src/libANGLE/renderer/vulkan/ContextVk.cpp


Log

Author Commit Date CI Message
Amirali Abdolrashidi 2ee295b4 2024-02-15T11:27:39 Vulkan: Add per-level image update tracker * Add a per-level image write tracker to ImageHelper. * It tracks the updates scheduled for different parts of the image. Within each level, it also tracks different layers, currently up to 64. * kMaxParallelSubresourceUpload renamed to kMaxParallelLayerWrites; moved to vk_helper header. * It is reset when a barrier is issued for the image. * Modified ImageHelper::recordWriteBarrier(). * Added isWriteBarrierNecessary(). * Now it checks the added writes for the image. It will no longer issue a barrier if the image is in the same layout and there is no write to a part of the image to which was previously written. * Added ReadImageSubresources to CommandBufferAccess. * It is used for layouts that allow both reading and writing to the image (including self-copy): * TransferSrcDst (used in CopyImageSubData) * ComputeShaderWrite (used in compute-based mipmap generation) * CommandBufferImageWrite -> CommandBufferImageSubresourceAccess * Updated onImageSelfCopy() args to include read subresource data. * Improves gpu_time for TextureUploadETC2TranscodingBenchmark perf test * Windows/NVIDIA: ~180609 ns -> ~62669 ns (~2.88x) * Linux/NVIDIA: ~157283 ns -> ~93360 ns (~1.68x) * Windows/Intel: ~72297 ns -> ~57153 ns (~1.27x) * Added a test to show that self-copy for a write-after-read works. * ArraySelfCopyImageSubDataWithWriteAfterRead * (ArraySelfCopyImageSubData covers RAW hazards; renamed) Bug: b/308455694 Change-Id: I5cef296d991ce6ec02792edc3ffc5cc4994831e1 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5301855 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Charlie Lao <cclao@google.com> Commit-Queue: Amirali Abdolrashidi <abdolrashidi@google.com>
Gowtham Tammana bcf814fd 2024-02-02T10:30:34 Vulkan: Constrain the dependency on ContextVk in BufferHelper Make the BufferHelper interface be not dependent on ContextVk state. This makes the interface to be suitable for implementation of other APIs with Vulkan backend. Any dependency on ContextVk is made explicit and handled in ContextVk. Bug: angleproject:8544 Change-Id: I8b285f54c8758a26dd7edf27b1371f9afcf7e241 Signed-off-by: Gowtham Tammana <g.tammana@samsung.com> Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5303573 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Mohan Maiya 3ca8befb 2024-02-14T12:35:08 Vulkan: Handle multi-context apps in pipeline cache graphs Append a monotonically increasing counter to filename so apps and benchmarks with multiple contexts don't clobber each others files. Bug: angleproject:6565 Change-Id: I5c781895e1ec8cc65728aa752e28fb2acb02abe9 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5297288 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: mohan maiya <m.maiya@samsung.com>
Mohan Maiya 6607a2b9 2024-01-17T15:58:20 Vulkan: Add support for VK_EXT_vertex_input_dynamic_state Hook into VK_EXT_vertex_input_dynamic_state so pipeline states that differ only in vertex input state can reuse existing pipelines. Bug: angleproject:7162 Tests: StateChangeTestES3.Vertex* Change-Id: Icd3134dee93fc5fc2e9d284fcfa8c674b62faec8 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5207462 Commit-Queue: mohan maiya <m.maiya@samsung.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Shahbaz Youssefi b380ed1f 2024-02-14T09:31:26 Vulkan: Add EGL_ANGLE_global_fence_sync Chrome has an implicit assumption that due to context virtualization, signaling a fence in one context results in synchronization with _all_ contexts that have previously made submissions. This is not per EGL spec, but the functionality is easily implementable in the Vulkan backend. In the Vulkan backend, each context is given its own "timeline" of submissions (tracked by serials associated with "indices"). The required functionality is implemented through a new EGL fence sync object whose sole difference is that it synchronizes with all the existing timelines rather than the one of the current context. Bug: b/318721705 Change-Id: I6c45d065e592d0d4ed627ce9695196b1086d5021 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5297396 Reviewed-by: Charlie Lao <cclao@google.com> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Shahbaz Youssefi dbc6bd9d 2024-02-12T14:07:49 Reland "Vulkan: Fix alignment issues with SecondaryCommandBuffer" This is a reland of commit e53270c9ca1afe393d6d7d0359e81cf6755b6ca5 