Hash :
3f0c4a56
Author :
Date :
2019-01-10T10:20:35
Vulkan: Faster state transitions. Implements a transition table from Pipeline Cache entry to state change neighbouring Pipeline Cache entries. We use a 64-bit mask to do a quick scan over the pipeline desc. This ends up being a lot faster than doing a full hash and memcmp over the pipeline description. Note that there could be future optimizations to this design. We might keep a hash map of the pipeline transitions instead of a list. Or use a sorted list. This could speed up the search when there are many transitions for cache entries. Also we could skip the transition table and opt to do a full hash when there are more than a configurable number of dirty states. This might be a bit faster in some cases. Likely this will be something we can add performance tests for in the future. Documentation is also added in a README file for the Vulkan back end. This will be extended over time. Improves performance about 30-35% on the VBO state change test. Bug: angleproject:3013 Change-Id: I793f9e3efd8887acf00ad60e4ac2502a54c95dee Reviewed-on: https://chromium-review.googlesource.com/c/1369287 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@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.
//
// ProgramVk.h:
// Defines the class interface for ProgramVk, implementing ProgramImpl.
//
#ifndef LIBANGLE_RENDERER_VULKAN_PROGRAMVK_H_
#define LIBANGLE_RENDERER_VULKAN_PROGRAMVK_H_
#include <array>
#include "common/utilities.h"
#include "libANGLE/renderer/ProgramImpl.h"
#include "libANGLE/renderer/vulkan/ContextVk.h"
#include "libANGLE/renderer/vulkan/RendererVk.h"
#include "libANGLE/renderer/vulkan/vk_helpers.h"
namespace rx
{
ANGLE_INLINE bool UseLineRaster(const ContextVk *contextVk, gl::PrimitiveMode mode)
{
return contextVk->getFeatures().basicGLLineRasterization && gl::IsLineMode(mode);
}
class ProgramVk : public ProgramImpl
{
public:
ProgramVk(const gl::ProgramState &state);
~ProgramVk() override;
void destroy(const gl::Context *context) override;
angle::Result load(const gl::Context *context,
gl::InfoLog &infoLog,
gl::BinaryInputStream *stream) override;
void save(const gl::Context *context, gl::BinaryOutputStream *stream) override;
void setBinaryRetrievableHint(bool retrievable) override;
void setSeparable(bool separable) override;
std::unique_ptr<LinkEvent> link(const gl::Context *context,
const gl::ProgramLinkedResources &resources,
gl::InfoLog &infoLog) override;
GLboolean validate(const gl::Caps &caps, gl::InfoLog *infoLog) override;
void setUniform1fv(GLint location, GLsizei count, const GLfloat *v) override;
void setUniform2fv(GLint location, GLsizei count, const GLfloat *v) override;
void setUniform3fv(GLint location, GLsizei count, const GLfloat *v) override;
void setUniform4fv(GLint location, GLsizei count, const GLfloat *v) override;
void setUniform1iv(GLint location, GLsizei count, const GLint *v) override;
void setUniform2iv(GLint location, GLsizei count, const GLint *v) override;
void setUniform3iv(GLint location, GLsizei count, const GLint *v) override;
void setUniform4iv(GLint location, GLsizei count, const GLint *v) override;
void setUniform1uiv(GLint location, GLsizei count, const GLuint *v) override;
void setUniform2uiv(GLint location, GLsizei count, const GLuint *v) override;
void setUniform3uiv(GLint location, GLsizei count, const GLuint *v) override;
void setUniform4uiv(GLint location, GLsizei count, const GLuint *v) override;
void setUniformMatrix2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value) override;
void setUniformMatrix3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value) override;
void setUniformMatrix4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value) override;
void setUniformMatrix2x3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value) override;
void setUniformMatrix3x2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value) override;
void setUniformMatrix2x4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value) override;
void setUniformMatrix4x2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value) override;
void setUniformMatrix3x4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value) override;
void setUniformMatrix4x3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value) override;
void getUniformfv(const gl::Context *context, GLint location, GLfloat *params) const override;
void getUniformiv(const gl::Context *context, GLint location, GLint *params) const override;
void getUniformuiv(const gl::Context *context, GLint location, GLuint *params) const override;
void setPathFragmentInputGen(const std::string &inputName,
GLenum genMode,
GLint components,
const GLfloat *coeffs) override;
// Also initializes the pipeline layout, descriptor set layouts, and used descriptor ranges.
angle::Result updateUniforms(ContextVk *contextVk);
angle::Result updateTexturesDescriptorSet(ContextVk *contextVk,
vk::FramebufferHelper *framebuffer);
angle::Result updateDescriptorSets(ContextVk *contextVk, vk::CommandBuffer *commandBuffer);
// For testing only.
