| // |
| // Copyright 2020 The ANGLE Project Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| // |
| // ProgramExecutableVk.cpp: Collects the information and interfaces common to both ProgramVks and |
| // ProgramPipelineVks in order to execute/draw with either. |
| |
| #include "libANGLE/renderer/vulkan/ProgramExecutableVk.h" |
| |
| #include "common/string_utils.h" |
| #include "libANGLE/renderer/vulkan/BufferVk.h" |
| #include "libANGLE/renderer/vulkan/DisplayVk.h" |
| #include "libANGLE/renderer/vulkan/FramebufferVk.h" |
| #include "libANGLE/renderer/vulkan/ProgramPipelineVk.h" |
| #include "libANGLE/renderer/vulkan/ProgramVk.h" |
| #include "libANGLE/renderer/vulkan/TextureVk.h" |
| #include "libANGLE/renderer/vulkan/TransformFeedbackVk.h" |
| #include "libANGLE/renderer/vulkan/vk_helpers.h" |
| #include "libANGLE/renderer/vulkan/vk_utils.h" |
| |
| namespace rx |
| { |
| namespace |
| { |
| |
| // Limit decompressed vulkan pipelines to 10MB per program. |
| static constexpr size_t kMaxLocalPipelineCacheSize = 10 * 1024 * 1024; |
| |
| bool ValidateTransformedSpirV(vk::ErrorContext *context, |
| const gl::ShaderBitSet &linkedShaderStages, |
| const ShaderInterfaceVariableInfoMap &variableInfoMap, |
| const gl::ShaderMap<angle::spirv::Blob> &spirvBlobs) |
| { |
| gl::ShaderType lastPreFragmentStage = gl::GetLastPreFragmentStage(linkedShaderStages); |
| |
| for (gl::ShaderType shaderType : linkedShaderStages) |
| { |
| SpvTransformOptions options; |
| options.shaderType = shaderType; |
| options.isLastPreFragmentStage = |
| shaderType == lastPreFragmentStage && shaderType != gl::ShaderType::TessControl; |
| options.isTransformFeedbackStage = options.isLastPreFragmentStage; |
| options.useSpirvVaryingPrecisionFixer = |
| context->getFeatures().varyingsRequireMatchingPrecisionInSpirv.enabled; |
| |
| angle::spirv::Blob transformed; |
| if (SpvTransformSpirvCode(options, variableInfoMap, spirvBlobs[shaderType], &transformed) != |
| angle::Result::Continue) |
| { |
| return false; |
| } |
| } |
| return true; |
| } |
| |
| uint32_t GetInterfaceBlockArraySize(const std::vector<gl::InterfaceBlock> &blocks, |
| uint32_t bufferIndex) |
| { |
| const gl::InterfaceBlock &block = blocks[bufferIndex]; |
| |
| if (!block.pod.isArray) |
| { |
| return 1; |
| } |
| |
| ASSERT(block.pod.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.pod.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.pod.isArray); |
| } |
| |
| return arraySize; |
| } |
| |
| void SetupDefaultPipelineState(const vk::ErrorContext *context, |
| const gl::ProgramExecutable &glExecutable, |
| gl::PrimitiveMode mode, |
| vk::PipelineRobustness pipelineRobustness, |
| vk::PipelineProtectedAccess pipelineProtectedAccess, |
| vk::GraphicsPipelineSubset subset, |
| vk::GraphicsPipelineDesc *graphicsPipelineDescOut) |
| { |
| graphicsPipelineDescOut->initDefaults(context, vk::GraphicsPipelineSubset::Complete, |
| pipelineRobustness, pipelineProtectedAccess); |
| |
| // Set render pass state, affecting both complete and shaders-only pipelines. |
| graphicsPipelineDescOut->setTopology(mode); |
| graphicsPipelineDescOut->setRenderPassSampleCount(1); |
| graphicsPipelineDescOut->setRenderPassFramebufferFetchMode( |
| vk::GetProgramFramebufferFetchMode(&glExecutable)); |
| |
| const std::vector<gl::ProgramOutput> &outputVariables = glExecutable.getOutputVariables(); |
| const std::vector<gl::VariableLocation> &outputLocations = glExecutable.getOutputLocations(); |
| |
| gl::DrawBufferMask drawBuffers; |
| |
| for (const gl::VariableLocation &outputLocation : outputLocations) |
| { |
| if (outputLocation.arrayIndex == 0 && outputLocation.used() && !outputLocation.ignored) |
| { |
| const gl::ProgramOutput &outputVar = outputVariables[outputLocation.index]; |
| |
| if (angle::BeginsWith(outputVar.name, "gl_") && outputVar.name != "gl_FragColor") |
| { |
| continue; |
| } |
| |
| uint32_t location = 0; |
| if (outputVar.pod.location != -1) |
| { |
| location = outputVar.pod.location; |
| } |
| |
| GLenum type = gl::VariableComponentType(outputVar.pod.type); |
| angle::FormatID format = angle::FormatID::R8G8B8A8_UNORM; |
| if (type == GL_INT) |
| { |
| format = angle::FormatID::R8G8B8A8_SINT; |
| } |
| else if (type == GL_UNSIGNED_INT) |
| { |
| format = angle::FormatID::R8G8B8A8_UINT; |
| } |
| |
| const size_t arraySize = outputVar.isArray() ? outputVar.getOutermostArraySize() : 1; |
| for (size_t arrayIndex = 0; arrayIndex < arraySize; ++arrayIndex) |
| { |
| graphicsPipelineDescOut->setRenderPassColorAttachmentFormat(location + arrayIndex, |
| format); |
| drawBuffers.set(location + arrayIndex); |
| } |
| } |
| } |
| |
| for (const gl::ProgramOutput &outputVar : outputVariables) |
| { |
| if (outputVar.name == "gl_FragColor" || outputVar.name == "gl_FragData") |
| { |
| const size_t arraySize = outputVar.isArray() ? outputVar.getOutermostArraySize() : 1; |
| for (size_t arrayIndex = 0; arrayIndex < arraySize; ++arrayIndex) |
| { |
| graphicsPipelineDescOut->setRenderPassColorAttachmentFormat( |
| arrayIndex, angle::FormatID::R8G8B8A8_UNORM); |
| drawBuffers.set(arrayIndex); |
| } |
| } |
| } |
| |
| if (subset == vk::GraphicsPipelineSubset::Complete) |
| { |
| // Include vertex input state |
| graphicsPipelineDescOut->setVertexShaderComponentTypes( |
| glExecutable.getNonBuiltinAttribLocationsMask(), glExecutable.getAttributesTypeMask()); |
| |
| // Include fragment output state |
| gl::BlendStateExt::ColorMaskStorage::Type colorMask = |
| gl::BlendStateExt::ColorMaskStorage::GetReplicatedValue( |
| gl::BlendStateExt::PackColorMask(true, true, true, true), |
| gl::BlendStateExt::ColorMaskStorage::GetMask(gl::IMPLEMENTATION_MAX_DRAW_BUFFERS)); |
| graphicsPipelineDescOut->setColorWriteMasks(colorMask, {}, drawBuffers); |
| } |
| } |
| |
| void GetPipelineCacheData(ContextVk *contextVk, |
| const vk::PipelineCache &pipelineCache, |
| angle::MemoryBuffer *cacheDataOut) |
| { |
| ASSERT(pipelineCache.valid() || contextVk->getState().isGLES1() || |
| !contextVk->getFeatures().warmUpPipelineCacheAtLink.enabled || |
| contextVk->getFeatures().skipPipelineCacheSerialization.enabled); |
| if (!pipelineCache.valid() || contextVk->getFeatures().skipPipelineCacheSerialization.enabled) |
| { |
| return; |
| } |
| |
| // Extract the pipeline data. If failed, or empty, it's simply not stored on disk. |
| size_t pipelineCacheSize = 0; |
| VkResult result = |
| pipelineCache.getCacheData(contextVk->getDevice(), &pipelineCacheSize, nullptr); |
| if (result != VK_SUCCESS || pipelineCacheSize == 0) |
| { |
| return; |
| } |
| |
| if (contextVk->getFeatures().enablePipelineCacheDataCompression.enabled) |
| { |
| std::vector<uint8_t> pipelineCacheData(pipelineCacheSize); |
| result = pipelineCache.getCacheData(contextVk->getDevice(), &pipelineCacheSize, |
| pipelineCacheData.data()); |
| if (result != VK_SUCCESS && result != VK_INCOMPLETE) |
| { |
| return; |
| } |
| |
| // Compress it. |
| if (!angle::CompressBlob(pipelineCacheData.size(), pipelineCacheData.data(), cacheDataOut)) |
| { |
| cacheDataOut->clear(); |
| } |
| } |
| else |
| { |
| if (!cacheDataOut->resize(pipelineCacheSize)) |
| { |
| ERR() << "Failed to allocate memory for pipeline cache data."; |
| return; |
| } |
| result = pipelineCache.getCacheData(contextVk->getDevice(), &pipelineCacheSize, |
| cacheDataOut->data()); |
| if (result != VK_SUCCESS && result != VK_INCOMPLETE) |
| { |
| cacheDataOut->clear(); |
| } |
| } |
| } |
| |
| vk::SpecializationConstants MakeSpecConsts(ProgramTransformOptions transformOptions, |
| const vk::GraphicsPipelineDesc &desc) |
| { |
| vk::SpecializationConstants specConsts; |
| |
| specConsts.surfaceRotation = transformOptions.surfaceRotation; |
| specConsts.dither = desc.getEmulatedDitherControl(); |
| |
| return specConsts; |
| } |
| |
| vk::GraphicsPipelineSubset GetWarmUpSubset(const angle::FeaturesVk &features) |
| { |
| // Only build the shaders subset of the pipeline if VK_EXT_graphics_pipeline_library is |
| // supported. |
| return features.supportsGraphicsPipelineLibrary.enabled ? vk::GraphicsPipelineSubset::Shaders |
| : vk::GraphicsPipelineSubset::Complete; |
| } |
| |
| angle::Result UpdateFullTexturesDescriptorSet(vk::ErrorContext *context, |
| const ShaderInterfaceVariableInfoMap &variableInfoMap, |
| const vk::WriteDescriptorDescs &writeDescriptorDescs, |
| UpdateDescriptorSetsBuilder *updateBuilder, |
| const gl::ProgramExecutable &executable, |
| const gl::ActiveTextureArray<TextureVk *> &textures, |
| const gl::SamplerBindingVector &samplers, |
| VkDescriptorSet descriptorSet) |
| { |
| const std::vector<gl::SamplerBinding> &samplerBindings = executable.getSamplerBindings(); |
| const std::vector<GLuint> &samplerBoundTextureUnits = executable.getSamplerBoundTextureUnits(); |
| const std::vector<gl::LinkedUniform> &uniforms = executable.getUniforms(); |
| const gl::ActiveTextureTypeArray &textureTypes = executable.getActiveSamplerTypes(); |
| |
| // Allocate VkWriteDescriptorSet and initialize the data structure |
| VkWriteDescriptorSet *writeDescriptorSets = |
| updateBuilder->allocWriteDescriptorSets(static_cast<uint32_t>(writeDescriptorDescs.size())); |
| for (uint32_t writeIndex = 0; writeIndex < writeDescriptorDescs.size(); ++writeIndex) |
| { |
| ASSERT(writeDescriptorDescs[writeIndex].descriptorCount > 0); |
| |
| VkWriteDescriptorSet &writeSet = writeDescriptorSets[writeIndex]; |
| writeSet.descriptorCount = writeDescriptorDescs[writeIndex].descriptorCount; |
| writeSet.descriptorType = |
| static_cast<VkDescriptorType>(writeDescriptorDescs[writeIndex].descriptorType); |
| writeSet.dstArrayElement = 0; |
| writeSet.dstBinding = writeIndex; |
| writeSet.dstSet = descriptorSet; |
| writeSet.pBufferInfo = nullptr; |
| writeSet.pImageInfo = nullptr; |
| writeSet.pNext = nullptr; |
| writeSet.pTexelBufferView = nullptr; |
| writeSet.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; |
| // Always allocate VkDescriptorImageInfo. In less common case that descriptorType is |
| // VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER, this will not used. |
| writeSet.pImageInfo = updateBuilder->allocDescriptorImageInfos( |
| writeDescriptorDescs[writeIndex].descriptorCount); |
| } |
| |
| for (uint32_t samplerIndex = 0; samplerIndex < samplerBindings.size(); ++samplerIndex) |
| { |
| uint32_t uniformIndex = executable.getUniformIndexFromSamplerIndex(samplerIndex); |
| const gl::LinkedUniform &samplerUniform = uniforms[uniformIndex]; |
| if (samplerUniform.activeShaders().none()) |
| { |
| continue; |
| } |
| |
| const gl::ShaderType firstShaderType = samplerUniform.getFirstActiveShaderType(); |
| const ShaderInterfaceVariableInfo &info = |
| variableInfoMap.getVariableById(firstShaderType, samplerUniform.getId(firstShaderType)); |
| |
| const gl::SamplerBinding &samplerBinding = samplerBindings[samplerIndex]; |
| uint32_t arraySize = static_cast<uint32_t>(samplerBinding.textureUnitsCount); |
| |
| VkWriteDescriptorSet &writeSet = writeDescriptorSets[info.binding]; |
| // Now fill pImageInfo or pTexelBufferView for writeSet |
| for (uint32_t arrayElement = 0; arrayElement < arraySize; ++arrayElement) |
| { |
| GLuint textureUnit = |
| samplerBinding.getTextureUnit(samplerBoundTextureUnits, arrayElement); |
| TextureVk *textureVk = textures[textureUnit]; |
| |
| if (textureTypes[textureUnit] == gl::TextureType::Buffer) |
| { |
| ASSERT(writeSet.descriptorType == VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER); |
| const vk::BufferView *view = nullptr; |
| ANGLE_TRY( |
| textureVk->getBufferView(context, nullptr, &samplerBinding, false, &view)); |
| |
