Hash :
c759b8b4
Author :
Date :
2019-01-03T15:16:50
Vulkan: More Vertex Array optimizations. Inlines a number of Vulkan vertex array methods. Also changes the way vertex buffers are bound. Note that Vulkan doesn't support NULL buffer bindings. Thus we create an emulated NULL buffer to work around the problem of having gaps in the bound vertex buffers. This allows us to use a single bind call for ranges of vertex buffers even when there are gaps. Also changes how vertex array dirty bits are reset. Instead of calling memset to clear the affected buffers we pass a mutable pointer to the Vertex Array sync state. This allows us to only reset the dirty bits that we sync. This saves on the memory clearing time. Improves perf by about 10% in the Vulkan VBO state change test. Bug: angleproject:3014 Change-Id: Ib7b742dff7897fc891606a652ea0b64255a24c86 Reviewed-on: https://chromium-review.googlesource.com/c/1390360 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
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//
// Copyright 2016 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.
//
// ContextVk.cpp:
// Implements the class methods for ContextVk.
//
#include "libANGLE/renderer/vulkan/ContextVk.h"
#include "common/bitset_utils.h"
#include "common/debug.h"
#include "common/utilities.h"
#include "libANGLE/Context.h"
#include "libANGLE/Program.h"
#include "libANGLE/Surface.h"
#include "libANGLE/renderer/vulkan/BufferVk.h"
#include "libANGLE/renderer/vulkan/CommandGraph.h"
#include "libANGLE/renderer/vulkan/CompilerVk.h"
#include "libANGLE/renderer/vulkan/FenceNVVk.h"
#include "libANGLE/renderer/vulkan/FramebufferVk.h"
#include "libANGLE/renderer/vulkan/ProgramPipelineVk.h"
#include "libANGLE/renderer/vulkan/ProgramVk.h"
#include "libANGLE/renderer/vulkan/QueryVk.h"
#include "libANGLE/renderer/vulkan/RenderbufferVk.h"
#include "libANGLE/renderer/vulkan/RendererVk.h"
#include "libANGLE/renderer/vulkan/SamplerVk.h"
#include "libANGLE/renderer/vulkan/ShaderVk.h"
#include "libANGLE/renderer/vulkan/SyncVk.h"
#include "libANGLE/renderer/vulkan/TextureVk.h"
#include "libANGLE/renderer/vulkan/TransformFeedbackVk.h"
#include "libANGLE/renderer/vulkan/VertexArrayVk.h"
#include "third_party/trace_event/trace_event.h"
namespace rx
{
namespace
{
GLenum DefaultGLErrorCode(VkResult result)
{
switch (result)
{
case VK_ERROR_OUT_OF_HOST_MEMORY:
case VK_ERROR_OUT_OF_DEVICE_MEMORY:
case VK_ERROR_TOO_MANY_OBJECTS:
return GL_OUT_OF_MEMORY;
default:
return GL_INVALID_OPERATION;
}
}
constexpr VkColorComponentFlags kAllColorChannelsMask =
(VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT |
VK_COLOR_COMPONENT_A_BIT);
constexpr VkBufferUsageFlags kVertexBufferUsage = VK_BUFFER_USAGE_VERTEX_BUFFER_BIT;
constexpr size_t kDefaultValueSize = sizeof(float) * 4;
constexpr size_t kDefaultBufferSize = kDefaultValueSize * 16;
} // anonymous namespace
// std::array only uses aggregate init. Thus we make a helper macro to reduce on code duplication.
#define INIT \
{ \
kVertexBufferUsage, kDefaultBufferSize, true \
}
ContextVk::ContextVk(const gl::State &state, gl::ErrorSet *errorSet, RendererVk *renderer)
: ContextImpl(state, errorSet),
vk::Context(renderer),
mCurrentPipeline(nullptr),
mCurrentDrawMode(gl::PrimitiveMode::InvalidEnum),
mVertexArray(nullptr),
mDrawFramebuffer(nullptr),
mProgram(nullptr),
mLastIndexBufferOffset(0),
mCurrentDrawElementsType(gl::DrawElementsType::InvalidEnum),
mClearColorMask(kAllColorChannelsMask),
mFlipYForCurrentSurface(false),
mDriverUniformsBuffer(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, sizeof(DriverUniforms) * 16, true),
mDriverUniformsDescriptorSet(VK_NULL_HANDLE),
mDefaultAttribBuffers{{INIT, INIT, INIT, INIT, INIT, INIT, INIT, INIT, INIT, INIT, INIT, INIT,
INIT, INIT, INIT, INIT}}
{
TRACE_EVENT0("gpu.angle", "ContextVk::ContextVk");
memset(&mClearColorValue, 0, sizeof(mClearColorValue));
memset(&mClearDepthStencilValue, 0, sizeof(mClearDepthStencilValue));
mNonIndexedDirtyBitsMask.set();
mNonIndexedDirtyBitsMask.reset(DIRTY_BIT_INDEX_BUFFER);
mIndexedDirtyBitsMask.set();
mNewCommandBufferDirtyBits.set(DIRTY_BIT_PIPELINE);
mNewCommandBufferDirtyBits.set(DIRTY_BIT_TEXTURES);
mNewCommandBufferDirtyBits.set(DIRTY_BIT_VERTEX_BUFFERS);
mNewCommandBufferDirtyBits.set(DIRTY_BIT_INDEX_BUFFER);
mNewCommandBufferDirtyBits.set(DIRTY_BIT_DESCRIPTOR_SETS);
mDirtyBitHandlers[DIRTY_BIT_DEFAULT_ATTRIBS] = &ContextVk::handleDirtyDefaultAttribs;
mDirtyBitHandlers[DIRTY_BIT_PIPELINE] = &ContextVk::handleDirtyPipeline;
mDirtyBitHandlers[DIRTY_BIT_TEXTURES] = &ContextVk::handleDirtyTextures;
mDirtyBitHandlers[DIRTY_BIT_VERTEX_BUFFERS] = &ContextVk::handleDirtyVertexBuffers;
mDirtyBitHandlers[DIRTY_BIT_INDEX_BUFFER] = &ContextVk::handleDirtyIndexBuffer;
mDirtyBitHandlers[DIRTY_BIT_DRIVER_UNIFORMS] = &ContextVk::handleDirtyDriverUniforms;
mDirtyBitHandlers[DIRTY_BIT_DESCRIPTOR_SETS] = &ContextVk::handleDirtyDescriptorSets;
mDirtyBits = mNewCommandBufferDirtyBits;
}
#undef INIT
ContextVk::~ContextVk() = default;
void ContextVk::onDestroy(const gl::Context *context)
{
mDriverUniformsSetLayout.reset();
mIncompleteTextures.onDestroy(context);
mDriverUniformsBuffer.destroy(getDevice());
mDriverUniformsDescriptorPoolBinding.reset();
for (vk::DynamicDescriptorPool &descriptorPool : mDynamicDescriptorPools)
{
descriptorPool.destroy(getDevice());
}
for (vk::DynamicBuffer &defaultBuffer : mDefaultAttribBuffers)
{
defaultBuffer.destroy(getDevice());
}
for (vk::DynamicQueryPool &queryPool : mQueryPools)
{
queryPool.destroy(getDevice());
}
}
angle::Result ContextVk::getIncompleteTexture(const gl::Context *context,
gl::TextureType type,
gl::Texture **textureOut)
{
// At some point, we'll need to support multisample and we'll pass "this" instead of nullptr
// and implement the necessary interface.
