src/libANGLE/renderer/vulkan/RendererVk.cpp


Log

Author Commit Date CI Message
Jamie Madill 9f2a8613 2017-11-30T12:43:09 Vulkan: Implement a RenderPass cache. This cache replaces the RenderPass-per-Framebuffer approach. Although the concepts of a RenderPass are closely associated with rendering to a Framebuffer, there can be multiple RenderPasses used with a single FBO, especially considering the nature of Load and Store operations. This code will then lend itself to the implementation of the deferred RenderPasses, which are created on flush. These RenderPasses won't be owned by a Framebuffer. Bug: angleproject:2264 Change-Id: I4dce07c302118f7e05f5225e2a3b0569ad1e52bf Reviewed-on: https://chromium-review.googlesource.com/789534 Reviewed-by: Frank Henigman <fjhenigman@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill acf2f3ad 2017-11-21T19:22:44 Apply Chromium style fixes. This addresses several minor code quality issues that are validated in Chromium, but not yet applied to ANGLE: * constructors and destructors must be defined out-of-line * auto is not allowed for simple pointer types * use override everywhere instead of virtual * virtual functions must also be defined out-of-line Slightly reduces binary size for me (~2k on Win, 150k on Linux). Bug: angleproject:1569 Change-Id: I073ca3365188caf5f29fb28d9eb207903c1843e6 Reviewed-on: https://chromium-review.googlesource.com/779959 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 7f738d4e 2017-11-20T17:06:27 Vulkan: Refactor CommandBuffer helper class. This makes the base vk::CommandBuffer class as close to the Vulkan API as possible. It moves the extra functionality and state tracking to a CommandBufferAndState helper class. Also no longer stores a reference to a CommandPool in a CommandBuffer. Eventually we won't need to free CommandBuffers explicitly, since they can be freed en-masse by deallocating the CommandPool on a flush. Bug: angleproject:2200 Change-Id: I5095fe89e8da935ff8273b1a402ccfd6a3ffe0df Reviewed-on: https://chromium-review.googlesource.com/778184 Reviewed-by: Frank Henigman <fjhenigman@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 9776035d 2017-11-09T13:08:29 Vulkan: Implement Buffer updates. This allows the app to update Buffer data while the data is in use by the GPU. For instance, uploading new vertex attribute data after a draw call. It introduces a StagingBuffer helper class, similar to StagingImage. These classes are somewhat temporary and could be redesigned. BUG=angleproject:2200 Change-Id: If8634b1411779b16c2bd22cce18a5f37ed958d1c Reviewed-on: https://chromium-review.googlesource.com/756959 Reviewed-by: Frank Henigman <fjhenigman@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 1d7be50a 2017-10-29T18:06:50 Vulkan: Upgrade RGB8 textures to RGBA8. It's unlikely any real hardware supports this format. Hack in a fixed fallback format for RGB8. We could consider implementing conditional support by checking the VkPhysicalDevice properties. This extends the Vulkan format support info in the RendererVk class to distinguish between a Buffer and Texture format. This is closely related to how Vulkan has separate format support bits for Linear Textures, Optimal Textures, and Buffers. We probably won't need to keep separate caps for Linear/Optimal, but it makes sense for Buffers to eventually use the same format tables. BUG=angleproject:2207 Change-Id: I8d427a99db15b314b13dd99f31aa1ac5055f0881 Reviewed-on: https://chromium-review.googlesource.com/742376 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Frank Henigman <fjhenigman@chromium.org>
Jamie Madill 6a89d227 2017-11-02T11:59:51 Vulkan: Refactor format table. This moves the Vulkan format table to dynamically generated, but keeps it easily indexed. Because Vulkan format support is not able to be fully determined until runtime, we'll need a dynamic way to build the table. The most straight-forward way seems to be to keep a copy of the full table in the Renderer. Initializing it once at startup makes it a bit slower to init, but saves us from any threading shenanigans with lazy init when (and if) we ever support multi- threaded Contexts. BUG=angleproject:2207 Change-Id: Ib1ac879daa562c7ad1a965390be401fa2314e42c Reviewed-on: https://chromium-review.googlesource.com/742374 