| // |
| // 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 "libANGLE/renderer/glslang_wrapper_utils.h" |
| #include "libANGLE/renderer/vulkan/BufferVk.h" |
| #include "libANGLE/renderer/vulkan/DisplayVk.h" |
| #include "libANGLE/renderer/vulkan/FramebufferVk.h" |
| #include "libANGLE/renderer/vulkan/GlslangWrapperVk.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 |
| { |
| bool ValidateTransformedSpirV(ContextVk *contextVk, |
| const gl::ShaderBitSet &linkedShaderStages, |
| const ShaderInterfaceVariableInfoMap &variableInfoMap, |
| const gl::ShaderMap<SpirvBlob> &spirvBlobs) |
| { |
| const gl::ShaderType lastPreFragmentStage = gl::GetLastPreFragmentStage(linkedShaderStages); |
| |
| for (gl::ShaderType shaderType : linkedShaderStages) |
| { |
| GlslangSpirvOptions options; |
| options.shaderType = shaderType; |
| options.preRotation = SurfaceRotation::FlippedRotated90Degrees; |
| options.negativeViewportSupported = |
| contextVk->getFeatures().supportsNegativeViewport.enabled; |
| options.transformPositionToVulkanClipSpace = true; |
| options.removeDebugInfo = true; |
| options.isTransformFeedbackStage = shaderType == lastPreFragmentStage; |
| |
| SpirvBlob transformed; |
| if (GlslangWrapperVk::TransformSpirV(contextVk, options, variableInfoMap, |
| spirvBlobs[shaderType], |
| &transformed) != angle::Result::Continue) |
| { |
| return false; |
| } |
| } |
| return true; |
| } |
| } // namespace |
| |
| DefaultUniformBlock::DefaultUniformBlock() = default; |
| |
| DefaultUniformBlock::~DefaultUniformBlock() = default; |
| |
| // ShaderInfo implementation. |
| ShaderInfo::ShaderInfo() {} |
| |
| ShaderInfo::~ShaderInfo() = default; |
| |
| angle::Result ShaderInfo::initShaders(ContextVk *contextVk, |
| const gl::ShaderBitSet &linkedShaderStages, |
| const gl::ShaderMap<std::string> &shaderSources, |
| const ShaderInterfaceVariableInfoMap &variableInfoMap) |
| { |
| ASSERT(!valid()); |
| |
| ANGLE_TRY(GlslangWrapperVk::GetShaderCode(contextVk, linkedShaderStages, contextVk->getCaps(), |
| shaderSources, &mSpirvBlobs)); |
| |
| // Assert that SPIR-V transformation is correct, even if the test never issues a draw call. |
| ASSERT(ValidateTransformedSpirV(contextVk, linkedShaderStages, variableInfoMap, mSpirvBlobs)); |
| |
| mIsInitialized = true; |
| return angle::Result::Continue; |
| } |
| |
| void ShaderInfo::release(ContextVk *contextVk) |
| { |
| for (SpirvBlob &spirvBlob : mSpirvBlobs) |
| { |
| spirvBlob.clear(); |
| } |
| mIsInitialized = false; |
| } |
| |
| void ShaderInfo::load(gl::BinaryInputStream *stream) |
| { |
| // Read in shader codes for all shader types |
| for (const gl::ShaderType shaderType : gl::AllShaderTypes()) |
| { |
| SpirvBlob *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 (const gl::ShaderType shaderType : gl::AllShaderTypes()) |
| { |
| const SpirvBlob &spirvBlob = mSpirvBlobs[shaderType]; |
| |
| // Write the SPIR-V |
| stream->writeIntVector(spirvBlob); |
| } |
| } |
| |
| // ProgramInfo implementation. |
| ProgramInfo::ProgramInfo() {} |
| |
| ProgramInfo::~ProgramInfo() = default; |
| |
| angle::Result ProgramInfo::initProgram(ContextVk *contextVk, |
| const gl::ShaderType shaderType, |
| bool isLastPreFragmentStage, |
| const ShaderInfo &shaderInfo, |
| ProgramTransformOptions optionBits, |
| const ShaderInterfaceVariableInfoMap &variableInfoMap) |
| { |
| const gl::ShaderMap<SpirvBlob> &originalSpirvBlobs = shaderInfo.getSpirvBlobs(); |
| const SpirvBlob &originalSpirvBlob = originalSpirvBlobs[shaderType]; |
| gl::ShaderMap<SpirvBlob> transformedSpirvBlobs; |
| SpirvBlob &transformedSpirvBlob = transformedSpirvBlobs[shaderType]; |
| |
| GlslangSpirvOptions options; |
| options.shaderType = shaderType; |
| options.removeEarlyFragmentTestsOptimization = |
| shaderType == gl::ShaderType::Fragment && optionBits.removeEarlyFragmentTestsOptimization; |
| options.removeDebugInfo = !contextVk->getRenderer()->getEnableValidationLayers(); |
| options.isTransformFeedbackStage = isLastPreFragmentStage; |
| options.negativeViewportSupported = contextVk->getFeatures().supportsNegativeViewport.enabled; |
| |
| if (isLastPreFragmentStage) |
| { |
| options.preRotation = static_cast<SurfaceRotation>(optionBits.surfaceRotation); |
| options.transformPositionToVulkanClipSpace = optionBits.enableDepthCorrection; |
| } |
| |
| ANGLE_TRY(GlslangWrapperVk::TransformSpirV(contextVk, options, variableInfoMap, |
| originalSpirvBlob, &transformedSpirvBlob)); |
| ANGLE_TRY(vk::InitShaderAndSerial(contextVk, &mShaders[shaderType].get(), |
| transformedSpirvBlob.data(), |
| transformedSpirvBlob.size() * sizeof(uint32_t))); |
| |
| mProgramHelper.setShader(shaderType, &mShaders[shaderType]); |
| |
| mProgramHelper.setSpecializationConstant(sh::vk::SpecializationConstantId::LineRasterEmulation, |
| optionBits.enableLineRasterEmulation); |
| mProgramHelper.setSpecializationConstant(sh::vk::SpecializationConstantId::SurfaceRotation, |
| optionBits.surfaceRotation); |
| |
| return angle::Result::Continue; |
| } |
| |
| void ProgramInfo::release(ContextVk *contextVk) |
| { |
| mProgramHelper.release(contextVk); |
| |
| for (vk::RefCounted<vk::ShaderAndSerial> &shader : mShaders) |
| { |
| shader.get().destroy(contextVk->getDevice()); |
| } |
| } |
| |
| ProgramExecutableVk::ProgramExecutableVk() |
| : mEmptyDescriptorSets{}, |
| mNumDefaultUniformDescriptors(0), |
| mDynamicBufferOffsets{}, |
| mProgram(nullptr), |
| mProgramPipeline(nullptr), |
| mObjectPerfCounters{} |
| {} |
| |
| ProgramExecutableVk::~ProgramExecutableVk() |
| { |
| outputCumulativePerfCounters(); |
| } |
| |
| void ProgramExecutableVk::reset(ContextVk *contextVk) |
| { |
| for (auto &descriptorSetLayout : mDescriptorSetLayouts) |
| { |
| descriptorSetLayout.reset(); |
| } |
| mPipelineLayout.reset(); |
| |
| mDescriptorSets.fill(VK_NULL_HANDLE); |
| mEmptyDescriptorSets.fill(VK_NULL_HANDLE); |
| mNumDefaultUniformDescriptors = 0; |
| mTransformOptions = {}; |
| |
| for (vk::RefCountedDescriptorPoolBinding &binding : mDescriptorPoolBindings) |
| { |
| binding.reset(); |
| } |
| |
| for (vk::DynamicDescriptorPool &descriptorPool : mDynamicDescriptorPools) |
| { |
| descriptorPool.release(contextVk); |
| } |
| |
| RendererVk *rendererVk = contextVk->getRenderer(); |
| mTextureDescriptorsCache.destroy(rendererVk); |
| mUniformsAndXfbDescriptorSetCache.destroy(rendererVk); |
| |
| // Initialize with a unique BufferSerial |
| vk::ResourceSerialFactory &factory = rendererVk->getResourceSerialFactory(); |
| mCurrentDefaultUniformBufferSerial = factory.generateBufferSerial(); |
| |
| for (ProgramInfo &programInfo : mGraphicsProgramInfos) |
| { |
| programInfo.release(contextVk); |
| } |
| mComputeProgramInfo.release(contextVk); |
| } |
| |
| std::unique_ptr<rx::LinkEvent> ProgramExecutableVk::load(gl::BinaryInputStream *stream) |
| { |
| clearVariableInfoMap(); |
| |
| for (gl::ShaderType shaderType : gl::AllShaderTypes()) |
| { |
| size_t variableInfoMapSize = stream->readInt<size_t>(); |
| |
| for (size_t i = 0; i < variableInfoMapSize; ++i) |
| { |
| const std::string variableName = stream->readString(); |
| ShaderInterfaceVariableInfo &info = mVariableInfoMap.add(shaderType, variableName); |
| |
| info.descriptorSet = stream->readInt<uint32_t>(); |
| info.binding = stream->readInt<uint32_t>(); |
| info.location = stream->readInt<uint32_t>(); |
| info.component = stream->readInt<uint32_t>(); |
| // PackedEnumBitSet uses uint8_t |
| info.activeStages = gl::ShaderBitSet(stream->readInt<uint8_t>()); |
| info.xfb.buffer = stream->readInt<uint32_t>(); |
| info.xfb.offset = stream->readInt<uint32_t>(); |
| info.xfb.stride = stream->readInt<uint32_t>(); |
| info.fieldXfb.resize(stream->readInt<size_t>()); |
| for (ShaderInterfaceVariableXfbInfo &xfb : info.fieldXfb) |
| { |
| xfb.buffer = stream->readInt<uint32_t>(); |
| xfb.offset = stream->readInt<uint32_t>(); |
| xfb.stride = stream->readInt<uint32_t>(); |
| } |
| info.useRelaxedPrecision = stream->readBool(); |
| info.varyingIsInput = stream->readBool(); |
| info.varyingIsOutput = stream->readBool(); |
| info.attributeComponentCount = stream->readInt<uint8_t>(); |
