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kc3-lang/angle/src/libANGLE/renderer/vulkan/ProgramExecutableVk.h

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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/ProgramExecutableVk.h
  • //
    // Copyright 2020 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.
    //
    
    // ProgramExecutableVk.h: Collects the information and interfaces common to both ProgramVks and
    // ProgramPipelineVks in order to execute/draw with either.
    
    #ifndef LIBANGLE_RENDERER_VULKAN_PROGRAMEXECUTABLEVK_H_
    #define LIBANGLE_RENDERER_VULKAN_PROGRAMEXECUTABLEVK_H_
    
    #include "common/bitset_utils.h"
    #include "common/mathutil.h"
    #include "common/utilities.h"
    #include "libANGLE/Context.h"
    #include "libANGLE/InfoLog.h"
    #include "libANGLE/renderer/glslang_wrapper_utils.h"
    #include "libANGLE/renderer/vulkan/ContextVk.h"
    #include "libANGLE/renderer/vulkan/vk_cache_utils.h"
    #include "libANGLE/renderer/vulkan/vk_helpers.h"
    
    namespace rx
    {
    
    class ShaderInfo final : angle::NonCopyable
    {
      public:
        ShaderInfo();
        ~ShaderInfo();
    
        angle::Result initShaders(const gl::ShaderBitSet &linkedShaderStages,
                                  const gl::ShaderMap<const angle::spirv::Blob *> &spirvBlobs,
                                  const ShaderInterfaceVariableInfoMap &variableInfoMap);
        void release(ContextVk *contextVk);
    
        ANGLE_INLINE bool valid() const { return mIsInitialized; }
    
        const gl::ShaderMap<angle::spirv::Blob> &getSpirvBlobs() const { return mSpirvBlobs; }
    
        // Save and load implementation for GLES Program Binary support.
        void load(gl::BinaryInputStream *stream);
        void save(gl::BinaryOutputStream *stream);
    
      private:
        gl::ShaderMap<angle::spirv::Blob> mSpirvBlobs;
        bool mIsInitialized = false;
    };
    
    struct ProgramTransformOptions final
    {
        uint8_t enableLineRasterEmulation : 1;
        uint8_t removeEarlyFragmentTestsOptimization : 1;
        uint8_t surfaceRotation : 3;
        uint8_t enableDepthCorrection : 1;
        uint8_t reserved : 2;  // must initialize to zero
        static constexpr uint32_t kPermutationCount = 0x1 << 6;
    };
    static_assert(sizeof(ProgramTransformOptions) == 1, "Size check failed");
    static_assert(static_cast<int>(SurfaceRotation::EnumCount) <= 8, "Size check failed");
    
    class ProgramInfo final : angle::NonCopyable
    {
      public:
        ProgramInfo();
        ~ProgramInfo();
    
        angle::Result initProgram(ContextVk *contextVk,
                                  const gl::ShaderType shaderType,
                                  bool isLastPreFragmentStage,
                                  bool isTransformFeedbackProgram,
                                  const ShaderInfo &shaderInfo,
                                  ProgramTransformOptions optionBits,
                                  const ShaderInterfaceVariableInfoMap &variableInfoMap);
        void release(ContextVk *contextVk);
    
        ANGLE_INLINE bool valid(const gl::ShaderType shaderType) const
        {
            return mProgramHelper.valid(shaderType);
        }
    
        vk::ShaderProgramHelper *getShaderProgram() { return &mProgramHelper; }
    
      private:
        vk::ShaderProgramHelper mProgramHelper;
        gl::ShaderMap<vk::RefCounted<vk::ShaderAndSerial>> mShaders;
    };
    
    // State for the default uniform blocks.
    struct DefaultUniformBlock final : private angle::NonCopyable
    {
        DefaultUniformBlock();
        ~DefaultUniformBlock();
    
        // 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;
    };
    
    // Performance and resource counters.
    using DescriptorSetCountList = angle::PackedEnumMap<DescriptorSetIndex, uint32_t>;
    template <typename T>
    using FormatIndexMap = angle::HashMap<T, uint32_t>;
    
    struct ProgramExecutablePerfCounters
    {
        DescriptorSetCountList descriptorSetAllocations;
        DescriptorSetCountList descriptorSetCacheHits;
        DescriptorSetCountList descriptorSetCacheMisses;
    };
    
    class ProgramExecutableVk
    {
      public:
        ProgramExecutableVk();
        virtual ~ProgramExecutableVk();
    
        void reset(ContextVk *contextVk);
    
        void save(gl::BinaryOutputStream *stream);
        std::unique_ptr<rx::LinkEvent> load(gl::BinaryInputStream *stream);
    
        void clearVariableInfoMap();
    
        ProgramVk *getShaderProgram(const gl::State &glState, gl::ShaderType shaderType) const;
    
        void fillProgramStateMap(const ContextVk *contextVk,
                                 gl::ShaderMap<const gl::ProgramState *> *programStatesOut);
        const gl::ProgramExecutable &getGlExecutable();
    
