src/libANGLE/renderer/vulkan/ContextVk.cpp


Log

Author Commit Date CI Message
Yuxin Hu 9fc3baf5 2023-07-26T10:29:13 Add the missing GraphicsPipelineDesc legacy dither bit update When the app calls glEnable(GL_DITHER) or glDisable(GL_DITHER), we need to update the legacy dither bit of the renderpass that belongs to ContextVk::mGraphicsPipelineDesc. If not, there is a change that the graphics pipeline will be created with a renderpass that has outdated legacy dither bit. This results the dither being applied to the render results incorrectly: e.g. the app calls glDisable(GL_DITHER), but the render results have dithering applied. Bug: b/286921997 Bug: b/292282210 Bug: b/293349058 Bug: b/284462263 Change-Id: Ie24b95898526c9021be6e3cb7620e4050f9faaaf Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4722446 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Roman Lavrov <romanl@google.com> Commit-Queue: Yuxin Hu <yuxinhu@google.com>
Amirali Abdolrashidi e1d2e88a 2023-09-20T11:53:15 Check pending garbage after some buffer releases * Embedded BufferHelper::releaseBufferAndDescriptorSetCache() inside a new ContextVk method: releaseBufferAllocation() * After releasing the buffer, there is a check for excess pending garbage. If the tracked pending garbage size is larger than the threshold, the context will be flushed. * Unskipped the test "BufferDataInLoopManyTimes", which was failing on Android devices. Bug: b/280304441 Change-Id: Ib34319f3291dd2200fc1a92e30645f9d1da8e2b9 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4879086 Commit-Queue: Amirali Abdolrashidi <abdolrashidi@google.com> Reviewed-by: Charlie Lao <cclao@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Charlie Lao 9ca025d2 2023-09-18T15:50:48 Flatten BufferVariable/ShaderVariableBuffer/InterfaceBlock struct InterfaceBlock inherits from ShaderVariableBuffer, ShaderVariableBuffer is not a trivially copyable struct, this made InterfaceBlock not trivially copyable. InterfaceBlock is being used by some app traces for uniform blocks. BufferVariable inherits from sh::ShaderVariable which is very complicated and not trivially copyable. This CL flattens all of these three structs to simple structs without inheritance, and wraps all trivially copyable data into one POD struct, thus load/save are cheaper. Bug: b/275102061 Change-Id: I96f89176ce3d3131cb1d3ea3280c3c36c257560f Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4874610 Commit-Queue: Charlie Lao <cclao@google.com> Reviewed-by: Roman Lavrov <romanl@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Yuxin Hu 53e3ce59 2023-09-08T17:41:56 Add device lost handle after finishImpl It is possible that the during context destroy, when calling finishImpl, the vulkan device is lost, e.g. https://github.com/KhronosGroup/Vulkan-ValidationLayers/issues/6447#issuecomment-1711479164. We should check vulkan device lost after finishImpl(). Bug: b/289544394 Change-Id: I75aa650cdd38d81815f7354770639e896e3376a7 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4854763 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Charlie Lao <cclao@google.com> Commit-Queue: Yuxin Hu <yuxinhu@google.com>
Amirali Abdolrashidi 91ef1f3c 2023-09-08T16:39:53 Move buffer suballocation callers to ContextVk * Moved the following functions from BufferHelper to ContextVk. * initBufferForBufferCopy() * initBufferForImageCopy() * initBufferForVertexConversion() Bug: b/280304441 Change-Id: I890f4396b00b0c20feb44f0ad113c55924ce1014 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4854760 Commit-Queue: Amirali Abdolrashidi <abdolrashidi@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Charlie Lao <cclao@google.com>
Amirali Abdolrashidi a1f52f1b 2023-09-07T14:44:24 Vulkan: Flush pending image garbage more often * Added a counter to the context object to keep track of the size of the pending image garbage: mEstimatedPendingImageGarbageSize. * Modified hasExcessPendingGarbage() to use the sum of the size of the image and and suballocation garbage. * RendererVk::calculatePendingGarbageSizeLimit() provides the limit. * Currently the limit is based on the available heap sizes. It will use a fraction of the largest memory heap size. * The portion is currently kGarbageSizeLimitCoefficient = 0.2f. * Unskipped the test "TextureDataInLoopManyTimes", which was failing on Android devices. Bug: b/280304441 Change-Id: Ibcced1d118ea8a1f347028b62d29cfbd9e38e8c0 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4851252 Reviewed-by: Charlie Lao <cclao@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Amirali Abdolrashidi <abdolrashidi@google.com>
Amirali Abdolrashidi 27896999 2023-08-16T16:44:22 Vulkan: Flush pending suballoc garbage more often * Added a counter to the renderer object to keep track of the pending suballocation garbage. * mPendingSuballocationGarbageSizeInBytes * Once it surpasses a limit (mPendingSuballocationGarbageSizeLimit), it will flush the context so the pending garbages can be freed. * Currently the limit is based on the available heap sizes. It will use a fraction of the largest memory heap size. * The portion is currently kGarbageSizeLimitCoefficient = 0.2f. * At the end of the render pass, it is checked if the limit has been reached. If so, context flush will occur. Bug: b/280304441 Change-Id: I08e6028cfe20059ece2b2e4e971ece897544cd6d Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4787950 Reviewed-by: Charlie Lao <cclao@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Amirali Abdolrashidi <abdolrashidi@google.com>
Shahbaz Youssefi b4852ef9 2023-02-08T14:18:06 Vulkan: Drop support for Vulkan 1.0 Bug: angleproject:7959 Change-Id: Ib673679ea1a503af22b37092dbff1ee1fd34fba6 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4233092 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Charlie Lao <cclao@google.com> Reviewed-by: Ian Elliott <ianelliott@google.com>
Amirali Abdolrashidi e7418836 2023-08-16T14:25:52 Vulkan: Add context flushing as OOM fallback * As a new fallback for out-of-memory errors, if an allocation results in device OOM, the context is flushed and the allocation is retried. * Functions related to buffer/image allocations now return a VkResult value instead of angle::Result, which will be bubbled up to a higher level for safer handling. * The OOM is no longer handled at the level where the allocation happens, but is moved up to the context. * Added two functions to ContextVk for allocating memory for images and buffer suballocations, which also include the fallback options. * initBufferAllocation(): Uses BufferHelper::initSuballocation() * initImageAllocation(): Uses ImageHelper::initMemory() * Moved initNonZeroMemory() out of the following functions: * BufferHelper::initSuballocation() * Moved to ContextVk::initBufferAllocation(). * ImageHelper::initMemory() * Moved to ContextVk::initImageAllocation(). * Also moved to new function: ImageHelper::initMemoryAndNonZeroFillIfNeeded(). This function replaced the rest of initMemory() usages outside initImageAllocation(). * New macros for memory allocation * VK_RESULT_TRY() * If the output of the command inside it is not VK_SUCCESS, it will return with the error result from the command. * VK_RESULT_CHECK() * If the output of the command inside it is not VK_SUCCESS, it will return with the input error. * Added a test in which allocation would fail due to too much pending garbage without the fix on some platforms. The test ends once there has been a submission. * New suite: UniformBufferMemoryTest * Added a similar test for flushing texture-related pending garbage. * New suite: Texture2DMemoryTestES3 Bug: b/280304441 Change-Id: I60248ce39eae80b5a8ffe4723d8a1c5641087f23 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4787949 Reviewed-by: Charlie Lao <cclao@google.com> Commit-Queue: Amirali Abdolrashidi <abdolrashidi@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Shahbaz Youssefi 48e2c605 2023-09-07T14:30:46 More instances of program usage converted to executable Bug: angleproject:8297 Change-Id: I8e4eeef8f4f20610bbe0f994ce1141c17d588765 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4850888 Reviewed-by: Shahbaz Youssefi <syoussefi@google.com> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Shahbaz Youssefi 6698fb69 2023-08-25T22:21:32 Vulkan: Stop passing both ProgramExecutable and ...Vk around Now that ProgramExecutableVk is accessible through ProgramExecutable. Bug: angleproject:8297 Change-Id: Ie08770ef97400195d63b87f2d4b7e2a2c8f4ad24 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4812147 Reviewed-by: Charlie Lao <cclao@google.com> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Yuxin Hu <yuxinhu@google.com>
Shahbaz Youssefi bb135f0e 2023-08-24T15:29:11 Make ProgramExecutableImpl managed by ProgramExecutable This change allows both parts of the program executable to be safely backed up and swapped on link. Bug: angleproject:8297 Change-Id: I17e4b6c05e4e481a66a227d6047dbf943d2c2603 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4812138 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Charlie Lao <cclao@google.com> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Shahbaz Youssefi 571b4cdb 2023-08-14T16:55:28 Vulkan: Move pipeline/desc-set layout creation to link job The pipeline and desc-set layout caches are consequently made thread-safe. The reference counter on the layouts are also made atomic. With this change, practically all of the link in the Vulkan backend is moved to the link job. Bug: angleproject:8297 Change-Id: Iba694ece5fc5510d34cce2c34441ae08ca5bb646 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4774787 Reviewed-by: Charlie Lao <cclao@google.com> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Charlie Lao b8d5a423 2023-08-21T14:43:42 Add static_assert(std::is_trivially_copyable<LinkedUniform>(),"") Since we are using memcpy for LinkedUniform, it is desirable to utilize compile time assertion to ensure that in future if anyone modifies POD struct (and the class of data members of POD struct) and made it that no longer memcopy-able, we would immediately caught at compile time. std::is_trivially_copyable<>is exactly for this reason. In order to make this work, the POD struct and any data it uses can not have user defined copy constructor. The problem is that right now ANGLE is using clang_use_chrome_plugins=true, and chrome-style generates warnings if the complex struct (has more than 10 data members) does not define a copy constructor, and that warning causes build failure with -Werror. So clang_use_chrome_plugins=true and std::is_trivially_copyable have this conflicting requirements that I can not apply both. This has been raised to compiler team, but before we get a solution from them, if we have to make a choice, I think the better choice is to disable clang_use_chrome_plugins and apply std::is_trivially_copyable, since the later is more critical to ensure safety, while chrome-style is mostly trying to minimize the code size, but won't affect correctness/robustness. This CL sets clang_use_chrome_plugins to false, and removes the copy constructor and copy assignment operator from BitSetT and LinkedUniform and added static assertion is_trivially_copyable for LinkedUniform. Same thing applied to ProgramInput as well. In future once we have a better solution from compile team, we can re-enable clang_use_chrome_plugins and disable only for structs that requires is_trivially_copyable assertion. Bug: b/275102061 Change-Id: If33415ea61deda568d855a7dd6a4fd6042058be5 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4799342 Reviewed-by: Roman Lavrov <romanl@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Charlie Lao <cclao@google.com>
