Hash :
77637f2d
Author :
Date :
2021-02-19T15:18:52
Vulkan: Generate xfb support code in SPIR-V for emulation path This change moves the code generation at link time from source code to SPIR-V. As a result, transform feedback extension and emulation paths are more similarly handled before SPIR-V transformation (they both store information identically in the ShaderInterfaceVariableInfoMap). This change gets rid of the @@ XFB-OUT @@ marker. With no source code generation at link time, shader compilation can be moved to glCompileShader time. Bug: angleproject:4888 Change-Id: I8cdb89c22b57ce48cf5d226b8e41622d9d550d46 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2713269 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Tim Van Patten <timvp@google.com>
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//
// Copyright 2020 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// ProgramExecutableVk.cpp: Collects the information and interfaces common to both ProgramVks and
// ProgramPipelineVks in order to execute/draw with either.
#include "libANGLE/renderer/vulkan/ProgramExecutableVk.h"
#include "libANGLE/renderer/glslang_wrapper_utils.h"
#include "libANGLE/renderer/vulkan/BufferVk.h"
#include "libANGLE/renderer/vulkan/DisplayVk.h"
#include "libANGLE/renderer/vulkan/FramebufferVk.h"
#include "libANGLE/renderer/vulkan/GlslangWrapperVk.h"
#include "libANGLE/renderer/vulkan/ProgramPipelineVk.h"
#include "libANGLE/renderer/vulkan/ProgramVk.h"
#include "libANGLE/renderer/vulkan/TextureVk.h"
#include "libANGLE/renderer/vulkan/TransformFeedbackVk.h"
#include "libANGLE/renderer/vulkan/vk_helpers.h"
#include "libANGLE/renderer/vulkan/vk_utils.h"
namespace rx
{
namespace
{
void LoadShaderInterfaceVariableXfbInfo(gl::BinaryInputStream *stream,
ShaderInterfaceVariableXfbInfo *xfb)
{
xfb->buffer = stream->readInt<uint32_t>();
xfb->offset = stream->readInt<uint32_t>();
xfb->stride = stream->readInt<uint32_t>();
xfb->arraySize = stream->readInt<uint32_t>();
xfb->columnCount = stream->readInt<uint32_t>();
xfb->rowCount = stream->readInt<uint32_t>();
xfb->arrayIndex = stream->readInt<uint32_t>();
xfb->componentType = stream->readInt<uint32_t>();
xfb->arrayElements.resize(stream->readInt<size_t>());
for (ShaderInterfaceVariableXfbInfo &arrayElement : xfb->arrayElements)
{
LoadShaderInterfaceVariableXfbInfo(stream, &arrayElement);
}
}
void SaveShaderInterfaceVariableXfbInfo(const ShaderInterfaceVariableXfbInfo &xfb,
gl::BinaryOutputStream *stream)
{
stream->writeInt(xfb.buffer);
stream->writeInt(xfb.offset);
stream->writeInt(xfb.stride);
stream->writeInt(xfb.arraySize);
stream->writeInt(xfb.columnCount);
stream->writeInt(xfb.rowCount);
stream->writeInt(xfb.arrayIndex);
stream->writeInt(xfb.componentType);
stream->writeInt(xfb.arrayElements.size());
for (const ShaderInterfaceVariableXfbInfo &arrayElement : xfb.arrayElements)
{
SaveShaderInterfaceVariableXfbInfo(arrayElement, stream);
}
}
bool ValidateTransformedSpirV(ContextVk *contextVk,
const gl::ShaderBitSet &linkedShaderStages,
const ShaderInterfaceVariableInfoMap &variableInfoMap,
const gl::ShaderMap<SpirvBlob> &spirvBlobs)
{
const gl::ShaderType lastPreFragmentStage = gl::GetLastPreFragmentStage(linkedShaderStages);
for (gl::ShaderType shaderType : linkedShaderStages)
{
GlslangSpirvOptions options;
options.shaderType = shaderType;
options.preRotation = SurfaceRotation::FlippedRotated90Degrees;
options.negativeViewportSupported =
contextVk->getFeatures().supportsNegativeViewport.enabled;
options.transformPositionToVulkanClipSpace = true;
options.removeDebugInfo = true;
options.isTransformFeedbackStage = shaderType == lastPreFragmentStage;
SpirvBlob transformed;
if (GlslangWrapperVk::TransformSpirV(contextVk, options, variableInfoMap,
spirvBlobs[shaderType],
&transformed) != angle::Result::Continue)
{
return false;
}
}
return true;
}
} // namespace
DefaultUniformBlock::DefaultUniformBlock() = default;
DefaultUniformBlock::~DefaultUniformBlock() = default;
// ShaderInfo implementation.
ShaderInfo::ShaderInfo() {}
ShaderInfo::~ShaderInfo() = default;
angle::Result ShaderInfo::initShaders(ContextVk *contextVk,
const gl::ShaderBitSet &linkedShaderStages,
const gl::ShaderMap<std::string> &shaderSources,
const ShaderInterfaceVariableInfoMap &variableInfoMap)
{
ASSERT(!valid());
ANGLE_TRY(GlslangWrapperVk::GetShaderCode(contextVk, linkedShaderStages, contextVk->getCaps(),
shaderSources, &mSpirvBlobs));
// Assert that SPIR-V transformation is correct, even if the test never issues a draw call.
ASSERT(ValidateTransformedSpirV(contextVk, linkedShaderStages, variableInfoMap, mSpirvBlobs));
mIsInitialized = true;
return angle::Result::Continue;
}
void ShaderInfo::release(ContextVk *contextVk)
{
for (SpirvBlob &spirvBlob : mSpirvBlobs)
{
spirvBlob.clear();
}
mIsInitialized = false;
}
void ShaderInfo::load(gl::BinaryInputStream *stream)
{
// Read in shader codes for all shader types
for (const gl::ShaderType shaderType : gl::AllShaderTypes())
{
SpirvBlob *spirvBlob = &mSpirvBlobs[shaderType];
// Read the SPIR-V
stream->readIntVector<uint32_t>(spirvBlob);
}
mIsInitialized = true;
}
void ShaderInfo::save(gl::BinaryOutputStream *stream)
{
ASSERT(valid());
// Write out shader codes for all shader types
for (const gl::ShaderType shaderType : gl::AllShaderTypes())
{
const SpirvBlob &spirvBlob = mSpirvBlobs[shaderType];
// Write the SPIR-V
stream->writeIntVector(spirvBlob);
}
}
// ProgramInfo implementation.
ProgramInfo::ProgramInfo() {}
ProgramInfo::~ProgramInfo() = default;
angle::Result ProgramInfo::initProgram(ContextVk *contextVk,
const gl::ShaderType shaderType,
bool isLastPreFragmentStage,
bool isTransformFeedbackProgram,
const ShaderInfo &shaderInfo,
ProgramTransformOptions optionBits,
const ShaderInterfaceVariableInfoMap &variableInfoMap)
{
const gl::ShaderMap<SpirvBlob> &originalSpirvBlobs = shaderInfo.getSpirvBlobs();
const SpirvBlob &originalSpirvBlob = originalSpirvBlobs[shaderType];
gl::ShaderMap<SpirvBlob> transformedSpirvBlobs;
SpirvBlob &transformedSpirvBlob = transformedSpirvBlobs[shaderType];
GlslangSpirvOptions options;
options.shaderType = shaderType;
options.removeEarlyFragmentTestsOptimization =
shaderType == gl::ShaderType::Fragment && optionBits.removeEarlyFragmentTestsOptimization;
options.removeDebugInfo = !contextVk->getRenderer()->getEnableValidationLayers();
options.isTransformFeedbackStage = isLastPreFragmentStage && isTransformFeedbackProgram;
options.isTransformFeedbackEmulated = contextVk->getFeatures().emulateTransformFeedback.enabled;
options.negativeViewportSupported = contextVk->getFeatures().supportsNegativeViewport.enabled;
if (isLastPreFragmentStage)
{
options.preRotation = static_cast<SurfaceRotation>(optionBits.surfaceRotation);
options.transformPositionToVulkanClipSpace = optionBits.enableDepthCorrection;
}
ANGLE_TRY(GlslangWrapperVk::TransformSpirV(contextVk, options, variableInfoMap,
originalSpirvBlob, &transformedSpirvBlob));
ANGLE_TRY(vk::InitShaderAndSerial(contextVk, &mShaders[shaderType].get(),
transformedSpirvBlob.data(),
transformedSpirvBlob.size() * sizeof(uint32_t)));
mProgramHelper.setShader(shaderType, &mShaders[shaderType]);
mProgramHelper.setSpecializationConstant(sh::vk::SpecializationConstantId::LineRasterEmulation,
optionBits.enableLineRasterEmulation);
mProgramHelper.setSpecializationConstant(sh::vk::SpecializationConstantId::SurfaceRotation,
optionBits.surfaceRotation);
return angle::Result::Continue;
}
void ProgramInfo::release(ContextVk *contextVk)
{
mProgramHelper.release(contextVk);
for (vk::RefCounted<vk::ShaderAndSerial> &shader : mShaders)
{
shader.get().destroy(contextVk->getDevice());
}
}
ProgramExecutableVk::ProgramExecutableVk()
: mEmptyDescriptorSets{},
mNumDefaultUniformDescriptors(0),
mDynamicBufferOffsets{},
mProgram(nullptr),
mProgramPipeline(nullptr),
mObjectPerfCounters{}
{}
ProgramExecutableVk::~ProgramExecutableVk()
{
outputCumulativePerfCounters();
}
void ProgramExecutableVk::reset(ContextVk *contextVk)
{
for (auto &descriptorSetLayout : mDescriptorSetLayouts)
{
descriptorSetLayout.reset();
}
mPipelineLayout.reset();
mDescriptorSets.fill(VK_NULL_HANDLE);
mEmptyDescriptorSets.fill(VK_NULL_HANDLE);
mNumDefaultUniformDescriptors = 0;
mTransformOptions = {};
for (vk::RefCountedDescriptorPoolBinding &binding : mDescriptorPoolBindings)
{
binding.reset();
}
for (vk::DynamicDescriptorPool &descriptorPool : mDynamicDescriptorPools)