| info.attributeLocationCount = stream->readInt<uint8_t>(); |
| } |
| } |
| |
| return std::make_unique<LinkEventDone>(angle::Result::Continue); |
| } |
| |
| void ProgramExecutableVk::save(gl::BinaryOutputStream *stream) |
| { |
| for (gl::ShaderType shaderType : gl::AllShaderTypes()) |
| { |
| stream->writeInt(mVariableInfoMap.variableCount(shaderType)); |
| for (const auto &it : mVariableInfoMap.getIterator(shaderType)) |
| { |
| const std::string &name = it.first; |
| const ShaderInterfaceVariableInfo &info = it.second; |
| |
| stream->writeString(name); |
| stream->writeInt(info.descriptorSet); |
| stream->writeInt(info.binding); |
| stream->writeInt(info.location); |
| stream->writeInt(info.component); |
| // PackedEnumBitSet uses uint8_t |
| stream->writeInt(info.activeStages.bits()); |
| stream->writeInt(info.xfb.buffer); |
| stream->writeInt(info.xfb.offset); |
| stream->writeInt(info.xfb.stride); |
| stream->writeInt(info.fieldXfb.size()); |
| for (const ShaderInterfaceVariableXfbInfo &xfb : info.fieldXfb) |
| { |
| stream->writeInt(xfb.buffer); |
| stream->writeInt(xfb.offset); |
| stream->writeInt(xfb.stride); |
| } |
| stream->writeBool(info.useRelaxedPrecision); |
| stream->writeBool(info.varyingIsInput); |
| stream->writeBool(info.varyingIsOutput); |
| stream->writeInt(info.attributeComponentCount); |
| stream->writeInt(info.attributeLocationCount); |
| } |
| } |
| } |
| |
| void ProgramExecutableVk::clearVariableInfoMap() |
| { |
| mVariableInfoMap.clear(); |
| } |
| |
| ProgramVk *ProgramExecutableVk::getShaderProgram(const gl::State &glState, |
| gl::ShaderType shaderType) const |
| { |
| if (mProgram) |
| { |
| const gl::ProgramExecutable &glExecutable = mProgram->getState().getExecutable(); |
| if (glExecutable.hasLinkedShaderStage(shaderType)) |
| { |
| return mProgram; |
| } |
| } |
| else if (mProgramPipeline) |
| { |
| return mProgramPipeline->getShaderProgram(glState, shaderType); |
| } |
| |
| return nullptr; |
| } |
| |
| // TODO: http://anglebug.com/3570: Move/Copy all of the necessary information into |
| // the ProgramExecutable, so this function can be removed. |
| void ProgramExecutableVk::fillProgramStateMap( |
| const ContextVk *contextVk, |
| gl::ShaderMap<const gl::ProgramState *> *programStatesOut) |
| { |
| ASSERT(mProgram || mProgramPipeline); |
| if (mProgram) |
| { |
| mProgram->fillProgramStateMap(programStatesOut); |
| } |
| else if (mProgramPipeline) |
| { |
| mProgramPipeline->fillProgramStateMap(contextVk, programStatesOut); |
| } |
| } |
| |
| const gl::ProgramExecutable &ProgramExecutableVk::getGlExecutable() |
| { |
| ASSERT(mProgram || mProgramPipeline); |
| if (mProgram) |
| { |
| return mProgram->getState().getExecutable(); |
| } |
| return mProgramPipeline->getState().getProgramExecutable(); |
| } |
| |
| 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; |
| } |
| |
| angle::Result ProgramExecutableVk::allocUniformAndXfbDescriptorSet( |
| ContextVk *contextVk, |
| const vk::UniformsAndXfbDesc &xfbBufferDesc, |
| bool *newDescriptorSetAllocated) |
| { |
| mCurrentDefaultUniformBufferSerial = xfbBufferDesc.getDefaultUniformBufferSerial(); |
| |
| // Look up in the cache first |
| VkDescriptorSet descriptorSet = VK_NULL_HANDLE; |
| if (mUniformsAndXfbDescriptorSetCache.get(xfbBufferDesc, &descriptorSet)) |
| { |
| *newDescriptorSetAllocated = false; |
| mDescriptorSets[ToUnderlying(DescriptorSetIndex::UniformsAndXfb)] = descriptorSet; |
| // The descriptor pool that this descriptor set was allocated from needs to be retained each |
| // time the descriptor set is used in a new command. |
| mDescriptorPoolBindings[ToUnderlying(DescriptorSetIndex::UniformsAndXfb)].get().retain( |
| &contextVk->getResourceUseList()); |
| return angle::Result::Continue; |
| } |
| |
| bool newPoolAllocated; |
| ANGLE_TRY(allocateDescriptorSetAndGetInfo(contextVk, DescriptorSetIndex::UniformsAndXfb, |
| &newPoolAllocated)); |
| |
| // Clear descriptor set cache. It may no longer be valid. |
| if (newPoolAllocated) |
| { |
| mUniformsAndXfbDescriptorSetCache.destroy(contextVk->getRenderer()); |
| } |
| |
| // Add the descriptor set into cache |
| mUniformsAndXfbDescriptorSetCache.insert( |
| xfbBufferDesc, mDescriptorSets[ToUnderlying(DescriptorSetIndex::UniformsAndXfb)]); |
| *newDescriptorSetAllocated = true; |
| |
| return angle::Result::Continue; |
| } |
| |
| angle::Result ProgramExecutableVk::allocateDescriptorSet(ContextVk *contextVk, |
| DescriptorSetIndex descriptorSetIndex) |
| { |
| bool ignoreNewPoolAllocated; |
| return allocateDescriptorSetAndGetInfo(contextVk, descriptorSetIndex, &ignoreNewPoolAllocated); |
| } |
| |
| angle::Result ProgramExecutableVk::allocateDescriptorSetAndGetInfo( |
| ContextVk *contextVk, |
| DescriptorSetIndex descriptorSetIndex, |
| bool *newPoolAllocatedOut) |
| { |
| vk::DynamicDescriptorPool &dynamicDescriptorPool = |
| mDynamicDescriptorPools[ToUnderlying(descriptorSetIndex)]; |
| |
| const vk::DescriptorSetLayout &descriptorSetLayout = |
| mDescriptorSetLayouts[ToUnderlying(descriptorSetIndex)].get(); |
| ANGLE_TRY(dynamicDescriptorPool.allocateSetsAndGetInfo( |
| contextVk, descriptorSetLayout.ptr(), 1, |
| &mDescriptorPoolBindings[ToUnderlying(descriptorSetIndex)], |
| &mDescriptorSets[ToUnderlying(descriptorSetIndex)], newPoolAllocatedOut)); |
| mEmptyDescriptorSets[ToUnderlying(descriptorSetIndex)] = VK_NULL_HANDLE; |
| |
| ++mObjectPerfCounters.descriptorSetsAllocated[ToUnderlying(descriptorSetIndex)]; |
| |
| return angle::Result::Continue; |
| } |
| |
| void ProgramExecutableVk::addInterfaceBlockDescriptorSetDesc( |
| const std::vector<gl::InterfaceBlock> &blocks, |
| const gl::ShaderType shaderType, |
| VkDescriptorType descType, |
| vk::DescriptorSetLayoutDesc *descOut) |
| { |
| for (uint32_t bufferIndex = 0; bufferIndex < blocks.size();) |
| { |
| gl::InterfaceBlock block = blocks[bufferIndex]; |
| const uint32_t arraySize = GetInterfaceBlockArraySize(blocks, bufferIndex); |
| bufferIndex += arraySize; |
| |
| if (!block.isActive(shaderType)) |
| { |
| continue; |
| } |
| |
| const std::string blockName = block.mappedName; |
| const ShaderInterfaceVariableInfo &info = mVariableInfoMap.get(shaderType, blockName); |
| |
| descOut->update(info.binding, descType, arraySize, gl_vk::kShaderStageMap[shaderType], |
| nullptr); |
| } |
| } |
| |
| void ProgramExecutableVk::addAtomicCounterBufferDescriptorSetDesc( |
| const std::vector<gl::AtomicCounterBuffer> &atomicCounterBuffers, |
| const gl::ShaderType shaderType, |
| vk::DescriptorSetLayoutDesc *descOut) |
| { |
| if (atomicCounterBuffers.empty()) |
| { |
| return; |
| } |
| |
| std::string blockName(sh::vk::kAtomicCountersBlockName); |
| const ShaderInterfaceVariableInfo &info = mVariableInfoMap.get(shaderType, blockName); |
| |
| if (!info.activeStages[shaderType]) |
| { |
| return; |
| } |
| |
| // A single storage buffer array is used for all stages for simplicity. |
| descOut->update(info.binding, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, |
| gl::IMPLEMENTATION_MAX_ATOMIC_COUNTER_BUFFERS, |
| gl_vk::kShaderStageMap[shaderType], 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) |
| { |
| const gl::ImageBinding &imageBinding = imageBindings[imageIndex]; |
| uint32_t uniformIndex = executable.getUniformIndexFromImageIndex(imageIndex); |
| const gl::LinkedUniform &imageUniform = uniforms[uniformIndex]; |
| |
| std::string imageName = GlslangGetMappedSamplerName(imageUniform.name); |
| |
| // The front-end always binds array image units sequentially. |
| uint32_t arraySize = static_cast<uint32_t>(imageBinding.boundImageUnits.size()); |
| |
| // 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 (gl::SamplerNameContainsNonZeroArrayElement(imageUniform.name)) |
| { |
| continue; |
| } |
| |
| for (unsigned int outerArraySize : imageUniform.outerArraySizes) |
| { |
| arraySize *= outerArraySize; |
| } |
| |
| for (const gl::ShaderType shaderType : executable.getLinkedShaderStages()) |
| { |
| if (!imageUniform.isActive(shaderType)) |
| { |
| continue; |
| } |
| |
| GetImageNameWithoutIndices(&imageName); |
