| // |
| // 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 |
| { |
| 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(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) |
| { |
| GlslangSpirvOptions options; |
| options.shaderType = shaderType; |
| options.preRotation = SurfaceRotation::FlippedRotated90Degrees; |
| options.negativeViewportSupported = false; |
| options.transformPositionToVulkanClipSpace = true; |
| options.removeDebugInfo = true; |
| options.isTransformFeedbackStage = shaderType == lastPreFragmentStage; |
| |
| angle::spirv::Blob transformed; |
| if (GlslangWrapperVk::TransformSpirV(options, variableInfoMap, spirvBlobs[shaderType], |
| &transformed) != angle::Result::Continue) |
| { |
| return false; |
| } |
| } |
| return true; |
| } |
| |
| constexpr bool IsDynamicDescriptor(VkDescriptorType descriptorType) |
| { |
| switch (descriptorType) |
| { |
| case VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC: |
| case VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC: |
| return true; |
| default: |
| return false; |
| } |
| } |
| |
| constexpr VkDescriptorType kStorageBufferDescriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER; |
| } // namespace |
| |
| DefaultUniformBlock::DefaultUniformBlock() = default; |
| |
| DefaultUniformBlock::~DefaultUniformBlock() = default; |
| |
| // ShaderInfo implementation. |
| ShaderInfo::ShaderInfo() {} |
| |
| ShaderInfo::~ShaderInfo() = default; |
| |
| angle::Result ShaderInfo::initShaders(const gl::ShaderBitSet &linkedShaderStages, |
| const gl::ShaderMap<const angle::spirv::Blob *> &spirvBlobs, |
| const ShaderInterfaceVariableInfoMap &variableInfoMap) |
| { |
| 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. |
| ASSERT(ValidateTransformedSpirV(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(ContextVk *contextVk, |
| 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]; |
| |
| GlslangSpirvOptions options; |
| options.shaderType = shaderType; |
| options.removeEarlyFragmentTestsOptimization = |
| shaderType == gl::ShaderType::Fragment && optionBits.removeEarlyFragmentTestsOptimization; |
| options.removeDebugInfo = !contextVk->getFeatures().retainSpirvDebugInfo.enabled; |
| options.isTransformFeedbackStage = isLastPreFragmentStage && isTransformFeedbackProgram && |
| !optionBits.removeTransformFeedbackEmulation; |
| options.isTransformFeedbackEmulated = contextVk->getFeatures().emulateTransformFeedback.enabled; |
| options.negativeViewportSupported = contextVk->getFeatures().supportsNegativeViewport.enabled; |
| |
| if (isLastPreFragmentStage) |
| { |
| options.preRotation = static_cast<SurfaceRotation>(optionBits.surfaceRotation); |
| options.transformPositionToVulkanClipSpace = |
| optionBits.enableDepthCorrection && |
| !contextVk->getFeatures().supportsDepthClipControl.enabled; |
| } |
| |
| ANGLE_TRY(GlslangWrapperVk::TransformSpirV(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), |
| mImmutableSamplersMaxDescriptorCount(1), |
| mUniformBufferDescriptorType(VK_DESCRIPTOR_TYPE_MAX_ENUM), |
| mDynamicUniformDescriptorOffsets{}, |
| mPerfCounters{}, |
| mCumulativePerfCounters{} |
| { |
| for (std::shared_ptr<DefaultUniformBlock> &defaultBlock : mDefaultUniformBlocks) |
| { |
| defaultBlock = std::make_shared<DefaultUniformBlock>(); |
| } |
| } |
| |
| ProgramExecutableVk::~ProgramExecutableVk() {} |
| |
| void ProgramExecutableVk::reset(ContextVk *contextVk) |
| { |
| for (auto &descriptorSetLayout : mDescriptorSetLayouts) |
| { |
| descriptorSetLayout.reset(); |
| } |
| mImmutableSamplersMaxDescriptorCount = 1; |
| mImmutableSamplerIndexMap.clear(); |
| 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); |
| } |
| |
| mTextureDescriptorsCache.clear(); |
| mUniformsAndXfbDescriptorsCache.clear(); |
| mShaderBufferDescriptorsCache.clear(); |
| |
| // Initialize with an invalid BufferSerial |
| mCurrentDefaultUniformBufferSerial = vk::BufferSerial(); |
| |
| for (ProgramInfo &programInfo : mGraphicsProgramInfos) |
| { |
| programInfo.release(contextVk); |
| } |
| mComputeProgramInfo.release(contextVk); |
| |
| contextVk->onProgramExecutableReset(this); |
| } |
| |
| std::unique_ptr<rx::LinkEvent> ProgramExecutableVk::load(ContextVk *contextVk, |
| const gl::ProgramExecutable &glExecutable, |
| gl::BinaryInputStream *stream) |
| { |
| clearVariableInfoMap(); |
| |
| for (gl::ShaderType shaderType : gl::AllShaderTypes()) |
| { |
| for (ShaderVariableType variableType : angle::AllEnums<ShaderVariableType>()) |
| { |
| 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, variableType, 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>(); |
| 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>(); |
| info.isDuplicate = stream->readBool(); |
| } |
| } |
| } |
| |
| 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>(); |
| } |
| |
| // 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(gl::BinaryOutputStream *stream) |
| { |
| for (gl::ShaderType shaderType : gl::AllShaderTypes()) |
| { |
| for (ShaderVariableType variableType : angle::AllEnums<ShaderVariableType>()) |
| { |
| stream->writeInt(mVariableInfoMap.variableCount(shaderType, variableType)); |
| for (const auto &it : mVariableInfoMap.getIterator(shaderType, variableType)) |
| { |
| 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); |
| 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); |
| stream->writeBool(info.isDuplicate); |
| } |
| } |
| } |
| |
| 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()); |
| } |
| } |
| |
| void ProgramExecutableVk::clearVariableInfoMap() |
| { |
| mVariableInfoMap.clear(); |
| } |
| |
| 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( |
| vk::Context *context, |
| vk::ResourceUseList *resourceUseList, |
| vk::BufferHelper *defaultUniformBuffer, |
| const vk::DescriptorSetDesc &xfbBufferDesc, |
| bool *newDescriptorSetAllocated) |
| { |
| mCurrentDefaultUniformBufferSerial = |
| defaultUniformBuffer ? defaultUniformBuffer->getBufferSerial() : vk::kInvalidBufferSerial; |
| |
| // Look up in the cache first |