{
descriptorPool.release(contextVk);
}
RendererVk *rendererVk = contextVk->getRenderer();
mTextureDescriptorsCache.destroy(rendererVk);
mUniformsAndXfbDescriptorSetCache.destroy(rendererVk);
// Initialize with a unique BufferSerial
vk::ResourceSerialFactory &factory = rendererVk->getResourceSerialFactory();
mCurrentDefaultUniformBufferSerial = factory.generateBufferSerial();
for (ProgramInfo &programInfo : mGraphicsProgramInfos)
{
programInfo.release(contextVk);
}
mComputeProgramInfo.release(contextVk);
}
std::unique_ptr<rx::LinkEvent> ProgramExecutableVk::load(gl::BinaryInputStream *stream)
{
clearVariableInfoMap();
for (gl::ShaderType shaderType : gl::AllShaderTypes())
{
size_t variableInfoMapSize = stream->readInt<size_t>();
for (size_t i = 0; i < variableInfoMapSize; ++i)
{
const std::string variableName = stream->readString();
ShaderInterfaceVariableInfo &info = mVariableInfoMap.add(shaderType, variableName);
info.descriptorSet = stream->readInt<uint32_t>();
info.binding = stream->readInt<uint32_t>();
info.location = stream->readInt<uint32_t>();
info.component = stream->readInt<uint32_t>();
// PackedEnumBitSet uses uint8_t
info.activeStages = gl::ShaderBitSet(stream->readInt<uint8_t>());
LoadShaderInterfaceVariableXfbInfo(stream, &info.xfb);
info.fieldXfb.resize(stream->readInt<size_t>());
for (ShaderInterfaceVariableXfbInfo &xfb : info.fieldXfb)
{
LoadShaderInterfaceVariableXfbInfo(stream, &xfb);
}
info.useRelaxedPrecision = stream->readBool();
info.varyingIsInput = stream->readBool();
info.varyingIsOutput = stream->readBool();
info.attributeComponentCount = stream->readInt<uint8_t>();
info.attributeLocationCount = stream->readInt<uint8_t>();
}
}
return std::make_unique<LinkEventDone>(angle::Result::Continue);
}
void ProgramExecutableVk::save(gl::BinaryOutputStream *stream)
{
for (gl::ShaderType shaderType : gl::AllShaderTypes())
{
stream->writeInt(mVariableInfoMap.variableCount(shaderType));
for (const auto &it : mVariableInfoMap.getIterator(shaderType))
{
const std::string &name = it.first;
const ShaderInterfaceVariableInfo &info = it.second;
stream->writeString(name);
stream->writeInt(info.descriptorSet);
stream->writeInt(info.binding);
stream->writeInt(info.location);
stream->writeInt(info.component);
// PackedEnumBitSet uses uint8_t
stream->writeInt(info.activeStages.bits());
SaveShaderInterfaceVariableXfbInfo(info.xfb, stream);
stream->writeInt(info.fieldXfb.size());
for (const ShaderInterfaceVariableXfbInfo &xfb : info.fieldXfb)
{
SaveShaderInterfaceVariableXfbInfo(xfb, stream);
}
stream->writeBool(info.useRelaxedPrecision);
stream->writeBool(info.varyingIsInput);
stream->writeBool(info.varyingIsOutput);
stream->writeInt(info.attributeComponentCount);
stream->writeInt(info.attributeLocationCount);
}
}
}
void ProgramExecutableVk::clearVariableInfoMap()
{
mVariableInfoMap.clear();
}
ProgramVk *ProgramExecutableVk::getShaderProgram(const gl::State &glState,
gl::ShaderType shaderType) const
{
if (mProgram)
{
const gl::ProgramExecutable &glExecutable = mProgram->getState().getExecutable();
if (glExecutable.hasLinkedShaderStage(shaderType))
{
return mProgram;
}
}
else if (mProgramPipeline)
{
return mProgramPipeline->getShaderProgram(glState, shaderType);
}
return nullptr;
}
// TODO: http://anglebug.com/3570: Move/Copy all of the necessary information into
// the ProgramExecutable, so this function can be removed.
void ProgramExecutableVk::fillProgramStateMap(
const ContextVk *contextVk,
gl::ShaderMap<const gl::ProgramState *> *programStatesOut)
{
ASSERT(mProgram || mProgramPipeline);
if (mProgram)
{
mProgram->fillProgramStateMap(programStatesOut);
}
else if (mProgramPipeline)
{
mProgramPipeline->fillProgramStateMap(contextVk, programStatesOut);
}
}
const gl::ProgramExecutable &ProgramExecutableVk::getGlExecutable()
{
ASSERT(mProgram || mProgramPipeline);
if (mProgram)
{
return mProgram->getState().getExecutable();
}
return mProgramPipeline->getState().getProgramExecutable();
}
uint32_t GetInterfaceBlockArraySize(const std::vector<gl::InterfaceBlock> &blocks,
uint32_t bufferIndex)
{
const gl::InterfaceBlock &block = blocks[bufferIndex];
if (!block.isArray)
{
return 1;
}
ASSERT(block.arrayElement == 0);
// Search consecutively until all array indices of this block are visited.
uint32_t arraySize;
for (arraySize = 1; bufferIndex + arraySize < blocks.size(); ++arraySize)
{
const gl::InterfaceBlock &nextBlock = blocks[bufferIndex + arraySize];
if (nextBlock.arrayElement != arraySize)
{
break;
}
// It's unexpected for an array to start at a non-zero array size, so we can always rely on
// the sequential `arrayElement`s to belong to the same block.
ASSERT(nextBlock.name == block.name);
ASSERT(nextBlock.isArray);
}
return arraySize;
}
angle::Result ProgramExecutableVk::allocUniformAndXfbDescriptorSet(
ContextVk *contextVk,
const vk::UniformsAndXfbDesc &xfbBufferDesc,
bool *newDescriptorSetAllocated)
{
mCurrentDefaultUniformBufferSerial = xfbBufferDesc.getDefaultUniformBufferSerial();
// Look up in the cache first
VkDescriptorSet descriptorSet = VK_NULL_HANDLE;
if (mUniformsAndXfbDescriptorSetCache.get(xfbBufferDesc, &descriptorSet))
{
*newDescriptorSetAllocated = false;
mDescriptorSets[ToUnderlying(DescriptorSetIndex::UniformsAndXfb)] = descriptorSet;
// The descriptor pool that this descriptor set was allocated from needs to be retained each
// time the descriptor set is used in a new command.
mDescriptorPoolBindings[ToUnderlying(DescriptorSetIndex::UniformsAndXfb)].get().retain(
&contextVk->getResourceUseList());
return angle::Result::Continue;
}
bool newPoolAllocated;
ANGLE_TRY(allocateDescriptorSetAndGetInfo(contextVk, DescriptorSetIndex::UniformsAndXfb,
&newPoolAllocated));
// Clear descriptor set cache. It may no longer be valid.
if (newPoolAllocated)
{
mUniformsAndXfbDescriptorSetCache.destroy(contextVk->getRenderer());
}
// Add the descriptor set into cache
mUniformsAndXfbDescriptorSetCache.insert(
xfbBufferDesc, mDescriptorSets[ToUnderlying(DescriptorSetIndex::UniformsAndXfb)]);
*newDescriptorSetAllocated = true;
return angle::Result::Continue;
}
angle::Result ProgramExecutableVk::allocateDescriptorSet(ContextVk *contextVk,
DescriptorSetIndex descriptorSetIndex)
{
bool ignoreNewPoolAllocated;
return allocateDescriptorSetAndGetInfo(contextVk, descriptorSetIndex, &ignoreNewPoolAllocated);
}
angle::Result ProgramExecutableVk::allocateDescriptorSetAndGetInfo(
ContextVk *contextVk,
DescriptorSetIndex descriptorSetIndex,
bool *newPoolAllocatedOut)
{
vk::DynamicDescriptorPool &dynamicDescriptorPool =
mDynamicDescriptorPools[ToUnderlying(descriptorSetIndex)];
const vk::DescriptorSetLayout &descriptorSetLayout =
mDescriptorSetLayouts[ToUnderlying(descriptorSetIndex)].get();
ANGLE_TRY(dynamicDescriptorPool.allocateSetsAndGetInfo(
contextVk, descriptorSetLayout.ptr(), 1,
&mDescriptorPoolBindings[ToUnderlying(descriptorSetIndex)],
&mDescriptorSets[ToUnderlying(descriptorSetIndex)], newPoolAllocatedOut));
mEmptyDescriptorSets[ToUnderlying(descriptorSetIndex)] = VK_NULL_HANDLE;
++mObjectPerfCounters.descriptorSetsAllocated[ToUnderlying(descriptorSetIndex)];
return angle::Result::Continue;
}
void ProgramExecutableVk::addInterfaceBlockDescriptorSetDesc(
const std::vector<gl::InterfaceBlock> &blocks,
const gl::ShaderType shaderType,
VkDescriptorType descType,
vk::DescriptorSetLayoutDesc *descOut)
{
for (uint32_t bufferIndex = 0; bufferIndex < blocks.size();)
{
gl::InterfaceBlock block = blocks[bufferIndex];
const uint32_t arraySize = GetInterfaceBlockArraySize(blocks, bufferIndex);
bufferIndex += arraySize;
if (!block.isActive(shaderType))
{
continue;
}
const std::string blockName = block.mappedName;
const ShaderInterfaceVariableInfo &info = mVariableInfoMap.get(shaderType, blockName);
descOut->update(info.binding, descType, arraySize, gl_vk::kShaderStageMap[shaderType],
nullptr);
}
}
void ProgramExecutableVk::addAtomicCounterBufferDescriptorSetDesc(
const std::vector<gl::AtomicCounterBuffer> &atomicCounterBuffers,
const gl::ShaderType shaderType,
vk::DescriptorSetLayoutDesc *descOut)
{
if (atomicCounterBuffers.empty())
{
return;
}
std::string blockName(sh::vk::kAtomicCountersBlockName);
const ShaderInterfaceVariableInfo &info = mVariableInfoMap.get(shaderType, blockName);
if (!info.activeStages[shaderType])
{
return;
}
// A single storage buffer array is used for all stages for simplicity.