Charlie Lao 745023ef 2023-08-14T10:47:11 Vulkan: Ensure mComputeDirtyBits is set for potential submission. When ContextVk::flushOutsideRenderPassCommands is called and we run out of serial numbers reserved for outsideRPCommands (which means we have an already started renderpass)., we will call flushCommandsAndEndRenderPass so that we can have new queue serials for both renderPass and outsideRP commands. When this happens, the current bug is that we will not add mNewComputeCommandBufferDirtyBits to mComputeDirtyBits. If another thread comes in did the submission, and then this context calls dispatchCompute again without any state change, we will get a new primprary command buffer without dirty bits for the new command buffer. This CL ensures we always add mNewComputeCommandBufferDirtyBits immediately after mRenderer->flushOutsideRPCommands call. Bug: b/295533354 Change-Id: I1c672310b3b00cd9be25b5ee55a0a060239102a9 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4778445 Commit-Queue: Charlie Lao <cclao@google.com> Reviewed-by: Hailin Zhang <hailinzhang@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Shahbaz Youssefi 16cfa28e 2023-08-08T22:08:24 Vulkan: Basic infra for parallel link This change moves pipeline warm up to a parallelizable task, mostly as an exercise to put in the infrastructure for parallel link in the Vulkan backend. Follow up changes will move more of the link step to this task. The end goal is to be able to make the link task independent of ContextVk, which would allow it to be run as an UnlockedTailCall, even if not using a worker thread. Bug: angleproject:8297 Change-Id: I17047162b2a41f0d681d9e3ee33f2e0239b4280d Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4764231 Reviewed-by: Charlie Lao <cclao@google.com> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Yuxin Hu a990ba34 2023-08-02T17:21:00 Fix write out of bounds on non robust contexts crashes dEQP-EGL.functional.robustness.reset_context.shaders.out_of_bounds_non_robust.reset_status.writes.* tests are failing, because the test expectes EGL_SUCCESS upon eglMakeCurrent(EGL_NO_CONTEXT), regardless of whether the context was lost. This CL: 1) Changes the validation function of eglMakeCurrent: if the EGLContext passed to eglMakeCurrent is EGL_NO_CONTEXT, do not return EGL_CONTEXT_LOST even if the context is already lost. 2) Adds a lost context check in checkOneCommandBatch. If the context is lost, do not check fence status and assume all of the vulkan commands have finished execution, so that we can properly destroying all the resources before destroying the context. 3) Changes the GL error code from GL_INVALID_OPERATION to GL_CONTEXT_LOST when there is a vulkan device lost. Bug: b/286921997 Bug: b/289544394 Change-Id: I91e8a4105f0d7a3ec3b59bae58da80bc64ffa94a Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4728466 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Yuxin Hu <yuxinhu@google.com> Reviewed-by: Charlie Lao <cclao@google.com>
Roman Lavrov 938ee1e8 2023-07-21T16:16:23 Vulkan: legacy_dithering disallow reactivate when breaking RP Hitting the assert in dEQP GLES2.functional.fragment_ops.random.0: https://crsrc.org/c/third_party/angle/src/libANGLE/renderer/vulkan/ContextVk.cpp;drc=52fe3116ead9a5de51ddad17fcb14bf8ecb3a69d;l=2347 Bug: b/292259684 Change-Id: Ib40b90dde3b271c714b6181e4ba4d70f3e1b5e86 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4706174 Reviewed-by: Charlie Lao <cclao@google.com> Auto-Submit: Roman Lavrov <romanl@google.com> Commit-Queue: Roman Lavrov <romanl@google.com>
Shahbaz Youssefi 52fe3116 2023-07-17T16:20:54 Vulkan: Deduplicate share group's context set tracking Bug: angleproject:8224 Change-Id: I7a59a37229682fb91ff777f31e02e05d7ab2b80f Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4690345 Reviewed-by: Charlie Lao <cclao@google.com> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Shahbaz Youssefi 9f9284b7 2023-07-17T15:41:27 Move ShareGroup to its own files Bug: angleproject:8224 Change-Id: Id6d272018bb5ee8c3e35488f641efa4d99fa836d Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4690003 Reviewed-by: Charlie Lao <cclao@google.com> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Roman Lavrov c0f2f71e 2023-06-27T16:00:09 Use VK_EXT_legacy_dithering when available instead of emulation Yields improvement in gpu power: http://b/284462263#comment45 Bug: b/284462263 Change-Id: I5bfd115557b6baac17c05639118feaebf19c5cd4 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4652590 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Roman Lavrov <romanl@google.com>
Charlie Lao 6ffd0d20 2023-07-12T12:09:45 Vulkan: Clean up depth stencil feedback mode part 2 Right now the tracking of depth stencil buffer readOnly or feedback loop is in FramebufferVk class. This really belongs to ContextVk, since it is not a permanent state of framebuffer, but current state of context. This CL moves it to ContextVk and changes to use BitSet instead of four boolean. Bug: b/289436017 Change-Id: I955c439259935f82eff30ddfff776a69723e5d0d Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4679886 Commit-Queue: Charlie Lao <cclao@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Yuxin Hu <yuxinhu@google.com>
Charlie Lao a33ec5dd 2023-07-11T18:01:12 Vulkan: Clean up depthStencil feedback loop implementation Part1 This is first clean up effort for depth stencil feedback loop implementation. This CL moves updateRenderPassStencilReadOnlyMode and updateRenderPassDepthReadOnlyMode methods from FramebufferVk to RenderPassCommandBufferHelper class. The method is actually updating renderPass's state, not FramebufferVk's state. In the next CL, FramebufferVk will be removed from the argument as well. With this change, I also removes updateStartedRenderPassWithDepthMode() and updateStartedRenderPassWithStencilMode() to use updateStartedRenderPassWithDepthStencilMode() directly. This CL is mechanical changes only, no behavior chnage is expected. Bug: b/289436017 Change-Id: Id3960f973a7115c05ebea199cb8ef802e995941a Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4679365 Commit-Queue: Charlie Lao <cclao@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Yuxin Hu <yuxinhu@google.com>
Charlie Lao f5986fbb 2023-07-11T12:11:20 Vulkan: Dont break RP if there is actual render feedback loop There is a bit terminology confusion here that will be fixed in next CL. If a depth attachment is read only, then there is no feedback loop, we should not call feedback loop for read only depth attachment. The real depth render feedback loop mode is formed when we write to depth and sample from depth at the same time. In this condition, the content is undefined per OpenGLES spec section 9.3.1 (https://registry.khronos.org/OpenGL/specs/es/3.2/es_spec_3.2.pdf). The shouldSwitchToReadOnlyDepthStencilFeedbackLoopMode() implementation handles the usage case that the same render pass has depth write and then switch to read only. Under this usage there is no actual feedback loop, and we should still work properly by end current render pass and start a new render pass with read only depth attachment. This implementation also treating the actual feedback loop case exactly the same way by ending render pass first, even though this is undefined behavior. gangstar_vegas has the exact this undefined behavior usage case, where it write and sample from depth buffer at the same draw call. Native driver is not ending the render pass but ANGLE currently does. This puts ANGLE into worse performance. Since this is undefined behavior, either way is correct. This CL checks if there is an actual feedback loop in the current render pass and if yes, we adopt the native driver's behavior that keep the current render pass going. This improves gangstar_vegas frame time from 4.365ms to 3.89ms, and interestingly, yield the same golden image. Bug: b/289436017 Change-Id: Ifc04ecd8ad6455a88e8615bd5452b9cce88c6687 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4679361 Reviewed-by: Yuxin Hu <yuxinhu@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Charlie Lao <cclao@google.com>
Charlie Lao 2a08c33b 2023-07-10T17:47:49 Vulkan: Avoid flushCommandsAndEndRenderPass for readonlyDS switch When we switch to read only depth stencil mode, right now we always call flushCommandsAndEndRenderPass, even though the started render pass is empty and loadOp is load. This flush will cause render pass actually submitted and color attachment being cleared and then color attachment gets loaded in the subsequent render pass. In this CL, we only flush if the depthStencil attachment has clear or written This CL save one renderPass for the following app traces: antutu_refinery, aztec_ruins, manhattan_10, manhattan_31. Bug: b/290833623 Change-Id: I13b7a968d797b4c913f1cfbe9677d9b8abe791d2 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4674087 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Yuxin Hu <yuxinhu@google.com> Commit-Queue: Charlie Lao <cclao@google.com>
Yuxin Hu 6ee402f6 2023-07-06T16:56:28 Clamp the max Framebuffer width and height to 16 bit GraphicsDriverUniforms struct packs framebuffer width and height into a 32 bit uint, meaning the maximum width and height supported are 16 bit each. We should make sure below values do not exceed the maximum value of a 16-bit uint: caps.maxFramebufferWidth caps.maxFramebufferHeight caps.maxRenderbufferSize so that the application won't try to create a FBO with width/height exceeding 16-bit. We have clamped the caps.max2DTextureSize to 32768, it makes sense to clamp the FBO width and height to the same value. Bug: b/286921997 Change-Id: Iae598b37215c58d1a0f6a50bba9f391d4d23d1f2 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4671327 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Charlie Lao <cclao@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Shahbaz Youssefi 5f581f87 2023-06-27T20:38:03 Pass dirty bits by value Split CL from follow up change where the dirty bits need to be passed by value as they are calculated from two sets. Many cached dirty bits are turned to constexpr as a result. Bug: angleproject:8224 Change-Id: Ibdb3090d6ee93788e1502b72bce55f4677937c58 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4650074 Reviewed-by: Roman Lavrov <romanl@google.com> Auto-Submit: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Yuxin Hu <yuxinhu@google.com>