| VkDescriptorSet descriptorSet = VK_NULL_HANDLE; |
| if (mUniformsAndXfbDescriptorsCache.get( |
| xfbBufferDesc, &descriptorSet, |
| &mPerfCounters.cacheStats[DescriptorSetIndex::UniformsAndXfb])) |
| { |
| *newDescriptorSetAllocated = false; |
| mDescriptorSets[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[DescriptorSetIndex::UniformsAndXfb].get().retain(resourceUseList); |
| return angle::Result::Continue; |
| } |
| |
| bool newPoolAllocated; |
| ANGLE_TRY(allocateDescriptorSetAndGetInfo( |
| context, resourceUseList, DescriptorSetIndex::UniformsAndXfb, &newPoolAllocated)); |
| |
| // Clear descriptor set cache. It may no longer be valid. |
| if (newPoolAllocated) |
| { |
| mUniformsAndXfbDescriptorsCache.clear(); |
| } |
| |
| // Add the descriptor set into cache |
| mUniformsAndXfbDescriptorsCache.insert( |
| xfbBufferDesc, mDescriptorSets[DescriptorSetIndex::UniformsAndXfb], |
| &mPerfCounters.cacheStats[DescriptorSetIndex::UniformsAndXfb]); |
| *newDescriptorSetAllocated = true; |
| |
| return angle::Result::Continue; |
| } |
| |
| angle::Result ProgramExecutableVk::allocateDescriptorSet(vk::Context *context, |
| vk::ResourceUseList *resourceUseList, |
| DescriptorSetIndex descriptorSetIndex) |
| { |
| bool ignoreNewPoolAllocated; |
| return allocateDescriptorSetAndGetInfo(context, resourceUseList, descriptorSetIndex, |
| &ignoreNewPoolAllocated); |
| } |
| |
| angle::Result ProgramExecutableVk::allocateDescriptorSetAndGetInfo( |
| vk::Context *context, |
| vk::ResourceUseList *resourceUseList, |
| DescriptorSetIndex descriptorSetIndex, |
| bool *newPoolAllocatedOut) |
| { |
| vk::DynamicDescriptorPool &dynamicDescriptorPool = mDynamicDescriptorPools[descriptorSetIndex]; |
| |
| const vk::DescriptorSetLayout &descriptorSetLayout = |
| mDescriptorSetLayouts[descriptorSetIndex].get(); |
| ANGLE_TRY(dynamicDescriptorPool.allocateSetsAndGetInfo( |
| context, resourceUseList, descriptorSetLayout, 1, |
| &mDescriptorPoolBindings[descriptorSetIndex], &mDescriptorSets[descriptorSetIndex], |
| newPoolAllocatedOut)); |
| mEmptyDescriptorSets[descriptorSetIndex] = VK_NULL_HANDLE; |
| |
| return angle::Result::Continue; |
| } |
| |
| void ProgramExecutableVk::addInterfaceBlockDescriptorSetDesc( |
| const gl::ProgramExecutable &glExecutable, |
| const std::vector<gl::InterfaceBlock> &blocks, |
| gl::ShaderType shaderType, |
| ShaderVariableType variableType, |
| 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.isActive(shaderType)) |
| { |
| continue; |
| } |
| |
| const ShaderInterfaceVariableInfo &info = mVariableInfoMap.getIndexedVariableInfo( |
| glExecutable, shaderType, variableType, bufferIndex); |
| if (info.isDuplicate) |
| { |
| continue; |
| } |
| |
| VkShaderStageFlags activeStages = gl_vk::GetShaderStageFlags(info.activeStages); |
| |
| descOut->update(info.binding, descType, arraySize, activeStages, nullptr); |
| } |
| } |
| |
| void ProgramExecutableVk::addAtomicCounterBufferDescriptorSetDesc( |
| const std::vector<gl::AtomicCounterBuffer> &atomicCounterBuffers, |
| gl::ShaderType shaderType, |
| vk::DescriptorSetLayoutDesc *descOut) |
| { |
| if (atomicCounterBuffers.empty() || !mVariableInfoMap.hasAtomicCounterInfo(shaderType)) |
| { |
| return; |
| } |
| |
| const ShaderInterfaceVariableInfo &info = mVariableInfoMap.getAtomicCounterInfo(shaderType); |
| if (info.isDuplicate || !info.activeStages[shaderType]) |
| { |
| return; |
| } |
| |
| VkShaderStageFlags activeStages = gl_vk::GetShaderStageFlags(info.activeStages); |
| |
| // A single storage buffer array is used for all stages for simplicity. |
| descOut->update(info.binding, 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.outerArrayOffset > 0) |
| { |
| ASSERT(gl::SamplerNameContainsNonZeroArrayElement(imageUniform.name)); |
| continue; |
| } |
| |
| ASSERT(!gl::SamplerNameContainsNonZeroArrayElement(imageUniform.name)); |
| |
| // 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()); |
| for (unsigned int outerArraySize : imageUniform.outerArraySizes) |
| { |
| arraySize *= outerArraySize; |
| } |
| |
| for (gl::ShaderType shaderType : executable.getLinkedShaderStages()) |
| { |
| if (!imageUniform.isActive(shaderType)) |
| { |
| continue; |
| } |
| |
| const ShaderInterfaceVariableInfo &info = mVariableInfoMap.getIndexedVariableInfo( |
| executable, shaderType, ShaderVariableType::Image, imageIndex); |
| if (info.isDuplicate) |
| { |
| continue; |
| } |
| |
| 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, |
| gl::ShaderType shaderType, |
| vk::DescriptorSetLayoutDesc *descOut) |
| { |
| if (shaderType != gl::ShaderType::Fragment) |
| { |
| return; |
| } |
| |
| if (!executable.usesFramebufferFetch()) |
| { |
| return; |
| } |
| |
| const ShaderInterfaceVariableInfo &baseInfo = |
| mVariableInfoMap.getFramebufferFetchInfo(executable, shaderType); |
| if (baseInfo.isDuplicate) |
| { |
| return; |
| } |
| |
| const std::vector<gl::LinkedUniform> &uniforms = executable.getUniforms(); |
| const uint32_t baseUniformIndex = executable.getFragmentInoutRange().low(); |
| const gl::LinkedUniform &baseInputAttachment = uniforms.at(baseUniformIndex); |
| uint32_t baseBinding = baseInfo.binding - baseInputAttachment.location; |
| |
| 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<vk::TextureUnit> *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.outerArrayOffset > 0) |
| { |
| ASSERT(gl::SamplerNameContainsNonZeroArrayElement(samplerUniform.name)); |
| continue; |
| } |
| |
| ASSERT(!gl::SamplerNameContainsNonZeroArrayElement(samplerUniform.name)); |
| |
| // 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()); |
| for (unsigned int outerArraySize : samplerUniform.outerArraySizes) |
| { |
| arraySize *= outerArraySize; |
| } |
| |
| for (gl::ShaderType shaderType : executable.getLinkedShaderStages()) |
| { |
| if (!samplerUniform.isActive(shaderType)) |
| { |
| continue; |
| } |
| |
| const ShaderInterfaceVariableInfo &info = mVariableInfoMap.getIndexedVariableInfo( |
| executable, shaderType, ShaderVariableType::Texture, textureIndex); |
