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//
// Copyright 2020 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// ProgramExecutableVk.cpp: Collects the information and interfaces common to both ProgramVks and
// ProgramPipelineVks in order to execute/draw with either.
#include "libANGLE/renderer/vulkan/ProgramExecutableVk.h"
#include "libANGLE/renderer/glslang_wrapper_utils.h"
#include "libANGLE/renderer/vulkan/BufferVk.h"
#include "libANGLE/renderer/vulkan/DisplayVk.h"
#include "libANGLE/renderer/vulkan/FramebufferVk.h"
#include "libANGLE/renderer/vulkan/GlslangWrapperVk.h"
#include "libANGLE/renderer/vulkan/ProgramPipelineVk.h"
#include "libANGLE/renderer/vulkan/ProgramVk.h"
#include "libANGLE/renderer/vulkan/TextureVk.h"
#include "libANGLE/renderer/vulkan/TransformFeedbackVk.h"
#include "libANGLE/renderer/vulkan/vk_helpers.h"
#include "libANGLE/renderer/vulkan/vk_utils.h"
namespace rx
{
namespace
{
void LoadShaderInterfaceVariableXfbInfo(gl::BinaryInputStream *stream,
ShaderInterfaceVariableXfbInfo *xfb)
{
xfb->buffer = stream->readInt<uint32_t>();
xfb->offset = stream->readInt<uint32_t>();
xfb->stride = stream->readInt<uint32_t>();
xfb->arraySize = stream->readInt<uint32_t>();
xfb->columnCount = stream->readInt<uint32_t>();
xfb->rowCount = stream->readInt<uint32_t>();
xfb->arrayIndex = stream->readInt<uint32_t>();
xfb->componentType = stream->readInt<uint32_t>();
xfb->arrayElements.resize(stream->readInt<size_t>());
for (ShaderInterfaceVariableXfbInfo &arrayElement : xfb->arrayElements)
{
LoadShaderInterfaceVariableXfbInfo(stream, &arrayElement);
}
}
void SaveShaderInterfaceVariableXfbInfo(const ShaderInterfaceVariableXfbInfo &xfb,
gl::BinaryOutputStream *stream)
{
stream->writeInt(xfb.buffer);
stream->writeInt(xfb.offset);
stream->writeInt(xfb.stride);
stream->writeInt(xfb.arraySize);
stream->writeInt(xfb.columnCount);
stream->writeInt(xfb.rowCount);
stream->writeInt(xfb.arrayIndex);
stream->writeInt(xfb.componentType);
stream->writeInt(xfb.arrayElements.size());
for (const ShaderInterfaceVariableXfbInfo &arrayElement : xfb.arrayElements)
{
SaveShaderInterfaceVariableXfbInfo(arrayElement, stream);
}
}
bool ValidateTransformedSpirV(const gl::ShaderBitSet &linkedShaderStages,
const ShaderInterfaceVariableInfoMap &variableInfoMap,
const gl::ShaderMap<angle::spirv::Blob> &spirvBlobs)
{
gl::ShaderType lastPreFragmentStage = gl::GetLastPreFragmentStage(linkedShaderStages);
for (gl::ShaderType shaderType : linkedShaderStages)
{
GlslangSpirvOptions options;
options.shaderType = shaderType;
options.negativeViewportSupported = false;
options.transformPositionToVulkanClipSpace = true;
options.removeDebugInfo = true;
options.isLastPreFragmentStage = shaderType == lastPreFragmentStage;
options.isTransformFeedbackStage = shaderType == lastPreFragmentStage;
angle::spirv::Blob transformed;
if (GlslangWrapperVk::TransformSpirV(options, variableInfoMap, spirvBlobs[shaderType],
&transformed) != angle::Result::Continue)
{
return false;
}
}
return true;
}
} // namespace
DefaultUniformBlock::DefaultUniformBlock() = default;
DefaultUniformBlock::~DefaultUniformBlock() = default;
// ShaderInfo implementation.
ShaderInfo::ShaderInfo() {}
ShaderInfo::~ShaderInfo() = default;
angle::Result ShaderInfo::initShaders(const gl::ShaderBitSet &linkedShaderStages,
const gl::ShaderMap<const angle::spirv::Blob *> &spirvBlobs,
const ShaderInterfaceVariableInfoMap &variableInfoMap)
{
clear();
for (gl::ShaderType shaderType : gl::AllShaderTypes())
{
if (spirvBlobs[shaderType] != nullptr)
{
mSpirvBlobs[shaderType] = *spirvBlobs[shaderType];
}
}
// Assert that SPIR-V transformation is correct, even if the test never issues a draw call.
ASSERT(ValidateTransformedSpirV(linkedShaderStages, variableInfoMap, mSpirvBlobs));
mIsInitialized = true;
return angle::Result::Continue;
}
void ShaderInfo::initShaderFromProgram(gl::ShaderType shaderType,
const ShaderInfo &programShaderInfo)
{
mSpirvBlobs[shaderType] = programShaderInfo.mSpirvBlobs[shaderType];
mIsInitialized = true;
}
void ShaderInfo::clear()
{
for (angle::spirv::Blob &spirvBlob : mSpirvBlobs)
{
spirvBlob.clear();
}
mIsInitialized = false;
}
void ShaderInfo::load(gl::BinaryInputStream *stream)
{
clear();
// Read in shader codes for all shader types
for (gl::ShaderType shaderType : gl::AllShaderTypes())
{
angle::spirv::Blob *spirvBlob = &mSpirvBlobs[shaderType];
// Read the SPIR-V
stream->readIntVector<uint32_t>(spirvBlob);
}
mIsInitialized = true;
}
void ShaderInfo::save(gl::BinaryOutputStream *stream)
{
ASSERT(valid());
// Write out shader codes for all shader types
for (gl::ShaderType shaderType : gl::AllShaderTypes())
{
const angle::spirv::Blob &spirvBlob = mSpirvBlobs[shaderType];
// Write the SPIR-V
stream->writeIntVector(spirvBlob);
}
}
// ProgramInfo implementation.