return mIncompleteTextures.getIncompleteTexture(context, type, nullptr, textureOut);
}
angle::Result ContextVk::initialize()
{
TRACE_EVENT0("gpu.angle", "ContextVk::initialize");
// Note that this may reserve more sets than strictly necessary for a particular layout.
VkDescriptorPoolSize uniformSetSize = {VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC,
GetUniformBufferDescriptorCount()};
VkDescriptorPoolSize textureSetSize = {VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
mRenderer->getMaxActiveTextures()};
VkDescriptorPoolSize driverSetSize = {VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1};
ANGLE_TRY(mDynamicDescriptorPools[kUniformsDescriptorSetIndex].init(this, &uniformSetSize, 1));
ANGLE_TRY(mDynamicDescriptorPools[kTextureDescriptorSetIndex].init(this, &textureSetSize, 1));
ANGLE_TRY(
mDynamicDescriptorPools[kDriverUniformsDescriptorSetIndex].init(this, &driverSetSize, 1));
ANGLE_TRY(mQueryPools[gl::QueryType::AnySamples].init(this, VK_QUERY_TYPE_OCCLUSION,
vk::kDefaultOcclusionQueryPoolSize));
ANGLE_TRY(mQueryPools[gl::QueryType::AnySamplesConservative].init(
this, VK_QUERY_TYPE_OCCLUSION, vk::kDefaultOcclusionQueryPoolSize));
ANGLE_TRY(mQueryPools[gl::QueryType::Timestamp].init(this, VK_QUERY_TYPE_TIMESTAMP,
vk::kDefaultTimestampQueryPoolSize));
ANGLE_TRY(mQueryPools[gl::QueryType::TimeElapsed].init(this, VK_QUERY_TYPE_TIMESTAMP,
vk::kDefaultTimestampQueryPoolSize));
size_t minAlignment = static_cast<size_t>(
mRenderer->getPhysicalDeviceProperties().limits.minUniformBufferOffsetAlignment);
mDriverUniformsBuffer.init(minAlignment, mRenderer);
mGraphicsPipelineDesc.reset(new vk::GraphicsPipelineDesc());
mGraphicsPipelineDesc->initDefaults();
// Initialize current value/default attribute buffers.
for (vk::DynamicBuffer &buffer : mDefaultAttribBuffers)
{
buffer.init(1, mRenderer);
}
return angle::Result::Continue;
}
angle::Result ContextVk::flush(const gl::Context *context)
{
return mRenderer->flush(this);
}
angle::Result ContextVk::finish(const gl::Context *context)
{
return mRenderer->finish(this);
}
angle::Result ContextVk::setupDraw(const gl::Context *context,
gl::PrimitiveMode mode,
GLint firstVertex,
GLsizei vertexOrIndexCount,
gl::DrawElementsType indexTypeOrNone,
const void *indices,
DirtyBits dirtyBitMask,
vk::CommandBuffer **commandBufferOut)
{
// Set any dirty bits that depend on draw call parameters or other objects.
if (mode != mCurrentDrawMode)
{
invalidateCurrentPipeline();
mCurrentDrawMode = mode;
mGraphicsPipelineDesc->updateTopology(&mGraphicsPipelineTransition, mCurrentDrawMode);
}
if (!mDrawFramebuffer->appendToStartedRenderPass(mRenderer->getCurrentQueueSerial(),
commandBufferOut))
{
ANGLE_TRY(mDrawFramebuffer->startNewRenderPass(this, commandBufferOut));
mDirtyBits |= mNewCommandBufferDirtyBits;
}
if (context->getStateCache().hasAnyActiveClientAttrib())
{
ANGLE_TRY(mVertexArray->updateClientAttribs(context, firstVertex, vertexOrIndexCount,
indexTypeOrNone, indices));
mDirtyBits.set(DIRTY_BIT_VERTEX_BUFFERS);
}
if (mProgram->dirtyUniforms())
{
ANGLE_TRY(mProgram->updateUniforms(this));
mDirtyBits.set(DIRTY_BIT_DESCRIPTOR_SETS);
}
DirtyBits dirtyBits = mDirtyBits & dirtyBitMask;
if (dirtyBits.none())
return angle::Result::Continue;
// Flush any relevant dirty bits.