| if (info.isDuplicate) |
| { |
| continue; |
| } |
| |
| 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 && |
| ((*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 TextureVk *textureVk = (*activeTextures)[textureUnit].texture; |
| const vk::Sampler &immutableSampler = textureVk->getSampler().get(); |
| descOut->update(info.binding, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, arraySize, |
| activeStages, &immutableSampler); |
| const vk::ImageHelper &image = textureVk->getImage(); |
| mImmutableSamplerIndexMap[image.getYcbcrConversionDesc()] = 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 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 (IsDynamicDescriptor(descType)) |
| { |
| ASSERT(offset == 0); |
| } |
| else |
| { |
| // Adjust offset with buffer's offset since we are sending down buffer.getBuffer() below. |
| offset = buffer.getOffset() + offset; |
| |
| // 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::ProgramExecutable &glExecutable) |
| { |
| const gl::State &glState = contextVk->getState(); |
| |
| mTransformOptions.removeEarlyFragmentTestsOptimization = false; |
| if (!glState.canEnableEarlyFragmentTestsOptimization()) |
| { |
| if (glExecutable.usesEarlyFragmentTestsOptimization()) |
| { |
| mTransformOptions.removeEarlyFragmentTestsOptimization = true; |
| } |
| } |
| } |
| |
| angle::Result ProgramExecutableVk::getGraphicsPipeline(ContextVk *contextVk, |
| gl::PrimitiveMode mode, |
| const vk::GraphicsPipelineDesc &desc, |
| const gl::ProgramExecutable &glExecutable, |
| const vk::GraphicsPipelineDesc **descPtrOut, |
| vk::PipelineHelper **pipelineOut) |
| { |
| const gl::State &glState = contextVk->getState(); |
| RendererVk *renderer = contextVk->getRenderer(); |
| vk::PipelineCache *pipelineCache = nullptr; |
| |
| ASSERT(glExecutable.hasLinkedShaderStage(gl::ShaderType::Vertex)); |
| |
| mTransformOptions.enableLineRasterEmulation = contextVk->isBresenhamEmulationEnabled(mode); |
| mTransformOptions.surfaceRotation = ToUnderlying(desc.getSurfaceRotation()); |
| mTransformOptions.enableDepthCorrection = !glState.isClipControlDepthZeroToOne(); |
| mTransformOptions.removeTransformFeedbackEmulation = |
| contextVk->getFeatures().emulateTransformFeedback.enabled && |
| !glState.isTransformFeedbackActiveUnpaused(); |
| |
| // This must be called after mTransformOptions have been set. |
| ProgramInfo &programInfo = getGraphicsProgramInfo(mTransformOptions); |
| 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( |
| contextVk, shaderType, shaderType == lastPreFragmentStage, isTransformFeedbackProgram, |
| 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); |
| // Similarly with the required dither based on the bound framebuffer attachment formats. |
| shaderProgram->setSpecializationConstant(sh::vk::SpecializationConstantId::Dither, |
| desc.getEmulatedDitherControl()); |
| |
| // Compare the fragment output interface with the framebuffer interface. |
| const gl::AttributesMask &activeAttribLocations = |
| glExecutable.getNonBuiltinAttribLocationsMask(); |
| |
| // Calculate missing shader outputs. |
| const gl::DrawBufferMask &shaderOutMask = glExecutable.getActiveOutputVariablesMask(); |
| gl::DrawBufferMask framebufferMask = glState.getDrawFramebuffer()->getDrawBufferMask(); |
| gl::DrawBufferMask missingOutputsMask = ~shaderOutMask & framebufferMask; |
| |
| ANGLE_TRY(renderer->getPipelineCache(&pipelineCache)); |
| return shaderProgram->getGraphicsPipeline( |
| contextVk, &contextVk->getRenderPassCache(), *pipelineCache, getPipelineLayout(), desc, |
| activeAttribLocations, glExecutable.getAttributesTypeMask(), missingOutputsMask, descPtrOut, |
| pipelineOut); |
| } |
| |
| angle::Result ProgramExecutableVk::getComputePipeline(ContextVk *contextVk, |
| vk::PipelineHelper **pipelineOut) |
| { |
| const gl::State &glState = contextVk->getState(); |
| const gl::ProgramExecutable *glExecutable = glState.getProgramExecutable(); |
| ASSERT(glExecutable && glExecutable->hasLinkedShaderStage(gl::ShaderType::Compute)); |
| |
| ANGLE_TRY(initComputeProgram(contextVk, &mComputeProgramInfo, mVariableInfoMap)); |
| |
| vk::ShaderProgramHelper *shaderProgram = mComputeProgramInfo.getShaderProgram(); |
| ASSERT(shaderProgram); |
| return shaderProgram->getComputePipeline(contextVk, getPipelineLayout(), pipelineOut); |
| } |
| |
| // static |
| angle::Result ProgramExecutableVk::InitDynamicDescriptorPool( |
| vk::Context *context, |
| vk::DescriptorSetLayoutDesc &descriptorSetLayoutDesc, |
| VkDescriptorSetLayout descriptorSetLayout, |
| uint32_t descriptorCountMultiplier, |
| vk::DynamicDescriptorPool *dynamicDescriptorPool) |
| { |
| 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 * descriptorCountMultiplier; |
| descriptorPoolSizes.emplace_back(poolSize); |
| } |
| } |
| |
| if (descriptorPoolSizes.empty()) |
| { |
| if (context->getRenderer()->getFeatures().bindEmptyForUnusedDescriptorSets.enabled) |
| { |
| // 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); |
| } |
| else |
| { |
| return angle::Result::Continue; |
| } |
| } |
| |
| ASSERT(!descriptorPoolSizes.empty()); |
| |
| ANGLE_TRY(dynamicDescriptorPool->init(context, descriptorPoolSizes.data(), |
| descriptorPoolSizes.size(), descriptorSetLayout)); |
| |
| return angle::Result::Continue; |
| } |
| |
| angle::Result ProgramExecutableVk::createPipelineLayout( |
| ContextVk *contextVk, |
| const gl::ProgramExecutable &glExecutable, |
| gl::ActiveTextureArray<vk::TextureUnit> *activeTextures) |
| { |
| gl::TransformFeedback *transformFeedback = contextVk->getState().getCurrentTransformFeedback(); |
| const gl::ShaderBitSet &linkedShaderStages = glExecutable.getLinkedShaderStages(); |
| |
| 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 (gl::ShaderType shaderType : linkedShaderStages) |
| { |
| const ShaderInterfaceVariableInfo &info = |
| mVariableInfoMap.getDefaultUniformInfo(shaderType); |
| if (info.isDuplicate || !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 && |
| !glExecutable.getLinkedTransformFeedbackVaryings().empty(); |