descOut->update(info.binding, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
gl::IMPLEMENTATION_MAX_ATOMIC_COUNTER_BUFFERS,
gl_vk::kShaderStageMap[shaderType], nullptr);
}
void ProgramExecutableVk::addImageDescriptorSetDesc(const gl::ProgramExecutable &executable,
vk::DescriptorSetLayoutDesc *descOut)
{
const std::vector<gl::ImageBinding> &imageBindings = executable.getImageBindings();
const std::vector<gl::LinkedUniform> &uniforms = executable.getUniforms();
for (uint32_t imageIndex = 0; imageIndex < imageBindings.size(); ++imageIndex)
{
const gl::ImageBinding &imageBinding = imageBindings[imageIndex];
uint32_t uniformIndex = executable.getUniformIndexFromImageIndex(imageIndex);
const gl::LinkedUniform &imageUniform = uniforms[uniformIndex];
std::string imageName = GlslangGetMappedSamplerName(imageUniform.name);
// The front-end always binds array image units sequentially.
uint32_t arraySize = static_cast<uint32_t>(imageBinding.boundImageUnits.size());
// 2D arrays are split into multiple 1D arrays when generating LinkedUniforms. Since they
// are flattened into one array, ignore the nonzero elements and expand the array to the
// total array size.
if (gl::SamplerNameContainsNonZeroArrayElement(imageUniform.name))
{
continue;
}
for (unsigned int outerArraySize : imageUniform.outerArraySizes)
{
arraySize *= outerArraySize;
}
for (const gl::ShaderType shaderType : executable.getLinkedShaderStages())
{
if (!imageUniform.isActive(shaderType))
{
continue;
}
GetImageNameWithoutIndices(&imageName);
const ShaderInterfaceVariableInfo &info = mVariableInfoMap.get(shaderType, imageName);
VkShaderStageFlags activeStages = gl_vk::kShaderStageMap[shaderType];
const VkDescriptorType descType = imageBinding.textureType == gl::TextureType::Buffer
? VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER
: VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
descOut->update(info.binding, descType, arraySize, activeStages, nullptr);
}
}
}
void ProgramExecutableVk::addInputAttachmentDescriptorSetDesc(
const gl::ProgramExecutable &executable,
const gl::ShaderType shaderType,
vk::DescriptorSetLayoutDesc *descOut)
{
if (shaderType != gl::ShaderType::Fragment)
{
return;
}
const std::vector<gl::LinkedUniform> &uniforms = executable.getUniforms();
if (!executable.usesFramebufferFetch())
{
return;
}
const uint32_t baseUniformIndex = executable.getFragmentInoutRange().low();
const gl::LinkedUniform &baseInputAttachment = uniforms.at(baseUniformIndex);
std::string baseMappedName = baseInputAttachment.mappedName;
ShaderInterfaceVariableInfo &baseInfo = mVariableInfoMap.get(shaderType, baseMappedName);
uint32_t baseBinding = baseInfo.binding - baseInputAttachment.location;
for (uint32_t colorIndex = 0; colorIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; ++colorIndex)
{
descOut->update(baseBinding, VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT, 1,
VK_SHADER_STAGE_FRAGMENT_BIT, nullptr);
baseBinding++;
}
}
void ProgramExecutableVk::addTextureDescriptorSetDesc(
const gl::ProgramState &programState,
const gl::ActiveTextureArray<vk::TextureUnit> *activeTextures,
vk::DescriptorSetLayoutDesc *descOut)
{
const std::vector<gl::SamplerBinding> &samplerBindings = programState.getSamplerBindings();
const std::vector<gl::LinkedUniform> &uniforms = programState.getUniforms();
for (uint32_t textureIndex = 0; textureIndex < samplerBindings.size(); ++textureIndex)
{
const gl::SamplerBinding &samplerBinding = samplerBindings[textureIndex];
uint32_t uniformIndex = programState.getUniformIndexFromSamplerIndex(textureIndex);
const gl::LinkedUniform &samplerUniform = uniforms[uniformIndex];
const std::string samplerName = GlslangGetMappedSamplerName(samplerUniform.name);
// The front-end always binds array sampler units sequentially.
uint32_t arraySize = static_cast<uint32_t>(samplerBinding.boundTextureUnits.size());
// 2D arrays are split into multiple 1D arrays when generating LinkedUniforms. Since they
// are flattened into one array, ignore the nonzero elements and expand the array to the
// total array size.
if (gl::SamplerNameContainsNonZeroArrayElement(samplerUniform.name))
{
continue;
}
for (unsigned int outerArraySize : samplerUniform.outerArraySizes)
{
arraySize *= outerArraySize;
}
for (const gl::ShaderType shaderType : programState.getExecutable().getLinkedShaderStages())
{
if (!samplerUniform.isActive(shaderType))
{
continue;
}
const ShaderInterfaceVariableInfo &info = mVariableInfoMap.get(shaderType, samplerName);
VkShaderStageFlags activeStages = gl_vk::kShaderStageMap[shaderType];
// TODO: https://issuetracker.google.com/issues/158215272: how do we handle array of
// immutable samplers?
GLuint textureUnit = samplerBinding.boundTextureUnits[0];
if (activeTextures &&
((*activeTextures)[textureUnit].texture->getImage().hasImmutableSampler()))
{
ASSERT(samplerBinding.boundTextureUnits.size() == 1);
// Always take the texture's sampler, that's only way to get to yuv conversion for
// externalFormat
const vk::Sampler &immutableSampler =
(*activeTextures)[textureUnit].texture->getSampler().get();
descOut->update(info.binding, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, arraySize,
activeStages, &immutableSampler);
}
else
{
const VkDescriptorType descType =
samplerBinding.textureType == gl::TextureType::Buffer
? VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER
: VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
descOut->update(info.binding, descType, arraySize, activeStages, nullptr);
}
}
}
}
void WriteBufferDescriptorSetBinding(const vk::BufferHelper &buffer,
VkDeviceSize offset,
VkDeviceSize size,
VkDescriptorSet descSet,
VkDescriptorType descType,
uint32_t bindingIndex,
uint32_t arrayElement,
VkDeviceSize requiredOffsetAlignment,
VkDescriptorBufferInfo *bufferInfoOut,
VkWriteDescriptorSet *writeInfoOut)
{
// If requiredOffsetAlignment is 0, the buffer offset is guaranteed to have the necessary
// alignment through other means (the backend specifying the alignment through a GLES limit that
// the frontend then enforces). If it's not 0, we need to bind the buffer at an offset that's
// aligned. The difference in offsets is communicated to the shader via driver uniforms.
if (requiredOffsetAlignment)
{
VkDeviceSize alignedOffset = (offset / requiredOffsetAlignment) * requiredOffsetAlignment;
VkDeviceSize offsetDiff = offset - alignedOffset;
offset = alignedOffset;
size += offsetDiff;
}
bufferInfoOut->buffer = buffer.getBuffer().getHandle();
bufferInfoOut->offset = offset;
bufferInfoOut->range = size;
writeInfoOut->sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writeInfoOut->pNext = nullptr;
writeInfoOut->dstSet = descSet;
writeInfoOut->dstBinding = bindingIndex;
writeInfoOut->dstArrayElement = arrayElement;
writeInfoOut->descriptorCount = 1;
writeInfoOut->descriptorType = descType;
writeInfoOut->pImageInfo = nullptr;
writeInfoOut->pBufferInfo = bufferInfoOut;
writeInfoOut->pTexelBufferView = nullptr;
ASSERT(writeInfoOut->pBufferInfo[0].buffer != VK_NULL_HANDLE);
}
void ProgramExecutableVk::updateEarlyFragmentTestsOptimization(ContextVk *contextVk)
{
const gl::State &glState = contextVk->getState();
mTransformOptions.removeEarlyFragmentTestsOptimization = false;
if (!glState.canEnableEarlyFragmentTestsOptimization())
{
ProgramVk *programVk = getShaderProgram(glState, gl::ShaderType::Fragment);
if (programVk && programVk->getState().hasEarlyFragmentTestsOptimization())
{
mTransformOptions.removeEarlyFragmentTestsOptimization = true;
}
}
}
angle::Result ProgramExecutableVk::getGraphicsPipeline(
ContextVk *contextVk,
gl::PrimitiveMode mode,
const vk::GraphicsPipelineDesc &desc,
const gl::AttributesMask &activeAttribLocations,
const vk::GraphicsPipelineDesc **descPtrOut,
vk::PipelineHelper **pipelineOut)
{
const gl::State &glState = contextVk->getState();
RendererVk *renderer = contextVk->getRenderer();
vk::PipelineCache *pipelineCache = nullptr;
const gl::ProgramExecutable *glExecutable = glState.getProgramExecutable();
ASSERT(glExecutable && !glExecutable->isCompute());
mTransformOptions.enableLineRasterEmulation = contextVk->isBresenhamEmulationEnabled(mode);
mTransformOptions.surfaceRotation = ToUnderlying(desc.getSurfaceRotation());
mTransformOptions.enableDepthCorrection = !glState.isClipControlDepthZeroToOne();
// This must be called after mTransformOptions have been set.
