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kc3-lang/angle/src/libANGLE/renderer/vulkan/ContextVk.cpp

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  • Author : Tim Van Patten
    Date : 2019-11-11 16:48:14
    Hash : 968df09e
    Message : Treat VK_TIMEOUT as an error The fence wait time was increased to 120 seconds, so we don't expect VK_TIMEOUT to be returned by a healty GPU. This change makes it so that when VK_TIMEOUT is returned, we will treat this as an error and propagate it to the GLES application as a GL_INVALID_OPERATION. It is expected that the GL application will re-initialize ANGLE which will also reinitialize the Vulkan device (and hopefully clean up the error). This is not our final design for ANGLE's VK_TIMEOUT handling, since we expect to expand our Vulkan device lost error handling when implementing the GLES 3.2 robustness requirements. This will likely improve ANGLE's VK_TIMEOUT handling as well. Bug: angleproject:4043 Test: Manually force VK_TIMEOUT (lower kMaxFenceWaitTimeNs) Change-Id: I2449ad214ada176014a1702a9b3417d4498d070f Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1910722 Commit-Queue: Tim Van Patten <timvp@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Cody Northrop <cnorthrop@google.com>

  • src/libANGLE/renderer/vulkan/ContextVk.cpp
  • //
    // 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.
    //
    // ContextVk.cpp:
    //    Implements the class methods for ContextVk.
    //
    
    #include "libANGLE/renderer/vulkan/ContextVk.h"
    
    #include "common/bitset_utils.h"
    #include "common/debug.h"
    #include "common/utilities.h"
    #include "libANGLE/Context.h"
    #include "libANGLE/Program.h"
    #include "libANGLE/Semaphore.h"
    #include "libANGLE/Surface.h"
    #include "libANGLE/angletypes.h"
    #include "libANGLE/renderer/renderer_utils.h"
    #include "libANGLE/renderer/vulkan/BufferVk.h"
    #include "libANGLE/renderer/vulkan/CommandGraph.h"
    #include "libANGLE/renderer/vulkan/CompilerVk.h"
    #include "libANGLE/renderer/vulkan/FenceNVVk.h"
    #include "libANGLE/renderer/vulkan/FramebufferVk.h"
    #include "libANGLE/renderer/vulkan/MemoryObjectVk.h"
    #include "libANGLE/renderer/vulkan/OverlayVk.h"
    #include "libANGLE/renderer/vulkan/ProgramPipelineVk.h"
    #include "libANGLE/renderer/vulkan/ProgramVk.h"
    #include "libANGLE/renderer/vulkan/QueryVk.h"
    #include "libANGLE/renderer/vulkan/RenderbufferVk.h"
    #include "libANGLE/renderer/vulkan/RendererVk.h"
    #include "libANGLE/renderer/vulkan/SamplerVk.h"
    #include "libANGLE/renderer/vulkan/SemaphoreVk.h"
    #include "libANGLE/renderer/vulkan/ShaderVk.h"
    #include "libANGLE/renderer/vulkan/SurfaceVk.h"
    #include "libANGLE/renderer/vulkan/SyncVk.h"
    #include "libANGLE/renderer/vulkan/TextureVk.h"
    #include "libANGLE/renderer/vulkan/TransformFeedbackVk.h"
    #include "libANGLE/renderer/vulkan/VertexArrayVk.h"
    
    #include "libANGLE/trace.h"
    
    namespace rx
    {
    
    namespace
    {
    // For shader uniforms such as gl_DepthRange and the viewport size.
    struct GraphicsDriverUniforms
    {
        std::array<float, 4> viewport;
    
        float halfRenderAreaHeight;
        float viewportYScale;
        float negViewportYScale;
        uint32_t xfbActiveUnpaused;
    
        std::array<int32_t, 4> xfbBufferOffsets;
    
        // .xy contain packed 8-bit values for atomic counter buffer offsets.  These offsets are
        // within Vulkan's minStorageBufferOffsetAlignment limit and are used to support unaligned
        // offsets allowed in GL.
        //
        // .zw are unused.
        std::array<uint32_t, 4> acbBufferOffsets;
    
        // We'll use x, y, z for near / far / diff respectively.
        std::array<float, 4> depthRange;
    };
    
    struct ComputeDriverUniforms
    {
        // Atomic counter buffer offsets with the same layout as in GraphicsDriverUniforms.
        std::array<uint32_t, 4> acbBufferOffsets;
    };
    
    GLenum DefaultGLErrorCode(VkResult result)
    {
        switch (result)
        {
            case VK_ERROR_OUT_OF_HOST_MEMORY:
            case VK_ERROR_OUT_OF_DEVICE_MEMORY:
            case VK_ERROR_TOO_MANY_OBJECTS:
                return GL_OUT_OF_MEMORY;
            default:
                return GL_INVALID_OPERATION;
        }
    }
    
    constexpr VkColorComponentFlags kAllColorChannelsMask =
        (VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT |
         VK_COLOR_COMPONENT_A_BIT);
    
    constexpr VkBufferUsageFlags kVertexBufferUsage = VK_BUFFER_USAGE_VERTEX_BUFFER_BIT;
    constexpr size_t kDefaultValueSize              = sizeof(gl::VertexAttribCurrentValueData::Values);
    constexpr size_t kDefaultBufferSize             = kDefaultValueSize * 16;
    constexpr size_t kDefaultPoolAllocatorPageSize  = 16 * 1024;
    constexpr size_t kDriverUniformsAllocatorPageSize = 4 * 1024;
    
    constexpr size_t kInFlightCommandsLimit = 100u;
    
    // Initially dumping the command graphs is disabled.
    constexpr bool kEnableCommandGraphDiagnostics = false;
    
    // Used as fallback serial for null sampler objects
    constexpr Serial kZeroSerial = Serial();
    
    void InitializeSubmitInfo(VkSubmitInfo *submitInfo,
                              const vk::PrimaryCommandBuffer &commandBuffer,
                              const std::vector<VkSemaphore> &waitSemaphores,
                              std::vector<VkPipelineStageFlags> *waitSemaphoreStageMasks,
                              const vk::Semaphore *signalSemaphore)
    {
        // Verify that the submitInfo has been zero'd out.
        ASSERT(submitInfo->signalSemaphoreCount == 0);
    
        submitInfo->sType              = VK_STRUCTURE_TYPE_SUBMIT_INFO;
        submitInfo->commandBufferCount = commandBuffer.valid() ? 1 : 0;
        submitInfo->pCommandBuffers    = commandBuffer.ptr();
    
        if (waitSemaphoreStageMasks->size() < waitSemaphores.size())
        {
            waitSemaphoreStageMasks->resize(waitSemaphores.size(),
                                            VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT);
        }
    
        submitInfo->waitSemaphoreCount = static_cast<uint32_t>(waitSemaphores.size());
        submitInfo->pWaitSemaphores    = waitSemaphores.data();
        submitInfo->pWaitDstStageMask  = waitSemaphoreStageMasks->data();
    
        if (signalSemaphore)
        {
            submitInfo->signalSemaphoreCount = 1;
            submitInfo->pSignalSemaphores    = signalSemaphore->ptr();
        }
    }
    
    uint32_t GetCoverageSampleCount(const gl::State &glState, FramebufferVk *drawFramebuffer)
    {
        if (!glState.isSampleCoverageEnabled())
        {
            return 0;
        }
    