| const ShaderInterfaceVariableInfo &info = mVariableInfoMap.get(shaderType, imageName); |
| VkShaderStageFlags activeStages = gl_vk::kShaderStageMap[shaderType]; |
| |
| 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, |
| const gl::ShaderType shaderType, |
| vk::DescriptorSetLayoutDesc *descOut) |
| { |
| if (shaderType != gl::ShaderType::Fragment) |
| { |
| return; |
| } |
| |
| const std::vector<gl::LinkedUniform> &uniforms = executable.getUniforms(); |
| |
| if (!executable.usesFramebufferFetch()) |
| { |
| return; |
| } |
| |
| const uint32_t baseUniformIndex = executable.getFragmentInoutRange().low(); |
| std::string baseMappedName = uniforms[baseUniformIndex].mappedName; |
| ShaderInterfaceVariableInfo &info = mVariableInfoMap.get(shaderType, baseMappedName); |
| uint32_t inputAttachmentBinding = info.binding; |
| |
| for (uint32_t colorIndex = 0; colorIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; ++colorIndex) |
| { |
| descOut->update(inputAttachmentBinding, VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT, 1, |
| VK_SHADER_STAGE_FRAGMENT_BIT, nullptr); |
| inputAttachmentBinding++; |
| } |
| } |
| |
| void ProgramExecutableVk::addTextureDescriptorSetDesc( |
| const gl::ProgramState &programState, |
| const gl::ActiveTextureArray<vk::TextureUnit> *activeTextures, |
| vk::DescriptorSetLayoutDesc *descOut) |
| { |
| const std::vector<gl::SamplerBinding> &samplerBindings = programState.getSamplerBindings(); |
| const std::vector<gl::LinkedUniform> &uniforms = programState.getUniforms(); |
| |
| for (uint32_t textureIndex = 0; textureIndex < samplerBindings.size(); ++textureIndex) |
| { |
| const gl::SamplerBinding &samplerBinding = samplerBindings[textureIndex]; |
| |
| uint32_t uniformIndex = programState.getUniformIndexFromSamplerIndex(textureIndex); |
| const gl::LinkedUniform &samplerUniform = uniforms[uniformIndex]; |
| |
| const std::string samplerName = GlslangGetMappedSamplerName(samplerUniform.name); |
| |
| // The front-end always binds array sampler units sequentially. |
| uint32_t arraySize = static_cast<uint32_t>(samplerBinding.boundTextureUnits.size()); |
| |
| // 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 (gl::SamplerNameContainsNonZeroArrayElement(samplerUniform.name)) |
| { |
| continue; |
| } |
| |
| for (unsigned int outerArraySize : samplerUniform.outerArraySizes) |
| { |
| arraySize *= outerArraySize; |
| } |
| |
| for (const gl::ShaderType shaderType : programState.getExecutable().getLinkedShaderStages()) |
| { |
| if (!samplerUniform.isActive(shaderType)) |
| { |
| continue; |
| } |
| |
| const ShaderInterfaceVariableInfo &info = mVariableInfoMap.get(shaderType, samplerName); |
| VkShaderStageFlags activeStages = gl_vk::kShaderStageMap[shaderType]; |
| |
| // TODO: https://issuetracker.google.com/issues/158215272: how do we handle array of |
| // immutable samplers? |
| GLuint textureUnit = samplerBinding.boundTextureUnits[0]; |
| if (activeTextures && |
| ((*activeTextures)[textureUnit].texture->getImage().hasImmutableSampler())) |
| { |
| ASSERT(samplerBinding.boundTextureUnits.size() == 1); |
| // Always take the texture's sampler, that's only way to get to yuv conversion for |
| // externalFormat |
| const vk::Sampler &immutableSampler = |
| (*activeTextures)[textureUnit].texture->getSampler().get(); |
| descOut->update(info.binding, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, arraySize, |
| activeStages, &immutableSampler); |
| } |
| 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); |
| } |
| } |
| } |
| } |
| |
| void WriteBufferDescriptorSetBinding(const vk::BufferHelper &buffer, |
| VkDeviceSize offset, |
| VkDeviceSize size, |
| VkDescriptorSet descSet, |
| VkDescriptorType descType, |
| uint32_t bindingIndex, |
| uint32_t arrayElement, |
| VkDeviceSize requiredOffsetAlignment, |
| VkDescriptorBufferInfo *bufferInfoOut, |
| VkWriteDescriptorSet *writeInfoOut) |
| { |
| // If requiredOffsetAlignment is 0, the buffer offset is guaranteed to have the necessary |
| // alignment through other means (the backend specifying the alignment through a GLES limit that |
| // the frontend then enforces). If it's not 0, we need to bind the buffer at an offset that's |
| // aligned. The difference in offsets is communicated to the shader via driver uniforms. |
| if (requiredOffsetAlignment) |
| { |
| VkDeviceSize alignedOffset = (offset / requiredOffsetAlignment) * requiredOffsetAlignment; |
| VkDeviceSize offsetDiff = offset - alignedOffset; |
| |
| offset = alignedOffset; |
| size += offsetDiff; |
| } |
| |
| bufferInfoOut->buffer = buffer.getBuffer().getHandle(); |
| bufferInfoOut->offset = offset; |
| bufferInfoOut->range = size; |
| |
| writeInfoOut->sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; |
| writeInfoOut->pNext = nullptr; |
| writeInfoOut->dstSet = descSet; |
| writeInfoOut->dstBinding = bindingIndex; |
| writeInfoOut->dstArrayElement = arrayElement; |
| writeInfoOut->descriptorCount = 1; |
| writeInfoOut->descriptorType = descType; |
| writeInfoOut->pImageInfo = nullptr; |
| writeInfoOut->pBufferInfo = bufferInfoOut; |
| writeInfoOut->pTexelBufferView = nullptr; |
| ASSERT(writeInfoOut->pBufferInfo[0].buffer != VK_NULL_HANDLE); |
| } |
| |
| void ProgramExecutableVk::updateEarlyFragmentTestsOptimization(ContextVk *contextVk) |
| { |
| const gl::State &glState = contextVk->getState(); |
| |
| mTransformOptions.removeEarlyFragmentTestsOptimization = false; |
| if (!glState.canEnableEarlyFragmentTestsOptimization()) |
| { |
| ProgramVk *programVk = getShaderProgram(glState, gl::ShaderType::Fragment); |
| if (programVk && programVk->getState().hasEarlyFragmentTestsOptimization()) |
| { |
| mTransformOptions.removeEarlyFragmentTestsOptimization = true; |
| } |
| } |
| } |
| |
| angle::Result ProgramExecutableVk::getGraphicsPipeline( |
| ContextVk *contextVk, |
| gl::PrimitiveMode mode, |
| const vk::GraphicsPipelineDesc &desc, |
| const gl::AttributesMask &activeAttribLocations, |
| const vk::GraphicsPipelineDesc **descPtrOut, |
| vk::PipelineHelper **pipelineOut) |
| { |
| const gl::State &glState = contextVk->getState(); |
| RendererVk *renderer = contextVk->getRenderer(); |
| vk::PipelineCache *pipelineCache = nullptr; |
| const gl::ProgramExecutable *glExecutable = glState.getProgramExecutable(); |
| ASSERT(glExecutable && !glExecutable->isCompute()); |
| |
| mTransformOptions.enableLineRasterEmulation = contextVk->isBresenhamEmulationEnabled(mode); |
| mTransformOptions.surfaceRotation = ToUnderlying(desc.getSurfaceRotation()); |
| mTransformOptions.enableDepthCorrection = !glState.isClipControlDepthZeroToOne(); |
| |
| // This must be called after mTransformOptions have been set. |
| ProgramInfo &programInfo = getGraphicsProgramInfo(mTransformOptions); |
| const gl::ShaderBitSet linkedShaderStages = glExecutable->getLinkedShaderStages(); |
| const gl::ShaderType lastPreFragmentStage = gl::GetLastPreFragmentStage(linkedShaderStages); |
| |
| for (const gl::ShaderType shaderType : linkedShaderStages) |
| { |
| ProgramVk *programVk = getShaderProgram(glState, shaderType); |
| if (programVk) |
| { |
| ANGLE_TRY(programVk->initGraphicsShaderProgram( |
| contextVk, shaderType, shaderType == lastPreFragmentStage, mTransformOptions, |
| &programInfo, mVariableInfoMap)); |
| } |
| } |
| |
| vk::ShaderProgramHelper *shaderProgram = programInfo.getShaderProgram(); |
| ASSERT(shaderProgram); |
| |
| // Drawable size is part of specialization constant, but does not have its own dedicated |
| // programInfo entry. We pick the programInfo entry based on the mTransformOptions and then |
| // update drawable width/height specialization constant. It will go through desc matching and if |
| // spec constant does not match, it will recompile pipeline program. |
| const vk::PackedExtent &dimensions = desc.getDrawableSize(); |
| shaderProgram->setSpecializationConstant(sh::vk::SpecializationConstantId::DrawableWidth, |
| dimensions.width); |
| shaderProgram->setSpecializationConstant(sh::vk::SpecializationConstantId::DrawableHeight, |
| dimensions.height); |
| |
| ANGLE_TRY(renderer->getPipelineCache(&pipelineCache)); |
