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kc3-lang/angle/src/libANGLE/renderer/vulkan/vk_caps_utils.cpp

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  • Author : Mohan Maiya
    Date : 2021-06-08 13:12:24
    Hash : 5c8bf081
    Message : Vulkan: Add support for YUV internal format extension 1. Add a function to upload YUV image data to textures 2. Modify stageSubresourceUpdate method to account for YUV images 3. Create VkSamplerYcbcrConversion when initializing ImageHelper 4. Update hasImmutableSampler to account for native YUV format support 5. Skip initializeNonZeroMemory for YUV formats Bug: angleproject:5773 Test: Texture2DTestES3.TexStorage2D*Yuv*Vulkan* Change-Id: I270f04bbf903cf2bf19f100eb95f32953d491c39 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2947767 Commit-Queue: Mohan Maiya <m.maiya@samsung.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>

  • src/libANGLE/renderer/vulkan/vk_caps_utils.cpp
  • //
    // Copyright 2018 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.
    //
    // vk_utils:
    //    Helper functions for the Vulkan Caps.
    //
    
    #include "libANGLE/renderer/vulkan/vk_caps_utils.h"
    
    #include <type_traits>
    
    #include "common/utilities.h"
    #include "libANGLE/Caps.h"
    #include "libANGLE/formatutils.h"
    #include "libANGLE/renderer/driver_utils.h"
    #include "libANGLE/renderer/vulkan/DisplayVk.h"
    #include "libANGLE/renderer/vulkan/RendererVk.h"
    #include "libANGLE/renderer/vulkan/vk_cache_utils.h"
    #include "vk_format_utils.h"
    
    namespace
    {
    constexpr unsigned int kComponentsPerVector = 4;
    }  // anonymous namespace
    
    namespace rx
    {
    
    namespace vk
    {
    namespace
    {
    // Checks to see if each format can be reinterpreted to an equivalent format in a different
    // colorspace. If all supported formats can be reinterpreted, it returns true. Formats which are not
    // supported at all are ignored and not counted as failures.
    bool FormatReinterpretationSupported(const std::vector<GLenum> &optionalSizedFormats,
                                         const RendererVk *rendererVk,
                                         bool checkLinearColorspace)
    {
        for (GLenum glFormat : optionalSizedFormats)
        {
            const gl::TextureCaps &baseCaps = rendererVk->getNativeTextureCaps().get(glFormat);
            if (baseCaps.texturable && baseCaps.filterable)
            {
                const Format &vkFormat = rendererVk->getFormat(glFormat);
    
                angle::FormatID reinterpretedFormatID =
                    checkLinearColorspace ? ConvertToLinear(vkFormat.actualImageFormatID)
                                          : ConvertToSRGB(vkFormat.actualImageFormatID);
    
                const Format &reinterpretedVkFormat = rendererVk->getFormat(reinterpretedFormatID);
    
                if (reinterpretedVkFormat.actualImageFormatID != reinterpretedFormatID)
                {
                    return false;
                }
    
                if (!rendererVk->haveSameFormatFeatureBits(vkFormat.actualImageFormatID,
                                                           reinterpretedFormatID))
                {
                    return false;
                }
            }
        }
    
        return true;
    }
    
    bool GetTextureSRGBDecodeSupport(const RendererVk *rendererVk)
    {
        static constexpr bool kLinearColorspace = true;
    
        // GL_SRGB and GL_SRGB_ALPHA unsized formats are also required by the spec, but the only valid
        // type for them is GL_UNSIGNED_BYTE, so they are fully included in the sized formats listed
        // here
        std::vector<GLenum> optionalSizedSRGBFormats = {
            GL_SRGB8,
            GL_SRGB8_ALPHA8_EXT,
            GL_COMPRESSED_SRGB_S3TC_DXT1_EXT,
            GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT,
            GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT,
            GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT,
        };
    
        if (!FormatReinterpretationSupported(optionalSizedSRGBFormats, rendererVk, kLinearColorspace))
        {
            return false;
        }
    
        return true;
    }
    
    bool GetTextureSRGBOverrideSupport(const RendererVk *rendererVk,
                                       const gl::Extensions &supportedExtensions)
    {
        static constexpr bool kNonLinearColorspace = false;
    
        // If the given linear format is supported, we also need to support its corresponding nonlinear
        // format. If the given linear format is NOT supported, we don't care about its corresponding
        // nonlinear format.
        std::vector<GLenum> optionalLinearFormats     = {GL_RGB8,
                                                     GL_RGBA8,
                                                     GL_COMPRESSED_RGB8_ETC2,
                                                     GL_COMPRESSED_RGBA8_ETC2_EAC,
                                                     GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2,
                                                     GL_COMPRESSED_RGBA_ASTC_4x4,
                                                     GL_COMPRESSED_RGBA_ASTC_5x4,
                                                     GL_COMPRESSED_RGBA_ASTC_5x5,
                                                     GL_COMPRESSED_RGBA_ASTC_6x5,
                                                     GL_COMPRESSED_RGBA_ASTC_6x6,
                                                     GL_COMPRESSED_RGBA_ASTC_8x5,
                                                     GL_COMPRESSED_RGBA_ASTC_8x6,
                                                     GL_COMPRESSED_RGBA_ASTC_8x8,
                                                     GL_COMPRESSED_RGBA_ASTC_10x5,
                                                     GL_COMPRESSED_RGBA_ASTC_10x6,
                                                     GL_COMPRESSED_RGBA_ASTC_10x8,
                                                     GL_COMPRESSED_RGBA_ASTC_10x10,
                                                     GL_COMPRESSED_RGBA_ASTC_12x10,
                                                     GL_COMPRESSED_RGBA_ASTC_12x12};
        std::vector<GLenum> optionalS3TCLinearFormats = {
            GL_COMPRESSED_RGB_S3TC_DXT1_EXT, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT,
            GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT};
        std::vector<GLenum> optionalR8LinearFormats   = {GL_R8};
        std::vector<GLenum> optionalRG8LinearFormats  = {GL_RG8};
        std::vector<GLenum> optionalBPTCLinearFormats = {GL_COMPRESSED_RGBA_BPTC_UNORM_EXT};
    
        if (!FormatReinterpretationSupported(optionalLinearFormats, rendererVk, kNonLinearColorspace))
        {
            return false;
        }
    
        if (supportedExtensions.textureCompressionS3TCsRGB)
        {
            if (!FormatReinterpretationSupported(optionalS3TCLinearFormats, rendererVk,
                                                 kNonLinearColorspace))
            {
                return false;
            }
        }
    
        if (supportedExtensions.sRGBR8EXT)
        {
            if (!FormatReinterpretationSupported(optionalR8LinearFormats, rendererVk,
                                                 kNonLinearColorspace))
            {
                return false;
            }
        }
    
        if (supportedExtensions.sRGBRG8EXT)
        {
            if (!FormatReinterpretationSupported(optionalRG8LinearFormats, rendererVk,
                                                 kNonLinearColorspace))
            {
                return false;
            }
        }
    
        if (supportedExtensions.textureCompressionBPTC)
        {
            if (!FormatReinterpretationSupported(optionalBPTCLinearFormats, rendererVk,
                                                 kNonLinearColorspace))
            {
                return false;
            }
        }
    
        return true;
    }
    
    bool HasTexelBufferSupport(const RendererVk *rendererVk, GLenum formatGL)
    {
        const Format &formatVk = rendererVk->getFormat(formatGL);
    
        return rendererVk->hasBufferFormatFeatureBits(
            formatVk.actualBufferFormatID,
            VK_FORMAT_FEATURE_UNIFORM_TEXEL_BUFFER_BIT | VK_FORMAT_FEATURE_STORAGE_TEXEL_BUFFER_BIT);
    }
    