Charlie Lao 02292814 2023-06-01T14:46:05 Vulkan: Optimize the usage of FastMap in DescriptorSetDescBuilder While looking at disassemble of DescriptorSetDescBuilder::updateOneShaderBuffer() function, I noticed that there are a lot of CPU cycles spent in FastMap::operator[]. What happend here is that we are increasing size one by one as we build descriptorSet, and that hit `if (mData.size() <= key)` case and we end up resize the underline FastVector, and that resize also initialize the element with zeros, which immediately overwrite by actual data. Since we actually know the eventual size of DescriptorSetDescBuilder::mDesc/mHandles/mDynamicOffsets, we could just switch to angle::FastVector which will avoid this check size and grow every time we write to it. This CL switches the use of FastMap in DescriptorSetDescBuilder to FastVector. The only trick we need to watch out is that previously the new elements are always zero filled and now it does not. So we need to make sure we write every field of structure. This CL also renames WriteDescriptorDescBuilder to WriteDescriptorDescs since when it is read only we are passing it as const reference already, there is no added advantage to have two classes. Bug: b/282194402 Change-Id: I06a063cc51585fc17fbf0d5aa916b9aa0ab88dd4 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4581881 Reviewed-by: Roman Lavrov <romanl@google.com> Commit-Queue: Charlie Lao <cclao@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Shahbaz Youssefi 2e209516 2023-06-26T11:58:50 Move state dirty bits definitions out of the class This is in preparation for a follow up change that splits the state class. Bug: angleproject:8224 Change-Id: Ic9b253583e40fcc93ff37605b6b6e1deb55a6e55 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4631843 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Shahbaz Youssefi ec1f18db 2023-06-21T10:16:51 Vulkan: Remove ShaderVariableType and flatten info map With the conversion of the interface variable info map keys to SPIR-V ids, there is no longer a benefit to bucket resources by their type. This change removes this bucketing and flattens the map. Bug: angleproject:7220 Change-Id: If83cb02ca9e91f72dddb2deb7313fee40f9f06c3 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4632577 Reviewed-by: Yuxin Hu <yuxinhu@google.com> Reviewed-by: Charlie Lao <cclao@google.com> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Shahbaz Youssefi bbcf54bc 2023-06-16T16:02:08 Vulkan: Refactor uniform/block binding duplication code Previously, resource binding assignment was done as such: ``` for each shader stage assign bindings to textures assign bindings to blocks assign bindings to images etc ``` To deduplicate bindings when the same resource was used in multiple stages, a map was used, keyed by the resource's name, to detect when an already visited resource is encountered in a future stage. This was both inefficient and unnecessarily complicated. With this change, resource binding assignment is done as such: ``` for each texture assign one binding to all shader stages for each block assign one binding to all shader stages for each image assign one binding to all shader stages etc ``` The aforementioned map is removed. Because the resource bindings are now changed, the rest of the code (which sets up the pipeline layout, updates descriptor sets, sets dynamic buffer offsets, etc) are all updated to follow the above pattern. As a result, nested loops are avoided and duplicate entries in the variable map are never visited. Bug: angleproject:7220 Change-Id: Iaff7b5f8b2bada8ac5078d21e5c790bf0d27aca7 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4622011 Reviewed-by: Yuxin Hu <yuxinhu@google.com> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Charlie Lao <cclao@google.com>
Charlie Lao e21ecd1b 2023-05-26T14:06:46 Vulkan: Add dirty bit processing for uniform buffer change When app calls glBufferData for the uniform buffer, we may end up reallocate the storage. This will set DIRTY_BIT_UNIFORM_BUFFER_BINDINGS on the context, but the exact uniform block index gets lost along the way. This CL sets mDirtyBits on the program for the corresponding block index and then changed vulkan backend to utilize the program's mDirtyBits and only update the buffer if it is dirty, instead of always update all uniform buffers even if only one of the buffer is dirty. In order to make this work, this CL also adds the reverse tracking from buffer binding to uniform blocks. Previously we already have the tracking of which buffer binding index is used for which buffer block index. This CL adds mUniformBlockBindingMasks which is an array of BitSets. Each array element tracks all the uniform block index that is using this buffer binding index (you can have the same buffer bound to multiple uniform block index). Then when a buffer binding index is dirty, that BitSet gets added into program's uniform block dirty bits. This CL and previous CL improves GfxBench gl_driver2_off score 1.8% (from average 6797 to average 6919) on pixel 7 pro. Bug: b/282194402 Change-Id: Ic5002643a5297907276fc9b20ca7d21af9bdc4fe Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4553136 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Roman Lavrov <romanl@google.com> Commit-Queue: Charlie Lao <cclao@google.com>
Charlie Lao 2501903e 2023-05-31T11:59:36 Vulkan: Merge UpdateShader***Buffers into updateShaderBuffers Both UpdateShaderUniformBuffers() and DescriptorSetDescBuilder::updateShaderBuffers() walks the list of uniform blocks (or storage blocks). Some of the logic are the same and we are paying that overhead twice. In this CL, UpdateShaderStorageBuffers, UpdateShaderUniformBuffers and UpdateShaderAtomicCounterBuffers functions are merged into DescriptorSetDescBuilder::updateShaderBuffers and DescriptorSetDescBuilder::updateAtomicCounters. In order to handle the usage that same buffer used by multiple shader stages, a new variant of bufferRead() function is added that takes "const gl::ShaderBitSet" instead of single PipelineStage. This also paves way for next CL so that we can call updateOneShaderBuffer individually. Bug: b/282194402 Change-Id: I09d045d6295827b60bdb4c05df9333fe593fa40e Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4574288 Reviewed-by: Roman Lavrov <romanl@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Charlie Lao <cclao@google.com>
Shahbaz Youssefi b0e9bbd7 2023-05-31T14:23:40 Vulkan: Split features for dynamic state When a driver bug with dynamic state is encountered, it is hard to debug which dynamic state exactly is causing an issue, due to the current granularity of disabling all entire state from an extension. With this change, every dynamic state gets its own ANGLE feature, and can be toggled as necessary. Disabling the supportsExtendedDynamicState* features implicitly disables all dependent features. Bug: b/285124778 Bug: b/275210062 Bug: fuchsia:107106 Bug: angleproject:5906 Change-Id: Ic291279872df2d0eb58618ff364ab118bdcc4a9f Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4577553 Reviewed-by: Cody Northrop <cnorthrop@google.com> Auto-Submit: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Yuxin Hu <yuxinhu@google.com>
Shahbaz Youssefi ec7e0778 2023-05-26T22:11:49 Vulkan: Track the emulated texture buffer in command buffer ... instead of the original texture buffer, because the emulated one is the one that is actually being used. This removes the necessity to issue a hacky barrier after the emulation is done. Bug: angleproject:8128 Change-Id: Ibc812894204cc1b2c6147817674de44e9c7ba2f4 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4571701 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Auto-Submit: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Roman Lavrov <romanl@google.com> Reviewed-by: Charlie Lao <cclao@google.com>
Charlie Lao 01f629e3 2023-05-26T10:23:20 Vulkan: Remove the loop when calling updateShaderBuffers Right now there is a loop of getLinkedShaderStages when calling mShaderBuffersDescriptorDesc.updateShaderBuffers. The shaderType variable is only used to check if block is active or not, and get info.binding. They can be retrieved without loop of shaderType. This CL removes the loop so that we call DescriptorSetDescBuilder::updateShaderBuffers only once. Similar thing is applied to atomic counter buffer and images. Bug: b/282194402 Change-Id: I03f3b4a391e773dfc162877802a2f940311866b8 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4554625 Commit-Queue: Charlie Lao <cclao@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Charlie Lao 297687c6 2023-05-18T17:27:54 Vulkan: Reduce CPU overhead for uniform buffer change One of the common usage pattern is change uniform buffers and draw. Right now every uniform buffer change goes into ShaderResource dirty code path that rebuilds entire ShaderResource cache key and descriptor set etc. This CL keeps SHaderResource dirty code path, and will be used when program changes or framebuffer changes. But uniform buffer change will go down its own code path that only update uniform buffer related state. This CL along with prior two CLs reduced asphalt_9 average frame time (with multi context hacked away) from 5.375 ms to 5.2594 ms (reduced 2.15%). Bug: b/282194402 Change-Id: Ibae2895663918ddc10bf13bc559f1483f94d2e11 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4528314 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Charlie Lao <cclao@google.com> Reviewed-by: Roman Lavrov <romanl@google.com>
Charlie Lao 9445fbbe 2023-05-16T10:43:55 Vulkan: Move mWriteDescriptors out of DescriptorSetDescBuilder DescriptorSetDescBuilder has two data structures: mWriteDescriptors, which keeps track of "layout" of descriptorSet, and mDescriptorInfos, which is the actual cache key for descriptorSet. mDescriptorInfos will be updated every time buffer or image changes. But mWriteDescriptors is immutable with buffer/image, it is static per program executable (with exception of InputAttachment). Right now whenever there is a buffer or image change, we call into DescriptorSetDescBuilder and update both mWriteDescriptors and mDescriptorInfos. This CL moves mWriteDescriptors out of DescriptorSetDescBuilder, and stores it in ProgramExecutableVk. To deal with InputAttachment variation, ContextVk makes a copy of mWriteDescriptors when program is bound, and then update inputAttachment with framebuffer information. This not only removes unnecessary update of mWriteDescriptors, but also removes the requirement that mShaderBuffersDescriptorDesc has to reset and rebuild as a whole (because mWriteDescriptors keeps mCurrentInfoIndex which gets incremented as we build). This allows us to do further optimization in future to do piece meal update of mDescriptorInfos with only the changed data. Bug: b/282194402 Change-Id: I443c7c3b85b7a2e2e93c68d40ea102533c43f76a Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4540280 Reviewed-by: Roman Lavrov <romanl@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Charlie Lao <cclao@google.com>
Charlie Lao 2c836045 2023-05-18T12:00:41 Vulkan: Remove buffer/image tracking from DescriptorSetDescBuilder Right now DescriptorSetDescBuilder keeps an array of images and buffers as we build DescriptorSet cache key. Later on if we have a cache miss and allocated a new cache entry, we walk the array and tag the images and buffers with newSharedCacheKey. If we have a cache hit, the tracked images/buffers are unused and then cleared. This means the effort of keep track of these buffers are wasted when we have cache hit, which we expect to be most likely. This was initially implemented this way simply because of convenience, but there is really not a need to add another tracker for them, as they are readily available from context state anyway. This CL remove the tracking of images/buffers from DescriptorSetDescBuilder and replaced with context API to tag images and buffers with newSharedCacheKeywhen when we have a cache miss. Bug: b/282194402 Change-Id: I355c2fbabdfc573ce71c0a4281788c942d260271 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4539290 Commit-Queue: Charlie Lao <cclao@google.com> Reviewed-by: Roman Lavrov <romanl@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Alexey Knyazev 934a25bc 2023-05-22T00:00:00 Vulkan: Implement EXT_depth_clamp Bug: angleproject:8047 Change-Id: I73244f5dcd6eeeb1889214ee3a611e4ecabbfe7e Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4558744 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Alexey Knyazev <lexa.knyazev@gmail.com>