        // Get a fraction of the samples based on the coverage parameters.
        return static_cast<uint32_t>(
            std::round(glState.getSampleCoverageValue() * drawFramebuffer->getSamples()));
    }
    
    void ApplySampleCoverage(const gl::State &glState,
                             uint32_t coverageSampleCount,
                             uint32_t maskNumber,
                             uint32_t *maskOut)
    {
        if (!glState.isSampleCoverageEnabled())
        {
            return;
        }
    
        uint32_t maskBitOffset = maskNumber * 32;
        uint32_t coverageMask  = coverageSampleCount >= (maskBitOffset + 32)
                                    ? std::numeric_limits<uint32_t>::max()
                                    : (1u << (coverageSampleCount - maskBitOffset)) - 1;
    
        if (glState.getSampleCoverageInvert())
        {
            coverageMask = ~coverageMask;
        }
    
        *maskOut &= coverageMask;
    }
    
    }  // anonymous namespace
    
    ContextVk::DriverUniformsDescriptorSet::DriverUniformsDescriptorSet()
        : descriptorSet(VK_NULL_HANDLE), dynamicOffset(0)
    {}
    
    ContextVk::DriverUniformsDescriptorSet::~DriverUniformsDescriptorSet() = default;
    
    void ContextVk::DriverUniformsDescriptorSet::init(RendererVk *rendererVk)
    {
        size_t minAlignment = static_cast<size_t>(
            rendererVk->getPhysicalDeviceProperties().limits.minUniformBufferOffsetAlignment);
        dynamicBuffer.init(rendererVk, VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, minAlignment,
                           kDriverUniformsAllocatorPageSize, true);
    }
    
    void ContextVk::DriverUniformsDescriptorSet::destroy(VkDevice device)
    {
        descriptorSetLayout.reset();
        descriptorPoolBinding.reset();
        dynamicBuffer.destroy(device);
    }
    
    // CommandBatch implementation.
    CommandBatch::CommandBatch() = default;
    
    CommandBatch::~CommandBatch() = default;
    
    CommandBatch::CommandBatch(CommandBatch &&other)
    {
        *this = std::move(other);
    }
    
    CommandBatch &CommandBatch::operator=(CommandBatch &&other)
    {
        std::swap(primaryCommands, other.primaryCommands);
        std::swap(commandPool, other.commandPool);
        std::swap(fence, other.fence);
        std::swap(serial, other.serial);
        return *this;
    }
    
    void CommandBatch::destroy(VkDevice device)
    {
        primaryCommands.destroy(device);
        commandPool.destroy(device);
        fence.reset(device);
    }
    
    // CommandQueue implementation.
    CommandQueue::CommandQueue()  = default;
    CommandQueue::~CommandQueue() = default;
    
    void CommandQueue::destroy(VkDevice device)
    {
        mPrimaryCommandPool.destroy(device);
        ASSERT(mInFlightCommands.empty() && mGarbageQueue.empty());
    }
    
    angle::Result CommandQueue::init(vk::Context *context)
    {
        RendererVk *renderer = context->getRenderer();
    
        // Initialize the command pool now that we know the queue family index.
        uint32_t queueFamilyIndex = renderer->getQueueFamilyIndex();
        if (!renderer->getFeatures().transientCommandBuffer.enabled)
        {
            ANGLE_TRY(mPrimaryCommandPool.init(context, queueFamilyIndex));
        }
    
        return angle::Result::Continue;
    }
    
    angle::Result CommandQueue::checkCompletedCommands(vk::Context *context)
    {
        RendererVk *renderer = context->getRenderer();
        VkDevice device      = renderer->getDevice();
    
        int finishedCount = 0;
    
        for (CommandBatch &batch : mInFlightCommands)
        {
            VkResult result = batch.fence.get().getStatus(device);
            if (result == VK_NOT_READY)
            {
                break;
            }
            ANGLE_VK_TRY(context, result);
    
            renderer->onCompletedSerial(batch.serial);
    
            renderer->resetSharedFence(&batch.fence);
            ANGLE_TRACE_EVENT0("gpu.angle", "command buffer recycling");
            batch.commandPool.destroy(device);
            ANGLE_TRY(releasePrimaryCommandBuffer(context, std::move(batch.primaryCommands)));
            ++finishedCount;
        }
    
        if (finishedCount > 0)
        {
            auto beginIter = mInFlightCommands.begin();
            mInFlightCommands.erase(beginIter, beginIter + finishedCount);
        }
    
        Serial lastCompleted = renderer->getLastCompletedQueueSerial();
    
        size_t freeIndex = 0;
        for (; freeIndex < mGarbageQueue.size(); ++freeIndex)
        {
            vk::GarbageAndSerial &garbageList = mGarbageQueue[freeIndex];
            if (garbageList.getSerial() < lastCompleted)
            {
                for (vk::GarbageObject &garbage : garbageList.get())
                {
                    garbage.destroy(device);
                }
            }
            else
            {
                break;
            }
        }
    
        // Remove the entries from the garbage list - they should be ready to go.
        if (freeIndex > 0)
        {
            mGarbageQueue.erase(mGarbageQueue.begin(), mGarbageQueue.begin() + freeIndex);
        }
    
        return angle::Result::Continue;
    }
    
    angle::Result CommandQueue::releaseToCommandBatch(vk::Context *context,
                                                      vk::PrimaryCommandBuffer &&commandBuffer,
                                                      vk::CommandPool *commandPool,
                                                      CommandBatch *batch)
    {
        RendererVk *renderer = context->getRenderer();
        VkDevice device      = renderer->getDevice();
    
        batch->primaryCommands = std::move(commandBuffer);
    
        if (commandPool->valid())
        {
            batch->commandPool = std::move(*commandPool);
            // Recreate CommandPool
            VkCommandPoolCreateInfo poolInfo = {};
            poolInfo.sType                   = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
            poolInfo.flags                   = VK_COMMAND_POOL_CREATE_TRANSIENT_BIT;
            poolInfo.queueFamilyIndex        = renderer->getQueueFamilyIndex();
    
            ANGLE_VK_TRY(context, commandPool->init(device, poolInfo));
        }
    
        return angle::Result::Continue;
    }
    
    void CommandQueue::clearAllGarbage(VkDevice device)
    {
        for (vk::GarbageAndSerial &garbageList : mGarbageQueue)
        {
            for (vk::GarbageObject &garbage : garbageList.get())
            {
                garbage.destroy(device);
            }
        }
        mGarbageQueue.clear();
    }
    
    angle::Result CommandQueue::allocatePrimaryCommandBuffer(vk::Context *context,
                                                             const vk::CommandPool &commandPool,
                                                             vk::PrimaryCommandBuffer *commandBufferOut)
    {
        RendererVk *renderer = context->getRenderer();
        VkDevice device      = renderer->getDevice();
    
        if (ANGLE_LIKELY(!renderer->getFeatures().transientCommandBuffer.enabled))
        {
            return mPrimaryCommandPool.allocate(context, commandBufferOut);
        }
    
        VkCommandBufferAllocateInfo commandBufferInfo = {};
        commandBufferInfo.sType                       = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
        commandBufferInfo.commandPool                 = commandPool.getHandle();
        commandBufferInfo.level                       = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
        commandBufferInfo.commandBufferCount          = 1;
    
