blob: cfab054e0f4feb44f716564c30721f0a799433da [file] [log] [blame]
//
// Copyright 2016 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.
//
// ContextVk.cpp:
// Implements the class methods for ContextVk.
//
#include "libANGLE/renderer/vulkan/ContextVk.h"
#include "common/bitset_utils.h"
#include "common/debug.h"
#include "common/utilities.h"
#include "libANGLE/Context.h"
#include "libANGLE/Program.h"
#include "libANGLE/Semaphore.h"
#include "libANGLE/Surface.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/renderer/renderer_utils.h"
#include "libANGLE/renderer/vulkan/BufferVk.h"
#include "libANGLE/renderer/vulkan/CommandGraph.h"
#include "libANGLE/renderer/vulkan/CompilerVk.h"
#include "libANGLE/renderer/vulkan/FenceNVVk.h"
#include "libANGLE/renderer/vulkan/FramebufferVk.h"
#include "libANGLE/renderer/vulkan/MemoryObjectVk.h"
#include "libANGLE/renderer/vulkan/OverlayVk.h"
#include "libANGLE/renderer/vulkan/ProgramPipelineVk.h"
#include "libANGLE/renderer/vulkan/ProgramVk.h"
#include "libANGLE/renderer/vulkan/QueryVk.h"
#include "libANGLE/renderer/vulkan/RenderbufferVk.h"
#include "libANGLE/renderer/vulkan/RendererVk.h"
#include "libANGLE/renderer/vulkan/SamplerVk.h"
#include "libANGLE/renderer/vulkan/SemaphoreVk.h"
#include "libANGLE/renderer/vulkan/ShaderVk.h"
#include "libANGLE/renderer/vulkan/SurfaceVk.h"
#include "libANGLE/renderer/vulkan/SyncVk.h"
#include "libANGLE/renderer/vulkan/TextureVk.h"
#include "libANGLE/renderer/vulkan/TransformFeedbackVk.h"
#include "libANGLE/renderer/vulkan/VertexArrayVk.h"
#include "libANGLE/trace.h"
namespace rx
{
namespace
{
// For shader uniforms such as gl_DepthRange and the viewport size.
struct GraphicsDriverUniforms
{
std::array<float, 4> viewport;
float halfRenderAreaHeight;
float viewportYScale;
float negViewportYScale;
uint32_t xfbActiveUnpaused;
std::array<int32_t, 4> xfbBufferOffsets;
// .xy contain packed 8-bit values for atomic counter buffer offsets. These offsets are
// within Vulkan's minStorageBufferOffsetAlignment limit and are used to support unaligned
// offsets allowed in GL.
//
// .zw are unused.
std::array<uint32_t, 4> acbBufferOffsets;
// We'll use x, y, z for near / far / diff respectively.
std::array<float, 4> depthRange;
};
struct ComputeDriverUniforms
{
// Atomic counter buffer offsets with the same layout as in GraphicsDriverUniforms.
std::array<uint32_t, 4> acbBufferOffsets;
};
GLenum DefaultGLErrorCode(VkResult result)
{
switch (result)
{
case VK_ERROR_OUT_OF_HOST_MEMORY:
case VK_ERROR_OUT_OF_DEVICE_MEMORY:
case VK_ERROR_TOO_MANY_OBJECTS:
return GL_OUT_OF_MEMORY;
default:
return GL_INVALID_OPERATION;
}
}
constexpr VkColorComponentFlags kAllColorChannelsMask =
(VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT |
VK_COLOR_COMPONENT_A_BIT);
constexpr VkBufferUsageFlags kVertexBufferUsage = VK_BUFFER_USAGE_VERTEX_BUFFER_BIT;
constexpr size_t kDefaultValueSize = sizeof(gl::VertexAttribCurrentValueData::Values);
constexpr size_t kDefaultBufferSize = kDefaultValueSize * 16;
constexpr size_t kDefaultPoolAllocatorPageSize = 16 * 1024;
constexpr size_t kDriverUniformsAllocatorPageSize = 4 * 1024;
// Wait a maximum of 10s. If that times out, we declare it a failure.
constexpr uint64_t kMaxFenceWaitTimeNs = 10'000'000'000llu;
constexpr size_t kInFlightCommandsLimit = 100u;
// Initially dumping the command graphs is disabled.
constexpr bool kEnableCommandGraphDiagnostics = false;
// Used as fallback serial for null sampler objects
constexpr Serial kZeroSerial = Serial();
void InitializeSubmitInfo(VkSubmitInfo *submitInfo,
const vk::PrimaryCommandBuffer &commandBuffer,
const std::vector<VkSemaphore> &waitSemaphores,
std::vector<VkPipelineStageFlags> *waitSemaphoreStageMasks,
const vk::Semaphore *signalSemaphore)
{
// Verify that the submitInfo has been zero'd out.
ASSERT(submitInfo->signalSemaphoreCount == 0);
submitInfo->sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
submitInfo->commandBufferCount = commandBuffer.valid() ? 1 : 0;
submitInfo->pCommandBuffers = commandBuffer.ptr();
if (waitSemaphoreStageMasks->size() < waitSemaphores.size())
{
waitSemaphoreStageMasks->resize(waitSemaphores.size(),
VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT);
}
submitInfo->waitSemaphoreCount = static_cast<uint32_t>(waitSemaphores.size());
submitInfo->pWaitSemaphores = waitSemaphores.data();
submitInfo->pWaitDstStageMask = waitSemaphoreStageMasks->data();
if (signalSemaphore)
{
submitInfo->signalSemaphoreCount = 1;
submitInfo->pSignalSemaphores = signalSemaphore->ptr();
}
}
uint32_t GetCoverageSampleCount(const gl::State &glState, FramebufferVk *drawFramebuffer)
{
if (!glState.isSampleCoverageEnabled())
{
return 0;
}
// Get a fraction of the samples based on the coverage parameters.
return static_cast<uint32_t>(
std::round(glState.getSampleCoverageValue() * drawFramebuffer->getSamples()));
}
void ApplySampleCoverage(const gl::State &glState,
uint32_t coverageSampleCount,
uint32_t maskNumber,
uint32_t *maskOut)
{
if (!glState.isSampleCoverageEnabled())
{
return;
}
uint32_t maskBitOffset = maskNumber * 32;
uint32_t coverageMask = coverageSampleCount >= (maskBitOffset + 32)
? std::numeric_limits<uint32_t>::max()
: (1u << (coverageSampleCount - maskBitOffset)) - 1;
if (glState.getSampleCoverageInvert())
{
coverageMask = ~coverageMask;
}
*maskOut &= coverageMask;
}
} // anonymous namespace
ContextVk::DriverUniformsDescriptorSet::DriverUniformsDescriptorSet()
: descriptorSet(VK_NULL_HANDLE), dynamicOffset(0)
{}
ContextVk::DriverUniformsDescriptorSet::~DriverUniformsDescriptorSet() = default;
void ContextVk::DriverUniformsDescriptorSet::init(RendererVk *rendererVk)
{
size_t minAlignment = static_cast<size_t>(
rendererVk->getPhysicalDeviceProperties().limits.minUniformBufferOffsetAlignment);
dynamicBuffer.init(rendererVk, VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, minAlignment,
kDriverUniformsAllocatorPageSize, true);
}
void ContextVk::DriverUniformsDescriptorSet::destroy(VkDevice device)
{
descriptorSetLayout.reset();
descriptorPoolBinding.reset();
dynamicBuffer.destroy(device);
}
// CommandBatch implementation.
ContextVk::CommandBatch::CommandBatch() = default;
ContextVk::CommandBatch::~CommandBatch() = default;
ContextVk::CommandBatch::CommandBatch(CommandBatch &&other)
{
*this = std::move(other);
}
ContextVk::CommandBatch &ContextVk::CommandBatch::operator=(CommandBatch &&other)
{
std::swap(primaryCommands, other.primaryCommands);
std::swap(commandPool, other.commandPool);
std::swap(fence, other.fence);
std::swap(serial, other.serial);
return *this;
}
void ContextVk::CommandBatch::destroy(VkDevice device)
{
primaryCommands.destroy(device);
commandPool.destroy(device);
fence.reset(device);
}
ContextVk::ContextVk(const gl::State &state, gl::ErrorSet *errorSet, RendererVk *renderer)
: ContextImpl(state, errorSet),
vk::Context(renderer),
mCurrentGraphicsPipeline(nullptr),
mCurrentComputePipeline(nullptr),
mCurrentDrawMode(gl::PrimitiveMode::InvalidEnum),
mCurrentWindowSurface(nullptr),
mVertexArray(nullptr),
mDrawFramebuffer(nullptr),
mProgram(nullptr),
mLastIndexBufferOffset(0),
mCurrentDrawElementsType(gl::DrawElementsType::InvalidEnum),
mXfbBaseVertex(0),
mClearColorMask(kAllColorChannelsMask),
mFlipYForCurrentSurface(false),
mIsAnyHostVisibleBufferWritten(false),
mEmulateSeamfulCubeMapSampling(false),
mUseOldRewriteStructSamplers(false),
mLastCompletedQueueSerial(renderer->nextSerial()),
mCurrentQueueSerial(renderer->nextSerial()),
mPoolAllocator(kDefaultPoolAllocatorPageSize, 1),
mCommandGraph(kEnableCommandGraphDiagnostics, &mPoolAllocator),
mGpuEventsEnabled(false),
mGpuClockSync{std::numeric_limits<double>::max(), std::numeric_limits<double>::max()},
mGpuEventTimestampOrigin(0)
{
ANGLE_TRACE_EVENT0("gpu.angle", "ContextVk::ContextVk");
memset(&mClearColorValue, 0, sizeof(mClearColorValue));
memset(&mClearDepthStencilValue, 0, sizeof(mClearDepthStencilValue));
mNonIndexedDirtyBitsMask.set();
mNonIndexedDirtyBitsMask.reset(DIRTY_BIT_INDEX_BUFFER);
mIndexedDirtyBitsMask.set();
mNewGraphicsCommandBufferDirtyBits.set(DIRTY_BIT_PIPELINE);
mNewGraphicsCommandBufferDirtyBits.set(DIRTY_BIT_TEXTURES);
mNewGraphicsCommandBufferDirtyBits.set(DIRTY_BIT_VERTEX_BUFFERS);
mNewGraphicsCommandBufferDirtyBits.set(DIRTY_BIT_INDEX_BUFFER);
mNewGraphicsCommandBufferDirtyBits.set(DIRTY_BIT_SHADER_RESOURCES);
mNewGraphicsCommandBufferDirtyBits.set(DIRTY_BIT_TRANSFORM_FEEDBACK_BUFFERS);
mNewGraphicsCommandBufferDirtyBits.set(DIRTY_BIT_DESCRIPTOR_SETS);
mNewComputeCommandBufferDirtyBits.set(DIRTY_BIT_PIPELINE);
mNewComputeCommandBufferDirtyBits.set(DIRTY_BIT_TEXTURES);
mNewComputeCommandBufferDirtyBits.set(DIRTY_BIT_SHADER_RESOURCES);
mNewComputeCommandBufferDirtyBits.set(DIRTY_BIT_DESCRIPTOR_SETS);
mGraphicsDirtyBitHandlers[DIRTY_BIT_DEFAULT_ATTRIBS] =
&ContextVk::handleDirtyGraphicsDefaultAttribs;
mGraphicsDirtyBitHandlers[DIRTY_BIT_PIPELINE] = &ContextVk::handleDirtyGraphicsPipeline;
mGraphicsDirtyBitHandlers[DIRTY_BIT_TEXTURES] = &ContextVk::handleDirtyGraphicsTextures;
mGraphicsDirtyBitHandlers[DIRTY_BIT_VERTEX_BUFFERS] =
&ContextVk::handleDirtyGraphicsVertexBuffers;
mGraphicsDirtyBitHandlers[DIRTY_BIT_INDEX_BUFFER] = &ContextVk::handleDirtyGraphicsIndexBuffer;
mGraphicsDirtyBitHandlers[DIRTY_BIT_DRIVER_UNIFORMS] =
&ContextVk::handleDirtyGraphicsDriverUniforms;
mGraphicsDirtyBitHandlers[DIRTY_BIT_SHADER_RESOURCES] =
&ContextVk::handleDirtyGraphicsShaderResources;
mGraphicsDirtyBitHandlers[DIRTY_BIT_TRANSFORM_FEEDBACK_BUFFERS] =
&ContextVk::handleDirtyGraphicsTransformFeedbackBuffers;
mGraphicsDirtyBitHandlers[DIRTY_BIT_DESCRIPTOR_SETS] =
&ContextVk::handleDirtyGraphicsDescriptorSets;
mComputeDirtyBitHandlers[DIRTY_BIT_PIPELINE] = &ContextVk::handleDirtyComputePipeline;
mComputeDirtyBitHandlers[DIRTY_BIT_TEXTURES] = &ContextVk::handleDirtyComputeTextures;
mComputeDirtyBitHandlers[DIRTY_BIT_DRIVER_UNIFORMS] =
&ContextVk::handleDirtyComputeDriverUniforms;
mComputeDirtyBitHandlers[DIRTY_BIT_SHADER_RESOURCES] =
&ContextVk::handleDirtyComputeShaderResources;
mComputeDirtyBitHandlers[DIRTY_BIT_DESCRIPTOR_SETS] =
&ContextVk::handleDirtyComputeDescriptorSets;
mGraphicsDirtyBits = mNewGraphicsCommandBufferDirtyBits;
mComputeDirtyBits = mNewComputeCommandBufferDirtyBits;
mActiveTextures.fill({nullptr, nullptr});
mActiveImages.fill(nullptr);
mPipelineDirtyBitsMask.set();
mPipelineDirtyBitsMask.reset(gl::State::DIRTY_BIT_TEXTURE_BINDINGS);
}
ContextVk::~ContextVk() = default;
void ContextVk::onDestroy(const gl::Context *context)
{
// Force a flush on destroy.