ProgramInfo::ProgramInfo() {}
ProgramInfo::~ProgramInfo() = default;
angle::Result ProgramInfo::initProgram(ContextVk *contextVk,
gl::ShaderType shaderType,
bool isLastPreFragmentStage,
bool isTransformFeedbackProgram,
const ShaderInfo &shaderInfo,
ProgramTransformOptions optionBits,
const ShaderInterfaceVariableInfoMap &variableInfoMap)
{
const gl::ShaderMap<angle::spirv::Blob> &originalSpirvBlobs = shaderInfo.getSpirvBlobs();
const angle::spirv::Blob &originalSpirvBlob = originalSpirvBlobs[shaderType];
gl::ShaderMap<angle::spirv::Blob> transformedSpirvBlobs;
angle::spirv::Blob &transformedSpirvBlob = transformedSpirvBlobs[shaderType];
GlslangSpirvOptions options;
options.shaderType = shaderType;
options.removeDebugInfo = !contextVk->getFeatures().retainSPIRVDebugInfo.enabled;
options.isLastPreFragmentStage = isLastPreFragmentStage;
options.isTransformFeedbackStage = isLastPreFragmentStage && isTransformFeedbackProgram &&
!optionBits.removeTransformFeedbackEmulation;
options.isTransformFeedbackEmulated = contextVk->getFeatures().emulateTransformFeedback.enabled;
options.negativeViewportSupported = contextVk->getFeatures().supportsNegativeViewport.enabled;
if (isLastPreFragmentStage)
{
options.transformPositionToVulkanClipSpace =
optionBits.enableDepthCorrection &&
!contextVk->getFeatures().supportsDepthClipControl.enabled;
}
ANGLE_TRY(GlslangWrapperVk::TransformSpirV(options, variableInfoMap, originalSpirvBlob,
&transformedSpirvBlob));
ANGLE_TRY(vk::InitShaderAndSerial(contextVk, &mShaders[shaderType].get(),
transformedSpirvBlob.data(),
transformedSpirvBlob.size() * sizeof(uint32_t)));
mProgramHelper.setShader(shaderType, &mShaders[shaderType]);
mProgramHelper.setSpecializationConstant(sh::vk::SpecializationConstantId::LineRasterEmulation,
optionBits.enableLineRasterEmulation);
mProgramHelper.setSpecializationConstant(sh::vk::SpecializationConstantId::SurfaceRotation,
optionBits.surfaceRotation);
return angle::Result::Continue;
}
void ProgramInfo::release(ContextVk *contextVk)
{
mProgramHelper.release(contextVk);
for (vk::RefCounted<vk::ShaderAndSerial> &shader : mShaders)
{
shader.get().destroy(contextVk->getDevice());
}
}
ProgramExecutableVk::ProgramExecutableVk()
: mEmptyDescriptorSets{},
mNumDefaultUniformDescriptors(0),
mImmutableSamplersMaxDescriptorCount(1),
mUniformBufferDescriptorType(VK_DESCRIPTOR_TYPE_MAX_ENUM),
mDynamicUniformDescriptorOffsets{}
{
for (std::shared_ptr<DefaultUniformBlock> &defaultBlock : mDefaultUniformBlocks)
{
defaultBlock = std::make_shared<DefaultUniformBlock>();
}
}
ProgramExecutableVk::~ProgramExecutableVk() {}
void ProgramExecutableVk::reset(ContextVk *contextVk)
{
for (auto &descriptorSetLayout : mDescriptorSetLayouts)
{
descriptorSetLayout.reset();
}
mImmutableSamplersMaxDescriptorCount = 1;
mImmutableSamplerIndexMap.clear();
mPipelineLayout.reset();
mDescriptorSets.fill(VK_NULL_HANDLE);
mEmptyDescriptorSets.fill(VK_NULL_HANDLE);
mNumDefaultUniformDescriptors = 0;
mTransformOptions = {};
for (vk::RefCountedDescriptorPoolBinding &binding : mDescriptorPoolBindings)
{
binding.reset();
}
for (vk::DescriptorPoolPointer &pool : mDescriptorPools)
{
pool.reset();
}
// Initialize with an invalid BufferSerial
mCurrentDefaultUniformBufferSerial = vk::BufferSerial();
for (ProgramInfo &programInfo : mGraphicsProgramInfos)
{
programInfo.release(contextVk);
}
mComputeProgramInfo.release(contextVk);
contextVk->onProgramExecutableReset(this);
}
std::unique_ptr<rx::LinkEvent> ProgramExecutableVk::load(ContextVk *contextVk,
const gl::ProgramExecutable &glExecutable,
gl::BinaryInputStream *stream)
{
gl::ShaderMap<ShaderInterfaceVariableInfoMap::VariableTypeToInfoMap> data;
gl::ShaderMap<ShaderInterfaceVariableInfoMap::NameToTypeAndIndexMap> nameToTypeAndIndexMap;
gl::ShaderMap<ShaderInterfaceVariableInfoMap::VariableTypeToIndexMap> indexedResourceMap;
for (gl::ShaderType shaderType : gl::AllShaderTypes())
{
size_t nameCount = stream->readInt<size_t>();
for (size_t nameIndex = 0; nameIndex < nameCount; ++nameIndex)
{
const std::string variableName = stream->readString();
ShaderVariableType variableType = stream->readEnum<ShaderVariableType>();
uint32_t index = stream->readInt<uint32_t>();
nameToTypeAndIndexMap[shaderType][variableName] = {variableType, index};
}
for (ShaderVariableType variableType : angle::AllEnums<ShaderVariableType>())
{
size_t infoArraySize = stream->readInt<size_t>();
for (size_t infoIndex = 0; infoIndex < infoArraySize; ++infoIndex)
{
ShaderInterfaceVariableInfo info;
info.descriptorSet = stream->readInt<uint32_t>();
info.binding = stream->readInt<uint32_t>();
info.location = stream->readInt<uint32_t>();
info.component = stream->readInt<uint32_t>();
info.index = stream->readInt<uint32_t>();
// PackedEnumBitSet uses uint8_t
info.activeStages = gl::ShaderBitSet(stream->readInt<uint8_t>());
LoadShaderInterfaceVariableXfbInfo(stream, &info.xfb);
info.fieldXfb.resize(stream->readInt<size_t>());
for (ShaderInterfaceVariableXfbInfo &xfb : info.fieldXfb)
{
LoadShaderInterfaceVariableXfbInfo(stream, &xfb);
}
info.useRelaxedPrecision = stream->readBool();
info.varyingIsInput = stream->readBool();
info.varyingIsOutput = stream->readBool();
info.attributeComponentCount = stream->readInt<uint8_t>();
info.attributeLocationCount = stream->readInt<uint8_t>();
info.isDuplicate = stream->readBool();
data[shaderType][variableType].push_back(info);
}
uint32_t resourceMapSize = stream->readInt<uint32_t>();
for (uint32_t resourceIndex = 0; resourceIndex < resourceMapSize; ++resourceIndex)
{
uint32_t variableIndex = stream->readInt<uint32_t>();
indexedResourceMap[shaderType][variableType][resourceIndex] = variableIndex;
}
}
}
mVariableInfoMap.load(data, nameToTypeAndIndexMap, indexedResourceMap);
mOriginalShaderInfo.load(stream);
// Deserializes the uniformLayout data of mDefaultUniformBlocks
for (gl::ShaderType shaderType : gl::AllShaderTypes())
{
const size_t uniformCount = stream->readInt<size_t>();