        ANGLE_VK_TRY(context, commandBufferOut->init(device, commandBufferInfo));
        return angle::Result::Continue;
    }
    
    angle::Result CommandQueue::releasePrimaryCommandBuffer(vk::Context *context,
                                                            vk::PrimaryCommandBuffer &&commandBuffer)
    {
        RendererVk *renderer = context->getRenderer();
        VkDevice device      = renderer->getDevice();
    
        if (ANGLE_LIKELY(!renderer->getFeatures().transientCommandBuffer.enabled))
        {
            ASSERT(mPrimaryCommandPool.valid());
            ANGLE_TRY(mPrimaryCommandPool.collect(context, std::move(commandBuffer)));
        }
        else
        {
            commandBuffer.destroy(device);
        }
    
        return angle::Result::Continue;
    }
    
    void CommandQueue::handleDeviceLost(RendererVk *renderer)
    {
        VkDevice device = renderer->getDevice();
    
        for (CommandBatch &batch : mInFlightCommands)
        {
            // On device loss we need to wait for fence to be signaled before destroying it
            VkResult status = batch.fence.get().wait(device, renderer->getMaxFenceWaitTimeNs());
            // If the wait times out, it is probably not possible to recover from lost device
            ASSERT(status == VK_SUCCESS || status == VK_ERROR_DEVICE_LOST);
    
            // On device lost, here simply destroy the CommandBuffer, it will fully cleared later
            // by CommandPool::destroy
            batch.primaryCommands.destroy(device);
    
            batch.commandPool.destroy(device);
            batch.fence.reset(device);
        }
        mInFlightCommands.clear();
    }
    
    bool CommandQueue::hasInFlightCommands() const
    {
        return !mInFlightCommands.empty();
    }
    
    angle::Result CommandQueue::finishToSerial(vk::Context *context, Serial serial, uint64_t timeout)
    {
        if (mInFlightCommands.empty())
        {
            return angle::Result::Continue;
        }
    
        // Find the first batch with serial equal to or bigger than given serial (note that
        // the batch serials are unique, otherwise upper-bound would have been necessary).
        size_t batchIndex = mInFlightCommands.size() - 1;
        for (size_t i = 0; i < mInFlightCommands.size(); ++i)
        {
            if (mInFlightCommands[i].serial >= serial)
            {
                batchIndex = i;
                break;
            }
        }
        const CommandBatch &batch = mInFlightCommands[batchIndex];
    
        // Wait for it finish
        VkDevice device = context->getDevice();
        VkResult status = batch.fence.get().wait(device, timeout);
    
        ANGLE_VK_TRY(context, status);
    
        // Clean up finished batches.
        return checkCompletedCommands(context);
    }
    
    angle::Result CommandQueue::submitFrame(vk::Context *context,
                                            const VkSubmitInfo &submitInfo,
                                            const vk::Shared<vk::Fence> &sharedFence,
                                            vk::GarbageList *currentGarbage,
                                            vk::CommandPool *commandPool,
                                            vk::PrimaryCommandBuffer &&commandBuffer)
    {
        ANGLE_TRACE_EVENT0("gpu.angle", "CommandQueue::submitFrame");
        VkFenceCreateInfo fenceInfo = {};
        fenceInfo.sType             = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO;
        fenceInfo.flags             = 0;
    
        RendererVk *renderer = context->getRenderer();
        VkDevice device      = renderer->getDevice();
    
        vk::DeviceScoped<CommandBatch> scopedBatch(device);
        CommandBatch &batch = scopedBatch.get();
        batch.fence.copy(device, sharedFence);
    
        ANGLE_TRY(renderer->queueSubmit(context, submitInfo, batch.fence.get(), &batch.serial));
    
        if (!currentGarbage->empty())
        {
            mGarbageQueue.emplace_back(std::move(*currentGarbage), batch.serial);
        }
    
        // Store the primary CommandBuffer and command pool used for secondary CommandBuffers
        // in the in-flight list.
        ANGLE_TRY(releaseToCommandBatch(context, std::move(commandBuffer), commandPool, &batch));
    
        mInFlightCommands.emplace_back(scopedBatch.release());
    
        // CPU should be throttled to avoid mInFlightCommands from growing too fast.  That is done
        // on swap() though, and there could be multiple submissions in between (through glFlush()
        // calls), so the limit is larger than the expected number of images.  The
        // InterleavedAttributeDataBenchmark perf test for example issues a large number of flushes.
        ASSERT(mInFlightCommands.size() <= kInFlightCommandsLimit);
    
        ANGLE_TRY(checkCompletedCommands(context));
    
        return angle::Result::Continue;
    }
    
    vk::Shared<vk::Fence> CommandQueue::getLastSubmittedFence(const vk::Context *context) const
    {
        vk::Shared<vk::Fence> fence;
        if (!mInFlightCommands.empty())
        {
            fence.copy(context->getDevice(), mInFlightCommands.back().fence);
        }
    
        return fence;
    }
    
    // ContextVk implementation.
    ContextVk::ContextVk(const gl::State &state, gl::ErrorSet *errorSet, RendererVk *renderer)
        : ContextImpl(state, errorSet),
          vk::Context(renderer),
          mCurrentGraphicsPipeline(nullptr),
          mCurrentComputePipeline(nullptr),
          mCurrentDrawMode(gl::PrimitiveMode::InvalidEnum),
          mCurrentWindowSurface(nullptr),
          mVertexArray(nullptr),
          mDrawFramebuffer(nullptr),
          mProgram(nullptr),
          mLastIndexBufferOffset(0),
          mCurrentDrawElementsType(gl::DrawElementsType::InvalidEnum),
          mXfbBaseVertex(0),
          mClearColorMask(kAllColorChannelsMask),
          mFlipYForCurrentSurface(false),
          mIsAnyHostVisibleBufferWritten(false),
          mEmulateSeamfulCubeMapSampling(false),
          mUseOldRewriteStructSamplers(false),
          mPoolAllocator(kDefaultPoolAllocatorPageSize, 1),
          mCommandGraph(kEnableCommandGraphDiagnostics, &mPoolAllocator),
          mGpuEventsEnabled(false),
          mGpuClockSync{std::numeric_limits<double>::max(), std::numeric_limits<double>::max()},
          mGpuEventTimestampOrigin(0)
    {
        ANGLE_TRACE_EVENT0("gpu.angle", "ContextVk::ContextVk");
        memset(&mClearColorValue, 0, sizeof(mClearColorValue));
        memset(&mClearDepthStencilValue, 0, sizeof(mClearDepthStencilValue));
    
        mNonIndexedDirtyBitsMask.set();
        mNonIndexedDirtyBitsMask.reset(DIRTY_BIT_INDEX_BUFFER);
    
        mIndexedDirtyBitsMask.set();
    
        mNewGraphicsCommandBufferDirtyBits.set(DIRTY_BIT_PIPELINE);
        mNewGraphicsCommandBufferDirtyBits.set(DIRTY_BIT_TEXTURES);
        mNewGraphicsCommandBufferDirtyBits.set(DIRTY_BIT_VERTEX_BUFFERS);
        mNewGraphicsCommandBufferDirtyBits.set(DIRTY_BIT_INDEX_BUFFER);
        mNewGraphicsCommandBufferDirtyBits.set(DIRTY_BIT_SHADER_RESOURCES);
        mNewGraphicsCommandBufferDirtyBits.set(DIRTY_BIT_TRANSFORM_FEEDBACK_BUFFERS);
        mNewGraphicsCommandBufferDirtyBits.set(DIRTY_BIT_DESCRIPTOR_SETS);
    
