Hash :
8b79410b
Author :
Date :
2023-04-02T22:25:12
Vulkan: Treat readonly SSBOs as readonly! Instead of assuming SSBOs are always written to, this change adds plumbing for the backend to know when an SSBO is declared readonly and marks the buffer readonly accordingly. With this change, BufferVk can optimize uploads and copies to and from the buffer with the knowledge that it can be safely mapped on the CPU for read while it's being used by the GPU. Bug: b/276002151 Change-Id: I75342148c07949a83436054a738395bbd88caec5 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4392720 Reviewed-by: Charlie Lao <cclao@google.com> Reviewed-by: Yuxin Hu <yuxinhu@google.com> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
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//
// Copyright 2010 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.
//
#include "libANGLE/Uniform.h"
#include <cstring>
namespace gl
{
ActiveVariable::ActiveVariable() {}
ActiveVariable::~ActiveVariable() {}
ActiveVariable::ActiveVariable(const ActiveVariable &rhs) = default;
ActiveVariable &ActiveVariable::operator=(const ActiveVariable &rhs) = default;
void ActiveVariable::setActive(ShaderType shaderType, bool used)
{
ASSERT(shaderType != ShaderType::InvalidEnum);
mActiveUseBits.set(shaderType, used);
}
void ActiveVariable::unionReferencesWith(const ActiveVariable &other)
{
mActiveUseBits |= other.mActiveUseBits;
}
ShaderType ActiveVariable::getFirstShaderTypeWhereActive() const
{
return static_cast<ShaderType>(ScanForward(mActiveUseBits.bits()));
}
GLuint ActiveVariable::activeShaderCount() const
{
return static_cast<GLuint>(mActiveUseBits.count());
}
LinkedUniform::LinkedUniform()
: typeInfo(nullptr),
bufferIndex(-1),
blockInfo(sh::kDefaultBlockMemberInfo),
outerArrayOffset(0)
{}
LinkedUniform::LinkedUniform(GLenum typeIn,
GLenum precisionIn,
const std::string &nameIn,
const std::vector<unsigned int> &arraySizesIn,
const int bindingIn,
const int offsetIn,
const int locationIn,
const int bufferIndexIn,
const sh::BlockMemberInfo &blockInfoIn)
: typeInfo(&GetUniformTypeInfo(typeIn)),
bufferIndex(bufferIndexIn),
blockInfo(blockInfoIn),
outerArrayOffset(0)
{
type = typeIn;
precision = precisionIn;
name = nameIn;
arraySizes = arraySizesIn;
binding = bindingIn;
offset = offsetIn;
location = locationIn;
ASSERT(!isArrayOfArrays());
ASSERT(!isArray() || !isStruct());
}
LinkedUniform::LinkedUniform(const sh::ShaderVariable &uniform)
: sh::ShaderVariable(uniform),
typeInfo(&GetUniformTypeInfo(type)),
bufferIndex(-1),
blockInfo(sh::kDefaultBlockMemberInfo)
{
ASSERT(!isArrayOfArrays());
ASSERT(!isArray() || !isStruct());
}
LinkedUniform::LinkedUniform(const LinkedUniform &uniform)
: sh::ShaderVariable(uniform),
ActiveVariable(uniform),
typeInfo(uniform.typeInfo),
bufferIndex(uniform.bufferIndex),
blockInfo(uniform.blockInfo),
outerArraySizes(uniform.outerArraySizes),
outerArrayOffset(uniform.outerArrayOffset)
{}
LinkedUniform &LinkedUniform::operator=(const LinkedUniform &uniform)
{
sh::ShaderVariable::operator=(uniform);
ActiveVariable::operator=(uniform);
typeInfo = uniform.typeInfo;
bufferIndex = uniform.bufferIndex;
blockInfo = uniform.blockInfo;
outerArraySizes = uniform.outerArraySizes;
outerArrayOffset = uniform.outerArrayOffset;
return *this;
}
LinkedUniform::~LinkedUniform() {}
BufferVariable::BufferVariable()
: bufferIndex(-1), blockInfo(sh::kDefaultBlockMemberInfo), topLevelArraySize(-1)
{}
BufferVariable::BufferVariable(GLenum typeIn,
GLenum precisionIn,
const std::string &nameIn,
const std::vector<unsigned int> &arraySizesIn,
const int bufferIndexIn,
const sh::BlockMemberInfo &blockInfoIn)
: bufferIndex(bufferIndexIn), blockInfo(blockInfoIn), topLevelArraySize(-1)
{
type = typeIn;
precision = precisionIn;
name = nameIn;
arraySizes = arraySizesIn;
}
BufferVariable::~BufferVariable() {}
ShaderVariableBuffer::ShaderVariableBuffer() : binding(0), dataSize(0) {}
ShaderVariableBuffer::ShaderVariableBuffer(const ShaderVariableBuffer &other) = default;
ShaderVariableBuffer::~ShaderVariableBuffer() {}
int ShaderVariableBuffer::numActiveVariables() const
{
return static_cast<int>(memberIndexes.size());
}
InterfaceBlock::InterfaceBlock() : isArray(false), isReadOnly(false), arrayElement(0) {}
InterfaceBlock::InterfaceBlock(const std::string &nameIn,
const std::string &mappedNameIn,
bool isArrayIn,
bool isReadOnlyIn,
unsigned int arrayElementIn,
unsigned int firstFieldArraySizeIn,
int bindingIn)
: name(nameIn),
mappedName(mappedNameIn),
isArray(isArrayIn),
isReadOnly(isReadOnlyIn),
arrayElement(arrayElementIn),
firstFieldArraySize(firstFieldArraySizeIn)
{
binding = bindingIn;
}
InterfaceBlock::InterfaceBlock(const InterfaceBlock &other) = default;
std::string InterfaceBlock::nameWithArrayIndex() const
{
std::stringstream fullNameStr;
fullNameStr << name;
if (isArray)
{
fullNameStr << "[" << arrayElement << "]";
}
return fullNameStr.str();
}
std::string InterfaceBlock::mappedNameWithArrayIndex() const
{
std::stringstream fullNameStr;
fullNameStr << mappedName;
if (isArray)
{
fullNameStr << "[" << arrayElement << "]";
}
return fullNameStr.str();
}
} // namespace gl