    bool HasTextureBufferSupport(const RendererVk *rendererVk)
    {
        // The following formats don't have mandatory UNIFORM_TEXEL_BUFFER support in Vulkan.
        //
        //     VK_FORMAT_R32G32B32_UINT
        //     VK_FORMAT_R32G32B32_SINT
        //     VK_FORMAT_R32G32B32_SFLOAT
        //
        // Additionally, the following formats don't have mandatory STORAGE_TEXEL_BUFFER support:
        //
        //     VK_FORMAT_R8_UINT
        //     VK_FORMAT_R8_SINT
        //     VK_FORMAT_R8_UNORM
        //     VK_FORMAT_R8G8_UINT
        //     VK_FORMAT_R8G8_SINT
        //     VK_FORMAT_R8G8_UNORM
        //     VK_FORMAT_R16_UINT
        //     VK_FORMAT_R16_SINT
        //     VK_FORMAT_R16_SFLOAT
        //     VK_FORMAT_R16G16_UINT
        //     VK_FORMAT_R16G16_SINT
        //     VK_FORMAT_R16G16_SFLOAT
        //     VK_FORMAT_R32G32B32_UINT
        //     VK_FORMAT_R32G32B32_SINT
        //     VK_FORMAT_R32G32B32_SFLOAT
        //
        // The formats that have mandatory support for both features (and don't need to be checked) are:
        //
        //     VK_FORMAT_R8G8B8A8_UINT
        //     VK_FORMAT_R8G8B8A8_SINT
        //     VK_FORMAT_R8G8B8A8_UNORM
        //     VK_FORMAT_R16G16B16A16_UINT
        //     VK_FORMAT_R16G16B16A16_SINT
        //     VK_FORMAT_R16G16B16A16_SFLOAT
        //     VK_FORMAT_R32_UINT
        //     VK_FORMAT_R32_SINT
        //     VK_FORMAT_R32_SFLOAT
        //     VK_FORMAT_R32G32_UINT
        //     VK_FORMAT_R32G32_SINT
        //     VK_FORMAT_R32G32_SFLOAT
        //     VK_FORMAT_R32G32B32A32_UINT
        //     VK_FORMAT_R32G32B32A32_SINT
        //     VK_FORMAT_R32G32B32A32_SFLOAT
        //
    
        const std::array<GLenum, 12> &optionalFormats = {
            GL_R8,   GL_R8I,  GL_R8UI,  GL_RG8,   GL_RG8I,  GL_RG8UI,
            GL_R16F, GL_R16I, GL_R16UI, GL_RG16F, GL_RG16I, GL_RG16UI,
        };
    
        for (GLenum formatGL : optionalFormats)
        {
            if (!HasTexelBufferSupport(rendererVk, formatGL))
            {
                return false;
            }
        }
    
        // TODO: RGB32 formats currently don't have STORAGE_TEXEL_BUFFER support on any known platform.
        // Despite this limitation, we expose EXT_texture_buffer.  http://anglebug.com/3573
        if (rendererVk->getFeatures().exposeNonConformantExtensionsAndVersions.enabled)
        {
            return true;
        }
    
        const std::array<GLenum, 3> &optionalFormats2 = {
            GL_RGB32F,
            GL_RGB32I,
            GL_RGB32UI,
        };
    
        for (GLenum formatGL : optionalFormats2)
        {
            if (!HasTexelBufferSupport(rendererVk, formatGL))
            {
                return false;
            }
        }
    
        return true;
    }
    
    bool CanSupportYuvInternalFormat(const RendererVk *rendererVk)
    {
        // The following formats are not mandatory in Vulkan, even when VK_KHR_sampler_ycbcr_conversion
        // is supported. GL_ANGLE_yuv_internal_format requires support for sampling only the
        // 8-bit 2-plane YUV format (VK_FORMAT_G8_B8R8_2PLANE_420_UNORM), if the ICD supports that we
        // can expose the extension.
        //
        // Various test cases need multiple YUV formats. It would be preferrable to have support for the
        // 3 plane 8 bit YUV format (VK_FORMAT_G8_B8_R8_3PLANE_420_UNORM) as well.
    
        const Format &twoPlane8bitYuvFormat = rendererVk->getFormat(GL_G8_B8R8_2PLANE_420_UNORM_ANGLE);
        bool twoPlane8bitYuvFormatSupported = rendererVk->hasImageFormatFeatureBits(
            twoPlane8bitYuvFormat.actualImageFormatID, VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT);
    
        const Format &threePlane8bitYuvFormat =
            rendererVk->getFormat(GL_G8_B8_R8_3PLANE_420_UNORM_ANGLE);
        bool threePlane8bitYuvFormatSupported = rendererVk->hasImageFormatFeatureBits(
            threePlane8bitYuvFormat.actualImageFormatID, VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT);
    
        return twoPlane8bitYuvFormatSupported && threePlane8bitYuvFormatSupported;
    }
    }  // namespace
    }  // namespace vk
    
    template <typename LargerInt>
    GLint LimitToInt(const LargerInt physicalDeviceValue)
    {
        static_assert(sizeof(LargerInt) >= sizeof(int32_t), "Incorrect usage of LimitToInt");
    
        // Limit to INT_MAX / 2 instead of INT_MAX.  If the limit is queried as float, the imprecision
        // in floating point can cause the value to exceed INT_MAX.  This trips dEQP up.
        return static_cast<GLint>(std::min(
            physicalDeviceValue, static_cast<LargerInt>(std::numeric_limits<int32_t>::max() / 2)));
    }
    
    void RendererVk::ensureCapsInitialized() const
    {
        if (mCapsInitialized)
            return;
        mCapsInitialized = true;
    
        ASSERT(mCurrentQueueFamilyIndex < mQueueFamilyProperties.size());
        const VkQueueFamilyProperties &queueFamilyProperties =
            mQueueFamilyProperties[mCurrentQueueFamilyIndex];
        const VkPhysicalDeviceLimits &limitsVk = mPhysicalDeviceProperties.limits;
    
        mNativeExtensions.setTextureExtensionSupport(mNativeTextureCaps);
    
        // Enable GL_EXT_buffer_storage
        mNativeExtensions.bufferStorageEXT = true;
    
        // When ETC2/EAC formats are natively supported, enable ANGLE-specific extension string to
        // expose them to WebGL. In other case, mark potentially-available ETC1 extension as emulated.
        if ((mPhysicalDeviceFeatures.textureCompressionETC2 == VK_TRUE) &&
            gl::DetermineCompressedTextureETCSupport(mNativeTextureCaps))
        {
            mNativeExtensions.compressedTextureETC = true;
        }
        else
        {
            mNativeLimitations.emulatedEtc1 = true;
        }
    
        // Vulkan doesn't support ASTC 3D block textures, which are required by
        // GL_OES_texture_compression_astc.
        mNativeExtensions.textureCompressionASTCOES = false;
        // Vulkan does not support sliced 3D ASTC textures either.
        mNativeExtensions.textureCompressionSliced3dASTCKHR = false;
    
        // Vulkan doesn't guarantee HDR blocks decoding without VK_EXT_texture_compression_astc_hdr.
        mNativeExtensions.textureCompressionASTCHDRKHR = false;
    
        // Enable EXT_compressed_ETC1_RGB8_sub_texture
        mNativeExtensions.compressedETC1RGB8SubTexture = mNativeExtensions.compressedETC1RGB8TextureOES;
    
        // Enable this for simple buffer readback testing, but some functionality is missing.
        // TODO(jmadill): Support full mapBufferRange extension.
        mNativeExtensions.mapBufferOES           = true;
        mNativeExtensions.mapBufferRange         = true;
        mNativeExtensions.textureStorage         = true;
        mNativeExtensions.drawBuffers            = true;
        mNativeExtensions.fragDepth              = true;
        mNativeExtensions.framebufferBlitANGLE   = true;
        mNativeExtensions.framebufferMultisample = true;
        mNativeExtensions.multisampledRenderToTexture =
            getFeatures().enableMultisampledRenderToTexture.enabled;
        mNativeExtensions.multisampledRenderToTexture2 =
            getFeatures().enableMultisampledRenderToTexture.enabled;
        mNativeExtensions.textureStorageMultisample2DArrayOES =
            (limitsVk.standardSampleLocations == VK_TRUE);
        mNativeExtensions.copyTexture           = true;
        mNativeExtensions.copyTexture3d         = true;
        mNativeExtensions.copyCompressedTexture = true;
        mNativeExtensions.debugMarker           = true;
        mNativeExtensions.robustness =
            !IsSwiftshader(mPhysicalDeviceProperties.vendorID, mPhysicalDeviceProperties.deviceID) &&
            !IsARM(mPhysicalDeviceProperties.vendorID);
        mNativeExtensions.discardFramebuffer    = true;
        mNativeExtensions.textureBorderClampOES = getFeatures().supportsCustomBorderColorEXT.enabled;
        mNativeExtensions.textureBorderClampEXT = getFeatures().supportsCustomBorderColorEXT.enabled;
        // Enable EXT_texture_type_2_10_10_10_REV
        mNativeExtensions.textureFormat2101010REV = true;
    
        // Enable ANGLE_base_vertex_base_instance
        mNativeExtensions.baseVertexBaseInstance = true;
    
        // Enable OES/EXT_draw_elements_base_vertex
        mNativeExtensions.drawElementsBaseVertexOES = true;
        mNativeExtensions.drawElementsBaseVertexEXT = true;
    
        // Enable EXT_blend_minmax
        mNativeExtensions.blendMinMax = true;
    
