Hash :
050b124d
Author :
Date :
2019-06-30T03:26:18
Reland "Vulkan: Debug overlay" This is a reland of e54d0f90d1a165404236fd7abd1b05ddd041a686 This was reverted due to a build failure as a result of a missing virtual destructor in the widget base class. Original change's description: > Vulkan: Debug overlay > > A debug overlay system for the Vulkan backend designed with efficiency > and runtime configurability in mind. Overlay widgets are of two > fundamental types: > > - Text widgets: A single line of text with small, medium or large font. > - Graph widgets: A bar graph of data. > > Built on these, various overlay widget types are defined that gather > statistics. Five such types are defined with one widget per type as > example: > > - Count: A widget that counts something. VulkanValidationMessageCount > is an overlay widget of this type that shows the number of validation > messages received from the validation layers. > - Text: A generic text. VulkanLastValidationMessage is an overlay > widget of this type that shows the last validation message. > - PerSecond: A value that gets reset every second automatically. FPS is > an overlay widget of this type that simply gets incremented on every > swap(). > - RunningGraph: A graph of last N values. VulkanCommandGraphSize is an > overlay of this type. On every vkQueueSubmit, the number of nodes in > the command graph is accumulated. On every present(), the value is > taken as the number of nodes for the whole duration of the frame. > - RunningHistogram: A histogram of last N values. Input values are in > the [0, 1] range and they are ranked to N buckets for histogram > calculation. VulkanSecondaryCommandBufferPoolWaste is an overlay > widget of this type. On vkQueueSubmit, the memory waste from command > buffer pool allocations is recorded in the histogram. > > Overlay font is placed in libANGLE/overlay/ which gen_overlay_fonts.py > processes to create an array of bits, which is processed at runtime to > create the actual font image (an image with 3 layers). > > The overlay widget layout is defined in overlay_widgets.json which > gen_overlay_widgets.py processes to generate an array of widgetss, each > of its respective type, and sets their properties, such as color and > bounding box. The json file allows widgets to align against other > widgets as well as against the framebuffer edges. > > Two compute shaders are implemented to efficiently render the UI: > > - OverlayCull: This shader creates a bitset of Text and Graph widgets > whose bounding boxes intersect a corresponding subgroup processed by > OverlayDraw. This is done only when the enabled overlay widgets are > changed (a feature that is not yet implemented) or the surface is > resized. > - OverlayDraw: Using the bitsets generated by OverlayCull, values that > are uniform for each workgroup (set to be equal to hardware subgroup > size), this shader loops over enabled widgets that can possibly > intersect the pixel being processed and renders and blends in texts > and graphs. This is done once per frame on present(). > > Currently, to enable overlay widgets an environment variable is used. > For example: > > $ export ANGLE_OVERLAY=FPS:VulkanSecondaryCommandBufferPoolWaste > $ ./hello_triangle --use-angle=vulkan > > Possible future work: > > - On Android, add settings in developer options and enable widgets based > on those. > - Spawn a small server in ANGLE and write an application that sends > enable/disable commands remotely. > - Implement overlay for other backends. > > Bug: angleproject:3757 > Change-Id: If9c6974d1935c18f460ec569e79b41188bd7afcc > Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1729440 > Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> > Reviewed-by: Jamie Madill <jmadill@chromium.org> Bug: angleproject:3757 Change-Id: I47915d88b37b6f882c686c2de13fca309a10b572 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1780897 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@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.
//
// ContextNULL.cpp:
// Implements the class methods for ContextNULL.
