Hash :
001c7e8c
Author :
Date :
2020-09-21T13:25:46
Vulkan: Link PPO during draw validation From the OpenGL ES 3.1 spec: 11.1.3.11 Validation It is not always possible to determine at link time if a program object can execute successfully, given that LinkProgram can not know the state of the remainder of the pipeline. Therefore validation is done when the first rendering command which triggers shader invocations is issued, to determine if the set of active program objects can be executed. For draws, this CL moves the PPO link operation to ValidateDrawStates() to generate PPO link failures within ANGLE's validation layer, so we fail any rendering commands during command validation. For dispatch, PPOs are linked during Context::prepareForDispatch(), where the PPO is converted from draw to compute, since that conversion requires a re-link. This re-link shouldn't fail due to errors that would have been caught during validation, since the compute shader must have successfully linked before it can be included in the PPO in the first place. We don't re-link when converting back to draw, since it's possible there are validation errors (which we want to catch during validation of the next rendering command). Bug: angleproject:5064 Test: dEQP.GLES31/functional_separate_shader_validation_es31_* Test: ContextNoErrorTest31.DrawWithPPO Test: ProgramPipelineTest31.VerifyPpoLinkErrorSignalledCorrectly Change-Id: Ibb249e893c007a83cc6b813f848a660bfa34ecb0 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2422375 Commit-Queue: Tim Van Patten <timvp@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Ian Elliott <ianelliott@google.com>
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//
// Copyright 2017 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.
//
// ProgramPipeline.h: Defines the gl::ProgramPipeline class.
// Implements GL program pipeline objects and related functionality.
// [OpenGL ES 3.1] section 7.4 page 105.
#ifndef LIBANGLE_PROGRAMPIPELINE_H_
#define LIBANGLE_PROGRAMPIPELINE_H_
#include <memory>
#include "common/angleutils.h"
#include "libANGLE/Debug.h"
#include "libANGLE/Program.h"
#include "libANGLE/ProgramExecutable.h"
#include "libANGLE/RefCountObject.h"
namespace rx
{
class GLImplFactory;
class ProgramPipelineImpl;
} // namespace rx
namespace gl
{
class Context;
class ProgramPipeline;
class ProgramPipelineState final : angle::NonCopyable
{
public:
ProgramPipelineState();
~ProgramPipelineState();
const std::string &getLabel() const;
const ProgramExecutable &getProgramExecutable() const
{
ASSERT(mExecutable);
return *mExecutable;
}
ProgramExecutable &getProgramExecutable()
{
ASSERT(mExecutable);
return *mExecutable;
}
void activeShaderProgram(Program *shaderProgram);
void useProgramStages(const Context *context,
GLbitfield stages,
Program *shaderProgram,
std::vector<angle::ObserverBinding> *programObserverBindings);
Program *getActiveShaderProgram() { return mActiveShaderProgram; }
GLboolean isValid() const { return mValid; }
const Program *getShaderProgram(ShaderType shaderType) const { return mPrograms[shaderType]; }
bool usesShaderProgram(ShaderProgramID program) const;
void updateExecutableTextures();
private:
void useProgramStage(const Context *context,
ShaderType shaderType,
Program *shaderProgram,
angle::ObserverBinding *programObserverBindings);
friend class ProgramPipeline;
std::string mLabel;
// The active shader program
Program *mActiveShaderProgram;
// The shader programs for each stage.
ShaderMap<Program *> mPrograms;
GLboolean mValid;
ProgramExecutable *mExecutable;
bool mIsLinked;
};
class ProgramPipeline final : public RefCountObject<ProgramPipelineID>,
public LabeledObject,
public angle::ObserverInterface
{
public:
ProgramPipeline(rx::GLImplFactory *factory, ProgramPipelineID handle);
~ProgramPipeline() override;
void onDestroy(const Context *context) override;
void setLabel(const Context *context, const std::string &label) override;
const std::string &getLabel() const override;
const ProgramPipelineState &getState() const { return mState; }
ProgramPipelineState &getState() { return mState; }
const ProgramExecutable &getExecutable() const { return mState.getProgramExecutable(); }
ProgramExecutable &getExecutable() { return mState.getProgramExecutable(); }
rx::ProgramPipelineImpl *getImplementation() const;
Program *getActiveShaderProgram() { return mState.getActiveShaderProgram(); }
void activeShaderProgram(Program *shaderProgram);
Program *getLinkedActiveShaderProgram(const Context *context)
{
Program *program = mState.getActiveShaderProgram();
if (program)
{
program->resolveLink(context);
}
return program;
}
void useProgramStages(const Context *context, GLbitfield stages, Program *shaderProgram);
Program *getShaderProgram(ShaderType shaderType) const { return mState.mPrograms[shaderType]; }
void resetIsLinked() { mState.mIsLinked = false; }
ProgramMergedVaryings getMergedVaryings() const;
angle::Result link(const gl::Context *context);
bool linkVaryings(InfoLog &infoLog) const;
void validate(const gl::Context *context);
bool validateSamplers(InfoLog *infoLog, const Caps &caps);
bool usesShaderProgram(ShaderProgramID program) const
{
return mState.usesShaderProgram(program);
}
GLboolean isValid() const { return mState.isValid(); }
// ObserverInterface implementation.
void onSubjectStateChange(angle::SubjectIndex index, angle::SubjectMessage message) override;
void fillProgramStateMap(gl::ShaderMap<const gl::ProgramState *> *programStatesOut);
private:
void updateLinkedShaderStages();
void updateExecutableAttributes();
void updateTransformFeedbackMembers();
void updateShaderStorageBlocks();
void updateImageBindings();
void updateHasBooleans();
void updateExecutable();
std::unique_ptr<rx::ProgramPipelineImpl> mProgramPipelineImpl;
ProgramPipelineState mState;
std::vector<angle::ObserverBinding> mProgramObserverBindings;
angle::ObserverBinding mExecutableObserverBinding;
};
} // namespace gl
#endif // LIBANGLE_PROGRAMPIPELINE_H_