        // Enable OES/EXT_draw_buffers_indexed
        mNativeExtensions.drawBuffersIndexedOES = mPhysicalDeviceFeatures.independentBlend == VK_TRUE;
        mNativeExtensions.drawBuffersIndexedEXT = mNativeExtensions.drawBuffersIndexedOES;
    
        mNativeExtensions.eglImageOES                  = true;
        mNativeExtensions.eglImageExternalOES          = true;
        mNativeExtensions.eglImageExternalWrapModesEXT = true;
        mNativeExtensions.eglImageExternalEssl3OES     = true;
        mNativeExtensions.eglImageArray                = true;
        mNativeExtensions.memoryObject                 = true;
        mNativeExtensions.memoryObjectFd               = getFeatures().supportsExternalMemoryFd.enabled;
        mNativeExtensions.memoryObjectFlagsANGLE       = true;
        mNativeExtensions.memoryObjectFuchsiaANGLE =
            getFeatures().supportsExternalMemoryFuchsia.enabled;
    
        mNativeExtensions.semaphore   = true;
        mNativeExtensions.semaphoreFd = getFeatures().supportsExternalSemaphoreFd.enabled;
        mNativeExtensions.semaphoreFuchsiaANGLE =
            getFeatures().supportsExternalSemaphoreFuchsia.enabled;
    
        mNativeExtensions.vertexHalfFloatOES = true;
    
        // Enabled in HW if VK_EXT_vertex_attribute_divisor available, otherwise emulated
        mNativeExtensions.instancedArraysANGLE = true;
        mNativeExtensions.instancedArraysEXT   = true;
    
        // Only expose robust buffer access if the physical device supports it.
        mNativeExtensions.robustBufferAccessBehavior =
            (mPhysicalDeviceFeatures.robustBufferAccess == VK_TRUE);
    
        mNativeExtensions.eglSyncOES = true;
    
        mNativeExtensions.vertexAttribType1010102OES = true;
    
        // We use secondary command buffers almost everywhere and they require a feature to be
        // able to execute in the presence of queries.  As a result, we won't support queries
        // unless that feature is available.
        mNativeExtensions.occlusionQueryBoolean =
            vk::CommandBuffer::SupportsQueries(mPhysicalDeviceFeatures);
    
        // From the Vulkan specs:
        // > The number of valid bits in a timestamp value is determined by the
        // > VkQueueFamilyProperties::timestampValidBits property of the queue on which the timestamp is
        // > written. Timestamps are supported on any queue which reports a non-zero value for
        // > timestampValidBits via vkGetPhysicalDeviceQueueFamilyProperties.
        mNativeExtensions.disjointTimerQuery          = queueFamilyProperties.timestampValidBits > 0;
        mNativeExtensions.queryCounterBitsTimeElapsed = queueFamilyProperties.timestampValidBits;
        mNativeExtensions.queryCounterBitsTimestamp   = queueFamilyProperties.timestampValidBits;
    
        mNativeExtensions.textureFilterAnisotropic =
            mPhysicalDeviceFeatures.samplerAnisotropy && limitsVk.maxSamplerAnisotropy > 1.0f;
        mNativeExtensions.maxTextureAnisotropy =
            mNativeExtensions.textureFilterAnisotropic ? limitsVk.maxSamplerAnisotropy : 0.0f;
    
        // Vulkan natively supports non power-of-two textures
        mNativeExtensions.textureNPOTOES = true;
    
        mNativeExtensions.texture3DOES = true;
    
        // Vulkan natively supports standard derivatives
        mNativeExtensions.standardDerivativesOES = true;
    
        // Vulkan natively supports texture LOD
        mNativeExtensions.shaderTextureLOD = true;
    
        // Vulkan natively supports noperspective interpolation
        mNativeExtensions.noperspectiveInterpolationNV = true;
    
        // Vulkan natively supports 32-bit indices, entry in kIndexTypeMap
        mNativeExtensions.elementIndexUintOES = true;
    
        mNativeExtensions.fboRenderMipmapOES = true;
    
        // We support getting image data for Textures and Renderbuffers.
        mNativeExtensions.getImageANGLE = true;
    
        // Implemented in the translator
        mNativeExtensions.shaderNonConstGlobalInitializersEXT = true;
    
        // Implemented in the front end
        mNativeExtensions.separateShaderObjects = true;
    
        // Vulkan has no restrictions of the format of cubemaps, so if the proper formats are supported,
        // creating a cube of any of these formats should be implicitly supported.
        mNativeExtensions.depthTextureCubeMapOES =
            mNativeExtensions.depthTextureOES && mNativeExtensions.packedDepthStencilOES;
    
        // Vulkan natively supports format reinterpretation, but we still require support for all
        // formats we may reinterpret to
        mNativeExtensions.textureSRGBOverride =
            vk::GetTextureSRGBOverrideSupport(this, mNativeExtensions);
        mNativeExtensions.textureSRGBDecode = vk::GetTextureSRGBDecodeSupport(this);
    
        // EXT_srgb_write_control requires image_format_list
        mNativeExtensions.sRGBWriteControl = getFeatures().supportsImageFormatList.enabled;
    
        // Vulkan natively supports io interface block.
        mNativeExtensions.shaderIoBlocksOES = true;
        mNativeExtensions.shaderIoBlocksEXT = true;
    
        mNativeExtensions.gpuShader5EXT = vk::CanSupportGPUShader5EXT(mPhysicalDeviceFeatures);
    
        mNativeExtensions.textureFilteringCHROMIUM = getFeatures().supportsFilteringPrecision.enabled;
    
        // Only expose texture cubemap array if the physical device supports it.
        mNativeExtensions.textureCubeMapArrayOES = getFeatures().supportsImageCubeArray.enabled;
        mNativeExtensions.textureCubeMapArrayEXT = mNativeExtensions.textureCubeMapArrayOES;
    
        mNativeExtensions.shadowSamplersEXT = true;
    
        // Enable EXT_external_buffer on Andoid. External buffers are implemented using Android hadware
        // buffer (struct AHardwareBuffer).
        mNativeExtensions.externalBufferEXT = IsAndroid() && GetAndroidSDKVersion() >= 26;
    
        // From the Vulkan specs:
        // sampleRateShading specifies whether Sample Shading and multisample interpolation are
        // supported. If this feature is not enabled, the sampleShadingEnable member of the
        // VkPipelineMultisampleStateCreateInfo structure must be set to VK_FALSE and the
        // minSampleShading member is ignored. This also specifies whether shader modules can declare
        // the SampleRateShading capability
        bool supportSampleRateShading      = mPhysicalDeviceFeatures.sampleRateShading == VK_TRUE;
        mNativeExtensions.sampleShadingOES = supportSampleRateShading;
    
        // From the SPIR-V spec at 3.21. BuiltIn, SampleId and SamplePosition needs
        // SampleRateShading. https://www.khronos.org/registry/spir-v/specs/unified1/SPIRV.html
        // To replace non-constant index to constant 0 index, this extension assumes that ANGLE only
        // supports the number of samples less than or equal to 32.
        constexpr unsigned int kNotSupportedSampleCounts = VK_SAMPLE_COUNT_64_BIT;
        mNativeExtensions.sampleVariablesOES =
            supportSampleRateShading && vk_gl::GetMaxSampleCount(kNotSupportedSampleCounts) == 0;
    
        // Enable EXT_unpack_subimage
        mNativeExtensions.unpackSubimage = true;
    
        // Enable NV_pack_subimage
        mNativeExtensions.packSubimage = true;
    
        mNativeCaps.minInterpolationOffset          = limitsVk.minInterpolationOffset;
        mNativeCaps.maxInterpolationOffset          = limitsVk.maxInterpolationOffset;
        mNativeCaps.subPixelInterpolationOffsetBits = limitsVk.subPixelInterpolationOffsetBits;
    
        // From the Vulkan spec:
        //
        // > The values minInterpolationOffset and maxInterpolationOffset describe the closed interval
        // > of supported interpolation offsets : [ minInterpolationOffset, maxInterpolationOffset ].
        // > The ULP is determined by subPixelInterpolationOffsetBits. If
        // > subPixelInterpolationOffsetBits is 4, this provides increments of(1 / 2^4) = 0.0625, and
        // > thus the range of supported interpolation offsets would be[-0.5, 0.4375]
        //
        // OES_shader_multisample_interpolation requires a maximum value of -0.5 for
        // MIN_FRAGMENT_INTERPOLATION_OFFSET_OES and minimum 0.5 for
        // MAX_FRAGMENT_INTERPOLATION_OFFSET_OES.  Vulkan has an identical limit for
        // minInterpolationOffset, but its limit for maxInterpolationOffset is 0.5-(1/ULP).
        // OES_shader_multisample_interpolation is therefore only supported if
        // maxInterpolationOffset is at least 0.5.
        mNativeExtensions.multisampleInterpolationOES =
            mNativeExtensions.sampleVariablesOES && mNativeCaps.maxInterpolationOffset >= 0.5;
    