for (size_t dirtyBit : dirtyBits)
{
ANGLE_TRY((this->*mDirtyBitHandlers[dirtyBit])(context, *commandBufferOut));
}
mDirtyBits &= ~dirtyBitMask;
return angle::Result::Continue;
}
angle::Result ContextVk::setupIndexedDraw(const gl::Context *context,
gl::PrimitiveMode mode,
GLsizei indexCount,
gl::DrawElementsType indexType,
const void *indices,
vk::CommandBuffer **commandBufferOut)
{
if (indexType != mCurrentDrawElementsType)
{
mDirtyBits.set(DIRTY_BIT_INDEX_BUFFER);
mCurrentDrawElementsType = indexType;
}
const gl::Buffer *elementArrayBuffer = mVertexArray->getState().getElementArrayBuffer();
if (!elementArrayBuffer)
{
mDirtyBits.set(DIRTY_BIT_INDEX_BUFFER);
ANGLE_TRY(mVertexArray->updateIndexTranslation(this, indexCount, indexType, indices));
}
else
{
if (indices != mLastIndexBufferOffset)
{
mDirtyBits.set(DIRTY_BIT_INDEX_BUFFER);
mLastIndexBufferOffset = indices;
mVertexArray->updateCurrentElementArrayBufferOffset(mLastIndexBufferOffset);
}
if (indexType == gl::DrawElementsType::UnsignedByte && mDirtyBits[DIRTY_BIT_INDEX_BUFFER])
{
ANGLE_TRY(mVertexArray->updateIndexTranslation(this, indexCount, indexType, indices));
}
}
return setupDraw(context, mode, 0, indexCount, indexType, indices, mIndexedDirtyBitsMask,
commandBufferOut);
}
angle::Result ContextVk::setupLineLoopDraw(const gl::Context *context,
gl::PrimitiveMode mode,
GLint firstVertex,
GLsizei vertexOrIndexCount,
gl::DrawElementsType indexTypeOrInvalid,
const void *indices,
vk::CommandBuffer **commandBufferOut)
{
ANGLE_TRY(mVertexArray->handleLineLoop(this, firstVertex, vertexOrIndexCount,
indexTypeOrInvalid, indices));
mDirtyBits.set(DIRTY_BIT_INDEX_BUFFER);
mCurrentDrawElementsType = indexTypeOrInvalid != gl::DrawElementsType::InvalidEnum
? indexTypeOrInvalid
: gl::DrawElementsType::UnsignedInt;
return setupDraw(context, mode, firstVertex, vertexOrIndexCount, indexTypeOrInvalid, indices,
mIndexedDirtyBitsMask, commandBufferOut);
}
angle::Result ContextVk::handleDirtyDefaultAttribs(const gl::Context *context,
vk::CommandBuffer *commandBuffer)
{
ASSERT(mDirtyDefaultAttribsMask.any());
for (size_t attribIndex : mDirtyDefaultAttribsMask)
{
ANGLE_TRY(updateDefaultAttribute(attribIndex))
}
mDirtyDefaultAttribsMask.reset();
return angle::Result::Continue;
}
angle::Result ContextVk::handleDirtyPipeline(const gl::Context *context,
vk::CommandBuffer *commandBuffer)
{
if (!mCurrentPipeline)
{
const vk::GraphicsPipelineDesc *descPtr;
// Draw call shader patching, shader compilation, and pipeline cache query.
ANGLE_TRY(mProgram->getGraphicsPipeline(this, mCurrentDrawMode, *mGraphicsPipelineDesc,
mProgram->getState().getActiveAttribLocationsMask(),
&descPtr, &mCurrentPipeline));
mGraphicsPipelineTransition.reset();
}
else if (mGraphicsPipelineTransition.any())
{
if (!mCurrentPipeline->findTransition(mGraphicsPipelineTransition, *mGraphicsPipelineDesc,
&mCurrentPipeline))
{
vk::PipelineHelper *oldPipeline = mCurrentPipeline;
const vk::GraphicsPipelineDesc *descPtr;
ANGLE_TRY(mProgram->getGraphicsPipeline(
this, mCurrentDrawMode, *mGraphicsPipelineDesc,
mProgram->getState().getActiveAttribLocationsMask(), &descPtr, &mCurrentPipeline));
oldPipeline->addTransition(mGraphicsPipelineTransition, descPtr, mCurrentPipeline);
}
mGraphicsPipelineTransition.reset();
}
commandBuffer->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, mCurrentPipeline->getPipeline());
// Update the queue serial for the pipeline object.
ASSERT(mCurrentPipeline && mCurrentPipeline->valid());
mCurrentPipeline->updateSerial(mRenderer->getCurrentQueueSerial());
return angle::Result::Continue;
}
angle::Result ContextVk::handleDirtyTextures(const gl::Context *context,
vk::CommandBuffer *commandBuffer)
{
ANGLE_TRY(updateActiveTextures(context));
if (mProgram->hasTextures())
{
ANGLE_TRY(mProgram->updateTexturesDescriptorSet(this, mDrawFramebuffer->getFramebuffer()));
}
return angle::Result::Continue;
}
angle::Result ContextVk::handleDirtyVertexBuffers(const gl::Context *context,
vk::CommandBuffer *commandBuffer)
{
uint32_t maxAttrib = mProgram->getState().getMaxActiveAttribLocation();
const gl::AttribArray<VkBuffer> &bufferHandles = mVertexArray->getCurrentArrayBufferHandles();
const gl::AttribArray<VkDeviceSize> &bufferOffsets =
mVertexArray->getCurrentArrayBufferOffsets();
commandBuffer->bindVertexBuffers(0, maxAttrib, bufferHandles.data(), bufferOffsets.data());
const gl::AttribArray<vk::BufferHelper *> &arrayBufferResources =
mVertexArray->getCurrentArrayBuffers();
vk::FramebufferHelper *framebuffer = mDrawFramebuffer->getFramebuffer();
for (size_t attribIndex : context->getStateCache().getActiveBufferedAttribsMask())
{
vk::BufferHelper *arrayBuffer = arrayBufferResources[attribIndex];
if (arrayBuffer)
{
arrayBuffer->onRead(framebuffer, VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT);
}
}
return angle::Result::Continue;
}
angle::Result ContextVk::handleDirtyIndexBuffer(const gl::Context *context,
vk::CommandBuffer *commandBuffer)
{
vk::BufferHelper *elementArrayBuffer = mVertexArray->getCurrentElementArrayBuffer();
ASSERT(elementArrayBuffer != nullptr);
commandBuffer->bindIndexBuffer(elementArrayBuffer->getBuffer().getHandle(),
mVertexArray->getCurrentElementArrayBufferOffset(),
gl_vk::kIndexTypeMap[mCurrentDrawElementsType]);
vk::FramebufferHelper *framebuffer = mDrawFramebuffer->getFramebuffer();
elementArrayBuffer->onRead(framebuffer, VK_ACCESS_INDEX_READ_BIT);
return angle::Result::Continue;
}
angle::Result ContextVk::handleDirtyDescriptorSets(const gl::Context *context,
vk::CommandBuffer *commandBuffer)
{
ANGLE_TRY(mProgram->updateDescriptorSets(this, commandBuffer));
// Bind the graphics descriptor sets.