Jason Macnak 5ab2fa96 2023-05-12T08:38:19 Vulkan: Move texture QFOTs to syncState() ... (and getAttachmentRenderTarget() which is syncState()-like for deferred clear) so that QFOTs are not actually scheduled until first use. SurfaceFlinger optimistically creates EGL images and textures for AHBs in case it does need them in the future. However, the images and textures may go unused. Prior to this change, ANGLE would create pending QFOT barriers while importing AHBs into EGL images and GL textures. However, SurfaceFlinger may not be doing any "real work" (other than repeatedly creating and destroying EGL images and GL textures) which would result in the command buffers containing the QFOTs being flushed. This can result in a large build up of unreleased memory (as the VkDeviceMemory would still be kept alive by the reference from the unflushed QFOT command buffer) and lead to the low memory killer nuking processes. Bug: b/282075554 Test: cts -m CtsOpenGLTestCases -t android.opengl.cts.GLSurfaceViewTest Test: adb shell dumpsys SurfaceFlinger Test: angle_end2end_tests --gtest_filter=ImageTestES3.AHBImportReleaseStress/ES3_Vulkan Change-Id: I7776abb2c6f834e96aa3926c26e77c53352ee561 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4527437 Commit-Queue: Jason Macnak <natsu@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Charlie Lao 086b6c20 2023-05-04T15:55:31 Vulkan: Simplify TransformFeedback buffer tracking Right now the buffers that used by transform feedback is tracked by mCurrentTransformFeedbackBuffers, which is angle::FlatUnorderedSet. With the QueueSerial numbers, this can be much simplified. This CL removes mCurrentTransformFeedbackBuffers. It adds a new QueueSerial variable called mCurrentTransformFeedbackQueueSerial, and is inavlid if no active transform feedback. Then check if a buffer is used by transform feedback is as simple as check if it is written by mCurrentTransformFeedbackQueueSerial. Since buffers are already tracked by queue serial, so there is no new tracking needed. It is simply a check if the buffer contains mCurrentTransformFeedbackQueueSerial or not. Bug: b/280889890 Change-Id: I54bdc4a0cfc7194a12d2aa0abdc67a3211949024 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4507978 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Charlie Lao <cclao@google.com>
Igor Nazarov 903d9fdf 2023-01-19T15:37:45 Vulkan: Implement ExternalFence for use in SyncHelperNativeFence `ExternalFence` allows concurrent usage in `CommandQueue` and `SyncHelperNativeFence` classes eliminating need of additional `vkQueueSubmit()` call. Waiting in `CommandQueue` on `QueueSerial` or `ResourceUse` will ensure corresponding state of the native FD (because `CommandQueue` will wait on the same FD instead of some other fence). After this change there will be only single `vkQueueSubmit()` call from the `SyncHelperNativeFence::initializeWithFd()` method. This CL and the follow-up is sufficient to fix the bugs below. Bug: angleproject:8115 Bug: angleproject:8117 Test: angle_end2end_tests --gtest_filter=EGLSyncTest.AndroidNativeFence_ExternalFenceWaitVVLBug* Change-Id: Ic562ecc71a95203454a1dc438589a13bcf3bff7f Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4392879 Reviewed-by: Charlie Lao <cclao@google.com> Commit-Queue: Igor Nazarov <i.nazarov@samsung.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Igor Nazarov 72f9add4 2023-05-03T15:30:33 Vulkan: Initialize mLastSubmittedQueueSerial to valid value Currently, ContextVk::mLastFlushedQueueSerial and ContextVk::mLastSubmittedQueueSerial are invalid after Context initialization. Although, invalid QueueSerial will always test as submitted and finished, this produce a edge case. In case of SyncHelper::mUse, we can not longer assert that mUse.valid() after submitSyncIfDeferred() call, because invalid mUse is now a valid case... This CL initializes both members to valid value, that will also always test as submitted and finished. This removes the edge case, and allow using assert in SyncHelper to check if everything works as expected. Bug: b/277644512 Change-Id: I6be71596ab7dca1026764756fba7b21b81524413 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4503485 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Charlie Lao <cclao@google.com> Commit-Queue: Igor Nazarov <i.nazarov@samsung.com>
Igor Nazarov e24f4519 2023-01-19T02:30:39 Vulkan: Add externalFence into submitCommands() Currently one-off fence in the `queueSubmitOneOff()` is used only in `SyncHelperNativeFence::initializeWithFd()` to submit external fence. Other `queueSubmitOneOff()` calls may use `QueueSerial` instead of a fence. Providing `fence` into `queueSubmitOneOff()` prevents tracking that submission with `QueueSerial`. Therefore using `mUse` to collecting `mFenceWithFd` as garbage will not work as intended. This CL removes `fence` from `queueSubmitOneOff()` and adds optional `externalFence` into `submitCommands()` instead. Providing `externalFence` will cause additional `vkQueueSubmit()` call: - first submission will submit everything as usual except using the `externalFence`. - second, will only submit internal `CommandQueue` fence for `QueueSerial` tracking. As the result of this CL, call to `initializeWithFd()` will always produce two (2) `vkQueueSubmit()` calls. Previously it may be one (1) or two (2) submissions. Future CL will reduce submission count to one (1). If add additional submission into `queueSubmitOneOff()` instead of `submitCommands()`, then maximum number of submissions will be three (3). Bug: angleproject:8117 Change-Id: I6f1ec12682aaab71bfc871e665fec2659df96b26 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4392877 Reviewed-by: Charlie Lao <cclao@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Igor Nazarov <i.nazarov@samsung.com>
Alexey Knyazev b052a5bf 2023-03-31T00:00:00 Vulkan: Implement polygon mode extensions * NV_polygon_mode * ANGLE_polygon_mode Bug: angleproject:1791 Bug: angleproject:8132 Change-Id: I2beffdad0c1569546020b78a9c6d9b8ea87c2100 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4498687 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Alexey Knyazev <lexa.knyazev@gmail.com>
Alexey Knyazev 73f9cf00 2023-03-31T00:00:00 GL: Implement polygon mode extensions * Implemented polygon mode extensions on the OpenGL backend * Supported capture and serialization of the new commands and state * Added PolygonModeTest end2end tests Bug: angleproject:1791 Bug: angleproject:8132 Change-Id: I3bc08546a02f110dd739950129bee25ccc507bf6 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4492683 Commit-Queue: Alexey Knyazev <lexa.knyazev@gmail.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Charlie Lao 90539b10 2023-04-24T16:36:01 Vulkan: Clean up some of trace events CommandBuffer::begin/end/reset events are too fine grain. The trace event retireFinishedCommandsLocked already covers reset. Also made flushImpl generate event only if we did submit, if we end up early out, that is not interesting. Also add event for fenceWait, since that is quite important for performance investigation, sometimes an indication of bad synchronization. Bug: b/277644512 Change-Id: I7d2f6d0716a83bf3b88a9e590ddc042b038b347a Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4471747 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Charlie Lao <cclao@google.com> Reviewed-by: Yuxin Hu <yuxinhu@google.com>
Charlie Lao b875f47b 2023-04-24T11:11:03 Vulkan: Make mLastSubmittedQueueSerial reflect what it means Right now we always update ContextVk::mLastSubmittedQueueSerial and ContextVk::mLastFlushedQueueSerial when context becomes current, even though it does not make any submission. It was done it this way mainly for simplification (i.e, you will always see both queueSerial's index the same). But this also causes a performance cost when a mLastSubmittedQueueSerial is used to tag a resource. For example, if you insert a EGLSync right after makeCurrent, that EGLSync may get a queue serial number bigger than it should be, which will translate to longer sync wait time. This CL changes these two queue serial to exact what the name suggests, that it will only update if we made a "flush" or "submit" call. Bug: b/277644512 Change-Id: Ibe4c78985a3fe0726836d620202e5276894a8e7c Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4458532 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Charlie Lao <cclao@google.com> Reviewed-by: Yuxin Hu <yuxinhu@google.com>
Igor Nazarov ec04c40d 2023-04-24T23:12:09 Vulkan: Fix regression not calling mRenderer->notifyDeviceLost Change: Vulkan: Fix freeing not completed Secondary Command Buffers. https://chromium-review.googlesource.com/c/angle/angle/+/4334579 .. accidentally removed `mRenderer->notifyDeviceLost();` line from `ContextVk::handleDeviceLost()` method. This CL fixes that regression. Bug: angleproject:6100 Change-Id: Iba3c9df71399821ac1b05109e873abfe5dc02bad Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4470307 Reviewed-by: Charlie Lao <cclao@google.com> Commit-Queue: Igor Nazarov <i.nazarov@samsung.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Alexey Knyazev e27759f9 2023-04-20T00:00:00 D3D11: Ignore sample mask and A2C for single-sampled rendering Also fixed alpha-to-coverage for single-sampled rendering and simplified sample coverage code in the Vulkan backend. Fixed: angleproject:8102 Change-Id: Ieea03dfdc13c6105ddf916dca6d0fea593eb3a62 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4455508 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Alexey Knyazev <lexa.knyazev@gmail.com>
Shahbaz Youssefi 77d86c4a 2023-04-20T11:21:59 Vulkan: Set shading rate dynamic state unconditionally Since this state is dynamic, it must be set before use. Bug: angleproject:8108 Change-Id: I3ceeae95cdfad3388c35dd9e629e1424617f48b0 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4455148 Reviewed-by: Yuxin Hu <yuxinhu@google.com> Commit-Queue: Yuxin Hu <yuxinhu@google.com> Auto-Submit: Shahbaz Youssefi <syoussefi@chromium.org>