        ProgramInfo &getGraphicsDefaultProgramInfo() { return mGraphicsProgramInfos[0]; }
        ProgramInfo &getGraphicsProgramInfo(ProgramTransformOptions option)
        {
            uint8_t index = gl::bitCast<uint8_t, ProgramTransformOptions>(option);
            return mGraphicsProgramInfos[index];
        }
        ProgramInfo &getComputeProgramInfo() { return mComputeProgramInfo; }
        vk::BufferSerial getCurrentDefaultUniformBufferSerial() const
        {
            return mCurrentDefaultUniformBufferSerial;
        }
    
        angle::Result getGraphicsPipeline(ContextVk *contextVk,
                                          gl::PrimitiveMode mode,
                                          const vk::GraphicsPipelineDesc &desc,
                                          const gl::AttributesMask &activeAttribLocations,
                                          const vk::GraphicsPipelineDesc **descPtrOut,
                                          vk::PipelineHelper **pipelineOut);
    
        angle::Result getComputePipeline(ContextVk *contextVk, vk::PipelineAndSerial **pipelineOut);
    
        const vk::PipelineLayout &getPipelineLayout() const { return mPipelineLayout.get(); }
        angle::Result createPipelineLayout(const gl::Context *glContext,
                                           gl::ActiveTextureArray<vk::TextureUnit> *activeTextures);
    
        angle::Result updateTexturesDescriptorSet(ContextVk *contextVk,
                                                  const vk::TextureDescriptorDesc &texturesDesc);
        angle::Result updateShaderResourcesDescriptorSet(
            ContextVk *contextVk,
            FramebufferVk *framebufferVk,
            const vk::ShaderBuffersDescriptorDesc &shaderBuffersDesc,
            vk::CommandBufferHelper *commandBufferHelper);
        angle::Result updateTransformFeedbackDescriptorSet(
            const gl::ProgramState &programState,
            gl::ShaderMap<DefaultUniformBlock> &defaultUniformBlocks,
            vk::BufferHelper *defaultUniformBuffer,
            ContextVk *contextVk,
            const vk::UniformsAndXfbDescriptorDesc &xfbBufferDesc);
        angle::Result updateInputAttachmentDescriptorSet(const gl::ProgramExecutable &executable,
                                                         const gl::ShaderType shaderType,
                                                         ContextVk *contextVk,
                                                         FramebufferVk *framebufferVk);
    
        angle::Result updateDescriptorSets(ContextVk *contextVk, vk::CommandBuffer *commandBuffer);
    
        void updateEarlyFragmentTestsOptimization(ContextVk *contextVk);
    
        void setProgram(ProgramVk *program)
        {
            ASSERT(!mProgram && !mProgramPipeline);
            mProgram = program;
        }
        void setProgramPipeline(ProgramPipelineVk *pipeline)
        {
            ASSERT(!mProgram && !mProgramPipeline);
            mProgramPipeline = pipeline;
        }
    
        bool usesDynamicUniformBufferDescriptors() const
        {
            return mUniformBufferDescriptorType == VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
        }
    
        bool isImmutableSamplerFormatCompatible(const FormatIndexMap<uint64_t> &externalFormatIndexMap,
                                                const FormatIndexMap<VkFormat> &vkFormatIndexMap) const
        {
            return (mExternalFormatIndexMap == externalFormatIndexMap &&
                    mVkFormatIndexMap == vkFormatIndexMap);
        }
    
        void accumulateCacheStats(VulkanCacheType cacheType, const CacheStats &cacheStats);
        ProgramExecutablePerfCounters getAndResetObjectPerfCounters();
    
      private:
        friend class ProgramVk;
        friend class ProgramPipelineVk;
    
        angle::Result allocUniformAndXfbDescriptorSet(
            ContextVk *contextVk,
            const vk::UniformsAndXfbDescriptorDesc &xfbBufferDesc,
            bool *newDescriptorSetAllocated);
    
        angle::Result allocateDescriptorSet(ContextVk *contextVk,
                                            DescriptorSetIndex descriptorSetIndex);
        angle::Result allocateDescriptorSetAndGetInfo(ContextVk *contextVk,
                                                      DescriptorSetIndex descriptorSetIndex,
                                                      bool *newPoolAllocatedOut);
        void addInterfaceBlockDescriptorSetDesc(const std::vector<gl::InterfaceBlock> &blocks,
                                                const gl::ShaderType shaderType,
                                                VkDescriptorType descType,
                                                vk::DescriptorSetLayoutDesc *descOut);
        void addAtomicCounterBufferDescriptorSetDesc(
            const std::vector<gl::AtomicCounterBuffer> &atomicCounterBuffers,
            const gl::ShaderType shaderType,
            vk::DescriptorSetLayoutDesc *descOut);
        void addImageDescriptorSetDesc(const gl::ProgramExecutable &executable,
                                       vk::DescriptorSetLayoutDesc *descOut);
        void addInputAttachmentDescriptorSetDesc(const gl::ProgramExecutable &executable,
                                                 const gl::ShaderType shaderType,
                                                 vk::DescriptorSetLayoutDesc *descOut);
        void addTextureDescriptorSetDesc(ContextVk *contextVk,
                                         const gl::ProgramState &programState,
                                         const gl::ActiveTextureArray<vk::TextureUnit> *activeTextures,
                                         vk::DescriptorSetLayoutDesc *descOut);
    