(void)finishImpl();
VkDevice device = getDevice();
mIncompleteTextures.onDestroy(context);
for (DriverUniformsDescriptorSet &driverUniforms : mDriverUniforms)
{
driverUniforms.destroy(device);
}
mDriverUniformsDescriptorPool.destroy(device);
for (vk::DynamicBuffer &defaultBuffer : mDefaultAttribBuffers)
{
defaultBuffer.destroy(device);
}
for (vk::DynamicQueryPool &queryPool : mQueryPools)
{
queryPool.destroy(device);
}
if (!mInFlightCommands.empty() || !mGarbage.empty())
{
(void)finishImpl();
}
mUtils.destroy(device);
mRenderPassCache.destroy(device);
mSubmitFence.reset(device);
mShaderLibrary.destroy(device);
mGpuEventQueryPool.destroy(device);
mCommandPool.destroy(device);
if (ANGLE_LIKELY(!mRenderer->getFeatures().transientCommandBuffer.enabled))
{
mPrimaryCommandPool.destroy(this);
}
for (vk::CommandPool &pool : mCommandPoolFreeList)
{
pool.destroy(device);
}
}
angle::Result ContextVk::getIncompleteTexture(const gl::Context *context,
gl::TextureType type,
gl::Texture **textureOut)
{
// At some point, we'll need to support multisample and we'll pass "this" instead of nullptr
// and implement the necessary interface.
return mIncompleteTextures.getIncompleteTexture(context, type, nullptr, textureOut);
}
angle::Result ContextVk::initialize()
{
ANGLE_TRACE_EVENT0("gpu.angle", "ContextVk::initialize");
VkDescriptorPoolSize driverSetSize = {VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1};
ANGLE_TRY(mDriverUniformsDescriptorPool.init(this, &driverSetSize, 1));
ANGLE_TRY(mQueryPools[gl::QueryType::AnySamples].init(this, VK_QUERY_TYPE_OCCLUSION,
vk::kDefaultOcclusionQueryPoolSize));
ANGLE_TRY(mQueryPools[gl::QueryType::AnySamplesConservative].init(
this, VK_QUERY_TYPE_OCCLUSION, vk::kDefaultOcclusionQueryPoolSize));
ANGLE_TRY(mQueryPools[gl::QueryType::Timestamp].init(this, VK_QUERY_TYPE_TIMESTAMP,
vk::kDefaultTimestampQueryPoolSize));
ANGLE_TRY(mQueryPools[gl::QueryType::TimeElapsed].init(this, VK_QUERY_TYPE_TIMESTAMP,
vk::kDefaultTimestampQueryPoolSize));
// Init driver uniforms and get the descriptor set layouts.
constexpr angle::PackedEnumMap<PipelineType, VkShaderStageFlags> kPipelineStages = {
{PipelineType::Graphics, VK_SHADER_STAGE_ALL_GRAPHICS},
{PipelineType::Compute, VK_SHADER_STAGE_COMPUTE_BIT},
};
for (PipelineType pipeline : angle::AllEnums<PipelineType>())
{
mDriverUniforms[pipeline].init(mRenderer);
vk::DescriptorSetLayoutDesc desc =
getDriverUniformsDescriptorSetDesc(kPipelineStages[pipeline]);
ANGLE_TRY(mRenderer->getDescriptorSetLayout(
this, desc, &mDriverUniforms[pipeline].descriptorSetLayout));
}
mGraphicsPipelineDesc.reset(new vk::GraphicsPipelineDesc());
mGraphicsPipelineDesc->initDefaults();
// Initialize current value/default attribute buffers.
for (vk::DynamicBuffer &buffer : mDefaultAttribBuffers)
{
buffer.init(mRenderer, kVertexBufferUsage, 1, kDefaultBufferSize, true);
}
// Initialize the command pool now that we know the queue family index.
uint32_t queueFamilyIndex = getRenderer()->getQueueFamilyIndex();
if (ANGLE_LIKELY(!mRenderer->getFeatures().transientCommandBuffer.enabled))
{
ANGLE_TRY(mPrimaryCommandPool.init(this, queueFamilyIndex));
}
else
{
// Once the transientCommandBuffer issue being resolved, the commandPool will only
// used for secondaryBuffer allocation, so we can guard this block of code use macro
// ANGLE_USE_CUSTOM_VULKAN_CMD_BUFFERS
VkCommandPoolCreateInfo commandPoolInfo = {};
commandPoolInfo.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
commandPoolInfo.flags = VK_COMMAND_POOL_CREATE_TRANSIENT_BIT;
commandPoolInfo.queueFamilyIndex = queueFamilyIndex;
ANGLE_VK_TRY(this, mCommandPool.init(getDevice(), commandPoolInfo));
}
#if ANGLE_ENABLE_VULKAN_GPU_TRACE_EVENTS
angle::PlatformMethods *platform = ANGLEPlatformCurrent();
ASSERT(platform);
// GPU tracing workaround for anglebug.com/2927. The renderer should not emit gpu events during
// platform discovery.
const unsigned char *gpuEventsEnabled =
platform->getTraceCategoryEnabledFlag(platform, "gpu.angle.gpu");
mGpuEventsEnabled = gpuEventsEnabled && *gpuEventsEnabled;
#endif
if (mGpuEventsEnabled)
{
// Calculate the difference between CPU and GPU clocks for GPU event reporting.
ANGLE_TRY(mGpuEventQueryPool.init(this, VK_QUERY_TYPE_TIMESTAMP,
vk::kDefaultTimestampQueryPoolSize));
ANGLE_TRY(synchronizeCpuGpuTime());
}
mEmulateSeamfulCubeMapSampling = shouldEmulateSeamfulCubeMapSampling();
mUseOldRewriteStructSamplers = shouldUseOldRewriteStructSamplers();
return angle::Result::Continue;
}
angle::Result ContextVk::flush(const gl::Context *context)
{
return flushImpl(nullptr);
}
angle::Result ContextVk::finish(const gl::Context *context)
{
return finishImpl();
}
angle::Result ContextVk::setupDraw(const gl::Context *context,
gl::PrimitiveMode mode,
GLint firstVertex,
GLsizei vertexOrIndexCount,
GLsizei instanceCount,
gl::DrawElementsType indexTypeOrNone,
const void *indices,
DirtyBits dirtyBitMask,
vk::CommandBuffer **commandBufferOut)
{
// Set any dirty bits that depend on draw call parameters or other objects.
if (mode != mCurrentDrawMode)
{
invalidateCurrentGraphicsPipeline();
mCurrentDrawMode = mode;
mGraphicsPipelineDesc->updateTopology(&mGraphicsPipelineTransition, mCurrentDrawMode);
}
// Must be called before the command buffer is started. Can call finish.
if (context->getStateCache().hasAnyActiveClientAttrib())
{
ANGLE_TRY(mVertexArray->updateClientAttribs(context, firstVertex, vertexOrIndexCount,
instanceCount, indexTypeOrNone, indices));
mGraphicsDirtyBits.set(DIRTY_BIT_VERTEX_BUFFERS);
}
// This could be improved using a dirty bit. But currently it's slower to use a handler
// function than an inlined if. We should probably replace the dirty bit dispatch table
// with a switch with inlined handler functions.
// TODO(jmadill): Use dirty bit. http://anglebug.com/3014
if (!mRenderPassCommandBuffer)
{
mGraphicsDirtyBits |= mNewGraphicsCommandBufferDirtyBits;
gl::Rectangle scissoredRenderArea = mDrawFramebuffer->getScissoredRenderArea(this);
if (!mDrawFramebuffer->appendToStartedRenderPass(
getCurrentQueueSerial(), scissoredRenderArea, &mRenderPassCommandBuffer))
{
ANGLE_TRY(mDrawFramebuffer->startNewRenderPass(this, scissoredRenderArea,
&mRenderPassCommandBuffer));
}
}
// We keep a local copy of the command buffer. It's possible that some state changes could
// trigger a command buffer invalidation. The local copy ensures we retain the reference.
// Command buffers are pool allocated and only deleted after submit. Thus we know the
// command buffer will still be valid for the duration of this API call.
*commandBufferOut = mRenderPassCommandBuffer;
ASSERT(*commandBufferOut);
if (mProgram->dirtyUniforms())
{
ANGLE_TRY(mProgram->updateUniforms(this));
mGraphicsDirtyBits.set(DIRTY_BIT_DESCRIPTOR_SETS);
}
// Update transform feedback offsets on every draw call.
if (mState.isTransformFeedbackActiveUnpaused())
{
mXfbBaseVertex = firstVertex;
invalidateGraphicsDriverUniforms();
}
DirtyBits dirtyBits = mGraphicsDirtyBits & dirtyBitMask;
if (dirtyBits.none())
return angle::Result::Continue;
// Flush any relevant dirty bits.
for (size_t dirtyBit : dirtyBits)
{
ANGLE_TRY((this->*mGraphicsDirtyBitHandlers[dirtyBit])(context, *commandBufferOut));
}
mGraphicsDirtyBits &= ~dirtyBitMask;
return angle::Result::Continue;
}
angle::Result ContextVk::setupIndexedDraw(const gl::Context *context,
gl::PrimitiveMode mode,
GLsizei indexCount,
GLsizei instanceCount,
gl::DrawElementsType indexType,
const void *indices,
vk::CommandBuffer **commandBufferOut)
{
ASSERT(mode != gl::PrimitiveMode::LineLoop);
if (indexType != mCurrentDrawElementsType)
{
mCurrentDrawElementsType = indexType;
setIndexBufferDirty();
}
const gl::Buffer *elementArrayBuffer = mVertexArray->getState().getElementArrayBuffer();
if (!elementArrayBuffer)
{
mGraphicsDirtyBits.set(DIRTY_BIT_INDEX_BUFFER);
ANGLE_TRY(mVertexArray->convertIndexBufferCPU(this, indexType, indexCount, indices));
}
else
{
if (indices != mLastIndexBufferOffset)
{
mGraphicsDirtyBits.set(DIRTY_BIT_INDEX_BUFFER);
mLastIndexBufferOffset = indices;
mVertexArray->updateCurrentElementArrayBufferOffset(mLastIndexBufferOffset);
}
if (indexType == gl::DrawElementsType::UnsignedByte &&
mGraphicsDirtyBits[DIRTY_BIT_INDEX_BUFFER])
{
BufferVk *bufferVk = vk::GetImpl(elementArrayBuffer);
ANGLE_TRY(mVertexArray->convertIndexBufferGPU(this, bufferVk, indices));
}
}
return setupDraw(context, mode, 0, indexCount, instanceCount, indexType, indices,
mIndexedDirtyBitsMask, commandBufferOut);
}
angle::Result ContextVk::setupLineLoopDraw(const gl::Context *context,
gl::PrimitiveMode mode,
GLint firstVertex,
GLsizei vertexOrIndexCount,
gl::DrawElementsType indexTypeOrInvalid,
const void *indices,
vk::CommandBuffer **commandBufferOut,
uint32_t *numIndicesOut)
{
ANGLE_TRY(mVertexArray->handleLineLoop(this, firstVertex, vertexOrIndexCount,
indexTypeOrInvalid, indices, numIndicesOut));
setIndexBufferDirty();
mCurrentDrawElementsType = indexTypeOrInvalid != gl::DrawElementsType::InvalidEnum
? indexTypeOrInvalid
: gl::DrawElementsType::UnsignedInt;
return setupDraw(context, mode, firstVertex, vertexOrIndexCount, 1, indexTypeOrInvalid, indices,
mIndexedDirtyBitsMask, commandBufferOut);
}
angle::Result ContextVk::setupDispatch(const gl::Context *context,
vk::CommandBuffer **commandBufferOut)
{
ANGLE_TRY(mDispatcher.recordCommands(this, commandBufferOut));
if (mProgram->dirtyUniforms())
{
ANGLE_TRY(mProgram->updateUniforms(this));
mComputeDirtyBits.set(DIRTY_BIT_DESCRIPTOR_SETS);
}
DirtyBits dirtyBits = mComputeDirtyBits;
// Flush any relevant dirty bits.
for (size_t dirtyBit : dirtyBits)
{
ANGLE_TRY((this->*mComputeDirtyBitHandlers[dirtyBit])(context, *commandBufferOut));
}
mComputeDirtyBits.reset();
return angle::Result::Continue;
}
angle::Result ContextVk::handleDirtyGraphicsDefaultAttribs(const gl::Context *context,
vk::CommandBuffer *commandBuffer)
{
ASSERT(mDirtyDefaultAttribsMask.any());
for (size_t attribIndex : mDirtyDefaultAttribsMask)
{
ANGLE_TRY(updateDefaultAttribute(attribIndex));
}
mDirtyDefaultAttribsMask.reset();
return angle::Result::Continue;
}
angle::Result ContextVk::handleDirtyGraphicsPipeline(const gl::Context *context,
vk::CommandBuffer *commandBuffer)
{
if (!mCurrentGraphicsPipeline)
{
const vk::GraphicsPipelineDesc *descPtr;
// Draw call shader patching, shader compilation, and pipeline cache query.
ANGLE_TRY(
mProgram->getGraphicsPipeline(this, mCurrentDrawMode, *mGraphicsPipelineDesc,
mProgram->getState().getNonBuiltinAttribLocationsMask(),
&descPtr, &mCurrentGraphicsPipeline));
mGraphicsPipelineTransition.reset();
}
else if (mGraphicsPipelineTransition.any())
{
if (!mCurrentGraphicsPipeline->findTransition(
mGraphicsPipelineTransition, *mGraphicsPipelineDesc, &mCurrentGraphicsPipeline))
{
vk::PipelineHelper *oldPipeline = mCurrentGraphicsPipeline;
const vk::GraphicsPipelineDesc *descPtr;
ANGLE_TRY(mProgram->getGraphicsPipeline(
this, mCurrentDrawMode, *mGraphicsPipelineDesc,
mProgram->getState().getNonBuiltinAttribLocationsMask(), &descPtr,
&mCurrentGraphicsPipeline));
oldPipeline->addTransition(mGraphicsPipelineTransition, descPtr,
mCurrentGraphicsPipeline);
}
mGraphicsPipelineTransition.reset();
}
commandBuffer->bindGraphicsPipeline(mCurrentGraphicsPipeline->getPipeline());
// Update the queue serial for the pipeline object.
