Hash :
3a9f18f1
Author :
Date :
2021-10-18T10:44:38
Refactor program pipeline handling. In preparation for moving more code from gl::Program to gl::ProgramExecutable so it can be shared with ProgramPipeline. Bug: angleproject:6566 Change-Id: Icb7ecccb37ae8e0d7d5fef8968f0dd7ef6fe6150 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3226305 Reviewed-by: Tim Van Patten <timvp@google.com> Reviewed-by: Cody Northrop <cnorthrop@google.com> Commit-Queue: Jamie Madill <jmadill@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/glslang_wrapper_utils.h"
#include "libANGLE/renderer/vulkan/ContextVk.h"
#include "libANGLE/renderer/vulkan/ProgramExecutableVk.h"
#include "libANGLE/renderer/vulkan/RendererVk.h"
#include "libANGLE/renderer/vulkan/TransformFeedbackVk.h"
#include "libANGLE/renderer/vulkan/vk_helpers.h"
namespace rx
{
ANGLE_INLINE bool UseLineRaster(const ContextVk *contextVk, gl::PrimitiveMode mode)
{
return contextVk->getFeatures().basicGLLineRasterization.enabled && gl::IsLineMode(mode);
}
class ProgramVk : public ProgramImpl
{
public:
ProgramVk(const gl::ProgramState &state);
~ProgramVk() override;
void destroy(const gl::Context *context) override;
std::unique_ptr<LinkEvent> load(const gl::Context *context,
gl::BinaryInputStream *stream,
gl::InfoLog &infoLog) override;
void save(const gl::Context *context, gl::BinaryOutputStream *stream) override;
void setBinaryRetrievableHint(bool retrievable) override;
void setSeparable(bool separable) override;
void fillProgramStateMap(gl::ShaderMap<const gl::ProgramState *> *programStatesOut);
std::unique_ptr<LinkEvent> link(const gl::Context *context,
const gl::ProgramLinkedResources &resources,
gl::InfoLog &infoLog,
const gl::ProgramMergedVaryings &mergedVaryings) 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;
angle::Result updateUniforms(ContextVk *contextVk);
void setAllDefaultUniformsDirty();
bool hasDirtyUniforms() const { return mDefaultUniformBlocksDirty.any(); }
bool isShaderUniformDirty(gl::ShaderType shaderType) const
{
return mDefaultUniformBlocksDirty[shaderType];
}
void setShaderUniformDirtyBit(gl::ShaderType shaderType)
{
if (!mDefaultUniformBlocks[shaderType].uniformData.empty())
{
mDefaultUniformBlocksDirty.set(shaderType);
}
}
void clearShaderUniformDirtyBit(gl::ShaderType shaderType)
{
mDefaultUniformBlocksDirty.reset(shaderType);
}
void onProgramBind();
const ProgramExecutableVk &getExecutable() const { return mExecutable; }
ProgramExecutableVk &getExecutable() { return mExecutable; }
gl::ShaderMap<DefaultUniformBlock> &getDefaultUniformBlocks() { return mDefaultUniformBlocks; }
size_t getDefaultUniformAlignedSize(ContextVk *contextVk, const gl::ShaderType shaderType) const
{
RendererVk *renderer = contextVk->getRenderer();
size_t alignment = static_cast<size_t>(
renderer->getPhysicalDeviceProperties().limits.minUniformBufferOffsetAlignment);
return roundUp(mDefaultUniformBlocks[shaderType].uniformData.size(), alignment);
}
size_t calcUniformUpdateRequiredSpace(ContextVk *contextVk,
const gl::ProgramExecutable &glExecutable,
gl::ShaderMap<VkDeviceSize> &uniformOffsets) const;
ANGLE_INLINE angle::Result initGraphicsShaderProgram(
ContextVk *contextVk,
const gl::ShaderType shaderType,
bool isLastPreFragmentStage,
ProgramTransformOptions optionBits,
ProgramInfo *programInfo,
const ShaderInterfaceVariableInfoMap &variableInfoMap)
{
return initProgram(contextVk, shaderType, isLastPreFragmentStage, optionBits, programInfo,
variableInfoMap);
}
ANGLE_INLINE angle::Result initComputeProgram(
ContextVk *contextVk,
ProgramInfo *programInfo,
const ShaderInterfaceVariableInfoMap &variableInfoMap)
{
ProgramTransformOptions optionBits = {};
return initProgram(contextVk, gl::ShaderType::Compute, false, optionBits, programInfo,
variableInfoMap);
}
const GlslangProgramInterfaceInfo &getGlslangProgramInterfaceInfo()
{
return mGlslangProgramInterfaceInfo;
}
private:
template <int cols, int rows>
void setUniformMatrixfv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
void reset(ContextVk *contextVk);
angle::Result initDefaultUniformBlocks(const gl::Context *glContext);
void generateUniformLayoutMapping(gl::ShaderMap<sh::BlockLayoutMap> &layoutMap,
gl::ShaderMap<size_t> &requiredBufferSize);
void initDefaultUniformLayoutMapping(gl::ShaderMap<sh::BlockLayoutMap> &layoutMap);
angle::Result resizeUniformBlockMemory(ContextVk *contextVk,
gl::ShaderMap<size_t> &requiredBufferSize);
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);
void linkResources(const gl::ProgramLinkedResources &resources);
ANGLE_INLINE angle::Result initProgram(ContextVk *contextVk,
const gl::ShaderType shaderType,
bool isLastPreFragmentStage,
ProgramTransformOptions optionBits,
ProgramInfo *programInfo,
const ShaderInterfaceVariableInfoMap &variableInfoMap)
{
ASSERT(mOriginalShaderInfo.valid());
// Create the program pipeline. This is done lazily and once per combination of
// specialization constants.
if (!programInfo->valid(shaderType))
{
const bool isTransformFeedbackProgram =
!mState.getLinkedTransformFeedbackVaryings().empty();
ANGLE_TRY(programInfo->initProgram(contextVk, shaderType, isLastPreFragmentStage,
isTransformFeedbackProgram, mOriginalShaderInfo,
optionBits, variableInfoMap));
}
ASSERT(programInfo->valid(shaderType));
return angle::Result::Continue;
}
gl::ShaderMap<DefaultUniformBlock> mDefaultUniformBlocks;
gl::ShaderBitSet mDefaultUniformBlocksDirty;
// We keep the SPIR-V code to use for draw call pipeline creation.
ShaderInfo mOriginalShaderInfo;
GlslangProgramInterfaceInfo mGlslangProgramInterfaceInfo;
ProgramExecutableVk mExecutable;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_VULKAN_PROGRAMVK_H_