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Jamie Madill 7bd16666 2017-10-28T19:40:50 Vulkan: Allow in-flight Framebuffer changes. This allows the app to alter Framebuffer attachments while there are existing command buffers using the resources and attachments. BUG=angleproject:2200 Change-Id: I3298dafef5e3bd2c6efda8e8a32a6cf7febc13dc Reviewed-on: https://chromium-review.googlesource.com/742370 Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill 1b038241 2017-11-01T15:14:36 Vulkan: Support Texture redefinition. Because initializing the texture can queue a copy from a staging vk::Image, we must ensure we're not in a render pass. To make this easier we move the current render pass tracking into the RendererVk from the FramebufferVk class. (Note: in the future we will have deferred command submission and this will become unnecessary.) BUG=angleproject:2200 Change-Id: Ide8d4d70b50efbd79bbfa7006ad75cbc57cdf4c7 Reviewed-on: https://chromium-review.googlesource.com/741549 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill e88ec8ee 2017-10-31T17:18:14 Vulkan: Refactor GarbageObject. Instead of allocating a small bundle for deferred deletion, store a small triple of {Serial,VkHandle,HandleType}. The HandleType can be used in a generic way to release the VkHandle, without needing to store a pointer and use a virtual call. BUG=angleproject:2200 Change-Id: I30925c2f50fd11dafb1b986ced7d279a7dde827b Reviewed-on: https://chromium-review.googlesource.com/741163 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Frank Henigman <fjhenigman@chromium.org>
Jamie Madill b79e7bb6 2017-10-24T13:55:50 Vulkan: Implement simple render-to-texture. This was mostly working already, just needed to set up a few entry points. BUG=angleproject:2200 Change-Id: I9c13d6d4dd42f23c69a58e42e07e3e28877671a1 Reviewed-on: https://chromium-review.googlesource.com/734237 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Frank Henigman <fjhenigman@chromium.org>
Jamie Madill 6276b922 2017-09-25T02:35:57 Vulkan: Implement basic uniform shader parsing. This is a first step at implementing uniforms with descriptor sets. It does not actually bind uniforms and upload data, but it does implement uniform shader parsing. Uniforms are gathered into a single uniform block which is bound to set 0, with binding 0 for vertex uniforms and binding 1 for fragment uniforms. Also adds a ReplaceSubstring helper to string_utils. Also removes the precision writing from OutputVulkanGLSL since this was generating warnings with glslang. BUG=angleproject:2167 Change-Id: I9ec8351ec1973e583100f99292b0080ee968067b Reviewed-on: https://chromium-review.googlesource.com/699938 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Frank Henigman <fjhenigman@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Jamie Madill d03a849d 2017-10-03T15:46:06 Vulkan: Implement very basic DrawElements. This implements getIndexRange for index validation, without any caching. Vulkan does support a version of robust access, but it would require the robust context creation attribute. Also, it differs slight from the OpenGL spec. Also note that this implementation does not create the index buffer with the correct usage bits, but seems to work and doesn't produce an error in the validation layers. We should probably update them. This CL also doesn't impement index support for immediate data, offsets, or the unsigned short index type. BUG=angleproject:2167 Change-Id: I580930f85e23034b483f3ece62eb1faf8024d624 Reviewed-on: https://chromium-review.googlesource.com/681874 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Frank Henigman <fjhenigman@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Jamie Madill 035fd6b3 2017-10-03T15:43:22 Vulkan: Implement very basic textures. This is a quick implementation which supports only one backing Image and one type of ImageView at a time, for 2D texture only. It also implements a helper class for finding compatible memory pools. It's possible we can keep a cache of memory pool indexes given the guarantees the Vulkan spec has on compatible memory types (see the documentation for VkMemoryRequirements). BUG=angleproject:2167 Change-Id: I1d7a8eaec90f240273ad75194e23430d6d4c5dc1 Reviewed-on: https://chromium-review.googlesource.com/680000 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Frank Henigman <fjhenigman@chromium.org>