ASSERT(mCurrentGraphicsPipeline && mCurrentGraphicsPipeline->valid());
mCurrentGraphicsPipeline->updateSerial(getCurrentQueueSerial());
return angle::Result::Continue;
}
angle::Result ContextVk::handleDirtyComputePipeline(const gl::Context *context,
vk::CommandBuffer *commandBuffer)
{
if (!mCurrentComputePipeline)
{
ANGLE_TRY(mProgram->getComputePipeline(this, &mCurrentComputePipeline));
}
commandBuffer->bindComputePipeline(mCurrentComputePipeline->get());
mCurrentComputePipeline->updateSerial(getCurrentQueueSerial());
return angle::Result::Continue;
}
ANGLE_INLINE angle::Result ContextVk::handleDirtyTexturesImpl(const gl::Context *context,
vk::CommandBuffer *commandBuffer,
vk::CommandGraphResource *recorder)
{
ANGLE_TRY(updateActiveTextures(context, recorder));
if (mProgram->hasTextures())
{
ANGLE_TRY(mProgram->updateTexturesDescriptorSet(this));
}
return angle::Result::Continue;
}
angle::Result ContextVk::handleDirtyGraphicsTextures(const gl::Context *context,
vk::CommandBuffer *commandBuffer)
{
return handleDirtyTexturesImpl(context, commandBuffer, mDrawFramebuffer->getFramebuffer());
}
angle::Result ContextVk::handleDirtyComputeTextures(const gl::Context *context,
vk::CommandBuffer *commandBuffer)
{
return handleDirtyTexturesImpl(context, commandBuffer, &mDispatcher);
}
angle::Result ContextVk::handleDirtyGraphicsVertexBuffers(const gl::Context *context,
vk::CommandBuffer *commandBuffer)
{
uint32_t maxAttrib = mProgram->getState().getMaxActiveAttribLocation();
const gl::AttribArray<VkBuffer> &bufferHandles = mVertexArray->getCurrentArrayBufferHandles();
const gl::AttribArray<VkDeviceSize> &bufferOffsets =
mVertexArray->getCurrentArrayBufferOffsets();
commandBuffer->bindVertexBuffers(0, maxAttrib, bufferHandles.data(), bufferOffsets.data());
const gl::AttribArray<vk::BufferHelper *> &arrayBufferResources =
mVertexArray->getCurrentArrayBuffers();
vk::FramebufferHelper *framebuffer = mDrawFramebuffer->getFramebuffer();
for (size_t attribIndex : context->getStateCache().getActiveBufferedAttribsMask())
{
vk::BufferHelper *arrayBuffer = arrayBufferResources[attribIndex];
if (arrayBuffer)
{
arrayBuffer->onRead(framebuffer, VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT);
}
}
return angle::Result::Continue;
}
angle::Result ContextVk::handleDirtyGraphicsIndexBuffer(const gl::Context *context,
vk::CommandBuffer *commandBuffer)
{
vk::BufferHelper *elementArrayBuffer = mVertexArray->getCurrentElementArrayBuffer();
ASSERT(elementArrayBuffer != nullptr);
commandBuffer->bindIndexBuffer(elementArrayBuffer->getBuffer(),
mVertexArray->getCurrentElementArrayBufferOffset(),
gl_vk::kIndexTypeMap[mCurrentDrawElementsType]);
vk::FramebufferHelper *framebuffer = mDrawFramebuffer->getFramebuffer();
elementArrayBuffer->onRead(framebuffer, VK_ACCESS_INDEX_READ_BIT);
return angle::Result::Continue;
}
ANGLE_INLINE angle::Result ContextVk::handleDirtyShaderResourcesImpl(
const gl::Context *context,
vk::CommandBuffer *commandBuffer,
vk::CommandGraphResource *recorder)
{
if (mProgram->hasImages())
{
ANGLE_TRY(updateActiveImages(context, recorder));
}
if (mProgram->hasUniformBuffers() || mProgram->hasStorageBuffers() ||
mProgram->hasAtomicCounterBuffers() || mProgram->hasImages())
{
ANGLE_TRY(mProgram->updateShaderResourcesDescriptorSet(this, recorder));
}
return angle::Result::Continue;
}
angle::Result ContextVk::handleDirtyGraphicsShaderResources(const gl::Context *context,
vk::CommandBuffer *commandBuffer)
{
return handleDirtyShaderResourcesImpl(context, commandBuffer,
mDrawFramebuffer->getFramebuffer());
}
angle::Result ContextVk::handleDirtyComputeShaderResources(const gl::Context *context,
vk::CommandBuffer *commandBuffer)
{
return handleDirtyShaderResourcesImpl(context, commandBuffer, &mDispatcher);
}
angle::Result ContextVk::handleDirtyGraphicsTransformFeedbackBuffers(
const gl::Context *context,
vk::CommandBuffer *commandBuffer)
{
if (mProgram->hasTransformFeedbackOutput() && mState.isTransformFeedbackActive())
{
ANGLE_TRY(mProgram->updateTransformFeedbackDescriptorSet(
this, mDrawFramebuffer->getFramebuffer()));
}
return angle::Result::Continue;
}
ANGLE_INLINE angle::Result ContextVk::handleDirtyDescriptorSetsImpl(
vk::CommandBuffer *commandBuffer,
VkPipelineBindPoint bindPoint,
const DriverUniformsDescriptorSet &driverUniforms)
{
ANGLE_TRY(mProgram->updateDescriptorSets(this, commandBuffer));
// Bind the driver descriptor set.
commandBuffer->bindDescriptorSets(
mProgram->getPipelineLayout(), bindPoint, kDriverUniformsDescriptorSetIndex, 1,
&driverUniforms.descriptorSet, 1, &driverUniforms.dynamicOffset);
return angle::Result::Continue;
}
angle::Result ContextVk::handleDirtyGraphicsDescriptorSets(const gl::Context *context,
vk::CommandBuffer *commandBuffer)
{
return handleDirtyDescriptorSetsImpl(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS,
mDriverUniforms[PipelineType::Graphics]);
}
angle::Result ContextVk::handleDirtyComputeDescriptorSets(const gl::Context *context,
vk::CommandBuffer *commandBuffer)
{
return handleDirtyDescriptorSetsImpl(commandBuffer, VK_PIPELINE_BIND_POINT_COMPUTE,
mDriverUniforms[PipelineType::Compute]);
}
angle::Result ContextVk::releaseToCommandBatch(vk::PrimaryCommandBuffer &&commandBuffer,
CommandBatch *batch)
{
batch->primaryCommands = std::move(commandBuffer);
if (mCommandPool.valid())
{
batch->commandPool = std::move(mCommandPool);
// Recreate CommandPool
VkCommandPoolCreateInfo poolInfo = {};
poolInfo.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
poolInfo.flags = VK_COMMAND_POOL_CREATE_TRANSIENT_BIT;
poolInfo.queueFamilyIndex = getRenderer()->getQueueFamilyIndex();
ANGLE_VK_TRY(this, mCommandPool.init(getDevice(), poolInfo));
}
return angle::Result::Continue;
}
angle::Result ContextVk::recycleCommandBatch(CommandBatch *batch)
{
batch->commandPool.destroy(getDevice());
if (ANGLE_LIKELY(!mRenderer->getFeatures().transientCommandBuffer.enabled))
{
ASSERT(mPrimaryCommandPool.valid());
ANGLE_TRY(mPrimaryCommandPool.collect(this, std::move(batch->primaryCommands)));
}
else
{
batch->primaryCommands.destroy(getDevice());
}
return angle::Result::Continue;
}
angle::Result ContextVk::submitFrame(const VkSubmitInfo &submitInfo,
vk::PrimaryCommandBuffer &&commandBuffer)
{
ANGLE_TRACE_EVENT0("gpu.angle", "RendererVk::submitFrame");
VkFenceCreateInfo fenceInfo = {};
fenceInfo.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO;
fenceInfo.flags = 0;
VkDevice device = getDevice();
vk::DeviceScoped<CommandBatch> scopedBatch(device);
CommandBatch &batch = scopedBatch.get();
ANGLE_TRY(getNextSubmitFence(&batch.fence));
ANGLE_TRY(getRenderer()->queueSubmit(this, submitInfo, batch.fence.get()));
// TODO: this comment still valid?
// Notify the Contexts that they should be starting new command buffers.
// We use one command pool per serial/submit associated with this VkQueue. We can also
// have multiple Contexts sharing one VkQueue. In ContextVk::setupDraw we don't explicitly
// check for a new serial when starting a new command buffer. We just check that the current
// recording command buffer is valid. Thus we need to explicitly notify every other Context
// using this VkQueue that they their current command buffer is no longer valid.
onRenderPassFinished();
mComputeDirtyBits |= mNewComputeCommandBufferDirtyBits;
// Store the primary CommandBuffer and command pool used for secondary CommandBuffers
// in the in-flight list.
ANGLE_TRY(releaseToCommandBatch(std::move(commandBuffer), &batch));
batch.serial = mCurrentQueueSerial;
mInFlightCommands.emplace_back(scopedBatch.release());
// Make sure a new fence is created for the next submission.
mRenderer->resetSharedFence(&mSubmitFence);
// CPU should be throttled to avoid mInFlightCommands from growing too fast. That is done on
// swap() though, and there could be multiple submissions in between (through glFlush() calls),
// so the limit is larger than the expected number of images. The
// InterleavedAttributeDataBenchmark perf test for example issues a large number of flushes.
ASSERT(mInFlightCommands.size() <= kInFlightCommandsLimit);
mLastSubmittedQueueSerial = mCurrentQueueSerial;
mCurrentQueueSerial = getRenderer()->nextSerial();
ANGLE_TRY(checkCompletedCommands());
if (mGpuEventsEnabled)
{
ANGLE_TRY(checkCompletedGpuEvents());
}
return angle::Result::Continue;
}
angle::Result ContextVk::flushCommandGraph(vk::PrimaryCommandBuffer *commandBatch)
{
if (mIsAnyHostVisibleBufferWritten)
{
mCommandGraph.makeHostVisibleBufferWriteAvailable();
}
mIsAnyHostVisibleBufferWritten = false;
return mCommandGraph.submitCommands(this, mCurrentQueueSerial, &mRenderPassCache, commandBatch);
}
angle::Result ContextVk::synchronizeCpuGpuTime()
{
ASSERT(mGpuEventsEnabled);
angle::PlatformMethods *platform = ANGLEPlatformCurrent();
ASSERT(platform);
// To synchronize CPU and GPU times, we need to get the CPU timestamp as close as possible to
// the GPU timestamp. The process of getting the GPU timestamp is as follows:
//
// CPU GPU
//
// Record command buffer
// with timestamp query
//
// Submit command buffer
//
// Post-submission work Begin execution
//
// ???? Write timestamp Tgpu
//
// ???? End execution
//
// ???? Return query results
//
// ????
//
// Get query results
//
// The areas of unknown work (????) on the CPU indicate that the CPU may or may not have
// finished post-submission work while the GPU is executing in parallel. With no further work,
// querying CPU timestamps before submission and after getting query results give the bounds to
// Tgpu, which could be quite large.
//
// Using VkEvents, the GPU can be made to wait for the CPU and vice versa, in an effort to
// reduce this range. This function implements the following procedure:
//
// CPU GPU
//
// Record command buffer
// with timestamp query
//
// Submit command buffer
//
// Post-submission work Begin execution
//
// ???? Set Event GPUReady
//
// Wait on Event GPUReady Wait on Event CPUReady
//
// Get CPU Time Ts Wait on Event CPUReady
//
// Set Event CPUReady Wait on Event CPUReady
//
// Get CPU Time Tcpu Get GPU Time Tgpu
//
// Wait on Event GPUDone Set Event GPUDone
//
// Get CPU Time Te End Execution
//
// Idle Return query results
//
// Get query results
//
// If Te-Ts > epsilon, a GPU or CPU interruption can be assumed and the operation can be
// retried. Once Te-Ts < epsilon, Tcpu can be taken to presumably match Tgpu. Finding an
// epsilon that's valid for all devices may be difficult, so the loop can be performed only a
// limited number of times and the Tcpu,Tgpu pair corresponding to smallest Te-Ts used for
// calibration.
//
// Note: Once VK_EXT_calibrated_timestamps is ubiquitous, this should be redone.
// Make sure nothing is running
ASSERT(mCommandGraph.empty());
ANGLE_TRACE_EVENT0("gpu.angle", "RendererVk::synchronizeCpuGpuTime");
// Create a query used to receive the GPU timestamp
vk::QueryHelper timestampQuery;
ANGLE_TRY(mGpuEventQueryPool.allocateQuery(this, &timestampQuery));
// Create the three events
VkEventCreateInfo eventCreateInfo = {};
eventCreateInfo.sType = VK_STRUCTURE_TYPE_EVENT_CREATE_INFO;
eventCreateInfo.flags = 0;
VkDevice device = getDevice();
vk::DeviceScoped<vk::Event> cpuReady(device), gpuReady(device), gpuDone(device);
ANGLE_VK_TRY(this, cpuReady.get().init(device, eventCreateInfo));
ANGLE_VK_TRY(this, gpuReady.get().init(device, eventCreateInfo));
ANGLE_VK_TRY(this, gpuDone.get().init(device, eventCreateInfo));
constexpr uint32_t kRetries = 10;
// Time suffixes used are S for seconds and Cycles for cycles
double tightestRangeS = 1e6f;
double TcpuS = 0;
uint64_t TgpuCycles = 0;
for (uint32_t i = 0; i < kRetries; ++i)
{
// Reset the events
ANGLE_VK_TRY(this, cpuReady.get().reset(device));
ANGLE_VK_TRY(this, gpuReady.get().reset(device));
ANGLE_VK_TRY(this, gpuDone.get().reset(device));
// Record the command buffer
vk::DeviceScoped<vk::PrimaryCommandBuffer> commandBatch(device);
vk::PrimaryCommandBuffer &commandBuffer = commandBatch.get();
if (ANGLE_LIKELY(!mRenderer->getFeatures().transientCommandBuffer.enabled))
{
ANGLE_TRY(mPrimaryCommandPool.alloc(this, &commandBuffer));
}
else
{
VkCommandBufferAllocateInfo commandBufferInfo = {};
commandBufferInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
commandBufferInfo.commandPool = mCommandPool.getHandle();
commandBufferInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
commandBufferInfo.commandBufferCount = 1;
ANGLE_VK_TRY(this, commandBuffer.init(device, commandBufferInfo));
}
VkCommandBufferBeginInfo beginInfo = {};
beginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
beginInfo.flags = 0;
beginInfo.pInheritanceInfo = nullptr;
ANGLE_VK_TRY(this, commandBuffer.begin(beginInfo));
commandBuffer.setEvent(gpuReady.get().getHandle(), VK_PIPELINE_STAGE_ALL_GRAPHICS_BIT);
commandBuffer.waitEvents(1, cpuReady.get().ptr(), VK_PIPELINE_STAGE_HOST_BIT,
VK_PIPELINE_STAGE_ALL_GRAPHICS_BIT, 0, nullptr, 0, nullptr, 0,
nullptr);
commandBuffer.resetQueryPool(timestampQuery.getQueryPool()->getHandle(),
timestampQuery.getQuery(), 1);
commandBuffer.writeTimestamp(VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT,
timestampQuery.getQueryPool()->getHandle(),
timestampQuery.getQuery());
commandBuffer.setEvent(gpuDone.get().getHandle(), VK_PIPELINE_STAGE_ALL_GRAPHICS_BIT);
ANGLE_VK_TRY(this, commandBuffer.end());
// Submit the command buffer
VkSubmitInfo submitInfo = {};
InitializeSubmitInfo(&submitInfo, commandBatch.get(), {}, &mWaitSemaphoreStageMasks,
nullptr);
ANGLE_TRY(submitFrame(submitInfo, commandBatch.release()));
// Wait for GPU to be ready. This is a short busy wait.
