Hash :
2df17a12
Author :
Date :
2022-05-25T16:18:37
Vulkan: Pack driver uniforms Previously 5 vec4s were used for driver uniforms + 2 vec4s if specialization constants couldn't be supported. The driver uniforms are rearranged and packed such that only 2 vec4s are normally used, which include fallback for specialization constants as well. In the future, most of the specialization constants may turn into uniforms, and this change prepares for that. Additional uniforms are used (3 vec4s) only if common extensions are missing; transform feedback and bresenham lines. This change makes it more practical for driver uniforms to be turned into push constants. Additionally, these uniforms could potentially be loaded and cached at the beginning of the shader for more efficient memory access. On Pixel6, with this change, the traces show no difference in wall time. On most traces, CPU time shows up to ~7% improvement. Bug: angleproject:7366 Change-Id: I0f47f863955af06a19c69d1f1d7c45b97d95476e Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3668151 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Charlie Lao <cclao@google.com>
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//
// Copyright 2013 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.
//
// Contants.h: Defines some implementation specific and gl constants
#ifndef LIBANGLE_CONSTANTS_H_
#define LIBANGLE_CONSTANTS_H_
#include "common/platform.h"
#include <stdint.h>
namespace gl
{
// The binary cache is currently left disable by default, and the application can enable it.
const size_t kDefaultMaxProgramCacheMemoryBytes = 0;
enum
{
// Implementation upper limits, real maximums depend on the hardware
// Only up to 32x MSAA supported.
IMPLEMENTATION_MAX_SAMPLE_MASK_WORDS = 1,
IMPLEMENTATION_MAX_SAMPLES = 32,
MAX_VERTEX_ATTRIBS = 16,
MAX_VERTEX_ATTRIB_BINDINGS = 16,
IMPLEMENTATION_MAX_VARYING_VECTORS = 32,
IMPLEMENTATION_MAX_DRAW_BUFFERS = 8,
IMPLEMENTATION_MAX_FRAMEBUFFER_ATTACHMENTS =
IMPLEMENTATION_MAX_DRAW_BUFFERS + 2, // 2 extra for depth and/or stencil buffers
// The vast majority of devices support only one dual-source draw buffer
IMPLEMENTATION_MAX_DUAL_SOURCE_DRAW_BUFFERS = 1,
IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS = 16,
IMPLEMENTATION_MAX_GEOMETRY_SHADER_UNIFORM_BUFFERS = 16,
IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS = 16,
IMPLEMENTATION_MAX_COMPUTE_SHADER_UNIFORM_BUFFERS = 16,
// GL_EXT_geometry_shader increases the minimum value of GL_MAX_COMBINED_UNIFORM_BLOCKS to 36.
// GL_EXT_tessellation_shader increases the minimum value to 60.
IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS = 60,
// GL_EXT_geometry_shader increases the minimum value of GL_MAX_UNIFORM_BUFFER_BINDINGS to 48.
// GL_EXT_tessellation_shader increases the minimum value to 72.
IMPLEMENTATION_MAX_UNIFORM_BUFFER_BINDINGS = 72,
// Transform feedback limits set to the minimum required by the spec.
IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS = 128,
IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS = 4,
IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS = 4,
IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS = 4,
// Maximum number of views which are supported by the implementation of ANGLE_multiview.
IMPLEMENTATION_ANGLE_MULTIVIEW_MAX_VIEWS = 4,
// These are the maximums the implementation can support
// The actual GL caps are limited by the device caps
// and should be queried from the Context
IMPLEMENTATION_MAX_2D_TEXTURE_SIZE = 32768,
IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE = 32768,
IMPLEMENTATION_MAX_3D_TEXTURE_SIZE = 16384,
IMPLEMENTATION_MAX_2D_ARRAY_TEXTURE_LAYERS = 2048,
// 1+log2 of max of MAX_*_TEXTURE_SIZE
IMPLEMENTATION_MAX_TEXTURE_LEVELS = 16,
IMPLEMENTATION_MAX_SHADER_TEXTURES = 32,
// In ES 3.1 and below, the limit for active textures is 64.
IMPLEMENTATION_MAX_ES31_ACTIVE_TEXTURES = 64,
// In ES 3.2 we need to support a minimum of 96 maximum textures.
IMPLEMENTATION_MAX_ACTIVE_TEXTURES = 96,
IMPLEMENTATION_MAX_IMAGE_UNITS = IMPLEMENTATION_MAX_ACTIVE_TEXTURES,
// Maximum number of slots allocated for atomic counter buffers.
IMPLEMENTATION_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS = 8,
// Implementation upper limits, real maximums depend on the hardware.
IMPLEMENTATION_MAX_SHADER_STORAGE_BUFFER_BINDINGS = 64,
// Implementation upper limits of max number of clip distances (minimum required per spec)
IMPLEMENTATION_MAX_CLIP_DISTANCES = 8,
// Implementation upper limit for layered framebuffer layer count
IMPLEMENTATION_MAX_FRAMEBUFFER_LAYERS = 256,
};
namespace limits
{
// Almost all drivers use 2048 (the minimum value) as GL_MAX_VERTEX_ATTRIB_STRIDE. ANGLE advertizes
// the same limit.
constexpr uint32_t kMaxVertexAttribStride = 2048;
// Some of the minimums required by GL, used to detect if the backend meets the minimum requirement.
// Currently, there's no need to separate these values per spec version.
constexpr uint32_t kMinimumComputeStorageBuffers = 4;
// OpenGL ES 3.0+ Minimum Values
// Table 6.31 MAX_VERTEX_UNIFORM_BLOCKS minimum value = 12
// Table 6.32 MAX_FRAGMENT_UNIFORM_BLOCKS minimum value = 12
constexpr uint32_t kMinimumShaderUniformBlocks = 12;
// Table 6.31 MAX_VERTEX_OUTPUT_COMPONENTS minimum value = 64
constexpr uint32_t kMinimumVertexOutputComponents = 64;
// OpenGL ES 3.2+ Minimum Values
// Table 21.42 TEXTURE_BUFFER_OFFSET_ALIGNMENT minimum value = 256
constexpr uint32_t kMinTextureBufferOffsetAlignment = 256;
} // namespace limits
} // namespace gl
#endif // LIBANGLE_CONSTANTS_H_