        // https://vulkan.lunarg.com/doc/view/1.0.30.0/linux/vkspec.chunked/ch31s02.html
        mNativeCaps.maxElementIndex  = std::numeric_limits<GLuint>::max() - 1;
        mNativeCaps.max3DTextureSize = LimitToInt(limitsVk.maxImageDimension3D);
        mNativeCaps.max2DTextureSize =
            std::min(limitsVk.maxFramebufferWidth, limitsVk.maxImageDimension2D);
        mNativeCaps.maxArrayTextureLayers = LimitToInt(limitsVk.maxImageArrayLayers);
        mNativeCaps.maxLODBias            = limitsVk.maxSamplerLodBias;
        mNativeCaps.maxCubeMapTextureSize = LimitToInt(limitsVk.maxImageDimensionCube);
        mNativeCaps.maxRenderbufferSize =
            std::min({limitsVk.maxImageDimension2D, limitsVk.maxFramebufferWidth,
                      limitsVk.maxFramebufferHeight});
        mNativeCaps.minAliasedPointSize = std::max(1.0f, limitsVk.pointSizeRange[0]);
        mNativeCaps.maxAliasedPointSize = limitsVk.pointSizeRange[1];
    
        mNativeCaps.minAliasedLineWidth = 1.0f;
        mNativeCaps.maxAliasedLineWidth = 1.0f;
    
        mNativeCaps.maxDrawBuffers =
            std::min(limitsVk.maxColorAttachments, limitsVk.maxFragmentOutputAttachments);
        mNativeCaps.maxFramebufferWidth  = LimitToInt(limitsVk.maxFramebufferWidth);
        mNativeCaps.maxFramebufferHeight = LimitToInt(limitsVk.maxFramebufferHeight);
        mNativeCaps.maxColorAttachments  = LimitToInt(limitsVk.maxColorAttachments);
        mNativeCaps.maxViewportWidth     = LimitToInt(limitsVk.maxViewportDimensions[0]);
        mNativeCaps.maxViewportHeight    = LimitToInt(limitsVk.maxViewportDimensions[1]);
        mNativeCaps.maxSampleMaskWords   = LimitToInt(limitsVk.maxSampleMaskWords);
        mNativeCaps.maxColorTextureSamples =
            limitsVk.sampledImageColorSampleCounts & vk_gl::kSupportedSampleCounts;
        mNativeCaps.maxDepthTextureSamples =
            limitsVk.sampledImageDepthSampleCounts & vk_gl::kSupportedSampleCounts;
        mNativeCaps.maxIntegerSamples =
            limitsVk.sampledImageIntegerSampleCounts & vk_gl::kSupportedSampleCounts;
    
        mNativeCaps.maxVertexAttributes     = LimitToInt(limitsVk.maxVertexInputAttributes);
        mNativeCaps.maxVertexAttribBindings = LimitToInt(limitsVk.maxVertexInputBindings);
        // Offset and stride are stored as uint16_t in PackedAttribDesc.
        mNativeCaps.maxVertexAttribRelativeOffset =
            std::min((1u << kAttributeOffsetMaxBits) - 1, limitsVk.maxVertexInputAttributeOffset);
        mNativeCaps.maxVertexAttribStride =
            std::min(static_cast<uint32_t>(std::numeric_limits<uint16_t>::max()),
                     limitsVk.maxVertexInputBindingStride);
    
        mNativeCaps.maxElementsIndices  = std::numeric_limits<GLint>::max();
        mNativeCaps.maxElementsVertices = std::numeric_limits<GLint>::max();
    
        // Looks like all floats are IEEE according to the docs here:
        // https://www.khronos.org/registry/vulkan/specs/1.0-wsi_extensions/html/vkspec.html#spirvenv-precision-operation
        mNativeCaps.vertexHighpFloat.setIEEEFloat();
        mNativeCaps.vertexMediumpFloat.setIEEEFloat();
        mNativeCaps.vertexLowpFloat.setIEEEFloat();
        mNativeCaps.fragmentHighpFloat.setIEEEFloat();
        mNativeCaps.fragmentMediumpFloat.setIEEEFloat();
        mNativeCaps.fragmentLowpFloat.setIEEEFloat();
    
        // Can't find documentation on the int precision in Vulkan.
        mNativeCaps.vertexHighpInt.setTwosComplementInt(32);
        mNativeCaps.vertexMediumpInt.setTwosComplementInt(32);
        mNativeCaps.vertexLowpInt.setTwosComplementInt(32);
        mNativeCaps.fragmentHighpInt.setTwosComplementInt(32);
        mNativeCaps.fragmentMediumpInt.setTwosComplementInt(32);
        mNativeCaps.fragmentLowpInt.setTwosComplementInt(32);
    
        // Compute shader limits.
        mNativeCaps.maxComputeWorkGroupCount[0] = LimitToInt(limitsVk.maxComputeWorkGroupCount[0]);
        mNativeCaps.maxComputeWorkGroupCount[1] = LimitToInt(limitsVk.maxComputeWorkGroupCount[1]);
        mNativeCaps.maxComputeWorkGroupCount[2] = LimitToInt(limitsVk.maxComputeWorkGroupCount[2]);
        mNativeCaps.maxComputeWorkGroupSize[0]  = LimitToInt(limitsVk.maxComputeWorkGroupSize[0]);
        mNativeCaps.maxComputeWorkGroupSize[1]  = LimitToInt(limitsVk.maxComputeWorkGroupSize[1]);
        mNativeCaps.maxComputeWorkGroupSize[2]  = LimitToInt(limitsVk.maxComputeWorkGroupSize[2]);
        mNativeCaps.maxComputeWorkGroupInvocations =
            LimitToInt(limitsVk.maxComputeWorkGroupInvocations);
        mNativeCaps.maxComputeSharedMemorySize = LimitToInt(limitsVk.maxComputeSharedMemorySize);
    
        // TODO(lucferron): This is something we'll need to implement custom in the back-end.
        // Vulkan doesn't do any waiting for you, our back-end code is going to manage sync objects,
        // and we'll have to check that we've exceeded the max wait timeout. Also, this is ES 3.0 so
        // we'll defer the implementation until we tackle the next version.
        // mNativeCaps.maxServerWaitTimeout
    
        GLuint maxUniformBlockSize = limitsVk.maxUniformBufferRange;
    
        // Clamp the maxUniformBlockSize to 64KB (majority of devices support up to this size
        // currently), on AMD the maxUniformBufferRange is near uint32_t max.
        maxUniformBlockSize = std::min(0x10000u, maxUniformBlockSize);
    
        const GLuint maxUniformVectors = maxUniformBlockSize / (sizeof(GLfloat) * kComponentsPerVector);
        const GLuint maxUniformComponents = maxUniformVectors * kComponentsPerVector;
    
        // Uniforms are implemented using a uniform buffer, so the max number of uniforms we can
        // support is the max buffer range divided by the size of a single uniform (4X float).
        mNativeCaps.maxVertexUniformVectors   = maxUniformVectors;
        mNativeCaps.maxFragmentUniformVectors = maxUniformVectors;
        for (gl::ShaderType shaderType : gl::AllShaderTypes())
        {
            mNativeCaps.maxShaderUniformComponents[shaderType] = maxUniformComponents;
        }
        mNativeCaps.maxUniformLocations = maxUniformVectors;
    
        // Every stage has 1 reserved uniform buffer for the default uniforms, and 1 for the driver
        // uniforms.
        constexpr uint32_t kTotalReservedPerStageUniformBuffers =
            kReservedDriverUniformBindingCount + kReservedPerStageDefaultUniformBindingCount;
        constexpr uint32_t kTotalReservedUniformBuffers =
            kReservedDriverUniformBindingCount + kReservedDefaultUniformBindingCount;
    
        const int32_t maxPerStageUniformBuffers = LimitToInt(
            limitsVk.maxPerStageDescriptorUniformBuffers - kTotalReservedPerStageUniformBuffers);
        const int32_t maxCombinedUniformBuffers =
            LimitToInt(limitsVk.maxDescriptorSetUniformBuffers - kTotalReservedUniformBuffers);
        for (gl::ShaderType shaderType : gl::AllShaderTypes())
        {
            mNativeCaps.maxShaderUniformBlocks[shaderType] = maxPerStageUniformBuffers;
        }
        mNativeCaps.maxCombinedUniformBlocks = maxCombinedUniformBuffers;
    
        mNativeCaps.maxUniformBufferBindings = maxCombinedUniformBuffers;
        mNativeCaps.maxUniformBlockSize      = maxUniformBlockSize;
        mNativeCaps.uniformBufferOffsetAlignment =
            static_cast<GLint>(limitsVk.minUniformBufferOffsetAlignment);
    