commandBuffer->bindDescriptorSets(
VK_PIPELINE_BIND_POINT_GRAPHICS, mProgram->getPipelineLayout(),
kDriverUniformsDescriptorSetIndex, 1, &mDriverUniformsDescriptorSet, 0, nullptr);
return angle::Result::Continue;
}
angle::Result ContextVk::drawArrays(const gl::Context *context,
gl::PrimitiveMode mode,
GLint first,
GLsizei count)
{
vk::CommandBuffer *commandBuffer = nullptr;
uint32_t clampedVertexCount = gl::GetClampedVertexCount<uint32_t>(count);
if (mode == gl::PrimitiveMode::LineLoop)
{
ANGLE_TRY(setupLineLoopDraw(context, mode, first, count, gl::DrawElementsType::InvalidEnum,
nullptr, &commandBuffer));
vk::LineLoopHelper::Draw(clampedVertexCount, commandBuffer);
}
else
{
ANGLE_TRY(setupDraw(context, mode, first, count, gl::DrawElementsType::InvalidEnum, nullptr,
mNonIndexedDirtyBitsMask, &commandBuffer));
commandBuffer->draw(clampedVertexCount, 1, first, 0);
}
return angle::Result::Continue;
}
angle::Result ContextVk::drawArraysInstanced(const gl::Context *context,
gl::PrimitiveMode mode,
GLint first,
GLsizei count,
GLsizei instanceCount)
{
ANGLE_VK_UNREACHABLE(this);
return angle::Result::Stop;
}
angle::Result ContextVk::drawElements(const gl::Context *context,
gl::PrimitiveMode mode,
GLsizei count,
gl::DrawElementsType type,
const void *indices)
{
vk::CommandBuffer *commandBuffer = nullptr;
if (mode == gl::PrimitiveMode::LineLoop)
{
ANGLE_TRY(setupLineLoopDraw(context, mode, 0, count, type, indices, &commandBuffer));
vk::LineLoopHelper::Draw(count, commandBuffer);
}
else
{
ANGLE_TRY(setupIndexedDraw(context, mode, count, type, indices, &commandBuffer));
commandBuffer->drawIndexed(count, 1, 0, 0, 0);
}
return angle::Result::Continue;
}
angle::Result ContextVk::drawElementsInstanced(const gl::Context *context,
gl::PrimitiveMode mode,
GLsizei count,
gl::DrawElementsType type,
const void *indices,
GLsizei instances)
{
ANGLE_VK_UNREACHABLE(this);
return angle::Result::Stop;
}
angle::Result ContextVk::drawRangeElements(const gl::Context *context,
gl::PrimitiveMode mode,
GLuint start,
GLuint end,
GLsizei count,
gl::DrawElementsType type,
const void *indices)
{
ANGLE_VK_UNREACHABLE(this);
return angle::Result::Stop;
}
VkDevice ContextVk::getDevice() const
{
return mRenderer->getDevice();
}
angle::Result ContextVk::drawArraysIndirect(const gl::Context *context,
gl::PrimitiveMode mode,
const void *indirect)
{
ANGLE_VK_UNREACHABLE(this);
return angle::Result::Stop;
}
angle::Result ContextVk::drawElementsIndirect(const gl::Context *context,
gl::PrimitiveMode mode,
gl::DrawElementsType type,
const void *indirect)
{
ANGLE_VK_UNREACHABLE(this);
return angle::Result::Stop;
}
GLenum ContextVk::getResetStatus()
{
if (mRenderer->isDeviceLost())
{
// TODO(geofflang): It may be possible to track which context caused the device lost and
// return either GL_GUILTY_CONTEXT_RESET or GL_INNOCENT_CONTEXT_RESET.
// http://anglebug.com/2787
return GL_UNKNOWN_CONTEXT_RESET;
}
return GL_NO_ERROR;
}
std::string ContextVk::getVendorString() const
{
UNIMPLEMENTED();
return std::string();
}
std::string ContextVk::getRendererDescription() const
{
return mRenderer->getRendererDescription();
}
void ContextVk::insertEventMarker(GLsizei length, const char *marker)
{
// TODO: Forward this to a Vulkan debug marker. http://anglebug.com/2853
}
void ContextVk::pushGroupMarker(GLsizei length, const char *marker)
{
// TODO: Forward this to a Vulkan debug marker. http://anglebug.com/2853
}
void ContextVk::popGroupMarker()
{
// TODO: Forward this to a Vulkan debug marker. http://anglebug.com/2853
}
void ContextVk::pushDebugGroup(GLenum source, GLuint id, GLsizei length, const char *message)
{
// TODO: Forward this to a Vulkan debug marker. http://anglebug.com/2853
}
void ContextVk::popDebugGroup()
{
// TODO: Forward this to a Vulkan debug marker. http://anglebug.com/2853
}
bool ContextVk::isViewportFlipEnabledForDrawFBO() const
{
return mFlipViewportForDrawFramebuffer && mFlipYForCurrentSurface;
}
bool ContextVk::isViewportFlipEnabledForReadFBO() const
{
return mFlipViewportForReadFramebuffer;
}
void ContextVk::updateColorMask(const gl::BlendState &blendState)
{
mClearColorMask =
gl_vk::GetColorComponentFlags(blendState.colorMaskRed, blendState.colorMaskGreen,
blendState.colorMaskBlue, blendState.colorMaskAlpha);
FramebufferVk *framebufferVk = vk::GetImpl(mState.getDrawFramebuffer());
mGraphicsPipelineDesc->updateColorWriteMask(&mGraphicsPipelineTransition, mClearColorMask,
framebufferVk->getEmulatedAlphaAttachmentMask());
}
void ContextVk::updateViewport(FramebufferVk *framebufferVk,
const gl::Rectangle &viewport,
float nearPlane,
float farPlane,
bool invertViewport)
{
VkViewport vkViewport;
gl_vk::GetViewport(viewport, nearPlane, farPlane, invertViewport,
framebufferVk->getState().getDimensions().height, &vkViewport);
mGraphicsPipelineDesc->updateViewport(&mGraphicsPipelineTransition, vkViewport);
invalidateDriverUniforms();
}
void ContextVk::updateDepthRange(float nearPlane, float farPlane)
{
invalidateDriverUniforms();
mGraphicsPipelineDesc->updateDepthRange(&mGraphicsPipelineTransition, nearPlane, farPlane);
}
void ContextVk::updateScissor(const gl::State &glState)
{
FramebufferVk *framebufferVk = vk::GetImpl(glState.getDrawFramebuffer());
gl::Box dimensions = framebufferVk->getState().getDimensions();
gl::Rectangle renderArea(0, 0, dimensions.width, dimensions.height);
VkRect2D scissor;
gl_vk::GetScissor(glState, isViewportFlipEnabledForDrawFBO(), renderArea, &scissor);
mGraphicsPipelineDesc->updateScissor(&mGraphicsPipelineTransition, scissor);
}