void setDefaultUniformBlocksMinSizeForTesting(size_t minSize);
const vk::PipelineLayout &getPipelineLayout() const { return mPipelineLayout.get(); }
bool hasTextures() const { return !mState.getSamplerBindings().empty(); }
bool dirtyUniforms() const { return mDefaultUniformBlocksDirty.any(); }
angle::Result getGraphicsPipeline(ContextVk *contextVk,
gl::PrimitiveMode mode,
const vk::GraphicsPipelineDesc &desc,
const gl::AttributesMask &activeAttribLocations,
const vk::GraphicsPipelineDesc **descPtrOut,
vk::PipelineHelper **pipelineOut)
{
vk::ShaderProgramHelper *shaderProgram;
ANGLE_TRY(initShaders(contextVk, mode, &shaderProgram));
ASSERT(shaderProgram->isGraphicsProgram());
RendererVk *renderer = contextVk->getRenderer();
return shaderProgram->getGraphicsPipeline(
contextVk, &renderer->getRenderPassCache(), renderer->getPipelineCache(),
renderer->getCurrentQueueSerial(), mPipelineLayout.get(), desc, activeAttribLocations,
descPtrOut, pipelineOut);
}
private:
template <int cols, int rows>
void setUniformMatrixfv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
void reset(RendererVk *renderer);
angle::Result allocateDescriptorSet(ContextVk *contextVk, uint32_t descriptorSetIndex);
angle::Result initDefaultUniformBlocks(const gl::Context *glContext);
angle::Result updateDefaultUniformsDescriptorSet(ContextVk *contextVk);
template <class T>
void getUniformImpl(GLint location, T *v, GLenum entryPointType) const;
template <typename T>
void setUniformImpl(GLint location, GLsizei count, const T *v, GLenum entryPointType);
angle::Result linkImpl(const gl::Context *glContext,
const gl::ProgramLinkedResources &resources,
gl::InfoLog &infoLog);
ANGLE_INLINE angle::Result initShaders(ContextVk *contextVk,
gl::PrimitiveMode mode,
vk::ShaderProgramHelper **shaderProgramOut)
{
if (UseLineRaster(contextVk, mode))
{
if (!mLineRasterShaderInfo.valid())
{
ANGLE_TRY(mLineRasterShaderInfo.initShaders(contextVk, mVertexSource,
mFragmentSource, true));
}
ASSERT(mLineRasterShaderInfo.valid());
*shaderProgramOut = &mLineRasterShaderInfo.getShaderProgram();
}
else
{
if (!mDefaultShaderInfo.valid())
{
ANGLE_TRY(mDefaultShaderInfo.initShaders(contextVk, mVertexSource, mFragmentSource,
false));
}
ASSERT(mDefaultShaderInfo.valid());
*shaderProgramOut = &mDefaultShaderInfo.getShaderProgram();
}
return angle::Result::Continue;
}
// State for the default uniform blocks.
struct DefaultUniformBlock final : private angle::NonCopyable
{
DefaultUniformBlock();
~DefaultUniformBlock();
vk::DynamicBuffer storage;
// Shadow copies of the shader uniform data.
angle::MemoryBuffer uniformData;
// Since the default blocks are laid out in std140, this tells us where to write on a call
// to a setUniform method. They are arranged in uniform location order.
std::vector<sh::BlockMemberInfo> uniformLayout;
};
gl::ShaderMap<DefaultUniformBlock> mDefaultUniformBlocks;
gl::ShaderBitSet mDefaultUniformBlocksDirty;
gl::ShaderMap<uint32_t> mUniformBlocksOffsets;
// This is a special "empty" placeholder buffer for when a shader has no uniforms.
// It is necessary because we want to keep a compatible pipeline layout in all cases,
// and Vulkan does not tolerate having null handles in a descriptor set.
vk::BufferHelper mEmptyUniformBlockStorage;
// Descriptor sets for uniform blocks and textures for this program.
std::vector<VkDescriptorSet> mDescriptorSets;
gl::RangeUI mUsedDescriptorSetRange;
// We keep a reference to the pipeline and descriptor set layouts. This ensures they don't get
// deleted while this program is in use.
vk::BindingPointer<vk::PipelineLayout> mPipelineLayout;
vk::DescriptorSetLayoutPointerArray mDescriptorSetLayouts;
// Keep bindings to the descriptor pools. This ensures the pools stay valid while the Program
// is in use.
vk::DescriptorSetLayoutArray<vk::SharedDescriptorPoolBinding> mDescriptorPoolBindings;
class ShaderInfo final : angle::NonCopyable
{
public:
ShaderInfo();
~ShaderInfo();
angle::Result initShaders(ContextVk *contextVk,
const std::string &vertexSource,
const std::string &fragmentSource,
bool enableLineRasterEmulation);
void release(RendererVk *renderer);
ANGLE_INLINE bool valid() const { return mShaders[gl::ShaderType::Vertex].get().valid(); }
vk::ShaderProgramHelper &getShaderProgram() { return mProgramHelper; }
private:
vk::ShaderProgramHelper mProgramHelper;
gl::ShaderMap<vk::RefCounted<vk::ShaderAndSerial>> mShaders;
};
ShaderInfo mDefaultShaderInfo;
ShaderInfo mLineRasterShaderInfo;
// We keep the translated linked shader sources to use with shader draw call patching.
std::string mVertexSource;
std::string mFragmentSource;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_VULKAN_PROGRAMVK_H_