for (unsigned int uniformIndex = 0; uniformIndex < uniformCount; ++uniformIndex)
{
sh::BlockMemberInfo blockInfo;
gl::LoadBlockMemberInfo(stream, &blockInfo);
mDefaultUniformBlocks[shaderType]->uniformLayout.push_back(blockInfo);
}
}
gl::ShaderMap<size_t> requiredBufferSize;
requiredBufferSize.fill(0);
// Deserializes required uniform block memory sizes
for (gl::ShaderType shaderType : gl::AllShaderTypes())
{
requiredBufferSize[shaderType] = stream->readInt<size_t>();
}
// Initialize and resize the mDefaultUniformBlocks' memory
angle::Result status = resizeUniformBlockMemory(contextVk, glExecutable, requiredBufferSize);
if (status != angle::Result::Continue)
{
return std::make_unique<LinkEventDone>(status);
}
status = createPipelineLayout(contextVk, glExecutable, nullptr);
return std::make_unique<LinkEventDone>(status);
}
void ProgramExecutableVk::save(gl::BinaryOutputStream *stream)
{
const gl::ShaderMap<ShaderInterfaceVariableInfoMap::VariableTypeToInfoMap> &data =
mVariableInfoMap.getData();
const gl::ShaderMap<ShaderInterfaceVariableInfoMap::NameToTypeAndIndexMap>
&nameToTypeAndIndexMap = mVariableInfoMap.getNameToTypeAndIndexMap();
const gl::ShaderMap<ShaderInterfaceVariableInfoMap::VariableTypeToIndexMap>
&indexedResourceMap = mVariableInfoMap.getIndexedResourceMap();
for (gl::ShaderType shaderType : gl::AllShaderTypes())
{
stream->writeInt(nameToTypeAndIndexMap[shaderType].size());
for (const auto &iter : nameToTypeAndIndexMap[shaderType])
{
const std::string &name = iter.first;
const TypeAndIndex &typeAndIndex = iter.second;
stream->writeString(name);
stream->writeEnum(typeAndIndex.variableType);
stream->writeInt(typeAndIndex.index);
}
for (ShaderVariableType variableType : angle::AllEnums<ShaderVariableType>())
{
const ShaderInterfaceVariableInfoMap::VariableInfoArray &infoArray =
data[shaderType][variableType];
stream->writeInt(infoArray.size());
for (const ShaderInterfaceVariableInfo &info : infoArray)
{
stream->writeInt(info.descriptorSet);
stream->writeInt(info.binding);
stream->writeInt(info.location);
stream->writeInt(info.component);
stream->writeInt(info.index);
// PackedEnumBitSet uses uint8_t
stream->writeInt(info.activeStages.bits());
SaveShaderInterfaceVariableXfbInfo(info.xfb, stream);
stream->writeInt(info.fieldXfb.size());
for (const ShaderInterfaceVariableXfbInfo &xfb : info.fieldXfb)
{
SaveShaderInterfaceVariableXfbInfo(xfb, stream);
}
stream->writeBool(info.useRelaxedPrecision);
stream->writeBool(info.varyingIsInput);
stream->writeBool(info.varyingIsOutput);
stream->writeInt(info.attributeComponentCount);
stream->writeInt(info.attributeLocationCount);
stream->writeBool(info.isDuplicate);
}
const ShaderInterfaceVariableInfoMap::ResourceIndexMap &resourceIndexMap =
indexedResourceMap[shaderType][variableType];
stream->writeInt(static_cast<uint32_t>(resourceIndexMap.size()));
for (uint32_t resourceIndex = 0; resourceIndex < resourceIndexMap.size();
++resourceIndex)
{
stream->writeInt(resourceIndexMap[resourceIndex]);
}
}
}
mOriginalShaderInfo.save(stream);
// Serializes the uniformLayout data of mDefaultUniformBlocks
for (gl::ShaderType shaderType : gl::AllShaderTypes())
{
const size_t uniformCount = mDefaultUniformBlocks[shaderType]->uniformLayout.size();
stream->writeInt(uniformCount);
for (unsigned int uniformIndex = 0; uniformIndex < uniformCount; ++uniformIndex)
{
sh::BlockMemberInfo &blockInfo =
mDefaultUniformBlocks[shaderType]->uniformLayout[uniformIndex];
gl::WriteBlockMemberInfo(stream, blockInfo);
}
}
// Serializes required uniform block memory sizes
for (gl::ShaderType shaderType : gl::AllShaderTypes())
{
stream->writeInt(mDefaultUniformBlocks[shaderType]->uniformData.size());
}
}
void ProgramExecutableVk::clearVariableInfoMap()
{
mVariableInfoMap.clear();
}
uint32_t GetInterfaceBlockArraySize(const std::vector<gl::InterfaceBlock> &blocks,
uint32_t bufferIndex)
{
const gl::InterfaceBlock &block = blocks[bufferIndex];
if (!block.isArray)
{
return 1;
}
ASSERT(block.arrayElement == 0);
// Search consecutively until all array indices of this block are visited.
uint32_t arraySize;
for (arraySize = 1; bufferIndex + arraySize < blocks.size(); ++arraySize)
{
const gl::InterfaceBlock &nextBlock = blocks[bufferIndex + arraySize];
if (nextBlock.arrayElement != arraySize)
{
break;
}
// It's unexpected for an array to start at a non-zero array size, so we can always rely on
// the sequential `arrayElement`s to belong to the same block.
ASSERT(nextBlock.name == block.name);
ASSERT(nextBlock.isArray);
}
return arraySize;
}
void ProgramExecutableVk::addInterfaceBlockDescriptorSetDesc(
const std::vector<gl::InterfaceBlock> &blocks,
gl::ShaderType shaderType,
ShaderVariableType variableType,
VkDescriptorType descType,
vk::DescriptorSetLayoutDesc *descOut)
{
for (uint32_t bufferIndex = 0, arraySize = 0; bufferIndex < blocks.size();
bufferIndex += arraySize)
{
gl::InterfaceBlock block = blocks[bufferIndex];
arraySize = GetInterfaceBlockArraySize(blocks, bufferIndex);
if (!block.isActive(shaderType))
{
continue;
}
const ShaderInterfaceVariableInfo &info =
mVariableInfoMap.getIndexedVariableInfo(shaderType, variableType, bufferIndex);
if (info.isDuplicate)
{
continue;
}
VkShaderStageFlags activeStages = gl_vk::GetShaderStageFlags(info.activeStages);
descOut->update(info.binding, descType, arraySize, activeStages, nullptr);
}
}
void ProgramExecutableVk::addAtomicCounterBufferDescriptorSetDesc(
const std::vector<gl::AtomicCounterBuffer> &atomicCounterBuffers,
gl::ShaderType shaderType,
vk::DescriptorSetLayoutDesc *descOut)
{
if (atomicCounterBuffers.empty() || !mVariableInfoMap.hasAtomicCounterInfo(shaderType))
{
return;
}
const ShaderInterfaceVariableInfo &info = mVariableInfoMap.getAtomicCounterInfo(shaderType);
if (info.isDuplicate || !info.activeStages[shaderType])
{
return;
}
VkShaderStageFlags activeStages = gl_vk::GetShaderStageFlags(info.activeStages);
// A single storage buffer array is used for all stages for simplicity.
