Hash :
01f629e3
Author :
Date :
2023-05-26T10:23:20
Vulkan: Remove the loop when calling updateShaderBuffers Right now there is a loop of getLinkedShaderStages when calling mShaderBuffersDescriptorDesc.updateShaderBuffers. The shaderType variable is only used to check if block is active or not, and get info.binding. They can be retrieved without loop of shaderType. This CL removes the loop so that we call DescriptorSetDescBuilder::updateShaderBuffers only once. Similar thing is applied to atomic counter buffer and images. Bug: b/282194402 Change-Id: I03f3b4a391e773dfc162877802a2f940311866b8 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4554625 Commit-Queue: Charlie Lao <cclao@google.com> Reviewed-by: 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.
//
#ifndef LIBANGLE_UNIFORM_H_
#define LIBANGLE_UNIFORM_H_
#include <string>
#include <vector>
#include "angle_gl.h"
#include "common/MemoryBuffer.h"
#include "common/debug.h"
#include "common/utilities.h"
#include "compiler/translator/blocklayout.h"
#include "libANGLE/angletypes.h"
namespace gl
{
struct UniformTypeInfo;
struct ActiveVariable
{
ActiveVariable();
ActiveVariable(const ActiveVariable &rhs);
virtual ~ActiveVariable();
ActiveVariable &operator=(const ActiveVariable &rhs);
ShaderType getFirstShaderTypeWhereActive() const
{
return static_cast<ShaderType>(ScanForward(mActiveUseBits.bits()));
}
void setActive(ShaderType shaderType, bool used);
void unionReferencesWith(const ActiveVariable &other);
bool isActive(ShaderType shaderType) const
{
ASSERT(shaderType != ShaderType::InvalidEnum);
return mActiveUseBits[shaderType];
}
ShaderBitSet activeShaders() const { return mActiveUseBits; }
GLuint activeShaderCount() const { return static_cast<GLuint>(mActiveUseBits.count()); }
private:
ShaderBitSet mActiveUseBits;
};
// Helper struct representing a single shader uniform
struct LinkedUniform : public sh::ShaderVariable, public ActiveVariable
{
LinkedUniform();
LinkedUniform(GLenum type,
GLenum precision,
const std::string &name,
const std::vector<unsigned int> &arraySizes,
const int binding,
const int offset,
const int location,
const int bufferIndex,
const sh::BlockMemberInfo &blockInfo);
LinkedUniform(const sh::ShaderVariable &uniform);
LinkedUniform(const LinkedUniform &uniform);
LinkedUniform &operator=(const LinkedUniform &uniform);
~LinkedUniform() override;
bool isSampler() const { return typeInfo->isSampler; }
bool isImage() const { return typeInfo->isImageType; }
bool isAtomicCounter() const { return IsAtomicCounterType(type); }
bool isInDefaultBlock() const { return bufferIndex == -1; }
bool isField() const { return name.find('.') != std::string::npos; }
size_t getElementSize() const { return typeInfo->externalSize; }
size_t getElementComponents() const { return typeInfo->componentCount; }
const UniformTypeInfo *typeInfo;
// Identifies the containing buffer backed resource -- interface block or atomic counter buffer.
int bufferIndex;
sh::BlockMemberInfo blockInfo;
std::vector<unsigned int> outerArraySizes;
unsigned int outerArrayOffset;
};
struct BufferVariable : public sh::ShaderVariable, public ActiveVariable
{
BufferVariable();
BufferVariable(GLenum type,
GLenum precision,
const std::string &name,
const std::vector<unsigned int> &arraySizes,
const int bufferIndex,
const sh::BlockMemberInfo &blockInfo);
~BufferVariable() override;
int bufferIndex;
sh::BlockMemberInfo blockInfo;
int topLevelArraySize;
};
// Parent struct for atomic counter, uniform block, and shader storage block buffer, which all
// contain a group of shader variables, and have a GL buffer backed.
struct ShaderVariableBuffer : public ActiveVariable
{
ShaderVariableBuffer();
ShaderVariableBuffer(const ShaderVariableBuffer &other);
~ShaderVariableBuffer() override;
int numActiveVariables() const;
int binding;
unsigned int dataSize;
std::vector<unsigned int> memberIndexes;
};
using AtomicCounterBuffer = ShaderVariableBuffer;
// Helper struct representing a single shader interface block
struct InterfaceBlock : public ShaderVariableBuffer
{
InterfaceBlock();
InterfaceBlock(const std::string &nameIn,
const std::string &mappedNameIn,
bool isArrayIn,
bool isReadOnlyIn,
unsigned int arrayElementIn,
unsigned int firstFieldArraySizeIn,
int bindingIn);
InterfaceBlock(const InterfaceBlock &other);
std::string nameWithArrayIndex() const;
std::string mappedNameWithArrayIndex() const;
std::string name;
std::string mappedName;
bool isArray;
// Only valid for SSBOs, specifies whether it has the readonly qualifier.
bool isReadOnly;
unsigned int arrayElement;
unsigned int firstFieldArraySize;
};
} // namespace gl
#endif // LIBANGLE_UNIFORM_H_