| VkBufferView &bufferView = updateBuilder->allocBufferView(); |
| bufferView = view->getHandle(); |
| writeSet.pTexelBufferView = &bufferView; |
| } |
| else |
| { |
| ASSERT(writeSet.descriptorType == VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER); |
| bool isSamplerExternalY2Y = |
| samplerBinding.samplerType == GL_SAMPLER_EXTERNAL_2D_Y2Y_EXT; |
| gl::Sampler *sampler = samplers[textureUnit].get(); |
| const SamplerVk *samplerVk = sampler ? vk::GetImpl(sampler) : nullptr; |
| const vk::SamplerHelper &samplerHelper = |
| samplerVk ? samplerVk->getSampler() |
| : textureVk->getSampler(isSamplerExternalY2Y); |
| const gl::SamplerState &samplerState = |
| sampler ? sampler->getSamplerState() : textureVk->getState().getSamplerState(); |
| |
| vk::ImageLayout imageLayout = textureVk->getImage().getCurrentImageLayout(); |
| const vk::ImageView &imageView = textureVk->getReadImageView( |
| samplerState.getSRGBDecode(), samplerUniform.isTexelFetchStaticUse(), |
| isSamplerExternalY2Y); |
| |
| VkDescriptorImageInfo *imageInfo = const_cast<VkDescriptorImageInfo *>( |
| &writeSet.pImageInfo[arrayElement + samplerUniform.getOuterArrayOffset()]); |
| imageInfo->imageLayout = ConvertImageLayoutToVkImageLayout(imageLayout); |
| imageInfo->imageView = imageView.getHandle(); |
| imageInfo->sampler = samplerHelper.get().getHandle(); |
| } |
| } |
| } |
| |
| return angle::Result::Continue; |
| } |
| } // namespace |
| |
| class ProgramExecutableVk::WarmUpTaskCommon : public vk::ErrorContext, public LinkSubTask |
| { |
| public: |
| WarmUpTaskCommon(vk::Renderer *renderer) : vk::ErrorContext(renderer) {} |
| WarmUpTaskCommon(vk::Renderer *renderer, |
| ProgramExecutableVk *executableVk, |
| vk::PipelineRobustness pipelineRobustness, |
| vk::PipelineProtectedAccess pipelineProtectedAccess) |
| : vk::ErrorContext(renderer), |
| mExecutableVk(executableVk), |
| mPipelineRobustness(pipelineRobustness), |
| mPipelineProtectedAccess(pipelineProtectedAccess) |
| {} |
| ~WarmUpTaskCommon() override = default; |
| |
| void handleError(VkResult result, |
| const char *file, |
| const char *function, |
| unsigned int line) override |
| { |
| mErrorCode = result; |
| mErrorFile = file; |
| mErrorFunction = function; |
| mErrorLine = line; |
| } |
| |
| void operator()() override { UNREACHABLE(); } |
| |
| angle::Result getResult(const gl::Context *context, gl::InfoLog &infoLog) override |
| { |
| ContextVk *contextVk = vk::GetImpl(context); |
| return getResultImpl(contextVk, infoLog); |
| } |
| |
| angle::Result getResultImpl(ContextVk *contextVk, gl::InfoLog &infoLog) |
| { |
| // Forward any errors |
| if (mErrorCode != VK_SUCCESS) |
| { |
| contextVk->handleError(mErrorCode, mErrorFile, mErrorFunction, mErrorLine); |
| return angle::Result::Stop; |
| } |
| |
| // Accumulate relevant perf counters |
| const angle::VulkanPerfCounters &from = getPerfCounters(); |
| angle::VulkanPerfCounters &to = contextVk->getPerfCounters(); |
| |
| to.pipelineCreationCacheHits += from.pipelineCreationCacheHits; |
| to.pipelineCreationCacheMisses += from.pipelineCreationCacheMisses; |
| to.pipelineCreationTotalCacheHitsDurationNs += |
| from.pipelineCreationTotalCacheHitsDurationNs; |
| to.pipelineCreationTotalCacheMissesDurationNs += |
| from.pipelineCreationTotalCacheMissesDurationNs; |
| |
| return angle::Result::Continue; |
| } |
| |
| protected: |
| void mergeProgramExecutablePipelineCacheToRenderer() |
| { |
| angle::Result mergeResult = mExecutableVk->mergePipelineCacheToRenderer(this); |
| |
| // Treat error during merge as non fatal, log it and move on |
| if (mergeResult != angle::Result::Continue) |
| { |
| INFO() << "Error while merging to Renderer's pipeline cache"; |
| } |
| } |
| |
| // The front-end ensures that the program is not modified while the subtask is running, so it is |
| // safe to directly access the executable from this parallel job. Note that this is the reason |
| // why the front-end does not let the parallel job continue when a relink happens or the first |
| // draw with this program. |
| ProgramExecutableVk *mExecutableVk = nullptr; |
| const vk::PipelineRobustness mPipelineRobustness = vk::PipelineRobustness::NonRobust; |
| const vk::PipelineProtectedAccess mPipelineProtectedAccess = |
| vk::PipelineProtectedAccess::Unprotected; |
| |
| // Error handling |
| VkResult mErrorCode = VK_SUCCESS; |
| const char *mErrorFile = nullptr; |
| const char *mErrorFunction = nullptr; |
| unsigned int mErrorLine = 0; |
| }; |
| |
| class ProgramExecutableVk::WarmUpComputeTask : public WarmUpTaskCommon |
| { |
| public: |
| WarmUpComputeTask(vk::Renderer *renderer, |
| ProgramExecutableVk *executableVk, |
| vk::PipelineRobustness pipelineRobustness, |
| vk::PipelineProtectedAccess pipelineProtectedAccess) |
| : WarmUpTaskCommon(renderer, executableVk, pipelineRobustness, pipelineProtectedAccess) |
| {} |
| ~WarmUpComputeTask() override = default; |
| |
| void operator()() override |
| { |
| angle::Result result = mExecutableVk->warmUpComputePipelineCache(this, mPipelineRobustness, |
| mPipelineProtectedAccess); |
| ASSERT((result == angle::Result::Continue) == (mErrorCode == VK_SUCCESS)); |
| |
| mergeProgramExecutablePipelineCacheToRenderer(); |
| } |
| }; |
| |
| using SharedRenderPass = vk::AtomicRefCounted<vk::RenderPass>; |
| class ProgramExecutableVk::WarmUpGraphicsTask : public WarmUpTaskCommon |
| { |
| public: |
| WarmUpGraphicsTask(vk::Renderer *renderer, |
| ProgramExecutableVk *executableVk, |
| vk::PipelineRobustness pipelineRobustness, |
| vk::PipelineProtectedAccess pipelineProtectedAccess, |
| vk::GraphicsPipelineSubset subset, |
| const bool isSurfaceRotated, |
| const vk::GraphicsPipelineDesc &graphicsPipelineDesc, |
| SharedRenderPass *compatibleRenderPass, |
| vk::PipelineHelper *placeholderPipelineHelper) |
| : WarmUpTaskCommon(renderer, executableVk, pipelineRobustness, pipelineProtectedAccess), |
| mPipelineSubset(subset), |
| mIsSurfaceRotated(isSurfaceRotated), |
| mGraphicsPipelineDesc(graphicsPipelineDesc), |
| mWarmUpPipelineHelper(placeholderPipelineHelper), |
| mCompatibleRenderPass(compatibleRenderPass) |
| { |
| ASSERT(mCompatibleRenderPass); |
| mCompatibleRenderPass->addRef(); |
| } |
| ~WarmUpGraphicsTask() override = default; |
| |
| void operator()() override |
| { |
| angle::Result result = mExecutableVk->warmUpGraphicsPipelineCache( |
| this, mPipelineRobustness, mPipelineProtectedAccess, mPipelineSubset, mIsSurfaceRotated, |
| mGraphicsPipelineDesc, mCompatibleRenderPass->get(), mWarmUpPipelineHelper); |
| ASSERT((result == angle::Result::Continue) == (mErrorCode == VK_SUCCESS)); |
| |
| // Release reference to shared renderpass. If this is the last reference - |
| // 1. merge ProgramExecutableVk's pipeline cache into the Renderer's cache |
| // 2. cleanup temporary renderpass |
| // |
| // Note: with dynamic rendering, |mCompatibleRenderPass| holds a VK_NULL_HANDLE, and it's |
| // just used as a ref count for this purpose. |
| const bool isLastWarmUpTask = mCompatibleRenderPass->getAndReleaseRef() == 1; |
| if (isLastWarmUpTask) |
| { |
| mergeProgramExecutablePipelineCacheToRenderer(); |
| |
| mCompatibleRenderPass->get().destroy(getDevice()); |
| SafeDelete(mCompatibleRenderPass); |
| } |
| } |
| |
| private: |
| vk::GraphicsPipelineSubset mPipelineSubset; |
| bool mIsSurfaceRotated; |
| vk::GraphicsPipelineDesc mGraphicsPipelineDesc; |
| vk::PipelineHelper *mWarmUpPipelineHelper; |
| |
| // Temporary objects to clean up at the end |
| SharedRenderPass *mCompatibleRenderPass; |
| }; |
| |
| // ShaderInfo implementation. |
| ShaderInfo::ShaderInfo() {} |
| |
| ShaderInfo::~ShaderInfo() = default; |
| |
| angle::Result ShaderInfo::initShaders(vk::ErrorContext *context, |
| const gl::ShaderBitSet &linkedShaderStages, |
| const gl::ShaderMap<const angle::spirv::Blob *> &spirvBlobs, |
| const ShaderInterfaceVariableInfoMap &variableInfoMap, |
| bool isGLES1) |
| { |
| clear(); |
| |
| for (gl::ShaderType shaderType : gl::AllShaderTypes()) |
| { |
| if (spirvBlobs[shaderType] != nullptr) |
| { |
| mSpirvBlobs[shaderType] = *spirvBlobs[shaderType]; |
| } |
| } |
| |
| // Assert that SPIR-V transformation is correct, even if the test never issues a draw call. |
| // Don't validate GLES1 programs because they are always created right before a draw, so they |
| // will naturally be validated. This improves GLES1 test run times. |
| if (!isGLES1) |
| { |
| ASSERT(ValidateTransformedSpirV(context, linkedShaderStages, variableInfoMap, mSpirvBlobs)); |
| } |
| |
| mIsInitialized = true; |
| return angle::Result::Continue; |
| } |
| |
| void ShaderInfo::initShaderFromProgram(gl::ShaderType shaderType, |
| const ShaderInfo &programShaderInfo) |
| { |
| mSpirvBlobs[shaderType] = programShaderInfo.mSpirvBlobs[shaderType]; |
| mIsInitialized = true; |
| } |
| |
| void ShaderInfo::clear() |
| { |
| for (angle::spirv::Blob &spirvBlob : mSpirvBlobs) |
| { |
| spirvBlob.clear(); |
| } |
| mIsInitialized = false; |
| } |
| |
| void ShaderInfo::load(gl::BinaryInputStream *stream) |
| { |
| clear(); |
| |
| // Read in shader codes for all shader types |
| for (gl::ShaderType shaderType : gl::AllShaderTypes()) |
| { |
| stream->readVector(&mSpirvBlobs[shaderType]); |
| } |
| |
| mIsInitialized = true; |
| } |
| |
| void ShaderInfo::save(gl::BinaryOutputStream *stream) |
| { |
| ASSERT(valid()); |
| |
| // Write out shader codes for all shader types |
| for (gl::ShaderType shaderType : gl::AllShaderTypes()) |
| { |
| stream->writeVector(mSpirvBlobs[shaderType]); |
| } |
| } |
| |
| // ProgramInfo implementation. |
| ProgramInfo::ProgramInfo() {} |
| |
| ProgramInfo::~ProgramInfo() = default; |
| |
| angle::Result ProgramInfo::initProgram(vk::ErrorContext *context, |
| gl::ShaderType shaderType, |
| bool isLastPreFragmentStage, |
| bool isTransformFeedbackProgram, |
| const ShaderInfo &shaderInfo, |
| ProgramTransformOptions optionBits, |
| const ShaderInterfaceVariableInfoMap &variableInfoMap) |
| { |
| const gl::ShaderMap<angle::spirv::Blob> &originalSpirvBlobs = shaderInfo.getSpirvBlobs(); |
| const angle::spirv::Blob &originalSpirvBlob = originalSpirvBlobs[shaderType]; |
| gl::ShaderMap<angle::spirv::Blob> transformedSpirvBlobs; |
| angle::spirv::Blob &transformedSpirvBlob = transformedSpirvBlobs[shaderType]; |
| |
| SpvTransformOptions options; |
| options.shaderType = shaderType; |
| options.isLastPreFragmentStage = isLastPreFragmentStage; |
| options.isTransformFeedbackStage = isLastPreFragmentStage && isTransformFeedbackProgram && |
| !optionBits.removeTransformFeedbackEmulation; |
| options.isTransformFeedbackEmulated = context->getFeatures().emulateTransformFeedback.enabled; |
| options.isMultisampledFramebufferFetch = |
| optionBits.multiSampleFramebufferFetch && shaderType == gl::ShaderType::Fragment; |
| options.enableSampleShading = optionBits.enableSampleShading; |
| options.removeDepthStencilInput = |
| optionBits.removeDepthStencilInput && shaderType == gl::ShaderType::Fragment; |
| |
| options.useSpirvVaryingPrecisionFixer = |
| context->getFeatures().varyingsRequireMatchingPrecisionInSpirv.enabled; |
| |
| ANGLE_TRY( |
| SpvTransformSpirvCode(options, variableInfoMap, originalSpirvBlob, &transformedSpirvBlob)); |
| ANGLE_TRY(vk::InitShaderModule(context, &mShaders[shaderType], transformedSpirvBlob.data(), |
| transformedSpirvBlob.size() * sizeof(uint32_t))); |
| |
| mProgramHelper.setShader(shaderType, mShaders[shaderType]); |
| |
| return angle::Result::Continue; |
| } |
| |
| void ProgramInfo::release(ContextVk *contextVk) |
| { |
| mProgramHelper.release(contextVk); |
| |
| for (vk::ShaderModulePtr &shader : mShaders) |