ProgramInfo &programInfo = getGraphicsProgramInfo(mTransformOptions);
const gl::ShaderBitSet linkedShaderStages = glExecutable->getLinkedShaderStages();
const gl::ShaderType lastPreFragmentStage = gl::GetLastPreFragmentStage(linkedShaderStages);
for (const gl::ShaderType shaderType : linkedShaderStages)
{
ProgramVk *programVk = getShaderProgram(glState, shaderType);
if (programVk)
{
ANGLE_TRY(programVk->initGraphicsShaderProgram(
contextVk, shaderType, shaderType == lastPreFragmentStage, mTransformOptions,
&programInfo, mVariableInfoMap));
}
}
vk::ShaderProgramHelper *shaderProgram = programInfo.getShaderProgram();
ASSERT(shaderProgram);
// Drawable size is part of specialization constant, but does not have its own dedicated
// programInfo entry. We pick the programInfo entry based on the mTransformOptions and then
// update drawable width/height specialization constant. It will go through desc matching and if
// spec constant does not match, it will recompile pipeline program.
const vk::PackedExtent &dimensions = desc.getDrawableSize();
shaderProgram->setSpecializationConstant(sh::vk::SpecializationConstantId::DrawableWidth,
dimensions.width);
shaderProgram->setSpecializationConstant(sh::vk::SpecializationConstantId::DrawableHeight,
dimensions.height);
ANGLE_TRY(renderer->getPipelineCache(&pipelineCache));
return shaderProgram->getGraphicsPipeline(
contextVk, &contextVk->getRenderPassCache(), *pipelineCache, getPipelineLayout(), desc,
activeAttribLocations, glState.getProgramExecutable()->getAttributesTypeMask(), descPtrOut,
pipelineOut);
}
angle::Result ProgramExecutableVk::getComputePipeline(ContextVk *contextVk,
vk::PipelineAndSerial **pipelineOut)
{
const gl::State &glState = contextVk->getState();
const gl::ProgramExecutable *glExecutable = glState.getProgramExecutable();
ASSERT(glExecutable && glExecutable->isCompute());
ProgramVk *programVk = getShaderProgram(glState, gl::ShaderType::Compute);
ASSERT(programVk);
ProgramInfo &programInfo = getComputeProgramInfo();
ANGLE_TRY(programVk->initComputeProgram(contextVk, &programInfo, mVariableInfoMap));
vk::ShaderProgramHelper *shaderProgram = programInfo.getShaderProgram();
ASSERT(shaderProgram);
return shaderProgram->getComputePipeline(contextVk, getPipelineLayout(), pipelineOut);
}
angle::Result ProgramExecutableVk::initDynamicDescriptorPools(
ContextVk *contextVk,
vk::DescriptorSetLayoutDesc &descriptorSetLayoutDesc,
DescriptorSetIndex descriptorSetIndex,
VkDescriptorSetLayout descriptorSetLayout)
{
std::vector<VkDescriptorPoolSize> descriptorPoolSizes;
vk::DescriptorSetLayoutBindingVector bindingVector;
std::vector<VkSampler> immutableSamplers;
descriptorSetLayoutDesc.unpackBindings(&bindingVector, &immutableSamplers);
for (const VkDescriptorSetLayoutBinding &binding : bindingVector)
{
if (binding.descriptorCount > 0)
{
VkDescriptorPoolSize poolSize = {};
poolSize.type = binding.descriptorType;
poolSize.descriptorCount = binding.descriptorCount;
descriptorPoolSizes.emplace_back(poolSize);
}
}
RendererVk *renderer = contextVk->getRenderer();
if (renderer->getFeatures().bindEmptyForUnusedDescriptorSets.enabled &&
descriptorPoolSizes.empty())
{
// For this workaround, we have to create an empty descriptor set for each descriptor set
// index, so make sure their pools are initialized.
VkDescriptorPoolSize poolSize = {};
// The type doesn't matter, since it's not actually used for anything.
poolSize.type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
poolSize.descriptorCount = 1;
descriptorPoolSizes.emplace_back(poolSize);
}
if (!descriptorPoolSizes.empty())
{
ANGLE_TRY(mDynamicDescriptorPools[ToUnderlying(descriptorSetIndex)].init(
contextVk, descriptorPoolSizes.data(), descriptorPoolSizes.size(),
descriptorSetLayout));
}
return angle::Result::Continue;
}
angle::Result ProgramExecutableVk::createPipelineLayout(
const gl::Context *glContext,
gl::ActiveTextureArray<vk::TextureUnit> *activeTextures)
{
const gl::State &glState = glContext->getState();
ContextVk *contextVk = vk::GetImpl(glContext);
gl::TransformFeedback *transformFeedback = glState.getCurrentTransformFeedback();
const gl::ProgramExecutable &glExecutable = getGlExecutable();
const gl::ShaderBitSet &linkedShaderStages = glExecutable.getLinkedShaderStages();
gl::ShaderMap<const gl::ProgramState *> programStates;
fillProgramStateMap(contextVk, &programStates);
reset(contextVk);
// Store a reference to the pipeline and descriptor set layouts. This will create them if they
// don't already exist in the cache.
// Default uniforms and transform feedback:
vk::DescriptorSetLayoutDesc uniformsAndXfbSetDesc;
mNumDefaultUniformDescriptors = 0;
for (const gl::ShaderType shaderType : linkedShaderStages)
{
const std::string uniformBlockName = kDefaultUniformNames[shaderType];
const ShaderInterfaceVariableInfo &info =
mVariableInfoMap.get(shaderType, uniformBlockName);
if (!info.activeStages[shaderType])
{
continue;
}
uniformsAndXfbSetDesc.update(info.binding, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1,
gl_vk::kShaderStageMap[shaderType], nullptr);
mNumDefaultUniformDescriptors++;
}
gl::ShaderType linkedTransformFeedbackStage = glExecutable.getLinkedTransformFeedbackStage();
bool hasXfbVaryings =
linkedTransformFeedbackStage != gl::ShaderType::InvalidEnum &&
!programStates[linkedTransformFeedbackStage]->getLinkedTransformFeedbackVaryings().empty();
if (transformFeedback && hasXfbVaryings)
{
const gl::ProgramExecutable &executable =
programStates[linkedTransformFeedbackStage]->getExecutable();
size_t xfbBufferCount = executable.getTransformFeedbackBufferCount();
TransformFeedbackVk *transformFeedbackVk = vk::GetImpl(transformFeedback);
transformFeedbackVk->updateDescriptorSetLayout(contextVk, mVariableInfoMap, xfbBufferCount,
&uniformsAndXfbSetDesc);
}
ANGLE_TRY(contextVk->getDescriptorSetLayoutCache().getDescriptorSetLayout(
contextVk, uniformsAndXfbSetDesc,
&mDescriptorSetLayouts[ToUnderlying(DescriptorSetIndex::UniformsAndXfb)]));
// Uniform and storage buffers, atomic counter buffers and images:
vk::DescriptorSetLayoutDesc resourcesSetDesc;
for (const gl::ShaderType shaderType : linkedShaderStages)
{
const gl::ProgramState *programState = programStates[shaderType];
ASSERT(programState);
addInterfaceBlockDescriptorSetDesc(programState->getUniformBlocks(), shaderType,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, &resourcesSetDesc);
addInterfaceBlockDescriptorSetDesc(programState->getShaderStorageBlocks(), shaderType,
VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, &resourcesSetDesc);
addAtomicCounterBufferDescriptorSetDesc(programState->getAtomicCounterBuffers(), shaderType,
&resourcesSetDesc);
}
for (const gl::ShaderType shaderType : linkedShaderStages)
{
const gl::ProgramState *programState = programStates[shaderType];
ASSERT(programState);
addImageDescriptorSetDesc(programState->getExecutable(), &resourcesSetDesc);
addInputAttachmentDescriptorSetDesc(programState->getExecutable(), shaderType,
&resourcesSetDesc);
}
ANGLE_TRY(contextVk->getDescriptorSetLayoutCache().getDescriptorSetLayout(
contextVk, resourcesSetDesc,
&mDescriptorSetLayouts[ToUnderlying(DescriptorSetIndex::ShaderResource)]));
// Textures:
vk::DescriptorSetLayoutDesc texturesSetDesc;
for (const gl::ShaderType shaderType : linkedShaderStages)
{
const gl::ProgramState *programState = programStates[shaderType];
ASSERT(programState);
addTextureDescriptorSetDesc(*programState, activeTextures, &texturesSetDesc);
}
ANGLE_TRY(contextVk->getDescriptorSetLayoutCache().getDescriptorSetLayout(
contextVk, texturesSetDesc,
&mDescriptorSetLayouts[ToUnderlying(DescriptorSetIndex::Texture)]));
// Driver uniforms:
VkShaderStageFlags driverUniformsStages =
glExecutable.isCompute() ? VK_SHADER_STAGE_COMPUTE_BIT : VK_SHADER_STAGE_ALL_GRAPHICS;
vk::DescriptorSetLayoutDesc driverUniformsSetDesc =
contextVk->getDriverUniformsDescriptorSetDesc(driverUniformsStages);
ANGLE_TRY(contextVk->getDescriptorSetLayoutCache().getDescriptorSetLayout(
contextVk, driverUniformsSetDesc,
&mDescriptorSetLayouts[ToUnderlying(DescriptorSetIndex::DriverUniforms)]));
// Create pipeline layout with these 4 descriptor sets.