angle::Result ContextVk::syncState(const gl::Context *context,
const gl::State::DirtyBits &dirtyBits,
const gl::State::DirtyBits &bitMask)
{
if (dirtyBits.any())
{
invalidateVertexAndIndexBuffers();
}
const gl::State &glState = context->getState();
for (size_t dirtyBit : dirtyBits)
{
switch (dirtyBit)
{
case gl::State::DIRTY_BIT_SCISSOR_TEST_ENABLED:
case gl::State::DIRTY_BIT_SCISSOR:
updateScissor(glState);
break;
case gl::State::DIRTY_BIT_VIEWPORT:
{
FramebufferVk *framebufferVk = vk::GetImpl(glState.getDrawFramebuffer());
updateViewport(framebufferVk, glState.getViewport(), glState.getNearPlane(),
glState.getFarPlane(), isViewportFlipEnabledForDrawFBO());
break;
}
case gl::State::DIRTY_BIT_DEPTH_RANGE:
updateDepthRange(glState.getNearPlane(), glState.getFarPlane());
break;
case gl::State::DIRTY_BIT_BLEND_ENABLED:
mGraphicsPipelineDesc->updateBlendEnabled(&mGraphicsPipelineTransition,
glState.isBlendEnabled());
break;
case gl::State::DIRTY_BIT_BLEND_COLOR:
mGraphicsPipelineDesc->updateBlendColor(&mGraphicsPipelineTransition,
glState.getBlendColor());
break;
case gl::State::DIRTY_BIT_BLEND_FUNCS:
mGraphicsPipelineDesc->updateBlendFuncs(&mGraphicsPipelineTransition,
glState.getBlendState());
break;
case gl::State::DIRTY_BIT_BLEND_EQUATIONS:
mGraphicsPipelineDesc->updateBlendEquations(&mGraphicsPipelineTransition,
glState.getBlendState());
break;
case gl::State::DIRTY_BIT_COLOR_MASK:
updateColorMask(glState.getBlendState());
break;
case gl::State::DIRTY_BIT_SAMPLE_ALPHA_TO_COVERAGE_ENABLED:
break;
case gl::State::DIRTY_BIT_SAMPLE_COVERAGE_ENABLED:
break;
case gl::State::DIRTY_BIT_SAMPLE_COVERAGE:
break;
case gl::State::DIRTY_BIT_SAMPLE_MASK_ENABLED:
break;
case gl::State::DIRTY_BIT_SAMPLE_MASK:
break;
case gl::State::DIRTY_BIT_DEPTH_TEST_ENABLED:
mGraphicsPipelineDesc->updateDepthTestEnabled(&mGraphicsPipelineTransition,
glState.getDepthStencilState(),
glState.getDrawFramebuffer());
break;
case gl::State::DIRTY_BIT_DEPTH_FUNC:
mGraphicsPipelineDesc->updateDepthFunc(&mGraphicsPipelineTransition,
glState.getDepthStencilState());
break;
case gl::State::DIRTY_BIT_DEPTH_MASK:
mGraphicsPipelineDesc->updateDepthWriteEnabled(&mGraphicsPipelineTransition,
glState.getDepthStencilState(),
glState.getDrawFramebuffer());
break;
case gl::State::DIRTY_BIT_STENCIL_TEST_ENABLED:
mGraphicsPipelineDesc->updateStencilTestEnabled(&mGraphicsPipelineTransition,
glState.getDepthStencilState(),
glState.getDrawFramebuffer());
break;
case gl::State::DIRTY_BIT_STENCIL_FUNCS_FRONT:
mGraphicsPipelineDesc->updateStencilFrontFuncs(&mGraphicsPipelineTransition,
glState.getStencilRef(),
glState.getDepthStencilState());
break;
case gl::State::DIRTY_BIT_STENCIL_FUNCS_BACK:
mGraphicsPipelineDesc->updateStencilBackFuncs(&mGraphicsPipelineTransition,
glState.getStencilBackRef(),
glState.getDepthStencilState());
break;
case gl::State::DIRTY_BIT_STENCIL_OPS_FRONT:
mGraphicsPipelineDesc->updateStencilFrontOps(&mGraphicsPipelineTransition,
glState.getDepthStencilState());
break;
case gl::State::DIRTY_BIT_STENCIL_OPS_BACK:
mGraphicsPipelineDesc->updateStencilBackOps(&mGraphicsPipelineTransition,
glState.getDepthStencilState());
break;
case gl::State::DIRTY_BIT_STENCIL_WRITEMASK_FRONT:
mGraphicsPipelineDesc->updateStencilFrontWriteMask(&mGraphicsPipelineTransition,
glState.getDepthStencilState(),
glState.getDrawFramebuffer());
break;
case gl::State::DIRTY_BIT_STENCIL_WRITEMASK_BACK:
mGraphicsPipelineDesc->updateStencilBackWriteMask(&mGraphicsPipelineTransition,
glState.getDepthStencilState(),
glState.getDrawFramebuffer());
break;
case gl::State::DIRTY_BIT_CULL_FACE_ENABLED:
case gl::State::DIRTY_BIT_CULL_FACE:
mGraphicsPipelineDesc->updateCullMode(&mGraphicsPipelineTransition,
glState.getRasterizerState());
break;
case gl::State::DIRTY_BIT_FRONT_FACE:
mGraphicsPipelineDesc->updateFrontFace(&mGraphicsPipelineTransition,
glState.getRasterizerState(),
isViewportFlipEnabledForDrawFBO());
break;
case gl::State::DIRTY_BIT_POLYGON_OFFSET_FILL_ENABLED:
mGraphicsPipelineDesc->updatePolygonOffsetFillEnabled(
&mGraphicsPipelineTransition, glState.isPolygonOffsetFillEnabled());
break;
case gl::State::DIRTY_BIT_POLYGON_OFFSET:
mGraphicsPipelineDesc->updatePolygonOffset(&mGraphicsPipelineTransition,
glState.getRasterizerState());
break;
case gl::State::DIRTY_BIT_RASTERIZER_DISCARD_ENABLED:
break;
case gl::State::DIRTY_BIT_LINE_WIDTH:
mGraphicsPipelineDesc->updateLineWidth(&mGraphicsPipelineTransition,
glState.getLineWidth());
break;
case gl::State::DIRTY_BIT_PRIMITIVE_RESTART_ENABLED:
break;
case gl::State::DIRTY_BIT_CLEAR_COLOR:
mClearColorValue.color.float32[0] = glState.getColorClearValue().red;
mClearColorValue.color.float32[1] = glState.getColorClearValue().green;
mClearColorValue.color.float32[2] = glState.getColorClearValue().blue;
mClearColorValue.color.float32[3] = glState.getColorClearValue().alpha;
break;
case gl::State::DIRTY_BIT_CLEAR_DEPTH:
mClearDepthStencilValue.depthStencil.depth = glState.getDepthClearValue();
break;
case gl::State::DIRTY_BIT_CLEAR_STENCIL:
mClearDepthStencilValue.depthStencil.stencil =
static_cast<uint32_t>(glState.getStencilClearValue());
break;
case gl::State::DIRTY_BIT_UNPACK_STATE:
// This is a no-op, its only important to use the right unpack state when we do
// setImage or setSubImage in TextureVk, which is plumbed through the frontend call
break;
case gl::State::DIRTY_BIT_UNPACK_BUFFER_BINDING:
break;
case gl::State::DIRTY_BIT_PACK_STATE:
// This is a no-op, its only important to use the right pack state when we do
// call readPixels later on.
