsPipelineDesc, so that a
// change in specialization constants also results in a new pipeline.
vk::SpecializationConstants specConsts = MakeSpecConsts(transformOptions, desc);
if (pipelineSubset == vk::GraphicsPipelineSubset::Complete)
{
CompleteGraphicsPipelineCache &pipelines = mCompleteGraphicsPipelines[programIndex];
return shaderProgram->createGraphicsPipeline(
context, &pipelines, pipelineCache, compatibleRenderPass, getPipelineLayout(), source,
desc, specConsts, descPtrOut, pipelineOut);
}
else
{
// Vertex input and fragment output subsets are independent of shaders, and are not created
// through the program executable.
ASSERT(pipelineSubset == vk::GraphicsPipelineSubset::Shaders);
ShadersGraphicsPipelineCache &pipelines = mShadersGraphicsPipelines[programIndex];
return shaderProgram->createGraphicsPipeline(
context, &pipelines, pipelineCache, compatibleRenderPass, getPipelineLayout(), source,
desc, specConsts, descPtrOut, pipelineOut);
}
}
angle::Result ProgramExecutableVk::getGraphicsPipeline(ContextVk *contextVk,
vk::GraphicsPipelineSubset pipelineSubset,
const vk::GraphicsPipelineDesc &desc,
const gl::ProgramExecutable &glExecutable,
const vk::GraphicsPipelineDesc **descPtrOut,
vk::PipelineHelper **pipelineOut)
{
ProgramTransformOptions transformOptions = getTransformOptions(contextVk, desc, glExecutable);
vk::ShaderProgramHelper *shaderProgram = nullptr;
ANGLE_TRY(
initGraphicsShaderPrograms(contextVk, transformOptions, glExecutable, &shaderProgram));
const uint8_t programIndex = GetGraphicsProgramIndex(transformOptions);
*descPtrOut = nullptr;
*pipelineOut = nullptr;
if (pipelineSubset == vk::GraphicsPipelineSubset::Complete)
{
mCompleteGraphicsPipelines[programIndex].getPipeline(desc, descPtrOut, pipelineOut);
}
else
{
// Vertex input and fragment output subsets are independent of shaders, and are not created
// through the program executable.
ASSERT(pipelineSubset == vk::GraphicsPipelineSubset::Shaders);
mShadersGraphicsPipelines[programIndex].getPipeline(desc, descPtrOut, pipelineOut);
}
return angle::Result::Continue;
}
angle::Result ProgramExecutableVk::createGraphicsPipeline(
ContextVk *contextVk,
vk::GraphicsPipelineSubset pipelineSubset,
vk::PipelineCacheAccess *pipelineCache,
PipelineSource source,
const vk::GraphicsPipelineDesc &desc,
const gl::ProgramExecutable &glExecutable,
const vk::GraphicsPipelineDesc **descPtrOut,
vk::PipelineHelper **pipelineOut)
{
ProgramTransformOptions transformOptions = getTransformOptions(contextVk, desc, glExecutable);
// When creating monolithic pipelines, the renderer's pipeline cache is used as passed in.
// When creating the shaders subset of pipelines, the program's own pipeline cache is used.
vk::PipelineCacheAccess perProgramPipelineCache;
const bool useProgramPipelineCache = pipelineSubset == vk::GraphicsPipelineSubset::Shaders;
if (useProgramPipelineCache)
{
ANGLE_TRY(ensurePipelineCacheInitialized(contextVk));
perProgramPipelineCache.init(&mPipelineCache, nullptr);
pipelineCache = &perProgramPipelineCache;
}
// Pull in a compatible RenderPass.