| { |
| shader.reset(); |
| } |
| } |
| |
| ProgramExecutableVk::ProgramExecutableVk(const gl::ProgramExecutable *executable) |
| : ProgramExecutableImpl(executable), |
| mImmutableSamplersMaxDescriptorCount(1), |
| mUniformBufferDescriptorType(VK_DESCRIPTOR_TYPE_MAX_ENUM), |
| mDynamicUniformDescriptorOffsets{}, |
| mValidGraphicsPermutations{}, |
| mValidComputePermutations{} |
| { |
| for (std::shared_ptr<BufferAndLayout> &defaultBlock : mDefaultUniformBlocks) |
| { |
| defaultBlock = std::make_shared<BufferAndLayout>(); |
| } |
| } |
| |
| ProgramExecutableVk::~ProgramExecutableVk() |
| { |
| ASSERT(!mPipelineCache.valid()); |
| } |
| |
| void ProgramExecutableVk::destroy(const gl::Context *context) |
| { |
| reset(vk::GetImpl(context)); |
| } |
| |
| void ProgramExecutableVk::resetLayout(ContextVk *contextVk) |
| { |
| if (!mPipelineLayout) |
| { |
| ASSERT(mValidGraphicsPermutations.none()); |
| ASSERT(mValidComputePermutations.none()); |
| return; |
| } |
| |
| waitForPostLinkTasksImpl(contextVk); |
| |
| for (auto &descriptorSetLayout : mDescriptorSetLayouts) |
| { |
| descriptorSetLayout.reset(); |
| } |
| mImmutableSamplersMaxDescriptorCount = 1; |
| mImmutableSamplerIndexMap.clear(); |
| |
| for (vk::DescriptorSetPointer &descriptorSet : mDescriptorSets) |
| { |
| descriptorSet.reset(); |
| } |
| |
| for (vk::DynamicDescriptorPoolPointer &pool : mDynamicDescriptorPools) |
| { |
| pool.reset(); |
| } |
| |
| // Initialize with an invalid BufferSerial |
| mCurrentDefaultUniformBufferSerial = vk::BufferSerial(); |
| |
| for (size_t index : mValidGraphicsPermutations) |
| { |
| mCompleteGraphicsPipelines[index].release(contextVk); |
| mShadersGraphicsPipelines[index].release(contextVk); |
| |
| // Program infos and pipeline layout must be released after pipelines are; they might be |
| // having pending jobs that are referencing them. |
| mGraphicsProgramInfos[index].release(contextVk); |
| } |
| mValidGraphicsPermutations.reset(); |
| |
| mComputePipelines.release(contextVk); |
| mComputeProgramInfo.release(contextVk); |
| mValidComputePermutations.reset(); |
| |
| mPipelineLayout.reset(); |
| |
| contextVk->onProgramExecutableReset(this); |
| } |
| |
| void ProgramExecutableVk::reset(ContextVk *contextVk) |
| { |
| resetLayout(contextVk); |
| |
| if (mPipelineCache.valid()) |
| { |
| mPipelineCache.destroy(contextVk->getDevice()); |
| } |
| } |
| |
| angle::Result ProgramExecutableVk::initializePipelineCache(vk::ErrorContext *context, |
| bool compressed, |
| const std::vector<uint8_t> &pipelineData) |
| { |
| ASSERT(!mPipelineCache.valid()); |
| |
| size_t dataSize = pipelineData.size(); |
| const uint8_t *dataPointer = pipelineData.data(); |
| |
| angle::MemoryBuffer uncompressedData; |
| if (compressed) |
| { |
| if (!angle::DecompressBlob(dataPointer, dataSize, kMaxLocalPipelineCacheSize, |
| &uncompressedData)) |
| { |
| return angle::Result::Stop; |
| } |
| dataSize = uncompressedData.size(); |
| dataPointer = uncompressedData.data(); |
| } |
| |
| VkPipelineCacheCreateInfo pipelineCacheCreateInfo = {}; |
| pipelineCacheCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_CACHE_CREATE_INFO; |
| pipelineCacheCreateInfo.initialDataSize = dataSize; |
| pipelineCacheCreateInfo.pInitialData = dataPointer; |
| |
| ANGLE_VK_TRY(context, mPipelineCache.init(context->getDevice(), pipelineCacheCreateInfo)); |
| |
| // Merge the pipeline cache into Renderer's. |
| if (context->getFeatures().mergeProgramPipelineCachesToGlobalCache.enabled) |
| { |
| ANGLE_TRY(context->getRenderer()->mergeIntoPipelineCache(context, mPipelineCache)); |
| } |
| |
| return angle::Result::Continue; |
| } |
| |
| angle::Result ProgramExecutableVk::ensurePipelineCacheInitialized(vk::ErrorContext *context) |
| { |
| if (!mPipelineCache.valid()) |
| { |
| VkPipelineCacheCreateInfo pipelineCacheCreateInfo = {}; |
| pipelineCacheCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_CACHE_CREATE_INFO; |
| |
| ANGLE_VK_TRY(context, mPipelineCache.init(context->getDevice(), pipelineCacheCreateInfo)); |
| } |
| |
| return angle::Result::Continue; |
| } |
| |
| angle::Result ProgramExecutableVk::load(ContextVk *contextVk, |
| bool isSeparable, |
| gl::BinaryInputStream *stream, |
| egl::CacheGetResult *resultOut) |
| { |
| mVariableInfoMap.load(stream); |
| mOriginalShaderInfo.load(stream); |
| |
| // Deserializes the uniformLayout data of mDefaultUniformBlocks |
| for (gl::ShaderType shaderType : gl::AllShaderTypes()) |
| { |
| stream->readVector(&mDefaultUniformBlocks[shaderType]->uniformLayout); |
| } |
| |
| // Deserializes required uniform block memory sizes |
| gl::ShaderMap<size_t> requiredBufferSize; |
| stream->readPackedEnumMap(&requiredBufferSize); |
| |
| if (!isSeparable) |
| { |
| size_t compressedPipelineDataSize = 0; |
| stream->readInt<size_t>(&compressedPipelineDataSize); |
| |
| std::vector<uint8_t> compressedPipelineData(compressedPipelineDataSize); |
| if (compressedPipelineDataSize > 0) |
| { |
| bool compressedData = false; |
| stream->readBool(&compressedData); |
| stream->readBytes(compressedPipelineData.data(), compressedPipelineDataSize); |
| // Initialize the pipeline cache based on cached data. |
| ANGLE_TRY(initializePipelineCache(contextVk, compressedData, compressedPipelineData)); |
| } |
| } |
| |
| // Initialize and resize the mDefaultUniformBlocks' memory |
| ANGLE_TRY(resizeUniformBlockMemory(contextVk, requiredBufferSize)); |
| |
| resetLayout(contextVk); |
| ANGLE_TRY(createPipelineLayout(contextVk, &contextVk->getPipelineLayoutCache(), |
| &contextVk->getDescriptorSetLayoutCache(), nullptr)); |
| |
| ANGLE_TRY(initializeDescriptorPools(contextVk, &contextVk->getDescriptorSetLayoutCache(), |
| &contextVk->getMetaDescriptorPools())); |
| |
| *resultOut = egl::CacheGetResult::Success; |
| return angle::Result::Continue; |
| } |
| |
| void ProgramExecutableVk::save(ContextVk *contextVk, |
| bool isSeparable, |
| gl::BinaryOutputStream *stream) |
| { |
| mVariableInfoMap.save(stream); |
| mOriginalShaderInfo.save(stream); |
| |
| // Serializes the uniformLayout data of mDefaultUniformBlocks |
| for (gl::ShaderType shaderType : gl::AllShaderTypes()) |
| { |
| stream->writeVector(mDefaultUniformBlocks[shaderType]->uniformLayout); |
| } |
| |
| // Serializes required uniform block memory sizes |
| gl::ShaderMap<size_t> uniformDataSize; |
| for (gl::ShaderType shaderType : gl::AllShaderTypes()) |
| { |
| uniformDataSize[shaderType] = mDefaultUniformBlocks[shaderType]->uniformData.size(); |
| } |
| stream->writePackedEnumMap(uniformDataSize); |
| |
| // Need to wait for warm up tasks to complete. |
| waitForPostLinkTasksImpl(contextVk); |
| |
| // Compress and save mPipelineCache. Separable programs don't warm up the cache, while program |
| // pipelines do. However, currently ANGLE doesn't sync program pipelines to cache. ANGLE could |
| // potentially use VK_EXT_graphics_pipeline_library to create separate pipelines for |
| // pre-rasterization and fragment subsets, but currently those subsets are bundled together. |
| if (!isSeparable) |
| { |
| angle::MemoryBuffer cacheData; |
| |
| GetPipelineCacheData(contextVk, mPipelineCache, &cacheData); |
| stream->writeInt(cacheData.size()); |
| if (cacheData.size() > 0) |
| { |
| stream->writeBool(contextVk->getFeatures().enablePipelineCacheDataCompression.enabled); |
| stream->writeBytes(cacheData.data(), cacheData.size()); |
| } |
| } |
| } |
| |
| void ProgramExecutableVk::clearVariableInfoMap() |
| { |
| mVariableInfoMap.clear(); |
| } |
| |
| angle::Result ProgramExecutableVk::getPipelineCacheWarmUpTasks( |
| vk::Renderer *renderer, |
| vk::PipelineRobustness pipelineRobustness, |
| vk::PipelineProtectedAccess pipelineProtectedAccess, |
| std::vector<std::shared_ptr<LinkSubTask>> *postLinkSubTasksOut) |
| { |
| ASSERT(!postLinkSubTasksOut || postLinkSubTasksOut->empty()); |
| |
| const vk::GraphicsPipelineSubset subset = GetWarmUpSubset(renderer->getFeatures()); |
| |
| bool isCompute = false; |
| angle::FixedVector<bool, 2> surfaceRotationVariations = {false}; |
| vk::GraphicsPipelineDesc *graphicsPipelineDesc = nullptr; |
| vk::RenderPass compatibleRenderPass; |
| |
| WarmUpTaskCommon prepForWarmUpContext(renderer); |
| ANGLE_TRY(prepareForWarmUpPipelineCache( |
| &prepForWarmUpContext, pipelineRobustness, pipelineProtectedAccess, subset, &isCompute, |
| &surfaceRotationVariations, &graphicsPipelineDesc, &compatibleRenderPass)); |
| |
| std::vector<std::shared_ptr<rx::LinkSubTask>> warmUpSubTasks; |
| if (isCompute) |
| { |
| ASSERT(!compatibleRenderPass.valid()); |
| |
| warmUpSubTasks.push_back(std::make_shared<WarmUpComputeTask>( |
| renderer, this, pipelineRobustness, pipelineProtectedAccess)); |
| } |
| else |
| { |
| ProgramTransformOptions transformOptions = {}; |
| SharedRenderPass *sharedRenderPass = new SharedRenderPass(std::move(compatibleRenderPass)); |
| for (bool surfaceRotation : surfaceRotationVariations) |
| { |
| // Add a placeholder entry in GraphicsPipelineCache |
| transformOptions.surfaceRotation = surfaceRotation; |
| const uint8_t programIndex = transformOptions.permutationIndex; |
| vk::PipelineHelper *pipelineHelper = nullptr; |
| if (subset == vk::GraphicsPipelineSubset::Complete) |
| { |
| CompleteGraphicsPipelineCache &pipelines = mCompleteGraphicsPipelines[programIndex]; |
| pipelines.populate(mWarmUpGraphicsPipelineDesc, vk::Pipeline(), &pipelineHelper); |
| } |
| else |
| { |
| ASSERT(subset == vk::GraphicsPipelineSubset::Shaders); |
| ShadersGraphicsPipelineCache &pipelines = mShadersGraphicsPipelines[programIndex]; |
| pipelines.populate(mWarmUpGraphicsPipelineDesc, vk::Pipeline(), &pipelineHelper); |
| } |
| |
| warmUpSubTasks.push_back(std::make_shared<WarmUpGraphicsTask>( |
| renderer, this, pipelineRobustness, pipelineProtectedAccess, subset, |
| surfaceRotation, *graphicsPipelineDesc, sharedRenderPass, pipelineHelper)); |
| } |
| } |
| |
| // If the caller hasn't provided a valid async task container, inline the warmUp tasks. |
| if (postLinkSubTasksOut) |
| { |
| *postLinkSubTasksOut = std::move(warmUpSubTasks); |
| } |
| else |
| { |
| for (std::shared_ptr<rx::LinkSubTask> &task : warmUpSubTasks) |
| { |
| (*task)(); |
| } |
| warmUpSubTasks.clear(); |
| } |
| |
| ASSERT(warmUpSubTasks.empty()); |
| |
| return angle::Result::Continue; |
| } |
| |
| angle::Result ProgramExecutableVk::prepareForWarmUpPipelineCache( |
| vk::ErrorContext *context, |
| vk::PipelineRobustness pipelineRobustness, |
| vk::PipelineProtectedAccess pipelineProtectedAccess, |
| vk::GraphicsPipelineSubset subset, |
| bool *isComputeOut, |
| angle::FixedVector<bool, 2> *surfaceRotationVariationsOut, |
| vk::GraphicsPipelineDesc **graphicsPipelineDescOut, |
| vk::RenderPass *renderPassOut) |
| { |
| ASSERT(isComputeOut); |
| ASSERT(surfaceRotationVariationsOut); |
| ASSERT(graphicsPipelineDescOut); |
| ASSERT(renderPassOut); |
| ASSERT(context->getFeatures().warmUpPipelineCacheAtLink.enabled); |
| |
| ANGLE_TRY(ensurePipelineCacheInitialized(context)); |
| |
| *isComputeOut = false; |
| const bool isCompute = mExecutable->hasLinkedShaderStage(gl::ShaderType::Compute); |
| if (isCompute) |
| { |
| // Initialize compute program. |
| vk::ComputePipelineOptions pipelineOptions = |
| vk::GetComputePipelineOptions(pipelineRobustness, pipelineProtectedAccess); |
| ANGLE_TRY( |
| initComputeProgram(context, &mComputeProgramInfo, mVariableInfoMap, pipelineOptions)); |
| |
| *isComputeOut = true; |
| return angle::Result::Continue; |
| } |
| |
| // It is only at drawcall time that we will have complete information required to build the |