        mNewComputeCommandBufferDirtyBits.set(DIRTY_BIT_PIPELINE);
        mNewComputeCommandBufferDirtyBits.set(DIRTY_BIT_TEXTURES);
        mNewComputeCommandBufferDirtyBits.set(DIRTY_BIT_SHADER_RESOURCES);
        mNewComputeCommandBufferDirtyBits.set(DIRTY_BIT_DESCRIPTOR_SETS);
    
        mGraphicsDirtyBitHandlers[DIRTY_BIT_DEFAULT_ATTRIBS] =
            &ContextVk::handleDirtyGraphicsDefaultAttribs;
        mGraphicsDirtyBitHandlers[DIRTY_BIT_PIPELINE] = &ContextVk::handleDirtyGraphicsPipeline;
        mGraphicsDirtyBitHandlers[DIRTY_BIT_TEXTURES] = &ContextVk::handleDirtyGraphicsTextures;
        mGraphicsDirtyBitHandlers[DIRTY_BIT_VERTEX_BUFFERS] =
            &ContextVk::handleDirtyGraphicsVertexBuffers;
        mGraphicsDirtyBitHandlers[DIRTY_BIT_INDEX_BUFFER] = &ContextVk::handleDirtyGraphicsIndexBuffer;
        mGraphicsDirtyBitHandlers[DIRTY_BIT_DRIVER_UNIFORMS] =
            &ContextVk::handleDirtyGraphicsDriverUniforms;
        mGraphicsDirtyBitHandlers[DIRTY_BIT_SHADER_RESOURCES] =
            &ContextVk::handleDirtyGraphicsShaderResources;
        mGraphicsDirtyBitHandlers[DIRTY_BIT_TRANSFORM_FEEDBACK_BUFFERS] =
            &ContextVk::handleDirtyGraphicsTransformFeedbackBuffers;
        mGraphicsDirtyBitHandlers[DIRTY_BIT_DESCRIPTOR_SETS] =
            &ContextVk::handleDirtyGraphicsDescriptorSets;
    
        mComputeDirtyBitHandlers[DIRTY_BIT_PIPELINE] = &ContextVk::handleDirtyComputePipeline;
        mComputeDirtyBitHandlers[DIRTY_BIT_TEXTURES] = &ContextVk::handleDirtyComputeTextures;
        mComputeDirtyBitHandlers[DIRTY_BIT_DRIVER_UNIFORMS] =
            &ContextVk::handleDirtyComputeDriverUniforms;
        mComputeDirtyBitHandlers[DIRTY_BIT_SHADER_RESOURCES] =
            &ContextVk::handleDirtyComputeShaderResources;
        mComputeDirtyBitHandlers[DIRTY_BIT_DESCRIPTOR_SETS] =
            &ContextVk::handleDirtyComputeDescriptorSets;
    
        mGraphicsDirtyBits = mNewGraphicsCommandBufferDirtyBits;
        mComputeDirtyBits  = mNewComputeCommandBufferDirtyBits;
    
        mActiveTextures.fill({nullptr, nullptr});
        mActiveImages.fill(nullptr);
    
        mPipelineDirtyBitsMask.set();
        mPipelineDirtyBitsMask.reset(gl::State::DIRTY_BIT_TEXTURE_BINDINGS);
    }
    
    ContextVk::~ContextVk() = default;
    
    void ContextVk::onDestroy(const gl::Context *context)
    {
        // This will not destroy any resources. It will release them to be collected after finish.
        mIncompleteTextures.onDestroy(context);
    
        // Flush and complete current outstanding work before destruction.
        (void)finishImpl();
    
        VkDevice device = getDevice();
    
        for (DriverUniformsDescriptorSet &driverUniforms : mDriverUniforms)
        {
            driverUniforms.destroy(device);
        }
    
        mDriverUniformsDescriptorPool.destroy(device);
    
        for (vk::DynamicBuffer &defaultBuffer : mDefaultAttribBuffers)
        {
            defaultBuffer.destroy(device);
        }
    
        for (vk::DynamicQueryPool &queryPool : mQueryPools)
        {
            queryPool.destroy(device);
        }
    
        ASSERT(mCurrentGarbage.empty());
    
        mCommandQueue.destroy(device);
    
        mCommandGraph.releaseResourceUses();
    
        mUtils.destroy(device);
    
        mRenderPassCache.destroy(device);
        mSubmitFence.reset(device);
        mShaderLibrary.destroy(device);
        mGpuEventQueryPool.destroy(device);
        mCommandPool.destroy(device);
    
        for (vk::CommandPool &pool : mCommandPoolFreeList)
        {
            pool.destroy(device);
        }
    }
    
    angle::Result ContextVk::getIncompleteTexture(const gl::Context *context,
                                                  gl::TextureType type,
                                                  gl::Texture **textureOut)
    {
        // At some point, we'll need to support multisample and we'll pass "this" instead of nullptr
        // and implement the necessary interface.
        return mIncompleteTextures.getIncompleteTexture(context, type, nullptr, textureOut);
    }
    
    angle::Result ContextVk::initialize()
    {
        ANGLE_TRACE_EVENT0("gpu.angle", "ContextVk::initialize");
    
        VkDescriptorPoolSize driverSetSize = {VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1};
        ANGLE_TRY(mDriverUniformsDescriptorPool.init(this, &driverSetSize, 1));
    
        ANGLE_TRY(mQueryPools[gl::QueryType::AnySamples].init(this, VK_QUERY_TYPE_OCCLUSION,
                                                              vk::kDefaultOcclusionQueryPoolSize));
        ANGLE_TRY(mQueryPools[gl::QueryType::AnySamplesConservative].init(
            this, VK_QUERY_TYPE_OCCLUSION, vk::kDefaultOcclusionQueryPoolSize));
        ANGLE_TRY(mQueryPools[gl::QueryType::Timestamp].init(this, VK_QUERY_TYPE_TIMESTAMP,
                                                             vk::kDefaultTimestampQueryPoolSize));
        ANGLE_TRY(mQueryPools[gl::QueryType::TimeElapsed].init(this, VK_QUERY_TYPE_TIMESTAMP,
                                                               vk::kDefaultTimestampQueryPoolSize));
    
        // Init driver uniforms and get the descriptor set layouts.
        constexpr angle::PackedEnumMap<PipelineType, VkShaderStageFlags> kPipelineStages = {
            {PipelineType::Graphics, VK_SHADER_STAGE_ALL_GRAPHICS},
            {PipelineType::Compute, VK_SHADER_STAGE_COMPUTE_BIT},
        };
        for (PipelineType pipeline : angle::AllEnums<PipelineType>())
        {
            mDriverUniforms[pipeline].init(mRenderer);
    
            vk::DescriptorSetLayoutDesc desc =
                getDriverUniformsDescriptorSetDesc(kPipelineStages[pipeline]);
            ANGLE_TRY(mRenderer->getDescriptorSetLayout(
                this, desc, &mDriverUniforms[pipeline].descriptorSetLayout));
        }
    
        mGraphicsPipelineDesc.reset(new vk::GraphicsPipelineDesc());
        mGraphicsPipelineDesc->initDefaults();
    
        // Initialize current value/default attribute buffers.
        for (vk::DynamicBuffer &buffer : mDefaultAttribBuffers)
        {
            buffer.init(mRenderer, kVertexBufferUsage, 1, kDefaultBufferSize, true);
        }
    