| if (transformFeedback && hasXfbVaryings) |
| { |
| size_t xfbBufferCount = glExecutable.getTransformFeedbackBufferCount(); |
| TransformFeedbackVk *transformFeedbackVk = vk::GetImpl(transformFeedback); |
| transformFeedbackVk->updateDescriptorSetLayout(contextVk, mVariableInfoMap, xfbBufferCount, |
| &uniformsAndXfbSetDesc); |
| } |
| |
| 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; |
| for (gl::ShaderType shaderType : linkedShaderStages) |
| { |
| 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.isActive(shaderType)) |
| { |
| continue; |
| } |
| |
| numActiveUniformBufferDescriptors += arraySize; |
| } |
| } |
| |
| // Decide if we should use dynamic or fixed descriptor types. |
| VkPhysicalDeviceLimits limits = contextVk->getRenderer()->getPhysicalDeviceProperties().limits; |
| uint32_t totalDynamicUniformBufferCount = numActiveUniformBufferDescriptors + |
| mNumDefaultUniformDescriptors + |
| kReservedDriverUniformBindingCount; |
| if (totalDynamicUniformBufferCount <= limits.maxDescriptorSetUniformBuffersDynamic) |
| { |
| mUniformBufferDescriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC; |
| } |
| else |
| { |
| mUniformBufferDescriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER; |
| } |
| |
| for (gl::ShaderType shaderType : linkedShaderStages) |
| { |
| addInterfaceBlockDescriptorSetDesc(glExecutable, glExecutable.getUniformBlocks(), |
| shaderType, ShaderVariableType::UniformBuffer, |
| mUniformBufferDescriptorType, &resourcesSetDesc); |
| addInterfaceBlockDescriptorSetDesc(glExecutable, glExecutable.getShaderStorageBlocks(), |
| shaderType, ShaderVariableType::ShaderStorageBuffer, |
| kStorageBufferDescriptorType, &resourcesSetDesc); |
| addAtomicCounterBufferDescriptorSetDesc(glExecutable.getAtomicCounterBuffers(), shaderType, |
| &resourcesSetDesc); |
| } |
| |
| for (gl::ShaderType shaderType : linkedShaderStages) |
| { |
| addImageDescriptorSetDesc(glExecutable, &resourcesSetDesc); |
| addInputAttachmentDescriptorSetDesc(glExecutable, shaderType, &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])); |
| |
| // Driver uniforms |
| vk::DescriptorSetLayoutDesc driverUniformsSetDesc = |
| contextVk->getDriverUniformsDescriptorSetDesc(); |
| ANGLE_TRY(contextVk->getDescriptorSetLayoutCache().getDescriptorSetLayout( |
| contextVk, driverUniformsSetDesc, &mDescriptorSetLayouts[DescriptorSetIndex::Internal])); |
| |
| // 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::Internal, |
| driverUniformsSetDesc); |
| |
| ANGLE_TRY(contextVk->getPipelineLayoutCache().getPipelineLayout( |
| contextVk, pipelineLayoutDesc, mDescriptorSetLayouts, &mPipelineLayout)); |
| |
| // Initialize descriptor pools. |
| ANGLE_TRY(InitDynamicDescriptorPool( |
| contextVk, uniformsAndXfbSetDesc, |
| mDescriptorSetLayouts[DescriptorSetIndex::UniformsAndXfb].get().getHandle(), 1, |
| &mDynamicDescriptorPools[DescriptorSetIndex::UniformsAndXfb])); |
| ANGLE_TRY(InitDynamicDescriptorPool( |
| contextVk, resourcesSetDesc, |
| mDescriptorSetLayouts[DescriptorSetIndex::ShaderResource].get().getHandle(), 1, |
| &mDynamicDescriptorPools[DescriptorSetIndex::ShaderResource])); |
| ANGLE_TRY(InitDynamicDescriptorPool( |
| contextVk, texturesSetDesc, |
| mDescriptorSetLayouts[DescriptorSetIndex::Texture].get().getHandle(), |
| mImmutableSamplersMaxDescriptorCount, |
| &mDynamicDescriptorPools[DescriptorSetIndex::Texture])); |
| ANGLE_TRY(InitDynamicDescriptorPool( |
| contextVk, driverUniformsSetDesc, |
| mDescriptorSetLayouts[DescriptorSetIndex::Internal].get().getHandle(), 1, |
| &mDynamicDescriptorPools[DescriptorSetIndex::Internal])); |
| |
| mDynamicUniformDescriptorOffsets.clear(); |
| mDynamicUniformDescriptorOffsets.resize(glExecutable.getLinkedShaderStageCount(), 0); |
| |
| 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, ShaderVariableType::Varying, |
| 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.getMutable( |
| mergedVarying.backShaderStage, ShaderVariableType::Varying, |
| mergedVarying.backShader->mappedName); |
| info.varyingIsInput = true; |
| info.useRelaxedPrecision = true; |
| } |
| } |
| } |
| |
| void ProgramExecutableVk::updateDefaultUniformsDescriptorSet( |
| vk::Context *context, |
| UpdateDescriptorSetsBuilder *updateBuilder, |
| vk::BufferHelper *emptyBuffer, |
| vk::ResourceUseList *resourceUseList, |
| gl::ShaderType shaderType, |
| const DefaultUniformBlock &defaultUniformBlock, |
| vk::BufferHelper *defaultUniformBuffer) |
| { |
| const ShaderInterfaceVariableInfo &info = mVariableInfoMap.getDefaultUniformInfo(shaderType); |
| if (info.isDuplicate || !info.activeStages[shaderType]) |
| { |
| return; |
| } |
| |
| VkWriteDescriptorSet &writeInfo = updateBuilder->allocWriteDescriptorSet(); |
| VkDescriptorBufferInfo &bufferInfo = updateBuilder->allocDescriptorBufferInfo(); |
| |
| VkDeviceSize size = getDefaultUniformAlignedSize(context, shaderType); |
| vk::BufferHelper *bufferHelper = defaultUniformBuffer; |
| if (defaultUniformBlock.uniformData.empty()) |
| { |
| bufferHelper = emptyBuffer; |
| bufferHelper->retainReadOnly(resourceUseList); |
| size = bufferHelper->getSize(); |
| } |
| |
| WriteBufferDescriptorSetBinding( |
| *bufferHelper, 0, size, mDescriptorSets[DescriptorSetIndex::UniformsAndXfb], |
| VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, info.binding, 0, 0, &bufferInfo, &writeInfo); |
| } |
| |
| // Lazily allocate the descriptor set. We may not need one if all of the buffers are inactive. |
| angle::Result ProgramExecutableVk::allocateShaderResourcesDescriptorSet( |
| vk::Context *context, |
| vk::ResourceUseList *resourceUseList, |
| const vk::DescriptorSetDesc *shaderBuffersDesc) |
| { |
| bool newPoolAllocated = false; |
| ANGLE_TRY(allocateDescriptorSetAndGetInfo( |
| context, resourceUseList, DescriptorSetIndex::ShaderResource, &newPoolAllocated)); |
| |
| if (shaderBuffersDesc) |
| { |
| // Clear descriptor set cache. It may no longer be valid. |
| if (newPoolAllocated) |
| { |
| mShaderBufferDescriptorsCache.clear(); |
| } |
| |