VkResult result = VK_EVENT_RESET;
do
{
result = gpuReady.get().getStatus(device);
if (result != VK_EVENT_SET && result != VK_EVENT_RESET)
{
ANGLE_VK_TRY(this, result);
}
} while (result == VK_EVENT_RESET);
double TsS = platform->monotonicallyIncreasingTime(platform);
// Tell the GPU to go ahead with the timestamp query.
ANGLE_VK_TRY(this, cpuReady.get().set(device));
double cpuTimestampS = platform->monotonicallyIncreasingTime(platform);
// Wait for GPU to be done. Another short busy wait.
do
{
result = gpuDone.get().getStatus(device);
if (result != VK_EVENT_SET && result != VK_EVENT_RESET)
{
ANGLE_VK_TRY(this, result);
}
} while (result == VK_EVENT_RESET);
double TeS = platform->monotonicallyIncreasingTime(platform);
// Get the query results
ANGLE_TRY(finishToSerial(getLastSubmittedQueueSerial()));
constexpr VkQueryResultFlags queryFlags = VK_QUERY_RESULT_WAIT_BIT | VK_QUERY_RESULT_64_BIT;
uint64_t gpuTimestampCycles = 0;
ANGLE_VK_TRY(this, timestampQuery.getQueryPool()->getResults(
device, timestampQuery.getQuery(), 1, sizeof(gpuTimestampCycles),
&gpuTimestampCycles, sizeof(gpuTimestampCycles), queryFlags));
// Use the first timestamp queried as origin.
if (mGpuEventTimestampOrigin == 0)
{
mGpuEventTimestampOrigin = gpuTimestampCycles;
}
// Take these CPU and GPU timestamps if there is better confidence.
double confidenceRangeS = TeS - TsS;
if (confidenceRangeS < tightestRangeS)
{
tightestRangeS = confidenceRangeS;
TcpuS = cpuTimestampS;
TgpuCycles = gpuTimestampCycles;
}
}
mGpuEventQueryPool.freeQuery(this, &timestampQuery);
// timestampPeriod gives nanoseconds/cycle.
double TgpuS =
(TgpuCycles - mGpuEventTimestampOrigin) *
static_cast<double>(getRenderer()->getPhysicalDeviceProperties().limits.timestampPeriod) /
1'000'000'000.0;
flushGpuEvents(TgpuS, TcpuS);
mGpuClockSync.gpuTimestampS = TgpuS;
mGpuClockSync.cpuTimestampS = TcpuS;
return angle::Result::Continue;
}
angle::Result ContextVk::traceGpuEventImpl(vk::PrimaryCommandBuffer *commandBuffer,
char phase,
const char *name)
{
ASSERT(mGpuEventsEnabled);
GpuEventQuery event;
event.name = name;
event.phase = phase;
event.serial = mCurrentQueueSerial;
ANGLE_TRY(mGpuEventQueryPool.allocateQuery(this, &event.queryPoolIndex, &event.queryIndex));
commandBuffer->resetQueryPool(
mGpuEventQueryPool.getQueryPool(event.queryPoolIndex)->getHandle(), event.queryIndex, 1);
commandBuffer->writeTimestamp(
VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT,
mGpuEventQueryPool.getQueryPool(event.queryPoolIndex)->getHandle(), event.queryIndex);
mInFlightGpuEventQueries.push_back(std::move(event));
return angle::Result::Continue;
}
angle::Result ContextVk::checkCompletedGpuEvents()
{
ASSERT(mGpuEventsEnabled);
angle::PlatformMethods *platform = ANGLEPlatformCurrent();
ASSERT(platform);
int finishedCount = 0;
for (GpuEventQuery &eventQuery : mInFlightGpuEventQueries)
{
// Only check the timestamp query if the submission has finished.
if (eventQuery.serial > mLastCompletedQueueSerial)
{
break;
}
// See if the results are available.
uint64_t gpuTimestampCycles = 0;
VkResult result = mGpuEventQueryPool.getQueryPool(eventQuery.queryPoolIndex)
->getResults(getDevice(), eventQuery.queryIndex, 1,
sizeof(gpuTimestampCycles), &gpuTimestampCycles,
sizeof(gpuTimestampCycles), VK_QUERY_RESULT_64_BIT);
if (result == VK_NOT_READY)
{
break;
}
ANGLE_VK_TRY(this, result);
mGpuEventQueryPool.freeQuery(this, eventQuery.queryPoolIndex, eventQuery.queryIndex);
GpuEvent event;
event.gpuTimestampCycles = gpuTimestampCycles;
event.name = eventQuery.name;
event.phase = eventQuery.phase;
mGpuEvents.emplace_back(event);
++finishedCount;
}
mInFlightGpuEventQueries.erase(mInFlightGpuEventQueries.begin(),
mInFlightGpuEventQueries.begin() + finishedCount);
return angle::Result::Continue;
}
void ContextVk::flushGpuEvents(double nextSyncGpuTimestampS, double nextSyncCpuTimestampS)
{
if (mGpuEvents.size() == 0)
{
return;
}
angle::PlatformMethods *platform = ANGLEPlatformCurrent();
ASSERT(platform);
// Find the slope of the clock drift for adjustment
double lastGpuSyncTimeS = mGpuClockSync.gpuTimestampS;
double lastGpuSyncDiffS = mGpuClockSync.cpuTimestampS - mGpuClockSync.gpuTimestampS;
double gpuSyncDriftSlope = 0;
double nextGpuSyncTimeS = nextSyncGpuTimestampS;
double nextGpuSyncDiffS = nextSyncCpuTimestampS - nextSyncGpuTimestampS;
// No gpu trace events should have been generated before the clock sync, so if there is no
// "previous" clock sync, there should be no gpu events (i.e. the function early-outs above).
ASSERT(mGpuClockSync.gpuTimestampS != std::numeric_limits<double>::max() &&
mGpuClockSync.cpuTimestampS != std::numeric_limits<double>::max());
gpuSyncDriftSlope =
(nextGpuSyncDiffS - lastGpuSyncDiffS) / (nextGpuSyncTimeS - lastGpuSyncTimeS);
for (const GpuEvent &event : mGpuEvents)
{
double gpuTimestampS =
(event.gpuTimestampCycles - mGpuEventTimestampOrigin) *
static_cast<double>(
getRenderer()->getPhysicalDeviceProperties().limits.timestampPeriod) *
1e-9;
// Account for clock drift.
gpuTimestampS += lastGpuSyncDiffS + gpuSyncDriftSlope * (gpuTimestampS - lastGpuSyncTimeS);
// Generate the trace now that the GPU timestamp is available and clock drifts are accounted
// for.
static long long eventId = 1;
static const unsigned char *categoryEnabled =
TRACE_EVENT_API_GET_CATEGORY_ENABLED(platform, "gpu.angle.gpu");
platform->addTraceEvent(platform, event.phase, categoryEnabled, event.name, eventId++,
gpuTimestampS, 0, nullptr, nullptr, nullptr, TRACE_EVENT_FLAG_NONE);
}
mGpuEvents.clear();
}
void ContextVk::handleDeviceLost()
{
mCommandGraph.clear();
// TODO: generate a new serial neccessary here?
VkDevice device = getDevice();
for (CommandBatch &batch : mInFlightCommands)
{
// On device loss we need to wait for fence to be signaled before destroying it
VkResult status = batch.fence.get().wait(device, kMaxFenceWaitTimeNs);
// If the wait times out, it is probably not possible to recover from lost device
ASSERT(status == VK_SUCCESS || status == VK_ERROR_DEVICE_LOST);
// On device lost, here simply destroy the CommandBuffer, it will fully cleared later
// by CommandPool::destroy
batch.primaryCommands.destroy(device);
batch.commandPool.destroy(device);
batch.fence.reset(device);
}
mInFlightCommands.clear();
for (vk::GarbageObject &garbage : mGarbage)
{
garbage.destroy(device);
}
mGarbage.clear();
mLastCompletedQueueSerial = mLastSubmittedQueueSerial;
mRenderer->notifyDeviceLost();
}
angle::Result ContextVk::drawArrays(const gl::Context *context,
gl::PrimitiveMode mode,
GLint first,
GLsizei count)
{
vk::CommandBuffer *commandBuffer = nullptr;
uint32_t clampedVertexCount = gl::GetClampedVertexCount<uint32_t>(count);
if (mode == gl::PrimitiveMode::LineLoop)
{
uint32_t numIndices;
ANGLE_TRY(setupLineLoopDraw(context, mode, first, count, gl::DrawElementsType::InvalidEnum,
nullptr, &commandBuffer, &numIndices));
vk::LineLoopHelper::Draw(numIndices, commandBuffer);
}
else
{
ANGLE_TRY(setupDraw(context, mode, first, count, 1, gl::DrawElementsType::InvalidEnum,
nullptr, mNonIndexedDirtyBitsMask, &commandBuffer));
commandBuffer->draw(clampedVertexCount, first);
}
return angle::Result::Continue;
}
angle::Result ContextVk::drawArraysInstanced(const gl::Context *context,
gl::PrimitiveMode mode,
GLint first,
GLsizei count,
GLsizei instances)
{
if (mode == gl::PrimitiveMode::LineLoop)
{
// TODO - http://anglebug.com/2672
ANGLE_VK_UNREACHABLE(this);
return angle::Result::Stop;
}
vk::CommandBuffer *commandBuffer = nullptr;
ANGLE_TRY(setupDraw(context, mode, first, count, instances, gl::DrawElementsType::InvalidEnum,
nullptr, mNonIndexedDirtyBitsMask, &commandBuffer));
commandBuffer->drawInstanced(gl::GetClampedVertexCount<uint32_t>(count), instances, first);
return angle::Result::Continue;
}
angle::Result ContextVk::drawArraysInstancedBaseInstance(const gl::Context *context,
gl::PrimitiveMode mode,
GLint first,
GLsizei count,
GLsizei instances,
GLuint baseInstance)
{
if (mode == gl::PrimitiveMode::LineLoop)
{
// TODO - http://anglebug.com/2672
ANGLE_VK_UNREACHABLE(this);
return angle::Result::Stop;
}
vk::CommandBuffer *commandBuffer = nullptr;
ANGLE_TRY(setupDraw(context, mode, first, count, instances, gl::DrawElementsType::InvalidEnum,
nullptr, mNonIndexedDirtyBitsMask, &commandBuffer));
commandBuffer->drawInstancedBaseInstance(gl::GetClampedVertexCount<uint32_t>(count), instances,
first, baseInstance);
return angle::Result::Continue;
}
angle::Result ContextVk::drawElements(const gl::Context *context,
gl::PrimitiveMode mode,
GLsizei count,
gl::DrawElementsType type,
const void *indices)
{
vk::CommandBuffer *commandBuffer = nullptr;
if (mode == gl::PrimitiveMode::LineLoop)
{
uint32_t indexCount;
ANGLE_TRY(
setupLineLoopDraw(context, mode, 0, count, type, indices, &commandBuffer, &indexCount));
vk::LineLoopHelper::Draw(indexCount, commandBuffer);
}
else
{
ANGLE_TRY(setupIndexedDraw(context, mode, count, 1, type, indices, &commandBuffer));
commandBuffer->drawIndexed(count);
}
return angle::Result::Continue;
}
angle::Result ContextVk::drawElementsInstanced(const gl::Context *context,
gl::PrimitiveMode mode,
GLsizei count,
gl::DrawElementsType type,
const void *indices,
GLsizei instances)
{
if (mode == gl::PrimitiveMode::LineLoop)
{
// TODO - http://anglebug.com/2672
ANGLE_VK_UNREACHABLE(this);
return angle::Result::Stop;
}
vk::CommandBuffer *commandBuffer = nullptr;
ANGLE_TRY(setupIndexedDraw(context, mode, count, instances, type, indices, &commandBuffer));
commandBuffer->drawIndexedInstanced(count, instances);
return angle::Result::Continue;
}
angle::Result ContextVk::drawElementsInstancedBaseVertexBaseInstance(const gl::Context *context,
gl::PrimitiveMode mode,
GLsizei count,
gl::DrawElementsType type,
const void *indices,
GLsizei instances,
GLint baseVertex,
GLuint baseInstance)
{
if (mode == gl::PrimitiveMode::LineLoop)
{
// TODO - http://anglebug.com/2672
ANGLE_VK_UNREACHABLE(this);
return angle::Result::Stop;
}
vk::CommandBuffer *commandBuffer = nullptr;
ANGLE_TRY(setupIndexedDraw(context, mode, count, instances, type, indices, &commandBuffer));
commandBuffer->drawIndexedInstancedBaseVertexBaseInstance(count, instances, 0, baseVertex,
baseInstance);
return angle::Result::Continue;
}
angle::Result ContextVk::drawRangeElements(const gl::Context *context,
gl::PrimitiveMode mode,
GLuint start,
GLuint end,
GLsizei count,
gl::DrawElementsType type,
const void *indices)
{
return drawElements(context, mode, count, type, indices);
}
VkDevice ContextVk::getDevice() const
{
return mRenderer->getDevice();
}
angle::Result ContextVk::drawArraysIndirect(const gl::Context *context,
gl::PrimitiveMode mode,
const void *indirect)
{
ANGLE_VK_UNREACHABLE(this);
return angle::Result::Stop;
}
angle::Result ContextVk::drawElementsIndirect(const gl::Context *context,
gl::PrimitiveMode mode,
gl::DrawElementsType type,
const void *indirect)
{
ANGLE_VK_UNREACHABLE(this);
return angle::Result::Stop;
}
gl::GraphicsResetStatus ContextVk::getResetStatus()
{
if (mRenderer->isDeviceLost())
{
// TODO(geofflang): It may be possible to track which context caused the device lost and
// return either GL_GUILTY_CONTEXT_RESET or GL_INNOCENT_CONTEXT_RESET.