vk::PipelineLayoutDesc pipelineLayoutDesc;
pipelineLayoutDesc.updateDescriptorSetLayout(DescriptorSetIndex::UniformsAndXfb,
uniformsAndXfbSetDesc);
pipelineLayoutDesc.updateDescriptorSetLayout(DescriptorSetIndex::ShaderResource,
resourcesSetDesc);
pipelineLayoutDesc.updateDescriptorSetLayout(DescriptorSetIndex::Texture, texturesSetDesc);
pipelineLayoutDesc.updateDescriptorSetLayout(DescriptorSetIndex::DriverUniforms,
driverUniformsSetDesc);
ANGLE_TRY(contextVk->getPipelineLayoutCache().getPipelineLayout(
contextVk, pipelineLayoutDesc, mDescriptorSetLayouts, &mPipelineLayout));
// Initialize descriptor pools.
ANGLE_TRY(initDynamicDescriptorPools(
contextVk, uniformsAndXfbSetDesc, DescriptorSetIndex::UniformsAndXfb,
mDescriptorSetLayouts[ToUnderlying(DescriptorSetIndex::UniformsAndXfb)].get().getHandle()));
ANGLE_TRY(initDynamicDescriptorPools(
contextVk, resourcesSetDesc, DescriptorSetIndex::ShaderResource,
mDescriptorSetLayouts[ToUnderlying(DescriptorSetIndex::ShaderResource)].get().getHandle()));
ANGLE_TRY(initDynamicDescriptorPools(
contextVk, texturesSetDesc, DescriptorSetIndex::Texture,
mDescriptorSetLayouts[ToUnderlying(DescriptorSetIndex::Texture)].get().getHandle()));
ANGLE_TRY(initDynamicDescriptorPools(
contextVk, driverUniformsSetDesc, DescriptorSetIndex::DriverUniforms,
mDescriptorSetLayouts[ToUnderlying(DescriptorSetIndex::DriverUniforms)].get().getHandle()));
mDynamicBufferOffsets.resize(glExecutable.getLinkedShaderStageCount());
return angle::Result::Continue;
}
void ProgramExecutableVk::resolvePrecisionMismatch(const gl::ProgramMergedVaryings &mergedVaryings)
{
for (const gl::ProgramVaryingRef &mergedVarying : mergedVaryings)
{
if (!mergedVarying.frontShader || !mergedVarying.backShader)
{
continue;
}
GLenum frontPrecision = mergedVarying.frontShader->precision;
GLenum backPrecision = mergedVarying.backShader->precision;
if (frontPrecision == backPrecision)
{
continue;
}
ASSERT(frontPrecision >= GL_LOW_FLOAT && frontPrecision <= GL_HIGH_INT);
ASSERT(backPrecision >= GL_LOW_FLOAT && backPrecision <= GL_HIGH_INT);
if (frontPrecision > backPrecision)
{
// The output is higher precision than the input
ShaderInterfaceVariableInfo &info = mVariableInfoMap.get(
mergedVarying.frontShaderStage, mergedVarying.frontShader->mappedName);
info.varyingIsOutput = true;
info.useRelaxedPrecision = true;
}
else
{
// The output is lower precision than the input, adjust the input
ASSERT(backPrecision > frontPrecision);
ShaderInterfaceVariableInfo &info = mVariableInfoMap.get(
mergedVarying.backShaderStage, mergedVarying.backShader->mappedName);
info.varyingIsInput = true;
info.useRelaxedPrecision = true;
}
}
}
void ProgramExecutableVk::updateDefaultUniformsDescriptorSet(
const gl::ShaderType shaderType,
const DefaultUniformBlock &defaultUniformBlock,
vk::BufferHelper *defaultUniformBuffer,
ContextVk *contextVk)
{
const std::string uniformBlockName = kDefaultUniformNames[shaderType];
const ShaderInterfaceVariableInfo &info = mVariableInfoMap.get(shaderType, uniformBlockName);
if (!info.activeStages[shaderType])
{
return;
}
VkWriteDescriptorSet &writeInfo = contextVk->allocWriteDescriptorSet();
VkDescriptorBufferInfo &bufferInfo = contextVk->allocDescriptorBufferInfo();
if (!defaultUniformBlock.uniformData.empty())
{
bufferInfo.buffer = defaultUniformBuffer->getBuffer().getHandle();
}
else
{
vk::BufferHelper &emptyBuffer = contextVk->getEmptyBuffer();
emptyBuffer.retain(&contextVk->getResourceUseList());
bufferInfo.buffer = emptyBuffer.getBuffer().getHandle();
}
bufferInfo.offset = 0;
bufferInfo.range = VK_WHOLE_SIZE;
writeInfo.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writeInfo.pNext = nullptr;
writeInfo.dstSet = mDescriptorSets[ToUnderlying(DescriptorSetIndex::UniformsAndXfb)];
writeInfo.dstBinding = info.binding;
writeInfo.dstArrayElement = 0;
writeInfo.descriptorCount = 1;
writeInfo.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
writeInfo.pImageInfo = nullptr;
writeInfo.pBufferInfo = &bufferInfo;
writeInfo.pTexelBufferView = nullptr;
}
angle::Result ProgramExecutableVk::updateBuffersDescriptorSet(
ContextVk *contextVk,
const gl::ShaderType shaderType,
vk::CommandBufferHelper *commandBufferHelper,
const std::vector<gl::InterfaceBlock> &blocks,
VkDescriptorType descriptorType)
{
if (blocks.empty())
{
return angle::Result::Continue;
}
ASSERT(descriptorType == VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER ||
descriptorType == VK_DESCRIPTOR_TYPE_STORAGE_BUFFER);
const bool isStorageBuffer = descriptorType == VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
VkDescriptorSet descriptorSet =
mDescriptorSets[ToUnderlying(DescriptorSetIndex::ShaderResource)];
// Write uniform or storage buffers.
const gl::State &glState = contextVk->getState();
for (uint32_t bufferIndex = 0; bufferIndex < blocks.size(); ++bufferIndex)
{
const gl::InterfaceBlock &block = blocks[bufferIndex];
const gl::OffsetBindingPointer<gl::Buffer> &bufferBinding =
isStorageBuffer ? glState.getIndexedShaderStorageBuffer(block.binding)
: glState.getIndexedUniformBuffer(block.binding);
if (!block.isActive(shaderType))
{
continue;
}
if (bufferBinding.get() == nullptr)
{
continue;
}
const ShaderInterfaceVariableInfo &info =
mVariableInfoMap.get(shaderType, block.mappedName);
uint32_t binding = info.binding;
uint32_t arrayElement = block.isArray ? block.arrayElement : 0;
VkDeviceSize size;
if (!isStorageBuffer)
{
size = block.dataSize;
}
else
{
size = gl::GetBoundBufferAvailableSize(bufferBinding);
}
// Make sure there's no possible under/overflow with binding size.
static_assert(sizeof(VkDeviceSize) >= sizeof(bufferBinding.getSize()),
"VkDeviceSize too small");
ASSERT(bufferBinding.getSize() >= 0);
VkDescriptorBufferInfo &bufferInfo = contextVk->allocDescriptorBufferInfo();
VkWriteDescriptorSet &writeInfo = contextVk->allocWriteDescriptorSet();
BufferVk *bufferVk = vk::GetImpl(bufferBinding.get());
vk::BufferHelper &bufferHelper = bufferVk->getBuffer();
// Lazily allocate the descriptor set, since we may not need one if all of the buffers are
// inactive.
if (descriptorSet == VK_NULL_HANDLE)
{
ANGLE_TRY(allocateDescriptorSet(contextVk, DescriptorSetIndex::ShaderResource));
descriptorSet = mDescriptorSets[ToUnderlying(DescriptorSetIndex::ShaderResource)];
}
ASSERT(descriptorSet != VK_NULL_HANDLE);
WriteBufferDescriptorSetBinding(bufferHelper, bufferBinding.getOffset(), size,
descriptorSet, descriptorType, binding, arrayElement, 0,
&bufferInfo, &writeInfo);
if (isStorageBuffer)
{
// We set the SHADER_READ_BIT to be conservative.