descOut->update(info.binding, vk::kStorageBufferDescriptorType,
gl::IMPLEMENTATION_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS, activeStages, nullptr);
}
void ProgramExecutableVk::addImageDescriptorSetDesc(const gl::ProgramExecutable &executable,
vk::DescriptorSetLayoutDesc *descOut)
{
const std::vector<gl::ImageBinding> &imageBindings = executable.getImageBindings();
const std::vector<gl::LinkedUniform> &uniforms = executable.getUniforms();
for (uint32_t imageIndex = 0; imageIndex < imageBindings.size(); ++imageIndex)
{
uint32_t uniformIndex = executable.getUniformIndexFromImageIndex(imageIndex);
const gl::LinkedUniform &imageUniform = uniforms[uniformIndex];
// 2D arrays are split into multiple 1D arrays when generating LinkedUniforms. Since they
// are flattened into one array, ignore the nonzero elements and expand the array to the
// total array size.
if (imageUniform.outerArrayOffset > 0)
{
ASSERT(gl::SamplerNameContainsNonZeroArrayElement(imageUniform.name));
continue;
}
ASSERT(!gl::SamplerNameContainsNonZeroArrayElement(imageUniform.name));
// The front-end always binds array image units sequentially.
const gl::ImageBinding &imageBinding = imageBindings[imageIndex];
uint32_t arraySize = static_cast<uint32_t>(imageBinding.boundImageUnits.size());
for (unsigned int outerArraySize : imageUniform.outerArraySizes)
{
arraySize *= outerArraySize;
}
for (gl::ShaderType shaderType : executable.getLinkedShaderStages())
{
if (!imageUniform.isActive(shaderType))
{
continue;
}
const ShaderInterfaceVariableInfo &info = mVariableInfoMap.getIndexedVariableInfo(
shaderType, ShaderVariableType::Image, imageIndex);
if (info.isDuplicate)
{
continue;
}
VkShaderStageFlags activeStages = gl_vk::GetShaderStageFlags(info.activeStages);
const VkDescriptorType descType = imageBinding.textureType == gl::TextureType::Buffer
? VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER
: VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
descOut->update(info.binding, descType, arraySize, activeStages, nullptr);
}
}
}
void ProgramExecutableVk::addInputAttachmentDescriptorSetDesc(
const gl::ProgramExecutable &executable,
gl::ShaderType shaderType,
vk::DescriptorSetLayoutDesc *descOut)
{
if (shaderType != gl::ShaderType::Fragment)
{
return;
}
if (!executable.usesFramebufferFetch())
{
return;
}
const ShaderInterfaceVariableInfo &baseInfo =
mVariableInfoMap.getFramebufferFetchInfo(shaderType);
if (baseInfo.isDuplicate)
{
return;
}
const std::vector<gl::LinkedUniform> &uniforms = executable.getUniforms();
const uint32_t baseUniformIndex = executable.getFragmentInoutRange().low();
const gl::LinkedUniform &baseInputAttachment = uniforms.at(baseUniformIndex);
uint32_t baseBinding = baseInfo.binding - baseInputAttachment.location;
for (uint32_t colorIndex = 0; colorIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; ++colorIndex)
{
descOut->update(baseBinding, VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT, 1,
VK_SHADER_STAGE_FRAGMENT_BIT, nullptr);
baseBinding++;
}
}
angle::Result ProgramExecutableVk::addTextureDescriptorSetDesc(
ContextVk *contextVk,
const gl::ProgramExecutable &executable,
const gl::ActiveTextureArray<TextureVk *> *activeTextures,
vk::DescriptorSetLayoutDesc *descOut)
{
const std::vector<gl::SamplerBinding> &samplerBindings = executable.getSamplerBindings();
const std::vector<gl::LinkedUniform> &uniforms = executable.getUniforms();
for (uint32_t textureIndex = 0; textureIndex < samplerBindings.size(); ++textureIndex)
{
uint32_t uniformIndex = executable.getUniformIndexFromSamplerIndex(textureIndex);
const gl::LinkedUniform &samplerUniform = uniforms[uniformIndex];
// 2D arrays are split into multiple 1D arrays when generating LinkedUniforms. Since they
// are flattened into one array, ignore the nonzero elements and expand the array to the
// total array size.
if (samplerUniform.outerArrayOffset > 0)
{
ASSERT(gl::SamplerNameContainsNonZeroArrayElement(samplerUniform.name));
continue;
}
ASSERT(!gl::SamplerNameContainsNonZeroArrayElement(samplerUniform.name));
// The front-end always binds array sampler units sequentially.
const gl::SamplerBinding &samplerBinding = samplerBindings[textureIndex];
uint32_t arraySize = static_cast<uint32_t>(samplerBinding.boundTextureUnits.size());
for (unsigned int outerArraySize : samplerUniform.outerArraySizes)
{
arraySize *= outerArraySize;
}
for (gl::ShaderType shaderType : executable.getLinkedShaderStages())
{
if (!samplerUniform.isActive(shaderType))
{
continue;
}
const ShaderInterfaceVariableInfo &info = mVariableInfoMap.getIndexedVariableInfo(
shaderType, ShaderVariableType::Texture, textureIndex);
if (info.isDuplicate)
{
continue;
}
VkShaderStageFlags activeStages = gl_vk::GetShaderStageFlags(info.activeStages);
// TODO: https://issuetracker.google.com/issues/158215272: how do we handle array of
// immutable samplers?
GLuint textureUnit = samplerBinding.boundTextureUnits[0];
if (activeTextures &&
((*activeTextures)[textureUnit]->getImage().hasImmutableSampler()))
{
ASSERT(samplerBinding.boundTextureUnits.size() == 1);
// Always take the texture's sampler, that's only way to get to yuv conversion for
// externalFormat
const TextureVk *textureVk = (*activeTextures)[textureUnit];
const vk::Sampler &immutableSampler = textureVk->getSampler().get();
descOut->update(info.binding, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, arraySize,
activeStages, &immutableSampler);
const vk::ImageHelper &image = textureVk->getImage();
mImmutableSamplerIndexMap[image.getYcbcrConversionDesc()] = textureIndex;
// The Vulkan spec has the following note -
// All descriptors in a binding use the same maximum
// combinedImageSamplerDescriptorCount descriptors to allow implementations to use a
// uniform stride for dynamic indexing of the descriptors in the binding.