// http://anglebug.com/2787
return gl::GraphicsResetStatus::UnknownContextReset;
}
return gl::GraphicsResetStatus::NoError;
}
std::string ContextVk::getVendorString() const
{
UNIMPLEMENTED();
return std::string();
}
std::string ContextVk::getRendererDescription() const
{
return mRenderer->getRendererDescription();
}
void ContextVk::insertEventMarker(GLsizei length, const char *marker)
{
std::string markerStr(marker, length <= 0 ? strlen(marker) : length);
mCommandGraph.insertDebugMarker(GL_DEBUG_SOURCE_APPLICATION, std::move(marker));
}
void ContextVk::pushGroupMarker(GLsizei length, const char *marker)
{
std::string markerStr(marker, length <= 0 ? strlen(marker) : length);
mCommandGraph.pushDebugMarker(GL_DEBUG_SOURCE_APPLICATION, std::move(marker));
}
void ContextVk::popGroupMarker()
{
mCommandGraph.popDebugMarker();
}
void ContextVk::pushDebugGroup(GLenum source, GLuint id, const std::string &message)
{
mCommandGraph.insertDebugMarker(source, std::string(message));
}
void ContextVk::popDebugGroup()
{
mCommandGraph.popDebugMarker();
}
bool ContextVk::isViewportFlipEnabledForDrawFBO() const
{
return mFlipViewportForDrawFramebuffer && mFlipYForCurrentSurface;
}
bool ContextVk::isViewportFlipEnabledForReadFBO() const
{
return mFlipViewportForReadFramebuffer;
}
void ContextVk::updateColorMask(const gl::BlendState &blendState)
{
mClearColorMask =
gl_vk::GetColorComponentFlags(blendState.colorMaskRed, blendState.colorMaskGreen,
blendState.colorMaskBlue, blendState.colorMaskAlpha);
FramebufferVk *framebufferVk = vk::GetImpl(mState.getDrawFramebuffer());
mGraphicsPipelineDesc->updateColorWriteMask(&mGraphicsPipelineTransition, mClearColorMask,
framebufferVk->getEmulatedAlphaAttachmentMask());
}
void ContextVk::updateSampleMask(const gl::State &glState)
{
// If sample coverage is enabled, emulate it by generating and applying a mask on top of the
// sample mask.
uint32_t coverageSampleCount = GetCoverageSampleCount(glState, mDrawFramebuffer);
static_assert(sizeof(uint32_t) == sizeof(GLbitfield), "Vulkan assumes 32-bit sample masks");
for (uint32_t maskNumber = 0; maskNumber < glState.getMaxSampleMaskWords(); ++maskNumber)
{
uint32_t mask = glState.isSampleMaskEnabled() ? glState.getSampleMaskWord(maskNumber)
: std::numeric_limits<uint32_t>::max();
ApplySampleCoverage(glState, coverageSampleCount, maskNumber, &mask);
mGraphicsPipelineDesc->updateSampleMask(&mGraphicsPipelineTransition, maskNumber, mask);
}
}
void ContextVk::updateViewport(FramebufferVk *framebufferVk,
const gl::Rectangle &viewport,
float nearPlane,
float farPlane,
bool invertViewport)
{
VkViewport vkViewport;
const gl::Caps &caps = getCaps();
const VkPhysicalDeviceLimits &limitsVk = mRenderer->getPhysicalDeviceProperties().limits;
const int viewportBoundsRangeLow = static_cast<int>(limitsVk.viewportBoundsRange[0]);
const int viewportBoundsRangeHigh = static_cast<int>(limitsVk.viewportBoundsRange[1]);
// Clamp the viewport values to what Vulkan specifies
// width must be greater than 0.0 and less than or equal to
// VkPhysicalDeviceLimits::maxViewportDimensions[0]
int correctedWidth = std::min<int>(viewport.width, caps.maxViewportWidth);
correctedWidth = std::max<int>(correctedWidth, 0);
// height must be greater than 0.0 and less than or equal to
// VkPhysicalDeviceLimits::maxViewportDimensions[1]
int correctedHeight = std::min<int>(viewport.height, caps.maxViewportHeight);
correctedHeight = std::max<int>(correctedHeight, 0);
// x and y must each be between viewportBoundsRange[0] and viewportBoundsRange[1], inclusive
int correctedX = std::min<int>(viewport.x, viewportBoundsRangeHigh);
correctedX = std::max<int>(correctedX, viewportBoundsRangeLow);
int correctedY = std::min<int>(viewport.y, viewportBoundsRangeHigh);
correctedY = std::max<int>(correctedY, viewportBoundsRangeLow);
// x + width must be less than or equal to viewportBoundsRange[1]
if ((correctedX + correctedWidth) > viewportBoundsRangeHigh)
{
correctedWidth = viewportBoundsRangeHigh - correctedX;
}
// y + height must be less than or equal to viewportBoundsRange[1]
if ((correctedY + correctedHeight) > viewportBoundsRangeHigh)
{
correctedHeight = viewportBoundsRangeHigh - correctedY;
}
gl::Rectangle correctedRect =
gl::Rectangle(correctedX, correctedY, correctedWidth, correctedHeight);
gl_vk::GetViewport(correctedRect, nearPlane, farPlane, invertViewport,
framebufferVk->getState().getDimensions().height, &vkViewport);
mGraphicsPipelineDesc->updateViewport(&mGraphicsPipelineTransition, vkViewport);
invalidateGraphicsDriverUniforms();
}
void ContextVk::updateDepthRange(float nearPlane, float farPlane)
{
invalidateGraphicsDriverUniforms();
mGraphicsPipelineDesc->updateDepthRange(&mGraphicsPipelineTransition, nearPlane, farPlane);
}
void ContextVk::updateScissor(const gl::State &glState)
{
FramebufferVk *framebufferVk = vk::GetImpl(glState.getDrawFramebuffer());
gl::Rectangle renderArea = framebufferVk->getCompleteRenderArea();
// Clip the render area to the viewport.
gl::Rectangle viewportClippedRenderArea;
gl::ClipRectangle(renderArea, glState.getViewport(), &viewportClippedRenderArea);
gl::Rectangle scissoredArea = ClipRectToScissor(getState(), viewportClippedRenderArea, false);
if (isViewportFlipEnabledForDrawFBO())
{
scissoredArea.y = renderArea.height - scissoredArea.y - scissoredArea.height;
}
if (getRenderer()->getFeatures().forceNonZeroScissor.enabled && scissoredArea.width == 0 &&
scissoredArea.height == 0)
{
// There is no overlap between the app-set viewport and clippedRect. This code works
// around an Intel driver bug that causes the driver to treat a (0,0,0,0) scissor as if
// scissoring is disabled. In this case, set the scissor to be just outside of the
// renderArea. Remove this work-around when driver version 25.20.100.6519 has been
// deployed. http://anglebug.com/3407
scissoredArea.x = renderArea.x;
scissoredArea.y = renderArea.y;
scissoredArea.width = 1;
scissoredArea.height = 1;
}
mGraphicsPipelineDesc->updateScissor(&mGraphicsPipelineTransition,
gl_vk::GetRect(scissoredArea));
framebufferVk->onScissorChange(this);
}
angle::Result ContextVk::syncState(const gl::Context *context,
const gl::State::DirtyBits &dirtyBits,
const gl::State::DirtyBits &bitMask)
{
const gl::State &glState = context->getState();
if ((dirtyBits & mPipelineDirtyBitsMask).any() &&
(glState.getProgram() == nullptr || !glState.getProgram()->isCompute()))
{
invalidateVertexAndIndexBuffers();
}
for (size_t dirtyBit : dirtyBits)
{
switch (dirtyBit)
{
case gl::State::DIRTY_BIT_SCISSOR_TEST_ENABLED:
case gl::State::DIRTY_BIT_SCISSOR:
updateScissor(glState);
break;
case gl::State::DIRTY_BIT_VIEWPORT:
{
FramebufferVk *framebufferVk = vk::GetImpl(glState.getDrawFramebuffer());
updateViewport(framebufferVk, glState.getViewport(), glState.getNearPlane(),
glState.getFarPlane(), isViewportFlipEnabledForDrawFBO());
// Update the scissor, which will be constrained to the viewport
updateScissor(glState);
break;
}
case gl::State::DIRTY_BIT_DEPTH_RANGE:
updateDepthRange(glState.getNearPlane(), glState.getFarPlane());
break;
case gl::State::DIRTY_BIT_BLEND_ENABLED:
mGraphicsPipelineDesc->updateBlendEnabled(&mGraphicsPipelineTransition,
glState.isBlendEnabled());
break;
case gl::State::DIRTY_BIT_BLEND_COLOR:
mGraphicsPipelineDesc->updateBlendColor(&mGraphicsPipelineTransition,
glState.getBlendColor());
break;
case gl::State::DIRTY_BIT_BLEND_FUNCS:
mGraphicsPipelineDesc->updateBlendFuncs(&mGraphicsPipelineTransition,
glState.getBlendState());
break;
case gl::State::DIRTY_BIT_BLEND_EQUATIONS:
mGraphicsPipelineDesc->updateBlendEquations(&mGraphicsPipelineTransition,
glState.getBlendState());
break;
case gl::State::DIRTY_BIT_COLOR_MASK:
updateColorMask(glState.getBlendState());
break;
case gl::State::DIRTY_BIT_SAMPLE_ALPHA_TO_COVERAGE_ENABLED:
mGraphicsPipelineDesc->updateAlphaToCoverageEnable(
&mGraphicsPipelineTransition, glState.isSampleAlphaToCoverageEnabled());
break;
case gl::State::DIRTY_BIT_SAMPLE_COVERAGE_ENABLED:
updateSampleMask(glState);
break;
case gl::State::DIRTY_BIT_SAMPLE_COVERAGE:
updateSampleMask(glState);
break;
case gl::State::DIRTY_BIT_SAMPLE_MASK_ENABLED:
updateSampleMask(glState);
break;
case gl::State::DIRTY_BIT_SAMPLE_MASK:
updateSampleMask(glState);
break;
case gl::State::DIRTY_BIT_DEPTH_TEST_ENABLED:
mGraphicsPipelineDesc->updateDepthTestEnabled(&mGraphicsPipelineTransition,
glState.getDepthStencilState(),
glState.getDrawFramebuffer());
break;
case gl::State::DIRTY_BIT_DEPTH_FUNC:
mGraphicsPipelineDesc->updateDepthFunc(&mGraphicsPipelineTransition,
glState.getDepthStencilState());
break;
case gl::State::DIRTY_BIT_DEPTH_MASK:
mGraphicsPipelineDesc->updateDepthWriteEnabled(&mGraphicsPipelineTransition,
glState.getDepthStencilState(),
glState.getDrawFramebuffer());
break;
case gl::State::DIRTY_BIT_STENCIL_TEST_ENABLED:
mGraphicsPipelineDesc->updateStencilTestEnabled(&mGraphicsPipelineTransition,
glState.getDepthStencilState(),
glState.getDrawFramebuffer());
break;
case gl::State::DIRTY_BIT_STENCIL_FUNCS_FRONT:
mGraphicsPipelineDesc->updateStencilFrontFuncs(&mGraphicsPipelineTransition,
glState.getStencilRef(),
glState.getDepthStencilState());
break;
case gl::State::DIRTY_BIT_STENCIL_FUNCS_BACK:
mGraphicsPipelineDesc->updateStencilBackFuncs(&mGraphicsPipelineTransition,
glState.getStencilBackRef(),
glState.getDepthStencilState());
break;
case gl::State::DIRTY_BIT_STENCIL_OPS_FRONT:
mGraphicsPipelineDesc->updateStencilFrontOps(&mGraphicsPipelineTransition,
glState.getDepthStencilState());
break;
case gl::State::DIRTY_BIT_STENCIL_OPS_BACK:
mGraphicsPipelineDesc->updateStencilBackOps(&mGraphicsPipelineTransition,
glState.getDepthStencilState());
break;
case gl::State::DIRTY_BIT_STENCIL_WRITEMASK_FRONT:
mGraphicsPipelineDesc->updateStencilFrontWriteMask(&mGraphicsPipelineTransition,
glState.getDepthStencilState(),
glState.getDrawFramebuffer());
break;
case gl::State::DIRTY_BIT_STENCIL_WRITEMASK_BACK:
mGraphicsPipelineDesc->updateStencilBackWriteMask(&mGraphicsPipelineTransition,
glState.getDepthStencilState(),
glState.getDrawFramebuffer());
break;
case gl::State::DIRTY_BIT_CULL_FACE_ENABLED:
case gl::State::DIRTY_BIT_CULL_FACE:
mGraphicsPipelineDesc->updateCullMode(&mGraphicsPipelineTransition,
glState.getRasterizerState());
break;
case gl::State::DIRTY_BIT_FRONT_FACE:
mGraphicsPipelineDesc->updateFrontFace(&mGraphicsPipelineTransition,
glState.getRasterizerState(),
isViewportFlipEnabledForDrawFBO());
break;
case gl::State::DIRTY_BIT_POLYGON_OFFSET_FILL_ENABLED:
mGraphicsPipelineDesc->updatePolygonOffsetFillEnabled(
&mGraphicsPipelineTransition, glState.isPolygonOffsetFillEnabled());
break;
case gl::State::DIRTY_BIT_POLYGON_OFFSET:
mGraphicsPipelineDesc->updatePolygonOffset(&mGraphicsPipelineTransition,
glState.getRasterizerState());
break;
case gl::State::DIRTY_BIT_RASTERIZER_DISCARD_ENABLED:
mGraphicsPipelineDesc->updateRasterizerDiscardEnabled(
&mGraphicsPipelineTransition, glState.isRasterizerDiscardEnabled());
break;
case gl::State::DIRTY_BIT_LINE_WIDTH:
mGraphicsPipelineDesc->updateLineWidth(&mGraphicsPipelineTransition,
glState.getLineWidth());
break;
case gl::State::DIRTY_BIT_PRIMITIVE_RESTART_ENABLED:
mGraphicsPipelineDesc->updatePrimitiveRestartEnabled(
&mGraphicsPipelineTransition, glState.isPrimitiveRestartEnabled());
break;
case gl::State::DIRTY_BIT_CLEAR_COLOR:
mClearColorValue.color.float32[0] = glState.getColorClearValue().red;
mClearColorValue.color.float32[1] = glState.getColorClearValue().green;
mClearColorValue.color.float32[2] = glState.getColorClearValue().blue;
mClearColorValue.color.float32[3] = glState.getColorClearValue().alpha;
break;
case gl::State::DIRTY_BIT_CLEAR_DEPTH:
mClearDepthStencilValue.depthStencil.depth = glState.getDepthClearValue();
break;
case gl::State::DIRTY_BIT_CLEAR_STENCIL:
mClearDepthStencilValue.depthStencil.stencil =
static_cast<uint32_t>(glState.getStencilClearValue());
break;
case gl::State::DIRTY_BIT_UNPACK_STATE:
// This is a no-op, it's only important to use the right unpack state when we do
// setImage or setSubImage in TextureVk, which is plumbed through the frontend call
break;
case gl::State::DIRTY_BIT_UNPACK_BUFFER_BINDING:
break;
case gl::State::DIRTY_BIT_PACK_STATE:
// This is a no-op, its only important to use the right pack state when we do
// call readPixels later on.