        ANGLE_TRY(mCommandQueue.init(this));
    
        if (mRenderer->getFeatures().transientCommandBuffer.enabled)
        {
            // Once http://anglebug.com/3508 is resolved, the commandPool will only
            // used for secondaryBuffer allocation, so we can guard this block of code use macro
            // ANGLE_USE_CUSTOM_VULKAN_CMD_BUFFERS.
            VkCommandPoolCreateInfo commandPoolInfo = {};
            commandPoolInfo.sType                   = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
            commandPoolInfo.flags                   = VK_COMMAND_POOL_CREATE_TRANSIENT_BIT;
            commandPoolInfo.queueFamilyIndex        = mRenderer->getQueueFamilyIndex();
    
            ANGLE_VK_TRY(this, mCommandPool.init(getDevice(), commandPoolInfo));
        }
    
    #if ANGLE_ENABLE_VULKAN_GPU_TRACE_EVENTS
        angle::PlatformMethods *platform = ANGLEPlatformCurrent();
        ASSERT(platform);
    
        // GPU tracing workaround for anglebug.com/2927.  The renderer should not emit gpu events
        // during platform discovery.
        const unsigned char *gpuEventsEnabled =
            platform->getTraceCategoryEnabledFlag(platform, "gpu.angle.gpu");
        mGpuEventsEnabled = gpuEventsEnabled && *gpuEventsEnabled;
    #endif
    
        if (mGpuEventsEnabled)
        {
            // Calculate the difference between CPU and GPU clocks for GPU event reporting.
            ANGLE_TRY(mGpuEventQueryPool.init(this, VK_QUERY_TYPE_TIMESTAMP,
                                              vk::kDefaultTimestampQueryPoolSize));
            ANGLE_TRY(synchronizeCpuGpuTime());
        }
    
        mEmulateSeamfulCubeMapSampling = shouldEmulateSeamfulCubeMapSampling();
    
        mUseOldRewriteStructSamplers = shouldUseOldRewriteStructSamplers();
    
        return angle::Result::Continue;
    }
    
    angle::Result ContextVk::flush(const gl::Context *context)
    {
        return flushImpl(nullptr);
    }
    
    angle::Result ContextVk::finish(const gl::Context *context)
    {
        return finishImpl();
    }
    
    angle::Result ContextVk::setupDraw(const gl::Context *context,
                                       gl::PrimitiveMode mode,
                                       GLint firstVertexOrInvalid,
                                       GLsizei vertexOrIndexCount,
                                       GLsizei instanceCount,
                                       gl::DrawElementsType indexTypeOrInvalid,
                                       const void *indices,
                                       DirtyBits dirtyBitMask,
                                       vk::CommandBuffer **commandBufferOut)
    {
        // Set any dirty bits that depend on draw call parameters or other objects.
        if (mode != mCurrentDrawMode)
        {
            invalidateCurrentGraphicsPipeline();
            mCurrentDrawMode = mode;
            mGraphicsPipelineDesc->updateTopology(&mGraphicsPipelineTransition, mCurrentDrawMode);
        }
    
        // Must be called before the command buffer is started. Can call finish.
        if (mVertexArray->getStreamingVertexAttribsMask().any())
        {
            // All client attribs & any emulated buffered attribs will be updated
            ANGLE_TRY(mVertexArray->updateStreamedAttribs(context, firstVertexOrInvalid,
                                                          vertexOrIndexCount, instanceCount,
                                                          indexTypeOrInvalid, indices));
    
            mGraphicsDirtyBits.set(DIRTY_BIT_VERTEX_BUFFERS);
        }
    
        // This could be improved using a dirty bit. But currently it's slower to use a handler
        // function than an inlined if. We should probably replace the dirty bit dispatch table
        // with a switch with inlined handler functions.
        // TODO(jmadill): Use dirty bit. http://anglebug.com/3014
        if (!mRenderPassCommandBuffer)
        {
            mGraphicsDirtyBits |= mNewGraphicsCommandBufferDirtyBits;
    
            gl::Rectangle scissoredRenderArea = mDrawFramebuffer->getScissoredRenderArea(this);
            if (!mDrawFramebuffer->appendToStartedRenderPass(&mCommandGraph, scissoredRenderArea,
                                                             &mRenderPassCommandBuffer))
            {
                ANGLE_TRY(mDrawFramebuffer->startNewRenderPass(this, scissoredRenderArea,
                                                               &mRenderPassCommandBuffer));
            }
        }
    
        // We keep a local copy of the command buffer. It's possible that some state changes could
        // trigger a command buffer invalidation. The local copy ensures we retain the reference.
        // Command buffers are pool allocated and only deleted after submit. Thus we know the
        // command buffer will still be valid for the duration of this API call.
        *commandBufferOut = mRenderPassCommandBuffer;
        ASSERT(*commandBufferOut);
    
        if (mProgram->dirtyUniforms())
        {
            ANGLE_TRY(mProgram->updateUniforms(this));
            mGraphicsDirtyBits.set(DIRTY_BIT_DESCRIPTOR_SETS);
        }
    
        // Update transform feedback offsets on every draw call.
        if (mState.isTransformFeedbackActiveUnpaused())
        {
            ASSERT(firstVertexOrInvalid != -1);
            mXfbBaseVertex = firstVertexOrInvalid;
            invalidateGraphicsDriverUniforms();
        }
    
        DirtyBits dirtyBits = mGraphicsDirtyBits & dirtyBitMask;
    
        if (dirtyBits.none())
            return angle::Result::Continue;
    
        // Flush any relevant dirty bits.
        for (size_t dirtyBit : dirtyBits)
        {
            ANGLE_TRY((this->*mGraphicsDirtyBitHandlers[dirtyBit])(context, *commandBufferOut));
        }
    
        mGraphicsDirtyBits &= ~dirtyBitMask;
    
        return angle::Result::Continue;
    }
    
    angle::Result ContextVk::setupIndexedDraw(const gl::Context *context,
                                              gl::PrimitiveMode mode,
                                              GLsizei indexCount,
                                              GLsizei instanceCount,
                                              gl::DrawElementsType indexType,
                                              const void *indices,
                                              vk::CommandBuffer **commandBufferOut)
    {
        ASSERT(mode != gl::PrimitiveMode::LineLoop);
    
        if (indexType != mCurrentDrawElementsType)
        {
            mCurrentDrawElementsType = indexType;
            setIndexBufferDirty();
        }
    
        const gl::Buffer *elementArrayBuffer = mVertexArray->getState().getElementArrayBuffer();
        if (!elementArrayBuffer)
        {
            mGraphicsDirtyBits.set(DIRTY_BIT_INDEX_BUFFER);
            ANGLE_TRY(mVertexArray->convertIndexBufferCPU(this, indexType, indexCount, indices));
        }
        else
        {
            if (indices != mLastIndexBufferOffset)
            {
                mGraphicsDirtyBits.set(DIRTY_BIT_INDEX_BUFFER);
                mLastIndexBufferOffset = indices;
                mVertexArray->updateCurrentElementArrayBufferOffset(mLastIndexBufferOffset);
            }
    
            if (indexType == gl::DrawElementsType::UnsignedByte &&
                mGraphicsDirtyBits[DIRTY_BIT_INDEX_BUFFER])
            {
                BufferVk *bufferVk = vk::GetImpl(elementArrayBuffer);
                ANGLE_TRY(mVertexArray->convertIndexBufferGPU(this, bufferVk, indices));
            }
        }
    
        return setupDraw(context, mode, 0, indexCount, instanceCount, indexType, indices,
                         mIndexedDirtyBitsMask, commandBufferOut);
    }
    
    angle::Result ContextVk::setupIndirectDraw(const gl::Context *context,
                                               gl::PrimitiveMode mode,
                                               DirtyBits dirtyBitMask,
                                               vk::BufferHelper *indirectBuffer,
                                               VkDeviceSize indirectBufferOffset,
                                               vk::CommandBuffer **commandBufferOut)
    {
        GLint firstVertex     = -1;
        GLsizei vertexCount   = 0;
        GLsizei instanceCount = 1;
    
        vk::FramebufferHelper *framebuffer = mDrawFramebuffer->getFramebuffer();
        indirectBuffer->onRead(this, framebuffer, VK_ACCESS_INDIRECT_COMMAND_READ_BIT);
    