uint64_t externalFormat = image.getExternalFormat();
uint32_t formatDescriptorCount = 0;
RendererVk *renderer = contextVk->getRenderer();
if (externalFormat != 0)
{
ANGLE_TRY(renderer->getFormatDescriptorCountForExternalFormat(
contextVk, externalFormat, &formatDescriptorCount));
}
else
{
VkFormat vkFormat = image.getActualVkFormat();
ASSERT(vkFormat != 0);
ANGLE_TRY(renderer->getFormatDescriptorCountForVkFormat(
contextVk, vkFormat, &formatDescriptorCount));
}
ASSERT(formatDescriptorCount > 0);
mImmutableSamplersMaxDescriptorCount =
std::max(mImmutableSamplersMaxDescriptorCount, formatDescriptorCount);
}
else
{
const VkDescriptorType descType =
samplerBinding.textureType == gl::TextureType::Buffer
? VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER
: VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
descOut->update(info.binding, descType, arraySize, activeStages, nullptr);
}
}
}
return angle::Result::Continue;
}
angle::Result ProgramExecutableVk::getGraphicsPipeline(ContextVk *contextVk,
gl::PrimitiveMode mode,
const vk::GraphicsPipelineDesc &desc,
const gl::ProgramExecutable &glExecutable,
const vk::GraphicsPipelineDesc **descPtrOut,
vk::PipelineHelper **pipelineOut)
{
const gl::State &glState = contextVk->getState();
RendererVk *renderer = contextVk->getRenderer();
vk::PipelineCache *pipelineCache = nullptr;
ASSERT(glExecutable.hasLinkedShaderStage(gl::ShaderType::Vertex));
mTransformOptions.enableLineRasterEmulation = contextVk->isBresenhamEmulationEnabled(mode);
mTransformOptions.surfaceRotation = desc.getSurfaceRotation();
mTransformOptions.enableDepthCorrection = !glState.isClipControlDepthZeroToOne();
mTransformOptions.removeTransformFeedbackEmulation =
contextVk->getFeatures().emulateTransformFeedback.enabled &&
!glState.isTransformFeedbackActiveUnpaused();
// This must be called after mTransformOptions have been set.
ProgramInfo &programInfo = getGraphicsProgramInfo();
const gl::ShaderBitSet linkedShaderStages = glExecutable.getLinkedShaderStages();
gl::ShaderType lastPreFragmentStage = gl::GetLastPreFragmentStage(linkedShaderStages);
const bool isTransformFeedbackProgram =
!glExecutable.getLinkedTransformFeedbackVaryings().empty();
for (gl::ShaderType shaderType : linkedShaderStages)
{
ANGLE_TRY(initGraphicsShaderProgram(
contextVk, shaderType, shaderType == lastPreFragmentStage, isTransformFeedbackProgram,
mTransformOptions, &programInfo, mVariableInfoMap));
}
vk::ShaderProgramHelper *shaderProgram = programInfo.getShaderProgram();
ASSERT(shaderProgram);
// Dither is part of specialization constant, but does not have its own dedicated
// programInfo entry. We pick the programInfo entry based on the mTransformOptions and then
// update the dither specialization constant. It will go through desc matching and if
// spec constant does not match, it will recompile pipeline program.
shaderProgram->setSpecializationConstant(sh::vk::SpecializationConstantId::Dither,
desc.getEmulatedDitherControl());
// Compare the fragment output interface with the framebuffer interface.
const gl::AttributesMask &activeAttribLocations =
glExecutable.getNonBuiltinAttribLocationsMask();
// Calculate missing shader outputs.
const gl::DrawBufferMask &shaderOutMask = glExecutable.getActiveOutputVariablesMask();
gl::DrawBufferMask framebufferMask = glState.getDrawFramebuffer()->getDrawBufferMask();
gl::DrawBufferMask missingOutputsMask = ~shaderOutMask & framebufferMask;
ANGLE_TRY(renderer->getPipelineCache(&pipelineCache));
return shaderProgram->getGraphicsPipeline(
contextVk, &contextVk->getRenderPassCache(), *pipelineCache, getPipelineLayout(), desc,
activeAttribLocations, glExecutable.getAttributesTypeMask(), missingOutputsMask, descPtrOut,
pipelineOut);
}
angle::Result ProgramExecutableVk::getComputePipeline(ContextVk *contextVk,
vk::PipelineHelper **pipelineOut)
{
const gl::State &glState = contextVk->getState();
const gl::ProgramExecutable *glExecutable = glState.getProgramExecutable();
ASSERT(glExecutable && glExecutable->hasLinkedShaderStage(gl::ShaderType::Compute));
ANGLE_TRY(initComputeProgram(contextVk, &mComputeProgramInfo, mVariableInfoMap));
vk::ShaderProgramHelper *shaderProgram = mComputeProgramInfo.getShaderProgram();
ASSERT(shaderProgram);
return shaderProgram->getComputePipeline(contextVk, getPipelineLayout(), pipelineOut);
}
angle::Result ProgramExecutableVk::createPipelineLayout(
ContextVk *contextVk,
const gl::ProgramExecutable &glExecutable,
gl::ActiveTextureArray<TextureVk *> *activeTextures)
{
gl::TransformFeedback *transformFeedback = contextVk->getState().getCurrentTransformFeedback();
const gl::ShaderBitSet &linkedShaderStages = glExecutable.getLinkedShaderStages();
reset(contextVk);
// Store a reference to the pipeline and descriptor set layouts. This will create them if they
// don't already exist in the cache.
// Default uniforms and transform feedback:
vk::DescriptorSetLayoutDesc uniformsAndXfbSetDesc;
mNumDefaultUniformDescriptors = 0;
for (gl::ShaderType shaderType : linkedShaderStages)
{
const ShaderInterfaceVariableInfo &info =
mVariableInfoMap.getDefaultUniformInfo(shaderType);
if (info.isDuplicate || !info.activeStages[shaderType])
{
continue;
}
uniformsAndXfbSetDesc.update(info.binding, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1,
gl_vk::kShaderStageMap[shaderType], nullptr);
mNumDefaultUniformDescriptors++;
}
gl::ShaderType linkedTransformFeedbackStage = glExecutable.getLinkedTransformFeedbackStage();
bool hasXfbVaryings = linkedTransformFeedbackStage != gl::ShaderType::InvalidEnum &&
!glExecutable.getLinkedTransformFeedbackVaryings().empty();
if (transformFeedback && hasXfbVaryings)
{
size_t xfbBufferCount = glExecutable.getTransformFeedbackBufferCount();
TransformFeedbackVk *transformFeedbackVk = vk::GetImpl(transformFeedback);
transformFeedbackVk->updateDescriptorSetLayout(contextVk, mVariableInfoMap, xfbBufferCount,
&uniformsAndXfbSetDesc);
}
ANGLE_TRY(contextVk->getDescriptorSetLayoutCache().getDescriptorSetLayout(
contextVk, uniformsAndXfbSetDesc,
&mDescriptorSetLayouts[DescriptorSetIndex::UniformsAndXfb]));
// Uniform and storage buffers, atomic counter buffers and images:
vk::DescriptorSetLayoutDesc resourcesSetDesc;
// Count the number of active uniform buffer descriptors.
uint32_t numActiveUniformBufferDescriptors = 0;
for (gl::ShaderType shaderType : linkedShaderStages)
{
const std::vector<gl::InterfaceBlock> &blocks = glExecutable.getUniformBlocks();
for (uint32_t bufferIndex = 0; bufferIndex < blocks.size();)
{
const gl::InterfaceBlock &block = blocks[bufferIndex];
const uint32_t arraySize = GetInterfaceBlockArraySize(blocks, bufferIndex);
bufferIndex += arraySize;
if (!block.isActive(shaderType))
{
continue;
}
numActiveUniformBufferDescriptors += arraySize;
}
}
// Decide if we should use dynamic or fixed descriptor types.