        // Note that Vulkan currently implements textures as combined image+samplers, so the limit is
        // the minimum of supported samplers and sampled images.
        const uint32_t maxPerStageTextures = std::min(limitsVk.maxPerStageDescriptorSamplers,
                                                      limitsVk.maxPerStageDescriptorSampledImages);
        const uint32_t maxCombinedTextures =
            std::min(limitsVk.maxDescriptorSetSamplers, limitsVk.maxDescriptorSetSampledImages);
        for (gl::ShaderType shaderType : gl::AllShaderTypes())
        {
            mNativeCaps.maxShaderTextureImageUnits[shaderType] = LimitToInt(maxPerStageTextures);
        }
        mNativeCaps.maxCombinedTextureImageUnits = LimitToInt(maxCombinedTextures);
    
        uint32_t maxPerStageStorageBuffers    = limitsVk.maxPerStageDescriptorStorageBuffers;
        uint32_t maxVertexStageStorageBuffers = maxPerStageStorageBuffers;
        uint32_t maxCombinedStorageBuffers    = limitsVk.maxDescriptorSetStorageBuffers;
    
        // A number of storage buffer slots are used in the vertex shader to emulate transform feedback.
        // Note that Vulkan requires maxPerStageDescriptorStorageBuffers to be at least 4 (i.e. the same
        // as gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS).
        // TODO(syoussefi): This should be conditioned to transform feedback extension not being
        // present.  http://anglebug.com/3206.
        // TODO(syoussefi): If geometry shader is supported, emulation will be done at that stage, and
        // so the reserved storage buffers should be accounted in that stage.  http://anglebug.com/3606
        static_assert(
            gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS == 4,
            "Limit to ES2.0 if supported SSBO count < supporting transform feedback buffer count");
        if (mPhysicalDeviceFeatures.vertexPipelineStoresAndAtomics)
        {
            ASSERT(maxVertexStageStorageBuffers >= gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS);
            maxVertexStageStorageBuffers -= gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS;
            maxCombinedStorageBuffers -= gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS;
    
            // Cap the per-stage limit of the other stages to the combined limit, in case the combined
            // limit is now lower than that.
            maxPerStageStorageBuffers = std::min(maxPerStageStorageBuffers, maxCombinedStorageBuffers);
        }
    
        // Reserve up to IMPLEMENTATION_MAX_ATOMIC_COUNTER_BUFFERS storage buffers in the fragment and
        // compute stages for atomic counters.  This is only possible if the number of per-stage storage
        // buffers is greater than 4, which is the required GLES minimum for compute.
        //
        // For each stage, we'll either not support atomic counter buffers, or support exactly
        // IMPLEMENTATION_MAX_ATOMIC_COUNTER_BUFFERS.  This is due to restrictions in the shader
        // translator where we can't know how many atomic counter buffers we would really need after
        // linking so we can't create a packed buffer array.
        //
        // For the vertex stage, we could support atomic counters without storage buffers, but that's
        // likely not very useful, so we use the same limit (4 + MAX_ATOMIC_COUNTER_BUFFERS) for the
        // vertex stage to determine if we would want to add support for atomic counter buffers.
        constexpr uint32_t kMinimumStorageBuffersForAtomicCounterBufferSupport =
            gl::limits::kMinimumComputeStorageBuffers +
            gl::IMPLEMENTATION_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS;
        uint32_t maxVertexStageAtomicCounterBuffers = 0;
        uint32_t maxPerStageAtomicCounterBuffers    = 0;
        uint32_t maxCombinedAtomicCounterBuffers    = 0;
    
        if (maxPerStageStorageBuffers >= kMinimumStorageBuffersForAtomicCounterBufferSupport)
        {
            maxPerStageAtomicCounterBuffers = gl::IMPLEMENTATION_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS;
            maxCombinedAtomicCounterBuffers = gl::IMPLEMENTATION_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS;
        }
    
        if (maxVertexStageStorageBuffers >= kMinimumStorageBuffersForAtomicCounterBufferSupport)
        {
            maxVertexStageAtomicCounterBuffers = gl::IMPLEMENTATION_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS;
        }
    
        maxVertexStageStorageBuffers -= maxVertexStageAtomicCounterBuffers;
        maxPerStageStorageBuffers -= maxPerStageAtomicCounterBuffers;
        maxCombinedStorageBuffers -= maxCombinedAtomicCounterBuffers;
    
        mNativeCaps.maxShaderStorageBlocks[gl::ShaderType::Vertex] =
            mPhysicalDeviceFeatures.vertexPipelineStoresAndAtomics
                ? LimitToInt(maxVertexStageStorageBuffers)
                : 0;
        mNativeCaps.maxShaderStorageBlocks[gl::ShaderType::Fragment] =
            mPhysicalDeviceFeatures.fragmentStoresAndAtomics ? LimitToInt(maxPerStageStorageBuffers)
                                                             : 0;
        mNativeCaps.maxShaderStorageBlocks[gl::ShaderType::Compute] =
            LimitToInt(maxPerStageStorageBuffers);
        mNativeCaps.maxCombinedShaderStorageBlocks = LimitToInt(maxCombinedStorageBuffers);
    
        mNativeCaps.maxShaderStorageBufferBindings = LimitToInt(maxCombinedStorageBuffers);
        mNativeCaps.maxShaderStorageBlockSize      = limitsVk.maxStorageBufferRange;
        mNativeCaps.shaderStorageBufferOffsetAlignment =
            LimitToInt(static_cast<uint32_t>(limitsVk.minStorageBufferOffsetAlignment));
    
        mNativeCaps.maxShaderAtomicCounterBuffers[gl::ShaderType::Vertex] =
            mPhysicalDeviceFeatures.vertexPipelineStoresAndAtomics
                ? LimitToInt(maxVertexStageAtomicCounterBuffers)
                : 0;
        mNativeCaps.maxShaderAtomicCounterBuffers[gl::ShaderType::Fragment] =
            mPhysicalDeviceFeatures.fragmentStoresAndAtomics
                ? LimitToInt(maxPerStageAtomicCounterBuffers)
                : 0;
        mNativeCaps.maxShaderAtomicCounterBuffers[gl::ShaderType::Compute] =
            LimitToInt(maxPerStageAtomicCounterBuffers);
        mNativeCaps.maxCombinedAtomicCounterBuffers = LimitToInt(maxCombinedAtomicCounterBuffers);
    
        mNativeCaps.maxAtomicCounterBufferBindings = LimitToInt(maxCombinedAtomicCounterBuffers);
        // Emulated as storage buffers, atomic counter buffers have the same size limit.  However, the
        // limit is a signed integer and values above int max will end up as a negative size.
        mNativeCaps.maxAtomicCounterBufferSize = LimitToInt(limitsVk.maxStorageBufferRange);
    
        // There is no particular limit to how many atomic counters there can be, other than the size of
        // a storage buffer.  We nevertheless limit this to something reasonable (4096 arbitrarily).
        const int32_t maxAtomicCounters =
            std::min<int32_t>(4096, limitsVk.maxStorageBufferRange / sizeof(uint32_t));
        for (gl::ShaderType shaderType : gl::AllShaderTypes())
        {
            mNativeCaps.maxShaderAtomicCounters[shaderType] = maxAtomicCounters;
        }
    
        // Set maxShaderAtomicCounters to zero if atomic is not supported.
        if (!mPhysicalDeviceFeatures.vertexPipelineStoresAndAtomics)
        {
            mNativeCaps.maxShaderAtomicCounters[gl::ShaderType::Vertex] = 0;
        }
        if (!mPhysicalDeviceFeatures.fragmentStoresAndAtomics)
        {
            mNativeCaps.maxShaderAtomicCounters[gl::ShaderType::Fragment] = 0;
        }
    
        mNativeCaps.maxCombinedAtomicCounters = maxAtomicCounters;
    