Charlie Lao fa9172a3 2023-03-27T09:49:33 Reland "Vulkan: Use midRenderPass clear if RP has started but inactive" This is a reland of commit 98151770adfd990c533991da27615b4879494307 Original change's description: > Vulkan: Use midRenderPass clear if RP has started but inactive > > This CL extends prior CL's optimization so that if clear is issued right > after blitFramebuffer call (this could make sense if blit and clear are > on different buffer), we can keep the started render pass and do the > midRenderPass clear instead of endRenderPass and start another > renderPass. > > Bug: b/273808966 > Change-Id: Ia2504e8e260867a6f797d42cd4c8a72f187280ef > Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4374145 > Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Bug: b/273808966 Change-Id: I5c8c85c173f021a7753ef579f83d9ceb24147a7c Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4442911 Commit-Queue: Charlie Lao <cclao@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Charlie Lao 2f19bb74 2023-03-16T16:03:29 Reland "Vulkan: Reactivate already started render pass when possible" This is a reland of commit ad9537af7f2bb5e22bc73f4e833fd3789adaa217 Original change's description: > Vulkan: Reactivate already started render pass when possible > > In some usage case (such as lineage_mobile), we are seeing in the middle > of render pass, app switch to another fbo just to issue a glClear() > call, which the clear call itself gets deferred. Application then switch > back to the original frame buffer. Before this CL, the render pass gets > recreated due to frame buffer binding change, even though the clear gets > deferred and new render pass and the previous render pass are > essentially the same. This CL detects this situation and reactivate the > current render pass instead of creating a new one. With this CL, > lineage_m app trace reduces frame time from 3.86ms to 3.7ms, and only > one render pass is used instead of two. > > This CL also allows the render pass started by BlitFramebuffer reused by > subsequent draw calls. Asphalt_9 is hitting this use pattern and this CL > reduces frame time by 0.1245 ms (from 5.6203 ms to 5.4958 on pixel 7 > pro) > > Bug: b/273808966 > Change-Id: I48c2671cbef3ff9d6cf59caae88c37c77828ee07 > Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4348713 > Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com> > Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> > Commit-Queue: Charlie Lao <cclao@google.com> Bug: b/273808966 Change-Id: Ice9062122ae320b1a0108ff981bc65bd13b2ada0 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4406888 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Charlie Lao <cclao@google.com> Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com>
Charlie Lao 459f0fad 2023-04-06T13:42:49 Vulkan: Force submit when switch to system framebuffer draw Given recent finding on unnecessary wait for acquire image semaphore, since the semaphore wait is per submission, any GPU will have this same performance problem if we only do command submit per frame. This CL forces submission when we switch draw framebuffer to system default framebuffer, so that the semaphore wait will not block user's fbo rendering. Bug: b/275624771 Change-Id: Id6b941870ef296393c13d0daaf81a41b6c042b9a Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4406882 Reviewed-by: Yuxin Hu <yuxinhu@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Charlie Lao <cclao@google.com>
Charlie Lao d58fbf04 2023-04-05T12:32:09 Vulkan: Wait for surface ANI semaphore only if image is used Right now there is a bug that surface's ANI semaphore is added to context when WindowSurfaceVk::getAttachmentRenderTarget get called, which gets called from FramebufferVk::syncState, which is before we end the previous render pass, due to the endRenderpass usually is deferred until next renderPass starts. This caused ANI semaphore gets added to the previous render pass's submission, which does not use surface, and thus a bubble in GPU execution pipeline where the user FBO rendering gets unnecessarily blocked until ANI semaphore is signaled. This lowers GPU utilization and thus GPU frequency gets dropped and frame time increased. This CL stores ANI semaphore to ImageHelper object and when barrier is generated, the ANI semaphore is moved to CommandBuffer. When CommandBuffer gets flushed and submitted, it gets added to the waitSemaphores vector and submitted to vulkan. Since all use of swap chain image must go through barrier code first (you need at least change layout), this ensures ANI semaphore gets waited in exact and robust way. Only the submission that references the swap chain image will be waited. With this CL, professional_baseball_spirits reduces frame time from 3.8 ms to 2.7 ms, achieving parity with native GLES on pixel 7 pro. Bug: b/275624771 Change-Id: Ifa6cacf9e3bc147bfde54eb7def2fca48c50aca0 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4400011 Reviewed-by: Yuxin Hu <yuxinhu@google.com> Commit-Queue: Charlie Lao <cclao@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Charlie Lao 65ed3050 2023-04-04T11:57:38 Vulkan: Let recordWriteBarrier use CommandBufferHelper This is preparation for next CL. It changes OutsideRenderPassCommandBuffer argument to OutsideRenderPassCommandBufferHelper for recordWriteBarrier() and recordReadBarrier() calls, so that it has access to the helper object (will be used in next CL). It passes CommandsState to executeBarriers() instead of PrimaryCommandBuffer. No actual functionality change is expected. Bug: b/275624771 Change-Id: Ia06a0398a127539b0b642005803a498cb2a9d7f1 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4400407 Commit-Queue: Charlie Lao <cclao@google.com> Reviewed-by: Yuxin Hu <yuxinhu@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Charlie Lao 20f875f8 2023-04-05T09:47:46 Vulkan: Add commandQueueWaitSemaphoresTotal perf counter This counts total number of wait semaphores we submitted. This will be used to write test to ensure that we insert wait semaphores properly in future CLs. Bug: b/275624771 Change-Id: I5b8e209500ff553617f6b30c2f8b4626d29c0e6a Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4400823 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Yuxin Hu <yuxinhu@google.com> Commit-Queue: Charlie Lao <cclao@google.com>
Shahbaz Youssefi 8b79410b 2023-04-02T22:25:12 Vulkan: Treat readonly SSBOs as readonly! Instead of assuming SSBOs are always written to, this change adds plumbing for the backend to know when an SSBO is declared readonly and marks the buffer readonly accordingly. With this change, BufferVk can optimize uploads and copies to and from the buffer with the knowledge that it can be safely mapped on the CPU for read while it's being used by the GPU. Bug: b/276002151 Change-Id: I75342148c07949a83436054a738395bbd88caec5 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4392720 Reviewed-by: Charlie Lao <cclao@google.com> Reviewed-by: Yuxin Hu <yuxinhu@google.com> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Charlie Lao 41f0a321 2023-04-03T21:58:43 Revert "Vulkan: Reactivate already started render pass when possible" This reverts commit ad9537af7f2bb5e22bc73f4e833fd3789adaa217. Reason for revert: Suspected cause for flakiness. anglebug.com/8118 Original change's description: > Vulkan: Reactivate already started render pass when possible > > In some usage case (such as lineage_mobile), we are seeing in the middle > of render pass, app switch to another fbo just to issue a glClear() > call, which the clear call itself gets deferred. Application then switch > back to the original frame buffer. Before this CL, the render pass gets > recreated due to frame buffer binding change, even though the clear gets > deferred and new render pass and the previous render pass are > essentially the same. This CL detects this situation and reactivate the > current render pass instead of creating a new one. With this CL, > lineage_m app trace reduces frame time from 3.86ms to 3.7ms, and only > one render pass is used instead of two. > > This CL also allows the render pass started by BlitFramebuffer reused by > subsequent draw calls. Asphalt_9 is hitting this use pattern and this CL > reduces frame time by 0.1245 ms (from 5.6203 ms to 5.4958 on pixel 7 > pro) > > Bug: b/273808966 > Change-Id: I48c2671cbef3ff9d6cf59caae88c37c77828ee07 > Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4348713 > Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com> > Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> > Commit-Queue: Charlie Lao <cclao@google.com> Bug: b/273808966 Change-Id: I81cc2dcacb52466808b2ccf5819feda466c39fc5 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4396502 Reviewed-by: Charlie Lao <cclao@google.com> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Bot-Commit: Rubber Stamper <rubber-stamper@appspot.gserviceaccount.com> Auto-Submit: Charlie Lao <cclao@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Shahbaz Youssefi 3aea3cfd 2023-04-03T16:38:29 Vulkan: Workaround depth bias constant factor on ANV Bug: b/249380591 Change-Id: Iaeda7faf5eb40e0e2086674d3e63bf5bc9911ab4 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4392893 Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com> Reviewed-by: Yiwei Zhang <zzyiwei@chromium.org> Auto-Submit: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Shahbaz Youssefi c5e9de23 2023-04-03T15:14:03 Revert "Vulkan: Use midRenderPass clear if RP has started but inactive" This reverts commit 98151770adfd990c533991da27615b4879494307. Reason for revert: Suspected cause for flakiness. anglebug.com/8118 Original change's description: > Vulkan: Use midRenderPass clear if RP has started but inactive > > This CL extends prior CL's optimization so that if clear is issued right > after blitFramebuffer call (this could make sense if blit and clear are > on different buffer), we can keep the started render pass and do the > midRenderPass clear instead of endRenderPass and start another > renderPass. > > Bug: b/273808966 > Change-Id: Ia2504e8e260867a6f797d42cd4c8a72f187280ef > Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4374145 > Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Bug: b/273808966 Change-Id: I7a11635a6eceafb6f4fb3a0d95f6627ee98321c0 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4393497 Bot-Commit: Rubber Stamper <rubber-stamper@appspot.gserviceaccount.com> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Alexey Knyazev b24b5568 2023-03-27T00:00:00 Vulkan: Skip sample coverage for single sample rendering A new test sets sample coverage to zero and checks that it is applied only to multisampled rendering. Bug: angleproject:8102 Change-Id: I1a5649869e9b7ecf0543108fb99095bfaf6fd858 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4379839 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Kenneth Russell <kbr@chromium.org> Commit-Queue: Alexey Knyazev <lexa.knyazev@gmail.com>
Charlie Lao 98151770 2023-03-27T09:49:33 Vulkan: Use midRenderPass clear if RP has started but inactive This CL extends prior CL's optimization so that if clear is issued right after blitFramebuffer call (this could make sense if blit and clear are on different buffer), we can keep the started render pass and do the midRenderPass clear instead of endRenderPass and start another renderPass. Bug: b/273808966 Change-Id: Ia2504e8e260867a6f797d42cd4c8a72f187280ef Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4374145 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Charlie Lao ad9537af 2023-03-16T16:03:29 Vulkan: Reactivate already started render pass when possible In some usage case (such as lineage_mobile), we are seeing in the middle of render pass, app switch to another fbo just to issue a glClear() call, which the clear call itself gets deferred. Application then switch back to the original frame buffer. Before this CL, the render pass gets recreated due to frame buffer binding change, even though the clear gets deferred and new render pass and the previous render pass are essentially the same. This CL detects this situation and reactivate the current render pass instead of creating a new one. With this CL, lineage_m app trace reduces frame time from 3.86ms to 3.7ms, and only one render pass is used instead of two. This CL also allows the render pass started by BlitFramebuffer reused by subsequent draw calls. Asphalt_9 is hitting this use pattern and this CL reduces frame time by 0.1245 ms (from 5.6203 ms to 5.4958 on pixel 7 pro) Bug: b/273808966 Change-Id: I48c2671cbef3ff9d6cf59caae88c37c77828ee07 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4348713 Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Charlie Lao <cclao@google.com>