//
#include "libANGLE/renderer/null/ContextNULL.h"
#include "common/debug.h"
#include "libANGLE/Context.h"
#include "libANGLE/renderer/OverlayImpl.h"
#include "libANGLE/renderer/null/BufferNULL.h"
#include "libANGLE/renderer/null/CompilerNULL.h"
#include "libANGLE/renderer/null/DisplayNULL.h"
#include "libANGLE/renderer/null/FenceNVNULL.h"
#include "libANGLE/renderer/null/FramebufferNULL.h"
#include "libANGLE/renderer/null/ImageNULL.h"
#include "libANGLE/renderer/null/PathNULL.h"
#include "libANGLE/renderer/null/ProgramNULL.h"
#include "libANGLE/renderer/null/ProgramPipelineNULL.h"
#include "libANGLE/renderer/null/QueryNULL.h"
#include "libANGLE/renderer/null/RenderbufferNULL.h"
#include "libANGLE/renderer/null/SamplerNULL.h"
#include "libANGLE/renderer/null/ShaderNULL.h"
#include "libANGLE/renderer/null/SyncNULL.h"
#include "libANGLE/renderer/null/TextureNULL.h"
#include "libANGLE/renderer/null/TransformFeedbackNULL.h"
#include "libANGLE/renderer/null/VertexArrayNULL.h"
namespace rx
{
AllocationTrackerNULL::AllocationTrackerNULL(size_t maxTotalAllocationSize)
: mAllocatedBytes(0), mMaxBytes(maxTotalAllocationSize)
{}
AllocationTrackerNULL::~AllocationTrackerNULL()
{
// ASSERT that all objects with the NULL renderer clean up after themselves
ASSERT(mAllocatedBytes == 0);
}
bool AllocationTrackerNULL::updateMemoryAllocation(size_t oldSize, size_t newSize)
{
ASSERT(mAllocatedBytes >= oldSize);
size_t sizeAfterRelease = mAllocatedBytes - oldSize;
size_t sizeAfterReallocate = sizeAfterRelease + newSize;
if (sizeAfterReallocate < sizeAfterRelease || sizeAfterReallocate > mMaxBytes)
{
// Overflow or allocation would be too large
return false;
}
mAllocatedBytes = sizeAfterReallocate;
return true;
}
ContextNULL::ContextNULL(const gl::State &state,
gl::ErrorSet *errorSet,
AllocationTrackerNULL *allocationTracker)
: ContextImpl(state, errorSet), mAllocationTracker(allocationTracker)
{
ASSERT(mAllocationTracker != nullptr);
mExtensions = gl::Extensions();
mExtensions.fence = true;
mExtensions.instancedArraysANGLE = true;
mExtensions.instancedArraysEXT = true;
mExtensions.pixelBufferObject = true;
mExtensions.mapBuffer = true;
mExtensions.mapBufferRange = true;
mExtensions.copyTexture = true;
mExtensions.copyCompressedTexture = true;
mExtensions.textureRectangle = true;
mExtensions.textureUsage = true;
mExtensions.vertexArrayObject = true;
mExtensions.debugMarker = true;
mExtensions.translatedShaderSource = true;
mExtensions.textureStorage = true;
mExtensions.rgb8rgba8 = true;
mExtensions.textureCompressionDXT1 = true;
mExtensions.textureCompressionDXT3 = true;
mExtensions.textureCompressionDXT5 = true;
mExtensions.textureCompressionS3TCsRGB = true;
mExtensions.textureCompressionASTCHDRKHR = true;
mExtensions.textureCompressionASTCLDRKHR = true;
mExtensions.textureCompressionASTCOES = true;
mExtensions.compressedETC1RGB8Texture = true;
mExtensions.lossyETCDecode = true;
mExtensions.geometryShader = true;
mExtensions.eglImage = true;
mExtensions.eglImageExternal = true;
mExtensions.eglImageExternalEssl3 = true;
mExtensions.eglStreamConsumerExternal = true;
const gl::Version maxClientVersion(3, 1);
mCaps = GenerateMinimumCaps(maxClientVersion, mExtensions);
InitMinimumTextureCapsMap(maxClientVersion, mExtensions, &mTextureCaps);
}
ContextNULL::~ContextNULL() {}
angle::Result ContextNULL::initialize()
{
return angle::Result::Continue;
}
angle::Result ContextNULL::flush(const gl::Context *context)
{
return angle::Result::Continue;
}
angle::Result ContextNULL::finish(const gl::Context *context)
{
return angle::Result::Continue;
}
angle::Result ContextNULL::drawArrays(const gl::Context *context,
gl::PrimitiveMode mode,
GLint first,
GLsizei count)
{