break;
case gl::State::DIRTY_BIT_PACK_BUFFER_BINDING:
break;
case gl::State::DIRTY_BIT_DITHER_ENABLED:
break;
case gl::State::DIRTY_BIT_GENERATE_MIPMAP_HINT:
break;
case gl::State::DIRTY_BIT_SHADER_DERIVATIVE_HINT:
break;
case gl::State::DIRTY_BIT_READ_FRAMEBUFFER_BINDING:
updateFlipViewportReadFramebuffer(context->getState());
break;
case gl::State::DIRTY_BIT_DRAW_FRAMEBUFFER_BINDING:
{
mDrawFramebuffer = vk::GetImpl(glState.getDrawFramebuffer());
updateFlipViewportDrawFramebuffer(glState);
updateViewport(mDrawFramebuffer, glState.getViewport(), glState.getNearPlane(),
glState.getFarPlane(), isViewportFlipEnabledForDrawFBO());
updateColorMask(glState.getBlendState());
mGraphicsPipelineDesc->updateCullMode(&mGraphicsPipelineTransition,
glState.getRasterizerState());
updateScissor(glState);
mGraphicsPipelineDesc->updateDepthTestEnabled(&mGraphicsPipelineTransition,
glState.getDepthStencilState(),
glState.getDrawFramebuffer());
mGraphicsPipelineDesc->updateDepthWriteEnabled(&mGraphicsPipelineTransition,
glState.getDepthStencilState(),
glState.getDrawFramebuffer());
mGraphicsPipelineDesc->updateStencilTestEnabled(&mGraphicsPipelineTransition,
glState.getDepthStencilState(),
glState.getDrawFramebuffer());
mGraphicsPipelineDesc->updateStencilFrontWriteMask(&mGraphicsPipelineTransition,
glState.getDepthStencilState(),
glState.getDrawFramebuffer());
mGraphicsPipelineDesc->updateStencilBackWriteMask(&mGraphicsPipelineTransition,
glState.getDepthStencilState(),
glState.getDrawFramebuffer());
mGraphicsPipelineDesc->updateRenderPassDesc(&mGraphicsPipelineTransition,
mDrawFramebuffer->getRenderPassDesc());
break;
}
case gl::State::DIRTY_BIT_RENDERBUFFER_BINDING:
break;
case gl::State::DIRTY_BIT_VERTEX_ARRAY_BINDING:
{
mVertexArray = vk::GetImpl(glState.getVertexArray());
invalidateDefaultAttributes(context->getStateCache().getActiveDefaultAttribsMask());
break;
}
case gl::State::DIRTY_BIT_DRAW_INDIRECT_BUFFER_BINDING:
break;
case gl::State::DIRTY_BIT_DISPATCH_INDIRECT_BUFFER_BINDING:
break;
case gl::State::DIRTY_BIT_PROGRAM_BINDING:
mProgram = vk::GetImpl(glState.getProgram());
break;
case gl::State::DIRTY_BIT_PROGRAM_EXECUTABLE:
{
invalidateCurrentTextures();
// No additional work is needed here. We will update the pipeline desc later.
invalidateDefaultAttributes(context->getStateCache().getActiveDefaultAttribsMask());
bool useVertexBuffer = (mProgram->getState().getMaxActiveAttribLocation());
mNonIndexedDirtyBitsMask.set(DIRTY_BIT_VERTEX_BUFFERS, useVertexBuffer);
mIndexedDirtyBitsMask.set(DIRTY_BIT_VERTEX_BUFFERS, useVertexBuffer);
mCurrentPipeline = nullptr;
mGraphicsPipelineTransition.reset();
break;
}
case gl::State::DIRTY_BIT_TEXTURE_BINDINGS:
invalidateCurrentTextures();
break;
case gl::State::DIRTY_BIT_SAMPLER_BINDINGS:
invalidateCurrentTextures();
break;
case gl::State::DIRTY_BIT_TRANSFORM_FEEDBACK_BINDING:
break;
case gl::State::DIRTY_BIT_SHADER_STORAGE_BUFFER_BINDING:
break;
case gl::State::DIRTY_BIT_UNIFORM_BUFFER_BINDINGS:
break;
case gl::State::DIRTY_BIT_ATOMIC_COUNTER_BUFFER_BINDING:
break;
case gl::State::DIRTY_BIT_IMAGE_BINDINGS:
break;
case gl::State::DIRTY_BIT_MULTISAMPLING:
break;
case gl::State::DIRTY_BIT_SAMPLE_ALPHA_TO_ONE:
break;
case gl::State::DIRTY_BIT_COVERAGE_MODULATION:
break;
case gl::State::DIRTY_BIT_PATH_RENDERING:
break;
case gl::State::DIRTY_BIT_FRAMEBUFFER_SRGB:
break;
case gl::State::DIRTY_BIT_CURRENT_VALUES:
{
invalidateDefaultAttributes(glState.getAndResetDirtyCurrentValues());
break;
}
break;
default:
UNREACHABLE();
break;
}
}
return angle::Result::Continue;
}
GLint ContextVk::getGPUDisjoint()
{
// No extension seems to be available to query this information.