        // GL Images correspond to Vulkan Storage Images.
        const int32_t maxPerStageImages = LimitToInt(limitsVk.maxPerStageDescriptorStorageImages);
        const int32_t maxCombinedImages = LimitToInt(limitsVk.maxDescriptorSetStorageImages);
        const int32_t maxVertexPipelineImages =
            mPhysicalDeviceFeatures.vertexPipelineStoresAndAtomics ? maxPerStageImages : 0;
    
        mNativeCaps.maxShaderImageUniforms[gl::ShaderType::Vertex]         = maxVertexPipelineImages;
        mNativeCaps.maxShaderImageUniforms[gl::ShaderType::TessControl]    = maxVertexPipelineImages;
        mNativeCaps.maxShaderImageUniforms[gl::ShaderType::TessEvaluation] = maxVertexPipelineImages;
        mNativeCaps.maxShaderImageUniforms[gl::ShaderType::Geometry]       = maxVertexPipelineImages;
        mNativeCaps.maxShaderImageUniforms[gl::ShaderType::Fragment] =
            mPhysicalDeviceFeatures.fragmentStoresAndAtomics ? maxPerStageImages : 0;
        mNativeCaps.maxShaderImageUniforms[gl::ShaderType::Compute] = maxPerStageImages;
    
        mNativeCaps.maxCombinedImageUniforms = maxCombinedImages;
        mNativeCaps.maxImageUnits            = maxCombinedImages;
    
        mNativeCaps.minProgramTexelOffset         = limitsVk.minTexelOffset;
        mNativeCaps.maxProgramTexelOffset         = limitsVk.maxTexelOffset;
        mNativeCaps.minProgramTextureGatherOffset = limitsVk.minTexelGatherOffset;
        mNativeCaps.maxProgramTextureGatherOffset = limitsVk.maxTexelGatherOffset;
    
        // There is no additional limit to the combined number of components.  We can have up to a
        // maximum number of uniform buffers, each having the maximum number of components.  Note that
        // this limit includes both components in and out of uniform buffers.
        //
        // This value is limited to INT_MAX to avoid overflow when queried from glGetIntegerv().
        const uint64_t maxCombinedUniformComponents =
            std::min<uint64_t>(static_cast<uint64_t>(maxPerStageUniformBuffers +
                                                     kReservedPerStageDefaultUniformBindingCount) *
                                   maxUniformComponents,
                               std::numeric_limits<GLint>::max());
        for (gl::ShaderType shaderType : gl::AllShaderTypes())
        {
            mNativeCaps.maxCombinedShaderUniformComponents[shaderType] = maxCombinedUniformComponents;
        }
    
        // Total number of resources available to the user are as many as Vulkan allows minus everything
        // that ANGLE uses internally.  That is, one dynamic uniform buffer used per stage for default
        // uniforms and a single dynamic uniform buffer for driver uniforms.  Additionally, Vulkan uses
        // up to IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS + 1 buffers for transform feedback (Note:
        // +1 is for the "counter" buffer of transform feedback, which will be necessary for transform
        // feedback extension and ES3.2 transform feedback emulation, but is not yet present).
        constexpr uint32_t kReservedPerStageUniformBufferCount = 1;
        constexpr uint32_t kReservedPerStageBindingCount =
            kReservedDriverUniformBindingCount + kReservedPerStageUniformBufferCount +
            gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS + 1;
    
        // Note: maxPerStageResources is required to be at least the sum of per stage UBOs, SSBOs etc
        // which total a minimum of 44 resources, so no underflow is possible here.  Limit the total
        // number of resources reported by Vulkan to 2 billion though to avoid seeing negative numbers
        // in applications that take the value as signed int (including dEQP).
        const uint32_t maxPerStageResources = limitsVk.maxPerStageResources;
        mNativeCaps.maxCombinedShaderOutputResources =
            LimitToInt(maxPerStageResources - kReservedPerStageBindingCount);
    
        // Reserve 1 extra varying for ANGLEPosition when GLLineRasterization is enabled
        constexpr GLint kReservedVaryingComponentsForGLLineRasterization = 4;
        // Reserve 1 extra varying for transform feedback capture of gl_Position.
        constexpr GLint kReservedVaryingComponentsForTransformFeedbackExtension = 4;
    
        GLint reservedVaryingComponentCount = 0;
    
        if (getFeatures().basicGLLineRasterization.enabled)
        {
            reservedVaryingComponentCount += kReservedVaryingComponentsForGLLineRasterization;
        }
        if (getFeatures().supportsTransformFeedbackExtension.enabled)
        {
            reservedVaryingComponentCount += kReservedVaryingComponentsForTransformFeedbackExtension;
        }
    
        // The max varying vectors should not include gl_Position.
        // The gles2.0 section 2.10 states that "gl_Position is not a varying variable and does
        // not count against this limit.", but the Vulkan spec has no such mention in its Built-in
        // vars section. It is implicit that we need to actually reserve it for Vulkan in that case.
        //
        // Note that this exception for gl_Position does not apply to MAX_VERTEX_OUTPUT_COMPONENTS and
        // similar limits.
        const GLint reservedVaryingVectorCount = reservedVaryingComponentCount / 4 + 1;
    
        const GLint maxVaryingCount =
            std::min(limitsVk.maxVertexOutputComponents, limitsVk.maxFragmentInputComponents);
        mNativeCaps.maxVaryingVectors =
            LimitToInt((maxVaryingCount / kComponentsPerVector) - reservedVaryingVectorCount);
        mNativeCaps.maxVertexOutputComponents =
            LimitToInt(limitsVk.maxVertexOutputComponents) - reservedVaryingComponentCount;
        mNativeCaps.maxFragmentInputComponents =
            LimitToInt(limitsVk.maxFragmentInputComponents) - reservedVaryingComponentCount;
    
        mNativeCaps.maxTransformFeedbackInterleavedComponents =
            gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS;
        mNativeCaps.maxTransformFeedbackSeparateAttributes =
            gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS;
        mNativeCaps.maxTransformFeedbackSeparateComponents =
            gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS;
    
        mNativeCaps.minProgramTexelOffset = limitsVk.minTexelOffset;
        mNativeCaps.maxProgramTexelOffset = LimitToInt(limitsVk.maxTexelOffset);
    
        const uint32_t sampleCounts =
            limitsVk.framebufferColorSampleCounts & limitsVk.framebufferDepthSampleCounts &
            limitsVk.framebufferStencilSampleCounts & vk_gl::kSupportedSampleCounts;
    
        mNativeCaps.maxSamples            = LimitToInt(vk_gl::GetMaxSampleCount(sampleCounts));
        mNativeCaps.maxFramebufferSamples = mNativeCaps.maxSamples;
    
        mNativeCaps.subPixelBits = limitsVk.subPixelPrecisionBits;
    
        // Important games are not checking supported extensions properly, and are confusing the
        // GL_EXT_shader_framebuffer_fetch_non_coherent as the GL_EXT_shader_framebuffer_fetch
        // extension.  Therefore, don't enable the extension on Arm and Qualcomm.
        // https://issuetracker.google.com/issues/186643966
        if (!(IsARM(mPhysicalDeviceProperties.vendorID) ||
              IsQualcomm(mPhysicalDeviceProperties.vendorID)))
        {
            // Enable GL_EXT_shader_framebuffer_fetch_non_coherent
            // For supporting this extension, gl::IMPLEMENTATION_MAX_DRAW_BUFFERS is used.
            mNativeExtensions.shaderFramebufferFetchNonCoherentEXT =
                mNativeCaps.maxDrawBuffers >= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS;
        }
    
        // Enable Program Binary extension.
        mNativeExtensions.getProgramBinaryOES = true;
        mNativeCaps.programBinaryFormats.push_back(GL_PROGRAM_BINARY_ANGLE);
    
        // Enable GL_NV_pixel_buffer_object extension.
        mNativeExtensions.pixelBufferObjectNV = true;
    
        // Enable GL_NV_fence extension.
        mNativeExtensions.fenceNV = true;
    
        // Enable GL_EXT_copy_image
        mNativeExtensions.copyImageEXT = true;
    
        // GL_EXT_clip_control
        mNativeExtensions.clipControlEXT = true;
    
        // Enable GL_EXT_texture_buffer and OES variant.  Nearly all formats required for this extension
        // are also required to have the UNIFORM_TEXEL_BUFFER feature bit in Vulkan, except for
        // R32G32B32_SFLOAT/UINT/SINT which are optional.  For many formats, the STORAGE_TEXEL_BUFFER
        // feature is optional though.  This extension is exposed only if the formats specified in
        // EXT_texture_buffer support the necessary feature bits.
        if (vk::HasTextureBufferSupport(this))
        {
            mNativeExtensions.textureBufferOES = true;
            mNativeExtensions.textureBufferEXT = true;
            mNativeCaps.maxTextureBufferSize   = LimitToInt(limitsVk.maxTexelBufferElements);
            mNativeCaps.textureBufferOffsetAlignment =
                LimitToInt(limitsVk.minTexelBufferOffsetAlignment);
        }
    
        // Atomic image operations in the vertex and fragment shaders require the
        // vertexPipelineStoresAndAtomics and fragmentStoresAndAtomics Vulkan features respectively.
        // If either of these features is not present, the number of image uniforms for that stage is
        // advertized as zero, so image atomic operations support can be agnostic of shader stages.
        //
        // GL_OES_shader_image_atomic requires that image atomic functions have support for r32i and
        // r32ui formats.  These formats have mandatory support for STORAGE_IMAGE_ATOMIC and
        // STORAGE_TEXEL_BUFFER_ATOMIC features in Vulkan.  Additionally, it requires that
        // imageAtomicExchange supports r32f, which is emulated in ANGLE transforming the shader to
        // expect r32ui instead.
        mNativeExtensions.shaderImageAtomicOES = true;
    