VkAccessFlags accessFlags = VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
commandBufferHelper->bufferWrite(contextVk, accessFlags,
vk::GetPipelineStage(shaderType),
vk::AliasingMode::Allowed, &bufferHelper);
}
else
{
commandBufferHelper->bufferRead(contextVk, VK_ACCESS_UNIFORM_READ_BIT,
vk::GetPipelineStage(shaderType), &bufferHelper);
}
}
return angle::Result::Continue;
}
angle::Result ProgramExecutableVk::updateAtomicCounterBuffersDescriptorSet(
const gl::ProgramState &programState,
const gl::ShaderType shaderType,
ContextVk *contextVk,
vk::CommandBufferHelper *commandBufferHelper)
{
const gl::State &glState = contextVk->getState();
const std::vector<gl::AtomicCounterBuffer> &atomicCounterBuffers =
programState.getAtomicCounterBuffers();
if (atomicCounterBuffers.empty())
{
return angle::Result::Continue;
}
VkDescriptorSet descriptorSet =
mDescriptorSets[ToUnderlying(DescriptorSetIndex::ShaderResource)];
std::string blockName(sh::vk::kAtomicCountersBlockName);
const ShaderInterfaceVariableInfo &info = mVariableInfoMap.get(shaderType, blockName);
if (!info.activeStages[shaderType])
{
return angle::Result::Continue;
}
gl::AtomicCounterBufferMask writtenBindings;
RendererVk *rendererVk = contextVk->getRenderer();
const VkDeviceSize requiredOffsetAlignment =
rendererVk->getPhysicalDeviceProperties().limits.minStorageBufferOffsetAlignment;
// Write atomic counter buffers.
for (uint32_t bufferIndex = 0; bufferIndex < atomicCounterBuffers.size(); ++bufferIndex)
{
const gl::AtomicCounterBuffer &atomicCounterBuffer = atomicCounterBuffers[bufferIndex];
uint32_t binding = atomicCounterBuffer.binding;
const gl::OffsetBindingPointer<gl::Buffer> &bufferBinding =
glState.getIndexedAtomicCounterBuffer(binding);
if (bufferBinding.get() == nullptr)
{
continue;
}
VkDescriptorBufferInfo &bufferInfo = contextVk->allocDescriptorBufferInfo();
VkWriteDescriptorSet &writeInfo = contextVk->allocWriteDescriptorSet();
BufferVk *bufferVk = vk::GetImpl(bufferBinding.get());
vk::BufferHelper &bufferHelper = bufferVk->getBuffer();
// Lazily allocate the descriptor set, since we may not need one if all of the buffers are
// inactive.
if (descriptorSet == VK_NULL_HANDLE)
{
ANGLE_TRY(allocateDescriptorSet(contextVk, DescriptorSetIndex::ShaderResource));
descriptorSet = mDescriptorSets[ToUnderlying(DescriptorSetIndex::ShaderResource)];
}
ASSERT(descriptorSet != VK_NULL_HANDLE);
VkDeviceSize size = gl::GetBoundBufferAvailableSize(bufferBinding);
WriteBufferDescriptorSetBinding(bufferHelper, bufferBinding.getOffset(), size,
descriptorSet, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
info.binding, binding, requiredOffsetAlignment, &bufferInfo,
&writeInfo);
// We set SHADER_READ_BIT to be conservative.
commandBufferHelper->bufferWrite(
contextVk, VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT,
vk::GetPipelineStage(shaderType), vk::AliasingMode::Allowed, &bufferHelper);
writtenBindings.set(binding);
}
ASSERT(descriptorSet != VK_NULL_HANDLE);
// Bind the empty buffer to every array slot that's unused.
vk::BufferHelper &emptyBuffer = contextVk->getEmptyBuffer();
emptyBuffer.retain(&contextVk->getResourceUseList());
size_t count = (~writtenBindings).count();
VkDescriptorBufferInfo *bufferInfos = contextVk->allocDescriptorBufferInfos(count);
VkWriteDescriptorSet *writeInfos = contextVk->allocWriteDescriptorSets(count);
size_t writeCount = 0;
for (size_t binding : ~writtenBindings)
{
bufferInfos[writeCount].buffer = emptyBuffer.getBuffer().getHandle();
bufferInfos[writeCount].offset = 0;
bufferInfos[writeCount].range = VK_WHOLE_SIZE;
writeInfos[writeCount].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writeInfos[writeCount].pNext = nullptr;
writeInfos[writeCount].dstSet = descriptorSet;
writeInfos[writeCount].dstBinding = info.binding;
writeInfos[writeCount].dstArrayElement = static_cast<uint32_t>(binding);
writeInfos[writeCount].descriptorCount = 1;
writeInfos[writeCount].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
writeInfos[writeCount].pImageInfo = nullptr;
writeInfos[writeCount].pBufferInfo = &bufferInfos[writeCount];
writeInfos[writeCount].pTexelBufferView = nullptr;
writeCount++;
}
return angle::Result::Continue;
}
angle::Result ProgramExecutableVk::updateImagesDescriptorSet(
ContextVk *contextVk,
const gl::ProgramExecutable &executable,
const gl::ShaderType shaderType)
{
const gl::State &glState = contextVk->getState();
RendererVk *renderer = contextVk->getRenderer();
const std::vector<gl::ImageBinding> &imageBindings = executable.getImageBindings();
const std::vector<gl::LinkedUniform> &uniforms = executable.getUniforms();
if (imageBindings.empty())
{
return angle::Result::Continue;
}
VkDescriptorSet descriptorSet =
mDescriptorSets[ToUnderlying(DescriptorSetIndex::ShaderResource)];
const gl::ActiveTextureArray<TextureVk *> &activeImages = contextVk->getActiveImages();
angle::HashMap<std::string, uint32_t> mappedImageNameToArrayOffset;
// Write images.
for (uint32_t imageIndex = 0; imageIndex < imageBindings.size(); ++imageIndex)
{
const gl::ImageBinding &imageBinding = imageBindings[imageIndex];
uint32_t uniformIndex = executable.getUniformIndexFromImageIndex(imageIndex);
const gl::LinkedUniform &imageUniform = uniforms[uniformIndex];
if (!imageUniform.isActive(shaderType))
{
continue;
}
// Lazily allocate the descriptor set, since we may not need one if all of the image
// uniforms are inactive.
if (descriptorSet == VK_NULL_HANDLE)
{
ANGLE_TRY(allocateDescriptorSet(contextVk, DescriptorSetIndex::ShaderResource));
descriptorSet = mDescriptorSets[ToUnderlying(DescriptorSetIndex::ShaderResource)];
}
ASSERT(descriptorSet != VK_NULL_HANDLE);
std::string mappedImageName = GlslangGetMappedSamplerName(imageUniform.name);
GetImageNameWithoutIndices(&mappedImageName);
uint32_t arrayOffset = 0;
uint32_t arraySize = static_cast<uint32_t>(imageBinding.boundImageUnits.size());
arrayOffset = mappedImageNameToArrayOffset[mappedImageName];
// Front-end generates array elements in order, so we can just increment the offset each
// time we process a nested array.
mappedImageNameToArrayOffset[mappedImageName] += arraySize;
VkWriteDescriptorSet *writeInfos = contextVk->allocWriteDescriptorSets(arraySize);
// Texture buffers use buffer views, so they are especially handled.
if (imageBinding.textureType == gl::TextureType::Buffer)
{
// Handle format reinterpration by looking for a view with the format specified in
// the shader (if any, instead of the format specified to glTexBuffer).
const vk::Format *format = nullptr;
if (imageUniform.imageUnitFormat != GL_NONE)
{
format = &renderer->getFormat(imageUniform.imageUnitFormat);
}
for (uint32_t arrayElement = 0; arrayElement < arraySize; ++arrayElement)
{
GLuint imageUnit = imageBinding.boundImageUnits[arrayElement];
TextureVk *textureVk = activeImages[imageUnit];
const vk::BufferView *view = nullptr;
ANGLE_TRY(textureVk->getBufferViewAndRecordUse(contextVk, format, true, &view));
const ShaderInterfaceVariableInfo &info =
mVariableInfoMap.get(shaderType, mappedImageName);
writeInfos[arrayElement].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writeInfos[arrayElement].pNext = nullptr;
writeInfos[arrayElement].dstSet = descriptorSet;
writeInfos[arrayElement].dstBinding = info.binding;
writeInfos[arrayElement].dstArrayElement = arrayOffset + arrayElement;
writeInfos[arrayElement].descriptorCount = 1;
writeInfos[arrayElement].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER;
writeInfos[arrayElement].pImageInfo = nullptr;
writeInfos[arrayElement].pBufferInfo = nullptr;
writeInfos[arrayElement].pTexelBufferView = view->ptr();
}
continue;
}
VkDescriptorImageInfo *imageInfos = contextVk->allocDescriptorImageInfos(arraySize);
for (uint32_t arrayElement = 0; arrayElement < arraySize; ++arrayElement)
{
GLuint imageUnit = imageBinding.boundImageUnits[arrayElement];
const gl::ImageUnit &binding = glState.getImageUnit(imageUnit);
TextureVk *textureVk = activeImages[imageUnit];
vk::ImageHelper *image = &textureVk->getImage();
const vk::ImageView *imageView = nullptr;
ANGLE_TRY(textureVk->getStorageImageView(contextVk, binding, &imageView));
// Note: binding.access is unused because it is implied by the shader.