const vk::RenderPass *compatibleRenderPass = nullptr;
ANGLE_TRY(contextVk->getRenderPassCache().getCompatibleRenderPass(
contextVk, desc.getRenderPassDesc(), &compatibleRenderPass));
ANGLE_TRY(createGraphicsPipelineImpl(contextVk, transformOptions, pipelineSubset, pipelineCache,
source, desc, *compatibleRenderPass, glExecutable,
descPtrOut, pipelineOut));
if (useProgramPipelineCache &&
contextVk->getFeatures().mergeProgramPipelineCachesToGlobalCache.enabled)
{
ANGLE_TRY(contextVk->getRenderer()->mergeIntoPipelineCache(mPipelineCache));
}
return angle::Result::Continue;
}
angle::Result ProgramExecutableVk::linkGraphicsPipelineLibraries(
ContextVk *contextVk,
vk::PipelineCacheAccess *pipelineCache,
const vk::GraphicsPipelineDesc &desc,
const gl::ProgramExecutable &glExecutable,
vk::PipelineHelper *vertexInputPipeline,
vk::PipelineHelper *shadersPipeline,
vk::PipelineHelper *fragmentOutputPipeline,
const vk::GraphicsPipelineDesc **descPtrOut,
vk::PipelineHelper **pipelineOut)
{
ProgramTransformOptions transformOptions = getTransformOptions(contextVk, desc, glExecutable);
const uint8_t programIndex = GetGraphicsProgramIndex(transformOptions);
ANGLE_TRY(mCompleteGraphicsPipelines[programIndex].linkLibraries(
contextVk, pipelineCache, desc, getPipelineLayout(), vertexInputPipeline, shadersPipeline,
fragmentOutputPipeline, descPtrOut, pipelineOut));
// If monolithic pipelines are preferred over libraries, create a task so that it can be created
// asynchronously.
if (contextVk->getFeatures().preferMonolithicPipelinesOverLibraries.enabled)
{
vk::SpecializationConstants specConsts = MakeSpecConsts(transformOptions, desc);
mGraphicsProgramInfos[programIndex]
.getShaderProgram()
->createMonolithicPipelineCreationTask(contextVk, pipelineCache, desc,
getPipelineLayout(), specConsts, *pipelineOut);
}
return angle::Result::Continue;
}
angle::Result ProgramExecutableVk::getOrCreateComputePipeline(
vk::Context *context,
vk::PipelineCacheAccess *pipelineCache,
PipelineSource source,
const gl::ProgramExecutable &glExecutable,
vk::PipelineRobustness pipelineRobustness,
vk::PipelineProtectedAccess pipelineProtectedAccess,
vk::PipelineHelper **pipelineOut)
{
ASSERT(glExecutable.hasLinkedShaderStage(gl::ShaderType::Compute));
ANGLE_TRY(initComputeProgram(context, &mComputeProgramInfo, mVariableInfoMap));
vk::ComputePipelineFlags pipelineFlags = {};
if (pipelineRobustness == vk::PipelineRobustness::Robust)
{
pipelineFlags.set(vk::ComputePipelineFlag::Robust);
}
if (pipelineProtectedAccess == vk::PipelineProtectedAccess::Protected)
{
pipelineFlags.set(vk::ComputePipelineFlag::Protected);
}
vk::ShaderProgramHelper *shaderProgram = mComputeProgramInfo.getShaderProgram();
ASSERT(shaderProgram);
return shaderProgram->getOrCreateComputePipeline(context, &mComputePipelines, pipelineCache,
getPipelineLayout(), pipelineFlags, source,
pipelineOut);
}
angle::Result ProgramExecutableVk::createPipelineLayout(
ContextVk *contextVk,
const gl::ProgramExecutable &glExecutable,
gl::ActiveTextureArray<TextureVk *> *activeTextures)
{
const gl::ShaderBitSet &linkedShaderStages = glExecutable.getLinkedShaderStages();
resetLayout(contextVk);
// Store a reference to the pipeline and descriptor set layouts. This will create them if they
// don't already exist in the cache.
// Default uniforms and transform feedback:
vk::DescriptorSetLayoutDesc uniformsAndXfbSetDesc;
mNumDefaultUniformDescriptors = 0;
for (gl::ShaderType shaderType : linkedShaderStages)
{
const ShaderInterfaceVariableInfo &info =
mVariableInfoMap.getDefaultUniformInfo(shaderType);
// Note that currently the default uniform block is added unconditionally.