| return shaderProgram->getGraphicsPipeline( |
| contextVk, &contextVk->getRenderPassCache(), *pipelineCache, getPipelineLayout(), desc, |
| activeAttribLocations, glState.getProgramExecutable()->getAttributesTypeMask(), descPtrOut, |
| pipelineOut); |
| } |
| |
| angle::Result ProgramExecutableVk::getComputePipeline(ContextVk *contextVk, |
| vk::PipelineAndSerial **pipelineOut) |
| { |
| const gl::State &glState = contextVk->getState(); |
| const gl::ProgramExecutable *glExecutable = glState.getProgramExecutable(); |
| ASSERT(glExecutable && glExecutable->isCompute()); |
| |
| ProgramVk *programVk = getShaderProgram(glState, gl::ShaderType::Compute); |
| ASSERT(programVk); |
| ProgramInfo &programInfo = getComputeProgramInfo(); |
| ANGLE_TRY(programVk->initComputeProgram(contextVk, &programInfo, mVariableInfoMap)); |
| |
| vk::ShaderProgramHelper *shaderProgram = programInfo.getShaderProgram(); |
| ASSERT(shaderProgram); |
| return shaderProgram->getComputePipeline(contextVk, getPipelineLayout(), pipelineOut); |
| } |
| |
| angle::Result ProgramExecutableVk::initDynamicDescriptorPools( |
| ContextVk *contextVk, |
| vk::DescriptorSetLayoutDesc &descriptorSetLayoutDesc, |
| DescriptorSetIndex descriptorSetIndex, |
| VkDescriptorSetLayout descriptorSetLayout) |
| { |
| std::vector<VkDescriptorPoolSize> descriptorPoolSizes; |
| vk::DescriptorSetLayoutBindingVector bindingVector; |
| std::vector<VkSampler> immutableSamplers; |
| |
| descriptorSetLayoutDesc.unpackBindings(&bindingVector, &immutableSamplers); |
| |
| for (const VkDescriptorSetLayoutBinding &binding : bindingVector) |
| { |
| if (binding.descriptorCount > 0) |
| { |
| VkDescriptorPoolSize poolSize = {}; |
| |
| poolSize.type = binding.descriptorType; |
| poolSize.descriptorCount = binding.descriptorCount; |
| descriptorPoolSizes.emplace_back(poolSize); |
| } |
| } |
| |
| RendererVk *renderer = contextVk->getRenderer(); |
| if (renderer->getFeatures().bindEmptyForUnusedDescriptorSets.enabled && |
| descriptorPoolSizes.empty()) |
| { |
| // For this workaround, we have to create an empty descriptor set for each descriptor set |
| // index, so make sure their pools are initialized. |
| VkDescriptorPoolSize poolSize = {}; |
| // The type doesn't matter, since it's not actually used for anything. |
| poolSize.type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER; |
| poolSize.descriptorCount = 1; |
| descriptorPoolSizes.emplace_back(poolSize); |
| } |
| |
| if (!descriptorPoolSizes.empty()) |
| { |
| ANGLE_TRY(mDynamicDescriptorPools[ToUnderlying(descriptorSetIndex)].init( |
| contextVk, descriptorPoolSizes.data(), descriptorPoolSizes.size(), |
| descriptorSetLayout)); |
| } |
| |
| return angle::Result::Continue; |
| } |
| |
| angle::Result ProgramExecutableVk::createPipelineLayout( |
| const gl::Context *glContext, |
| gl::ActiveTextureArray<vk::TextureUnit> *activeTextures) |
| { |
| const gl::State &glState = glContext->getState(); |
| ContextVk *contextVk = vk::GetImpl(glContext); |
| gl::TransformFeedback *transformFeedback = glState.getCurrentTransformFeedback(); |
| const gl::ProgramExecutable &glExecutable = getGlExecutable(); |
| const gl::ShaderBitSet &linkedShaderStages = glExecutable.getLinkedShaderStages(); |
| gl::ShaderMap<const gl::ProgramState *> programStates; |
| fillProgramStateMap(contextVk, &programStates); |
| |
| reset(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 (const gl::ShaderType shaderType : linkedShaderStages) |
| { |
| const std::string uniformBlockName = kDefaultUniformNames[shaderType]; |
| const ShaderInterfaceVariableInfo &info = |
| mVariableInfoMap.get(shaderType, uniformBlockName); |
| if (!info.activeStages[shaderType]) |
| { |
| continue; |
| } |
| |
| 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 && |
| !programStates[linkedTransformFeedbackStage]->getLinkedTransformFeedbackVaryings().empty(); |
| if (transformFeedback && hasXfbVaryings) |
| { |
| const gl::ProgramExecutable &executable = |
| programStates[linkedTransformFeedbackStage]->getExecutable(); |
| size_t xfbBufferCount = executable.getTransformFeedbackBufferCount(); |
| TransformFeedbackVk *transformFeedbackVk = vk::GetImpl(transformFeedback); |
| transformFeedbackVk->updateDescriptorSetLayout(contextVk, mVariableInfoMap, xfbBufferCount, |
| &uniformsAndXfbSetDesc); |
| } |
| |
| ANGLE_TRY(contextVk->getDescriptorSetLayoutCache().getDescriptorSetLayout( |
| contextVk, uniformsAndXfbSetDesc, |
| &mDescriptorSetLayouts[ToUnderlying(DescriptorSetIndex::UniformsAndXfb)])); |
| |
| // Uniform and storage buffers, atomic counter buffers and images: |
| vk::DescriptorSetLayoutDesc resourcesSetDesc; |
| |
| for (const gl::ShaderType shaderType : linkedShaderStages) |
| { |
| const gl::ProgramState *programState = programStates[shaderType]; |
| ASSERT(programState); |
| |
| addInterfaceBlockDescriptorSetDesc(programState->getUniformBlocks(), shaderType, |
| VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, &resourcesSetDesc); |
| addInterfaceBlockDescriptorSetDesc(programState->getShaderStorageBlocks(), shaderType, |
| VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, &resourcesSetDesc); |
| addAtomicCounterBufferDescriptorSetDesc(programState->getAtomicCounterBuffers(), shaderType, |
| &resourcesSetDesc); |
| } |
| |
| for (const gl::ShaderType shaderType : linkedShaderStages) |
| { |
| const gl::ProgramState *programState = programStates[shaderType]; |
| ASSERT(programState); |
| addImageDescriptorSetDesc(programState->getExecutable(), &resourcesSetDesc); |
| addInputAttachmentDescriptorSetDesc(programState->getExecutable(), shaderType, |
| &resourcesSetDesc); |
| } |
| |
| ANGLE_TRY(contextVk->getDescriptorSetLayoutCache().getDescriptorSetLayout( |
| contextVk, resourcesSetDesc, |
| &mDescriptorSetLayouts[ToUnderlying(DescriptorSetIndex::ShaderResource)])); |
| |
| // Textures: |
| vk::DescriptorSetLayoutDesc texturesSetDesc; |
| |
| for (const gl::ShaderType shaderType : linkedShaderStages) |
| { |
| const gl::ProgramState *programState = programStates[shaderType]; |
| ASSERT(programState); |
| addTextureDescriptorSetDesc(*programState, activeTextures, &texturesSetDesc); |
| } |
| |
| ANGLE_TRY(contextVk->getDescriptorSetLayoutCache().getDescriptorSetLayout( |
| contextVk, texturesSetDesc, |
| &mDescriptorSetLayouts[ToUnderlying(DescriptorSetIndex::Texture)])); |
| |
| // Driver uniforms: |
| VkShaderStageFlags driverUniformsStages = |
| glExecutable.isCompute() ? VK_SHADER_STAGE_COMPUTE_BIT : VK_SHADER_STAGE_ALL_GRAPHICS; |
| vk::DescriptorSetLayoutDesc driverUniformsSetDesc = |
| contextVk->getDriverUniformsDescriptorSetDesc(driverUniformsStages); |
| ANGLE_TRY(contextVk->getDescriptorSetLayoutCache().getDescriptorSetLayout( |
| contextVk, driverUniformsSetDesc, |
| &mDescriptorSetLayouts[ToUnderlying(DescriptorSetIndex::DriverUniforms)])); |
| |
| // Create pipeline layout with these 4 descriptor sets. |
| vk::PipelineLayoutDesc pipelineLayoutDesc; |
| pipelineLayoutDesc.updateDescriptorSetLayout(DescriptorSetIndex::UniformsAndXfb, |
| uniformsAndXfbSetDesc); |
| pipelineLayoutDesc.updateDescriptorSetLayout(DescriptorSetIndex::ShaderResource, |
| resourcesSetDesc); |
| pipelineLayoutDesc.updateDescriptorSetLayout(DescriptorSetIndex::Texture, texturesSetDesc); |
| pipelineLayoutDesc.updateDescriptorSetLayout(DescriptorSetIndex::DriverUniforms, |
| driverUniformsSetDesc); |
| |
| ANGLE_TRY(contextVk->getPipelineLayoutCache().getPipelineLayout( |
| contextVk, pipelineLayoutDesc, mDescriptorSetLayouts, &mPipelineLayout)); |
| |
| // Initialize descriptor pools. |
| ANGLE_TRY(initDynamicDescriptorPools( |
| contextVk, uniformsAndXfbSetDesc, DescriptorSetIndex::UniformsAndXfb, |
| mDescriptorSetLayouts[ToUnderlying(DescriptorSetIndex::UniformsAndXfb)].get().getHandle())); |
| ANGLE_TRY(initDynamicDescriptorPools( |
| contextVk, resourcesSetDesc, DescriptorSetIndex::ShaderResource, |
| mDescriptorSetLayouts[ToUnderlying(DescriptorSetIndex::ShaderResource)].get().getHandle())); |
| ANGLE_TRY(initDynamicDescriptorPools( |
| contextVk, texturesSetDesc, DescriptorSetIndex::Texture, |