break;
case gl::State::DIRTY_BIT_PACK_BUFFER_BINDING:
break;
case gl::State::DIRTY_BIT_DITHER_ENABLED:
break;
case gl::State::DIRTY_BIT_GENERATE_MIPMAP_HINT:
break;
case gl::State::DIRTY_BIT_SHADER_DERIVATIVE_HINT:
break;
case gl::State::DIRTY_BIT_READ_FRAMEBUFFER_BINDING:
updateFlipViewportReadFramebuffer(context->getState());
break;
case gl::State::DIRTY_BIT_DRAW_FRAMEBUFFER_BINDING:
{
// FramebufferVk::syncState signals that we should start a new command buffer. But
// changing the binding can skip FramebufferVk::syncState if the Framebuffer has no
// dirty bits. Thus we need to explicitly clear the current command buffer to
// ensure we start a new one. Note that we need a new command buffer because a
// command graph node can only support one RenderPass configuration at a time.
onRenderPassFinished();
gl::Framebuffer *drawFramebuffer = glState.getDrawFramebuffer();
mDrawFramebuffer = vk::GetImpl(drawFramebuffer);
updateFlipViewportDrawFramebuffer(glState);
updateViewport(mDrawFramebuffer, glState.getViewport(), glState.getNearPlane(),
glState.getFarPlane(), isViewportFlipEnabledForDrawFBO());
updateColorMask(glState.getBlendState());
updateSampleMask(glState);
mGraphicsPipelineDesc->updateRasterizationSamples(&mGraphicsPipelineTransition,
mDrawFramebuffer->getSamples());
mGraphicsPipelineDesc->updateFrontFace(&mGraphicsPipelineTransition,
glState.getRasterizerState(),
isViewportFlipEnabledForDrawFBO());
updateScissor(glState);
const gl::DepthStencilState depthStencilState = glState.getDepthStencilState();
mGraphicsPipelineDesc->updateDepthTestEnabled(&mGraphicsPipelineTransition,
depthStencilState, drawFramebuffer);
mGraphicsPipelineDesc->updateDepthWriteEnabled(&mGraphicsPipelineTransition,
depthStencilState, drawFramebuffer);
mGraphicsPipelineDesc->updateStencilTestEnabled(&mGraphicsPipelineTransition,
depthStencilState, drawFramebuffer);
mGraphicsPipelineDesc->updateStencilFrontWriteMask(
&mGraphicsPipelineTransition, depthStencilState, drawFramebuffer);
mGraphicsPipelineDesc->updateStencilBackWriteMask(
&mGraphicsPipelineTransition, depthStencilState, drawFramebuffer);
mGraphicsPipelineDesc->updateRenderPassDesc(&mGraphicsPipelineTransition,
mDrawFramebuffer->getRenderPassDesc());
invalidateCurrentTransformFeedbackBuffers();
break;
}
case gl::State::DIRTY_BIT_RENDERBUFFER_BINDING:
break;
case gl::State::DIRTY_BIT_VERTEX_ARRAY_BINDING:
{
mVertexArray = vk::GetImpl(glState.getVertexArray());
invalidateDefaultAttributes(context->getStateCache().getActiveDefaultAttribsMask());
break;
}
case gl::State::DIRTY_BIT_DRAW_INDIRECT_BUFFER_BINDING:
break;
case gl::State::DIRTY_BIT_DISPATCH_INDIRECT_BUFFER_BINDING:
break;
case gl::State::DIRTY_BIT_PROGRAM_BINDING:
mProgram = vk::GetImpl(glState.getProgram());
break;
case gl::State::DIRTY_BIT_PROGRAM_EXECUTABLE:
{
invalidateCurrentTextures();
invalidateCurrentShaderResources();
if (glState.getProgram()->isCompute())
{
invalidateCurrentComputePipeline();
}
else
{
// No additional work is needed here. We will update the pipeline desc later.
invalidateDefaultAttributes(
context->getStateCache().getActiveDefaultAttribsMask());
bool useVertexBuffer = (mProgram->getState().getMaxActiveAttribLocation());
mNonIndexedDirtyBitsMask.set(DIRTY_BIT_VERTEX_BUFFERS, useVertexBuffer);
mIndexedDirtyBitsMask.set(DIRTY_BIT_VERTEX_BUFFERS, useVertexBuffer);
mCurrentGraphicsPipeline = nullptr;
mGraphicsPipelineTransition.reset();
}
break;
}
case gl::State::DIRTY_BIT_TEXTURE_BINDINGS:
invalidateCurrentTextures();
break;
case gl::State::DIRTY_BIT_SAMPLER_BINDINGS:
invalidateCurrentTextures();
break;
case gl::State::DIRTY_BIT_TRANSFORM_FEEDBACK_BINDING:
// Nothing to do.
break;
case gl::State::DIRTY_BIT_SHADER_STORAGE_BUFFER_BINDING:
invalidateCurrentShaderResources();
break;
case gl::State::DIRTY_BIT_UNIFORM_BUFFER_BINDINGS:
invalidateCurrentShaderResources();
break;
case gl::State::DIRTY_BIT_ATOMIC_COUNTER_BUFFER_BINDING:
invalidateCurrentShaderResources();
invalidateDriverUniforms();
break;
case gl::State::DIRTY_BIT_IMAGE_BINDINGS:
invalidateCurrentShaderResources();
break;
case gl::State::DIRTY_BIT_MULTISAMPLING:
// TODO(syoussefi): this should configure the pipeline to render as if
// single-sampled, and write the results to all samples of a pixel regardless of
// coverage. See EXT_multisample_compatibility. http://anglebug.com/3204
break;
case gl::State::DIRTY_BIT_SAMPLE_ALPHA_TO_ONE:
// TODO(syoussefi): this is part of EXT_multisample_compatibility. The alphaToOne
// Vulkan feature should be enabled to support this extension.
// http://anglebug.com/3204
mGraphicsPipelineDesc->updateAlphaToOneEnable(&mGraphicsPipelineTransition,
glState.isSampleAlphaToOneEnabled());
break;
case gl::State::DIRTY_BIT_COVERAGE_MODULATION:
break;
case gl::State::DIRTY_BIT_PATH_RENDERING:
break;
case gl::State::DIRTY_BIT_FRAMEBUFFER_SRGB:
break;
case gl::State::DIRTY_BIT_CURRENT_VALUES:
{
invalidateDefaultAttributes(glState.getAndResetDirtyCurrentValues());
break;
}
case gl::State::DIRTY_BIT_PROVOKING_VERTEX:
break;
default:
UNREACHABLE();
break;
}
}
return angle::Result::Continue;
}
GLint ContextVk::getGPUDisjoint()
{
// No extension seems to be available to query this information.
return 0;
}
GLint64 ContextVk::getTimestamp()
{
uint64_t timestamp = 0;
(void)getTimestamp(&timestamp);
return static_cast<GLint64>(timestamp);
}
angle::Result ContextVk::onMakeCurrent(const gl::Context *context)
{
ASSERT(mCommandGraph.empty());
mCurrentQueueSerial = getRenderer()->nextSerial();
// Flip viewports if FeaturesVk::flipViewportY is enabled and the user did not request that the
// surface is flipped.
egl::Surface *drawSurface = context->getCurrentDrawSurface();
mFlipYForCurrentSurface =
drawSurface != nullptr && mRenderer->getFeatures().flipViewportY.enabled &&
!IsMaskFlagSet(drawSurface->getOrientation(), EGL_SURFACE_ORIENTATION_INVERT_Y_ANGLE);
if (drawSurface && drawSurface->getType() == EGL_WINDOW_BIT)
{
mCurrentWindowSurface = GetImplAs<WindowSurfaceVk>(drawSurface);
}
else
{
mCurrentWindowSurface = nullptr;
}
const gl::State &glState = context->getState();
updateFlipViewportDrawFramebuffer(glState);
updateFlipViewportReadFramebuffer(glState);
invalidateDriverUniforms();
return angle::Result::Continue;
}
angle::Result ContextVk::onUnMakeCurrent(const gl::Context *context)
{
ANGLE_TRY(flushImpl(nullptr));
mCurrentWindowSurface = nullptr;
return angle::Result::Continue;
}
void ContextVk::updateFlipViewportDrawFramebuffer(const gl::State &glState)
{
gl::Framebuffer *drawFramebuffer = glState.getDrawFramebuffer();
mFlipViewportForDrawFramebuffer =
drawFramebuffer->isDefault() && mRenderer->getFeatures().flipViewportY.enabled;
}
void ContextVk::updateFlipViewportReadFramebuffer(const gl::State &glState)
{
gl::Framebuffer *readFramebuffer = glState.getReadFramebuffer();
mFlipViewportForReadFramebuffer =
readFramebuffer->isDefault() && mRenderer->getFeatures().flipViewportY.enabled;
}
gl::Caps ContextVk::getNativeCaps() const
{
return mRenderer->getNativeCaps();
}
const gl::TextureCapsMap &ContextVk::getNativeTextureCaps() const
{
return mRenderer->getNativeTextureCaps();
}
const gl::Extensions &ContextVk::getNativeExtensions() const
{
return mRenderer->getNativeExtensions();
}
const gl::Limitations &ContextVk::getNativeLimitations() const
{
return mRenderer->getNativeLimitations();
}
CompilerImpl *ContextVk::createCompiler()
{
return new CompilerVk();
}
ShaderImpl *ContextVk::createShader(const gl::ShaderState &state)
{
return new ShaderVk(state);
}
ProgramImpl *ContextVk::createProgram(const gl::ProgramState &state)
{
return new ProgramVk(state);
}
FramebufferImpl *ContextVk::createFramebuffer(const gl::FramebufferState &state)
{
return FramebufferVk::CreateUserFBO(mRenderer, state);
}
TextureImpl *ContextVk::createTexture(const gl::TextureState &state)
{
return new TextureVk(state, mRenderer);
}
RenderbufferImpl *ContextVk::createRenderbuffer(const gl::RenderbufferState &state)
{
return new RenderbufferVk(state);
}
BufferImpl *ContextVk::createBuffer(const gl::BufferState &state)
{
return new BufferVk(state);
}
VertexArrayImpl *ContextVk::createVertexArray(const gl::VertexArrayState &state)
{
return new VertexArrayVk(this, state);
}
QueryImpl *ContextVk::createQuery(gl::QueryType type)
{
return new QueryVk(type);
}
FenceNVImpl *ContextVk::createFenceNV()
{
return new FenceNVVk();
}
SyncImpl *ContextVk::createSync()
{
return new SyncVk();
}
TransformFeedbackImpl *ContextVk::createTransformFeedback(const gl::TransformFeedbackState &state)
{
return new TransformFeedbackVk(state);
}
SamplerImpl *ContextVk::createSampler(const gl::SamplerState &state)
{
return new SamplerVk(state);
}
ProgramPipelineImpl *ContextVk::createProgramPipeline(const gl::ProgramPipelineState &state)
{
return new ProgramPipelineVk(state);
}
std::vector<PathImpl *> ContextVk::createPaths(GLsizei)
{
return std::vector<PathImpl *>();
}
MemoryObjectImpl *ContextVk::createMemoryObject()
{
return new MemoryObjectVk();
}
SemaphoreImpl *ContextVk::createSemaphore()
{
return new SemaphoreVk();
}
OverlayImpl *ContextVk::createOverlay(const gl::OverlayState &state)
{
return new OverlayVk(state);
}
void ContextVk::invalidateCurrentTextures()
{
ASSERT(mProgram);
if (mProgram->hasTextures())
{
mGraphicsDirtyBits.set(DIRTY_BIT_TEXTURES);
mGraphicsDirtyBits.set(DIRTY_BIT_DESCRIPTOR_SETS);
mComputeDirtyBits.set(DIRTY_BIT_TEXTURES);
mComputeDirtyBits.set(DIRTY_BIT_DESCRIPTOR_SETS);
}
}
void ContextVk::invalidateCurrentShaderResources()
{
ASSERT(mProgram);
if (mProgram->hasUniformBuffers() || mProgram->hasStorageBuffers() ||
mProgram->hasAtomicCounterBuffers() || mProgram->hasImages())
{
mGraphicsDirtyBits.set(DIRTY_BIT_SHADER_RESOURCES);
mGraphicsDirtyBits.set(DIRTY_BIT_DESCRIPTOR_SETS);
mComputeDirtyBits.set(DIRTY_BIT_SHADER_RESOURCES);
mComputeDirtyBits.set(DIRTY_BIT_DESCRIPTOR_SETS);
}
}
void ContextVk::invalidateGraphicsDriverUniforms()
{
mGraphicsDirtyBits.set(DIRTY_BIT_DRIVER_UNIFORMS);
mGraphicsDirtyBits.set(DIRTY_BIT_DESCRIPTOR_SETS);
}
void ContextVk::invalidateDriverUniforms()
{
mGraphicsDirtyBits.set(DIRTY_BIT_DRIVER_UNIFORMS);
mGraphicsDirtyBits.set(DIRTY_BIT_DESCRIPTOR_SETS);
mComputeDirtyBits.set(DIRTY_BIT_DRIVER_UNIFORMS);
mComputeDirtyBits.set(DIRTY_BIT_DESCRIPTOR_SETS);
}
void ContextVk::onDrawFramebufferChange(FramebufferVk *framebufferVk)
{
const vk::RenderPassDesc &renderPassDesc = framebufferVk->getRenderPassDesc();
// Ensure that the RenderPass description is updated.
invalidateCurrentGraphicsPipeline();
mGraphicsPipelineDesc->updateRenderPassDesc(&mGraphicsPipelineTransition, renderPassDesc);
}
void ContextVk::invalidateCurrentTransformFeedbackBuffers()
{
mGraphicsDirtyBits.set(DIRTY_BIT_TRANSFORM_FEEDBACK_BUFFERS);
mGraphicsDirtyBits.set(DIRTY_BIT_DESCRIPTOR_SETS);
}
void ContextVk::onTransformFeedbackPauseResume()
{
invalidateGraphicsDriverUniforms();
}
angle::Result ContextVk::dispatchCompute(const gl::Context *context,
GLuint numGroupsX,
GLuint numGroupsY,
GLuint numGroupsZ)
{
vk::CommandBuffer *commandBuffer;
ANGLE_TRY(setupDispatch(context, &commandBuffer));
commandBuffer->dispatch(numGroupsX, numGroupsY, numGroupsZ);
return angle::Result::Continue;
}
angle::Result ContextVk::dispatchComputeIndirect(const gl::Context *context, GLintptr indirect)
{
vk::CommandBuffer *commandBuffer;
ANGLE_TRY(setupDispatch(context, &commandBuffer));
gl::Buffer *glBuffer = getState().getTargetBuffer(gl::BufferBinding::DispatchIndirect);
vk::BufferHelper &buffer = vk::GetImpl(glBuffer)->getBuffer();
buffer.onRead(&mDispatcher, VK_ACCESS_INDIRECT_COMMAND_READ_BIT);
commandBuffer->dispatchIndirect(buffer.getBuffer(), indirect);
return angle::Result::Continue;
}
angle::Result ContextVk::memoryBarrier(const gl::Context *context, GLbitfield barriers)
{
// Note: most of the barriers specified here don't require us to issue a memory barrier, as the
// relevant resources already insert the appropriate barriers. They do however require the
// resource writing nodes to finish so future buffer barriers are placed correctly, as well as
// resource dependencies not creating a graph loop. This is done by inserting a command graph
// barrier that does nothing!