ASSERT(info.activeStages[shaderType]);
uniformsAndXfbSetDesc.update(info.binding, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1,
gl_vk::kShaderStageMap[shaderType], nullptr);
mNumDefaultUniformDescriptors++;
}
gl::ShaderType linkedTransformFeedbackStage = glExecutable.getLinkedTransformFeedbackStage();
bool hasXfbVaryings = linkedTransformFeedbackStage != gl::ShaderType::InvalidEnum &&
!glExecutable.getLinkedTransformFeedbackVaryings().empty();
if (contextVk->getFeatures().emulateTransformFeedback.enabled && hasXfbVaryings)
{
size_t xfbBufferCount = glExecutable.getTransformFeedbackBufferCount();
for (uint32_t bufferIndex = 0; bufferIndex < xfbBufferCount; ++bufferIndex)
{
const uint32_t binding = mVariableInfoMap.getEmulatedXfbBufferBinding(bufferIndex);
ASSERT(binding != std::numeric_limits<uint32_t>::max());
uniformsAndXfbSetDesc.update(binding, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1,
VK_SHADER_STAGE_VERTEX_BIT, nullptr);
}
}
ANGLE_TRY(contextVk->getDescriptorSetLayoutCache().getDescriptorSetLayout(
contextVk, uniformsAndXfbSetDesc,
&mDescriptorSetLayouts[DescriptorSetIndex::UniformsAndXfb]));
// Uniform and storage buffers, atomic counter buffers and images:
vk::DescriptorSetLayoutDesc resourcesSetDesc;
// Count the number of active uniform buffer descriptors.
uint32_t numActiveUniformBufferDescriptors = 0;
const std::vector<gl::InterfaceBlock> &blocks = glExecutable.getUniformBlocks();
for (uint32_t bufferIndex = 0; bufferIndex < blocks.size();)
{
const gl::InterfaceBlock &block = blocks[bufferIndex];
const uint32_t arraySize = GetInterfaceBlockArraySize(blocks, bufferIndex);
bufferIndex += arraySize;
if (block.activeShaders().any())
{
numActiveUniformBufferDescriptors += arraySize;
}
}
// Decide if we should use dynamic or fixed descriptor types.
VkPhysicalDeviceLimits limits = contextVk->getRenderer()->getPhysicalDeviceProperties().limits;
uint32_t totalDynamicUniformBufferCount =
numActiveUniformBufferDescriptors + mNumDefaultUniformDescriptors;
if (totalDynamicUniformBufferCount <= limits.maxDescriptorSetUniformBuffersDynamic)
{
mUniformBufferDescriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
}
else
{
mUniformBufferDescriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
}
addInterfaceBlockDescriptorSetDesc(glExecutable.getUniformBlocks(), linkedShaderStages,
mUniformBufferDescriptorType, &resourcesSetDesc);
addInterfaceBlockDescriptorSetDesc(glExecutable.getShaderStorageBlocks(), linkedShaderStages,
vk::kStorageBufferDescriptorType, &resourcesSetDesc);
addAtomicCounterBufferDescriptorSetDesc(glExecutable.getAtomicCounterBuffers(),
&resourcesSetDesc);
addImageDescriptorSetDesc(glExecutable, &resourcesSetDesc);
addInputAttachmentDescriptorSetDesc(glExecutable, &resourcesSetDesc);
ANGLE_TRY(contextVk->getDescriptorSetLayoutCache().getDescriptorSetLayout(
contextVk, resourcesSetDesc, &mDescriptorSetLayouts[DescriptorSetIndex::ShaderResource]));
// Textures:
vk::DescriptorSetLayoutDesc texturesSetDesc;
ANGLE_TRY(
addTextureDescriptorSetDesc(contextVk, glExecutable, activeTextures, &texturesSetDesc));
ANGLE_TRY(contextVk->getDescriptorSetLayoutCache().getDescriptorSetLayout(
contextVk, texturesSetDesc, &mDescriptorSetLayouts[DescriptorSetIndex::Texture]));
// Create pipeline layout with these 3 descriptor sets.