| mDescriptorSetLayouts[ToUnderlying(DescriptorSetIndex::Texture)].get().getHandle())); |
| ANGLE_TRY(initDynamicDescriptorPools( |
| contextVk, driverUniformsSetDesc, DescriptorSetIndex::DriverUniforms, |
| mDescriptorSetLayouts[ToUnderlying(DescriptorSetIndex::DriverUniforms)].get().getHandle())); |
| |
| mDynamicBufferOffsets.resize(glExecutable.getLinkedShaderStageCount()); |
| |
| 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.get( |
| mergedVarying.frontShaderStage, mergedVarying.frontShader->mappedName); |
| info.varyingIsOutput = true; |
| info.useRelaxedPrecision = true; |
| } |
| else |
| { |
| // The output is lower precision than the input, adjust the input |
| ASSERT(backPrecision > frontPrecision); |
| ShaderInterfaceVariableInfo &info = mVariableInfoMap.get( |
| mergedVarying.backShaderStage, mergedVarying.backShader->mappedName); |
| info.varyingIsInput = true; |
| info.useRelaxedPrecision = true; |
| } |
| } |
| } |
| |
| void ProgramExecutableVk::updateDefaultUniformsDescriptorSet( |
| const gl::ShaderType shaderType, |
| const DefaultUniformBlock &defaultUniformBlock, |
| vk::BufferHelper *defaultUniformBuffer, |
| ContextVk *contextVk) |
| { |
| const std::string uniformBlockName = kDefaultUniformNames[shaderType]; |
| const ShaderInterfaceVariableInfo &info = mVariableInfoMap.get(shaderType, uniformBlockName); |
| if (!info.activeStages[shaderType]) |
| { |
| return; |
| } |
| |
| VkWriteDescriptorSet &writeInfo = contextVk->allocWriteDescriptorSet(); |
| VkDescriptorBufferInfo &bufferInfo = contextVk->allocDescriptorBufferInfo(); |
| |
| if (!defaultUniformBlock.uniformData.empty()) |
| { |
| bufferInfo.buffer = defaultUniformBuffer->getBuffer().getHandle(); |
| } |
| else |
| { |
| vk::BufferHelper &emptyBuffer = contextVk->getEmptyBuffer(); |
| emptyBuffer.retain(&contextVk->getResourceUseList()); |
| bufferInfo.buffer = emptyBuffer.getBuffer().getHandle(); |
| } |
| |
| bufferInfo.offset = 0; |
| bufferInfo.range = VK_WHOLE_SIZE; |
| |
| writeInfo.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; |
| writeInfo.pNext = nullptr; |
| writeInfo.dstSet = mDescriptorSets[ToUnderlying(DescriptorSetIndex::UniformsAndXfb)]; |
| writeInfo.dstBinding = info.binding; |
| writeInfo.dstArrayElement = 0; |
| writeInfo.descriptorCount = 1; |
| writeInfo.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC; |
| writeInfo.pImageInfo = nullptr; |
| writeInfo.pBufferInfo = &bufferInfo; |
| writeInfo.pTexelBufferView = nullptr; |
| } |
| |
| angle::Result ProgramExecutableVk::updateBuffersDescriptorSet( |
| ContextVk *contextVk, |
| const gl::ShaderType shaderType, |
| vk::CommandBufferHelper *commandBufferHelper, |
| const std::vector<gl::InterfaceBlock> &blocks, |
| VkDescriptorType descriptorType) |
| { |
| if (blocks.empty()) |
| { |
| return angle::Result::Continue; |
| } |
| |
| ASSERT(descriptorType == VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER || |
| descriptorType == VK_DESCRIPTOR_TYPE_STORAGE_BUFFER); |
| const bool isStorageBuffer = descriptorType == VK_DESCRIPTOR_TYPE_STORAGE_BUFFER; |
| |
| VkDescriptorSet descriptorSet = |
| mDescriptorSets[ToUnderlying(DescriptorSetIndex::ShaderResource)]; |
| |
| // Write uniform or storage buffers. |
| const gl::State &glState = contextVk->getState(); |
| for (uint32_t bufferIndex = 0; bufferIndex < blocks.size(); ++bufferIndex) |
| { |
| const gl::InterfaceBlock &block = blocks[bufferIndex]; |
| const gl::OffsetBindingPointer<gl::Buffer> &bufferBinding = |
| isStorageBuffer ? glState.getIndexedShaderStorageBuffer(block.binding) |
| : glState.getIndexedUniformBuffer(block.binding); |
| |
| if (!block.isActive(shaderType)) |
| { |
| continue; |
| } |
| |
| if (bufferBinding.get() == nullptr) |
| { |
| continue; |
| } |
| |
| const ShaderInterfaceVariableInfo &info = |
| mVariableInfoMap.get(shaderType, block.mappedName); |
| uint32_t binding = info.binding; |
| uint32_t arrayElement = block.isArray ? block.arrayElement : 0; |
| |
| VkDeviceSize size; |
| if (!isStorageBuffer) |
| { |
| size = block.dataSize; |
| } |
| else |
| { |
| size = gl::GetBoundBufferAvailableSize(bufferBinding); |
| } |
| |
| // Make sure there's no possible under/overflow with binding size. |
| static_assert(sizeof(VkDeviceSize) >= sizeof(bufferBinding.getSize()), |
| "VkDeviceSize too small"); |
| ASSERT(bufferBinding.getSize() >= 0); |
| |
| VkDescriptorBufferInfo &bufferInfo = contextVk->allocDescriptorBufferInfo(); |
| VkWriteDescriptorSet &writeInfo = contextVk->allocWriteDescriptorSet(); |
| |
| BufferVk *bufferVk = vk::GetImpl(bufferBinding.get()); |
| vk::BufferHelper &bufferHelper = bufferVk->getBuffer(); |
| |
| // Lazily allocate the descriptor set, since we may not need one if all of the buffers are |
| // inactive. |
| if (descriptorSet == VK_NULL_HANDLE) |
| { |
| ANGLE_TRY(allocateDescriptorSet(contextVk, DescriptorSetIndex::ShaderResource)); |
| descriptorSet = mDescriptorSets[ToUnderlying(DescriptorSetIndex::ShaderResource)]; |
| } |
| ASSERT(descriptorSet != VK_NULL_HANDLE); |
| WriteBufferDescriptorSetBinding(bufferHelper, bufferBinding.getOffset(), size, |
| descriptorSet, descriptorType, binding, arrayElement, 0, |
| &bufferInfo, &writeInfo); |
| |
| if (isStorageBuffer) |
| { |
| // We set the SHADER_READ_BIT to be conservative. |
| VkAccessFlags accessFlags = VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT; |
| commandBufferHelper->bufferWrite(contextVk, accessFlags, |
| vk::GetPipelineStage(shaderType), |
| vk::AliasingMode::Allowed, &bufferHelper); |
| } |
| else |
| { |
| commandBufferHelper->bufferRead(contextVk, VK_ACCESS_UNIFORM_READ_BIT, |
| vk::GetPipelineStage(shaderType), &bufferHelper); |
| } |
| } |
| |
| return angle::Result::Continue; |
| } |
| |
| angle::Result ProgramExecutableVk::updateAtomicCounterBuffersDescriptorSet( |
| const gl::ProgramState &programState, |
| const gl::ShaderType shaderType, |
| ContextVk *contextVk, |
| vk::CommandBufferHelper *commandBufferHelper) |
| { |
| const gl::State &glState = contextVk->getState(); |
| const std::vector<gl::AtomicCounterBuffer> &atomicCounterBuffers = |
| programState.getAtomicCounterBuffers(); |
| |
| if (atomicCounterBuffers.empty()) |
| { |
| return angle::Result::Continue; |
| } |
| |
| VkDescriptorSet descriptorSet = |
| mDescriptorSets[ToUnderlying(DescriptorSetIndex::ShaderResource)]; |
| |
| std::string blockName(sh::vk::kAtomicCountersBlockName); |
| const ShaderInterfaceVariableInfo &info = mVariableInfoMap.get(shaderType, blockName); |
| |
| if (!info.activeStages[shaderType]) |
| { |
| return angle::Result::Continue; |
| } |
| |
| gl::AtomicCounterBufferMask writtenBindings; |
| |
| RendererVk *rendererVk = contextVk->getRenderer(); |
| const VkDeviceSize requiredOffsetAlignment = |
| rendererVk->getPhysicalDeviceProperties().limits.minStorageBufferOffsetAlignment; |
| |
| // Write atomic counter buffers. |
| for (uint32_t bufferIndex = 0; bufferIndex < atomicCounterBuffers.size(); ++bufferIndex) |
| { |
| const gl::AtomicCounterBuffer &atomicCounterBuffer = atomicCounterBuffers[bufferIndex]; |
| uint32_t binding = atomicCounterBuffer.binding; |
| const gl::OffsetBindingPointer<gl::Buffer> &bufferBinding = |
| glState.getIndexedAtomicCounterBuffer(binding); |
| |
| if (bufferBinding.get() == nullptr) |
| { |
| continue; |
| } |
| |
| VkDescriptorBufferInfo &bufferInfo = contextVk->allocDescriptorBufferInfo(); |
| VkWriteDescriptorSet &writeInfo = contextVk->allocWriteDescriptorSet(); |
| |
| BufferVk *bufferVk = vk::GetImpl(bufferBinding.get()); |
| vk::BufferHelper &bufferHelper = bufferVk->getBuffer(); |
| |
| // Lazily allocate the descriptor set, since we may not need one if all of the buffers are |
| // inactive. |
| if (descriptorSet == VK_NULL_HANDLE) |
| { |
| ANGLE_TRY(allocateDescriptorSet(contextVk, DescriptorSetIndex::ShaderResource)); |
| descriptorSet = mDescriptorSets[ToUnderlying(DescriptorSetIndex::ShaderResource)]; |
| } |
| ASSERT(descriptorSet != VK_NULL_HANDLE); |
| VkDeviceSize size = gl::GetBoundBufferAvailableSize(bufferBinding); |
| WriteBufferDescriptorSetBinding(bufferHelper, bufferBinding.getOffset(), size, |