return 0;
}
GLint64 ContextVk::getTimestamp()
{
uint64_t timestamp = 0;
(void)mRenderer->getTimestamp(this, ×tamp);
return static_cast<GLint64>(timestamp);
}
angle::Result ContextVk::onMakeCurrent(const gl::Context *context)
{
// Flip viewports if FeaturesVk::flipViewportY is enabled and the user did not request that the
// surface is flipped.
egl::Surface *drawSurface = context->getCurrentDrawSurface();
mFlipYForCurrentSurface =
drawSurface != nullptr && mRenderer->getFeatures().flipViewportY &&
!IsMaskFlagSet(drawSurface->getOrientation(), EGL_SURFACE_ORIENTATION_INVERT_Y_ANGLE);
const gl::State &glState = context->getState();
updateFlipViewportDrawFramebuffer(glState);
updateFlipViewportReadFramebuffer(glState);
invalidateDriverUniforms();
return angle::Result::Continue;
}
void ContextVk::updateFlipViewportDrawFramebuffer(const gl::State &glState)
{
gl::Framebuffer *drawFramebuffer = glState.getDrawFramebuffer();
mFlipViewportForDrawFramebuffer =
drawFramebuffer->isDefault() && mRenderer->getFeatures().flipViewportY;
}
void ContextVk::updateFlipViewportReadFramebuffer(const gl::State &glState)
{
gl::Framebuffer *readFramebuffer = glState.getReadFramebuffer();
mFlipViewportForReadFramebuffer =
readFramebuffer->isDefault() && mRenderer->getFeatures().flipViewportY;
}
gl::Caps ContextVk::getNativeCaps() const
{
return mRenderer->getNativeCaps();
}
const gl::TextureCapsMap &ContextVk::getNativeTextureCaps() const
{
return mRenderer->getNativeTextureCaps();
}
const gl::Extensions &ContextVk::getNativeExtensions() const
{
return mRenderer->getNativeExtensions();
}
const gl::Limitations &ContextVk::getNativeLimitations() const
{
return mRenderer->getNativeLimitations();
}
CompilerImpl *ContextVk::createCompiler()
{
return new CompilerVk();
}
ShaderImpl *ContextVk::createShader(const gl::ShaderState &state)
{
return new ShaderVk(state);
}
ProgramImpl *ContextVk::createProgram(const gl::ProgramState &state)
{
return new ProgramVk(state);
}
FramebufferImpl *ContextVk::createFramebuffer(const gl::FramebufferState &state)
{
return FramebufferVk::CreateUserFBO(mRenderer, state);
}
TextureImpl *ContextVk::createTexture(const gl::TextureState &state)
{
return new TextureVk(state, mRenderer);
}
RenderbufferImpl *ContextVk::createRenderbuffer(const gl::RenderbufferState &state)
{
return new RenderbufferVk(state);
}
BufferImpl *ContextVk::createBuffer(const gl::BufferState &state)
{
return new BufferVk(state);
}
VertexArrayImpl *ContextVk::createVertexArray(const gl::VertexArrayState &state)
{
return new VertexArrayVk(this, state);
}
QueryImpl *ContextVk::createQuery(gl::QueryType type)
{
return new QueryVk(type);
}
FenceNVImpl *ContextVk::createFenceNV()
{
return new FenceNVVk();
}
SyncImpl *ContextVk::createSync()
{
return new SyncVk();
}
TransformFeedbackImpl *ContextVk::createTransformFeedback(const gl::TransformFeedbackState &state)
{
return new TransformFeedbackVk(state);
}
SamplerImpl *ContextVk::createSampler(const gl::SamplerState &state)
{
return new SamplerVk(state);
}
ProgramPipelineImpl *ContextVk::createProgramPipeline(const gl::ProgramPipelineState &state)
{
return new ProgramPipelineVk(state);
}
std::vector<PathImpl *> ContextVk::createPaths(GLsizei)
{
return std::vector<PathImpl *>();
}
void ContextVk::invalidateCurrentTextures()
{
ASSERT(mProgram);
if (mProgram->hasTextures())
{
mDirtyBits.set(DIRTY_BIT_TEXTURES);
mDirtyBits.set(DIRTY_BIT_DESCRIPTOR_SETS);
}
}
void ContextVk::invalidateDriverUniforms()
{
mDirtyBits.set(DIRTY_BIT_DRIVER_UNIFORMS);
mDirtyBits.set(DIRTY_BIT_DESCRIPTOR_SETS);
}
void ContextVk::onFramebufferChange(const vk::RenderPassDesc &renderPassDesc)
{
// Ensure that the RenderPass description is updated.
invalidateCurrentPipeline();
mGraphicsPipelineDesc->updateRenderPassDesc(&mGraphicsPipelineTransition, renderPassDesc);
}
angle::Result ContextVk::dispatchCompute(const gl::Context *context,
GLuint numGroupsX,
GLuint numGroupsY,
GLuint numGroupsZ)
{
ANGLE_VK_UNREACHABLE(this);
return angle::Result::Stop;
}
angle::Result ContextVk::dispatchComputeIndirect(const gl::Context *context, GLintptr indirect)
{
ANGLE_VK_UNREACHABLE(this);
return angle::Result::Stop;
}
angle::Result ContextVk::memoryBarrier(const gl::Context *context, GLbitfield barriers)
{
ANGLE_VK_UNREACHABLE(this);
return angle::Result::Stop;
}
angle::Result ContextVk::memoryBarrierByRegion(const gl::Context *context, GLbitfield barriers)
{
ANGLE_VK_UNREACHABLE(this);
return angle::Result::Stop;
}
vk::DynamicDescriptorPool *ContextVk::getDynamicDescriptorPool(uint32_t descriptorSetIndex)
{
return &mDynamicDescriptorPools[descriptorSetIndex];
}
vk::DynamicQueryPool *ContextVk::getQueryPool(gl::QueryType queryType)
{
ASSERT(queryType == gl::QueryType::AnySamples ||
queryType == gl::QueryType::AnySamplesConservative ||
queryType == gl::QueryType::Timestamp || queryType == gl::QueryType::TimeElapsed);
ASSERT(mQueryPools[queryType].isValid());
return &mQueryPools[queryType];
}
const VkClearValue &ContextVk::getClearColorValue() const
{
return mClearColorValue;
}
const VkClearValue &ContextVk::getClearDepthStencilValue() const
{
return mClearDepthStencilValue;
}
VkColorComponentFlags ContextVk::getClearColorMask() const
{
return mClearColorMask;
}
angle::Result ContextVk::handleDirtyDriverUniforms(const gl::Context *context,
vk::CommandBuffer *commandBuffer)
{
// Release any previously retained buffers.