        // Geometry shaders are required for ES 3.2.
        // We don't support GS when we are emulating line raster due to the tricky position varying.
        if (mPhysicalDeviceFeatures.geometryShader && !mFeatures.basicGLLineRasterization.enabled)
        {
            // TODO: geometry shader support is incomplete.  http://anglebug.com/3571
            bool geometryShader = mFeatures.supportsTransformFeedbackExtension.enabled &&
                                  mFeatures.exposeNonConformantExtensionsAndVersions.enabled;
            mNativeExtensions.geometryShaderEXT = geometryShader;
            mNativeExtensions.geometryShaderOES = geometryShader;
            mNativeCaps.maxFramebufferLayers    = LimitToInt(limitsVk.maxFramebufferLayers);
    
            // If the provoking vertex feature is enabled, angle specifies to use
            // the "last" convention in order to match GL behavior. Otherwise, use
            // "first" as vulkan follows this convention for provoking vertex.
            mNativeCaps.layerProvokingVertex = (mFeatures.provokingVertex.enabled)
                                                   ? GL_LAST_VERTEX_CONVENTION_EXT
                                                   : GL_FIRST_VERTEX_CONVENTION_EXT;
    
            mNativeCaps.maxGeometryInputComponents =
                LimitToInt(limitsVk.maxGeometryInputComponents) - reservedVaryingComponentCount;
            mNativeCaps.maxGeometryOutputComponents =
                LimitToInt(limitsVk.maxGeometryOutputComponents) - reservedVaryingComponentCount;
            mNativeCaps.maxGeometryOutputVertices = LimitToInt(limitsVk.maxGeometryOutputVertices);
            mNativeCaps.maxGeometryTotalOutputComponents =
                LimitToInt(limitsVk.maxGeometryTotalOutputComponents);
            mNativeCaps.maxShaderStorageBlocks[gl::ShaderType::Geometry] =
                mNativeCaps.maxCombinedShaderOutputResources;
            mNativeCaps.maxShaderAtomicCounterBuffers[gl::ShaderType::Geometry] =
                maxCombinedAtomicCounterBuffers;
            mNativeCaps.maxGeometryShaderInvocations =
                LimitToInt(limitsVk.maxGeometryShaderInvocations);
        }
    
        // We don't support TS when we are emulating line raster due to the tricky position varying.
        if (mPhysicalDeviceFeatures.tessellationShader && !mFeatures.basicGLLineRasterization.enabled)
        {
            constexpr uint32_t kReservedTessellationDefaultUniformBindingCount = 2;
    
            // TODO: tessellation shader support is incomplete.  http://anglebug.com/3572
            mNativeExtensions.tessellationShaderEXT =
                mFeatures.supportsTransformFeedbackExtension.enabled &&
                mFeatures.exposeNonConformantExtensionsAndVersions.enabled;
            mNativeCaps.maxPatchVertices = LimitToInt(limitsVk.maxTessellationPatchSize);
            mNativeCaps.maxTessPatchComponents =
                LimitToInt(limitsVk.maxTessellationControlPerPatchOutputComponents);
            mNativeCaps.maxTessGenLevel = LimitToInt(limitsVk.maxTessellationGenerationLevel);
    
            mNativeCaps.maxTessControlInputComponents =
                LimitToInt(limitsVk.maxTessellationControlPerVertexInputComponents);
            mNativeCaps.maxTessControlOutputComponents =
                LimitToInt(limitsVk.maxTessellationControlPerVertexOutputComponents);
            mNativeCaps.maxTessControlTotalOutputComponents =
                LimitToInt(limitsVk.maxTessellationControlTotalOutputComponents);
            mNativeCaps.maxTessEvaluationInputComponents =
                LimitToInt(limitsVk.maxTessellationEvaluationInputComponents);
            mNativeCaps.maxTessEvaluationOutputComponents =
                LimitToInt(limitsVk.maxTessellationEvaluationOutputComponents);
    
            // There is 1 default uniform binding used per tessellation stages.
            mNativeCaps.maxCombinedUniformBlocks = LimitToInt(
                mNativeCaps.maxCombinedUniformBlocks + kReservedTessellationDefaultUniformBindingCount);
            mNativeCaps.maxUniformBufferBindings = LimitToInt(
                mNativeCaps.maxUniformBufferBindings + kReservedTessellationDefaultUniformBindingCount);
    
            mNativeCaps.maxShaderStorageBlocks[gl::ShaderType::TessControl] =
                mNativeCaps.maxCombinedShaderOutputResources;
            mNativeCaps.maxShaderAtomicCounterBuffers[gl::ShaderType::TessControl] =
                maxCombinedAtomicCounterBuffers;
    
            mNativeCaps.maxShaderStorageBlocks[gl::ShaderType::TessEvaluation] =
                mNativeCaps.maxCombinedShaderOutputResources;
            mNativeCaps.maxShaderAtomicCounterBuffers[gl::ShaderType::TessEvaluation] =
                maxCombinedAtomicCounterBuffers;
        }
    
        // GL_APPLE_clip_distance/GL_EXT_clip_cull_distance
        // From the EXT_clip_cull_distance extension spec:
        //
        // > Modify Section 7.2, "Built-In Constants" (p. 126)
        // >
        // > const mediump int gl_MaxClipDistances = 8;
        // > const mediump int gl_MaxCullDistances = 8;
        // > const mediump int gl_MaxCombinedClipAndCullDistances = 8;
        constexpr uint32_t kMaxClipDistancePerSpec                = 8;
        constexpr uint32_t kMaxCullDistancePerSpec                = 8;
        constexpr uint32_t kMaxCombinedClipAndCullDistancePerSpec = 8;
    
        // TODO: http://anglebug.com/5466
        // After implementing EXT_geometry_shader, EXT_clip_cull_distance should be additionally
        // implemented to support the geometry shader. Until then, EXT_clip_cull_distance is enabled
        // only in the experimental cases.
        if (mPhysicalDeviceFeatures.shaderClipDistance &&
            limitsVk.maxClipDistances >= kMaxClipDistancePerSpec)
        {
            mNativeExtensions.clipDistanceAPPLE = true;
            mNativeCaps.maxClipDistances =
                std::min<GLuint>(limitsVk.maxClipDistances, gl::IMPLEMENTATION_MAX_CLIP_DISTANCES);
    
            if (mPhysicalDeviceFeatures.shaderCullDistance &&
                limitsVk.maxCullDistances >= kMaxCullDistancePerSpec &&
                limitsVk.maxCombinedClipAndCullDistances >= kMaxCombinedClipAndCullDistancePerSpec)
            {
                mNativeExtensions.clipCullDistanceEXT       = true;
                mNativeCaps.maxCullDistances                = limitsVk.maxCullDistances;
                mNativeCaps.maxCombinedClipAndCullDistances = limitsVk.maxCombinedClipAndCullDistances;
            }
        }
    
        // GL_EXT_blend_func_extended
        mNativeExtensions.blendFuncExtended        = (mPhysicalDeviceFeatures.dualSrcBlend == VK_TRUE);
        mNativeExtensions.maxDualSourceDrawBuffers = LimitToInt(limitsVk.maxFragmentDualSrcAttachments);
    
        // GL_ANGLE_relaxed_vertex_attribute_type
        mNativeExtensions.relaxedVertexAttributeTypeANGLE = true;
    
        // GL_OVR_multiview*.  Bresenham line emulation does not work with multiview.  There's no
        // limitation in Vulkan to restrict an application to multiview 1.
        mNativeExtensions.multiview =
            mMultiviewFeatures.multiview && mFeatures.bresenhamLineRasterization.enabled;
        mNativeExtensions.multiview2 = mNativeExtensions.multiview;
        mNativeExtensions.maxViews   = mMultiviewProperties.maxMultiviewViewCount;
    
        // GL_ANGLE_yuv_internal_format
        mNativeExtensions.yuvInternalFormatANGLE =
            getFeatures().supportsYUVSamplerConversion.enabled && vk::CanSupportYuvInternalFormat(this);
    }
    
    namespace vk
    {
    
    bool CanSupportGPUShader5EXT(const VkPhysicalDeviceFeatures &features)
    {
        // We use the following Vulkan features to implement EXT_gpu_shader5:
        // - shaderImageGatherExtended: textureGatherOffset with non-constant offset and
        //   textureGatherOffsets family of functions.
        // - shaderSampledImageArrayDynamicIndexing and shaderUniformBufferArrayDynamicIndexing:
        //   dynamically uniform indices for samplers and uniform buffers.
        return features.shaderImageGatherExtended && features.shaderSampledImageArrayDynamicIndexing &&
               features.shaderUniformBufferArrayDynamicIndexing;
    }
    