| // graphics pipeline descriptor. Use the most "commonly seen" state values and create the |
| // pipeline. |
| gl::PrimitiveMode mode = (mExecutable->hasLinkedShaderStage(gl::ShaderType::TessControl) || |
| mExecutable->hasLinkedShaderStage(gl::ShaderType::TessEvaluation)) |
| ? gl::PrimitiveMode::Patches |
| : gl::PrimitiveMode::TriangleStrip; |
| SetupDefaultPipelineState(context, *mExecutable, mode, pipelineRobustness, |
| pipelineProtectedAccess, subset, &mWarmUpGraphicsPipelineDesc); |
| |
| // Create a temporary compatible RenderPass. The render pass cache in ContextVk cannot be used |
| // because this function may be called from a worker thread. |
| vk::AttachmentOpsArray ops; |
| RenderPassCache::InitializeOpsForCompatibleRenderPass( |
| mWarmUpGraphicsPipelineDesc.getRenderPassDesc(), &ops); |
| if (!context->getFeatures().preferDynamicRendering.enabled) |
| { |
| ANGLE_TRY(RenderPassCache::MakeRenderPass( |
| context, mWarmUpGraphicsPipelineDesc.getRenderPassDesc(), ops, renderPassOut, nullptr)); |
| } |
| |
| *graphicsPipelineDescOut = &mWarmUpGraphicsPipelineDesc; |
| |
| // Variations that definitely matter: |
| // |
| // - PreRotation: It's a boolean specialization constant |
| // - Depth correction: It's a SPIR-V transformation |
| // |
| // There are a number of states that are not currently dynamic (and may never be, such as sample |
| // shading), but pre-creating shaders for them is impractical. Most such state is likely unused |
| // by most applications, but variations can be added here for certain apps that are known to |
| // benefit from it. |
| *surfaceRotationVariationsOut = {false}; |
| if (context->getFeatures().enablePreRotateSurfaces.enabled && |
| !context->getFeatures().preferDriverUniformOverSpecConst.enabled) |
| { |
| surfaceRotationVariationsOut->push_back(true); |
| } |
| |
| ProgramTransformOptions transformOptions = {}; |
| for (bool rotation : *surfaceRotationVariationsOut) |
| { |
| // Initialize graphics programs. |
| transformOptions.surfaceRotation = rotation; |
| ANGLE_TRY(initGraphicsShaderPrograms(context, transformOptions)); |
| } |
| |
| return angle::Result::Continue; |
| } |
| |
| angle::Result ProgramExecutableVk::warmUpComputePipelineCache( |
| vk::ErrorContext *context, |
| vk::PipelineRobustness pipelineRobustness, |
| vk::PipelineProtectedAccess pipelineProtectedAccess) |
| { |
| ANGLE_TRACE_EVENT0("gpu.angle", "ProgramExecutableVk::warmUpComputePipelineCache"); |
| |
| // This method assumes that all the state necessary to create a compute pipeline has already |
| // been setup by the caller. Assert that all required state is valid so all that is left will |
| // be the call to `vkCreateComputePipelines` |
| |
| // Make sure the shader module for compute shader stage is valid. |
| ASSERT(mComputeProgramInfo.valid(gl::ShaderType::Compute)); |
| |
| // No synchronization necessary since mPipelineCache is internally synchronized. |
| vk::PipelineCacheAccess pipelineCache; |
| pipelineCache.init(&mPipelineCache, nullptr); |
| |
| // There is no state associated with compute programs, so only one pipeline needs creation |
| // to warm up the cache. |
| vk::PipelineHelper *pipeline = nullptr; |
| ANGLE_TRY(getOrCreateComputePipeline(context, &pipelineCache, PipelineSource::WarmUp, |
| pipelineRobustness, pipelineProtectedAccess, &pipeline)); |
| |
| return angle::Result::Continue; |
| } |
| |
| angle::Result ProgramExecutableVk::warmUpGraphicsPipelineCache( |
| vk::ErrorContext *context, |
| vk::PipelineRobustness pipelineRobustness, |
| vk::PipelineProtectedAccess pipelineProtectedAccess, |
| vk::GraphicsPipelineSubset subset, |
| const bool isSurfaceRotated, |
| const vk::GraphicsPipelineDesc &graphicsPipelineDesc, |
| const vk::RenderPass &renderPass, |
| vk::PipelineHelper *placeholderPipelineHelper) |
| { |
| ANGLE_TRACE_EVENT0("gpu.angle", "ProgramExecutableVk::warmUpGraphicsPipelineCache"); |
| |
| ASSERT(placeholderPipelineHelper && !placeholderPipelineHelper->valid()); |
| |
| // No synchronization necessary since mPipelineCache is internally synchronized. |
| vk::PipelineCacheAccess pipelineCache; |
| pipelineCache.init(&mPipelineCache, nullptr); |
| |
| const vk::GraphicsPipelineDesc *descPtr = nullptr; |
| ProgramTransformOptions transformOptions = {}; |
| transformOptions.surfaceRotation = isSurfaceRotated; |
| |
| ANGLE_TRY(createGraphicsPipelineImpl(context, transformOptions, subset, &pipelineCache, |
| PipelineSource::WarmUp, graphicsPipelineDesc, renderPass, |
| &descPtr, &placeholderPipelineHelper)); |
| |
| ASSERT(placeholderPipelineHelper->valid()); |
| return angle::Result::Continue; |
| } |
| |
| void ProgramExecutableVk::waitForPostLinkTasksImpl(ContextVk *contextVk) |
| { |
| const std::vector<std::shared_ptr<rx::LinkSubTask>> &postLinkSubTasks = |
| mExecutable->getPostLinkSubTasks(); |
| |
| if (postLinkSubTasks.empty()) |
| { |
| return; |
| } |
| |
| // Wait for all post-link tasks to finish |
| angle::WaitableEvent::WaitMany(&mExecutable->getPostLinkSubTaskWaitableEvents()); |
| |
| // Get results and clean up |
| for (const std::shared_ptr<rx::LinkSubTask> &task : postLinkSubTasks) |
| { |
| WarmUpTaskCommon *warmUpTask = static_cast<WarmUpTaskCommon *>(task.get()); |
| |
| // As these tasks can be run post-link, their results are ignored. Failure is harmless, but |
| // more importantly the error (effectively due to a link event) may not be allowed through |
| // the entry point that results in this call. |
| gl::InfoLog infoLog; |
| angle::Result result = warmUpTask->getResultImpl(contextVk, infoLog); |
| if (result != angle::Result::Continue) |
| { |
| ANGLE_PERF_WARNING(contextVk->getDebug(), GL_DEBUG_SEVERITY_LOW, |
| "Post-link task unexpectedly failed. Performance may degrade, or " |
| "device may soon be lost"); |
| } |
| } |
| |
| mExecutable->onPostLinkTasksComplete(); |
| } |
| |
| void ProgramExecutableVk::waitForGraphicsPostLinkTasks( |
| ContextVk *contextVk, |
| const vk::GraphicsPipelineDesc ¤tGraphicsPipelineDesc) |
| { |
| ASSERT(mExecutable->hasLinkedShaderStage(gl::ShaderType::Vertex)); |
| |
| if (mExecutable->getPostLinkSubTasks().empty()) |
| { |
| return; |
| } |
| |
| const vk::GraphicsPipelineSubset subset = GetWarmUpSubset(contextVk->getFeatures()); |
| |
| if (!mWarmUpGraphicsPipelineDesc.keyEqual(currentGraphicsPipelineDesc, subset)) |
| { |
| // The GraphicsPipelineDesc used for warm up differs from the one used by the draw call. |
| // There is no need to wait for the warm up tasks to complete. |
| ANGLE_PERF_WARNING( |
| contextVk->getDebug(), GL_DEBUG_SEVERITY_LOW, |
| "GraphicsPipelineDesc used for warm up differs from the one used by draw."); |
| |
| // If the warm up tasks are finished anyway, let |waitForPostLinkTasksImpl| clean them up. |
| if (!angle::WaitableEvent::AllReady(&mExecutable->getPostLinkSubTaskWaitableEvents())) |
| { |
| return; |
| } |
| } |
| |
| waitForPostLinkTasksImpl(contextVk); |
| } |
| |
| angle::Result ProgramExecutableVk::mergePipelineCacheToRenderer(vk::ErrorContext *context) const |
| { |
| // Merge the cache with Renderer's |
| if (context->getFeatures().mergeProgramPipelineCachesToGlobalCache.enabled) |
| { |
| ANGLE_TRACE_EVENT0("gpu.angle", "ProgramExecutableVk::mergePipelineCacheToRenderer"); |
| ANGLE_TRY(context->getRenderer()->mergeIntoPipelineCache(context, mPipelineCache)); |
| } |
| |
| return angle::Result::Continue; |
| } |
| |
| void ProgramExecutableVk::addInterfaceBlockDescriptorSetDesc( |
| const std::vector<gl::InterfaceBlock> &blocks, |
| gl::ShaderBitSet shaderTypes, |
| VkDescriptorType descType, |
| vk::DescriptorSetLayoutDesc *descOut) |
| { |
| for (uint32_t bufferIndex = 0, arraySize = 0; bufferIndex < blocks.size(); |
| bufferIndex += arraySize) |
| { |
| gl::InterfaceBlock block = blocks[bufferIndex]; |
| arraySize = GetInterfaceBlockArraySize(blocks, bufferIndex); |
| |
| if (block.activeShaders().none()) |
| { |
| continue; |
| } |
| |
| const gl::ShaderType firstShaderType = block.getFirstActiveShaderType(); |
| const ShaderInterfaceVariableInfo &info = |
| mVariableInfoMap.getVariableById(firstShaderType, block.getId(firstShaderType)); |
| |
| const VkShaderStageFlags activeStages = gl_vk::GetShaderStageFlags(info.activeStages); |
| |
| descOut->addBinding(info.binding, descType, arraySize, activeStages, nullptr); |
| } |
| } |
| |
| void ProgramExecutableVk::addAtomicCounterBufferDescriptorSetDesc( |
| const std::vector<gl::AtomicCounterBuffer> &atomicCounterBuffers, |
| vk::DescriptorSetLayoutDesc *descOut) |
| { |
| if (atomicCounterBuffers.empty()) |
| { |
| return; |
| } |
| |
| const ShaderInterfaceVariableInfo &info = |
| mVariableInfoMap.getAtomicCounterInfo(atomicCounterBuffers[0].getFirstActiveShaderType()); |
| VkShaderStageFlags activeStages = gl_vk::GetShaderStageFlags(info.activeStages); |
| |
| // A single storage buffer array is used for all stages for simplicity. |
| descOut->addBinding(info.binding, vk::kStorageBufferDescriptorType, |
| gl::IMPLEMENTATION_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS, activeStages, |
| nullptr); |
| } |
| |
| void ProgramExecutableVk::addImageDescriptorSetDesc(vk::DescriptorSetLayoutDesc *descOut) |
| { |
| const std::vector<gl::ImageBinding> &imageBindings = mExecutable->getImageBindings(); |
| const std::vector<gl::LinkedUniform> &uniforms = mExecutable->getUniforms(); |
| |
| for (uint32_t imageIndex = 0; imageIndex < imageBindings.size(); ++imageIndex) |
| { |
| uint32_t uniformIndex = mExecutable->getUniformIndexFromImageIndex(imageIndex); |
| const gl::LinkedUniform &imageUniform = uniforms[uniformIndex]; |
| |
| // 2D arrays are split into multiple 1D arrays when generating LinkedUniforms. Since they |
| // are flattened into one array, ignore the nonzero elements and expand the array to the |
| // total array size. |
| if (imageUniform.activeShaders().none() || imageUniform.getOuterArrayOffset() > 0) |
| { |
| ASSERT(gl::SamplerNameContainsNonZeroArrayElement( |
| mExecutable->getUniformNameByIndex(uniformIndex))); |
| continue; |
| } |
| |
| ASSERT(!gl::SamplerNameContainsNonZeroArrayElement( |
| mExecutable->getUniformNameByIndex(uniformIndex))); |
| |
| // The front-end always binds array image units sequentially. |
| const gl::ImageBinding &imageBinding = imageBindings[imageIndex]; |
| uint32_t arraySize = static_cast<uint32_t>(imageBinding.boundImageUnits.size()); |
| arraySize *= imageUniform.getOuterArraySizeProduct(); |
| |
| const gl::ShaderType firstShaderType = imageUniform.getFirstActiveShaderType(); |
| const ShaderInterfaceVariableInfo &info = |
| mVariableInfoMap.getVariableById(firstShaderType, imageUniform.getId(firstShaderType)); |
| |
| const VkShaderStageFlags activeStages = gl_vk::GetShaderStageFlags(info.activeStages); |
| |
| const VkDescriptorType descType = imageBinding.textureType == gl::TextureType::Buffer |
| ? VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER |
| : VK_DESCRIPTOR_TYPE_STORAGE_IMAGE; |
| descOut->addBinding(info.binding, descType, arraySize, activeStages, nullptr); |
| } |
| } |
| |
| void ProgramExecutableVk::addInputAttachmentDescriptorSetDesc(vk::ErrorContext *context, |
| vk::DescriptorSetLayoutDesc *descOut) |
| { |
| if (!mExecutable->getLinkedShaderStages()[gl::ShaderType::Fragment]) |
| { |
| return; |
| } |
| |
| if (mExecutable->usesDepthFramebufferFetch()) |
| { |
| const uint32_t depthBinding = |
| mVariableInfoMap |
| .getVariableById(gl::ShaderType::Fragment, sh::vk::spirv::kIdDepthInputAttachment) |
| .binding; |
| descOut->addBinding(depthBinding, VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT, 1, |
| VK_SHADER_STAGE_FRAGMENT_BIT, nullptr); |