Jamie Madill 2a9e107c 2017-09-22T11:31:57 Vulkan: Support multiple vertex outputs. This is a bit of a hack, similar to how D3D11 works. We need to write output locations in the GLSL shader before we send them to glslang, so we wait until the link call, then string-replace some hard-coded identifeir code to the attribute location determined by ANGLE. This CL also fills in some of the vertex format conversion tables in formatutilsvk.cpp. BUG=angleproject:2167 Change-Id: I2424d0d990bdbcd831a4dd130e61e87d8f8f479f Reviewed-on: https://chromium-review.googlesource.com/677555 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Frank Henigman <fjhenigman@chromium.org>
Jamie Madill b8bbbf9e 2017-09-19T00:24:59 Vulkan: Use environment override to load layers. Instead of using a compile-time define, use an OS call to override the environment variable the loader uses to look for layers. This should allow us to have a run-time override mechanism, so we can more easily use ANGLE with RenderDoc and other tools that hook into the layers for debugging and profiling purposes. This should also allow the developer to install and use their own layers with ANGLE if desired. This patch removes the angle_loader.h generation since it is no longer necessary. It also fixes an unrelated loader warning that occured when releasing the current pipeline object. BUG=angleproject:1898 Change-Id: Ic4a5120a6b73745397451ef9e3897e157da1feda Reviewed-on: https://chromium-review.googlesource.com/671490 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Frank Henigman <fjhenigman@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 222c517f 2017-07-19T16:15:42 Control Debug layers in ANGLE_platform_angle. Debug layers seem to be a universal thing among functional back-ends. D3D, OpenGL and Vulkan all need some kind of controls for debugging, so it seems to make sense to make this control part of the base extension. Default the extension to EGL_DONT_CARE, which allows the back-end to have a lot of flexibility in terms of implementation. Also enable the extension in the D3D11 and OpenGL back-ends, and set the extension to enabled for angle_end2end_tests. Remove EGLVulkanEXTTest since it no longer tests anything not tested in the base ANGLETest class. BUG=angleproject:2086 Change-Id: I52d8170effd1846b9afbe6e4052c699fe5cb0de8 Reviewed-on: https://chromium-review.googlesource.com/578369 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Jamie Madill fb05bcba 2017-06-07T15:43:18 Move the vk Serial class to renderer_utils. This can be useful for other back-ends, for various types of state management. Also redesign the class to use an opaque factory instead of an increment operator. The class maintains the property of being ordered. Also assume we don't overflow with 64-bit serials. We could maybe redesign this to use 32-bit serials for memory constrained situations, and handle overflow more gracefully. I plan to use the serials to track state revisions for the vertex array class, to avoid doing redundant work. BUG=angleproject:1156 Change-Id: I02c78b228bc6e2fb3ee786fe67a4e607baaca18e Reviewed-on: https://chromium-review.googlesource.com/529704 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Frank Henigman 29f148b0 2016-11-23T21:05:36 Support Vulkan on Linux as well as Windows. Refactor display and surface classes into Win32 and Linux parts and add Linux parts to gn and gyp builds. BUG=angleproject:1668 Change-Id: I2a7d29c35f4f42fa0035bd97938d3770f3627672 Reviewed-on: https://chromium-review.googlesource.com/412426 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill 0c0dc345 2017-03-24T14:18:51 Vulkan: Defer command buffer submission. This packs more rendering commands into fewer command buffers. Instead of using a single command buffer per-command, create a buffer and record commands into it until we need to present the frame. More sophisticated management will be necessary in the future when we can do other types of copied and read-back from image data. This also reduces the number of Fences we use for checking if the device is finished with resources. Instead of creating a Fence per-command-buffer, it creates one per-swap. BUG=angleproject:1898 Change-Id: I9c6033bc04289fd8f936c0df914afc51fc434b29 Reviewed-on: https://chromium-review.googlesource.com/445800 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill e918de22 2017-04-12T10:21:11 Vulkan: Don't finish on swap. This will enable the next frame to render while the previous frame's command buffers are executing and rendering is happening. This should speed up the Vulkan perf test. BUG=angleproject:1898 Change-Id: I0820300d7934ef280cf75628239fe40dc96b8242 Reviewed-on: https://chromium-review.googlesource.com/445799 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill f651c773 2017-02-21T15:03:51 Vulkan: Enable command queueing. This adds the ability for rendering to happen asynchronously. If objects in-use are deleted as they are being accessed, ownership is transferred to the Renderer and they are deleted when not in use. We determine they're ready for delete using a Fence object. BUG=angleproject:1898 Change-Id: I4fcfd90ad0665d127bf01a10214a604f3407d9e4 Reviewed-on: https://chromium-review.googlesource.com/428353 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 4c26fc2f 2017-02-24T11:04:10 Vulkan: Initial command queueing implementation. This removes the sychronous operation of the command buffers. It also introduces a serial type for assigning ids to queue operations. This gives us the ability to manage lifetimes of resources and track when they're no longer in use on the device. BUG=angleproject:1898 Change-Id: I91a4836d3098f1d7bd06cd389d88601a3a4826ab Reviewed-on: https://chromium-review.googlesource.com/428352 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jiawei-Shao 2597fb64 2016-12-09T16:38:02 ES31: Refactor VertexArray for Vertex Attrib Binding OpenGL ES3.1 feature Vertex Attrib Binding requires vertex arrays should be split into two arrays: 1. an array of vertex buffer binding points, each of which specifies: - a bound buffer object, - a starting offset for vertex attribute data in that buffer object, - a stride used by all attributes using that binding point, - a frequency divisor used by all attributes using that binding point. 2. an array of generic vertex attribute format information records, each of which specifies: - a reference to one of the new buffer binding points above, - a component count and format, and a normalization flag for the attribute data, - the offset of the attribute data relative to the base offset of each vertex found at the associated binding point. Current ANGLE implementation simply uses a struct to represent a vertex attribute object, which does not meet the requirements above. This patch aims to be the the basis of the implementation of all ES3.1 Vertex Attrib Binding APIs by refactoring the struct VertexAttribute and the class VertexArray to fit the new data layout and ensuring all current functionality is retained. BUG=angleproject:1593 TEST=angle_unittests, angle_end2end_tests, gpu_unittests Change-Id: Ieb41f1bf503f815fd0476d2ea045dcb863465254 Reviewed-on: https://chromium-review.googlesource.com/418880 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 5deea723 2017-02-16T10:44:46 Vulkan: Don't store device handles in wrapped objects. BUG=angleproject:1684 Change-Id: I0ec11ec79f2e9893600a8ffd8cdbfc6040fb6f70 Reviewed-on: https://chromium-review.googlesource.com/426402 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Jamie Madill 294a5608 2017-02-15T10:41:32 Vulkan: Make CommandPool a wrapped type. This faciliatates an upcoming change to treat all handle types uniformly with respect to releasing. BUG=angleproject:1684 Change-Id: I632262a57b3a447cf4999c28ab359fe931549576 Reviewed-on: https://chromium-review.googlesource.com/442674 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Yuly Novikov bcb3f9ba 2017-01-27T22:45:18 Direct logging to Platform when available All logging should be done via ERR() and WARN(), which call angle::Platform's logError and logWarning, if there is current Platform which supports logging. Otherwise, ERR() is directed to std::cerr. Misc fixes to keep tests passing. BUG=angleproject:1660, angleproject:1644 Change-Id: I2bca33a021537185d0c236a3083789af3236b5f3 Reviewed-on: https://chromium-review.googlesource.com/434188 Commit-Queue: Yuly Novikov <ynovikov@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 8ecf7f9b 2017-01-13T17:29:52 