VkAccessFlags srcAccess = 0;
VkAccessFlags dstAccess = 0;
if ((barriers & GL_COMMAND_BARRIER_BIT) != 0)
{
srcAccess |= VK_ACCESS_SHADER_WRITE_BIT;
dstAccess |= VK_ACCESS_INDIRECT_COMMAND_READ_BIT;
}
mCommandGraph.memoryBarrier(srcAccess, dstAccess, VK_PIPELINE_STAGE_ALL_COMMANDS_BIT);
return angle::Result::Continue;
}
angle::Result ContextVk::memoryBarrierByRegion(const gl::Context *context, GLbitfield barriers)
{
// There aren't any barrier bits here that aren't otherwise automatically handled. We only
// need to make sure writer resources (framebuffers and the dispatcher) start a new node.
//
// Note: memoryBarrierByRegion is expected to affect only the fragment pipeline. Specifying
// that here is currently unnecessary, but is a reminder of this fact in case we do need to
// especially handle some future barrier bit.
mCommandGraph.memoryBarrier(0, 0, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
return angle::Result::Continue;
}
vk::DynamicQueryPool *ContextVk::getQueryPool(gl::QueryType queryType)
{
ASSERT(queryType == gl::QueryType::AnySamples ||
queryType == gl::QueryType::AnySamplesConservative ||
queryType == gl::QueryType::Timestamp || queryType == gl::QueryType::TimeElapsed);
ASSERT(mQueryPools[queryType].isValid());
return &mQueryPools[queryType];
}
const VkClearValue &ContextVk::getClearColorValue() const
{
return mClearColorValue;
}
const VkClearValue &ContextVk::getClearDepthStencilValue() const
{
return mClearDepthStencilValue;
}
VkColorComponentFlags ContextVk::getClearColorMask() const
{
return mClearColorMask;
}
void ContextVk::writeAtomicCounterBufferDriverUniformOffsets(uint32_t *offsetsOut,
size_t offsetsSize)
{
const VkDeviceSize offsetAlignment =
mRenderer->getPhysicalDeviceProperties().limits.minStorageBufferOffsetAlignment;
size_t atomicCounterBufferCount = mState.getAtomicCounterBufferCount();
ASSERT(atomicCounterBufferCount <= offsetsSize * 4);
for (uint32_t bufferIndex = 0; bufferIndex < atomicCounterBufferCount; ++bufferIndex)
{
uint32_t offsetDiff = 0;
const gl::OffsetBindingPointer<gl::Buffer> *atomicCounterBuffer =
&mState.getIndexedAtomicCounterBuffer(bufferIndex);
if (atomicCounterBuffer->get())
{
VkDeviceSize offset = atomicCounterBuffer->getOffset();
VkDeviceSize alignedOffset = (offset / offsetAlignment) * offsetAlignment;
// GL requires the atomic counter buffer offset to be aligned with uint.
ASSERT((offset - alignedOffset) % sizeof(uint32_t) == 0);
offsetDiff = static_cast<uint32_t>((offset - alignedOffset) / sizeof(uint32_t));
// We expect offsetDiff to fit in an 8-bit value. The maximum difference is
// minStorageBufferOffsetAlignment / 4, where minStorageBufferOffsetAlignment currently
// has a maximum value of 256 on any device.
ASSERT(offsetDiff < (1 << 8));
}
// The output array is already cleared prior to this call.
ASSERT(bufferIndex % 4 != 0 || offsetsOut[bufferIndex / 4] == 0);
offsetsOut[bufferIndex / 4] |= static_cast<uint8_t>(offsetDiff) << ((bufferIndex % 4) * 8);
}
}
angle::Result ContextVk::handleDirtyGraphicsDriverUniforms(const gl::Context *context,
vk::CommandBuffer *commandBuffer)
{
// Allocate a new region in the dynamic buffer.
uint8_t *ptr;
VkBuffer buffer;
bool newBuffer;
ANGLE_TRY(allocateDriverUniforms(sizeof(GraphicsDriverUniforms),
&mDriverUniforms[PipelineType::Graphics], &buffer, &ptr,
&newBuffer));
const gl::Rectangle &glViewport = mState.getViewport();
float halfRenderAreaHeight =
static_cast<float>(mDrawFramebuffer->getState().getDimensions().height) * 0.5f;
float scaleY = isViewportFlipEnabledForDrawFBO() ? -1.0f : 1.0f;
uint32_t xfbActiveUnpaused = mState.isTransformFeedbackActiveUnpaused();
float depthRangeNear = mState.getNearPlane();
float depthRangeFar = mState.getFarPlane();
float depthRangeDiff = depthRangeFar - depthRangeNear;
// Copy and flush to the device.
GraphicsDriverUniforms *driverUniforms = reinterpret_cast<GraphicsDriverUniforms *>(ptr);
*driverUniforms = {
{static_cast<float>(glViewport.x), static_cast<float>(glViewport.y),
static_cast<float>(glViewport.width), static_cast<float>(glViewport.height)},
halfRenderAreaHeight,
scaleY,
-scaleY,
xfbActiveUnpaused,
{},
{},
{depthRangeNear, depthRangeFar, depthRangeDiff, 0.0f}};
if (xfbActiveUnpaused)
{
TransformFeedbackVk *transformFeedbackVk =
vk::GetImpl(mState.getCurrentTransformFeedback());
transformFeedbackVk->getBufferOffsets(this, mState.getProgram()->getState(), mXfbBaseVertex,
driverUniforms->xfbBufferOffsets.data(),
driverUniforms->xfbBufferOffsets.size());
}
writeAtomicCounterBufferDriverUniformOffsets(driverUniforms->acbBufferOffsets.data(),
driverUniforms->acbBufferOffsets.size());
return updateDriverUniformsDescriptorSet(buffer, newBuffer, sizeof(GraphicsDriverUniforms),
&mDriverUniforms[PipelineType::Graphics]);
}
angle::Result ContextVk::handleDirtyComputeDriverUniforms(const gl::Context *context,
vk::CommandBuffer *commandBuffer)
{
// Allocate a new region in the dynamic buffer.
uint8_t *ptr;
VkBuffer buffer;
bool newBuffer;
ANGLE_TRY(allocateDriverUniforms(sizeof(ComputeDriverUniforms),
&mDriverUniforms[PipelineType::Compute], &buffer, &ptr,
&newBuffer));
// Copy and flush to the device.
ComputeDriverUniforms *driverUniforms = reinterpret_cast<ComputeDriverUniforms *>(ptr);
*driverUniforms = {};
writeAtomicCounterBufferDriverUniformOffsets(driverUniforms->acbBufferOffsets.data(),
driverUniforms->acbBufferOffsets.size());
return updateDriverUniformsDescriptorSet(buffer, newBuffer, sizeof(ComputeDriverUniforms),
&mDriverUniforms[PipelineType::Compute]);
}
angle::Result ContextVk::allocateDriverUniforms(size_t driverUniformsSize,
DriverUniformsDescriptorSet *driverUniforms,
VkBuffer *bufferOut,
uint8_t **ptrOut,
bool *newBufferOut)
{
// Release any previously retained buffers.
driverUniforms->dynamicBuffer.releaseInFlightBuffers(this);
// Allocate a new region in the dynamic buffer.
VkDeviceSize offset;
ANGLE_TRY(driverUniforms->dynamicBuffer.allocate(this, driverUniformsSize, ptrOut, bufferOut,
&offset, newBufferOut));
driverUniforms->dynamicOffset = static_cast<uint32_t>(offset);
return angle::Result::Continue;
}
angle::Result ContextVk::updateDriverUniformsDescriptorSet(
VkBuffer buffer,
bool newBuffer,
size_t driverUniformsSize,
DriverUniformsDescriptorSet *driverUniforms)
{
ANGLE_TRY(driverUniforms->dynamicBuffer.flush(this));
if (!newBuffer)
{
return angle::Result::Continue;
}
// Allocate a new descriptor set.
ANGLE_TRY(mDriverUniformsDescriptorPool.allocateSets(
this, driverUniforms->descriptorSetLayout.get().ptr(), 1,
&driverUniforms->descriptorPoolBinding, &driverUniforms->descriptorSet));
// Update the driver uniform descriptor set.
VkDescriptorBufferInfo bufferInfo = {};
bufferInfo.buffer = buffer;
bufferInfo.offset = 0;
bufferInfo.range = driverUniformsSize;
VkWriteDescriptorSet writeInfo = {};
writeInfo.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writeInfo.dstSet = driverUniforms->descriptorSet;
writeInfo.dstBinding = 0;
writeInfo.dstArrayElement = 0;
writeInfo.descriptorCount = 1;
writeInfo.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
writeInfo.pImageInfo = nullptr;
writeInfo.pTexelBufferView = nullptr;
writeInfo.pBufferInfo = &bufferInfo;
vkUpdateDescriptorSets(getDevice(), 1, &writeInfo, 0, nullptr);
return angle::Result::Continue;
}
void ContextVk::handleError(VkResult errorCode,
const char *file,
const char *function,
unsigned int line)
{
ASSERT(errorCode != VK_SUCCESS);
GLenum glErrorCode = DefaultGLErrorCode(errorCode);
std::stringstream errorStream;
errorStream << "Internal Vulkan error: " << VulkanResultString(errorCode) << ".";
if (errorCode == VK_ERROR_DEVICE_LOST)
{
WARN() << errorStream.str();
handleDeviceLost();
}
mErrors->handleError(glErrorCode, errorStream.str().c_str(), file, function, line);
}
angle::Result ContextVk::updateActiveTextures(const gl::Context *context,
vk::CommandGraphResource *recorder)
{
const gl::State &glState = mState;
const gl::Program *program = glState.getProgram();
uint32_t prevMaxIndex = mActiveTexturesDesc.getMaxIndex();
memset(mActiveTextures.data(), 0, sizeof(mActiveTextures[0]) * prevMaxIndex);
mActiveTexturesDesc.reset();
const gl::ActiveTexturePointerArray &textures = glState.getActiveTexturesCache();
const gl::ActiveTextureMask &activeTextures = program->getActiveSamplersMask();
const gl::ActiveTextureTypeArray &textureTypes = program->getActiveSamplerTypes();
for (size_t textureUnit : activeTextures)
{
gl::Texture *texture = textures[textureUnit];
gl::Sampler *sampler = mState.getSampler(static_cast<uint32_t>(textureUnit));
gl::TextureType textureType = textureTypes[textureUnit];
// Null textures represent incomplete textures.
if (texture == nullptr)
{
ANGLE_TRY(getIncompleteTexture(context, textureType, &texture));
}
TextureVk *textureVk = vk::GetImpl(texture);
SamplerVk *samplerVk = (sampler != nullptr) ? vk::GetImpl(sampler) : nullptr;
vk::ImageHelper &image = textureVk->getImage();
// The image should be flushed and ready to use at this point. There may still be lingering
// staged updates in its staging buffer for unused texture mip levels or layers. Therefore
// we can't verify it has no staged updates right here.
vk::ImageLayout textureLayout = vk::ImageLayout::AllGraphicsShadersReadOnly;
if (program->isCompute())
{
textureLayout = vk::ImageLayout::ComputeShaderReadOnly;
}
// Ensure the image is in read-only layout
if (image.isLayoutChangeNecessary(textureLayout))
{
vk::CommandBuffer *srcLayoutChange;
ANGLE_TRY(image.recordCommands(this, &srcLayoutChange));
VkImageAspectFlags aspectFlags = image.getAspectFlags();
ASSERT(aspectFlags != 0);
image.changeLayout(aspectFlags, textureLayout, srcLayoutChange);
}
image.addReadDependency(recorder);
mActiveTextures[textureUnit].texture = textureVk;
mActiveTextures[textureUnit].sampler = samplerVk;
// Cache serials from sampler and texture, but re-use texture if no sampler bound
ASSERT(textureVk != nullptr);
mActiveTexturesDesc.update(textureUnit, textureVk->getSerial(),
(samplerVk != nullptr) ? samplerVk->getSerial() : kZeroSerial);
}
return angle::Result::Continue;
}
angle::Result ContextVk::updateActiveImages(const gl::Context *context,
vk::CommandGraphResource *recorder)
{
const gl::State &glState = mState;
const gl::Program *program = glState.getProgram();
mActiveImages.fill(nullptr);
const gl::ActiveTextureMask &activeImages = program->getActiveImagesMask();
for (size_t imageUnitIndex : activeImages)
{
const gl::ImageUnit &imageUnit = glState.getImageUnit(imageUnitIndex);
const gl::Texture *texture = imageUnit.texture.get();
if (texture == nullptr)
{
continue;
}
TextureVk *textureVk = vk::GetImpl(texture);
vk::ImageHelper *image = &textureVk->getImage();
// The image should be flushed and ready to use at this point. There may still be lingering
// staged updates in its staging buffer for unused texture mip levels or layers. Therefore
// we can't verify it has no staged updates right here.
// TODO(syoussefi): make sure front-end syncs textures that are used as images (they are
// already notified of content change).