vk::PipelineLayoutDesc pipelineLayoutDesc;
pipelineLayoutDesc.updateDescriptorSetLayout(DescriptorSetIndex::UniformsAndXfb,
uniformsAndXfbSetDesc);
pipelineLayoutDesc.updateDescriptorSetLayout(DescriptorSetIndex::ShaderResource,
resourcesSetDesc);
pipelineLayoutDesc.updateDescriptorSetLayout(DescriptorSetIndex::Texture, texturesSetDesc);
// Set up driver uniforms as push constants. The size is set for a graphics pipeline, as there
// are more driver uniforms for a graphics pipeline than there are for a compute pipeline. As
// for the shader stages, both graphics and compute stages are used.
VkShaderStageFlags pushConstantShaderStageFlags =
contextVk->getRenderer()->getSupportedVulkanShaderStageMask();
uint32_t pushConstantSize = contextVk->getDriverUniformSize(PipelineType::Graphics);
pipelineLayoutDesc.updatePushConstantRange(pushConstantShaderStageFlags, 0, pushConstantSize);
ANGLE_TRY(contextVk->getPipelineLayoutCache().getPipelineLayout(
contextVk, pipelineLayoutDesc, mDescriptorSetLayouts, &mPipelineLayout));
// Initialize descriptor pools.
ANGLE_TRY(contextVk->bindCachedDescriptorPool(
DescriptorSetIndex::UniformsAndXfb, uniformsAndXfbSetDesc, 1,
&mDescriptorPools[DescriptorSetIndex::UniformsAndXfb]));
ANGLE_TRY(contextVk->bindCachedDescriptorPool(DescriptorSetIndex::Texture, texturesSetDesc,
mImmutableSamplersMaxDescriptorCount,
&mDescriptorPools[DescriptorSetIndex::Texture]));
ANGLE_TRY(
contextVk->bindCachedDescriptorPool(DescriptorSetIndex::ShaderResource, resourcesSetDesc, 1,
&mDescriptorPools[DescriptorSetIndex::ShaderResource]));
mDynamicUniformDescriptorOffsets.clear();
mDynamicUniformDescriptorOffsets.resize(glExecutable.getLinkedShaderStageCount(), 0);
// If the program uses framebuffer fetch and this is the first time this happens, switch the
// context to "framebuffer fetch mode". In this mode, all render passes assume framebuffer
// fetch may be used, so they are prepared to accept a program that uses input attachments.
// This is done only when a program with framebuffer fetch is created to avoid potential
// performance impact on applications that don't use this extension. If other contexts in the
// share group use this program, they will lazily switch to this mode.
if (contextVk->getFeatures().permanentlySwitchToFramebufferFetchMode.enabled &&
glExecutable.usesFramebufferFetch())
{
ANGLE_TRY(contextVk->switchToFramebufferFetchMode(true));
}
initializeWriteDescriptorDesc(contextVk, glExecutable);
return angle::Result::Continue;
}
void ProgramExecutableVk::resolvePrecisionMismatch(const gl::ProgramMergedVaryings &mergedVaryings)
{
for (const gl::ProgramVaryingRef &mergedVarying : mergedVaryings)
{
if (!mergedVarying.frontShader || !mergedVarying.backShader)
{
continue;
}
GLenum frontPrecision = mergedVarying.frontShader->precision;
GLenum backPrecision = mergedVarying.backShader->precision;
if (frontPrecision == backPrecision)
{
continue;
}
ASSERT(frontPrecision >= GL_LOW_FLOAT && frontPrecision <= GL_HIGH_INT);