| } |
| |
| if (mExecutable->usesStencilFramebufferFetch()) |
| { |
| const uint32_t stencilBinding = |
| mVariableInfoMap |
| .getVariableById(gl::ShaderType::Fragment, sh::vk::spirv::kIdStencilInputAttachment) |
| .binding; |
| descOut->addBinding(stencilBinding, VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT, 1, |
| VK_SHADER_STAGE_FRAGMENT_BIT, nullptr); |
| } |
| |
| if (!mExecutable->usesColorFramebufferFetch()) |
| { |
| return; |
| } |
| |
| const uint32_t firstInputAttachment = |
| static_cast<uint32_t>(mExecutable->getFragmentInoutIndices().first()); |
| |
| const ShaderInterfaceVariableInfo &baseInfo = mVariableInfoMap.getVariableById( |
| gl::ShaderType::Fragment, sh::vk::spirv::kIdInputAttachment0 + firstInputAttachment); |
| |
| uint32_t baseBinding = baseInfo.binding - firstInputAttachment; |
| |
| const uint32_t maxColorInputAttachmentCount = |
| context->getRenderer()->getMaxColorInputAttachmentCount(); |
| for (uint32_t colorIndex = 0; colorIndex < maxColorInputAttachmentCount; ++colorIndex) |
| { |
| descOut->addBinding(baseBinding, VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT, 1, |
| VK_SHADER_STAGE_FRAGMENT_BIT, nullptr); |
| baseBinding++; |
| } |
| } |
| |
| angle::Result ProgramExecutableVk::addTextureDescriptorSetDesc( |
| vk::ErrorContext *context, |
| const gl::ActiveTextureArray<TextureVk *> *activeTextures, |
| vk::DescriptorSetLayoutDesc *descOut) |
| { |
| const std::vector<gl::SamplerBinding> &samplerBindings = mExecutable->getSamplerBindings(); |
| const std::vector<gl::LinkedUniform> &uniforms = mExecutable->getUniforms(); |
| const std::vector<GLuint> &samplerBoundTextureUnits = |
| mExecutable->getSamplerBoundTextureUnits(); |
| |
| for (uint32_t samplerIndex = 0; samplerIndex < samplerBindings.size(); ++samplerIndex) |
| { |
| uint32_t uniformIndex = mExecutable->getUniformIndexFromSamplerIndex(samplerIndex); |
| const gl::LinkedUniform &samplerUniform = uniforms[uniformIndex]; |
| |
| // 2D arrays are split into multiple 1D arrays when generating LinkedUniforms. Since they |
| // are flattened into one array, ignore the nonzero elements and expand the array to the |
| // total array size. |
| if (samplerUniform.activeShaders().none() || samplerUniform.getOuterArrayOffset() > 0) |
| { |
| ASSERT(gl::SamplerNameContainsNonZeroArrayElement( |
| mExecutable->getUniformNameByIndex(uniformIndex))); |
| continue; |
| } |
| |
| ASSERT(!gl::SamplerNameContainsNonZeroArrayElement( |
| mExecutable->getUniformNameByIndex(uniformIndex))); |
| |
| // The front-end always binds array sampler units sequentially. |
| const gl::SamplerBinding &samplerBinding = samplerBindings[samplerIndex]; |
| uint32_t arraySize = static_cast<uint32_t>(samplerBinding.textureUnitsCount); |
| arraySize *= samplerUniform.getOuterArraySizeProduct(); |
| |
| const gl::ShaderType firstShaderType = samplerUniform.getFirstActiveShaderType(); |
| const ShaderInterfaceVariableInfo &info = mVariableInfoMap.getVariableById( |
| firstShaderType, samplerUniform.getId(firstShaderType)); |
| |
| const VkShaderStageFlags activeStages = gl_vk::GetShaderStageFlags(info.activeStages); |
| |
| // TODO: https://issuetracker.google.com/issues/158215272: how do we handle array of |
| // immutable samplers? |
| GLuint textureUnit = samplerBinding.getTextureUnit(samplerBoundTextureUnits, 0); |
| if (activeTextures != nullptr && |
| (*activeTextures)[textureUnit]->getImage().hasImmutableSampler()) |
| { |
| ASSERT(samplerBinding.textureUnitsCount == 1); |
| |
| // In the case of samplerExternal2DY2YEXT, we need |
| // samplerYcbcrConversion object with IDENTITY conversion model |
| bool isSamplerExternalY2Y = |
| samplerBinding.samplerType == GL_SAMPLER_EXTERNAL_2D_Y2Y_EXT; |
| |
| // Always take the texture's sampler, that's only way to get to yuv conversion for |
| // externalFormat |
| const TextureVk *textureVk = (*activeTextures)[textureUnit]; |
| const vk::Sampler &immutableSampler = textureVk->getSampler(isSamplerExternalY2Y).get(); |
| descOut->addBinding(info.binding, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, arraySize, |
| activeStages, &immutableSampler); |
| const vk::ImageHelper &image = textureVk->getImage(); |
| const vk::YcbcrConversionDesc ycbcrConversionDesc = |
| isSamplerExternalY2Y ? image.getY2YConversionDesc() |
| : image.getYcbcrConversionDesc(); |
| mImmutableSamplerIndexMap[ycbcrConversionDesc] = samplerIndex; |
| // 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; |
| |
| vk::Renderer *renderer = context->getRenderer(); |
| |
| if (externalFormat != 0) |
| { |
| ANGLE_TRY(renderer->getFormatDescriptorCountForExternalFormat( |
| context, externalFormat, &formatDescriptorCount)); |
| } |
| else |
| { |
| VkFormat vkFormat = image.getActualVkFormat(renderer); |
| ASSERT(vkFormat != 0); |
| ANGLE_TRY(renderer->getFormatDescriptorCountForVkFormat(context, 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->addBinding(info.binding, descType, arraySize, activeStages, nullptr); |
| } |
| } |
| |
| return angle::Result::Continue; |
| } |
| |
| void ProgramExecutableVk::initializeWriteDescriptorDesc(vk::ErrorContext *context) |
| { |
| const gl::ShaderBitSet &linkedShaderStages = mExecutable->getLinkedShaderStages(); |
| |
| // Update mShaderResourceWriteDescriptorDescBuilder |
| mShaderResourceWriteDescriptorDescs.reset(); |
| mShaderResourceWriteDescriptorDescs.updateShaderBuffers( |
| mVariableInfoMap, mExecutable->getUniformBlocks(), getUniformBufferDescriptorType()); |
| mShaderResourceWriteDescriptorDescs.updateShaderBuffers( |
| mVariableInfoMap, mExecutable->getShaderStorageBlocks(), getStorageBufferDescriptorType()); |
| mShaderResourceWriteDescriptorDescs.updateAtomicCounters( |
| mVariableInfoMap, mExecutable->getAtomicCounterBuffers()); |
| mShaderResourceWriteDescriptorDescs.updateImages(*mExecutable, mVariableInfoMap); |
| mShaderResourceWriteDescriptorDescs.updateDynamicDescriptorsCount(); |
| |
| // Update mTextureWriteDescriptors |
| mTextureWriteDescriptorDescs.reset(); |
| mTextureWriteDescriptorDescs.updateExecutableActiveTextures(mVariableInfoMap, *mExecutable); |
| mTextureWriteDescriptorDescs.updateDynamicDescriptorsCount(); |
| |
| // Update mDefaultUniformWriteDescriptors |
| mDefaultUniformWriteDescriptorDescs.reset(); |
| mDefaultUniformWriteDescriptorDescs.updateDefaultUniform(linkedShaderStages, mVariableInfoMap, |
| *mExecutable); |
| mDefaultUniformWriteDescriptorDescs.updateDynamicDescriptorsCount(); |
| |
| mDefaultUniformAndXfbWriteDescriptorDescs.reset(); |
| if (mExecutable->hasTransformFeedbackOutput() && |
| context->getFeatures().emulateTransformFeedback.enabled) |
| { |
| // Update mDefaultUniformAndXfbWriteDescriptorDescs for the emulation code path. |
| mDefaultUniformAndXfbWriteDescriptorDescs.updateDefaultUniform( |
| linkedShaderStages, mVariableInfoMap, *mExecutable); |
| if (linkedShaderStages[gl::ShaderType::Vertex]) |
| { |
| mDefaultUniformAndXfbWriteDescriptorDescs.updateTransformFeedbackWrite(mVariableInfoMap, |
| *mExecutable); |
| } |
| mDefaultUniformAndXfbWriteDescriptorDescs.updateDynamicDescriptorsCount(); |
| } |
| else |
| { |
| // Otherwise it will be the same as default uniform |
| mDefaultUniformAndXfbWriteDescriptorDescs = mDefaultUniformWriteDescriptorDescs; |
| } |
| } |
| |
| ProgramTransformOptions ProgramExecutableVk::getTransformOptions( |
| ContextVk *contextVk, |
| const vk::GraphicsPipelineDesc &desc) |
| { |
| ProgramTransformOptions transformOptions = {}; |
| |
| transformOptions.surfaceRotation = desc.getSurfaceRotation(); |
| transformOptions.removeTransformFeedbackEmulation = |
| contextVk->getFeatures().emulateTransformFeedback.enabled && |
| !contextVk->getState().isTransformFeedbackActiveUnpaused(); |
| FramebufferVk *drawFrameBuffer = vk::GetImpl(contextVk->getState().getDrawFramebuffer()); |
| const bool hasDepthStencilFramebufferFetch = |
| mExecutable->usesDepthFramebufferFetch() || mExecutable->usesStencilFramebufferFetch(); |
| const bool hasFramebufferFetch = |
| mExecutable->usesColorFramebufferFetch() || hasDepthStencilFramebufferFetch; |
| const bool isMultisampled = drawFrameBuffer->getSamples() > 1; |
| transformOptions.multiSampleFramebufferFetch = hasFramebufferFetch && isMultisampled; |
| transformOptions.enableSampleShading = |
| contextVk->getState().isSampleShadingEnabled() && isMultisampled; |
| transformOptions.removeDepthStencilInput = |
| hasDepthStencilFramebufferFetch && |
| drawFrameBuffer->getDepthStencilRenderTarget() == nullptr; |
| |
| return transformOptions; |
| } |
| |
| angle::Result ProgramExecutableVk::initGraphicsShaderPrograms( |
| vk::ErrorContext *context, |
| ProgramTransformOptions transformOptions) |
| { |
| ASSERT(mExecutable->hasLinkedShaderStage(gl::ShaderType::Vertex)); |
| |
| const uint8_t programIndex = transformOptions.permutationIndex; |
| ProgramInfo &programInfo = mGraphicsProgramInfos[programIndex]; |
| const gl::ShaderBitSet linkedShaderStages = mExecutable->getLinkedShaderStages(); |
| gl::ShaderType lastPreFragmentStage = gl::GetLastPreFragmentStage(linkedShaderStages); |
| |
| const bool isTransformFeedbackProgram = |
| !mExecutable->getLinkedTransformFeedbackVaryings().empty(); |
| |
| for (gl::ShaderType shaderType : linkedShaderStages) |
| { |
| ANGLE_TRY(initGraphicsShaderProgram(context, shaderType, shaderType == lastPreFragmentStage, |
| isTransformFeedbackProgram, transformOptions, |
| &programInfo, mVariableInfoMap)); |
| } |
| |
| return angle::Result::Continue; |
| } |
| |
| angle::Result ProgramExecutableVk::initProgramThenCreateGraphicsPipeline( |
| vk::ErrorContext *context, |
| ProgramTransformOptions transformOptions, |
| vk::GraphicsPipelineSubset pipelineSubset, |
| vk::PipelineCacheAccess *pipelineCache, |
| PipelineSource source, |
| const vk::GraphicsPipelineDesc &desc, |
| const vk::RenderPass &compatibleRenderPass, |
| const vk::GraphicsPipelineDesc **descPtrOut, |
| vk::PipelineHelper **pipelineOut) |
| { |
| ANGLE_TRY(initGraphicsShaderPrograms(context, transformOptions)); |
| |
| return createGraphicsPipelineImpl(context, transformOptions, pipelineSubset, pipelineCache, |
| source, desc, compatibleRenderPass, descPtrOut, pipelineOut); |
| } |
| |
| angle::Result ProgramExecutableVk::createGraphicsPipelineImpl( |
| vk::ErrorContext *context, |
| ProgramTransformOptions transformOptions, |
| vk::GraphicsPipelineSubset pipelineSubset, |
| vk::PipelineCacheAccess *pipelineCache, |
| PipelineSource source, |
| const vk::GraphicsPipelineDesc &desc, |
| const vk::RenderPass &compatibleRenderPass, |
| const vk::GraphicsPipelineDesc **descPtrOut, |
| vk::PipelineHelper **pipelineOut) |
| { |
| // This method assumes that all the state necessary to create a graphics pipeline has already |
| // been setup by the caller. Assert that all required state is valid so all that is left will |
| // be the call to `vkCreateGraphicsPipelines` |
| |
| // Make sure program index is within range |
| const uint8_t programIndex = transformOptions.permutationIndex; |
| ASSERT(programIndex >= 0 && programIndex < ProgramTransformOptions::kPermutationCount); |
| |
| // Make sure the shader modules for all linked shader stages are valid. |
| ProgramInfo &programInfo = mGraphicsProgramInfos[programIndex]; |
| for (gl::ShaderType shaderType : mExecutable->getLinkedShaderStages()) |
| { |
| ASSERT(programInfo.valid(shaderType)); |
| } |
| |
| // Generate spec consts, a change in which results in a new pipeline. |
| vk::SpecializationConstants specConsts = MakeSpecConsts(transformOptions, desc); |
| |
| // Choose appropriate pipeline cache based on pipeline subset |