| descriptorSet, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, |
| info.binding, binding, requiredOffsetAlignment, &bufferInfo, |
| &writeInfo); |
| |
| // We set SHADER_READ_BIT to be conservative. |
| commandBufferHelper->bufferWrite( |
| contextVk, VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT, |
| vk::GetPipelineStage(shaderType), vk::AliasingMode::Allowed, &bufferHelper); |
| |
| writtenBindings.set(binding); |
| } |
| |
| ASSERT(descriptorSet != VK_NULL_HANDLE); |
| |
| // Bind the empty buffer to every array slot that's unused. |
| vk::BufferHelper &emptyBuffer = contextVk->getEmptyBuffer(); |
| emptyBuffer.retain(&contextVk->getResourceUseList()); |
| size_t count = (~writtenBindings).count(); |
| VkDescriptorBufferInfo *bufferInfos = contextVk->allocDescriptorBufferInfos(count); |
| VkWriteDescriptorSet *writeInfos = contextVk->allocWriteDescriptorSets(count); |
| size_t writeCount = 0; |
| for (size_t binding : ~writtenBindings) |
| { |
| bufferInfos[writeCount].buffer = emptyBuffer.getBuffer().getHandle(); |
| bufferInfos[writeCount].offset = 0; |
| bufferInfos[writeCount].range = VK_WHOLE_SIZE; |
| |
| writeInfos[writeCount].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; |
| writeInfos[writeCount].pNext = nullptr; |
| writeInfos[writeCount].dstSet = descriptorSet; |
| writeInfos[writeCount].dstBinding = info.binding; |
| writeInfos[writeCount].dstArrayElement = static_cast<uint32_t>(binding); |
| writeInfos[writeCount].descriptorCount = 1; |
| writeInfos[writeCount].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER; |
| writeInfos[writeCount].pImageInfo = nullptr; |
| writeInfos[writeCount].pBufferInfo = &bufferInfos[writeCount]; |
| writeInfos[writeCount].pTexelBufferView = nullptr; |
| writeCount++; |
| } |
| |
| return angle::Result::Continue; |
| } |
| |
| angle::Result ProgramExecutableVk::updateImagesDescriptorSet( |
| ContextVk *contextVk, |
| const gl::ProgramExecutable &executable, |
| const gl::ShaderType shaderType) |
| { |
| const gl::State &glState = contextVk->getState(); |
| RendererVk *renderer = contextVk->getRenderer(); |
| const std::vector<gl::ImageBinding> &imageBindings = executable.getImageBindings(); |
| const std::vector<gl::LinkedUniform> &uniforms = executable.getUniforms(); |
| |
| if (imageBindings.empty()) |
| { |
| return angle::Result::Continue; |
| } |
| |
| VkDescriptorSet descriptorSet = |
| mDescriptorSets[ToUnderlying(DescriptorSetIndex::ShaderResource)]; |
| |
| const gl::ActiveTextureArray<TextureVk *> &activeImages = contextVk->getActiveImages(); |
| |
| angle::HashMap<std::string, uint32_t> mappedImageNameToArrayOffset; |
| |
| // Write images. |
| for (uint32_t imageIndex = 0; imageIndex < imageBindings.size(); ++imageIndex) |
| { |
| const gl::ImageBinding &imageBinding = imageBindings[imageIndex]; |
| uint32_t uniformIndex = executable.getUniformIndexFromImageIndex(imageIndex); |
| const gl::LinkedUniform &imageUniform = uniforms[uniformIndex]; |
| |
| if (!imageUniform.isActive(shaderType)) |
| { |
| continue; |
| } |
| |
| // Lazily allocate the descriptor set, since we may not need one if all of the image |
| // uniforms are inactive. |
| if (descriptorSet == VK_NULL_HANDLE) |
| { |
| ANGLE_TRY(allocateDescriptorSet(contextVk, DescriptorSetIndex::ShaderResource)); |
| descriptorSet = mDescriptorSets[ToUnderlying(DescriptorSetIndex::ShaderResource)]; |
| } |
| ASSERT(descriptorSet != VK_NULL_HANDLE); |
| |
| std::string mappedImageName = GlslangGetMappedSamplerName(imageUniform.name); |
| |
| GetImageNameWithoutIndices(&mappedImageName); |
| |
| uint32_t arrayOffset = 0; |
| uint32_t arraySize = static_cast<uint32_t>(imageBinding.boundImageUnits.size()); |
| |
| arrayOffset = mappedImageNameToArrayOffset[mappedImageName]; |
| // Front-end generates array elements in order, so we can just increment the offset each |
| // time we process a nested array. |
| mappedImageNameToArrayOffset[mappedImageName] += arraySize; |
| |
| VkWriteDescriptorSet *writeInfos = contextVk->allocWriteDescriptorSets(arraySize); |
| |
| // Texture buffers use buffer views, so they are especially handled. |
| if (imageBinding.textureType == gl::TextureType::Buffer) |
| { |
| // Handle format reinterpration by looking for a view with the format specified in |
| // the shader (if any, instead of the format specified to glTexBuffer). |
| const vk::Format *format = nullptr; |
| if (imageUniform.imageUnitFormat != GL_NONE) |
| { |
| format = &renderer->getFormat(imageUniform.imageUnitFormat); |
| } |
| |
| for (uint32_t arrayElement = 0; arrayElement < arraySize; ++arrayElement) |
| { |
| GLuint imageUnit = imageBinding.boundImageUnits[arrayElement]; |
| TextureVk *textureVk = activeImages[imageUnit]; |
| |
| const vk::BufferView *view = nullptr; |
| ANGLE_TRY(textureVk->getBufferViewAndRecordUse(contextVk, format, true, &view)); |
| |
| const ShaderInterfaceVariableInfo &info = |
| mVariableInfoMap.get(shaderType, mappedImageName); |
| |
| writeInfos[arrayElement].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; |
| writeInfos[arrayElement].pNext = nullptr; |
| writeInfos[arrayElement].dstSet = descriptorSet; |
| writeInfos[arrayElement].dstBinding = info.binding; |
| writeInfos[arrayElement].dstArrayElement = arrayOffset + arrayElement; |
| writeInfos[arrayElement].descriptorCount = 1; |
| writeInfos[arrayElement].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER; |
| writeInfos[arrayElement].pImageInfo = nullptr; |
| writeInfos[arrayElement].pBufferInfo = nullptr; |
| writeInfos[arrayElement].pTexelBufferView = view->ptr(); |
| } |
| continue; |
| } |
| |
| VkDescriptorImageInfo *imageInfos = contextVk->allocDescriptorImageInfos(arraySize); |
| for (uint32_t arrayElement = 0; arrayElement < arraySize; ++arrayElement) |
| { |
| GLuint imageUnit = imageBinding.boundImageUnits[arrayElement]; |
| const gl::ImageUnit &binding = glState.getImageUnit(imageUnit); |
| TextureVk *textureVk = activeImages[imageUnit]; |
| |
| vk::ImageHelper *image = &textureVk->getImage(); |
| const vk::ImageView *imageView = nullptr; |
| |
| ANGLE_TRY(textureVk->getStorageImageView(contextVk, binding, &imageView)); |
| |
| // Note: binding.access is unused because it is implied by the shader. |
| |
| imageInfos[arrayElement].sampler = VK_NULL_HANDLE; |
| imageInfos[arrayElement].imageView = imageView->getHandle(); |
| imageInfos[arrayElement].imageLayout = image->getCurrentLayout(); |
| |
| const std::string imageName = GlslangGetMappedSamplerName(imageUniform.name); |
| const ShaderInterfaceVariableInfo &info = mVariableInfoMap.get(shaderType, imageName); |
| |
| writeInfos[arrayElement].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; |
| writeInfos[arrayElement].pNext = nullptr; |
| writeInfos[arrayElement].dstSet = descriptorSet; |
| writeInfos[arrayElement].dstBinding = info.binding; |
| writeInfos[arrayElement].dstArrayElement = arrayOffset + arrayElement; |
| writeInfos[arrayElement].descriptorCount = 1; |
| writeInfos[arrayElement].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE; |
| writeInfos[arrayElement].pImageInfo = &imageInfos[arrayElement]; |
| writeInfos[arrayElement].pBufferInfo = nullptr; |
| writeInfos[arrayElement].pTexelBufferView = nullptr; |
| } |
| } |
| |
| return angle::Result::Continue; |
| } |
| |
| angle::Result ProgramExecutableVk::updateShaderResourcesDescriptorSet( |
| ContextVk *contextVk, |
| FramebufferVk *framebufferVk, |
| vk::CommandBufferHelper *commandBufferHelper) |
| { |
| const gl::ProgramExecutable *executable = contextVk->getState().getProgramExecutable(); |
| ASSERT(executable); |
| gl::ShaderMap<const gl::ProgramState *> programStates; |
| fillProgramStateMap(contextVk, &programStates); |
| |
| // Reset the descriptor set handles so we only allocate a new one when necessary. |
| mDescriptorSets[ToUnderlying(DescriptorSetIndex::ShaderResource)] = VK_NULL_HANDLE; |
| mEmptyDescriptorSets[ToUnderlying(DescriptorSetIndex::ShaderResource)] = VK_NULL_HANDLE; |
| |
| for (const gl::ShaderType shaderType : executable->getLinkedShaderStages()) |
| { |
