blob: 114f23ee4c0f0b2441cbff8efefeeadb84cc1b34 [file] [log] [blame]
//
// Copyright 2020 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// ProgramExecutableVk.cpp: Collects the information and interfaces common to both ProgramVks and
// ProgramPipelineVks in order to execute/draw with either.
#include "libANGLE/renderer/vulkan/ProgramExecutableVk.h"
#include "common/string_utils.h"
#include "libANGLE/renderer/vulkan/BufferVk.h"
#include "libANGLE/renderer/vulkan/DisplayVk.h"
#include "libANGLE/renderer/vulkan/FramebufferVk.h"
#include "libANGLE/renderer/vulkan/ProgramPipelineVk.h"
#include "libANGLE/renderer/vulkan/ProgramVk.h"
#include "libANGLE/renderer/vulkan/TextureVk.h"
#include "libANGLE/renderer/vulkan/TransformFeedbackVk.h"
#include "libANGLE/renderer/vulkan/vk_helpers.h"
#include "libANGLE/renderer/vulkan/vk_utils.h"
namespace rx
{
namespace
{
// 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 &currentGraphicsPipelineDesc)
{
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