| mShaderBufferDescriptorsCache.insert( |
| *shaderBuffersDesc, mDescriptorSets[DescriptorSetIndex::ShaderResource], |
| &mPerfCounters.cacheStats[DescriptorSetIndex::ShaderResource]); |
| } |
| return angle::Result::Continue; |
| } |
| |
| angle::Result ProgramExecutableVk::updateBuffersDescriptorSet( |
| vk::Context *context, |
| UpdateDescriptorSetsBuilder *updateBuilder, |
| vk::BufferHelper *emptyBuffer, |
| vk::ResourceUseList *resourceUseList, |
| gl::ShaderType shaderType, |
| const vk::DescriptorSetDesc &shaderBuffersDesc, |
| const gl::BufferVector &buffers, |
| const gl::ProgramExecutable &glExecutable, |
| const std::vector<gl::InterfaceBlock> &blocks, |
| ShaderVariableType variableType, |
| VkDescriptorType descriptorType, |
| VkDeviceSize maxBoundBufferRange, |
| bool cacheHit) |
| { |
| // Early exit if no blocks or no update needed. |
| if (blocks.empty() || (cacheHit && !IsDynamicDescriptor(descriptorType))) |
| { |
| return angle::Result::Continue; |
| } |
| |
| ASSERT(descriptorType == mUniformBufferDescriptorType || |
| descriptorType == kStorageBufferDescriptorType); |
| |
| VkDescriptorSet descriptorSet = mDescriptorSets[DescriptorSetIndex::ShaderResource]; |
| ASSERT(descriptorSet != VK_NULL_HANDLE); |
| |
| // Write uniform or storage buffers. |
| for (uint32_t blockIndex = 0; blockIndex < blocks.size(); ++blockIndex) |
| { |
| const gl::InterfaceBlock &block = blocks[blockIndex]; |
| const gl::OffsetBindingPointer<gl::Buffer> &bufferBinding = buffers[block.binding]; |
| |
| if (!block.isActive(shaderType)) |
| { |
| continue; |
| } |
| |
| const ShaderInterfaceVariableInfo &info = mVariableInfoMap.getIndexedVariableInfo( |
| glExecutable, shaderType, variableType, blockIndex); |
| if (info.isDuplicate) |
| { |
| continue; |
| } |
| |
| uint32_t binding = info.binding; |
| uint32_t arrayElement = block.isArray ? block.arrayElement : 0; |
| |
| if (bufferBinding.get() == nullptr) |
| { |
| if (!cacheHit) |
| { |
| VkDescriptorBufferInfo &bufferInfo = updateBuilder->allocDescriptorBufferInfo(); |
| VkWriteDescriptorSet &writeInfo = updateBuilder->allocWriteDescriptorSet(); |
| |
| emptyBuffer->retainReadOnly(resourceUseList); |
| WriteBufferDescriptorSetBinding(*emptyBuffer, 0, emptyBuffer->getSize(), |
| descriptorSet, descriptorType, binding, |
| arrayElement, 0, &bufferInfo, &writeInfo); |
| } |
| if (IsDynamicDescriptor(descriptorType)) |
| { |
| mDynamicShaderBufferDescriptorOffsets.push_back( |
| static_cast<uint32_t>(emptyBuffer->getOffset())); |
| } |
| continue; |
| } |
| |
| // Limit bound buffer size to maximum resource binding size. |
| GLsizeiptr boundBufferSize = gl::GetBoundBufferAvailableSize(bufferBinding); |
| VkDeviceSize size = std::min<VkDeviceSize>(boundBufferSize, maxBoundBufferRange); |
| |
| // Make sure there's no possible under/overflow with binding size. |
| static_assert(sizeof(VkDeviceSize) >= sizeof(bufferBinding.getSize()), |
| "VkDeviceSize too small"); |
| ASSERT(bufferBinding.getSize() >= 0); |
| |
| BufferVk *bufferVk = vk::GetImpl(bufferBinding.get()); |
| vk::BufferHelper &bufferHelper = bufferVk->getBuffer(); |
| |
| if (!cacheHit) |
| { |
| VkDescriptorBufferInfo &bufferInfo = updateBuilder->allocDescriptorBufferInfo(); |
| VkWriteDescriptorSet &writeInfo = updateBuilder->allocWriteDescriptorSet(); |
| |
| VkDeviceSize offset = |
| IsDynamicDescriptor(descriptorType) ? 0 : bufferBinding.getOffset(); |
| WriteBufferDescriptorSetBinding(bufferHelper, offset, size, descriptorSet, |
| descriptorType, binding, arrayElement, 0, &bufferInfo, |
| &writeInfo); |
| } |
| if (IsDynamicDescriptor(descriptorType)) |
| { |
| mDynamicShaderBufferDescriptorOffsets.push_back( |
| static_cast<uint32_t>(bufferHelper.getOffset() + bufferBinding.getOffset())); |
| } |
| } |
| |
| return angle::Result::Continue; |
| } |
| |
| angle::Result ProgramExecutableVk::updateAtomicCounterBuffersDescriptorSet( |
| vk::Context *context, |
| UpdateDescriptorSetsBuilder *updateBuilder, |
| vk::BufferHelper *emptyBuffer, |
| vk::ResourceUseList *resourceUseList, |
| const gl::BufferVector &atomicCounterBufferBindings, |
| const gl::ProgramExecutable &executable, |
| gl::ShaderType shaderType, |
| const vk::DescriptorSetDesc &shaderBuffersDesc, |
| bool cacheHit) |
| { |
| const std::vector<gl::AtomicCounterBuffer> &atomicCounterBuffers = |
| executable.getAtomicCounterBuffers(); |
| |
| if (atomicCounterBuffers.empty() || cacheHit || |
| !mVariableInfoMap.hasAtomicCounterInfo(shaderType)) |
| { |
| return angle::Result::Continue; |
| } |
| |
| const ShaderInterfaceVariableInfo &info = mVariableInfoMap.getAtomicCounterInfo(shaderType); |
| if (info.isDuplicate || !info.activeStages[shaderType]) |
| { |
| return angle::Result::Continue; |
| } |
| |
| gl::AtomicCounterBufferMask writtenBindings; |
| |
| RendererVk *rendererVk = context->getRenderer(); |
| const VkDeviceSize requiredOffsetAlignment = |
| rendererVk->getPhysicalDeviceProperties().limits.minStorageBufferOffsetAlignment; |
| |
| VkDescriptorSet descriptorSet = mDescriptorSets[DescriptorSetIndex::ShaderResource]; |
| |
| // Write atomic counter buffers. |
| for (const gl::AtomicCounterBuffer &atomicCounterBuffer : atomicCounterBuffers) |
| { |
| uint32_t binding = atomicCounterBuffer.binding; |
| const gl::OffsetBindingPointer<gl::Buffer> &bufferBinding = |
| atomicCounterBufferBindings[binding]; |
| |
| if (bufferBinding.get() == nullptr) |
| { |
| continue; |
| } |
| |
| static_assert(!IsDynamicDescriptor(kStorageBufferDescriptorType), |
| "updateAtomicCounterBuffersDescriptorSet needs an update to handle dynamic " |
| "descriptors"); |
| |
| VkDescriptorBufferInfo &bufferInfo = updateBuilder->allocDescriptorBufferInfo(); |
| VkWriteDescriptorSet &writeInfo = updateBuilder->allocWriteDescriptorSet(); |
| |
| BufferVk *bufferVk = vk::GetImpl(bufferBinding.get()); |
| vk::BufferHelper &bufferHelper = bufferVk->getBuffer(); |
| |
| VkDeviceSize size = gl::GetBoundBufferAvailableSize(bufferBinding); |
| WriteBufferDescriptorSetBinding(bufferHelper, |