VkPhysicalDeviceLimits limits = contextVk->getRenderer()->getPhysicalDeviceProperties().limits;
uint32_t totalDynamicUniformBufferCount = numActiveUniformBufferDescriptors +
mNumDefaultUniformDescriptors +
kReservedDriverUniformBindingCount;
if (totalDynamicUniformBufferCount <= limits.maxDescriptorSetUniformBuffersDynamic)
{
mUniformBufferDescriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
}
else
{
mUniformBufferDescriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
}
for (gl::ShaderType shaderType : linkedShaderStages)
{
addInterfaceBlockDescriptorSetDesc(glExecutable.getUniformBlocks(), shaderType,
ShaderVariableType::UniformBuffer,
mUniformBufferDescriptorType, &resourcesSetDesc);
addInterfaceBlockDescriptorSetDesc(glExecutable.getShaderStorageBlocks(), shaderType,
ShaderVariableType::ShaderStorageBuffer,
vk::kStorageBufferDescriptorType, &resourcesSetDesc);
addAtomicCounterBufferDescriptorSetDesc(glExecutable.getAtomicCounterBuffers(), shaderType,
&resourcesSetDesc);
}
for (gl::ShaderType shaderType : linkedShaderStages)
{
addImageDescriptorSetDesc(glExecutable, &resourcesSetDesc);
addInputAttachmentDescriptorSetDesc(glExecutable, shaderType, &resourcesSetDesc);
}
ANGLE_TRY(contextVk->getDescriptorSetLayoutCache().getDescriptorSetLayout(
contextVk, resourcesSetDesc, &mDescriptorSetLayouts[DescriptorSetIndex::ShaderResource]));
// Textures:
vk::DescriptorSetLayoutDesc texturesSetDesc;
ANGLE_TRY(
addTextureDescriptorSetDesc(contextVk, glExecutable, activeTextures, &texturesSetDesc));
ANGLE_TRY(contextVk->getDescriptorSetLayoutCache().getDescriptorSetLayout(
contextVk, texturesSetDesc, &mDescriptorSetLayouts[DescriptorSetIndex::Texture]));
// Driver uniforms
vk::DescriptorSetLayoutDesc driverUniformsSetDesc =
contextVk->getDriverUniformsDescriptorSetDesc();
ANGLE_TRY(contextVk->getDescriptorSetLayoutCache().getDescriptorSetLayout(
contextVk, driverUniformsSetDesc, &mDescriptorSetLayouts[DescriptorSetIndex::Internal]));
// Create pipeline layout with these 4 descriptor sets.
vk::PipelineLayoutDesc pipelineLayoutDesc;
pipelineLayoutDesc.updateDescriptorSetLayout(DescriptorSetIndex::UniformsAndXfb,
uniformsAndXfbSetDesc);
pipelineLayoutDesc.updateDescriptorSetLayout(DescriptorSetIndex::ShaderResource,
resourcesSetDesc);
pipelineLayoutDesc.updateDescriptorSetLayout(DescriptorSetIndex::Texture, texturesSetDesc);
pipelineLayoutDesc.updateDescriptorSetLayout(DescriptorSetIndex::Internal,
driverUniformsSetDesc);
ANGLE_TRY(contextVk->getPipelineLayoutCache().getPipelineLayout(
contextVk, pipelineLayoutDesc, mDescriptorSetLayouts, &mPipelineLayout));
// Initialize descriptor pools.
ANGLE_TRY(contextVk->bindCachedDescriptorPool(
DescriptorSetIndex::UniformsAndXfb, uniformsAndXfbSetDesc, 1,
&mDescriptorPools[DescriptorSetIndex::UniformsAndXfb]));
ANGLE_TRY(contextVk->bindCachedDescriptorPool(DescriptorSetIndex::Texture, texturesSetDesc,
mImmutableSamplersMaxDescriptorCount,
&mDescriptorPools[DescriptorSetIndex::Texture]));
ANGLE_TRY(
contextVk->bindCachedDescriptorPool(DescriptorSetIndex::ShaderResource, resourcesSetDesc, 1,
&mDescriptorPools[DescriptorSetIndex::ShaderResource]));
mDynamicUniformDescriptorOffsets.clear();
mDynamicUniformDescriptorOffsets.resize(glExecutable.getLinkedShaderStageCount(), 0);
return angle::Result::Continue;
}
void ProgramExecutableVk::resolvePrecisionMismatch(const gl::ProgramMergedVaryings &mergedVaryings)
{
for (const gl::ProgramVaryingRef &mergedVarying : mergedVaryings)
{
if (!mergedVarying.frontShader || !mergedVarying.backShader)
{
continue;
}
GLenum frontPrecision = mergedVarying.frontShader->precision;
GLenum backPrecision = mergedVarying.backShader->precision;
if (frontPrecision == backPrecision)
{
continue;
}
ASSERT(frontPrecision >= GL_LOW_FLOAT && frontPrecision <= GL_HIGH_INT);
ASSERT(backPrecision >= GL_LOW_FLOAT && backPrecision <= GL_HIGH_INT);
if (frontPrecision > backPrecision)
{
// The output is higher precision than the input
ShaderInterfaceVariableInfo &info = mVariableInfoMap.getMutable(
mergedVarying.frontShaderStage, ShaderVariableType::Varying,
mergedVarying.frontShader->mappedName);
info.varyingIsOutput = true;
info.useRelaxedPrecision = true;
}
else
{
// The output is lower precision than the input, adjust the input
ASSERT(backPrecision > frontPrecision);
ShaderInterfaceVariableInfo &info = mVariableInfoMap.getMutable(
mergedVarying.backShaderStage, ShaderVariableType::Varying,
mergedVarying.backShader->mappedName);
info.varyingIsInput = true;
info.useRelaxedPrecision = true;
}
}
}
angle::Result ProgramExecutableVk::getOrAllocateDescriptorSet(
vk::Context *context,
UpdateDescriptorSetsBuilder *updateBuilder,
vk::CommandBufferHelperCommon *commandBufferHelper,
const vk::DescriptorSetDescBuilder &descriptorSetDesc,
DescriptorSetIndex setIndex)
{
vk::DescriptorCacheResult cacheResult;
ANGLE_TRY(mDescriptorPools[setIndex].get().getOrAllocateDescriptorSet(
context, commandBufferHelper, descriptorSetDesc.getDesc(),
mDescriptorSetLayouts[setIndex].get(), &mDescriptorPoolBindings[setIndex],
&mDescriptorSets[setIndex], &cacheResult));
ASSERT(mDescriptorSets[setIndex] != VK_NULL_HANDLE);