imageInfos[arrayElement].sampler = VK_NULL_HANDLE;
imageInfos[arrayElement].imageView = imageView->getHandle();
imageInfos[arrayElement].imageLayout = image->getCurrentLayout();
const std::string imageName = GlslangGetMappedSamplerName(imageUniform.name);
const ShaderInterfaceVariableInfo &info = mVariableInfoMap.get(shaderType, imageName);
writeInfos[arrayElement].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writeInfos[arrayElement].pNext = nullptr;
writeInfos[arrayElement].dstSet = descriptorSet;
writeInfos[arrayElement].dstBinding = info.binding;
writeInfos[arrayElement].dstArrayElement = arrayOffset + arrayElement;
writeInfos[arrayElement].descriptorCount = 1;
writeInfos[arrayElement].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
writeInfos[arrayElement].pImageInfo = &imageInfos[arrayElement];
writeInfos[arrayElement].pBufferInfo = nullptr;
writeInfos[arrayElement].pTexelBufferView = nullptr;
}
}
return angle::Result::Continue;
}
angle::Result ProgramExecutableVk::updateShaderResourcesDescriptorSet(
ContextVk *contextVk,
FramebufferVk *framebufferVk,
vk::CommandBufferHelper *commandBufferHelper)
{
const gl::ProgramExecutable *executable = contextVk->getState().getProgramExecutable();
ASSERT(executable);
gl::ShaderMap<const gl::ProgramState *> programStates;
fillProgramStateMap(contextVk, &programStates);
// Reset the descriptor set handles so we only allocate a new one when necessary.
mDescriptorSets[ToUnderlying(DescriptorSetIndex::ShaderResource)] = VK_NULL_HANDLE;
mEmptyDescriptorSets[ToUnderlying(DescriptorSetIndex::ShaderResource)] = VK_NULL_HANDLE;
for (const gl::ShaderType shaderType : executable->getLinkedShaderStages())
{
const gl::ProgramState *programState = programStates[shaderType];
ASSERT(programState);
ANGLE_TRY(updateBuffersDescriptorSet(contextVk, shaderType, commandBufferHelper,
programState->getUniformBlocks(),
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER));
ANGLE_TRY(updateBuffersDescriptorSet(contextVk, shaderType, commandBufferHelper,
programState->getShaderStorageBlocks(),
VK_DESCRIPTOR_TYPE_STORAGE_BUFFER));
ANGLE_TRY(updateAtomicCounterBuffersDescriptorSet(*programState, shaderType, contextVk,
commandBufferHelper));
ANGLE_TRY(updateImagesDescriptorSet(contextVk, programState->getExecutable(), shaderType));
ANGLE_TRY(updateInputAttachmentDescriptorSet(programState->getExecutable(), shaderType,
contextVk, framebufferVk));
}
return angle::Result::Continue;
}
angle::Result ProgramExecutableVk::updateInputAttachmentDescriptorSet(
const gl::ProgramExecutable &executable,
const gl::ShaderType shaderType,
ContextVk *contextVk,
FramebufferVk *framebufferVk)
{
if (shaderType != gl::ShaderType::Fragment)
{
return angle::Result::Continue;
}
const std::vector<gl::LinkedUniform> &uniforms = executable.getUniforms();
if (!executable.usesFramebufferFetch())
{
return angle::Result::Continue;
}
VkDescriptorSet descriptorSet =
mDescriptorSets[ToUnderlying(DescriptorSetIndex::ShaderResource)];
const uint32_t baseUniformIndex = executable.getFragmentInoutRange().low();
const gl::LinkedUniform &baseInputAttachment = uniforms.at(baseUniformIndex);
std::string baseMappedName = baseInputAttachment.mappedName;
ShaderInterfaceVariableInfo &baseInfo = mVariableInfoMap.get(shaderType, baseMappedName);
uint32_t baseBinding = baseInfo.binding - baseInputAttachment.location;
for (size_t colorIndex : framebufferVk->getState().getColorAttachmentsMask())
{
// Lazily allocate the descriptor set, since we may not need one if all of the image
// uniforms are inactive.
if (descriptorSet == VK_NULL_HANDLE)
{
ANGLE_TRY(allocateDescriptorSet(contextVk, DescriptorSetIndex::ShaderResource));
descriptorSet = mDescriptorSets[ToUnderlying(DescriptorSetIndex::ShaderResource)];
}
ASSERT(descriptorSet != VK_NULL_HANDLE);
VkWriteDescriptorSet *writeInfos = contextVk->allocWriteDescriptorSets(1);
VkDescriptorImageInfo *imageInfos = contextVk->allocDescriptorImageInfos(1);
RenderTargetVk *renderTargetVk = framebufferVk->getColorDrawRenderTarget(colorIndex);
const vk::ImageView *imageView = nullptr;
ANGLE_TRY(renderTargetVk->getImageView(contextVk, &imageView));
imageInfos[0].sampler = VK_NULL_HANDLE;
imageInfos[0].imageView = imageView->getHandle();
imageInfos[0].imageLayout = VK_IMAGE_LAYOUT_GENERAL;
writeInfos[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writeInfos[0].pNext = nullptr;
writeInfos[0].dstSet = descriptorSet;
writeInfos[0].dstBinding = baseBinding + static_cast<uint32_t>(colorIndex);
writeInfos[0].dstArrayElement = 0;
writeInfos[0].descriptorCount = 1;
writeInfos[0].descriptorType = VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT;
writeInfos[0].pImageInfo = &imageInfos[0];
writeInfos[0].pBufferInfo = nullptr;
writeInfos[0].pTexelBufferView = nullptr;
}
return angle::Result::Continue;
}
angle::Result ProgramExecutableVk::updateTransformFeedbackDescriptorSet(
const gl::ProgramState &programState,
gl::ShaderMap<DefaultUniformBlock> &defaultUniformBlocks,
vk::BufferHelper *defaultUniformBuffer,
ContextVk *contextVk,
const vk::UniformsAndXfbDesc &xfbBufferDesc)
{
const gl::ProgramExecutable &executable = programState.getExecutable();
ASSERT(executable.hasTransformFeedbackOutput());
bool newDescriptorSetAllocated;
ANGLE_TRY(
allocUniformAndXfbDescriptorSet(contextVk, xfbBufferDesc, &newDescriptorSetAllocated));
if (newDescriptorSetAllocated)
{
for (const gl::ShaderType shaderType : executable.getLinkedShaderStages())
{
updateDefaultUniformsDescriptorSet(shaderType, defaultUniformBlocks[shaderType],
defaultUniformBuffer, contextVk);
}
updateTransformFeedbackDescriptorSetImpl(programState, contextVk);
}
return angle::Result::Continue;
}
void ProgramExecutableVk::updateTransformFeedbackDescriptorSetImpl(
const gl::ProgramState &programState,
ContextVk *contextVk)
{
const gl::State &glState = contextVk->getState();
gl::TransformFeedback *transformFeedback = glState.getCurrentTransformFeedback();
const gl::ProgramExecutable &executable = programState.getExecutable();
if (!executable.hasTransformFeedbackOutput())
{
// If xfb has no output there is no need to update descriptor set.
return;
}
if (!glState.isTransformFeedbackActiveUnpaused())
{
// We set empty Buffer to xfb descriptor set because xfb descriptor set
// requires valid buffer bindings, even if they are empty buffer,
// otherwise Vulkan validation layer generates errors.
if (transformFeedback)
{
TransformFeedbackVk *transformFeedbackVk = vk::GetImpl(transformFeedback);
transformFeedbackVk->initDescriptorSet(
contextVk, mVariableInfoMap, executable.getTransformFeedbackBufferCount(),
mDescriptorSets[ToUnderlying(DescriptorSetIndex::UniformsAndXfb)]);
}
return;
}
TransformFeedbackVk *transformFeedbackVk = vk::GetImpl(glState.getCurrentTransformFeedback());
transformFeedbackVk->updateDescriptorSet(
contextVk, programState, mVariableInfoMap,
mDescriptorSets[ToUnderlying(DescriptorSetIndex::UniformsAndXfb)]);
}
angle::Result ProgramExecutableVk::updateTexturesDescriptorSet(ContextVk *contextVk)
{
const gl::ProgramExecutable *executable = contextVk->getState().getProgramExecutable();
ASSERT(executable);
if (!executable->hasTextures())
{
return angle::Result::Continue;
}
const vk::TextureDescriptorDesc &texturesDesc = contextVk->getActiveTexturesDesc();
VkDescriptorSet descriptorSet = VK_NULL_HANDLE;
if (mTextureDescriptorsCache.get(texturesDesc, &descriptorSet))
{
mDescriptorSets[ToUnderlying(DescriptorSetIndex::Texture)] = descriptorSet;
// The descriptor pool that this descriptor set was allocated from needs to be retained each
// time the descriptor set is used in a new command.
mDescriptorPoolBindings[ToUnderlying(DescriptorSetIndex::Texture)].get().retain(
&contextVk->getResourceUseList());
return angle::Result::Continue;
}
const gl::ActiveTextureArray<vk::TextureUnit> &activeTextures = contextVk->getActiveTextures();
bool emulateSeamfulCubeMapSampling = contextVk->emulateSeamfulCubeMapSampling();
gl::ShaderMap<const gl::ProgramState *> programStates;
fillProgramStateMap(contextVk, &programStates);
for (const gl::ShaderType shaderType : executable->getLinkedShaderStages())
{
angle::HashMap<std::string, uint32_t> mappedSamplerNameToArrayOffset;
const gl::ProgramState *programState = programStates[shaderType];
ASSERT(programState);
for (uint32_t textureIndex = 0; textureIndex < programState->getSamplerBindings().size();
++textureIndex)
{
const gl::SamplerBinding &samplerBinding =
programState->getSamplerBindings()[textureIndex];
uint32_t uniformIndex = programState->getUniformIndexFromSamplerIndex(textureIndex);
const gl::LinkedUniform &samplerUniform = programState->getUniforms()[uniformIndex];
std::string mappedSamplerName = GlslangGetMappedSamplerName(samplerUniform.name);
if (!samplerUniform.isActive(shaderType))
{
continue;
}
// Lazily allocate the descriptor set, since we may not need one if all of the
// sampler uniforms are inactive.