    }  // namespace vk
    
    namespace egl_vk
    {
    
    namespace
    {
    
    EGLint ComputeMaximumPBufferPixels(const VkPhysicalDeviceProperties &physicalDeviceProperties)
    {
        // EGLints are signed 32-bit integers, it's fairly easy to overflow them, especially since
        // Vulkan's minimum guaranteed VkImageFormatProperties::maxResourceSize is 2^31 bytes.
        constexpr uint64_t kMaxValueForEGLint =
            static_cast<uint64_t>(std::numeric_limits<EGLint>::max());
    
        // TODO(geofflang): Compute the maximum size of a pbuffer by using the maxResourceSize result
        // from vkGetPhysicalDeviceImageFormatProperties for both the color and depth stencil format and
        // the exact image creation parameters that would be used to create the pbuffer. Because it is
        // always safe to return out-of-memory errors on pbuffer allocation, it's fine to simply return
        // the number of pixels in a max width by max height pbuffer for now. http://anglebug.com/2622
    
        // Storing the result of squaring a 32-bit unsigned int in a 64-bit unsigned int is safe.
        static_assert(std::is_same<decltype(physicalDeviceProperties.limits.maxImageDimension2D),
                                   uint32_t>::value,
                      "physicalDeviceProperties.limits.maxImageDimension2D expected to be a uint32_t.");
        const uint64_t maxDimensionsSquared =
            static_cast<uint64_t>(physicalDeviceProperties.limits.maxImageDimension2D) *
            static_cast<uint64_t>(physicalDeviceProperties.limits.maxImageDimension2D);
    
        return static_cast<EGLint>(std::min(maxDimensionsSquared, kMaxValueForEGLint));
    }
    
    // Generates a basic config for a combination of color format, depth stencil format and sample
    // count.
    egl::Config GenerateDefaultConfig(DisplayVk *display,
                                      const gl::InternalFormat &colorFormat,
                                      const gl::InternalFormat &depthStencilFormat,
                                      EGLint sampleCount)
    {
        const RendererVk *renderer = display->getRenderer();
    
        const VkPhysicalDeviceProperties &physicalDeviceProperties =
            renderer->getPhysicalDeviceProperties();
        gl::Version maxSupportedESVersion = renderer->getMaxSupportedESVersion();
    
        // ES3 features are required to emulate ES1
        EGLint es1Support = (maxSupportedESVersion.major >= 3 ? EGL_OPENGL_ES_BIT : 0);
        EGLint es2Support = (maxSupportedESVersion.major >= 2 ? EGL_OPENGL_ES2_BIT : 0);
        EGLint es3Support = (maxSupportedESVersion.major >= 3 ? EGL_OPENGL_ES3_BIT : 0);
    
        egl::Config config;
    
        config.renderTargetFormat = colorFormat.internalFormat;
        config.depthStencilFormat = depthStencilFormat.internalFormat;
        config.bufferSize         = colorFormat.pixelBytes * 8;
        config.redSize            = colorFormat.redBits;
        config.greenSize          = colorFormat.greenBits;
        config.blueSize           = colorFormat.blueBits;
        config.alphaSize          = colorFormat.alphaBits;
        config.alphaMaskSize      = 0;
        config.bindToTextureRGB   = colorFormat.format == GL_RGB;
        config.bindToTextureRGBA  = colorFormat.format == GL_RGBA || colorFormat.format == GL_BGRA_EXT;
        config.colorBufferType    = EGL_RGB_BUFFER;
        config.configCaveat       = GetConfigCaveat(colorFormat.internalFormat);
        config.conformant         = es1Support | es2Support | es3Support;
        config.depthSize          = depthStencilFormat.depthBits;
        config.stencilSize        = depthStencilFormat.stencilBits;
        config.level              = 0;
        config.matchNativePixmap  = EGL_NONE;
        config.maxPBufferWidth    = physicalDeviceProperties.limits.maxImageDimension2D;
        config.maxPBufferHeight   = physicalDeviceProperties.limits.maxImageDimension2D;
        config.maxPBufferPixels   = ComputeMaximumPBufferPixels(physicalDeviceProperties);
        config.maxSwapInterval    = 1;
        config.minSwapInterval    = 0;
        config.nativeRenderable   = EGL_TRUE;
        config.nativeVisualID     = static_cast<EGLint>(GetNativeVisualID(colorFormat));
        config.nativeVisualType   = EGL_NONE;
        config.renderableType     = es1Support | es2Support | es3Support;
        config.sampleBuffers      = (sampleCount > 0) ? 1 : 0;
        config.samples            = sampleCount;
        config.surfaceType        = EGL_WINDOW_BIT | EGL_PBUFFER_BIT;
        // Vulkan surfaces use a different origin than OpenGL, always prefer to be flipped vertically if
        // possible.
        config.optimalOrientation    = EGL_SURFACE_ORIENTATION_INVERT_Y_ANGLE;
        config.transparentType       = EGL_NONE;
        config.transparentRedValue   = 0;
        config.transparentGreenValue = 0;
        config.transparentBlueValue  = 0;
        config.colorComponentType =
            gl_egl::GLComponentTypeToEGLColorComponentType(colorFormat.componentType);
    
        // Vulkan always supports off-screen rendering.  Check the config with display to see if it can
        // also have window support.  If not, the following call should automatically remove
        // EGL_WINDOW_BIT.
        display->checkConfigSupport(&config);
    
        return config;
    }
    
    }  // anonymous namespace
    
    egl::ConfigSet GenerateConfigs(const GLenum *colorFormats,
                                   size_t colorFormatsCount,
                                   const GLenum *depthStencilFormats,
                                   size_t depthStencilFormatCount,
                                   DisplayVk *display)
    {
        ASSERT(colorFormatsCount > 0);
        ASSERT(display != nullptr);
    
        gl::SupportedSampleSet colorSampleCounts;
        gl::SupportedSampleSet depthStencilSampleCounts;
        gl::SupportedSampleSet sampleCounts;
    
        const VkPhysicalDeviceLimits &limits =
            display->getRenderer()->getPhysicalDeviceProperties().limits;
        const uint32_t depthStencilSampleCountsLimit = limits.framebufferDepthSampleCounts &
                                                       limits.framebufferStencilSampleCounts &
                                                       vk_gl::kSupportedSampleCounts;
    
        vk_gl::AddSampleCounts(limits.framebufferColorSampleCounts & vk_gl::kSupportedSampleCounts,
                               &colorSampleCounts);
        vk_gl::AddSampleCounts(depthStencilSampleCountsLimit, &depthStencilSampleCounts);
    
        // Always support 0 samples
        colorSampleCounts.insert(0);
        depthStencilSampleCounts.insert(0);
    
        std::set_intersection(colorSampleCounts.begin(), colorSampleCounts.end(),
                              depthStencilSampleCounts.begin(), depthStencilSampleCounts.end(),
                              std::inserter(sampleCounts, sampleCounts.begin()));
    
        egl::ConfigSet configSet;
    
        for (size_t colorFormatIdx = 0; colorFormatIdx < colorFormatsCount; colorFormatIdx++)
        {
            const gl::InternalFormat &colorFormatInfo =
                gl::GetSizedInternalFormatInfo(colorFormats[colorFormatIdx]);
            ASSERT(colorFormatInfo.sized);
    
            for (size_t depthStencilFormatIdx = 0; depthStencilFormatIdx < depthStencilFormatCount;
                 depthStencilFormatIdx++)
            {
                const gl::InternalFormat &depthStencilFormatInfo =
                    gl::GetSizedInternalFormatInfo(depthStencilFormats[depthStencilFormatIdx]);
                ASSERT(depthStencilFormats[depthStencilFormatIdx] == GL_NONE ||
                       depthStencilFormatInfo.sized);
    
                const gl::SupportedSampleSet *configSampleCounts = &sampleCounts;
                // If there is no depth/stencil buffer, use the color samples set.
                if (depthStencilFormats[depthStencilFormatIdx] == GL_NONE)
                {
                    configSampleCounts = &colorSampleCounts;
                }
                // If there is no color buffer, use the depth/stencil samples set.
                else if (colorFormats[colorFormatIdx] == GL_NONE)
                {
                    configSampleCounts = &depthStencilSampleCounts;
                }
    
                for (EGLint sampleCount : *configSampleCounts)
                {
                    egl::Config config = GenerateDefaultConfig(display, colorFormatInfo,
                                                               depthStencilFormatInfo, sampleCount);
                    configSet.add(config);
                }
            }
        }
    
        return configSet;
    }
    
    }  // namespace egl_vk
    
    }  // namespace rx