        ANGLE_TRY(setupDraw(context, mode, firstVertex, vertexCount, instanceCount,
                            gl::DrawElementsType::InvalidEnum, nullptr, dirtyBitMask,
                            commandBufferOut));
    
        return angle::Result::Continue;
    }
    
    angle::Result ContextVk::setupIndexedIndirectDraw(const gl::Context *context,
                                                      gl::PrimitiveMode mode,
                                                      gl::DrawElementsType indexType,
                                                      vk::BufferHelper *indirectBuffer,
                                                      VkDeviceSize indirectBufferOffset,
                                                      vk::CommandBuffer **commandBufferOut)
    {
        ASSERT(mode != gl::PrimitiveMode::LineLoop);
    
        if (indexType != mCurrentDrawElementsType)
        {
            mCurrentDrawElementsType = indexType;
            setIndexBufferDirty();
        }
    
        return setupIndirectDraw(context, mode, mIndexedDirtyBitsMask, indirectBuffer,
                                 indirectBufferOffset, commandBufferOut);
    }
    
    angle::Result ContextVk::setupLineLoopIndexedIndirectDraw(const gl::Context *context,
                                                              gl::PrimitiveMode mode,
                                                              gl::DrawElementsType indexType,
                                                              vk::BufferHelper *srcIndirectBuf,
                                                              VkDeviceSize indirectBufferOffset,
                                                              vk::CommandBuffer **commandBufferOut,
                                                              vk::BufferHelper **indirectBufferOut,
                                                              VkDeviceSize *indirectBufferOffsetOut)
    {
        ASSERT(mode == gl::PrimitiveMode::LineLoop);
    
        vk::BufferHelper *dstIndirectBuf  = nullptr;
        VkDeviceSize dstIndirectBufOffset = 0;
    
        ANGLE_TRY(mVertexArray->handleLineLoopIndexIndirect(this, indexType, srcIndirectBuf,
                                                            indirectBufferOffset, &dstIndirectBuf,
                                                            &dstIndirectBufOffset));
    
        *indirectBufferOut       = dstIndirectBuf;
        *indirectBufferOffsetOut = dstIndirectBufOffset;
    
        if (indexType != mCurrentDrawElementsType)
        {
            mCurrentDrawElementsType = indexType;
            setIndexBufferDirty();
        }
    
        return setupIndirectDraw(context, mode, mIndexedDirtyBitsMask, dstIndirectBuf,
                                 dstIndirectBufOffset, commandBufferOut);
    }
    
    angle::Result ContextVk::setupLineLoopIndirectDraw(const gl::Context *context,
                                                       gl::PrimitiveMode mode,
                                                       vk::BufferHelper *indirectBuffer,
                                                       VkDeviceSize indirectBufferOffset,
                                                       vk::CommandBuffer **commandBufferOut,
                                                       vk::BufferHelper **indirectBufferOut,
                                                       VkDeviceSize *indirectBufferOffsetOut)
    {
        ASSERT(mode == gl::PrimitiveMode::LineLoop);
    
        vk::BufferHelper *indirectBufferHelperOut = nullptr;
    
        ANGLE_TRY(mVertexArray->handleLineLoopIndirectDraw(
            context, indirectBuffer, indirectBufferOffset, &indirectBufferHelperOut,
            indirectBufferOffsetOut));
    
        *indirectBufferOut = indirectBufferHelperOut;
    
        if (gl::DrawElementsType::UnsignedInt != mCurrentDrawElementsType)
        {
            mCurrentDrawElementsType = gl::DrawElementsType::UnsignedInt;
            setIndexBufferDirty();
        }
    
        return setupIndirectDraw(context, mode, mIndexedDirtyBitsMask, indirectBufferHelperOut,
                                 *indirectBufferOffsetOut, commandBufferOut);
    }
    
    angle::Result ContextVk::setupLineLoopDraw(const gl::Context *context,
                                               gl::PrimitiveMode mode,
                                               GLint firstVertex,
                                               GLsizei vertexOrIndexCount,
                                               gl::DrawElementsType indexTypeOrInvalid,
                                               const void *indices,
                                               vk::CommandBuffer **commandBufferOut,
                                               uint32_t *numIndicesOut)
    {
        ANGLE_TRY(mVertexArray->handleLineLoop(this, firstVertex, vertexOrIndexCount,
                                               indexTypeOrInvalid, indices, numIndicesOut));
        setIndexBufferDirty();
        mCurrentDrawElementsType = indexTypeOrInvalid != gl::DrawElementsType::InvalidEnum
                                       ? indexTypeOrInvalid
                                       : gl::DrawElementsType::UnsignedInt;
        return setupDraw(context, mode, firstVertex, vertexOrIndexCount, 1, indexTypeOrInvalid, indices,
                         mIndexedDirtyBitsMask, commandBufferOut);
    }
    
    angle::Result ContextVk::setupDispatch(const gl::Context *context,
                                           vk::CommandBuffer **commandBufferOut)
    {
        ANGLE_TRY(mDispatcher.recordCommands(this, commandBufferOut));
    
        if (mProgram->dirtyUniforms())
        {
            ANGLE_TRY(mProgram->updateUniforms(this));
            mComputeDirtyBits.set(DIRTY_BIT_DESCRIPTOR_SETS);
        }
    
        DirtyBits dirtyBits = mComputeDirtyBits;
    
        // Flush any relevant dirty bits.
        for (size_t dirtyBit : dirtyBits)
        {
            ANGLE_TRY((this->*mComputeDirtyBitHandlers[dirtyBit])(context, *commandBufferOut));
        }
    
        mComputeDirtyBits.reset();
    
        return angle::Result::Continue;
    }
    
    angle::Result ContextVk::handleDirtyGraphicsDefaultAttribs(const gl::Context *context,
                                                               vk::CommandBuffer *commandBuffer)
    {
        ASSERT(mDirtyDefaultAttribsMask.any());
    
        for (size_t attribIndex : mDirtyDefaultAttribsMask)
        {
            ANGLE_TRY(updateDefaultAttribute(attribIndex));
        }
    
        mDirtyDefaultAttribsMask.reset();
        return angle::Result::Continue;
    }
    
    angle::Result ContextVk::handleDirtyGraphicsPipeline(const gl::Context *context,
                                                         vk::CommandBuffer *commandBuffer)
    {
        if (!mCurrentGraphicsPipeline)
        {
            const vk::GraphicsPipelineDesc *descPtr;
    
            // Draw call shader patching, shader compilation, and pipeline cache query.
            ANGLE_TRY(
                mProgram->getGraphicsPipeline(this, mCurrentDrawMode, *mGraphicsPipelineDesc,
                                              mProgram->getState().getNonBuiltinAttribLocationsMask(),
                                              &descPtr, &mCurrentGraphicsPipeline));
            mGraphicsPipelineTransition.reset();
        }
        else if (mGraphicsPipelineTransition.any())
        {
            if (!mCurrentGraphicsPipeline->findTransition(
                    mGraphicsPipelineTransition, *mGraphicsPipelineDesc, &mCurrentGraphicsPipeline))
            {
                vk::PipelineHelper *oldPipeline = mCurrentGraphicsPipeline;
    
                const vk::GraphicsPipelineDesc *descPtr;
    