Original change's description: > Vulkan: Fix alignment issues with SecondaryCommandBuffer > > This solves undefined behaviour on 64-bit systems. This inflates the > size of a few commands, but most commands either already did align to 8 > bytes or could be aligned to 8 bytes with a few tweaks. > > Bug: angleproject:7852 > Change-Id: Ie61976d5bf8df7790acd95c0e15d4c79402622a1 > Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5288636 > Reviewed-by: Charlie Lao <cclao@google.com> > Reviewed-by: Yuxin Hu <yuxinhu@google.com> > Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Bug: angleproject:7852 Change-Id: Ie206e66fc21c5db7c9e67eb478d9cddada5db8e0 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5296376 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Roman Lavrov c603a4f1 2024-02-08T10:53:27 Don't perf warn about ETC1->ETC2 emulation as it is efficient Format is forwards compatible: https://crsrc.org/c/third_party/angle/src/libANGLE/renderer/gl/formatutilsgl.cpp;drc=21f16cb16333802dfa942d67cac59885f904301d;l=701 Added hasInefficientlyEmulatedImageFormat() helper Bug: b/302115557 Change-Id: Ibc82c27ecf4e3afbfaac52cb45bdda776c50b4b3 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5278562 Commit-Queue: Roman Lavrov <romanl@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Mohan Maiya d05c9a5e 2024-01-25T13:01:49 Frontend support for QCOM foveated extensions Add frontend state management to support foveated rendering extensions. Bug: angleproject:8484 Test: Texture2D*Foveation* Change-Id: I0e1be9f11b2d442207674562da760f5bfd7debc8 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5208091 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: mohan maiya <m.maiya@samsung.com> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Shahbaz Youssefi ecc35205 2024-01-25T23:58:25 Move uniform block dirty bits to State When glUniformBlockBinding changes the mapping from a program uniform block to a buffer binding, all contexts in the share group need to reprocess the affected block index. Prior to this change, the dirty bits that indicated which blocks have their mapping redefined were placed in the program executable, and were reset by the first context that processed them. As a result, the other contexts in the share group where not aware of such modifications. Similarly, when a buffer changed in one context, the mapped program blocks were marked dirty, with similar cross-context issues. In this change, the dirty bits are moved to State, so every context would react to these changes. Bug: angleproject:8493 Change-Id: I5712002224cbc4a576bf2ac46e8e75f26ebc5b2a Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5238991 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Charlie Lao <cclao@google.com> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Shahbaz Youssefi 0c4d6446 2024-01-24T10:38:45 Rework uniform block <-> uniform buffer mapping In GLES, the shader declares which buffer binding a block (uniform, storage or atomic counter) is bound to. For example: layout(binding = 1) uniform ubo0 { ... }; layout(binding = 2) uniform ubo1 { ... }; layout(binding = 1) uniform ubo2 { ... }; In the above, ubo0 and ubo2 use data from the buffer bound to index 2 (through glBindBufferRange), while ubo1 uses data from the buffer bound to index 1. For uniform blocks in particular, omitting the binding is allowed, in which case it is implicitly bound to buffer 0. GLES allows uniform blocks (and only uniform blocks) to remap their bindings through calls to glUniformBlockBinding. This means that the mapping of uniform blocks in the program (ubo0, ubo1, ubo2) to the buffer bindings is not constant. For storage blocks and atomic counter buffers, this binding _is_ constant and is determined at link time. At link time, the mapping of blocks to buffers is determined based on values specified in the shaders. This info is stored was stored in gl::InterfaceBlock::binding (for UBOs and SSBOs), and gl::AtomicCounterBuffer::binding. For clarity, this change renames these members to ...::inShaderBinding. When glUniformBlockBinding is called, the mapping is updated. Prior to this change, gl::InterfaceBlock::binding was directly updated, trumping the mapping determined at link time. A bug here was that after a call to glProgramBinary, GL expects the mappings to reset to their original link-time values, but instead ANGLE restored the mappings to what was configured at the time the binary was