| if (pipelineSubset == vk::GraphicsPipelineSubset::Complete) |
| { |
| CompleteGraphicsPipelineCache &pipelines = mCompleteGraphicsPipelines[programIndex]; |
| return programInfo.getShaderProgram().createGraphicsPipeline( |
| context, &pipelines, pipelineCache, compatibleRenderPass, getPipelineLayout(), source, |
| desc, specConsts, descPtrOut, pipelineOut); |
| } |
| else |
| { |
| // Vertex input and fragment output subsets are independent of shaders, and are not created |
| // through the program executable. |
| ASSERT(pipelineSubset == vk::GraphicsPipelineSubset::Shaders); |
| |
| ShadersGraphicsPipelineCache &pipelines = mShadersGraphicsPipelines[programIndex]; |
| return programInfo.getShaderProgram().createGraphicsPipeline( |
| context, &pipelines, pipelineCache, compatibleRenderPass, getPipelineLayout(), source, |
| desc, specConsts, descPtrOut, pipelineOut); |
| } |
| } |
| |
| angle::Result ProgramExecutableVk::getGraphicsPipeline(ContextVk *contextVk, |
| vk::GraphicsPipelineSubset pipelineSubset, |
| const vk::GraphicsPipelineDesc &desc, |
| const vk::GraphicsPipelineDesc **descPtrOut, |
| vk::PipelineHelper **pipelineOut) |
| { |
| ProgramTransformOptions transformOptions = getTransformOptions(contextVk, desc); |
| |
| ANGLE_TRY(initGraphicsShaderPrograms(contextVk, transformOptions)); |
| |
| const uint8_t programIndex = transformOptions.permutationIndex; |
| |
| *descPtrOut = nullptr; |
| *pipelineOut = nullptr; |
| |
| if (pipelineSubset == vk::GraphicsPipelineSubset::Complete) |
| { |
| mCompleteGraphicsPipelines[programIndex].getPipeline(desc, descPtrOut, pipelineOut); |
| } |
| else |
| { |
| // Vertex input and fragment output subsets are independent of shaders, and are not created |
| // through the program executable. |
| ASSERT(pipelineSubset == vk::GraphicsPipelineSubset::Shaders); |
| |
| mShadersGraphicsPipelines[programIndex].getPipeline(desc, descPtrOut, pipelineOut); |
| } |
| |
| return angle::Result::Continue; |
| } |
| |
| angle::Result ProgramExecutableVk::createGraphicsPipeline( |
| ContextVk *contextVk, |
| vk::GraphicsPipelineSubset pipelineSubset, |
| vk::PipelineCacheAccess *pipelineCache, |
| PipelineSource source, |
| const vk::GraphicsPipelineDesc &desc, |
| const vk::GraphicsPipelineDesc **descPtrOut, |
| vk::PipelineHelper **pipelineOut) |
| { |
| ProgramTransformOptions transformOptions = getTransformOptions(contextVk, desc); |
| |
| // When creating monolithic pipelines, the renderer's pipeline cache is used as passed in. |
| // When creating the shaders subset of pipelines, the program's own pipeline cache is used. |
| vk::PipelineCacheAccess perProgramPipelineCache; |
| const bool useProgramPipelineCache = pipelineSubset == vk::GraphicsPipelineSubset::Shaders; |
| if (useProgramPipelineCache) |
| { |
| ANGLE_TRY(ensurePipelineCacheInitialized(contextVk)); |
| |
| perProgramPipelineCache.init(&mPipelineCache, nullptr); |
| pipelineCache = &perProgramPipelineCache; |
| } |
| |
| // Pull in a compatible RenderPass. |
| const vk::RenderPass *compatibleRenderPass = nullptr; |
| ANGLE_TRY(contextVk->getCompatibleRenderPass(desc.getRenderPassDesc(), &compatibleRenderPass)); |
| |
| ANGLE_TRY(initProgramThenCreateGraphicsPipeline( |
| contextVk, transformOptions, pipelineSubset, pipelineCache, source, desc, |
| *compatibleRenderPass, descPtrOut, pipelineOut)); |
| |
| if (useProgramPipelineCache && |
| contextVk->getFeatures().mergeProgramPipelineCachesToGlobalCache.enabled) |
| { |
| ANGLE_TRY(contextVk->getRenderer()->mergeIntoPipelineCache(contextVk, mPipelineCache)); |
| } |
| |
| return angle::Result::Continue; |
| } |
| |
| angle::Result ProgramExecutableVk::createLinkedGraphicsPipeline( |
| ContextVk *contextVk, |
| vk::PipelineCacheAccess *pipelineCache, |
| const vk::GraphicsPipelineDesc &desc, |
| vk::PipelineHelper *shadersPipeline, |
| const vk::GraphicsPipelineDesc **descPtrOut, |
| vk::PipelineHelper **pipelineOut) |
| { |
| ProgramTransformOptions transformOptions = getTransformOptions(contextVk, desc); |
| const uint8_t programIndex = transformOptions.permutationIndex; |
| |
| // When linking libraries, use the program's own pipeline cache if monolithic pipelines are not |
| // to be created, otherwise there is effectively a merge to global pipeline cache happening. |
| vk::PipelineCacheAccess programPipelineCache; |
| vk::PipelineCacheAccess *linkPipelineCache = pipelineCache; |
| if (!contextVk->getFeatures().preferMonolithicPipelinesOverLibraries.enabled) |
| { |
| // No synchronization necessary since mPipelineCache is internally synchronized. |
| programPipelineCache.init(&mPipelineCache, nullptr); |
| linkPipelineCache = &programPipelineCache; |
| } |
| |
| // Pull in a compatible RenderPass. |
| const vk::RenderPass *compatibleRenderPass = nullptr; |
| ANGLE_TRY(contextVk->getCompatibleRenderPass(desc.getRenderPassDesc(), &compatibleRenderPass)); |
| |
| ANGLE_TRY(mCompleteGraphicsPipelines[programIndex].createPipeline( |
| contextVk, linkPipelineCache, *compatibleRenderPass, getPipelineLayout(), {shadersPipeline}, |
| PipelineSource::DrawLinked, desc, descPtrOut, pipelineOut)); |
| |
| // If monolithic pipelines are preferred over libraries, create a task so that it can be created |
| // asynchronously. |
| if (contextVk->getFeatures().preferMonolithicPipelinesOverLibraries.enabled) |
| { |
| vk::SpecializationConstants specConsts = MakeSpecConsts(transformOptions, desc); |
| |
| mGraphicsProgramInfos[programIndex].getShaderProgram().createMonolithicPipelineCreationTask( |
| contextVk, pipelineCache, desc, getPipelineLayout(), specConsts, *pipelineOut); |
| } |
| |
| return angle::Result::Continue; |
| } |
| |
| angle::Result ProgramExecutableVk::getOrCreateComputePipeline( |
| vk::ErrorContext *context, |
| vk::PipelineCacheAccess *pipelineCache, |
| PipelineSource source, |
| vk::PipelineRobustness pipelineRobustness, |
| vk::PipelineProtectedAccess pipelineProtectedAccess, |
| vk::PipelineHelper **pipelineOut) |
| { |
| ASSERT(mExecutable->hasLinkedShaderStage(gl::ShaderType::Compute)); |
| |
| vk::ComputePipelineOptions pipelineOptions = |
| vk::GetComputePipelineOptions(pipelineRobustness, pipelineProtectedAccess); |
| ANGLE_TRY(initComputeProgram(context, &mComputeProgramInfo, mVariableInfoMap, pipelineOptions)); |
| |
| return mComputeProgramInfo.getShaderProgram().getOrCreateComputePipeline( |
| context, &mComputePipelines, pipelineCache, getPipelineLayout(), pipelineOptions, source, |
| pipelineOut, nullptr, nullptr); |
| } |
| |
| angle::Result ProgramExecutableVk::createPipelineLayout( |
| vk::ErrorContext *context, |
| PipelineLayoutCache *pipelineLayoutCache, |
| DescriptorSetLayoutCache *descriptorSetLayoutCache, |
| gl::ActiveTextureArray<TextureVk *> *activeTextures) |
| { |
| const gl::ShaderBitSet &linkedShaderStages = mExecutable->getLinkedShaderStages(); |
| |
| // 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: |
| mDefaultUniformAndXfbSetDesc = {}; |
| uint32_t numDefaultUniformDescriptors = 0; |
| for (gl::ShaderType shaderType : linkedShaderStages) |
| { |
| const ShaderInterfaceVariableInfo &info = |
| mVariableInfoMap.getDefaultUniformInfo(shaderType); |
| // Note that currently the default uniform block is added unconditionally. |
| ASSERT(info.activeStages[shaderType]); |
| |
| mDefaultUniformAndXfbSetDesc.addBinding(info.binding, |
| VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1, |
| gl_vk::kShaderStageMap[shaderType], nullptr); |
| numDefaultUniformDescriptors++; |
| } |
| |
| gl::ShaderType linkedTransformFeedbackStage = mExecutable->getLinkedTransformFeedbackStage(); |
| bool hasXfbVaryings = linkedTransformFeedbackStage != gl::ShaderType::InvalidEnum && |
| !mExecutable->getLinkedTransformFeedbackVaryings().empty(); |
| if (context->getFeatures().emulateTransformFeedback.enabled && hasXfbVaryings) |
| { |
| size_t xfbBufferCount = mExecutable->getTransformFeedbackBufferCount(); |
| for (uint32_t bufferIndex = 0; bufferIndex < xfbBufferCount; ++bufferIndex) |
| { |
| const uint32_t binding = mVariableInfoMap.getEmulatedXfbBufferBinding(bufferIndex); |
| ASSERT(binding != std::numeric_limits<uint32_t>::max()); |
| |
| mDefaultUniformAndXfbSetDesc.addBinding(binding, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, |
| VK_SHADER_STAGE_VERTEX_BIT, nullptr); |
| } |
| } |
| |
| ANGLE_TRY(descriptorSetLayoutCache->getDescriptorSetLayout( |
| context, mDefaultUniformAndXfbSetDesc, |
| &mDescriptorSetLayouts[DescriptorSetIndex::UniformsAndXfb])); |
| |
| // Uniform and storage buffers, atomic counter buffers and images: |
| mShaderResourceSetDesc = {}; |
| |
| // Count the number of active uniform buffer descriptors. |
| uint32_t numActiveUniformBufferDescriptors = 0; |
| const std::vector<gl::InterfaceBlock> &blocks = mExecutable->getUniformBlocks(); |
| for (uint32_t bufferIndex = 0; bufferIndex < blocks.size();) |
| { |
| const gl::InterfaceBlock &block = blocks[bufferIndex]; |
| const uint32_t arraySize = GetInterfaceBlockArraySize(blocks, bufferIndex); |
| bufferIndex += arraySize; |
| |
| if (block.activeShaders().any()) |
| { |
| numActiveUniformBufferDescriptors += arraySize; |
| } |
| } |
| |
| // Decide if we should use dynamic or fixed descriptor types. |
| VkPhysicalDeviceLimits limits = context->getRenderer()->getPhysicalDeviceProperties().limits; |
| uint32_t totalDynamicUniformBufferCount = |
| numActiveUniformBufferDescriptors + numDefaultUniformDescriptors; |
| if (totalDynamicUniformBufferCount <= limits.maxDescriptorSetUniformBuffersDynamic) |
| { |
| mUniformBufferDescriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC; |
| } |
| else |
| { |
| mUniformBufferDescriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER; |
| } |
| |
| addInterfaceBlockDescriptorSetDesc(mExecutable->getUniformBlocks(), linkedShaderStages, |
| mUniformBufferDescriptorType, &mShaderResourceSetDesc); |
| addInterfaceBlockDescriptorSetDesc(mExecutable->getShaderStorageBlocks(), linkedShaderStages, |
| vk::kStorageBufferDescriptorType, &mShaderResourceSetDesc); |
| addAtomicCounterBufferDescriptorSetDesc(mExecutable->getAtomicCounterBuffers(), |
| &mShaderResourceSetDesc); |
| addImageDescriptorSetDesc(&mShaderResourceSetDesc); |
| addInputAttachmentDescriptorSetDesc(context, &mShaderResourceSetDesc); |
| |
| ANGLE_TRY(descriptorSetLayoutCache->getDescriptorSetLayout( |
| context, mShaderResourceSetDesc, |
| &mDescriptorSetLayouts[DescriptorSetIndex::ShaderResource])); |
| |
| // Textures: |
| mTextureSetDesc = {}; |
| ANGLE_TRY(addTextureDescriptorSetDesc(context, activeTextures, &mTextureSetDesc)); |
| |
| ANGLE_TRY(descriptorSetLayoutCache->getDescriptorSetLayout( |
| context, mTextureSetDesc, &mDescriptorSetLayouts[DescriptorSetIndex::Texture])); |
| |
| // Create pipeline layout with these 3 descriptor sets. |
| vk::PipelineLayoutDesc pipelineLayoutDesc; |
| pipelineLayoutDesc.updateDescriptorSetLayout(DescriptorSetIndex::UniformsAndXfb, |
| mDefaultUniformAndXfbSetDesc); |
| pipelineLayoutDesc.updateDescriptorSetLayout(DescriptorSetIndex::ShaderResource, |
| mShaderResourceSetDesc); |
| pipelineLayoutDesc.updateDescriptorSetLayout(DescriptorSetIndex::Texture, mTextureSetDesc); |
| |
| // Set up driver uniforms as push constants. The size is set for a graphics pipeline, as there |
| // are more driver uniforms for a graphics pipeline than there are for a compute pipeline. As |
| // for the shader stages, both graphics and compute stages are used. |
| VkShaderStageFlags pushConstantShaderStageFlags = |
| context->getRenderer()->getSupportedVulkanShaderStageMask(); |
| |