ASSERT(backPrecision >= GL_LOW_FLOAT && backPrecision <= GL_HIGH_INT);
if (frontPrecision > backPrecision)
{
// The output is higher precision than the input
ShaderInterfaceVariableInfo &info = mVariableInfoMap.getMutable(
mergedVarying.frontShaderStage, mergedVarying.frontShader->id);
info.varyingIsOutput = true;
info.useRelaxedPrecision = true;
}
else
{
// The output is lower precision than the input, adjust the input
ASSERT(backPrecision > frontPrecision);
ShaderInterfaceVariableInfo &info = mVariableInfoMap.getMutable(
mergedVarying.backShaderStage, mergedVarying.backShader->id);
info.varyingIsInput = true;
info.useRelaxedPrecision = true;
}
}
}
angle::Result ProgramExecutableVk::getOrAllocateDescriptorSet(
vk::Context *context,
UpdateDescriptorSetsBuilder *updateBuilder,
vk::CommandBufferHelperCommon *commandBufferHelper,
const vk::DescriptorSetDescBuilder &descriptorSetDesc,
const vk::WriteDescriptorDescs &writeDescriptorDescs,
DescriptorSetIndex setIndex,
vk::SharedDescriptorSetCacheKey *newSharedCacheKeyOut)
{
ANGLE_TRY(mDescriptorPools[setIndex].get().getOrAllocateDescriptorSet(
context, commandBufferHelper, descriptorSetDesc.getDesc(),
mDescriptorSetLayouts[setIndex].get(), &mDescriptorPoolBindings[setIndex],
&mDescriptorSets[setIndex], newSharedCacheKeyOut));
ASSERT(mDescriptorSets[setIndex] != VK_NULL_HANDLE);
if (*newSharedCacheKeyOut != nullptr)
{
// Cache miss. A new cache entry has been created.
descriptorSetDesc.updateDescriptorSet(context, writeDescriptorDescs, updateBuilder,
mDescriptorSets[setIndex]);
}
else
{
commandBufferHelper->retainResource(&mDescriptorPoolBindings[setIndex].get());
}
return angle::Result::Continue;
}
angle::Result ProgramExecutableVk::updateShaderResourcesDescriptorSet(
vk::Context *context,
UpdateDescriptorSetsBuilder *updateBuilder,
const vk::WriteDescriptorDescs &writeDescriptorDescs,
vk::CommandBufferHelperCommon *commandBufferHelper,
const vk::DescriptorSetDescBuilder &shaderResourcesDesc,
vk::SharedDescriptorSetCacheKey *newSharedCacheKeyOut)
{
if (!mDescriptorPools[DescriptorSetIndex::ShaderResource].get().valid())
{
*newSharedCacheKeyOut = nullptr;
return angle::Result::Continue;
}
ANGLE_TRY(getOrAllocateDescriptorSet(context, updateBuilder, commandBufferHelper,
shaderResourcesDesc, writeDescriptorDescs,
DescriptorSetIndex::ShaderResource, newSharedCacheKeyOut));
size_t numOffsets = writeDescriptorDescs.getDynamicDescriptorSetCount();
mDynamicShaderResourceDescriptorOffsets.resize(numOffsets);
if (numOffsets > 0)
{
memcpy(mDynamicShaderResourceDescriptorOffsets.data(),
shaderResourcesDesc.getDynamicOffsets(), numOffsets * sizeof(uint32_t));
}
return angle::Result::Continue;
}
angle::Result ProgramExecutableVk::updateUniformsAndXfbDescriptorSet(
vk::Context *context,
UpdateDescriptorSetsBuilder *updateBuilder,
const vk::WriteDescriptorDescs &writeDescriptorDescs,
vk::CommandBufferHelperCommon *commandBufferHelper,
vk::BufferHelper *defaultUniformBuffer,
vk::DescriptorSetDescBuilder *uniformsAndXfbDesc,