| static_cast<uint32_t>(bufferBinding.getOffset()), size, |
| descriptorSet, kStorageBufferDescriptorType, info.binding, |
| binding, requiredOffsetAlignment, &bufferInfo, &writeInfo); |
| |
| writtenBindings.set(binding); |
| } |
| |
| // Bind the empty buffer to every array slot that's unused. |
| emptyBuffer->retainReadOnly(resourceUseList); |
| size_t count = (~writtenBindings).count(); |
| VkDescriptorBufferInfo *bufferInfos = updateBuilder->allocDescriptorBufferInfos(count); |
| VkWriteDescriptorSet *writeInfos = updateBuilder->allocWriteDescriptorSets(count); |
| size_t writeCount = 0; |
| for (size_t binding : ~writtenBindings) |
| { |
| WriteBufferDescriptorSetBinding(*emptyBuffer, 0, emptyBuffer->getSize(), descriptorSet, |
| kStorageBufferDescriptorType, info.binding, |
| static_cast<uint32_t>(binding), 0, &bufferInfos[writeCount], |
| &writeInfos[writeCount]); |
| writeCount++; |
| } |
| |
| return angle::Result::Continue; |
| } |
| |
| angle::Result ProgramExecutableVk::updateImagesDescriptorSet( |
| vk::Context *context, |
| vk::ResourceUseList *resourceUseList, |
| UpdateDescriptorSetsBuilder *updateBuilder, |
| const gl::ActiveTextureArray<TextureVk *> &activeImages, |
| const std::vector<gl::ImageUnit> &imageUnits, |
| const gl::ProgramExecutable &executable, |
| gl::ShaderType shaderType) |
| { |
| RendererVk *renderer = context->getRenderer(); |
| const std::vector<gl::ImageBinding> &imageBindings = executable.getImageBindings(); |
| const std::vector<gl::LinkedUniform> &uniforms = executable.getUniforms(); |
| |
| if (imageBindings.empty()) |
| { |
| return angle::Result::Continue; |
| } |
| |
| angle::HashMap<std::string, uint32_t> mappedImageNameToArrayOffset; |
| |
| VkDescriptorSet descriptorSet = mDescriptorSets[DescriptorSetIndex::ShaderResource]; |
| |
| // 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; |
| } |
| |
| uint32_t arrayOffset = imageUniform.outerArrayOffset; |
| uint32_t arraySize = static_cast<uint32_t>(imageBinding.boundImageUnits.size()); |
| |
| const ShaderInterfaceVariableInfo &info = mVariableInfoMap.getIndexedVariableInfo( |
| executable, shaderType, ShaderVariableType::Image, imageIndex); |
| if (info.isDuplicate) |
| { |
| continue; |
| } |
| |
| // Texture buffers use buffer views, so they are especially handled. |
| if (imageBinding.textureType == gl::TextureType::Buffer) |
| { |
| // Handle format reinterpretation 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); |
| } |
| |
| VkWriteDescriptorSet *writeInfos = updateBuilder->allocWriteDescriptorSets(arraySize); |
| |
| 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(context, format, true, &view)); |
| |
| 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; |
| } |
| |
| VkWriteDescriptorSet *writeInfos = updateBuilder->allocWriteDescriptorSets(arraySize); |
| VkDescriptorImageInfo *imageInfos = updateBuilder->allocDescriptorImageInfos(arraySize); |
| for (uint32_t arrayElement = 0; arrayElement < arraySize; ++arrayElement) |
| { |
| GLuint imageUnit = imageBinding.boundImageUnits[arrayElement]; |
| const gl::ImageUnit &binding = imageUnits[imageUnit]; |
| TextureVk *textureVk = activeImages[imageUnit]; |
| |
| vk::ImageHelper *image = &textureVk->getImage(); |
| const vk::ImageView *imageView = nullptr; |
| |
| ANGLE_TRY(textureVk->getStorageImageView(context, 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(); |
| |
| 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, |
| const gl::ProgramExecutable *executable, |
| UpdateDescriptorSetsBuilder *updateBuilder, |
| vk::BufferHelper *emptyBuffer, |
| vk::ResourceUseList *resourceUseList, |
| FramebufferVk *framebufferVk, |
| const vk::DescriptorSetDesc &shaderBuffersDesc) |
| { |
| // Reset the descriptor set handles so we only allocate a new one when necessary. |
| mDescriptorSets[DescriptorSetIndex::ShaderResource] = VK_NULL_HANDLE; |
| mEmptyDescriptorSets[DescriptorSetIndex::ShaderResource] = VK_NULL_HANDLE; |
| mDynamicShaderBufferDescriptorOffsets.clear(); |
| |
| if (!mDynamicDescriptorPools[DescriptorSetIndex::ShaderResource].valid()) |
| { |
| return angle::Result::Continue; |
| } |
| |
| bool cacheHit = false; |
| |
| if (!executable->hasImages() && !executable->usesFramebufferFetch()) |
| { |
| VkDescriptorSet descriptorSet = VK_NULL_HANDLE; |
| if (mShaderBufferDescriptorsCache.get( |
| shaderBuffersDesc, &descriptorSet, |
| &mPerfCounters.cacheStats[DescriptorSetIndex::ShaderResource])) |
| { |
| mDescriptorSets[DescriptorSetIndex::ShaderResource] = 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[DescriptorSetIndex::ShaderResource].get().retain( |
| &contextVk->getResourceUseList()); |
| cacheHit = true; |
| } |
| else |
| { |
| ANGLE_TRY(allocateShaderResourcesDescriptorSet(contextVk, resourceUseList, |
| &shaderBuffersDesc)); |
| } |
| } |
| else |
| { |
| ANGLE_TRY(allocateShaderResourcesDescriptorSet(contextVk, resourceUseList, nullptr)); |
| } |
| |
| ASSERT(mDescriptorSets[DescriptorSetIndex::ShaderResource] != VK_NULL_HANDLE); |
| |
| const VkPhysicalDeviceLimits &limits = |
| contextVk->getRenderer()->getPhysicalDeviceProperties().limits; |
| |
| const gl::State &glState = contextVk->getState(); |
| const gl::BufferVector &atomicCounterBufferBindings = |
| glState.getOffsetBindingPointerAtomicCounterBuffers(); |
| |
| const gl::BufferVector &uniformBuffers = glState.getOffsetBindingPointerUniformBuffers(); |
| const gl::BufferVector &storageBuffers = glState.getOffsetBindingPointerShaderStorageBuffers(); |
| const gl::ActiveTextureArray<TextureVk *> &activeImages = contextVk->getActiveImages(); |
| |
| for (gl::ShaderType shaderType : executable->getLinkedShaderStages()) |
| { |
| ANGLE_TRY(updateBuffersDescriptorSet( |
| contextVk, updateBuilder, emptyBuffer, resourceUseList, shaderType, shaderBuffersDesc, |
| uniformBuffers, *executable, executable->getUniformBlocks(), |
| ShaderVariableType::UniformBuffer, mUniformBufferDescriptorType, |
| limits.maxUniformBufferRange, cacheHit)); |
| ANGLE_TRY(updateBuffersDescriptorSet( |