| uint32_t pushConstantSize = GetDriverUniformSize(context, PipelineType::Graphics); |
| pipelineLayoutDesc.updatePushConstantRange(pushConstantShaderStageFlags, 0, pushConstantSize); |
| |
| ANGLE_TRY(pipelineLayoutCache->getPipelineLayout(context, pipelineLayoutDesc, |
| mDescriptorSetLayouts, &mPipelineLayout)); |
| |
| mDynamicUniformDescriptorOffsets.clear(); |
| mDynamicUniformDescriptorOffsets.resize(mExecutable->getLinkedShaderStageCount(), 0); |
| |
| initializeWriteDescriptorDesc(context); |
| |
| return angle::Result::Continue; |
| } |
| |
| angle::Result ProgramExecutableVk::initializeDescriptorPools( |
| vk::ErrorContext *context, |
| DescriptorSetLayoutCache *descriptorSetLayoutCache, |
| vk::DescriptorSetArray<vk::MetaDescriptorPool> *metaDescriptorPools) |
| { |
| ANGLE_TRY((*metaDescriptorPools)[DescriptorSetIndex::UniformsAndXfb].bindCachedDescriptorPool( |
| context, mDefaultUniformAndXfbSetDesc, 1, descriptorSetLayoutCache, |
| &mDynamicDescriptorPools[DescriptorSetIndex::UniformsAndXfb])); |
| ANGLE_TRY((*metaDescriptorPools)[DescriptorSetIndex::Texture].bindCachedDescriptorPool( |
| context, mTextureSetDesc, mImmutableSamplersMaxDescriptorCount, descriptorSetLayoutCache, |
| &mDynamicDescriptorPools[DescriptorSetIndex::Texture])); |
| return (*metaDescriptorPools)[DescriptorSetIndex::ShaderResource].bindCachedDescriptorPool( |
| context, mShaderResourceSetDesc, 1, descriptorSetLayoutCache, |
| &mDynamicDescriptorPools[DescriptorSetIndex::ShaderResource]); |
| } |
| |
| void ProgramExecutableVk::resolvePrecisionMismatch(const gl::ProgramMergedVaryings &mergedVaryings) |
| { |
| for (const gl::ProgramVaryingRef &mergedVarying : mergedVaryings) |
| { |
| if (!mergedVarying.frontShader || !mergedVarying.backShader) |
| { |
| continue; |
| } |
| |
| if (!mergedVarying.frontShader->active || !mergedVarying.backShader->active) |
| { |
| continue; |
| } |
| |
| GLenum frontPrecision = mergedVarying.frontShader->precision; |
| GLenum backPrecision = mergedVarying.backShader->precision; |
| if (frontPrecision == backPrecision) |
| { |
| continue; |
| } |
| |
| ASSERT(frontPrecision >= GL_LOW_FLOAT && frontPrecision <= GL_HIGH_INT); |
| ASSERT(backPrecision >= GL_LOW_FLOAT && backPrecision <= GL_HIGH_INT); |
| |
| if (frontPrecision > backPrecision) |
| { |
| // The output is higher precision than the input |
| ShaderInterfaceVariableInfo &info = mVariableInfoMap.getMutable( |
| mergedVarying.frontShaderStage, mergedVarying.frontShader->id); |
| info.varyingIsOutput = true; |
| info.useRelaxedPrecision = true; |
| } |
| else |
| { |
| // The output is lower precision than the input, adjust the input |
| ASSERT(backPrecision > frontPrecision); |
| ShaderInterfaceVariableInfo &info = mVariableInfoMap.getMutable( |
| mergedVarying.backShaderStage, mergedVarying.backShader->id); |
| info.varyingIsInput = true; |
| info.useRelaxedPrecision = true; |
| } |
| } |
| } |
| |
| angle::Result ProgramExecutableVk::getOrAllocateDescriptorSet( |
| vk::Context *context, |
| uint32_t currentFrame, |
| UpdateDescriptorSetsBuilder *updateBuilder, |
| const vk::DescriptorSetDescBuilder &descriptorSetDesc, |
| const vk::WriteDescriptorDescs &writeDescriptorDescs, |
| DescriptorSetIndex setIndex, |
| vk::SharedDescriptorSetCacheKey *newSharedCacheKeyOut) |
| { |
| vk::Renderer *renderer = context->getRenderer(); |
| |
| if (renderer->getFeatures().descriptorSetCache.enabled) |
| { |
| ANGLE_TRY(mDynamicDescriptorPools[setIndex]->getOrAllocateDescriptorSet( |
| context, currentFrame, descriptorSetDesc.getDesc(), *mDescriptorSetLayouts[setIndex], |
| &mDescriptorSets[setIndex], newSharedCacheKeyOut)); |
| ASSERT(mDescriptorSets[setIndex]); |
| |
| if (*newSharedCacheKeyOut) |
| { |
| ASSERT((*newSharedCacheKeyOut)->valid()); |
| // Cache miss. A new cache entry has been created. |
| descriptorSetDesc.updateDescriptorSet(renderer, writeDescriptorDescs, updateBuilder, |
| mDescriptorSets[setIndex]->getDescriptorSet()); |
| } |
| } |
| else |
| { |
| ANGLE_TRY(mDynamicDescriptorPools[setIndex]->allocateDescriptorSet( |
| context, *mDescriptorSetLayouts[setIndex], &mDescriptorSets[setIndex])); |
| ASSERT(mDescriptorSets[setIndex]); |
| |
| descriptorSetDesc.updateDescriptorSet(renderer, writeDescriptorDescs, updateBuilder, |
| mDescriptorSets[setIndex]->getDescriptorSet()); |
| } |
| |
| return angle::Result::Continue; |
| } |
| |
| angle::Result ProgramExecutableVk::updateShaderResourcesDescriptorSet( |
| vk::Context *context, |
| uint32_t currentFrame, |
| UpdateDescriptorSetsBuilder *updateBuilder, |
| const vk::WriteDescriptorDescs &writeDescriptorDescs, |
| const vk::DescriptorSetDescBuilder &shaderResourcesDesc, |
| vk::SharedDescriptorSetCacheKey *newSharedCacheKeyOut) |
| { |
| if (!mDynamicDescriptorPools[DescriptorSetIndex::ShaderResource]) |
| { |
| (*newSharedCacheKeyOut).reset(); |
| return angle::Result::Continue; |
| } |
| |
| ANGLE_TRY(getOrAllocateDescriptorSet(context, currentFrame, updateBuilder, shaderResourcesDesc, |
| writeDescriptorDescs, DescriptorSetIndex::ShaderResource, |
| newSharedCacheKeyOut)); |
| |
| size_t numOffsets = writeDescriptorDescs.getDynamicDescriptorSetCount(); |
| mDynamicShaderResourceDescriptorOffsets.resize(numOffsets); |
| if (numOffsets > 0) |
| { |
| memcpy(mDynamicShaderResourceDescriptorOffsets.data(), |
| shaderResourcesDesc.getDynamicOffsets(), numOffsets * sizeof(uint32_t)); |
| } |
| |
| return angle::Result::Continue; |
| } |
| |
| angle::Result ProgramExecutableVk::updateUniformsAndXfbDescriptorSet( |
| vk::Context *context, |
| uint32_t currentFrame, |
| UpdateDescriptorSetsBuilder *updateBuilder, |
| const vk::WriteDescriptorDescs &writeDescriptorDescs, |
| vk::BufferHelper *defaultUniformBuffer, |
| vk::DescriptorSetDescBuilder *uniformsAndXfbDesc, |
| vk::SharedDescriptorSetCacheKey *sharedCacheKeyOut) |
| { |
| mCurrentDefaultUniformBufferSerial = |
| defaultUniformBuffer ? defaultUniformBuffer->getBufferSerial() : vk::kInvalidBufferSerial; |
| |
| return getOrAllocateDescriptorSet(context, currentFrame, updateBuilder, *uniformsAndXfbDesc, |
| writeDescriptorDescs, DescriptorSetIndex::UniformsAndXfb, |
| sharedCacheKeyOut); |
| } |
| |
| angle::Result ProgramExecutableVk::updateTexturesDescriptorSet( |
| vk::Context *context, |
| uint32_t currentFrame, |
| const gl::ActiveTextureArray<TextureVk *> &textures, |
| const gl::SamplerBindingVector &samplers, |
| PipelineType pipelineType, |
| UpdateDescriptorSetsBuilder *updateBuilder) |
| { |
| if (context->getFeatures().descriptorSetCache.enabled) |
| { |
| vk::SharedDescriptorSetCacheKey newSharedCacheKey; |
| |
| // We use textureSerial to optimize texture binding updates. Each permutation of a |
| // {VkImage/VkSampler} generates a unique serial. These object ids are combined to form a |
| // unique signature for each descriptor set. This allows us to keep a cache of descriptor |
| // sets and avoid calling vkAllocateDesctiporSets each texture update. |
| vk::DescriptorSetDescBuilder descriptorBuilder; |
| descriptorBuilder.updatePreCacheActiveTextures(context, *mExecutable, textures, samplers); |
| |
| ANGLE_TRY(mDynamicDescriptorPools[DescriptorSetIndex::Texture]->getOrAllocateDescriptorSet( |
| context, currentFrame, descriptorBuilder.getDesc(), |
| *mDescriptorSetLayouts[DescriptorSetIndex::Texture], |
| &mDescriptorSets[DescriptorSetIndex::Texture], &newSharedCacheKey)); |
| ASSERT(mDescriptorSets[DescriptorSetIndex::Texture]); |
| |
| if (newSharedCacheKey) |
| { |
| ASSERT(newSharedCacheKey->valid()); |
| ANGLE_TRY(UpdateFullTexturesDescriptorSet( |
| context, mVariableInfoMap, mTextureWriteDescriptorDescs, updateBuilder, |
| *mExecutable, textures, samplers, |
| mDescriptorSets[DescriptorSetIndex::Texture]->getDescriptorSet())); |
| |
| const gl::ActiveTextureMask &activeTextureMask = mExecutable->getActiveSamplersMask(); |
| for (size_t textureUnit : activeTextureMask) |
| { |
| ASSERT(textures[textureUnit] != nullptr); |
| textures[textureUnit]->onNewDescriptorSet(newSharedCacheKey); |
| } |
| } |
| } |
| else |
| { |
| ANGLE_TRY(mDynamicDescriptorPools[DescriptorSetIndex::Texture]->allocateDescriptorSet( |
| context, *mDescriptorSetLayouts[DescriptorSetIndex::Texture], |
| &mDescriptorSets[DescriptorSetIndex::Texture])); |
| ASSERT(mDescriptorSets[DescriptorSetIndex::Texture]); |
| |
| ANGLE_TRY(UpdateFullTexturesDescriptorSet( |
| context, mVariableInfoMap, mTextureWriteDescriptorDescs, updateBuilder, *mExecutable, |
| textures, samplers, mDescriptorSets[DescriptorSetIndex::Texture]->getDescriptorSet())); |
| } |
| |
| return angle::Result::Continue; |
| } |
| |
| template <typename CommandBufferT> |
| angle::Result ProgramExecutableVk::bindDescriptorSets( |
| vk::ErrorContext *context, |
| uint32_t currentFrame, |
| vk::CommandBufferHelperCommon *commandBufferHelper, |
| CommandBufferT *commandBuffer, |
| PipelineType pipelineType) |
| { |
| // Can probably use better dirty bits here. |
| |
| // Find the maximum non-null descriptor set. This is used in conjunction with a driver |
| // workaround to bind empty descriptor sets only for gaps in between 0 and max and avoid |
| // binding unnecessary empty descriptor sets for the sets beyond max. |
| DescriptorSetIndex lastNonNullDescriptorSetIndex = DescriptorSetIndex::InvalidEnum; |
| for (DescriptorSetIndex descriptorSetIndex : angle::AllEnums<DescriptorSetIndex>()) |
| { |
| if (mDescriptorSets[descriptorSetIndex]) |
| { |
| lastNonNullDescriptorSetIndex = descriptorSetIndex; |
| } |
| } |
| |
| const VkPipelineBindPoint pipelineBindPoint = pipelineType == PipelineType::Compute |
| ? VK_PIPELINE_BIND_POINT_COMPUTE |
| : VK_PIPELINE_BIND_POINT_GRAPHICS; |
| |
| for (DescriptorSetIndex descriptorSetIndex : angle::AllEnums<DescriptorSetIndex>()) |
| { |
| if (ToUnderlying(descriptorSetIndex) > ToUnderlying(lastNonNullDescriptorSetIndex)) |
| { |
| continue; |
| } |
| |
| if (!mDescriptorSets[descriptorSetIndex]) |
| { |
| continue; |
| } |
| |
| VkDescriptorSet descSet = mDescriptorSets[descriptorSetIndex]->getDescriptorSet(); |
| ASSERT(descSet != VK_NULL_HANDLE); |
| |
| // Default uniforms are encompassed in a block per shader stage, and they are assigned |
| // through dynamic uniform buffers (requiring dynamic offsets). No other descriptor |
| // requires a dynamic offset. |
| if (descriptorSetIndex == DescriptorSetIndex::UniformsAndXfb) |
| { |
| commandBuffer->bindDescriptorSets( |
| getPipelineLayout(), pipelineBindPoint, descriptorSetIndex, 1, &descSet, |
| static_cast<uint32_t>(mDynamicUniformDescriptorOffsets.size()), |
| mDynamicUniformDescriptorOffsets.data()); |
| } |
| else if (descriptorSetIndex == DescriptorSetIndex::ShaderResource) |
| { |
| commandBuffer->bindDescriptorSets( |
| getPipelineLayout(), pipelineBindPoint, descriptorSetIndex, 1, &descSet, |
| static_cast<uint32_t>(mDynamicShaderResourceDescriptorOffsets.size()), |
| mDynamicShaderResourceDescriptorOffsets.data()); |
| } |
| else |
| { |
| commandBuffer->bindDescriptorSets(getPipelineLayout(), pipelineBindPoint, |
| descriptorSetIndex, 1, &descSet, 0, nullptr); |
| } |
| |
| commandBufferHelper->retainResource(mDescriptorSets[descriptorSetIndex].get()); |
| mDescriptorSets[descriptorSetIndex]->updateLastUsedFrame(currentFrame); |
| } |
| |
| return angle::Result::Continue; |
| } |
| |
| template angle::Result ProgramExecutableVk::bindDescriptorSets<vk::priv::SecondaryCommandBuffer>( |
| vk::ErrorContext *context, |
| uint32_t currentFrame, |
| vk::CommandBufferHelperCommon *commandBufferHelper, |
| vk::priv::SecondaryCommandBuffer *commandBuffer, |
| PipelineType pipelineType); |