// Test: SimpleStateChangeTestES31.DispatchWithImageTextureTexSubImageThenDispatchAgain
// http://anglebug.com/3539
ANGLE_TRY(textureVk->ensureImageInitialized(this));
vk::ImageLayout imageLayout = vk::ImageLayout::AllGraphicsShadersWrite;
if (program->isCompute())
{
imageLayout = vk::ImageLayout::ComputeShaderWrite;
}
// Ensure the image is in read-only layout
if (image->isLayoutChangeNecessary(imageLayout))
{
vk::CommandBuffer *layoutChange;
ANGLE_TRY(image->recordCommands(this, &layoutChange));
VkImageAspectFlags aspectFlags = image->getAspectFlags();
image->changeLayout(aspectFlags, imageLayout, layoutChange);
}
image->addWriteDependency(recorder);
mActiveImages[imageUnitIndex] = textureVk;
}
return angle::Result::Continue;
}
void ContextVk::insertWaitSemaphore(const vk::Semaphore *waitSemaphore)
{
ASSERT(waitSemaphore);
mWaitSemaphores.push_back(waitSemaphore->getHandle());
}
angle::Result ContextVk::flushImpl(const vk::Semaphore *signalSemaphore)
{
if (mCommandGraph.empty() && !signalSemaphore && mWaitSemaphores.empty())
{
return angle::Result::Continue;
}
ANGLE_TRACE_EVENT0("gpu.angle", "ContextVk::flush");
vk::DeviceScoped<vk::PrimaryCommandBuffer> commandBatch(getDevice());
if (ANGLE_LIKELY(!mRenderer->getFeatures().transientCommandBuffer.enabled))
{
ANGLE_TRY(mPrimaryCommandPool.alloc(this, &commandBatch.get()));
}
else
{
VkCommandBufferAllocateInfo commandBufferInfo = {};
commandBufferInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
commandBufferInfo.commandPool = mCommandPool.getHandle();
commandBufferInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
commandBufferInfo.commandBufferCount = 1;
ANGLE_VK_TRY(this, commandBatch.get().init(getDevice(), commandBufferInfo));
}
if (!mCommandGraph.empty())
{
ANGLE_TRY(flushCommandGraph(&commandBatch.get()));
}
waitForSwapchainImageIfNecessary();
VkSubmitInfo submitInfo = {};
InitializeSubmitInfo(&submitInfo, commandBatch.get(), mWaitSemaphores,
&mWaitSemaphoreStageMasks, signalSemaphore);
ANGLE_TRY(submitFrame(submitInfo, commandBatch.release()));
mWaitSemaphores.clear();
return angle::Result::Continue;
}
angle::Result ContextVk::finishImpl()
{
ANGLE_TRACE_EVENT0("gpu.angle", "ContextVk::finish");
ANGLE_TRY(flushImpl(nullptr));
ANGLE_TRY(finishToSerial(mLastSubmittedQueueSerial));
ASSERT(mInFlightCommands.empty());
for (vk::GarbageObject &garbage : mGarbage)
{
garbage.destroy(getDevice());
}
mGarbage.clear();
if (mGpuEventsEnabled)
{
// This loop should in practice execute once since the queue is already idle.
while (mInFlightGpuEventQueries.size() > 0)
{
ANGLE_TRY(checkCompletedGpuEvents());
}
// Recalculate the CPU/GPU time difference to account for clock drifting. Avoid unnecessary
// synchronization if there is no event to be adjusted (happens when finish() gets called
// multiple times towards the end of the application).
if (mGpuEvents.size() > 0)
{
ANGLE_TRY(synchronizeCpuGpuTime());
}
}
return angle::Result::Continue;
}
void ContextVk::addWaitSemaphore(VkSemaphore semaphore)
{
mWaitSemaphores.push_back(semaphore);
}
const vk::CommandPool &ContextVk::getCommandPool() const
{
return mCommandPool;
}
bool ContextVk::isSerialInUse(Serial serial) const
{
return serial > mLastCompletedQueueSerial;
}
angle::Result ContextVk::checkCompletedCommands()
{
VkDevice device = getDevice();
int finishedCount = 0;
for (CommandBatch &batch : mInFlightCommands)
{
VkResult result = batch.fence.get().getStatus(device);
if (result == VK_NOT_READY)
{
break;
}
ANGLE_VK_TRY(this, result);
ASSERT(batch.serial > mLastCompletedQueueSerial);
mLastCompletedQueueSerial = batch.serial;
mRenderer->resetSharedFence(&batch.fence);
ANGLE_TRACE_EVENT0("gpu.angle", "command batch recycling");
ANGLE_TRY(recycleCommandBatch(&batch));
++finishedCount;
}
mInFlightCommands.erase(mInFlightCommands.begin(), mInFlightCommands.begin() + finishedCount);
size_t freeIndex = 0;
for (; freeIndex < mGarbage.size(); ++freeIndex)
{
if (!mGarbage[freeIndex].destroyIfComplete(device, mLastCompletedQueueSerial))
break;
}
// Remove the entries from the garbage list - they should be ready to go.
if (freeIndex > 0)
{
mGarbage.erase(mGarbage.begin(), mGarbage.begin() + freeIndex);
}
return angle::Result::Continue;
}
angle::Result ContextVk::finishToSerial(Serial serial)
{
bool timedOut = false;
angle::Result result = finishToSerialOrTimeout(serial, kMaxFenceWaitTimeNs, &timedOut);
// Don't tolerate timeout. If such a large wait time results in timeout, something's wrong.
if (timedOut)
{
result = angle::Result::Stop;
}
return result;
}
angle::Result ContextVk::finishToSerialOrTimeout(Serial serial, uint64_t timeout, bool *outTimedOut)
{
*outTimedOut = false;
if (!isSerialInUse(serial) || mInFlightCommands.empty())
{
return angle::Result::Continue;
}
// Find the first batch with serial equal to or bigger than given serial (note that
// the batch serials are unique, otherwise upper-bound would have been necessary).
size_t batchIndex = mInFlightCommands.size() - 1;
for (size_t i = 0; i < mInFlightCommands.size(); ++i)
{
if (mInFlightCommands[i].serial >= serial)
{
batchIndex = i;
break;
}
}
const CommandBatch &batch = mInFlightCommands[batchIndex];
// Wait for it finish
VkDevice device = getDevice();
VkResult status = batch.fence.get().wait(device, kMaxFenceWaitTimeNs);
// If timed out, report it as such.
if (status == VK_TIMEOUT)
{
*outTimedOut = true;
return angle::Result::Continue;
}
ANGLE_VK_TRY(this, status);
// Clean up finished batches.
return checkCompletedCommands();
}
angle::Result ContextVk::getCompatibleRenderPass(const vk::RenderPassDesc &desc,
vk::RenderPass **renderPassOut)
{
return mRenderPassCache.getCompatibleRenderPass(this, mCurrentQueueSerial, desc, renderPassOut);
}
angle::Result ContextVk::getRenderPassWithOps(const vk::RenderPassDesc &desc,
const vk::AttachmentOpsArray &ops,
vk::RenderPass **renderPassOut)
{
return mRenderPassCache.getRenderPassWithOps(this, mCurrentQueueSerial, desc, ops,
renderPassOut);
}
angle::Result ContextVk::getNextSubmitFence(vk::Shared<vk::Fence> *sharedFenceOut)
{
if (!mSubmitFence.isReferenced())
{
ANGLE_TRY(getRenderer()->newSharedFence(this, &mSubmitFence));
}
ASSERT(!sharedFenceOut->isReferenced());
sharedFenceOut->copy(getDevice(), mSubmitFence);
return angle::Result::Continue;
}
vk::Shared<vk::Fence> ContextVk::getLastSubmittedFence() const
{
vk::Shared<vk::Fence> fence;
if (!mInFlightCommands.empty())
{
fence.copy(getDevice(), mInFlightCommands.back().fence);
}
return fence;
}
vk::CommandGraph *ContextVk::getCommandGraph()
{
return &mCommandGraph;
}
angle::Result ContextVk::getTimestamp(uint64_t *timestampOut)
{
// The intent of this function is to query the timestamp without stalling the GPU. Currently,
// that seems impossible, so instead, we are going to make a small submission with just a
// timestamp query. First, the disjoint timer query extension says:
//
// > This will return the GL time after all previous commands have reached the GL server but
// have not yet necessarily executed.
//
// The previous commands are stored in the command graph at the moment and are not yet flushed.
// The wording allows us to make a submission to get the timestamp without performing a flush.
//
// Second:
//
// > By using a combination of this synchronous get command and the asynchronous timestamp query
// object target, applications can measure the latency between when commands reach the GL server
// and when they are realized in the framebuffer.
//
// This fits with the above strategy as well, although inevitably we are possibly introducing a
// GPU bubble. This function directly generates a command buffer and submits it instead of
// using the other member functions. This is to avoid changing any state, such as the queue
// serial.
// Create a query used to receive the GPU timestamp
VkDevice device = getDevice();
vk::DeviceScoped<vk::DynamicQueryPool> timestampQueryPool(device);
vk::QueryHelper timestampQuery;
ANGLE_TRY(timestampQueryPool.get().init(this, VK_QUERY_TYPE_TIMESTAMP, 1));
ANGLE_TRY(timestampQueryPool.get().allocateQuery(this, &timestampQuery));
// Record the command buffer
vk::DeviceScoped<vk::PrimaryCommandBuffer> commandBatch(device);
vk::PrimaryCommandBuffer &commandBuffer = commandBatch.get();
if (ANGLE_LIKELY(!mRenderer->getFeatures().transientCommandBuffer.enabled))
{
ANGLE_TRY(mPrimaryCommandPool.alloc(this, &commandBuffer));
}
else
{
VkCommandBufferAllocateInfo commandBufferInfo = {};
commandBufferInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
commandBufferInfo.commandPool = mCommandPool.getHandle();
commandBufferInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
commandBufferInfo.commandBufferCount = 1;
ANGLE_VK_TRY(this, commandBuffer.init(device, commandBufferInfo));
}
VkCommandBufferBeginInfo beginInfo = {};
beginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
beginInfo.flags = 0;
beginInfo.pInheritanceInfo = nullptr;
ANGLE_VK_TRY(this, commandBuffer.begin(beginInfo));
commandBuffer.resetQueryPool(timestampQuery.getQueryPool()->getHandle(),
timestampQuery.getQuery(), 1);
commandBuffer.writeTimestamp(VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT,
timestampQuery.getQueryPool()->getHandle(),
timestampQuery.getQuery());
ANGLE_VK_TRY(this, commandBuffer.end());
// Create fence for the submission
VkFenceCreateInfo fenceInfo = {};
fenceInfo.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO;
fenceInfo.flags = 0;
vk::DeviceScoped<vk::Fence> fence(device);
ANGLE_VK_TRY(this, fence.get().init(device, fenceInfo));
// Submit the command buffer
VkSubmitInfo submitInfo = {};
submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
submitInfo.waitSemaphoreCount = 0;
submitInfo.pWaitSemaphores = nullptr;
submitInfo.pWaitDstStageMask = nullptr;
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = commandBuffer.ptr();
submitInfo.signalSemaphoreCount = 0;
submitInfo.pSignalSemaphores = nullptr;
ANGLE_TRY(getRenderer()->queueSubmit(this, submitInfo, fence.get()));
// Wait for the submission to finish. Given no semaphores, there is hope that it would execute
// in parallel with what's already running on the GPU.
ANGLE_VK_TRY(this, fence.get().wait(device, kMaxFenceWaitTimeNs));
// Get the query results
constexpr VkQueryResultFlags queryFlags = VK_QUERY_RESULT_WAIT_BIT | VK_QUERY_RESULT_64_BIT;
ANGLE_VK_TRY(this, timestampQuery.getQueryPool()->getResults(
device, timestampQuery.getQuery(), 1, sizeof(*timestampOut),
timestampOut, sizeof(*timestampOut), queryFlags));
timestampQueryPool.get().freeQuery(this, &timestampQuery);
// Convert results to nanoseconds.
*timestampOut = static_cast<uint64_t>(
*timestampOut *
static_cast<double>(getRenderer()->getPhysicalDeviceProperties().limits.timestampPeriod));
if (ANGLE_LIKELY(!mRenderer->getFeatures().transientCommandBuffer.enabled))
{
ANGLE_TRY(mPrimaryCommandPool.collect(this, commandBatch.release()));
}
else
{
commandBatch.get().destroy(getDevice());
}
return angle::Result::Continue;
}
void ContextVk::invalidateDefaultAttribute(size_t attribIndex)
{
mDirtyDefaultAttribsMask.set(attribIndex);
mGraphicsDirtyBits.set(DIRTY_BIT_DEFAULT_ATTRIBS);
}
void ContextVk::invalidateDefaultAttributes(const gl::AttributesMask &dirtyMask)
{
if (dirtyMask.any())
{
mDirtyDefaultAttribsMask |= dirtyMask;
mGraphicsDirtyBits.set(DIRTY_BIT_DEFAULT_ATTRIBS);
}
}
angle::Result ContextVk::updateDefaultAttribute(size_t attribIndex)
{
vk::DynamicBuffer &defaultBuffer = mDefaultAttribBuffers[attribIndex];
defaultBuffer.releaseInFlightBuffers(this);
uint8_t *ptr;
VkBuffer bufferHandle = VK_NULL_HANDLE;
VkDeviceSize offset = 0;
ANGLE_TRY(
defaultBuffer.allocate(this, kDefaultValueSize, &ptr, &bufferHandle, &offset, nullptr));
const gl::State &glState = mState;
const gl::VertexAttribCurrentValueData &defaultValue =
glState.getVertexAttribCurrentValues()[attribIndex];
memcpy(ptr, &defaultValue.Values, kDefaultValueSize);
ANGLE_TRY(defaultBuffer.flush(this));
mVertexArray->updateDefaultAttrib(this, attribIndex, bufferHandle,
static_cast<uint32_t>(offset));
return angle::Result::Continue;
}
void ContextVk::waitForSwapchainImageIfNecessary()
{
if (mCurrentWindowSurface)
{
vk::Semaphore waitSemaphore = mCurrentWindowSurface->getAcquireImageSemaphore();
if (waitSemaphore.valid())
{
addWaitSemaphore(waitSemaphore.getHandle());
releaseObject(getCurrentQueueSerial(), &waitSemaphore);
}
}
}
vk::DescriptorSetLayoutDesc ContextVk::getDriverUniformsDescriptorSetDesc(
VkShaderStageFlags shaderStages) const
{
vk::DescriptorSetLayoutDesc desc;
desc.update(0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1, shaderStages);
return desc;
}
bool ContextVk::shouldEmulateSeamfulCubeMapSampling() const
{
// Only allow seamful cube map sampling in non-webgl ES2.
if (mState.getClientMajorVersion() != 2 || mState.isWebGL())
{
return false;
}
if (mRenderer->getFeatures().disallowSeamfulCubeMapEmulation.enabled)
{
return false;
}
return true;
}
bool ContextVk::shouldUseOldRewriteStructSamplers() const
{
return mRenderer->getFeatures().forceOldRewriteStructSamplers.enabled;
}
} // namespace rx