| const gl::ProgramState *programState = programStates[shaderType]; |
| ASSERT(programState); |
| |
| ANGLE_TRY(updateBuffersDescriptorSet(contextVk, shaderType, commandBufferHelper, |
| programState->getUniformBlocks(), |
| VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER)); |
| ANGLE_TRY(updateBuffersDescriptorSet(contextVk, shaderType, commandBufferHelper, |
| programState->getShaderStorageBlocks(), |
| VK_DESCRIPTOR_TYPE_STORAGE_BUFFER)); |
| ANGLE_TRY(updateAtomicCounterBuffersDescriptorSet(*programState, shaderType, contextVk, |
| commandBufferHelper)); |
| ANGLE_TRY(updateImagesDescriptorSet(contextVk, programState->getExecutable(), shaderType)); |
| ANGLE_TRY(updateInputAttachmentDescriptorSet(programState->getExecutable(), shaderType, |
| contextVk, framebufferVk)); |
| } |
| |
| return angle::Result::Continue; |
| } |
| |
| angle::Result ProgramExecutableVk::updateInputAttachmentDescriptorSet( |
| const gl::ProgramExecutable &executable, |
| const gl::ShaderType shaderType, |
| ContextVk *contextVk, |
| FramebufferVk *framebufferVk) |
| { |
| if (shaderType != gl::ShaderType::Fragment) |
| { |
| return angle::Result::Continue; |
| } |
| |
| const std::vector<gl::LinkedUniform> &uniforms = executable.getUniforms(); |
| |
| if (!executable.usesFramebufferFetch()) |
| { |
| return angle::Result::Continue; |
| } |
| |
| VkDescriptorSet descriptorSet = |
| mDescriptorSets[ToUnderlying(DescriptorSetIndex::ShaderResource)]; |
| |
| unsigned int baseUniformIndex = executable.getFragmentInoutRange().low(); |
| std::string baseMappedName = uniforms[baseUniformIndex].mappedName; |
| ShaderInterfaceVariableInfo &info = mVariableInfoMap.get(shaderType, baseMappedName); |
| uint32_t baseBinding = info.binding; |
| |
| for (size_t colorIndex : framebufferVk->getState().getColorAttachmentsMask()) |
| { |
| // Lazily allocate the descriptor set, since we may not need one if all of the image |
| // uniforms are inactive. |
| if (descriptorSet == VK_NULL_HANDLE) |
| { |
| ANGLE_TRY(allocateDescriptorSet(contextVk, DescriptorSetIndex::ShaderResource)); |
| descriptorSet = mDescriptorSets[ToUnderlying(DescriptorSetIndex::ShaderResource)]; |
| } |
| ASSERT(descriptorSet != VK_NULL_HANDLE); |
| |
| VkWriteDescriptorSet *writeInfos = contextVk->allocWriteDescriptorSets(1); |
| VkDescriptorImageInfo *imageInfos = contextVk->allocDescriptorImageInfos(1); |
| RenderTargetVk *renderTargetVk = framebufferVk->getColorDrawRenderTarget(colorIndex); |
| const vk::ImageView *imageView = nullptr; |
| |
| ANGLE_TRY(renderTargetVk->getImageView(contextVk, &imageView)); |
| |
| imageInfos[0].sampler = VK_NULL_HANDLE; |
| imageInfos[0].imageView = imageView->getHandle(); |
| imageInfos[0].imageLayout = VK_IMAGE_LAYOUT_GENERAL; |
| |
| writeInfos[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; |
| writeInfos[0].pNext = nullptr; |
| writeInfos[0].dstSet = descriptorSet; |
| writeInfos[0].dstBinding = baseBinding + static_cast<uint32_t>(colorIndex); |
| writeInfos[0].dstArrayElement = 0; |
| writeInfos[0].descriptorCount = 1; |
| writeInfos[0].descriptorType = VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT; |
| writeInfos[0].pImageInfo = &imageInfos[0]; |
| writeInfos[0].pBufferInfo = nullptr; |
| writeInfos[0].pTexelBufferView = nullptr; |
| } |
| |
| return angle::Result::Continue; |
| } |
| |
| angle::Result ProgramExecutableVk::updateTransformFeedbackDescriptorSet( |
| const gl::ProgramState &programState, |
| gl::ShaderMap<DefaultUniformBlock> &defaultUniformBlocks, |
| vk::BufferHelper *defaultUniformBuffer, |
| ContextVk *contextVk, |
| const vk::UniformsAndXfbDesc &xfbBufferDesc) |
| { |
| const gl::ProgramExecutable &executable = programState.getExecutable(); |
| ASSERT(executable.hasTransformFeedbackOutput()); |
| |
| bool newDescriptorSetAllocated; |
| ANGLE_TRY( |
| allocUniformAndXfbDescriptorSet(contextVk, xfbBufferDesc, &newDescriptorSetAllocated)); |
| |
| if (newDescriptorSetAllocated) |
| { |
| for (const gl::ShaderType shaderType : executable.getLinkedShaderStages()) |
| { |
| updateDefaultUniformsDescriptorSet(shaderType, defaultUniformBlocks[shaderType], |
| defaultUniformBuffer, contextVk); |
| } |
| updateTransformFeedbackDescriptorSetImpl(programState, contextVk); |
| } |
| |
| return angle::Result::Continue; |
| } |
| |
| void ProgramExecutableVk::updateTransformFeedbackDescriptorSetImpl( |
| const gl::ProgramState &programState, |
| ContextVk *contextVk) |
| { |
| const gl::State &glState = contextVk->getState(); |
| gl::TransformFeedback *transformFeedback = glState.getCurrentTransformFeedback(); |
| const gl::ProgramExecutable &executable = programState.getExecutable(); |
| |
| if (!executable.hasTransformFeedbackOutput()) |
| { |
| // If xfb has no output there is no need to update descriptor set. |
| return; |
| } |
| if (!glState.isTransformFeedbackActiveUnpaused()) |
| { |
| // We set empty Buffer to xfb descriptor set because xfb descriptor set |
| // requires valid buffer bindings, even if they are empty buffer, |
| // otherwise Vulkan validation layer generates errors. |
| if (transformFeedback) |
| { |
| TransformFeedbackVk *transformFeedbackVk = vk::GetImpl(transformFeedback); |
| transformFeedbackVk->initDescriptorSet( |
| contextVk, mVariableInfoMap, executable.getTransformFeedbackBufferCount(), |
| mDescriptorSets[ToUnderlying(DescriptorSetIndex::UniformsAndXfb)]); |
| } |
| return; |
| } |
| |
| TransformFeedbackVk *transformFeedbackVk = vk::GetImpl(glState.getCurrentTransformFeedback()); |
| transformFeedbackVk->updateDescriptorSet( |
| contextVk, programState, mVariableInfoMap, |
| mDescriptorSets[ToUnderlying(DescriptorSetIndex::UniformsAndXfb)]); |
| } |
| |
| angle::Result ProgramExecutableVk::updateTexturesDescriptorSet(ContextVk *contextVk) |
| { |
| const gl::ProgramExecutable *executable = contextVk->getState().getProgramExecutable(); |
| ASSERT(executable); |
| |
| if (!executable->hasTextures()) |
| { |
| return angle::Result::Continue; |
| } |
| |
| const vk::TextureDescriptorDesc &texturesDesc = contextVk->getActiveTexturesDesc(); |
| VkDescriptorSet descriptorSet = VK_NULL_HANDLE; |
| if (mTextureDescriptorsCache.get(texturesDesc, &descriptorSet)) |
| { |
| mDescriptorSets[ToUnderlying(DescriptorSetIndex::Texture)] = descriptorSet; |
| // The descriptor pool that this descriptor set was allocated from needs to be retained each |
| // time the descriptor set is used in a new command. |
| mDescriptorPoolBindings[ToUnderlying(DescriptorSetIndex::Texture)].get().retain( |
| &contextVk->getResourceUseList()); |
| return angle::Result::Continue; |
| } |
| |
| const gl::ActiveTextureArray<vk::TextureUnit> &activeTextures = contextVk->getActiveTextures(); |
| bool emulateSeamfulCubeMapSampling = contextVk->emulateSeamfulCubeMapSampling(); |
| |
| gl::ShaderMap<const gl::ProgramState *> programStates; |
| fillProgramStateMap(contextVk, &programStates); |
| |
| for (const gl::ShaderType shaderType : executable->getLinkedShaderStages()) |
| { |
| angle::HashMap<std::string, uint32_t> mappedSamplerNameToArrayOffset; |
| const gl::ProgramState *programState = programStates[shaderType]; |
| ASSERT(programState); |
| for (uint32_t textureIndex = 0; textureIndex < programState->getSamplerBindings().size(); |
| ++textureIndex) |
| { |
| const gl::SamplerBinding &samplerBinding = |
| programState->getSamplerBindings()[textureIndex]; |
| uint32_t uniformIndex = programState->getUniformIndexFromSamplerIndex(textureIndex); |
| const gl::LinkedUniform &samplerUniform = programState->getUniforms()[uniformIndex]; |
| std::string mappedSamplerName = GlslangGetMappedSamplerName(samplerUniform.name); |
| |
| if (!samplerUniform.isActive(shaderType)) |
| { |
| continue; |
| } |
| |
| // Lazily allocate the descriptor set, since we may not need one if all of the |
| // sampler uniforms are inactive. |
| if (descriptorSet == VK_NULL_HANDLE) |
| { |
| bool newPoolAllocated; |
| ANGLE_TRY(allocateDescriptorSetAndGetInfo(contextVk, DescriptorSetIndex::Texture, |
| &newPoolAllocated)); |
| |
| // Clear descriptor set cache. It may no longer be valid. |
| if (newPoolAllocated) |
| { |