if (cacheResult == vk::DescriptorCacheResult::NewAllocation)
{
descriptorSetDesc.updateDescriptorSet(updateBuilder, mDescriptorSets[setIndex]);
}
else
{
commandBufferHelper->retainResource(&mDescriptorPoolBindings[setIndex].get());
}
return angle::Result::Continue;
}
angle::Result ProgramExecutableVk::updateShaderResourcesDescriptorSet(
ContextVk *contextVk,
UpdateDescriptorSetsBuilder *updateBuilder,
vk::CommandBufferHelperCommon *commandBufferHelper,
const vk::DescriptorSetDescBuilder &shaderResourcesDesc)
{
if (!mDescriptorPools[DescriptorSetIndex::ShaderResource].get().valid())
{
return angle::Result::Continue;
}
ANGLE_TRY(getOrAllocateDescriptorSet(contextVk, updateBuilder, commandBufferHelper,
shaderResourcesDesc, DescriptorSetIndex::ShaderResource));
size_t numOffsets = shaderResourcesDesc.getDynamicOffsetsSize();
mDynamicShaderResourceDescriptorOffsets.resize(numOffsets);
if (numOffsets > 0)
{
memcpy(mDynamicShaderResourceDescriptorOffsets.data(),
shaderResourcesDesc.getDynamicOffsets(), numOffsets * sizeof(uint32_t));
}
return angle::Result::Continue;
}
angle::Result ProgramExecutableVk::updateUniformsAndXfbDescriptorSet(
vk::Context *context,
UpdateDescriptorSetsBuilder *updateBuilder,
vk::CommandBufferHelperCommon *commandBufferHelper,
vk::BufferHelper *defaultUniformBuffer,
const vk::DescriptorSetDescBuilder &uniformsAndXfbDesc)
{
mCurrentDefaultUniformBufferSerial =
defaultUniformBuffer ? defaultUniformBuffer->getBufferSerial() : vk::kInvalidBufferSerial;
return getOrAllocateDescriptorSet(context, updateBuilder, commandBufferHelper,
uniformsAndXfbDesc, DescriptorSetIndex::UniformsAndXfb);
}
angle::Result ProgramExecutableVk::updateTexturesDescriptorSet(
vk::Context *context,
const gl::ProgramExecutable &executable,
const gl::ActiveTextureArray<TextureVk *> &textures,
const gl::SamplerBindingVector &samplers,
bool emulateSeamfulCubeMapSampling,
PipelineType pipelineType,
UpdateDescriptorSetsBuilder *updateBuilder,
vk::CommandBufferHelperCommon *commandBufferHelper,
const vk::DescriptorSetDesc &texturesDesc)
{
vk::DescriptorCacheResult cacheResult;
ANGLE_TRY(mDescriptorPools[DescriptorSetIndex::Texture].get().getOrAllocateDescriptorSet(
context, commandBufferHelper, texturesDesc,
mDescriptorSetLayouts[DescriptorSetIndex::Texture].get(),
&mDescriptorPoolBindings[DescriptorSetIndex::Texture],
&mDescriptorSets[DescriptorSetIndex::Texture], &cacheResult));
ASSERT(mDescriptorSets[DescriptorSetIndex::Texture] != VK_NULL_HANDLE);
if (cacheResult == vk::DescriptorCacheResult::NewAllocation)
{
vk::DescriptorSetDescBuilder fullDesc;
ANGLE_TRY(fullDesc.updateFullActiveTextures(context, mVariableInfoMap, executable, textures,
samplers, emulateSeamfulCubeMapSampling,
pipelineType));
fullDesc.updateDescriptorSet(updateBuilder, mDescriptorSets[DescriptorSetIndex::Texture]);
}
else
{
commandBufferHelper->retainResource(
&mDescriptorPoolBindings[DescriptorSetIndex::Texture].get());
}
return angle::Result::Continue;
}
template <typename CommandBufferT>
angle::Result ProgramExecutableVk::bindDescriptorSets(
vk::Context *context,
vk::CommandBufferHelperCommon *commandBufferHelper,
CommandBufferT *commandBuffer,
PipelineType pipelineType)
{
// Can probably use better dirty bits here.
// Find the maximum non-null descriptor set. This is used in conjunction with a driver
// workaround to bind empty descriptor sets only for gaps in between 0 and max and avoid
// binding unnecessary empty descriptor sets for the sets beyond max.
DescriptorSetIndex lastNonNullDescriptorSetIndex = DescriptorSetIndex::InvalidEnum;
for (DescriptorSetIndex descriptorSetIndex : angle::AllEnums<DescriptorSetIndex>())
{
if (descriptorSetIndex == DescriptorSetIndex::Internal)
{
continue;
}
if (mDescriptorSets[descriptorSetIndex] != VK_NULL_HANDLE)
{
lastNonNullDescriptorSetIndex = descriptorSetIndex;
}
}
const VkPipelineBindPoint pipelineBindPoint = pipelineType == PipelineType::Compute
? VK_PIPELINE_BIND_POINT_COMPUTE
: VK_PIPELINE_BIND_POINT_GRAPHICS;
for (DescriptorSetIndex descriptorSetIndex : angle::AllEnums<DescriptorSetIndex>())
{
if (descriptorSetIndex == DescriptorSetIndex::Internal ||
ToUnderlying(descriptorSetIndex) > ToUnderlying(lastNonNullDescriptorSetIndex))
{
continue;
}
VkDescriptorSet descSet = mDescriptorSets[descriptorSetIndex];
if (descSet == VK_NULL_HANDLE)
{
if (!context->getRenderer()->getFeatures().bindEmptyForUnusedDescriptorSets.enabled)
{
continue;
}
// Workaround a driver bug where missing (though unused) descriptor sets indices cause
// later sets to misbehave.
if (mEmptyDescriptorSets[descriptorSetIndex] == VK_NULL_HANDLE)
{
ANGLE_TRY(mDescriptorPools[descriptorSetIndex].get().allocateDescriptorSets(
context, commandBufferHelper, mDescriptorSetLayouts[descriptorSetIndex].get(),
1, &mDescriptorPoolBindings[descriptorSetIndex],
&mEmptyDescriptorSets[descriptorSetIndex]));
}
descSet = mEmptyDescriptorSets[descriptorSetIndex];
}
// Default uniforms are encompassed in a block per shader stage, and they are assigned
// through dynamic uniform buffers (requiring dynamic offsets). No other descriptor
// requires a dynamic offset.
