Hash :
913f4f42
Author :
Date :
2020-04-15T00:54:37
Vulkan: Support VS, FS, and CS in the same PPO This CL adds support for a Program Pipeline Object to have a VS, FS, and CS attached to the same PPO and then using that PPO for both draw and dispatch calls. Bug: angleproject:3570 Test: KHR-GLES31.core.compute_shader.sso* Change-Id: I262cdbdfd442f6db5ba2b45d1308003102b237cb Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2150078 Reviewed-by: Tim Van Patten <timvp@google.com> Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com> Commit-Queue: Tim Van Patten <timvp@google.com>
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//
// Copyright 2017 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.
//
// ProgramPipeline.h: Defines the gl::ProgramPipeline class.
// Implements GL program pipeline objects and related functionality.
// [OpenGL ES 3.1] section 7.4 page 105.
#ifndef LIBANGLE_PROGRAMPIPELINE_H_
#define LIBANGLE_PROGRAMPIPELINE_H_
#include <memory>
#include "common/angleutils.h"
#include "libANGLE/Debug.h"
#include "libANGLE/Program.h"
#include "libANGLE/ProgramExecutable.h"
#include "libANGLE/RefCountObject.h"
namespace rx
{
class GLImplFactory;
class ProgramPipelineImpl;
} // namespace rx
namespace gl
{
class Context;
class ProgramPipeline;
class ProgramPipelineState final : angle::NonCopyable
{
public:
ProgramPipelineState();
~ProgramPipelineState();
const std::string &getLabel() const;
// A PPO can have both graphics and compute programs attached, so
// we don't know if the PPO is a 'graphics' or 'compute' PPO until the
// actual draw/dispatch call.
bool isCompute() const { return mIsCompute; }
void setIsCompute(bool isCompute) { mIsCompute = isCompute; }
const ProgramExecutable &getProgramExecutable() const { return mExecutable; }
ProgramExecutable &getProgramExecutable() { return mExecutable; }
void activeShaderProgram(Program *shaderProgram);
void useProgramStages(const Context *context, GLbitfield stages, Program *shaderProgram);
Program *getActiveShaderProgram() { return mActiveShaderProgram; }
GLboolean isValid() const { return mValid; }
const Program *getShaderProgram(ShaderType shaderType) const { return mPrograms[shaderType]; }
bool usesShaderProgram(ShaderProgramID program) const;
bool hasDefaultUniforms() const;
bool hasTextures() const;
bool hasUniformBuffers() const;
bool hasStorageBuffers() const;
bool hasAtomicCounterBuffers() const;
bool hasImages() const;
bool hasTransformFeedbackOutput() const;
private:
void useProgramStage(const Context *context, ShaderType shaderType, Program *shaderProgram);
friend class ProgramPipeline;
std::string mLabel;
bool mIsCompute;
// The active shader program
Program *mActiveShaderProgram;
// The shader programs for each stage.
ShaderMap<Program *> mPrograms;
GLboolean mValid;
GLboolean mHasBeenBound;
ProgramExecutable mExecutable;
};
class ProgramPipeline final : public RefCountObject<ProgramPipelineID>, public LabeledObject
{
public:
ProgramPipeline(rx::GLImplFactory *factory, ProgramPipelineID handle);
~ProgramPipeline() override;
void onDestroy(const Context *context) override;
void setLabel(const Context *context, const std::string &label) override;
const std::string &getLabel() const override;
const ProgramPipelineState &getState() const { return mState; }
const ProgramExecutable &getExecutable() const { return mState.getProgramExecutable(); }
ProgramExecutable &getExecutable() { return mState.getProgramExecutable(); }
rx::ProgramPipelineImpl *getImplementation() const;
Program *getActiveShaderProgram() { return mState.getActiveShaderProgram(); }
void activeShaderProgram(Program *shaderProgram);
Program *getLinkedActiveShaderProgram(const Context *context)
{
Program *program = mState.getActiveShaderProgram();
if (program)
{
program->resolveLink(context);
}
return program;
}
void useProgramStages(const Context *context, GLbitfield stages, Program *shaderProgram);
void updateExecutableAttributes();
void updateExecutableTextures();
void updateExecutable();
Program *getShaderProgram(ShaderType shaderType) const { return mState.mPrograms[shaderType]; }
ProgramMergedVaryings getMergedVaryings() const;
angle::Result link(const gl::Context *context);
bool linkVaryings(InfoLog &infoLog) const;
void validate(const gl::Context *context);
bool validateSamplers(InfoLog *infoLog, const Caps &caps);
bool usesShaderProgram(ShaderProgramID program) const
{
return mState.usesShaderProgram(program);
}
bool hasAnyDirtyBit() const { return mDirtyBits.any(); }
GLboolean isValid() const { return mState.isValid(); }
void bind() { mState.mHasBeenBound = true; }
GLboolean hasBeenBound() const { return mState.mHasBeenBound; }
// Program pipeline dirty bits.
enum DirtyBitType
{
// One of the program stages in the PPO changed.
DIRTY_BIT_PROGRAM_STAGE,
DIRTY_BIT_DRAW_DISPATCH_CHANGE,
DIRTY_BIT_COUNT = DIRTY_BIT_DRAW_DISPATCH_CHANGE + 1,
};
using DirtyBits = angle::BitSet<DIRTY_BIT_COUNT>;
angle::Result syncState(const Context *context);
void setDirtyBit(DirtyBitType dirtyBitType) { mDirtyBits.set(dirtyBitType); }
private:
void updateLinkedShaderStages();
std::unique_ptr<rx::ProgramPipelineImpl> mProgramPipelineImpl;
ProgramPipelineState mState;
DirtyBits mDirtyBits;
};
} // namespace gl
#endif // LIBANGLE_PROGRAMPIPELINE_H_