if (descriptorSet == VK_NULL_HANDLE)
{
bool newPoolAllocated;
ANGLE_TRY(allocateDescriptorSetAndGetInfo(contextVk, DescriptorSetIndex::Texture,
&newPoolAllocated));
// Clear descriptor set cache. It may no longer be valid.
if (newPoolAllocated)
{
mTextureDescriptorsCache.destroy(contextVk->getRenderer());
}
descriptorSet = mDescriptorSets[ToUnderlying(DescriptorSetIndex::Texture)];
mTextureDescriptorsCache.insert(texturesDesc, descriptorSet);
}
ASSERT(descriptorSet != VK_NULL_HANDLE);
uint32_t arrayOffset = 0;
uint32_t arraySize = static_cast<uint32_t>(samplerBinding.boundTextureUnits.size());
arrayOffset = mappedSamplerNameToArrayOffset[mappedSamplerName];
// Front-end generates array elements in order, so we can just increment the offset each
// time we process a nested array.
mappedSamplerNameToArrayOffset[mappedSamplerName] += arraySize;
VkWriteDescriptorSet *writeInfos = contextVk->allocWriteDescriptorSets(arraySize);
// Texture buffers use buffer views, so they are especially handled.
if (samplerBinding.textureType == gl::TextureType::Buffer)
{
for (uint32_t arrayElement = 0; arrayElement < arraySize; ++arrayElement)
{
GLuint textureUnit = samplerBinding.boundTextureUnits[arrayElement];
TextureVk *textureVk = activeTextures[textureUnit].texture;
const vk::BufferView *view = nullptr;
ANGLE_TRY(
textureVk->getBufferViewAndRecordUse(contextVk, nullptr, false, &view));
const std::string samplerName =
GlslangGetMappedSamplerName(samplerUniform.name);
const ShaderInterfaceVariableInfo &info =
mVariableInfoMap.get(shaderType, samplerName);
writeInfos[arrayElement].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writeInfos[arrayElement].pNext = nullptr;
writeInfos[arrayElement].dstSet = descriptorSet;
writeInfos[arrayElement].dstBinding = info.binding;
writeInfos[arrayElement].dstArrayElement = arrayOffset + arrayElement;
writeInfos[arrayElement].descriptorCount = 1;
writeInfos[arrayElement].descriptorType =
VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER;
writeInfos[arrayElement].pImageInfo = nullptr;
writeInfos[arrayElement].pBufferInfo = nullptr;
writeInfos[arrayElement].pTexelBufferView = view->ptr();
}
continue;
}
VkDescriptorImageInfo *imageInfos = contextVk->allocDescriptorImageInfos(arraySize);
for (uint32_t arrayElement = 0; arrayElement < arraySize; ++arrayElement)
{
GLuint textureUnit = samplerBinding.boundTextureUnits[arrayElement];
const vk::TextureUnit &unit = activeTextures[textureUnit];
TextureVk *textureVk = unit.texture;
const vk::SamplerHelper &samplerHelper = *unit.sampler;
vk::ImageHelper &image = textureVk->getImage();
imageInfos[arrayElement].sampler = samplerHelper.get().getHandle();
imageInfos[arrayElement].imageLayout = image.getCurrentLayout();
if (emulateSeamfulCubeMapSampling)
{
// If emulating seamful cubemapping, use the fetch image view. This is
// basically the same image view as read, except it's a 2DArray view for
// cube maps.
const vk::ImageView &imageView = textureVk->getFetchImageViewAndRecordUse(
contextVk, unit.srgbDecode, samplerUniform.texelFetchStaticUse);
imageInfos[arrayElement].imageView = imageView.getHandle();
}
else
{
const vk::ImageView &imageView = textureVk->getReadImageViewAndRecordUse(
contextVk, unit.srgbDecode, samplerUniform.texelFetchStaticUse);
imageInfos[arrayElement].imageView = imageView.getHandle();
}
if (textureVk->getImage().hasImmutableSampler())
{
imageInfos[arrayElement].sampler = textureVk->getSampler().get().getHandle();
}
const std::string samplerName = GlslangGetMappedSamplerName(samplerUniform.name);
const ShaderInterfaceVariableInfo &info =
mVariableInfoMap.get(shaderType, samplerName);
writeInfos[arrayElement].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writeInfos[arrayElement].pNext = nullptr;
writeInfos[arrayElement].dstSet = descriptorSet;
writeInfos[arrayElement].dstBinding = info.binding;
writeInfos[arrayElement].dstArrayElement = arrayOffset + arrayElement;
writeInfos[arrayElement].descriptorCount = 1;
writeInfos[arrayElement].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
writeInfos[arrayElement].pImageInfo = &imageInfos[arrayElement];
writeInfos[arrayElement].pBufferInfo = nullptr;
writeInfos[arrayElement].pTexelBufferView = nullptr;
}
}
}
return angle::Result::Continue;
}
angle::Result ProgramExecutableVk::updateDescriptorSets(ContextVk *contextVk,
vk::CommandBuffer *commandBuffer)
{
// Can probably use better dirty bits here.
// Find the maximum non-null descriptor set. This is used in conjunction with a driver
// workaround to bind empty descriptor sets only for gaps in between 0 and max and avoid
// binding unnecessary empty descriptor sets for the sets beyond max.
const size_t descriptorSetStart = ToUnderlying(DescriptorSetIndex::UniformsAndXfb);
size_t descriptorSetRange = 0;
for (size_t descriptorSetIndex = descriptorSetStart;
descriptorSetIndex < mDescriptorSets.size(); ++descriptorSetIndex)
{
if (mDescriptorSets[descriptorSetIndex] != VK_NULL_HANDLE)
{
descriptorSetRange = descriptorSetIndex + 1;
}
}
const gl::State &glState = contextVk->getState();
const VkPipelineBindPoint pipelineBindPoint = glState.getProgramExecutable()->isCompute()
? VK_PIPELINE_BIND_POINT_COMPUTE
: VK_PIPELINE_BIND_POINT_GRAPHICS;
for (uint32_t descriptorSetIndex = descriptorSetStart; descriptorSetIndex < descriptorSetRange;
++descriptorSetIndex)
{
VkDescriptorSet descSet = mDescriptorSets[descriptorSetIndex];
if (descSet == VK_NULL_HANDLE)
{
if (!contextVk->getRenderer()->getFeatures().bindEmptyForUnusedDescriptorSets.enabled)
{
continue;
}
// Workaround a driver bug where missing (though unused) descriptor sets indices cause
// later sets to misbehave.
if (mEmptyDescriptorSets[descriptorSetIndex] == VK_NULL_HANDLE)
{
const vk::DescriptorSetLayout &descriptorSetLayout =
mDescriptorSetLayouts[descriptorSetIndex].get();
ANGLE_TRY(mDynamicDescriptorPools[descriptorSetIndex].allocateSets(
contextVk, descriptorSetLayout.ptr(), 1,
&mDescriptorPoolBindings[descriptorSetIndex],
&mEmptyDescriptorSets[descriptorSetIndex]));
++mObjectPerfCounters.descriptorSetsAllocated[descriptorSetIndex];
}
descSet = mEmptyDescriptorSets[descriptorSetIndex];
}
// Default uniforms are encompassed in a block per shader stage, and they are assigned
// through dynamic uniform buffers (requiring dynamic offsets). No other descriptor
// requires a dynamic offset.
const uint32_t uniformBlockOffsetCount =
descriptorSetIndex == ToUnderlying(DescriptorSetIndex::UniformsAndXfb)
? static_cast<uint32_t>(mNumDefaultUniformDescriptors)
: 0;
commandBuffer->bindDescriptorSets(getPipelineLayout(), pipelineBindPoint,
static_cast<DescriptorSetIndex>(descriptorSetIndex), 1,
&descSet, uniformBlockOffsetCount,
mDynamicBufferOffsets.data());
}
return angle::Result::Continue;
}
// Requires that trace is enabled to see the output, which is supported with is_debug=true
void ProgramExecutableVk::outputCumulativePerfCounters()
{
if (!vk::kOutputCumulativePerfCounters)
{
return;
}
{
std::ostringstream text;
for (size_t descriptorSetIndex = 0;
descriptorSetIndex < mObjectPerfCounters.descriptorSetsAllocated.size();
++descriptorSetIndex)
{
uint32_t count = mObjectPerfCounters.descriptorSetsAllocated[descriptorSetIndex];
if (count > 0)
{
text << " DescriptorSetIndex " << descriptorSetIndex << ": " << count << "\n";
}
}
// Only output information for programs that allocated descriptor sets.
std::string textStr = text.str();
if (!textStr.empty())
{
INFO() << "ProgramExecutable: " << this << ":";
// Output each descriptor set allocation on a single line, so they're prefixed with the
// INFO information (file, line number, etc.).
// https://stackoverflow.com/a/12514641
std::istringstream iss(textStr);
for (std::string line; std::getline(iss, line);)
{
INFO() << line;
}
}
}
}
} // namespace rx