return angle::Result::Continue;
}
angle::Result ContextNULL::drawArraysInstanced(const gl::Context *context,
gl::PrimitiveMode mode,
GLint first,
GLsizei count,
GLsizei instanceCount)
{
return angle::Result::Continue;
}
angle::Result ContextNULL::drawArraysInstancedBaseInstance(const gl::Context *context,
gl::PrimitiveMode mode,
GLint first,
GLsizei count,
GLsizei instanceCount,
GLuint baseInstance)
{
return angle::Result::Continue;
}
angle::Result ContextNULL::drawElements(const gl::Context *context,
gl::PrimitiveMode mode,
GLsizei count,
gl::DrawElementsType type,
const void *indices)
{
return angle::Result::Continue;
}
angle::Result ContextNULL::drawElementsInstanced(const gl::Context *context,
gl::PrimitiveMode mode,
GLsizei count,
gl::DrawElementsType type,
const void *indices,
GLsizei instances)
{
return angle::Result::Continue;
}
angle::Result ContextNULL::drawElementsInstancedBaseVertexBaseInstance(const gl::Context *context,
gl::PrimitiveMode mode,
GLsizei count,
gl::DrawElementsType type,
const void *indices,
GLsizei instances,
GLint baseVertex,
GLuint baseInstance)
{
return angle::Result::Continue;
}
angle::Result ContextNULL::drawRangeElements(const gl::Context *context,
gl::PrimitiveMode mode,
GLuint start,
GLuint end,
GLsizei count,
gl::DrawElementsType type,
const void *indices)
{
return angle::Result::Continue;
}
angle::Result ContextNULL::drawArraysIndirect(const gl::Context *context,
gl::PrimitiveMode mode,
const void *indirect)
{
return angle::Result::Continue;
}
angle::Result ContextNULL::drawElementsIndirect(const gl::Context *context,
gl::PrimitiveMode mode,
gl::DrawElementsType type,
const void *indirect)
{
return angle::Result::Continue;
}
void ContextNULL::stencilFillPath(const gl::Path *path, GLenum fillMode, GLuint mask) {}
void ContextNULL::stencilStrokePath(const gl::Path *path, GLint reference, GLuint mask) {}
void ContextNULL::coverFillPath(const gl::Path *path, GLenum coverMode) {}
void ContextNULL::coverStrokePath(const gl::Path *path, GLenum coverMode) {}
void ContextNULL::stencilThenCoverFillPath(const gl::Path *path,
GLenum fillMode,
GLuint mask,
GLenum coverMode)
{}
void ContextNULL::stencilThenCoverStrokePath(const gl::Path *path,
GLint reference,
GLuint mask,
GLenum coverMode)
{}
void ContextNULL::coverFillPathInstanced(const std::vector<gl::Path *> &paths,
GLenum coverMode,
GLenum transformType,
const GLfloat *transformValues)
{}
void ContextNULL::coverStrokePathInstanced(const std::vector<gl::Path *> &paths,
GLenum coverMode,
GLenum transformType,
const GLfloat *transformValues)
{}
void ContextNULL::stencilFillPathInstanced(const std::vector<gl::Path *> &paths,
GLenum fillMode,
GLuint mask,
GLenum transformType,
const GLfloat *transformValues)
{}
void ContextNULL::stencilStrokePathInstanced(const std::vector<gl::Path *> &paths,
GLint reference,
GLuint mask,
GLenum transformType,
const GLfloat *transformValues)
{}
void ContextNULL::stencilThenCoverFillPathInstanced(const std::vector<gl::Path *> &paths,
GLenum coverMode,
GLenum fillMode,
GLuint mask,
GLenum transformType,
const GLfloat *transformValues)
{}
void ContextNULL::stencilThenCoverStrokePathInstanced(const std::vector<gl::Path *> &paths,
GLenum coverMode,
GLint reference,
GLuint mask,
GLenum transformType,
const GLfloat *transformValues)
{}
gl::GraphicsResetStatus ContextNULL::getResetStatus()
{
return gl::GraphicsResetStatus::NoError;
}
std::string ContextNULL::getVendorString() const
{
return "NULL";
}
std::string ContextNULL::getRendererDescription() const
{
return "NULL";
}
void ContextNULL::insertEventMarker(GLsizei length, const char *marker) {}
void ContextNULL::pushGroupMarker(GLsizei length, const char *marker) {}
void ContextNULL::popGroupMarker() {}