| template angle::Result ProgramExecutableVk::bindDescriptorSets<vk::VulkanSecondaryCommandBuffer>( |
| vk::ErrorContext *context, |
| uint32_t currentFrame, |
| vk::CommandBufferHelperCommon *commandBufferHelper, |
| vk::VulkanSecondaryCommandBuffer *commandBuffer, |
| PipelineType pipelineType); |
| |
| void ProgramExecutableVk::setAllDefaultUniformsDirty() |
| { |
| mDefaultUniformBlocksDirty.reset(); |
| for (gl::ShaderType shaderType : mExecutable->getLinkedShaderStages()) |
| { |
| if (!mDefaultUniformBlocks[shaderType]->uniformData.empty()) |
| { |
| mDefaultUniformBlocksDirty.set(shaderType); |
| } |
| } |
| } |
| |
| angle::Result ProgramExecutableVk::updateUniforms(vk::Context *context, |
| uint32_t currentFrame, |
| UpdateDescriptorSetsBuilder *updateBuilder, |
| vk::BufferHelper *emptyBuffer, |
| vk::DynamicBuffer *defaultUniformStorage, |
| bool isTransformFeedbackActiveUnpaused, |
| TransformFeedbackVk *transformFeedbackVk) |
| { |
| ASSERT(mDefaultUniformBlocksDirty.any()); |
| |
| 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, &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(); |
| |
| requiredSpace = calcUniformUpdateRequiredSpace(context, &offsets); |
| ANGLE_TRY(defaultUniformStorage->allocate(context, requiredSpace, &defaultUniformBuffer, |
| &anyNewBufferAllocated)); |
| } |
| |
| ASSERT(defaultUniformBuffer); |
| |
| uint8_t *bufferData = defaultUniformBuffer->getMappedMemory(); |
| VkDeviceSize bufferOffset = defaultUniformBuffer->getOffset(); |
| for (gl::ShaderType shaderType : mExecutable->getLinkedShaderStages()) |
| { |
| if (mDefaultUniformBlocksDirty[shaderType]) |
| { |
| const angle::MemoryBuffer &uniformData = mDefaultUniformBlocks[shaderType]->uniformData; |
| memcpy(&bufferData[offsets[shaderType]], uniformData.data(), uniformData.size()); |
| mDynamicUniformDescriptorOffsets[offsetIndex] = |
| static_cast<uint32_t>(bufferOffset + offsets[shaderType]); |
| mDefaultUniformBlocksDirty.reset(shaderType); |
| } |
| ++offsetIndex; |
| } |
| ANGLE_TRY(defaultUniformBuffer->flush(context->getRenderer())); |
| |
| // Because the uniform buffers are per context, we can't rely on dynamicBuffer's allocate |
| // function to tell us if you have got a new buffer or not. Other program's use of the buffer |
| // might already pushed dynamicBuffer to a new buffer. We record which buffer (represented by |
| // the unique BufferSerial number) we were using with the current descriptor set and then we |
| // use that recorded BufferSerial compare to the current uniform buffer to quickly detect if |
| // there is a buffer switch or not. We need to retrieve from the descriptor set cache or |
| // allocate a new descriptor set whenever there is uniform buffer switch. |
| if (mCurrentDefaultUniformBufferSerial != defaultUniformBuffer->getBufferSerial()) |
| { |
| // We need to reinitialize the descriptor sets if we newly allocated buffers since we can't |
| // modify the descriptor sets once initialized. |
| const vk::WriteDescriptorDescs &writeDescriptorDescs = |
| getDefaultUniformWriteDescriptorDescs(transformFeedbackVk); |
| |
| vk::DescriptorSetDescBuilder uniformsAndXfbDesc( |
| writeDescriptorDescs.getTotalDescriptorCount()); |
| uniformsAndXfbDesc.updateUniformsAndXfb( |
| context, *mExecutable, writeDescriptorDescs, defaultUniformBuffer, *emptyBuffer, |
| isTransformFeedbackActiveUnpaused, |
| mExecutable->hasTransformFeedbackOutput() ? transformFeedbackVk : nullptr); |
| |
| vk::SharedDescriptorSetCacheKey newSharedCacheKey; |
| ANGLE_TRY(updateUniformsAndXfbDescriptorSet(context, currentFrame, updateBuilder, |
| writeDescriptorDescs, defaultUniformBuffer, |
| &uniformsAndXfbDesc, &newSharedCacheKey)); |
| if (newSharedCacheKey) |
| { |
| if (mExecutable->hasTransformFeedbackOutput() && |
| context->getFeatures().emulateTransformFeedback.enabled) |
| { |
| transformFeedbackVk->onNewDescriptorSet(*mExecutable, newSharedCacheKey); |
| } |
| } |
| } |
| |
| return angle::Result::Continue; |
| } |
| |
| size_t ProgramExecutableVk::calcUniformUpdateRequiredSpace( |
| vk::ErrorContext *context, |
| gl::ShaderMap<VkDeviceSize> *uniformOffsets) const |
| { |
| size_t requiredSpace = 0; |
| for (gl::ShaderType shaderType : mExecutable->getLinkedShaderStages()) |
| { |
| if (mDefaultUniformBlocksDirty[shaderType]) |
| { |
| (*uniformOffsets)[shaderType] = requiredSpace; |
| requiredSpace += getDefaultUniformAlignedSize(context, shaderType); |
| } |
| } |
| return requiredSpace; |
| } |
| |
| void ProgramExecutableVk::onProgramBind() |
| { |
| // 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. |
| // |
| // Note: if this is changed, PPO uniform checks need to be updated as well |
| setAllDefaultUniformsDirty(); |
| } |
| |
| angle::Result ProgramExecutableVk::resizeUniformBlockMemory( |
| vk::ErrorContext *context, |
| const gl::ShaderMap<size_t> &requiredBufferSize) |
| { |
| for (gl::ShaderType shaderType : mExecutable->getLinkedShaderStages()) |
| { |
| if (requiredBufferSize[shaderType] > 0) |
| { |
| if (!mDefaultUniformBlocks[shaderType]->uniformData.resize( |
| requiredBufferSize[shaderType])) |
| { |
| ANGLE_VK_CHECK(context, false, VK_ERROR_OUT_OF_HOST_MEMORY); |
| } |
| |
| // Initialize uniform buffer memory to zero by default. |
| mDefaultUniformBlocks[shaderType]->uniformData.fill(0); |
| mDefaultUniformBlocksDirty.set(shaderType); |
| } |
| } |
| |
| return angle::Result::Continue; |
| } |
| |
| void ProgramExecutableVk::setUniform1fv(GLint location, GLsizei count, const GLfloat *v) |
| { |
| SetUniform(mExecutable, location, count, v, GL_FLOAT, &mDefaultUniformBlocks, |
| &mDefaultUniformBlocksDirty); |
| } |
| |
| void ProgramExecutableVk::setUniform2fv(GLint location, GLsizei count, const GLfloat *v) |
| { |
| SetUniform(mExecutable, location, count, v, GL_FLOAT_VEC2, &mDefaultUniformBlocks, |
| &mDefaultUniformBlocksDirty); |
| } |
| |
| void ProgramExecutableVk::setUniform3fv(GLint location, GLsizei count, const GLfloat *v) |
| { |
| SetUniform(mExecutable, location, count, v, GL_FLOAT_VEC3, &mDefaultUniformBlocks, |
| &mDefaultUniformBlocksDirty); |
| } |
| |
| void ProgramExecutableVk::setUniform4fv(GLint location, GLsizei count, const GLfloat *v) |
| { |
| SetUniform(mExecutable, location, count, v, GL_FLOAT_VEC4, &mDefaultUniformBlocks, |
| &mDefaultUniformBlocksDirty); |
| } |
| |
| void ProgramExecutableVk::setUniform1iv(GLint location, GLsizei count, const GLint *v) |
| { |
| const gl::VariableLocation &locationInfo = mExecutable->getUniformLocations()[location]; |
| const gl::LinkedUniform &linkedUniform = mExecutable->getUniforms()[locationInfo.index]; |
| if (linkedUniform.isSampler()) |
| { |
| // We could potentially cache some indexing here. For now this is a no-op since the mapping |
| // is handled entirely in ContextVk. |
| return; |
| } |
| |
| SetUniform(mExecutable, location, count, v, GL_INT, &mDefaultUniformBlocks, |
| &mDefaultUniformBlocksDirty); |
| } |
| |
| void ProgramExecutableVk::setUniform2iv(GLint location, GLsizei count, const GLint *v) |
| { |
| SetUniform(mExecutable, location, count, v, GL_INT_VEC2, &mDefaultUniformBlocks, |
| &mDefaultUniformBlocksDirty); |
| } |
| |
| void ProgramExecutableVk::setUniform3iv(GLint location, GLsizei count, const GLint *v) |
| { |
| SetUniform(mExecutable, location, count, v, GL_INT_VEC3, &mDefaultUniformBlocks, |
| &mDefaultUniformBlocksDirty); |
| } |
| |
| void ProgramExecutableVk::setUniform4iv(GLint location, GLsizei count, const GLint *v) |
| { |
| SetUniform(mExecutable, location, count, v, GL_INT_VEC4, &mDefaultUniformBlocks, |
| &mDefaultUniformBlocksDirty); |
| } |
| |
| void ProgramExecutableVk::setUniform1uiv(GLint location, GLsizei count, const GLuint *v) |
| { |
| SetUniform(mExecutable, location, count, v, GL_UNSIGNED_INT, &mDefaultUniformBlocks, |
| &mDefaultUniformBlocksDirty); |
| } |
| |
| void ProgramExecutableVk::setUniform2uiv(GLint location, GLsizei count, const GLuint *v) |
| { |
| SetUniform(mExecutable, location, count, v, GL_UNSIGNED_INT_VEC2, &mDefaultUniformBlocks, |
| &mDefaultUniformBlocksDirty); |
| } |
| |
| void ProgramExecutableVk::setUniform3uiv(GLint location, GLsizei count, const GLuint *v) |
| { |
| SetUniform(mExecutable, location, count, v, GL_UNSIGNED_INT_VEC3, &mDefaultUniformBlocks, |
| &mDefaultUniformBlocksDirty); |
| } |
| |
| void ProgramExecutableVk::setUniform4uiv(GLint location, GLsizei count, const GLuint *v) |
| { |
| SetUniform(mExecutable, location, count, v, GL_UNSIGNED_INT_VEC4, &mDefaultUniformBlocks, |
| &mDefaultUniformBlocksDirty); |
| } |
| |
| void ProgramExecutableVk::setUniformMatrix2fv(GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLfloat *value) |
| { |
| SetUniformMatrixfv<2, 2>(mExecutable, location, count, transpose, value, &mDefaultUniformBlocks, |
| &mDefaultUniformBlocksDirty); |
| } |
| |
| void ProgramExecutableVk::setUniformMatrix3fv(GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLfloat *value) |
| { |
| SetUniformMatrixfv<3, 3>(mExecutable, location, count, transpose, value, &mDefaultUniformBlocks, |
| &mDefaultUniformBlocksDirty); |
| } |
| |
| void ProgramExecutableVk::setUniformMatrix4fv(GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLfloat *value) |
| { |
| SetUniformMatrixfv<4, 4>(mExecutable, location, count, transpose, value, &mDefaultUniformBlocks, |
| &mDefaultUniformBlocksDirty); |
| } |
| |
| void ProgramExecutableVk::setUniformMatrix2x3fv(GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLfloat *value) |
| { |
| SetUniformMatrixfv<2, 3>(mExecutable, location, count, transpose, value, &mDefaultUniformBlocks, |
| &mDefaultUniformBlocksDirty); |
| } |
| |
| void ProgramExecutableVk::setUniformMatrix3x2fv(GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLfloat *value) |
| { |
| SetUniformMatrixfv<3, 2>(mExecutable, location, count, transpose, value, &mDefaultUniformBlocks, |
| &mDefaultUniformBlocksDirty); |
| } |
| |
| void ProgramExecutableVk::setUniformMatrix2x4fv(GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLfloat *value) |
| { |
| SetUniformMatrixfv<2, 4>(mExecutable, location, count, transpose, value, &mDefaultUniformBlocks, |
| &mDefaultUniformBlocksDirty); |
| } |
| |
| void ProgramExecutableVk::setUniformMatrix4x2fv(GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLfloat *value) |
| { |
| SetUniformMatrixfv<4, 2>(mExecutable, location, count, transpose, value, &mDefaultUniformBlocks, |
| &mDefaultUniformBlocksDirty); |
| } |
| |
| void ProgramExecutableVk::setUniformMatrix3x4fv(GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLfloat *value) |
| { |
| SetUniformMatrixfv<3, 4>(mExecutable, location, count, transpose, value, &mDefaultUniformBlocks, |
| &mDefaultUniformBlocksDirty); |
| } |
| |
| void ProgramExecutableVk::setUniformMatrix4x3fv(GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLfloat *value) |
| { |
| SetUniformMatrixfv<4, 3>(mExecutable, location, count, transpose, value, &mDefaultUniformBlocks, |
| &mDefaultUniformBlocksDirty); |
| } |
| |
| void ProgramExecutableVk::getUniformfv(const gl::Context *context, |
| GLint location, |
| GLfloat *params) const |
| { |
| GetUniform(mExecutable, location, params, GL_FLOAT, &mDefaultUniformBlocks); |
| } |
| |
| void ProgramExecutableVk::getUniformiv(const gl::Context *context, |
| GLint location, |
| GLint *params) const |
| { |
| GetUniform(mExecutable, location, params, GL_INT, &mDefaultUniformBlocks); |
| } |
| |
| void ProgramExecutableVk::getUniformuiv(const gl::Context *context, |
| GLint location, |
| GLuint *params) const |
| { |
| GetUniform(mExecutable, location, params, GL_UNSIGNED_INT, &mDefaultUniformBlocks); |
| } |
| } // namespace rx |