if (descriptorSetIndex == DescriptorSetIndex::UniformsAndXfb)
{
commandBuffer->bindDescriptorSets(
getPipelineLayout(), pipelineBindPoint, descriptorSetIndex, 1, &descSet,
static_cast<uint32_t>(mDynamicUniformDescriptorOffsets.size()),
mDynamicUniformDescriptorOffsets.data());
}
else if (descriptorSetIndex == DescriptorSetIndex::ShaderResource)
{
commandBuffer->bindDescriptorSets(
getPipelineLayout(), pipelineBindPoint, descriptorSetIndex, 1, &descSet,
static_cast<uint32_t>(mDynamicShaderResourceDescriptorOffsets.size()),
mDynamicShaderResourceDescriptorOffsets.data());
}
else
{
commandBuffer->bindDescriptorSets(getPipelineLayout(), pipelineBindPoint,
descriptorSetIndex, 1, &descSet, 0, nullptr);
}
}
return angle::Result::Continue;
}
template angle::Result ProgramExecutableVk::bindDescriptorSets<vk::priv::SecondaryCommandBuffer>(
vk::Context *context,
vk::CommandBufferHelperCommon *commandBufferHelper,
vk::priv::SecondaryCommandBuffer *commandBuffer,
PipelineType pipelineType);
template angle::Result ProgramExecutableVk::bindDescriptorSets<vk::VulkanSecondaryCommandBuffer>(
vk::Context *context,
vk::CommandBufferHelperCommon *commandBufferHelper,
vk::VulkanSecondaryCommandBuffer *commandBuffer,
PipelineType pipelineType);
void ProgramExecutableVk::setAllDefaultUniformsDirty(const gl::ProgramExecutable &executable)
{
mDefaultUniformBlocksDirty.reset();
for (gl::ShaderType shaderType : executable.getLinkedShaderStages())
{
if (!mDefaultUniformBlocks[shaderType]->uniformData.empty())
{
mDefaultUniformBlocksDirty.set(shaderType);
}
}
}
angle::Result ProgramExecutableVk::updateUniforms(
vk::Context *context,
UpdateDescriptorSetsBuilder *updateBuilder,
vk::CommandBufferHelperCommon *commandBufferHelper,
vk::BufferHelper *emptyBuffer,
const gl::ProgramExecutable &glExecutable,
vk::DynamicBuffer *defaultUniformStorage,
bool isTransformFeedbackActiveUnpaused,
TransformFeedbackVk *transformFeedbackVk)
{
ASSERT(hasDirtyUniforms());
vk::BufferHelper *defaultUniformBuffer;
bool anyNewBufferAllocated = false;
gl::ShaderMap<VkDeviceSize> offsets = {}; // offset to the beginning of bufferData
uint32_t offsetIndex = 0;
size_t requiredSpace;
// We usually only update uniform data for shader stages that are actually dirty. But when the
// buffer for uniform data have switched, because all shader stages are using the same buffer,
// we then must update uniform data for all shader stages to keep all shader stages' uniform
// data in the same buffer.
requiredSpace = calcUniformUpdateRequiredSpace(context, glExecutable, &offsets);
ASSERT(requiredSpace > 0);
// Allocate space from dynamicBuffer. Always try to allocate from the current buffer first.
// If that failed, we deal with fall out and try again.
if (!defaultUniformStorage->allocateFromCurrentBuffer(requiredSpace, &defaultUniformBuffer))
{
setAllDefaultUniformsDirty(glExecutable);
requiredSpace = calcUniformUpdateRequiredSpace(context, glExecutable, &offsets);
ANGLE_TRY(defaultUniformStorage->allocate(context, requiredSpace, &defaultUniformBuffer,
&anyNewBufferAllocated));
}
ASSERT(defaultUniformBuffer);
uint8_t *bufferData = defaultUniformBuffer->getMappedMemory();
VkDeviceSize bufferOffset = defaultUniformBuffer->getOffset();
for (gl::ShaderType shaderType : glExecutable.getLinkedShaderStages())
{
if (mDefaultUniformBlocksDirty[shaderType])
{
const angle::MemoryBuffer &uniformData = mDefaultUniformBlocks[shaderType]->uniformData;
memcpy(&bufferData[offsets[shaderType]], uniformData.data(), uniformData.size());
mDynamicUniformDescriptorOffsets[offsetIndex] =
static_cast<uint32_t>(bufferOffset + offsets[shaderType]);
mDefaultUniformBlocksDirty.reset(shaderType);
}
++offsetIndex;
}
ANGLE_TRY(defaultUniformBuffer->flush(context->getRenderer()));
// Because the uniform buffers are per context, we can't rely on dynamicBuffer's allocate
// function to tell us if you have got a new buffer or not. Other program's use of the buffer
// might already pushed dynamicBuffer to a new buffer. We record which buffer (represented by
// the unique BufferSerial number) we were using with the current descriptor set and then we
// use that recorded BufferSerial compare to the current uniform buffer to quickly detect if
// there is a buffer switch or not. We need to retrieve from the descriptor set cache or
// allocate a new descriptor set whenever there is uniform buffer switch.
if (mCurrentDefaultUniformBufferSerial != defaultUniformBuffer->getBufferSerial())
{
// We need to reinitialize the descriptor sets if we newly allocated buffers since we can't
// modify the descriptor sets once initialized.
vk::DescriptorSetDescBuilder uniformsAndXfbDesc;
uniformsAndXfbDesc.updateUniformsAndXfb(
context, glExecutable, *this, defaultUniformBuffer, *emptyBuffer,
isTransformFeedbackActiveUnpaused,
glExecutable.hasTransformFeedbackOutput() ? transformFeedbackVk : nullptr);
ANGLE_TRY(updateUniformsAndXfbDescriptorSet(context, updateBuilder, commandBufferHelper,
defaultUniformBuffer, uniformsAndXfbDesc));
}
return angle::Result::Continue;
}
size_t ProgramExecutableVk::calcUniformUpdateRequiredSpace(
vk::Context *context,
const gl::ProgramExecutable &glExecutable,
gl::ShaderMap<VkDeviceSize> *uniformOffsets) const
{
size_t requiredSpace = 0;
for (gl::ShaderType shaderType : glExecutable.getLinkedShaderStages())
{
if (mDefaultUniformBlocksDirty[shaderType])
{
(*uniformOffsets)[shaderType] = requiredSpace;
requiredSpace += getDefaultUniformAlignedSize(context, shaderType);
}
}
return requiredSpace;
}
void ProgramExecutableVk::onProgramBind(const gl::ProgramExecutable &glExecutable)
{
// Because all programs share default uniform buffers, when we switch programs, we have to
// re-update all uniform data. We could do more tracking to avoid update if the context's
// current uniform buffer is still the same buffer we last time used and buffer has not been
// recycled. But statistics gathered on gfxbench shows that app always update uniform data on
// program bind anyway, so not really worth it to add more tracking logic here.
setAllDefaultUniformsDirty(glExecutable);
}
angle::Result ProgramExecutableVk::resizeUniformBlockMemory(
ContextVk *contextVk,
const gl::ProgramExecutable &glExecutable,
const gl::ShaderMap<size_t> &requiredBufferSize)
{
for (gl::ShaderType shaderType : glExecutable.getLinkedShaderStages())
{
if (requiredBufferSize[shaderType] > 0)
{
if (!mDefaultUniformBlocks[shaderType]->uniformData.resize(
requiredBufferSize[shaderType]))
{
ANGLE_VK_CHECK(contextVk, false, VK_ERROR_OUT_OF_HOST_MEMORY);
}
// Initialize uniform buffer memory to zero by default.
mDefaultUniformBlocks[shaderType]->uniformData.fill(0);
mDefaultUniformBlocksDirty.set(shaderType);
}
}
return angle::Result::Continue;
}
} // namespace rx