vk::SharedDescriptorSetCacheKey *sharedCacheKeyOut)
{
mCurrentDefaultUniformBufferSerial =
defaultUniformBuffer ? defaultUniformBuffer->getBufferSerial() : vk::kInvalidBufferSerial;
return getOrAllocateDescriptorSet(context, updateBuilder, commandBufferHelper,
*uniformsAndXfbDesc, writeDescriptorDescs,
DescriptorSetIndex::UniformsAndXfb, sharedCacheKeyOut);
}
angle::Result ProgramExecutableVk::updateTexturesDescriptorSet(
vk::Context *context,
const gl::ProgramExecutable &executable,
const gl::ActiveTextureArray<TextureVk *> &textures,
const gl::SamplerBindingVector &samplers,
bool emulateSeamfulCubeMapSampling,
PipelineType pipelineType,
UpdateDescriptorSetsBuilder *updateBuilder,
vk::CommandBufferHelperCommon *commandBufferHelper,
const vk::DescriptorSetDesc &texturesDesc)
{
vk::SharedDescriptorSetCacheKey newSharedCacheKey;
ANGLE_TRY(mDescriptorPools[DescriptorSetIndex::Texture].get().getOrAllocateDescriptorSet(
context, commandBufferHelper, texturesDesc,
mDescriptorSetLayouts[DescriptorSetIndex::Texture].get(),
&mDescriptorPoolBindings[DescriptorSetIndex::Texture],
&mDescriptorSets[DescriptorSetIndex::Texture], &newSharedCacheKey));
ASSERT(mDescriptorSets[DescriptorSetIndex::Texture] != VK_NULL_HANDLE);
if (newSharedCacheKey != nullptr)
{
vk::DescriptorSetDescBuilder fullDesc(
mTextureWriteDescriptorDescs.getTotalDescriptorCount());
// Cache miss. A new cache entry has been created.
ANGLE_TRY(fullDesc.updateFullActiveTextures(
context, mVariableInfoMap, mTextureWriteDescriptorDescs, executable, textures, samplers,
emulateSeamfulCubeMapSampling, pipelineType, newSharedCacheKey));
fullDesc.updateDescriptorSet(context, mTextureWriteDescriptorDescs, updateBuilder,
mDescriptorSets[DescriptorSetIndex::Texture]);
}
else
{
commandBufferHelper->retainResource(
&mDescriptorPoolBindings[DescriptorSetIndex::Texture].get());
}
return angle::Result::Continue;
}
template <typename CommandBufferT>
angle::Result ProgramExecutableVk::bindDescriptorSets(
vk::Context *context,
vk::CommandBufferHelperCommon *commandBufferHelper,
CommandBufferT *commandBuffer,
PipelineType pipelineType)
{
// Can probably use better dirty bits here.
// 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.
DescriptorSetIndex lastNonNullDescriptorSetIndex = DescriptorSetIndex::InvalidEnum;
for (DescriptorSetIndex descriptorSetIndex : angle::AllEnums<DescriptorSetIndex>())
{
if (mDescriptorSets[descriptorSetIndex] != VK_NULL_HANDLE)
{
lastNonNullDescriptorSetIndex = descriptorSetIndex;
}
}
const VkPipelineBindPoint pipelineBindPoint = pipelineType == PipelineType::Compute
? VK_PIPELINE_BIND_POINT_COMPUTE
: VK_PIPELINE_BIND_POINT_GRAPHICS;
for (DescriptorSetIndex descriptorSetIndex : angle::AllEnums<DescriptorSetIndex>())
{
if (ToUnderlying(descriptorSetIndex) > ToUnderlying(lastNonNullDescriptorSetIndex))
{
continue;
}
VkDescriptorSet descSet = mDescriptorSets[descriptorSetIndex];
if (descSet == VK_NULL_HANDLE)
{
continue;
}
// 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.