retrieved. This change tracks the uniform block -> buffer binding mapping separately from the link results so that the original values can be restored during glProgramBinary. In the process, the support data structures for tracking this mapping are moved to ProgramExecutable and the algorithms are simplified. Program Pipeline Objects maintain this mapping identically to Programs and no longer require a special and more costly path when a buffer state changes. This change prepares for but does not yet fix the more fundamental bug that the dirty bits are tracked in the program executable instead of the context state, which makes changes not propagate to all contexts correctly. Bug: angleproject:8493 Change-Id: Ib0999f49be24db06ebe9a4917d06b90af899611e Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5235883 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Charlie Lao <cclao@google.com> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Mohan Maiya ac71a592 2024-01-23T11:56:42 Vulkan: updates to pipeline cache graph dumping logic 1. To dump pipeline cache graph you need to - 1. add "angle_dump_pipeline_cache_graph" compile time flag to args.gn 2. set Android property "angle.dump_pipeline_cache_graph" or envvar ANGLE_DUMP_PIPELINE_CACHE_GRAPH on non-Android platforms before app start 2. Default path for dump on Android is "/data/local/tmp/angle_dumps/" 3. "angle.pipeline_cache_graph_dump_path" Android property or envvar ANGLE_PIPELINE_CACHE_GRAPH_DUMP_PATH on non-Android platforms can be used to configure the dump path Bug: angleproject:6565 Change-Id: I38848aff58f413dd7bdffc9083116bd4b95e4960 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5226054 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: mohan maiya <m.maiya@samsung.com>
Shahbaz Youssefi b007c74d 2024-01-23T14:17:54 GL: Separate dirty bits leading to glUniformBlockBinding The GL backend is special in that it needs to make actual calls (native glUniformBlockBinding) in response to (application) glUniformBlockBinding calls. The other backends just remap the bindings based on that information when creating descriptor sets. Previously, an optimization to track which bindings have changed used the same dirty bits that were used to signify when the GL backend needs to make these native calls. That ended up as a source of bugs. In a previous change [1], the context DIRTY_BIT_UNIFORM_BUFFER_BINDINGS is set when these mappings change, which fixes some of these issues. That change obviates the need for an actual backend sync of programs, except for GL programs that need to make these native calls. This change splits the dirty bits maintained for the purposes of the GL backend, moves them to that backend and removes the program backend sync. [1]: https://chromium-review.googlesource.com/c/angle/angle/+/5228599 Bug: angleproject:8493 Bug: b/318806125 Change-Id: I73c6514e88a116f1cd701cb06da0d8c38f07f7f6 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5230137 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Charlie Lao <cclao@google.com> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Shahbaz Youssefi e00995d4 2023-12-21T15:57:39 Vulkan: Invalidate pipeline with FBO draw buffer change Enabling/disabling draw buffers can affect the graphics pipeline without changing the render pass description. In that case, the graphics pipeline was not being invalidated. Bug: angleproject:8463 Change-Id: I6848472dcbb3d3ce4c34d95be28c8ec3fc50dcd7 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5147847 Reviewed-by: Charlie Lao <cclao@google.com> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: mohan maiya <m.maiya@samsung.com>
Shahbaz Youssefi a1143857 2023-12-18T15:24:42 Fix UBO dirty bits vs PPOs This change fixes propagation of UBO dirty bits (such as through glUniformBlockBinding and glBindBufferRange) to program pipeline objects. Since PPOs concatenate the attached programs' UBOs in a list, a map of program UBO indices to PPO UBO indices is introduced to offset these dirty bits appropriately. Additionally, when the program's executable's buffer bindings change (through glUniformBlockBinding), a notification is send to the PPO to update its executable's buffer binding accordingly (which is otherwise only updated during PPO link). Bug: angleproject:8462 Change-Id: I4965ae23e6fc6cac0842e1643755e42e95d3d5cc Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5131418 Reviewed-by: Charlie Lao <cclao@google.com> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Cody Northrop <cnorthrop@google.com>