Vulkan: Implement shader compilation. This hooks up the Vulkan GLSL, decorated with locations, to glslang, and then pipes the SPIRV back to the Program implementation for later use when making pipelines to run draw calls. The program compilation tests work now, but don't really test anything other than not generating Vulkan validation layer errors during compilation and shader object generation. BUG=angleproject:1576 Change-Id: I625e42219f4b4d1433dd3109b94e1a2f666ba4bd Reviewed-on: https://chromium-review.googlesource.com/408519 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill b8353b01 2017-01-25T12:57:21 Vulkan: Simple buffer creation. This is necessary to initialize vertex arrays. BUG=angleproject:1579 Change-Id: Ic5a232d5cdfaa75b41241901de842e62ff3b173f Reviewed-on: https://chromium-review.googlesource.com/406645 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Jamie Madill 7b57b9d7 2017-01-13T09:33:38 Vulkan: Implement basic Clear and ReadPixels. This enables the simple operations clear test on Vulkan. The current implementation is very synchronous - it will block and finish the current command buffer if there is any possibility of a race. BUG=angleproject:1319 Change-Id: If01fe9a19ed6f539639a38786193d3626164cada Reviewed-on: https://chromium-review.googlesource.com/367754 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill a66779fc 2017-01-06T10:43:44 Vulkan: Load layers relative to executable dir. Instead of baking in a relative path and expecting the app to run from a fixed directory, we can change the CWD at runtime so the layers can load relative to the current executable directory. Future alternatives could include modifying the layers SDK to provide a path dynamically, but for now the relative paths must be baked in at compile-time. BUG=angleproject:1319 BUG=chromium:677841 Change-Id: I443b6b35d38276ea667cdf08ec2204ea280b6cec Reviewed-on: https://chromium-review.googlesource.com/425441 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Frank Henigman <fjhenigman@chromium.org>
Jamie Madill 4d0bf557 2016-12-28T15:45:24 Vulkan: Initialize the draw surface. This also involves initializing the swap chain and queue. BUG=angleproject:1319 Change-Id: Ia3a2141905f17b2cdddddab07336f33a737d4fc1 Reviewed-on: https://chromium-review.googlesource.com/367752 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 0448ec84 2016-12-23T13:41:47 Vulkan: Enable validation layers on request. Also adds the build files for the Vulkan layers. The layers are enabled by default for the tests. BUG=angleproject:1319 Change-Id: I0b442b36312a1299a932922e1c4e39f00801de49 Reviewed-on: https://chromium-review.googlesource.com/367751 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill e09bd5d3 2016-11-29T16:20:35 Vulkan: Add display creation, test and extension. With this CL we have the ability to create Vulkan test configs and run basic tests, although the only thing that works is creating a Vulkan Renderer using the extension. BUG=angleproject:1319 Change-Id: I8ad17bba01241334be7da16e68fea38762ca6a20 Reviewed-on: https://chromium-review.googlesource.com/367750 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Jamie Madill 327ba857 2016-11-30T12:38:28 Vulkan: Hook up loader code. This integrates the build files for the loader SDK, and tests the compilation by calling InitInstance. There's no current way to test the runtime behaviour since there's no way for the tests to initialize the Vulkan back-end, that will come in the next CL. BUG=angleproject:1319 Change-Id: Ia8bf96ca068eaf40744c9753b59ffaaa5ada8a73 Reviewed-on: https://chromium-review.googlesource.com/367519 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill acccc6c9 2016-05-03T17:22:10 Vulkan: Hook up Renderer create functions. Do this in a separate CL to preserve the renderer generation. BUG=angleproject:1319 Change-Id: I6d5768f199f6aabff747b3708c0625ff78e1ceb0 Reviewed-on: https://chromium-review.googlesource.com/349424 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 9e54b5af 2016-05-25T12:57:39 Add Vulkan stubs. Currently enabled for Windows by default. BUG=angleproject:1319 Change-Id: I87921c579bee466465fb1e3f629bb3a40fdff659 Reviewed-on: https://chromium-review.googlesource.com/328730 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>