| mTextureDescriptorsCache.destroy(contextVk->getRenderer()); |
| } |
| |
| descriptorSet = mDescriptorSets[ToUnderlying(DescriptorSetIndex::Texture)]; |
| mTextureDescriptorsCache.insert(texturesDesc, descriptorSet); |
| } |
| ASSERT(descriptorSet != VK_NULL_HANDLE); |
| |
| uint32_t arrayOffset = 0; |
| uint32_t arraySize = static_cast<uint32_t>(samplerBinding.boundTextureUnits.size()); |
| |
| arrayOffset = mappedSamplerNameToArrayOffset[mappedSamplerName]; |
| // Front-end generates array elements in order, so we can just increment the offset each |
| // time we process a nested array. |
| mappedSamplerNameToArrayOffset[mappedSamplerName] += arraySize; |
| |
| VkWriteDescriptorSet *writeInfos = contextVk->allocWriteDescriptorSets(arraySize); |
| |
| // Texture buffers use buffer views, so they are especially handled. |
| if (samplerBinding.textureType == gl::TextureType::Buffer) |
| { |
| for (uint32_t arrayElement = 0; arrayElement < arraySize; ++arrayElement) |
| { |
| GLuint textureUnit = samplerBinding.boundTextureUnits[arrayElement]; |
| TextureVk *textureVk = activeTextures[textureUnit].texture; |
| const vk::BufferView *view = nullptr; |
| ANGLE_TRY( |
| textureVk->getBufferViewAndRecordUse(contextVk, nullptr, false, &view)); |
| |
| const std::string samplerName = |
| GlslangGetMappedSamplerName(samplerUniform.name); |
| const ShaderInterfaceVariableInfo &info = |
| mVariableInfoMap.get(shaderType, samplerName); |
| |
| writeInfos[arrayElement].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; |
| writeInfos[arrayElement].pNext = nullptr; |
| writeInfos[arrayElement].dstSet = descriptorSet; |
| writeInfos[arrayElement].dstBinding = info.binding; |
| writeInfos[arrayElement].dstArrayElement = arrayOffset + arrayElement; |
| writeInfos[arrayElement].descriptorCount = 1; |
| writeInfos[arrayElement].descriptorType = |
| VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER; |
| writeInfos[arrayElement].pImageInfo = nullptr; |
| writeInfos[arrayElement].pBufferInfo = nullptr; |
| writeInfos[arrayElement].pTexelBufferView = view->ptr(); |
| } |
| continue; |
| } |
| |
| VkDescriptorImageInfo *imageInfos = contextVk->allocDescriptorImageInfos(arraySize); |
| for (uint32_t arrayElement = 0; arrayElement < arraySize; ++arrayElement) |
| { |
| GLuint textureUnit = samplerBinding.boundTextureUnits[arrayElement]; |
| const vk::TextureUnit &unit = activeTextures[textureUnit]; |
| TextureVk *textureVk = unit.texture; |
| const vk::SamplerHelper &samplerHelper = *unit.sampler; |
| |
| vk::ImageHelper &image = textureVk->getImage(); |
| |
| imageInfos[arrayElement].sampler = samplerHelper.get().getHandle(); |
| imageInfos[arrayElement].imageLayout = image.getCurrentLayout(); |
| |
| if (emulateSeamfulCubeMapSampling) |
| { |
| // If emulating seamful cubemapping, use the fetch image view. This is |
| // basically the same image view as read, except it's a 2DArray view for |
| // cube maps. |
| const vk::ImageView &imageView = textureVk->getFetchImageViewAndRecordUse( |
| contextVk, unit.srgbDecode, samplerUniform.texelFetchStaticUse); |
| imageInfos[arrayElement].imageView = imageView.getHandle(); |
| } |
| else |
| { |
| const vk::ImageView &imageView = textureVk->getReadImageViewAndRecordUse( |
| contextVk, unit.srgbDecode, samplerUniform.texelFetchStaticUse); |
| imageInfos[arrayElement].imageView = imageView.getHandle(); |
| } |
| |
| if (textureVk->getImage().hasImmutableSampler()) |
| { |
| imageInfos[arrayElement].sampler = textureVk->getSampler().get().getHandle(); |
| } |
| const std::string samplerName = GlslangGetMappedSamplerName(samplerUniform.name); |
| const ShaderInterfaceVariableInfo &info = |
| mVariableInfoMap.get(shaderType, samplerName); |
| |
| writeInfos[arrayElement].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; |
| writeInfos[arrayElement].pNext = nullptr; |
| writeInfos[arrayElement].dstSet = descriptorSet; |
| writeInfos[arrayElement].dstBinding = info.binding; |
| writeInfos[arrayElement].dstArrayElement = arrayOffset + arrayElement; |
| writeInfos[arrayElement].descriptorCount = 1; |
| writeInfos[arrayElement].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; |
| writeInfos[arrayElement].pImageInfo = &imageInfos[arrayElement]; |
| writeInfos[arrayElement].pBufferInfo = nullptr; |
| writeInfos[arrayElement].pTexelBufferView = nullptr; |
| } |
| } |
| } |
| |
| return angle::Result::Continue; |
| } |
| |
| angle::Result ProgramExecutableVk::updateDescriptorSets(ContextVk *contextVk, |
| vk::CommandBuffer *commandBuffer) |
| { |
| // 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. |
| const size_t descriptorSetStart = ToUnderlying(DescriptorSetIndex::UniformsAndXfb); |
| size_t descriptorSetRange = 0; |
| for (size_t descriptorSetIndex = descriptorSetStart; |
| descriptorSetIndex < mDescriptorSets.size(); ++descriptorSetIndex) |
| { |
| if (mDescriptorSets[descriptorSetIndex] != VK_NULL_HANDLE) |
| { |
| descriptorSetRange = descriptorSetIndex + 1; |
| } |
| } |
| |
| const gl::State &glState = contextVk->getState(); |
| const VkPipelineBindPoint pipelineBindPoint = glState.getProgramExecutable()->isCompute() |
| ? VK_PIPELINE_BIND_POINT_COMPUTE |
| : VK_PIPELINE_BIND_POINT_GRAPHICS; |
| |
| for (uint32_t descriptorSetIndex = descriptorSetStart; descriptorSetIndex < descriptorSetRange; |
| ++descriptorSetIndex) |
| { |
| VkDescriptorSet descSet = mDescriptorSets[descriptorSetIndex]; |
| if (descSet == VK_NULL_HANDLE) |
| { |
| if (!contextVk->getRenderer()->getFeatures().bindEmptyForUnusedDescriptorSets.enabled) |
| { |
| continue; |
| } |
| |
| // Workaround a driver bug where missing (though unused) descriptor sets indices cause |
| // later sets to misbehave. |
| if (mEmptyDescriptorSets[descriptorSetIndex] == VK_NULL_HANDLE) |
| { |
| const vk::DescriptorSetLayout &descriptorSetLayout = |
| mDescriptorSetLayouts[descriptorSetIndex].get(); |
| |
| ANGLE_TRY(mDynamicDescriptorPools[descriptorSetIndex].allocateSets( |
| contextVk, descriptorSetLayout.ptr(), 1, |
| &mDescriptorPoolBindings[descriptorSetIndex], |
| &mEmptyDescriptorSets[descriptorSetIndex])); |
| |
| ++mObjectPerfCounters.descriptorSetsAllocated[descriptorSetIndex]; |
| } |
| descSet = mEmptyDescriptorSets[descriptorSetIndex]; |
| } |
| |
| // Default uniforms are encompassed in a block per shader stage, and they are assigned |
| // through dynamic uniform buffers (requiring dynamic offsets). No other descriptor |
| // requires a dynamic offset. |
| const uint32_t uniformBlockOffsetCount = |
| descriptorSetIndex == ToUnderlying(DescriptorSetIndex::UniformsAndXfb) |
| ? static_cast<uint32_t>(mNumDefaultUniformDescriptors) |
| : 0; |
| |
| commandBuffer->bindDescriptorSets(getPipelineLayout(), pipelineBindPoint, |
| static_cast<DescriptorSetIndex>(descriptorSetIndex), 1, |
| &descSet, uniformBlockOffsetCount, |
| mDynamicBufferOffsets.data()); |
| } |
| |
| return angle::Result::Continue; |
| } |
| |
| // Requires that trace is enabled to see the output, which is supported with is_debug=true |
| void ProgramExecutableVk::outputCumulativePerfCounters() |
| { |
| if (!vk::kOutputCumulativePerfCounters) |
| { |
| return; |
| } |
| |
| { |
| std::ostringstream text; |
| |
| for (size_t descriptorSetIndex = 0; |
| descriptorSetIndex < mObjectPerfCounters.descriptorSetsAllocated.size(); |
| ++descriptorSetIndex) |
| { |
| uint32_t count = mObjectPerfCounters.descriptorSetsAllocated[descriptorSetIndex]; |
| if (count > 0) |
| { |
| text << " DescriptorSetIndex " << descriptorSetIndex << ": " << count << "\n"; |
| } |
| } |
| |
| // Only output information for programs that allocated descriptor sets. |
| std::string textStr = text.str(); |
| if (!textStr.empty()) |
| { |
| INFO() << "ProgramExecutable: " << this << ":"; |
| |
| // Output each descriptor set allocation on a single line, so they're prefixed with the |
| // INFO information (file, line number, etc.). |
| // https://stackoverflow.com/a/12514641 |
| std::istringstream iss(textStr); |
| for (std::string line; std::getline(iss, line);) |
| { |
| INFO() << line; |
| } |
| } |
| } |
| } |
| |
| } // namespace rx |