Shahbaz Youssefi 4bf40237 2023-12-18T15:24:15 GL: Fix missing glUniformBlockBinding handling When a program is current and this call is made, the program is made dirty so that the GL backend reacts to this call. Prior to https://chromium-review.googlesource.com/c/angle/angle/+/4922969, the program was made dirty when its executable was installed as well (if it had any UBOs dirty), but that change removed it. As a result, if this call was made while the program was _not_ current, the GL backend would miss processing it. This call ensures that the appropriate dirty bit is set when the program is made current again. This revealed a bug in the Vulkan backend where sometimes the executable's dirty bits would not get reset. This was benign but fired an assertion, and is fixed in this CL as well. Bug: chromium:1511506 Change-Id: Iae86ba0aa5b8f9e4f20dd6df6002d37e405280e7 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5123005 Reviewed-by: Cody Northrop <cnorthrop@google.com> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Charlie Lao <cclao@google.com>
Shahbaz Youssefi 74f9da02 2023-12-04T19:53:25 Vulkan: Remove spam about depth/stencil feedback loop It triggers a warning even if the application is appropriately using BASE and MAX levels to avoid feedback loop. Bug: b/289436017 Change-Id: Ie7e8281908802e91dfaad1b49dd95197ac6de1a1 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5086070 Commit-Queue: Charlie Lao <cclao@google.com> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Auto-Submit: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Charlie Lao <cclao@google.com>
Shahbaz Youssefi 3680a5dc 2023-11-17T13:51:07 Vulkan: Let program warmup continue passed link The warmup task does not actually affect the link results, so there is no reason to wait for it when the application queries the link status. This change allows the warm up task to continue in parallel until the program is used at draw time. This allows the warm up to be more efficient when the link itself is not parallelized. For applications that create programs in the middle of every frame, it's still likely best to disable warm up (as the following immediate draw will already effectively do the warm up). Note that currently the warm up code in the Vulkan backend is not completely thread-safe, and so the program still blocks on that task before the first draw can happen (or the program is modified in any way). Bug: angleproject:8417 Change-Id: I0877fef39a0585c3279e32699ce817d4643d7cd6 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5037538 Reviewed-by: Charlie Lao <cclao@google.com> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Roman Lavrov 8b4901d0 2023-11-06T10:43:14 Avoid GLenum conversion in BlendStateExt blend and equation The following functions now return value as is without ToGLenum conversion (that is often unnecessary): getEquationColorIndexed getEquationAlphaIndexed getSrcColorIndexed getDstColorIndexed getSrcAlphaIndexed getDstAlphaIndexed (at least) getEquationColorIndexed is on the hot path with noticeable performance impact; this CL also moves the implementation to the header to allow inlining. Bug: b/300968773 Change-Id: Ie223abe14b12afd7844686863ee5806945d10e45 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5008031 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Roman Lavrov <romanl@google.com>
Hailin Zhang 2ee06400 2023-10-31T10:57:02 Vulkan: fix dynamic buffer alignment issue. Bug: b/306763053 Change-Id: I2f15fe2a2a36a9f55686987641e6afddb44ec9aa Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4994410 Reviewed-by: Charlie Lao <cclao@google.com> Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com> Commit-Queue: Hailin Zhang <hailinzhang@google.com>
Charlie Lao 471b5040 2023-10-26T09:33:29 Vulkan: Only enable DS dynamic state if there is DS attachment. This is discovered while investigating EXT_yuv_target crash in driver. What happens is that UtilsVk::copyImage does not set depth stencil dynamic state since there is no depth stencil attachment. But we enabled dynamic state for D/S, thus driver still does D/S state setup, which sees garbage data and hitting assertion. Even though this is discovered with EXT_yuv_target test, I believe this is a general issue. This CL adds the renderPassDesc.hasDepthAttachment() and hasStencilAttachment() check and enable depth or stencil related dynamic state only if there is depth or stencil attachment. This fixes crash in driver with ImageTestES3.ClearYUVAHB test. This also has added performance benefit that we now completely skips depth/stencil related dynamic state dirty bit handling code, thus reduces state processing CPU overhead. Bug: b/223456677 Change-Id: I3a4fe6d97b14c066d78f8b8ded21c626cb2f376c Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4980765 Reviewed-by: Chris Forbes <chrisforbes@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Yuxin Hu <yuxinhu@google.com> Commit-Queue: Charlie Lao <cclao@google.com>