                ANGLE_TRY(mProgram->getGraphicsPipeline(
                    this, mCurrentDrawMode, *mGraphicsPipelineDesc,
                    mProgram->getState().getNonBuiltinAttribLocationsMask(), &descPtr,
                    &mCurrentGraphicsPipeline));
    
                oldPipeline->addTransition(mGraphicsPipelineTransition, descPtr,
                                           mCurrentGraphicsPipeline);
            }
    
            mGraphicsPipelineTransition.reset();
        }
        commandBuffer->bindGraphicsPipeline(mCurrentGraphicsPipeline->getPipeline());
        // Update the queue serial for the pipeline object.
        ASSERT(mCurrentGraphicsPipeline && mCurrentGraphicsPipeline->valid());
        mCurrentGraphicsPipeline->updateSerial(getCurrentQueueSerial());
        return angle::Result::Continue;
    }
    
    angle::Result ContextVk::handleDirtyComputePipeline(const gl::Context *context,
                                                        vk::CommandBuffer *commandBuffer)
    {
        if (!mCurrentComputePipeline)
        {
            ANGLE_TRY(mProgram->getComputePipeline(this, &mCurrentComputePipeline));
        }
    
        commandBuffer->bindComputePipeline(mCurrentComputePipeline->get());
        mCurrentComputePipeline->updateSerial(getCurrentQueueSerial());
    
        return angle::Result::Continue;
    }
    
    ANGLE_INLINE angle::Result ContextVk::handleDirtyTexturesImpl(const gl::Context *context,
                                                                  vk::CommandBuffer *commandBuffer,
                                                                  vk::CommandGraphResource *recorder)
    {
    
        ANGLE_TRY(updateActiveTextures(context, recorder));
    
        if (mProgram->hasTextures())
        {
            ANGLE_TRY(mProgram->updateTexturesDescriptorSet(this));
        }
    
        return angle::Result::Continue;
    }
    
    angle::Result ContextVk::handleDirtyGraphicsTextures(const gl::Context *context,
                                                         vk::CommandBuffer *commandBuffer)
    {
        return handleDirtyTexturesImpl(context, commandBuffer, mDrawFramebuffer->getFramebuffer());
    }
    
    angle::Result ContextVk::handleDirtyComputeTextures(const gl::Context *context,
                                                        vk::CommandBuffer *commandBuffer)
    {
        return handleDirtyTexturesImpl(context, commandBuffer, &mDispatcher);
    }
    
    angle::Result ContextVk::handleDirtyGraphicsVertexBuffers(const gl::Context *context,
                                                              vk::CommandBuffer *commandBuffer)
    {
        uint32_t maxAttrib = mProgram->getState().getMaxActiveAttribLocation();
        const gl::AttribArray<VkBuffer> &bufferHandles = mVertexArray->getCurrentArrayBufferHandles();
        const gl::AttribArray<VkDeviceSize> &bufferOffsets =
            mVertexArray->getCurrentArrayBufferOffsets();
    
        commandBuffer->bindVertexBuffers(0, maxAttrib, bufferHandles.data(), bufferOffsets.data());
    
        const gl::AttribArray<vk::BufferHelper *> &arrayBufferResources =
            mVertexArray->getCurrentArrayBuffers();
        vk::FramebufferHelper *framebuffer = mDrawFramebuffer->getFramebuffer();
    
        // Mark all active vertex buffers as accessed by the graph.
        gl::AttributesMask attribsMask = mProgram->getState().getActiveAttribLocationsMask();
        for (size_t attribIndex : attribsMask)
        {
            vk::BufferHelper *arrayBuffer = arrayBufferResources[attribIndex];
            if (arrayBuffer)
            {
                arrayBuffer->onRead(this, framebuffer, VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT);
            }
        }
    
        return angle::Result::Continue;
    }
    
    angle::Result ContextVk::handleDirtyGraphicsIndexBuffer(const gl::Context *context,
                                                            vk::CommandBuffer *commandBuffer)
    {
        vk::BufferHelper *elementArrayBuffer = mVertexArray->getCurrentElementArrayBuffer();
        ASSERT(elementArrayBuffer != nullptr);
    
        commandBuffer->bindIndexBuffer(elementArrayBuffer->getBuffer(),
                                       mVertexArray->getCurrentElementArrayBufferOffset(),
                                       gl_vk::kIndexTypeMap[mCurrentDrawElementsType]);
    
        vk::FramebufferHelper *framebuffer = mDrawFramebuffer->getFramebuffer();
        elementArrayBuffer->onRead(this, framebuffer, VK_ACCESS_INDEX_READ_BIT);
    
        return angle::Result::Continue;
    }
    
    ANGLE_INLINE angle::Result ContextVk::handleDirtyShaderResourcesImpl(
        const gl::Context *context,
        vk::CommandBuffer *commandBuffer,
        vk::CommandGraphResource *recorder)
    {
        if (mProgram->hasImages())
        {
            ANGLE_TRY(updateActiveImages(context, recorder));
        }
    
        if (mProgram->hasUniformBuffers() || mProgram->hasStorageBuffers() ||
            mProgram->hasAtomicCounterBuffers() || mProgram->hasImages())
        {
            ANGLE_TRY(mProgram->updateShaderResourcesDescriptorSet(this, recorder));
        }
        return angle::Result::Continue;
    }
    
    angle::Result ContextVk::handleDirtyGraphicsShaderResources(const gl::Context *context,
                                                                vk::CommandBuffer *commandBuffer)
    {
        return handleDirtyShaderResourcesImpl(context, commandBuffer,
                                              mDrawFramebuffer->getFramebuffer());
    }
    
    angle::Result ContextVk::handleDirtyComputeShaderResources(const gl::Context *context,
                                                               vk::CommandBuffer *commandBuffer)
    {
        return handleDirtyShaderResourcesImpl(context, commandBuffer, &mDispatcher);
    }
    
    angle::Result ContextVk::handleDirtyGraphicsTransformFeedbackBuffers(
        const gl::Context *context,
        vk::CommandBuffer *commandBuffer)
    {
        if (mProgram->hasTransformFeedbackOutput() && mState.isTransformFeedbackActive())
        {
            ANGLE_TRY(mProgram->updateTransformFeedbackDescriptorSet(
                this, mDrawFramebuffer->getFramebuffer()));
        }
        return angle::Result::Continue;
    }
    
    ANGLE_INLINE angle::Result ContextVk::handleDirtyDescriptorSetsImpl(
        vk::CommandBuffer *commandBuffer,
        VkPipelineBindPoint bindPoint,
        const DriverUniformsDescriptorSet &driverUniforms)
    {
        ANGLE_TRY(mProgram->updateDescriptorSets(this, commandBuffer));
    