Shahbaz Youssefi 97897d92 2023-03-27T16:02:57 Vulkan: Work around driver bug with dynamic primitive restart This CL forces the state to be static on buggy drivers. Bug: b/275210062 Change-Id: Ia3391ecb19c3c9d19c05a83e11da8c718513a4e2 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4374104 Reviewed-by: Yuxin Hu <yuxinhu@google.com> Reviewed-by: Yiwei Zhang <zzyiwei@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@google.com>
Geoff Lang c6ec59dc 2023-03-27T11:15:48 Explicitly pass the extended dirty bits to syncState. Add a the extended dirty bits and bit mask to syncState instead of calling gl::State::getAndResetExtendedDirtyBits when encountering DIRTY_BIT_EXTENDED. It disallowed us from masking the extended dirty bits and feels like an anti-pattern to modify the extended dirty bits in gl::State from the backend. This is a refactor only. Bug: chromium:1410191 Change-Id: I66fdec3eb57e3426cf0fda9ccb759700eafdda14 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4374100 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Yuxin Hu <yuxinhu@google.com>
Igor Nazarov e27e7c6a 2023-03-17T19:43:54 Vulkan: Retire Command Buffers before destroying the Pools. "VulkanSecondaryCommandBuffer"s may be still in "CommandQueue" when "ContextVk" destroys the Command Pools (asyncCommandBufferReset = true). Fixed by calling "retireFinishedCommandsLocked()" when appropriate. Normally, it is only required to retire Vulkan Secondary Buffers. However, some drivers may have bug and also require to reset Primary Buffers, that have Secondaries recorded, before destroying the Secondaries Pools. Bug: angleproject:6811 Bug: angleproject:6100 Change-Id: I891547c95cfbdfab44398980f939596af56ab57b Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4350269 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Igor Nazarov <i.nazarov@samsung.com> Reviewed-by: Charlie Lao <cclao@google.com>
Igor Nazarov 9524c639 2023-01-17T18:47:47 Vulkan: Fix Secondary Command Buffers with asyncCommandQueue. This change fixes following errors (asyncCommandQueue = true): 1. "vkEndCommandBuffer()" called from "asyncCommandQueue" thread. Call stack: vkEndCommandBuffer() VulkanSecondaryCommandBuffer::end() OutsideRenderPassCommandBufferHelper::flushToPrimary() CommandQueue::flushOutsideRPCommands() CommandProcessor::processTask() Fixed by calling "vkEndCommandBuffer()" from the Context thread in the new "OutsideRenderPassCommandBufferHelper::detachCommandPool()" method. 2. "vkAllocateCommandBuffers()/vkBeginCommandBuffer()" called from "asyncCommandQueue" thread. Call stack: vkAllocateCommandBuffers()/vkBeginCommandBuffer() VulkanSecondaryCommandBuffer::initialize() <*>CommandBufferHelper::initializeCommandBuffer() <*>CommandBufferHelper::reset() <*>CommandBufferHelper::flushToPrimary() CommandQueue::flush<*>Commands() CommandProcessor::processTask() Fixed by calling "vkAllocateCommandBuffers()/vkBeginCommandBuffer()" from the Context thread in the new "<*>CommandBufferHelper::attachCommandPool()" method. 3. "SecondaryCommandPool::collect()" called from "asyncCommandQueue" thread without synchronization. Call stack: SecondaryCommandPool::collect() rx::vk::RecycleCommandBufferHelper() CommandBufferRecycler<>::recycleCommandBufferHelper) RendererVk::recycle<*>CommandBufferHelper() CommandProcessor::processTask() No need for this call, because "SecondaryCommandPool" is already detached. Notes: This CL not only fixes errors, but also optimizes CommandBufferHelper recycling. Before, there was no recycling plus unnecessary "VulkanSecondaryCommandBuffer" allocation/freeing. Further optimization may add multiple "VkCommandPool"s to the "SecondaryCommandPool" to allow resetting buffers in the async thread. Bug: angleproject:6811 Bug: angleproject:6100 Change-Id: I7004c27a112e916c5c973b43b137193017d6aa3d Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4342189 Reviewed-by: Charlie Lao <cclao@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Igor Nazarov <i.nazarov@samsung.com>
Amirali Abdolrashidi f2c5ce4e 2023-03-16T17:44:56 Re-enable mutable texture upload for one context It was observed that in some apps, mutable textures are uploaded in a context, but that context's outside RP command buffer is not flushed at all, resulting in invalid (noise) or incorrect textures. * Added isEligibleForMutableTextureFlush() to be used to determine whether onMutableTextureUpload() should be called. * Restricted the use of mutable texture upload to single-context share groups. * When the number of contexts becomes greater than one, the original context's outside render pass command buffer is flushed. * Added related tests. * Added a test to make sure that textures can be uploaded in one thread, and used for draw calls in another, with the help of a sync object. * Added a test to make sure that textures can be uploaded in the main thread, and used in a new thread. * Added a test in which a new context is created after mutable mipmap textures are defined. Bug: b/264143971 Change-Id: I66c0d8b04d39bb7244e5752aac0e46a0192f012e Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4349156 Reviewed-by: Charlie Lao <cclao@google.com> Commit-Queue: Amirali Abdolrashidi <abdolrashidi@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Alexey Knyazev e809e7bd 2023-03-13T00:00:00 Reland "Implement EXT_depth_clamp" This is a reland of commit f8c1418319ac2aef4b3101e322005b1d0f73120f Host GPU bugs are observable in iOS Simulator Original change's description: > Implement EXT_depth_clamp > > * Added depthClamp to the RasterizerState > * Added DepthWriteTest end2end tests covering > both clipped and clamped depth writes > > Capture > * Updated serialized rasterizer state > * Updated CaptureMidExecutionSetup > > OpenGL > * Requires GL 3.2 or ARB_depth_clamp > on desktop contexts > * Maps to EXT_depth_clamp on ES > > D3D11 > * Maps to the opposite of > D3D11_RASTERIZER_DESC.DepthClipEnable > * The new tests uncover several edge cases where > a workaround is needed to implement unextended > OpenGL semantics on top of D3D > > Metal > * Maps to the setDepthClipMode command > > Bug: angleproject:8047 > Bug: angleproject:8077 > Change-Id: I1b3448e5b84443e4be18af9bc22d2f8495ac8267 > Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4347753 > Reviewed-by: Geoff Lang <geofflang@chromium.org> > Commit-Queue: Alexey Knyazev <lexa.knyazev@gmail.com> Bug: angleproject:8047 Bug: angleproject:8077 Change-Id: I8c5f8304276c97c51b2c3382cd2764592ee0c3fe Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4349938 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Alexey Knyazev <lexa.knyazev@gmail.com>
Yuxin Hu 4a77b0f5 2023-03-18T00:16:24 Revert "Implement EXT_depth_clamp" This reverts commit f8c1418319ac2aef4b3101e322005b1d0f73120f. Reason for revert: This change breaks angle_end2end_tests on Metal backend: https://ci.chromium.org/ui/p/chromium/builders/ci/ios-angle-intel/26035/overview Original change's description: > Implement EXT_depth_clamp > > * Added depthClamp to the RasterizerState > * Added DepthWriteTest end2end tests covering > both clipped and clamped depth writes > > Capture > * Updated serialized rasterizer state > * Updated CaptureMidExecutionSetup > > OpenGL > * Requires GL 3.2 or ARB_depth_clamp > on desktop contexts > * Maps to EXT_depth_clamp on ES > > D3D11 > * Maps to the opposite of > D3D11_RASTERIZER_DESC.DepthClipEnable > * The new tests uncover several edge cases where > a workaround is needed to implement unextended > OpenGL semantics on top of D3D > > Metal > * Maps to the setDepthClipMode command > > Bug: angleproject:8047 > Bug: angleproject:8077 > Change-Id: I1b3448e5b84443e4be18af9bc22d2f8495ac8267 > Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4347753 > Reviewed-by: Geoff Lang <geofflang@chromium.org> > Commit-Queue: Alexey Knyazev <lexa.knyazev@gmail.com> Bug: angleproject:8047 Bug: angleproject:8077 Change-Id: I829add68c006c72b7b4acf03aee3efa8a9a16fac No-Presubmit: true No-Tree-Checks: true No-Try: true Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4350876 Reviewed-by: Alexis Hétu <sugoi@google.com> Reviewed-by: Yuxin Hu <yuxinhu@google.com> Bot-Commit: Rubber Stamper <rubber-stamper@appspot.gserviceaccount.com> Commit-Queue: Yuxin Hu <yuxinhu@google.com>
Igor Nazarov 7d1a401b 2023-01-17T18:45:55 Vulkan: Fix freeing not completed Secondary Command Buffers. Problem: - Protected Context flushes its commands to the Protected Primary Command Buffer; - Unprotected Context flushes its commands to the Unprotected Primary Command Buffer; - Context with different "egl::ContextPriority" may flush commands into different Primary Command Buffers. - Secondary Command Buffers from all Contexts end-up in the single "CommandBufferRecycler::mSecondaryCommandBuffersToReset" list; - One of the Contexts submits its Primary Command Buffer, and attaches current "mSecondaryCommandBuffersToReset" list to the "CommandBatch"; - Secondary Command Buffers of other Contexts may be collected and later freed by "SecondaryCommandPool" without submitting/completion corresponding Primary Command Buffers. Fix: - Moving "mSecondaryCommandBuffersToReset" to the new "SecondaryCommandBufferCollector" class. - Separate "SecondaryCommandBufferCollector" instance is stored in the "CommandQueue" for each current Primary Command Buffer. Additionally fixes "asyncCommandQueue" related problem: "releaseCommandBuffersToReset()" may get outdated results if flush is not yet executed in the "asyncCommandQueue" thread. Bug: angleproject:6100 Change-Id: I7df161ac1f999fb34d4eccaebb603c58ecb1ac11 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4334579 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Charlie Lao <cclao@google.com> Commit-Queue: Igor Nazarov <i.nazarov@samsung.com>
Igor Nazarov 9b6368cc 2023-03-14T14:48:30 Vulkan: Fix freeing Secondary Command Buffers from wrong thread. Problem: - Secondary Command Buffers are freed in the "CommandQueue" class. - This may happen from any Context thread that calls "checkCompletedCommands()" or "finish<*>()" methods. - As the result, one Command Buffer may be freed from one thread, while other Command Buffer from the same "VkCommandPool" is allocated/reset/recorded in the other thread. Vulkan spec demands external "VkCommandPool" synchronization for any modifications (begin/end/reset/free/cmd) on its "VkCommandBuffer"s. Fix: - Added new "rx::vk::SecondaryCommandPool" class that replaces the "rx::vk::CommandPool" wrapper. - This class has "collect()" method for storing "VkCommandBuffer"s. Collected buffers are freed from the correct thread on the next "allocate()" call. This CL only fixes the problem, keeping Secondary Command Buffer memory management as is (allocate/free single buffer without reuse). In the future CLs this behavior may be changed (reuse buffers, reset/free entire pools). Bug: angleproject:6100 Change-Id: If938416c4df4fe55f0cfb418b6759721ac53098b Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4334577 Reviewed-by: Charlie Lao <cclao@google.com> Commit-Queue: Igor Nazarov <i.nazarov@samsung.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Alexey Knyazev f8c14183 2023-03-13T00:00:00 Implement EXT_depth_clamp * Added depthClamp to the RasterizerState * Added DepthWriteTest end2end tests covering both clipped and clamped depth writes Capture * Updated serialized rasterizer state * Updated CaptureMidExecutionSetup OpenGL * Requires GL 3.2 or ARB_depth_clamp on desktop contexts * Maps to EXT_depth_clamp on ES D3D11 * Maps to the opposite of D3D11_RASTERIZER_DESC.DepthClipEnable * The new tests uncover several edge cases where a workaround is needed to implement unextended OpenGL semantics on top of D3D Metal * Maps to the setDepthClipMode command Bug: angleproject:8047 Bug: angleproject:8077 Change-Id: I1b3448e5b84443e4be18af9bc22d2f8495ac8267 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4347753 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Alexey Knyazev <lexa.knyazev@gmail.com>