if (descriptorSetIndex == DescriptorSetIndex::UniformsAndXfb)
{
commandBuffer->bindDescriptorSets(
getPipelineLayout(), pipelineBindPoint, descriptorSetIndex, 1, &descSet,
static_cast<uint32_t>(mDynamicUniformDescriptorOffsets.size()),
mDynamicUniformDescriptorOffsets.data());
}
else if (descriptorSetIndex == DescriptorSetIndex::ShaderResource)
{
commandBuffer->bindDescriptorSets(
getPipelineLayout(), pipelineBindPoint, descriptorSetIndex, 1, &descSet,
static_cast<uint32_t>(mDynamicShaderResourceDescriptorOffsets.size()),
mDynamicShaderResourceDescriptorOffsets.data());
}
else
{
commandBuffer->bindDescriptorSets(getPipelineLayout(), pipelineBindPoint,
descriptorSetIndex, 1, &descSet, 0, nullptr);
}
}
return angle::Result::Continue;
}
template angle::Result ProgramExecutableVk::bindDescriptorSets<vk::priv::SecondaryCommandBuffer>(
vk::Context *context,
vk::CommandBufferHelperCommon *commandBufferHelper,
vk::priv::SecondaryCommandBuffer *commandBuffer,
PipelineType pipelineType);
template angle::Result ProgramExecutableVk::bindDescriptorSets<vk::VulkanSecondaryCommandBuffer>(
vk::Context *context,
vk::CommandBufferHelperCommon *commandBufferHelper,
vk::VulkanSecondaryCommandBuffer *commandBuffer,
PipelineType pipelineType);
void ProgramExecutableVk::setAllDefaultUniformsDirty(const gl::ProgramExecutable &executable)
{
mDefaultUniformBlocksDirty.reset();
for (gl::ShaderType shaderType : executable.getLinkedShaderStages())
{
if (!mDefaultUniformBlocks[shaderType]->uniformData.empty())
{
mDefaultUniformBlocksDirty.set(shaderType);
}
}
}
angle::Result ProgramExecutableVk::updateUniforms(
vk::Context *context,
UpdateDescriptorSetsBuilder *updateBuilder,
vk::CommandBufferHelperCommon *commandBufferHelper,
vk::BufferHelper *emptyBuffer,
const gl::ProgramExecutable &glExecutable,
vk::DynamicBuffer *defaultUniformStorage,
bool isTransformFeedbackActiveUnpaused,
TransformFeedbackVk *transformFeedbackVk)
{
ASSERT(hasDirtyUniforms());
vk::BufferHelper *defaultUniformBuffer;
bool anyNewBufferAllocated = false;
gl::ShaderMap<VkDeviceSize> offsets = {}; // offset to the beginning of bufferData
uint32_t offsetIndex = 0;
size_t requiredSpace;
// We usually only update uniform data for shader stages that are actually dirty. But when the
// buffer for uniform data have switched, because all shader stages are using the same buffer,
// we then must update uniform data for all shader stages to keep all shader stages' uniform
// data in the same buffer.
requiredSpace = calcUniformUpdateRequiredSpace(context, glExecutable, &offsets);
ASSERT(requiredSpace > 0);
// Allocate space from dynamicBuffer. Always try to allocate from the current buffer first.
// If that failed, we deal with fall out and try again.
if (!defaultUniformStorage->allocateFromCurrentBuffer(requiredSpace, &defaultUniformBuffer))
{
setAllDefaultUniformsDirty(glExecutable);
requiredSpace = calcUniformUpdateRequiredSpace(context, glExecutable, &offsets);
ANGLE_TRY(defaultUniformStorage->allocate(context, requiredSpace, &defaultUniformBuffer,
&anyNewBufferAllocated));
}
ASSERT(defaultUniformBuffer);
uint8_t *bufferData = defaultUniformBuffer->getMappedMemory();
VkDeviceSize bufferOffset = defaultUniformBuffer->getOffset();
for (gl::ShaderType shaderType : glExecutable.getLinkedShaderStages())
{
if (mDefaultUniformBlocksDirty[shaderType])
{
const angle::MemoryBuffer &uniformData = mDefaultUniformBlocks[shaderType]->uniformData;
memcpy(&bufferData[offsets[shaderType]], uniformData.data(), uniformData.size());
mDynamicUniformDescriptorOffsets[offsetIndex] =
static_cast<uint32_t>(bufferOffset + offsets[shaderType]);
mDefaultUniformBlocksDirty.reset(shaderType);
}
++offsetIndex;
}
ANGLE_TRY(defaultUniformBuffer->flush(context->getRenderer()));
// Because the uniform buffers are per context, we can't rely on dynamicBuffer's allocate
// function to tell us if you have got a new buffer or not. Other program's use of the buffer
// might already pushed dynamicBuffer to a new buffer. We record which buffer (represented by
// the unique BufferSerial number) we were using with the current descriptor set and then we
// use that recorded BufferSerial compare to the current uniform buffer to quickly detect if
// there is a buffer switch or not. We need to retrieve from the descriptor set cache or
// allocate a new descriptor set whenever there is uniform buffer switch.