| contextVk, updateBuilder, emptyBuffer, resourceUseList, shaderType, shaderBuffersDesc, |
| storageBuffers, *executable, executable->getShaderStorageBlocks(), |
| ShaderVariableType::ShaderStorageBuffer, kStorageBufferDescriptorType, |
| limits.maxStorageBufferRange, cacheHit)); |
| ANGLE_TRY(updateAtomicCounterBuffersDescriptorSet( |
| contextVk, updateBuilder, emptyBuffer, resourceUseList, atomicCounterBufferBindings, |
| *executable, shaderType, shaderBuffersDesc, cacheHit)); |
| ANGLE_TRY(updateImagesDescriptorSet(contextVk, resourceUseList, updateBuilder, activeImages, |
| glState.getImageUnits(), *executable, shaderType)); |
| ANGLE_TRY(updateInputAttachmentDescriptorSet(contextVk, resourceUseList, updateBuilder, |
| *executable, shaderType, framebufferVk)); |
| } |
| |
| return angle::Result::Continue; |
| } |
| |
| angle::Result ProgramExecutableVk::updateInputAttachmentDescriptorSet( |
| vk::Context *context, |
| vk::ResourceUseList *resourceUseList, |
| UpdateDescriptorSetsBuilder *updateBuilder, |
| const gl::ProgramExecutable &executable, |
| gl::ShaderType shaderType, |
| 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; |
| } |
| |
| const uint32_t baseUniformIndex = executable.getFragmentInoutRange().low(); |
| const gl::LinkedUniform &baseInputAttachment = uniforms.at(baseUniformIndex); |
| |
| const ShaderInterfaceVariableInfo &baseInfo = |
| mVariableInfoMap.getFramebufferFetchInfo(executable, shaderType); |
| if (baseInfo.isDuplicate) |
| { |
| return angle::Result::Continue; |
| } |
| |
| uint32_t baseBinding = baseInfo.binding - baseInputAttachment.location; |
| |
| VkDescriptorSet descriptorSet = mDescriptorSets[DescriptorSetIndex::ShaderResource]; |
| |
| for (size_t colorIndex : framebufferVk->getState().getColorAttachmentsMask()) |
| { |
| VkWriteDescriptorSet *writeInfos = updateBuilder->allocWriteDescriptorSets(1); |
| VkDescriptorImageInfo *imageInfos = updateBuilder->allocDescriptorImageInfos(1); |
| RenderTargetVk *renderTargetVk = framebufferVk->getColorDrawRenderTarget(colorIndex); |
| const vk::ImageView *imageView = nullptr; |
| |
| ANGLE_TRY(renderTargetVk->getImageView(context, &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::updateUniformsAndXfbDescriptorSet( |
| vk::Context *context, |
| UpdateDescriptorSetsBuilder *updateBuilder, |
| vk::ResourceUseList *resourceUseList, |
| vk::BufferHelper *emptyBuffer, |
| const gl::ProgramExecutable &executable, |
| vk::BufferHelper *defaultUniformBuffer, |
| const vk::DescriptorSetDesc &uniformsAndXfbDesc, |
| bool isTransformFeedbackActiveUnpaused, |
| TransformFeedbackVk *transformFeedbackVk) |
| { |
| ASSERT(executable.hasTransformFeedbackOutput()); |
| |
| bool newDescriptorSetAllocated; |
| ANGLE_TRY(allocUniformAndXfbDescriptorSet(context, resourceUseList, defaultUniformBuffer, |
| uniformsAndXfbDesc, &newDescriptorSetAllocated)); |
| |
| if (newDescriptorSetAllocated) |
| { |
| for (gl::ShaderType shaderType : executable.getLinkedShaderStages()) |
| { |
| updateDefaultUniformsDescriptorSet(context, updateBuilder, emptyBuffer, resourceUseList, |
| shaderType, *mDefaultUniformBlocks[shaderType], |
| defaultUniformBuffer); |
| } |
| updateTransformFeedbackDescriptorSetImpl(context, updateBuilder, emptyBuffer, executable, |
| isTransformFeedbackActiveUnpaused, |
| transformFeedbackVk); |
| } |
| |
| return angle::Result::Continue; |
| } |
| |
| void ProgramExecutableVk::updateTransformFeedbackDescriptorSetImpl( |
| vk::Context *context, |
| UpdateDescriptorSetsBuilder *updateBuilder, |
| vk::BufferHelper *emptyBuffer, |
| const gl::ProgramExecutable &executable, |
| bool isTransformFeedbackActiveUnpaused, |
| TransformFeedbackVk *transformFeedbackVk) |
| { |
| if (!executable.hasTransformFeedbackOutput()) |
| { |
| // If xfb has no output there is no need to update descriptor set. |
| return; |
| } |
| if (!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 (transformFeedbackVk) |
| { |
| transformFeedbackVk->initDescriptorSet( |
| context, updateBuilder, emptyBuffer, mVariableInfoMap, |
| executable.getTransformFeedbackBufferCount(), |
| mDescriptorSets[DescriptorSetIndex::UniformsAndXfb]); |
| } |
| return; |
| } |
| transformFeedbackVk->updateDescriptorSet(context, updateBuilder, executable, mVariableInfoMap, |
| mDescriptorSets[DescriptorSetIndex::UniformsAndXfb]); |
| } |
| |
| angle::Result ProgramExecutableVk::updateTexturesDescriptorSet( |
| vk::Context *context, |
| UpdateDescriptorSetsBuilder *updateBuilder, |
| vk::ResourceUseList *resourceUseList, |
| const gl::ProgramExecutable &executable, |
| const gl::ActiveTextureArray<vk::TextureUnit> &activeTextures, |
| const vk::DescriptorSetDesc &texturesDesc, |
| bool emulateSeamfulCubeMapSampling) |
| { |
| if (!executable.hasTextures()) |
| { |
| return angle::Result::Continue; |
| } |
| |
| VkDescriptorSet descriptorSet = VK_NULL_HANDLE; |
| if (mTextureDescriptorsCache.get(texturesDesc, &descriptorSet, |
| &mPerfCounters.cacheStats[DescriptorSetIndex::Texture])) |
| { |
| mDescriptorSets[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[DescriptorSetIndex::Texture].get().retain(resourceUseList); |
| return angle::Result::Continue; |
| } |
| |
| const std::vector<gl::SamplerBinding> &samplerBindings = executable.getSamplerBindings(); |
| |
| for (gl::ShaderType shaderType : executable.getLinkedShaderStages()) |
| { |
| for (uint32_t textureIndex = 0; textureIndex < executable.getSamplerBindings().size(); |
| ++textureIndex) |
| { |
| const gl::SamplerBinding &samplerBinding = samplerBindings[textureIndex]; |
| uint32_t uniformIndex = executable.getUniformIndexFromSamplerIndex(textureIndex); |
| const gl::LinkedUniform &samplerUniform = executable.getUniforms()[uniformIndex]; |
| |
| if (!samplerUniform.isActive(shaderType)) |
| { |
| continue; |
| } |
| |
| const ShaderInterfaceVariableInfo &info = mVariableInfoMap.getIndexedVariableInfo( |
| executable, shaderType, ShaderVariableType::Texture, textureIndex); |
| if (info.isDuplicate) |
| { |
| 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( |