Charlie Lao 58ffa778 2023-10-11T09:41:23 Vulkan: Implement YUV_TARGET use VK_ANDROID_external_format_resolve This implements EXT_YUV_TARGET using VK_ANDROID_external_format_resolve extension. This CL is based on Chris Forbes's CL on android gerrit. Bug: b/223456677 Change-Id: Ieb6970a0787b0c2a72a76b208695a678d2c79e80 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4857459 Reviewed-by: Chris Forbes <chrisforbes@google.com> Commit-Queue: Charlie Lao <cclao@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Cody Northrop 1ea49a22 2023-10-13T11:28:41 Move uniform dirty bits to ProgramExecutable Rather than try to funnel them through Program and ProgramPipeline to the executable in the backend, just move them to ProgramExecutable in the front end. This fixes Dota Underlords at the same time due to not needing to set the Program dirty to propagate bits. Test: Dota Underlords Test: ProgramPipelineTest31.ProgramPipelineBindBufferRange Bug: b/299532942 Change-Id: Ic73c45608e22f89ca400ebf684f8cd287ed2f43a Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4922969 Reviewed-by: Yiwei Zhang <zzyiwei@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Cody Northrop <cnorthrop@google.com>
Charlie Lao 2608c622 2023-10-06T13:32:49 Vulkan: Refactor SharedGarbageList into templated class This CL mostly involves non-functional changes to prepare for next CL. No behavior change is expected. This CL wraps the garbage list into its own templated class which maintains std::queue and tracks number bytes in the queue etc. This CL also renames SharedBufferSuballocationGarbageList to BufferSuballocationGarbageList to reduce verbosity a bit. This CL deleted GarbageAndQueueSerial and GarbageQueue since they are no longer being used. This renames vk::GarbageList to vk::GarbageObjects to reduce name confusion with SharedGarbageList. Bug: b/302739073 Change-Id: I7370c147847ffe69ad8aa3b48251d8b5762f97f9 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4919816 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Hailin Zhang <hailinzhang@google.com> Commit-Queue: Charlie Lao <cclao@google.com>
Roman Lavrov 53e37a3e 2023-09-29T14:15:37 Replace mActiveTextures.fill(nullptr) with memset std::array::fill yields unoptimized, unrolled loop with 8 byte increments. Surprisingly high (>2%) effect on the instructions counter in my tests (first frame of real_racing3 trace) The number of samples hitting this spot in profiling is also signficantly reduced. Impact on power harder to judge due to noise but does seem to be a bit better. Added a FillWithNullptr utility to check that nullptr is 0 and used it in other places where fill(nullptr) was used in ContextVk. It's not used elsewhere in vulkan. Bug: b/302708437 Change-Id: If7fab66d858bc10ca356418d2ab26232bb9a9ce7 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4902288 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Roman Lavrov <romanl@google.com> Reviewed-by: Charlie Lao <cclao@google.com>
Roman Lavrov 34c8778b 2023-09-26T13:45:06 Use atomic counters early in perf warning macros Before this CL, snprintf was called repeatedly to format the warning message which was then discarded after 4 logs. snprintf showed up in profiling at ~2% and this CL appears to yield an ~8% power improvement in one of the traces (egypt_1500). A mutex was previously used to avoid the race condition on the static sRepeatCount variable. This CL avoids the need for that by using static atomics instead. Also updated the Debug macro to use the VK macro vararg approach so that formatting only happens when the message is actually logged. Bug: b/302112423 Change-Id: Ia8a18361cfb5a9f2aa19ff939499754ba861efb7 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4886388 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Charlie Lao <cclao@google.com> Commit-Queue: Roman Lavrov <romanl@google.com>
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>