        void resolvePrecisionMismatch(const gl::ProgramMergedVaryings &mergedVaryings);
        void updateDefaultUniformsDescriptorSet(const gl::ShaderType shaderType,
                                                const DefaultUniformBlock &defaultUniformBlock,
                                                vk::BufferHelper *defaultUniformBuffer,
                                                ContextVk *contextVk);
        void updateTransformFeedbackDescriptorSetImpl(const gl::ProgramState &programState,
                                                      ContextVk *contextVk);
        angle::Result getOrAllocateShaderResourcesDescriptorSet(
            ContextVk *contextVk,
            const vk::ShaderBuffersDescriptorDesc *shaderBuffersDesc,
            VkDescriptorSet *descriptorSetOut);
        angle::Result updateBuffersDescriptorSet(
            ContextVk *contextVk,
            const gl::ShaderType shaderType,
            const vk::ShaderBuffersDescriptorDesc &shaderBuffersDesc,
            const std::vector<gl::InterfaceBlock> &blocks,
            VkDescriptorType descriptorType,
            bool cacheHit);
        angle::Result updateAtomicCounterBuffersDescriptorSet(
            ContextVk *contextVk,
            const gl::ProgramState &programState,
            const gl::ShaderType shaderType,
            const vk::ShaderBuffersDescriptorDesc &shaderBuffersDesc,
            bool cacheHit);
        angle::Result updateImagesDescriptorSet(ContextVk *contextVk,
                                                const gl::ProgramExecutable &executable,
                                                const gl::ShaderType shaderType);
        angle::Result initDynamicDescriptorPools(ContextVk *contextVk,
                                                 vk::DescriptorSetLayoutDesc &descriptorSetLayoutDesc,
                                                 DescriptorSetIndex descriptorSetIndex,
                                                 VkDescriptorSetLayout descriptorSetLayout);
    
        void outputCumulativePerfCounters();
    
        // Descriptor sets for uniform blocks and textures for this program.
        vk::DescriptorSetArray<VkDescriptorSet> mDescriptorSets;
        vk::DescriptorSetArray<VkDescriptorSet> mEmptyDescriptorSets;
        uint32_t mNumDefaultUniformDescriptors;
        vk::BufferSerial mCurrentDefaultUniformBufferSerial;
    
        DescriptorSetCache<vk::UniformsAndXfbDescriptorDesc, VulkanCacheType::UniformsAndXfbDescriptors>
            mUniformsAndXfbDescriptorsCache;
        DescriptorSetCache<vk::TextureDescriptorDesc, VulkanCacheType::TextureDescriptors>
            mTextureDescriptorsCache;
        DescriptorSetCache<vk::ShaderBuffersDescriptorDesc, VulkanCacheType::ShaderBuffersDescriptors>
            mShaderBufferDescriptorsCache;
    
        // We keep a reference to the pipeline and descriptor set layouts. This ensures they don't get
        // deleted while this program is in use.
        uint32_t mImmutableSamplersMaxDescriptorCount;
        FormatIndexMap<uint64_t> mExternalFormatIndexMap;
        FormatIndexMap<VkFormat> mVkFormatIndexMap;
        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::DescriptorSetArray<vk::RefCountedDescriptorPoolBinding> mDescriptorPoolBindings;
    
        // Store descriptor pools here. We store the descriptors in the Program to facilitate descriptor
        // cache management. It can also allow fewer descriptors for shaders which use fewer
        // textures/buffers.
        vk::DescriptorSetArray<vk::DynamicDescriptorPool> mDynamicDescriptorPools;
    
        // A set of dynamic offsets used with vkCmdBindDescriptorSets for the default uniform buffers.
        VkDescriptorType mUniformBufferDescriptorType;
        gl::ShaderVector<uint32_t> mDynamicUniformDescriptorOffsets;
        std::vector<uint32_t> mDynamicShaderBufferDescriptorOffsets;
    
        // TODO: http://anglebug.com/4524: Need a different hash key than a string,
        // since that's slow to calculate.
        ShaderInterfaceVariableInfoMap mVariableInfoMap;
    
        // We store all permutations of surface rotation and transformed SPIR-V programs here. We may
        // need some LRU algorithm to free least used programs to reduce the number of programs.
        ProgramInfo mGraphicsProgramInfos[ProgramTransformOptions::kPermutationCount];
        ProgramInfo mComputeProgramInfo;
    
        ProgramTransformOptions mTransformOptions;
    
        ProgramVk *mProgram;
        ProgramPipelineVk *mProgramPipeline;
    
        ProgramExecutablePerfCounters mPerfCounters;
        ProgramExecutablePerfCounters mCumulativePerfCounters;
    };
    
    }  // namespace rx
    
    #endif  // LIBANGLE_RENDERER_VULKAN_PROGRAMEXECUTABLEVK_H_