| context, resourceUseList, DescriptorSetIndex::Texture, &newPoolAllocated)); |
| |
| // Clear descriptor set cache. It may no longer be valid. |
| if (newPoolAllocated) |
| { |
| mTextureDescriptorsCache.clear(); |
| } |
| |
| descriptorSet = mDescriptorSets[DescriptorSetIndex::Texture]; |
| mTextureDescriptorsCache.insert( |
| texturesDesc, descriptorSet, |
| &mPerfCounters.cacheStats[DescriptorSetIndex::Texture]); |
| } |
| ASSERT(descriptorSet != VK_NULL_HANDLE); |
| |
| uint32_t arrayOffset = samplerUniform.outerArrayOffset; |
| uint32_t arraySize = static_cast<uint32_t>(samplerBinding.boundTextureUnits.size()); |
| |
| VkWriteDescriptorSet *writeInfos = updateBuilder->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(context, nullptr, false, &view)); |
| |
| 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 = updateBuilder->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; |
| |
| ASSERT(textureVk); |
| |
| vk::ImageHelper &image = textureVk->getImage(); |
| |
| imageInfos[arrayElement].sampler = samplerHelper.get().getHandle(); |
| imageInfos[arrayElement].imageLayout = image.getCurrentLayout(); |
| |
| if (emulateSeamfulCubeMapSampling) |
| { |
| // If emulating seamful cube mapping, 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->getFetchImageView( |
| context, unit.srgbDecode, samplerUniform.texelFetchStaticUse); |
| imageInfos[arrayElement].imageView = imageView.getHandle(); |
| } |
| else |
| { |
| const vk::ImageView &imageView = textureVk->getReadImageView( |
| context, unit.srgbDecode, samplerUniform.texelFetchStaticUse); |
| imageInfos[arrayElement].imageView = imageView.getHandle(); |
| } |
| |
| if (textureVk->getImage().hasImmutableSampler()) |
| { |
| imageInfos[arrayElement].sampler = textureVk->getSampler().get().getHandle(); |
| } |
| |
| 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; |
| } |
| |
| template <typename CommandBufferT> |
| angle::Result ProgramExecutableVk::updateDescriptorSets(vk::Context *context, |
| vk::ResourceUseList *resourceUseList, |
| 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 (descriptorSetIndex == DescriptorSetIndex::Internal) |
| { |
| continue; |
| } |
| 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 (descriptorSetIndex == DescriptorSetIndex::Internal || |
| ToUnderlying(descriptorSetIndex) > ToUnderlying(lastNonNullDescriptorSetIndex)) |
| { |
| continue; |
| } |
| |
| VkDescriptorSet descSet = mDescriptorSets[descriptorSetIndex]; |
| if (descSet == VK_NULL_HANDLE) |
| { |
| if (!context->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].allocateDescriptorSets( |
| context, resourceUseList, descriptorSetLayout, 1, |
| &mDescriptorPoolBindings[descriptorSetIndex], |
| &mEmptyDescriptorSets[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. |
| 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>(mDynamicShaderBufferDescriptorOffsets.size()), |
| mDynamicShaderBufferDescriptorOffsets.data()); |
| } |
| else |
| { |
| commandBuffer->bindDescriptorSets(getPipelineLayout(), pipelineBindPoint, |
| descriptorSetIndex, 1, &descSet, 0, nullptr); |
| } |
| } |
| |
| return angle::Result::Continue; |
| } |
| |
| template angle::Result ProgramExecutableVk::updateDescriptorSets<vk::priv::SecondaryCommandBuffer>( |
| vk::Context *context, |
| vk::ResourceUseList *resourceUseList, |
| vk::priv::SecondaryCommandBuffer *commandBuffer, |
| PipelineType pipelineType); |
| template angle::Result ProgramExecutableVk::updateDescriptorSets<vk::VulkanSecondaryCommandBuffer>( |
| vk::Context *context, |
| vk::ResourceUseList *resourceUseList, |
| vk::VulkanSecondaryCommandBuffer *commandBuffer, |
| PipelineType pipelineType); |
| |
| ProgramExecutablePerfCounters ProgramExecutableVk::getAndResetObjectPerfCounters() |
| { |
| mPerfCounters.descriptorSetCacheKeySizesBytes[DescriptorSetIndex::UniformsAndXfb] = |
| static_cast<uint32_t>(mUniformsAndXfbDescriptorsCache.getTotalCacheKeySizeBytes()); |
| mPerfCounters.descriptorSetCacheKeySizesBytes[DescriptorSetIndex::Texture] = |
| static_cast<uint32_t>(mTextureDescriptorsCache.getTotalCacheKeySizeBytes()); |
| mPerfCounters.descriptorSetCacheKeySizesBytes[DescriptorSetIndex::ShaderResource] = |
| static_cast<uint32_t>(mShaderBufferDescriptorsCache.getTotalCacheKeySizeBytes()); |
| |
| ProgramExecutablePerfCounters counters = mPerfCounters; |
| mPerfCounters.descriptorSetCacheKeySizesBytes = {}; |
| return counters; |
| } |
| |
| 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::ResourceUseList *resourceUseList, |
| 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)); |
| } |
| |
| 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. |
| vk::DescriptorSetDesc defaultUniformsDesc; |
| vk::DescriptorSetDesc *uniformsAndXfbBufferDesc; |
| |
| if (glExecutable.hasTransformFeedbackOutput()) |
| { |
| uniformsAndXfbBufferDesc = &transformFeedbackVk->getTransformFeedbackDesc(); |
| uniformsAndXfbBufferDesc->updateDefaultUniformBuffer( |
| defaultUniformBuffer->getBufferSerial()); |
| } |
| else |
| { |
| defaultUniformsDesc.updateDefaultUniformBuffer(defaultUniformBuffer->getBufferSerial()); |
| uniformsAndXfbBufferDesc = &defaultUniformsDesc; |
| } |
| |
| bool newDescriptorSetAllocated; |
| ANGLE_TRY(allocUniformAndXfbDescriptorSet(context, resourceUseList, defaultUniformBuffer, |
| *uniformsAndXfbBufferDesc, |
| &newDescriptorSetAllocated)); |
| |
| if (newDescriptorSetAllocated) |
| { |
| for (gl::ShaderType shaderType : glExecutable.getLinkedShaderStages()) |
| { |
| updateDefaultUniformsDescriptorSet( |
| context, updateBuilder, emptyBuffer, resourceUseList, shaderType, |
| *mDefaultUniformBlocks[shaderType], defaultUniformBuffer); |
| updateTransformFeedbackDescriptorSetImpl( |
| context, updateBuilder, emptyBuffer, glExecutable, |
| isTransformFeedbackActiveUnpaused, transformFeedbackVk); |
| } |
| } |
| } |
| |
| 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( |
| ContextVk *contextVk, |
| 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(contextVk, 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 |