Igor Nazarov 4edccb15 2023-01-17T16:17:35 Vulkan: Fixed Context Priority mixing problems. Problem details: - Each "egl::ContextPriority" may have separate "VkQueue". - "CommandQueue" only has two "PrimaryCommandBuffer"s for normal and protected content. - Commands from multiple "ContextVk" may be written to a single "PrimaryCommandBuffer". - That "PrimaryCommandBuffer" may be randomly submitted to different "VkQueue"s. - As the result - Commands from a single "ContextVk" may be submitted to multiple "VkQueue"s. Fix details: - Created separate "PrimaryCommandBuffer" (lazily allocated) for each "egl::ContextPriority". - Commands with different priorities can't be mixed in a single "PrimaryCommandBuffer". - Therefore - Commands from a single "ContextVk" will be submitted to a single "VkQueue". - No difference for applications that use single "egl::ContextPriority" for all Contexts. Notes: Another problem when resource is used in multiple Contexts with different "VkQueue" (Priority). One solution is to use Semaphores. Another is to enfore same Priority for all Contexts in a Share Group and Default Priority when using EGLImage. This solution was submitted in the previous CL: Vulkan: Enforce ContextPriority in ShareGroup and with EGLImage Below test fails on G996B without this CL. Bug: angleproject:8039 Test: angle_end2end_tests --gtest_filter=MultithreadingTestES3.ContextPriorityMixing* Change-Id: Iaa57826ca55956944f922813fcfac42f1a764dbb Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4194183 Reviewed-by: Charlie Lao <cclao@google.com> Commit-Queue: Igor Nazarov <i.nazarov@samsung.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Igor Nazarov eb1cb31d 2023-02-21T14:09:49 Vulkan: Remove code left after introduce of "vk::SharedGarbage" This logic calls "flushImpl()" each time some "ImageVk" is orphaned, regardless if it used in the RenderPass or not. Such undesired flushes negatively affect CPU and GPU performance. This flush was added in the very old commit: e755a5374f7eb24da579fdc9862b01e3c3c04721 Vulkan: Add a new garbage type gated by fences. Flush was necessary to grab a proper Fence. However, after commit: f10bf6bf55a78669bff7bb5cdd3ae0954a87661e Vulkan: Implement multi-threaded GL. Fence was replaced by "vk::SharedGarbage" and "vk::SharedResourceUse". But "flushImpl()" was not removed along with misleading comment, that it is necessary "to make sure the fence has been submitted". This CL removes this leftover code. Any regressions should be fixed in a better way. Bug: angleproject:2464 Change-Id: I640bb2b9519c15a47adf30e0de845a3125ceab42 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4272834 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Igor Nazarov <i.nazarov@samsung.com> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Igor Nazarov a1bf828d 2023-02-13T21:30:38 Vulkan: Rename "RendererVk::waitFor*ToBeSubmitted()" methods. Following "RendererVk" methods are a little bit confusing: - submitCommands() - hasResourceUseSubmitted() - hasQueueSerialSubmitted() - waitForResourceUseToBeSubmitted() - waitForQueueSerialToBeSubmitted() Because after "RendererVk::submitCommands(..., submitQueueSerial)" call "hasQueueSerialSubmitted(submitQueueSerial)" will always return "true". And it is not clear why need to call "waitForResourceUseToBeSubmitted()" method, if it already "Submitted". It is even more: it is technically illegal to call "waitFor*ToBeSubmitted()" if "has*Submitted" is "false". This refactoring suggests adding "ToDevice" to the methods names: - waitForResourceUseToBeSubmittedToDevice() - waitForQueueSerialToBeSubmittedToDevice() So that: - "Submitted" - will mean to the RendererVk (and maybe Device) - "SubmittedToDevice" - definitely submitted to the Device. Bug: b/267348918 Change-Id: I12323be3ddc0cbcff4667e52a37089b187b63fe8 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4245423 Reviewed-by: Charlie Lao <cclao@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Igor Nazarov <i.nazarov@samsung.com>
Igor Nazarov b194c21a 2023-02-24T15:41:00 Vulkan: Enforce ContextPriority in ShareGroup and with EGLImage This CL enforces single Context Priority for all Contexts in a Share Group. This is necessary until Vulkan Semaphores will be used to automatically synchronize Resource access between Contexts. Contexts Priority updated when new Contexts is added to the Share Group. New Priority will be the highest among all ever existed Contexts (except if Priority is locked). When Contexts Priority changes, all flushed commands are submitted to the old VkQueue and semaphore is inserted into the new VkQueue. Currently opened RenderPasses and commands will not be flushed. When EGLImage is used in a Context, all Contexts in that Share Group locked (forever) to the Default Priority (Medium). This is done to simplify the implementation and because of the current limitations (lack of mutex protection across Context Share Groups). Notes: - the EGL_CONTEXT_PRIORITY_LEVEL_IMG will report initial priority. - below tests fail on G996B without this CL. Bug: angleproject:8039 Test: angle_end2end_tests --gtest_filter=MultithreadingTestES3.RenderThenSampleDifferentContextPriority* Test: angle_end2end_tests --gtest_filter=MultithreadingTestES3.RenderThenSampleInNewContextWithDifferentPriority* Test: angle_end2end_tests --gtest_filter=MultithreadingTestES3.RenderThenSampleDifferentContextPriorityUsingEGLImage* Change-Id: Ia6a2f0084d39168a58fd7ec33edc90ece9cead05 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4289750 Reviewed-by: Charlie Lao <cclao@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Igor Nazarov <i.nazarov@samsung.com>
Igor Nazarov 244e1931 2023-01-17T19:22:10 Vulkan: Fix use of pending Outside RenderPass CommandBuffer. Regression from this commit: 730c127102b540ce2c4ec086b037c8b732706e26 "Vulkan: Submit queue more often for texture data" Bug: angleproject:6354 Test: angle_end2end_tests --gtest_filter=*SubmittingOutsideCommandBufferAssertIsOpen* Change-Id: I5f72f499cd7153c94c8e5f8a3415df2182726c8e Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4296802 Commit-Queue: Igor Nazarov <i.nazarov@samsung.com> Reviewed-by: Charlie Lao <cclao@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Amirali Abdolrashidi b0d99f72 2023-02-22T13:48:16 Move the memory tracking classes to new files * Moved the classes, functions, and constants related to memory tracking to MemoryTracking.h and MemoryTracking.cpp. Main classes include the following: * MemoryAllocationTracker * MemoryReport * MemoryAllocationType * MemoryAllocationInfo * MemoryLogSeverity * New static function added in RendererVk to get the Vulkan object type name (GetVulkanObjectTypeName()). Bug: b/262029018 Change-Id: I619001e3c24114c4fe7bf024498338bce146fced Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4284639 Reviewed-by: Charlie Lao <cclao@google.com> Commit-Queue: Amirali Abdolrashidi <abdolrashidi@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Alexey Knyazev 1174582a 2023-03-06T00:00:00 GL: Implement EXT_clip_control The extension is trivially exposed if the current context supports it. * Added packed clip control enums * Removed unused state query code * Aligned symbol names with the specs Bug: angleproject:8066 Change-Id: I9d106f39800658ecc75f4525ee93cb534dc49f9e Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4306770 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Alexey Knyazev <lexa.knyazev@gmail.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Charlie Lao 7eb6869a 2022-08-30T16:28:08 Vulkan: Change ResourceAccess::Write to ResourceAccess::ReadWrite AS a preparation for the next CL which will optimize for WriteOnly access, this CL changes Write to ReadWrite and adds WriteOnly access (but not used yet). Mechanical changes only and no function difference is expected. Bug: b/243711628 Change-Id: I509d6045ae87635e24076b646af42f35d88d52cf Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3866672 Commit-Queue: Charlie Lao <cclao@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Yuxin Hu <yuxinhu@google.com>
Igor Nazarov fee173f9 2023-01-17T18:45:41 Vulkan: Fix freeing Command Buffers with wrong Pool. Problem: - Multiple Contexts flushes it's commands to the Primary Command buffer; - Secondary Command Buffers from all Contexts end-up in the single "CommandBufferRecycler::mSecondaryCommandBuffersToReset" list; - One of the Contexts submits all these commands, and attaches it's "VkCommandPool" to the "CommandBatch". - This "VkCommandPool" will be used to free "VkCommandBuffer"s from all Contexts and pools. Fix: - Attaching "VkCommandPool" to each "VulkanSecondaryCommandBuffer" instance. - "vkFreeCommandBuffers()" is called from the new "VulkanSecondaryCommandBuffer::free()" method. Bug: angleproject:6100 Change-Id: Ic4d66d8b0f71e5ff06047004ed21428d6dce385b Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4300870 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Charlie Lao <cclao@google.com>
Igor Nazarov 24eb3fcf 2023-01-17T19:26:49 Vulkan: Condition in "collectGarbage()" replaced with "ASSERT". Very minor optimization. Most places already check for empty garbage before calling "RendererVK::collectGarbage()". Added missing check into "ContextVk::submitCommands()". Bug: None Change-Id: Ie2660b4cc413e17c4b6ba39c0711745e9f48d70d Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4300052 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Charlie Lao <cclao@google.com>
Hailin Zhang 7189e4cf 2023-02-23T11:03:40 vulkan: fix depth buffer renderpass loadOp issue. when change the depth compare function, Renderpass need to change the mAcess flag accordingly. Bug: b/269929460 Change-Id: I83826c1b07c6d22600d6cd039e7d8bfd0b5b39c3 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4284624 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Hailin Zhang <hailinzhang@google.com>