mDriverUniformsBuffer.releaseRetainedBuffers(mRenderer);
const gl::Rectangle &glViewport = mState.getViewport();
float halfRenderAreaHeight =
static_cast<float>(mDrawFramebuffer->getState().getDimensions().height) * 0.5f;
// Allocate a new region in the dynamic buffer.
uint8_t *ptr = nullptr;
VkBuffer buffer = VK_NULL_HANDLE;
VkDeviceSize offset = 0;
ANGLE_TRY(mDriverUniformsBuffer.allocate(this, sizeof(DriverUniforms), &ptr, &buffer, &offset,
nullptr));
float scaleY = isViewportFlipEnabledForDrawFBO() ? -1.0f : 1.0f;
float depthRangeNear = mState.getNearPlane();
float depthRangeFar = mState.getFarPlane();
float depthRangeDiff = depthRangeFar - depthRangeNear;
// Copy and flush to the device.
DriverUniforms *driverUniforms = reinterpret_cast<DriverUniforms *>(ptr);
*driverUniforms = {
{static_cast<float>(glViewport.x), static_cast<float>(glViewport.y),
static_cast<float>(glViewport.width), static_cast<float>(glViewport.height)},
halfRenderAreaHeight,
scaleY,
-scaleY,
0.0f,
{depthRangeNear, depthRangeFar, depthRangeDiff, 0.0f}};
ANGLE_TRY(mDriverUniformsBuffer.flush(this));
// Get the descriptor set layout.
if (!mDriverUniformsSetLayout.valid())
{
vk::DescriptorSetLayoutDesc desc;
desc.update(0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1);
ANGLE_TRY(mRenderer->getDescriptorSetLayout(this, desc, &mDriverUniformsSetLayout));
}
// Allocate a new descriptor set.
ANGLE_TRY(mDynamicDescriptorPools[kDriverUniformsDescriptorSetIndex].allocateSets(
this, mDriverUniformsSetLayout.get().ptr(), 1, &mDriverUniformsDescriptorPoolBinding,
&mDriverUniformsDescriptorSet));
// Update the driver uniform descriptor set.
VkDescriptorBufferInfo bufferInfo = {};
bufferInfo.buffer = buffer;
bufferInfo.offset = offset;
bufferInfo.range = sizeof(DriverUniforms);
VkWriteDescriptorSet writeInfo = {};
writeInfo.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writeInfo.dstSet = mDriverUniformsDescriptorSet;
writeInfo.dstBinding = 0;
writeInfo.dstArrayElement = 0;
writeInfo.descriptorCount = 1;
writeInfo.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
writeInfo.pImageInfo = nullptr;
writeInfo.pTexelBufferView = nullptr;
writeInfo.pBufferInfo = &bufferInfo;
vkUpdateDescriptorSets(getDevice(), 1, &writeInfo, 0, nullptr);
return angle::Result::Continue;
}
void ContextVk::handleError(VkResult errorCode,
const char *file,
const char *function,
unsigned int line)
{
ASSERT(errorCode != VK_SUCCESS);
GLenum glErrorCode = DefaultGLErrorCode(errorCode);
std::stringstream errorStream;
errorStream << "Internal Vulkan error: " << VulkanResultString(errorCode) << ".";
if (errorCode == VK_ERROR_DEVICE_LOST)
{
WARN() << errorStream.str();
mRenderer->notifyDeviceLost();
}
mErrors->handleError(glErrorCode, errorStream.str().c_str(), file, function, line);
}
angle::Result ContextVk::updateActiveTextures(const gl::Context *context)
{
const gl::State &glState = mState;
const gl::Program *program = glState.getProgram();
mActiveTextures.fill(nullptr);
const gl::ActiveTexturePointerArray &textures = glState.getActiveTexturesCache();
const gl::ActiveTextureMask &activeTextures = program->getActiveSamplersMask();
const gl::ActiveTextureTypeArray &textureTypes = program->getActiveSamplerTypes();
for (size_t textureUnit : activeTextures)
{
gl::Texture *texture = textures[textureUnit];
gl::TextureType textureType = textureTypes[textureUnit];
// Null textures represent incomplete textures.
if (texture == nullptr)
{
ANGLE_TRY(getIncompleteTexture(context, textureType, &texture));
}
mActiveTextures[textureUnit] = vk::GetImpl(texture);
}
return angle::Result::Continue;
}
const gl::ActiveTextureArray<TextureVk *> &ContextVk::getActiveTextures() const
{
return mActiveTextures;
}
void ContextVk::invalidateDefaultAttribute(size_t attribIndex)
{
mDirtyDefaultAttribsMask.set(attribIndex);
mDirtyBits.set(DIRTY_BIT_DEFAULT_ATTRIBS);
}
void ContextVk::invalidateDefaultAttributes(const gl::AttributesMask &dirtyMask)
{
if (dirtyMask.any())
{
mDirtyDefaultAttribsMask |= dirtyMask;
mDirtyBits.set(DIRTY_BIT_DEFAULT_ATTRIBS);
}
}
angle::Result ContextVk::updateDefaultAttribute(size_t attribIndex)
{
vk::DynamicBuffer &defaultBuffer = mDefaultAttribBuffers[attribIndex];
defaultBuffer.releaseRetainedBuffers(mRenderer);
uint8_t *ptr;
VkBuffer bufferHandle = VK_NULL_HANDLE;
VkDeviceSize offset = 0;
ANGLE_TRY(
defaultBuffer.allocate(this, kDefaultValueSize, &ptr, &bufferHandle, &offset, nullptr));
const gl::State &glState = mState;
const gl::VertexAttribCurrentValueData &defaultValue =
glState.getVertexAttribCurrentValues()[attribIndex];
ASSERT(defaultValue.Type == GL_FLOAT);
memcpy(ptr, defaultValue.FloatValues, kDefaultValueSize);
ANGLE_TRY(defaultBuffer.flush(this));
mVertexArray->updateDefaultAttrib(this, attribIndex, bufferHandle,
static_cast<uint32_t>(offset));
return angle::Result::Continue;
}
} // namespace rx