if (mCurrentDefaultUniformBufferSerial != defaultUniformBuffer->getBufferSerial())
{
// We need to reinitialize the descriptor sets if we newly allocated buffers since we can't
// modify the descriptor sets once initialized.
const vk::WriteDescriptorDescs &writeDescriptorDescs =
getDefaultUniformWriteDescriptorDescs(transformFeedbackVk);
vk::DescriptorSetDescBuilder uniformsAndXfbDesc(
writeDescriptorDescs.getTotalDescriptorCount());
uniformsAndXfbDesc.updateUniformsAndXfb(
context, glExecutable, *this, writeDescriptorDescs, defaultUniformBuffer, *emptyBuffer,
isTransformFeedbackActiveUnpaused,
glExecutable.hasTransformFeedbackOutput() ? transformFeedbackVk : nullptr);
vk::SharedDescriptorSetCacheKey newSharedCacheKey;
ANGLE_TRY(updateUniformsAndXfbDescriptorSet(context, updateBuilder, writeDescriptorDescs,
commandBufferHelper, defaultUniformBuffer,
&uniformsAndXfbDesc, &newSharedCacheKey));
if (newSharedCacheKey)
{
defaultUniformBuffer->getBufferBlock()->onNewDescriptorSet(newSharedCacheKey);
if (glExecutable.hasTransformFeedbackOutput() &&
context->getFeatures().emulateTransformFeedback.enabled)
{
transformFeedbackVk->onNewDescriptorSet(glExecutable, newSharedCacheKey);
}
}
}
return angle::Result::Continue;
}
size_t ProgramExecutableVk::calcUniformUpdateRequiredSpace(
vk::Context *context,
const gl::ProgramExecutable &glExecutable,
gl::ShaderMap<VkDeviceSize> *uniformOffsets) const
{
size_t requiredSpace = 0;
for (gl::ShaderType shaderType : glExecutable.getLinkedShaderStages())
{
if (mDefaultUniformBlocksDirty[shaderType])
{
(*uniformOffsets)[shaderType] = requiredSpace;
requiredSpace += getDefaultUniformAlignedSize(context, shaderType);
}
}
return requiredSpace;
}
void ProgramExecutableVk::onProgramBind(const gl::ProgramExecutable &glExecutable)
{
// Because all programs share default uniform buffers, when we switch programs, we have to
// re-update all uniform data. We could do more tracking to avoid update if the context's
// current uniform buffer is still the same buffer we last time used and buffer has not been
// recycled. But statistics gathered on gfxbench shows that app always update uniform data on
// program bind anyway, so not really worth it to add more tracking logic here.
setAllDefaultUniformsDirty(glExecutable);
}
angle::Result ProgramExecutableVk::resizeUniformBlockMemory(
vk::Context *context,
const gl::ProgramExecutable &glExecutable,
const gl::ShaderMap<size_t> &requiredBufferSize)
{
for (gl::ShaderType shaderType : glExecutable.getLinkedShaderStages())
{
if (requiredBufferSize[shaderType] > 0)
{
if (!mDefaultUniformBlocks[shaderType]->uniformData.resize(
requiredBufferSize[shaderType]))
{
ANGLE_VK_CHECK(context, false, VK_ERROR_OUT_OF_HOST_MEMORY);
}
// Initialize uniform buffer memory to zero by default.
mDefaultUniformBlocks[shaderType]->uniformData.fill(0);
mDefaultUniformBlocksDirty.set(shaderType);
}
}
return angle::Result::Continue;
}
} // namespace rx