Igor Nazarov 057a92bf 2023-02-20T14:45:36 Vulkan: Fix invalid assert in ContextVk::onSurfaceUnMakeCurrent Old assert checked "mHasWaitSemaphoresPendingSubmission". However this will be true even after "mWaitSemaphores" are flushed to the Renderer. Correct assert is to check that everything is flushed, but may be pending submission. Bug: angleproject:8017 Change-Id: I831ece236fb0cecb8520315ebaa5207f90d3dfc6 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4270931 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Shahbaz Youssefi 05e62f39 2023-02-16T23:16:46 Vulkan: Don't close render pass if rebind to same fbo In the Vulkan backend, the render pass can occasionally (and transiently) be in a state of "open but inactive". This is when the render pass is closed, but has the potential for future modifications (for example to add a resolve attachment). Under many circumstances, it is expected that an open render pass cannot be in such a state. This assumption can be broken in this scenario: - Open render pass, draw, etc - Change framebuffer binding - Change framebuffer binding back to original - Masked Clear When ContextVk is synced before clear, it sees that the framebuffer binding is changed (though it hasn't really), and it closes the render passes and sets the render pass dirty bit. If a draw were to follow, a new render pass would have started (unnecessarily). However, in the case of a masked clear, UtilsVk notices that the render pass is started, assumes it must be active, and continues recording to it. While the operation itself succeeds, the assumption that the render pass is active is false (and fails assertion). This change makes sure that framebuffer binding change is no-oped if the framebuffer is the same one that has opened the current render pass. If any application does unnecessary binding changes and back, it will be optimized by this change as well. Bug: chromium:1411210 Change-Id: I37a3a9f2eaa1a81a1b3393840b9458ec71a87377 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4261215 Reviewed-by: Charlie Lao <cclao@google.com> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Charlie Lao c402ea1c 2023-02-15T12:01:38 Vulkan: Rename hasUnfinishedUse to hasResourceUseFinished Most usage of hasUnfinishedUse is for !hasUnfinishedUse, and there was feedback that negative API is not preferred. This CL changes it to positive API name. Similarly renamed hasUnsubmittedUse to hasResourceUseSubmitted. Bug: b/267348918 Change-Id: Idb10b0f998ec50116ffb6aada19a98a516e87824 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4257105 Commit-Queue: Charlie Lao <cclao@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Igor Nazarov ceb49b1c 2023-01-17T19:21:43 Vulkan: Fix crashes when Surface is not current. It is possible to destroy Surface while some resources are still in use (by CPU/GPU): 1. Make Surface current. 2. Draw something. 3. Make other Surface current (same Context). 4. (optional - if test Surface is Window Surface) Draw something. 5. Delete Surface. 6. UnMake the Context from current. 7. Different crashes possible depending on Surface type and what is done in step 2. Bug: angleproject:8017 Test: angle_end2end_tests --gtest_filter="EGLSurfaceTest.DestroyNotCurrent*Surface*" Change-Id: I3102aa237075b301b3222b420415753c83ba192a Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4227073 Commit-Queue: Igor Nazarov <i.nazarov@samsung.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Charlie Lao <cclao@google.com>
Igor Nazarov aa1f7e19 2023-02-08T21:05:35 Vulkan: Fix CommandQueue Wait Semaphores asyncCommandQueue race. Recently implemented fix has a problem: When using "asyncCommandQueue", wait semaphores flush performed in the context thread, while submit in the async thread. Both operations protected by the mutex, so there is no data race or other UB. It is a potential performance problem: submit operation may attach wait semaphores prematurely, before corresponding commands flushed into the primary command buffer. Fix adds "CustomTask::FlushWaitSemaphores" to ensure wait semaphores and commands flushed in order. Bug: angleproject:7995 Change-Id: I7d3cfad867c59d3cd0a5c0bb3f81ae8d98238362 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4231844 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Charlie Lao <cclao@google.com> Commit-Queue: Igor Nazarov <i.nazarov@samsung.com>
Igor Nazarov 8b9bd182 2023-02-08T16:17:10 Vulkan: Refactoring to use ProtectionType enum instead of bool This is a second stage of refactoring that was started here: Vulkan: Minor CommandQueue implementation refactoring. 0210b46d35b51ea04bddafb48ba406a87c39e58e Enumeration renamed: CommandContent -> ProtectionType. Currently interfaces of ContextVk/RendererVk/CommandQueue use "hasProtectedContent" boolean. Internally CommandQueue uses "vk::ProtectionType" enumeration to separate states related to Unprotected/Protected commands. This CL replaces boolean with enumeration for consistency. Bug: angleproject:7995 Change-Id: Ibb98cce661358d464be7c6a8367a1297d7093b1c Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4232114 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Charlie Lao <cclao@google.com> Commit-Queue: Igor Nazarov <i.nazarov@samsung.com>
Igor Nazarov b6cc5754 2023-01-17T16:17:22 Vulkan: Fixed Wait Semaphores problems. This feature fixes 2 problems. 1. Swapchain Image Acquire Semaphore added to wait list AFTER rendering commands: - Make Window Surface current. - Clear Window Surface (Image is Acquired). - Perform rendering to the Window Surface. - Change to other Surface (for example: PbufferSurface) using the same Context. - Unmake Context from current to ensure commands are submitted. - Rendering commands to the Window Surface will be submitted without Acquire Semaphore. 2. Context from other thread may submit command of another Context without proper Wait Semaphores: - Make Window Surface current in the first context. - Clear Window Surface (Image is Acquired). - Perform rendering to the Window Surface. - Call "glBeginQuery()/glEndQuery()" (or other commands) - this will flush command to the Primary Command Buffer without submitting. - In other Thread and Context make some Surface current (for example: PbufferSurface). - Clear that surface with scissor and unmake Context from current to ensure commands are submitted. - Rendering commands to the Window Surface from the first Context will be submitted without Acquire Semaphore. - Problem will happen even if add Wait Semaphore BEFORE writing rendering commands. Bug: angleproject:7995 Test: angle_end2end_tests --gtest_filter="EGLSurfaceTest.WaitSemaphoreAddedAfterCommands*" Test: angle_end2end_tests --gtest_filter="EGLSurfaceTest.CommandsSubmittedWithoutWaitSemaphore*" Change-Id: I28174ff98fdd09b4117962fc0810cfeeb2a4d1f1 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4194182 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Charlie Lao <cclao@google.com>
Igor Nazarov 0ee67145 2023-02-06T18:08:26 Vulkan: Fix bug with ContextVk::mWaitSemaphores processing. Regression: 2e5ca217ca134a7ae4e241e2f7e4cfa637305af7 Vulkan: Let each current context has its own QueueSerial. Problem details: - Call to finishImpl()/flushImpl() will skip mWaitSemaphores processing when there are no pending commands. - finishImpl() will call clearAllGarbage() that will clear all mCurrentGarbage. - However, some mWaitSemaphores may be in the mCurrentGarbage (Semaphore created in SyncHelperNativeFence::serverWait()). Bug: angleproject:8007 Test: angle_end2end_tests --gtest_filter="EGLSyncTest.AndroidNativeFence_VkSemaphoreDestroyBug*" Change-Id: Ia51663eae739b505ca00437cea4ae71526dedbfb Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4225392 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Charlie Lao <cclao@google.com> Commit-Queue: Igor Nazarov <i.nazarov@samsung.com>
Igor Nazarov ef056a06 2023-01-20T14:15:48 Vulkan: Use SubmitPolicy::AllowDeferred whenever possible. Using of SubmitPolicy::EnsureSubmitted is not necessary, because there are finishQueueSerial() call immediately after that. Changing to AllowDeferred avoids extra waiting call (NO-OP) and saves some CPU cycles. Bug: angleproject:8001 Change-Id: Id618253a4b59d006975044eb437ac60468199a98 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4194187 Reviewed-by: Charlie Lao <cclao@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Igor Nazarov fa0681d1 2023-01-17T17:43:48 Vulkan: Per Context Serial cleanup. Comment in the "OutsideRenderPassCommandBufferHelper::reset()" is misleading. New "mQueueSerial" is always generated after "RendererVk::flushOutsideRPCommands()". This change removes comment and invalidates "mQueueSerial" to catch possible errors. Call "generateOutsideRenderPassCommandsQueueSerial()" in the "ContextVk::flushImpl()" only when needed. This call is necessary only with empty submission with only "signalSemaphore" and NO OutsideRP commands are written inside the "flushImpl()" (mIsAnyHostVisibleBufferWritten or mGpuEventsEnabled). Bug: b/267806287 Change-Id: Ibc547f97a6b38f70ad3d5901eca7b659b93014c0 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4218363 Reviewed-by: Charlie Lao <cclao@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Charlie Lao <cclao@google.com>
Charlie Lao 3e5b36e4 2023-02-03T14:23:10 Vulkan: ContextVk::finishImpl only wait for context's serial ContextVk::finishImpl() right now calling mRenderer->finish() which wait for everything to finish, including other unrelated context's submission. This CL changes it to only wait for this context's mSubmittedResourceUse. Bug: b/267806287 Change-Id: I0f31d561395da4fed7b9c93fd2adb9e5d8a16222 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4220016 Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com> Commit-Queue: Charlie Lao <cclao@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Charlie Lao b96f3abd 2023-02-03T13:12:29 Vulkan: Make Context::mLastSubmittedSerial to QueueSerial Right now Context::mLastSubmittedSerial and mLastFlushedSerial are all Serial type instead of QueueSerial. Most places we do need QueueSerial. This CL changes them to QueueSerial type. This simplifies and improves code readability. No actual functional change is expected with this CL. Bug: b/267806287 Change-Id: Ib00cae2637ee9ed95e5fc00060c63017b04e26c5 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4219944 Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Charlie Lao <cclao@google.com>
Roman Lavrov 06720c9b 2023-01-25T11:46:16 Add binding to DescriptorInfoDesc. Otherwise we're hitting the cache falsely https://anglebug.com/7974#c1 (repro in test added in this CL) UpdatePreCacheActiveTextures now gets the binding using the same calls as updateFullActiveTextures, updateExecutableActiveTexturesForShader There might be a better way to do this but it's more complicated. Filed https://anglebug.com/7974 to track. Test credit of Shahbaz Youssefi syoussefi@chromium.org Bug: b/242887117 Bug: angleproject:7974 Change-Id: I481147336437ee4bdce040a3ae81f168e5dffe29 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4104121 Commit-Queue: Roman Lavrov <romanl@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Charlie Lao <cclao@google.com>
Charlie Lao 226fd666 2023-01-20T10:26:34 Vulkan: Make CommandProcessor::checkCompletedCommands immediate check This checkCompletedCommands() method is trying to do immediate mLastCompletedSerials update. For async command submission, there is no point to insert a token for CommandProcessor::checkCompletedCommands since it is not waiting for all queued commands to be submitted. And even worse, for async submission, it is also not doing immedidate queue serial update. For example, SyncHelper::getStatus() we do call checkCompletedCommands to ensure the queue serials are up to date, but with async submisison, this has no immediate effect, which may cause test like FenceNVTest.BasicOperations/ES3_Vulkan_AsyncCommandQueue to fail because queue serial is not kept up to date even though we did wait for fence to finish. This CL removes CustomTask::CheckCompletedCommands token and just calls mCommandQueue.checkCompletedCommands() immediately. This CL only affects asynchronous command submission code path. Bug: b/266220198 Bug: angleproject:7884 Change-Id: I3226bc9b337b516e28695008295358d00103eeb9 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4174876 Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com> Commit-Queue: Charlie Lao <cclao@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>