void ContextNULL::pushDebugGroup(GLenum source, GLuint id, const std::string &message) {}
void ContextNULL::popDebugGroup() {}
angle::Result ContextNULL::syncState(const gl::Context *context,
const gl::State::DirtyBits &dirtyBits,
const gl::State::DirtyBits &bitMask)
{
return angle::Result::Continue;
}
GLint ContextNULL::getGPUDisjoint()
{
return 0;
}
GLint64 ContextNULL::getTimestamp()
{
return 0;
}
angle::Result ContextNULL::onMakeCurrent(const gl::Context *context)
{
return angle::Result::Continue;
}
gl::Caps ContextNULL::getNativeCaps() const
{
return mCaps;
}
const gl::TextureCapsMap &ContextNULL::getNativeTextureCaps() const
{
return mTextureCaps;
}
const gl::Extensions &ContextNULL::getNativeExtensions() const
{
return mExtensions;
}
const gl::Limitations &ContextNULL::getNativeLimitations() const
{
return mLimitations;
}
CompilerImpl *ContextNULL::createCompiler()
{
return new CompilerNULL();
}
ShaderImpl *ContextNULL::createShader(const gl::ShaderState &data)
{
return new ShaderNULL(data);
}
ProgramImpl *ContextNULL::createProgram(const gl::ProgramState &data)
{
return new ProgramNULL(data);
}
FramebufferImpl *ContextNULL::createFramebuffer(const gl::FramebufferState &data)
{
return new FramebufferNULL(data);
}
TextureImpl *ContextNULL::createTexture(const gl::TextureState &state)
{
return new TextureNULL(state);
}
RenderbufferImpl *ContextNULL::createRenderbuffer(const gl::RenderbufferState &state)
{
return new RenderbufferNULL(state);
}
BufferImpl *ContextNULL::createBuffer(const gl::BufferState &state)
{
return new BufferNULL(state, mAllocationTracker);
}
VertexArrayImpl *ContextNULL::createVertexArray(const gl::VertexArrayState &data)
{
return new VertexArrayNULL(data);
}
QueryImpl *ContextNULL::createQuery(gl::QueryType type)
{
return new QueryNULL(type);
}
FenceNVImpl *ContextNULL::createFenceNV()
{
return new FenceNVNULL();
}
SyncImpl *ContextNULL::createSync()
{
return new SyncNULL();
}
TransformFeedbackImpl *ContextNULL::createTransformFeedback(const gl::TransformFeedbackState &state)
{
return new TransformFeedbackNULL(state);
}
SamplerImpl *ContextNULL::createSampler(const gl::SamplerState &state)
{
return new SamplerNULL(state);
}
ProgramPipelineImpl *ContextNULL::createProgramPipeline(const gl::ProgramPipelineState &state)
{
return new ProgramPipelineNULL(state);
}
std::vector<PathImpl *> ContextNULL::createPaths(GLsizei range)
{
std::vector<PathImpl *> result(range);
for (GLsizei idx = 0; idx < range; idx++)
{
result[idx] = new PathNULL();
}
return result;
}
MemoryObjectImpl *ContextNULL::createMemoryObject()
{
UNREACHABLE();
return nullptr;
}
SemaphoreImpl *ContextNULL::createSemaphore()
{
UNREACHABLE();
return nullptr;
}
OverlayImpl *ContextNULL::createOverlay(const gl::OverlayState &state)
{
return new OverlayImpl(state);
}
angle::Result ContextNULL::dispatchCompute(const gl::Context *context,
GLuint numGroupsX,
GLuint numGroupsY,
GLuint numGroupsZ)
{
return angle::Result::Continue;
}
angle::Result ContextNULL::dispatchComputeIndirect(const gl::Context *context, GLintptr indirect)
{
return angle::Result::Continue;
}
angle::Result ContextNULL::memoryBarrier(const gl::Context *context, GLbitfield barriers)
{
return angle::Result::Continue;
}
angle::Result ContextNULL::memoryBarrierByRegion(const gl::Context *context, GLbitfield barriers)
{
return angle::Result::Continue;
}
void ContextNULL::handleError(GLenum errorCode,
const char *message,
const char *file,
const char *function,
unsigned int line)
{
std::stringstream errorStream;
errorStream << "Internal NULL back-end error: " << message << ".";
mErrors->handleError(errorCode, errorStream.str().c_str(), file, function, line);
}
} // namespace rx