| // |
| // 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 |