        // Bind the driver descriptor set.
        commandBuffer->bindDescriptorSets(
            mProgram->getPipelineLayout(), bindPoint, kDriverUniformsDescriptorSetIndex, 1,
            &driverUniforms.descriptorSet, 1, &driverUniforms.dynamicOffset);
    
        return angle::Result::Continue;
    }
    
    angle::Result ContextVk::handleDirtyGraphicsDescriptorSets(const gl::Context *context,
                                                               vk::CommandBuffer *commandBuffer)
    {
        return handleDirtyDescriptorSetsImpl(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS,
                                             mDriverUniforms[PipelineType::Graphics]);
    }
    
    angle::Result ContextVk::handleDirtyComputeDescriptorSets(const gl::Context *context,
                                                              vk::CommandBuffer *commandBuffer)
    {
        return handleDirtyDescriptorSetsImpl(commandBuffer, VK_PIPELINE_BIND_POINT_COMPUTE,
                                             mDriverUniforms[PipelineType::Compute]);
    }
    
    angle::Result ContextVk::submitFrame(const VkSubmitInfo &submitInfo,
                                         vk::PrimaryCommandBuffer &&commandBuffer)
    {
        ANGLE_TRY(ensureSubmitFenceInitialized());
        ANGLE_TRY(mCommandQueue.submitFrame(this, submitInfo, mSubmitFence, &mCurrentGarbage,
                                            &mCommandPool, std::move(commandBuffer)));
    
        // we need to explicitly notify every other Context using this VkQueue that their current
        // command buffer is no longer valid.
        onRenderPassFinished();
        mComputeDirtyBits |= mNewComputeCommandBufferDirtyBits;
    
        // Make sure a new fence is created for the next submission.
        mRenderer->resetSharedFence(&mSubmitFence);
    
        if (mGpuEventsEnabled)
        {
            ANGLE_TRY(checkCompletedGpuEvents());
        }
    
        return angle::Result::Continue;
    }
    
    angle::Result ContextVk::flushCommandGraph(vk::PrimaryCommandBuffer *commandBatch)
    {
        if (mIsAnyHostVisibleBufferWritten)
        {
            mCommandGraph.makeHostVisibleBufferWriteAvailable();
        }
        mIsAnyHostVisibleBufferWritten = false;
    
        return mCommandGraph.submitCommands(this, getCurrentQueueSerial(), &mRenderPassCache,
                                            commandBatch);
    }
    
    angle::Result ContextVk::synchronizeCpuGpuTime()
    {
        ASSERT(mGpuEventsEnabled);
    
        angle::PlatformMethods *platform = ANGLEPlatformCurrent();
        ASSERT(platform);
    
        // To synchronize CPU and GPU times, we need to get the CPU timestamp as close as possible
        // to the GPU timestamp.  The process of getting the GPU timestamp is as follows:
        //
        //             CPU                            GPU
        //
        //     Record command buffer
        //     with timestamp query
        //
        //     Submit command buffer
        //
        //     Post-submission work             Begin execution
        //
        //            ????                    Write timestamp Tgpu
        //
        //            ????                       End execution
        //
        //            ????                    Return query results
        //
        //            ????
        //
        //       Get query results
        //
        // The areas of unknown work (????) on the CPU indicate that the CPU may or may not have
        // finished post-submission work while the GPU is executing in parallel. With no further
        // work, querying CPU timestamps before submission and after getting query results give the
        // bounds to Tgpu, which could be quite large.
        //
        // Using VkEvents, the GPU can be made to wait for the CPU and vice versa, in an effort to
        // reduce this range. This function implements the following procedure:
        //
        //             CPU                            GPU
        //
        //     Record command buffer
        //     with timestamp query
        //
        //     Submit command buffer
        //
        //     Post-submission work             Begin execution
        //
        //            ????                    Set Event GPUReady
        //
        //    Wait on Event GPUReady         Wait on Event CPUReady
        //
        //       Get CPU Time Ts             Wait on Event CPUReady
        //
        //      Set Event CPUReady           Wait on Event CPUReady
        //
        //      Get CPU Time Tcpu              Get GPU Time Tgpu
        //
        //    Wait on Event GPUDone            Set Event GPUDone
        //
        //       Get CPU Time Te                 End Execution
        //
        //            Idle                    Return query results
        //
        //      Get query results
        //
        // If Te-Ts > epsilon, a GPU or CPU interruption can be assumed and the operation can be
        // retried.  Once Te-Ts < epsilon, Tcpu can be taken to presumably match Tgpu.  Finding an
        // epsilon that's valid for all devices may be difficult, so the loop can be performed only
        // a limited number of times and the Tcpu,Tgpu pair corresponding to smallest Te-Ts used for
        // calibration.
        //
        // Note: Once VK_EXT_calibrated_timestamps is ubiquitous, this should be redone.
    
        // Make sure nothing is running
        ASSERT(mCommandGraph.empty());
    
        ANGLE_TRACE_EVENT0("gpu.angle", "RendererVk::synchronizeCpuGpuTime");
    
        // Create a query used to receive the GPU timestamp
        vk::QueryHelper timestampQuery;
        ANGLE_TRY(mGpuEventQueryPool.allocateQuery(this, &timestampQuery));
    
        // Create the three events
        VkEventCreateInfo eventCreateInfo = {};
        eventCreateInfo.sType             = VK_STRUCTURE_TYPE_EVENT_CREATE_INFO;
        eventCreateInfo.flags             = 0;
    
        VkDevice device = getDevice();
        vk::DeviceScoped<vk::Event> cpuReady(device), gpuReady(device), gpuDone(device);
        ANGLE_VK_TRY(this, cpuReady.get().init(device, eventCreateInfo));
        ANGLE_VK_TRY(this, gpuReady.get().init(device, eventCreateInfo));
        ANGLE_VK_TRY(this, gpuDone.get().init(device, eventCreateInfo));
    
        constexpr uint32_t kRetries = 10;
    
        // Time suffixes used are S for seconds and Cycles for cycles
        double tightestRangeS = 1e6f;
        double TcpuS          = 0;
        uint64_t TgpuCycles   = 0;
        for (uint32_t i = 0; i < kRetries; ++i)
        {
            // Reset the events
            ANGLE_VK_TRY(this, cpuReady.get().reset(device));
            ANGLE_VK_TRY(this, gpuReady.get().reset(device));
            ANGLE_VK_TRY(this, gpuDone.get().reset(device));
    
            // Record the command buffer
            vk::DeviceScoped<vk::PrimaryCommandBuffer> commandBatch(device);
            vk::PrimaryCommandBuffer &commandBuffer = commandBatch.get();
    
            ANGLE_TRY(mCommandQueue.allocatePrimaryCommandBuffer(this, mCommandPool, &commandBuffer));
    
            VkCommandBufferBeginInfo beginInfo = {};
            beginInfo.sType                    = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
            beginInfo.flags                    = 0;
            beginInfo.pInheritanceInfo         = nullptr;
    
            ANGLE_VK_TRY(this, commandBuffer.begin(beginInfo));
    
            commandBuffer.setEvent(gpuReady.get().getHandle(), VK_PIPELINE_STAGE_ALL_GRAPHICS_BIT);
            commandBuffer.waitEvents(1, cpuReady.get().ptr(), VK_PIPELINE_STAGE_HOST_BIT,
                                     VK_PIPELINE_STAGE_ALL_GRAPHICS_BIT, 0, nullptr, 0, nullptr, 0,
                                     nullptr);
    
            commandBuffer.resetQueryPool(timestampQuery.getQueryPool()->getHandle(),
                                         timestampQuery.getQuery(), 1);
            commandBuffer.writeTimestamp(VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT,
                                         timestampQuery.getQueryPool()->getHandle(),
                                         timestampQuery.getQuery());
    
            commandBuffer.setEvent(gpuDone.get().getHandle(), VK_PIPELINE_STAGE_ALL_GRAPHICS_BIT);
    
            ANGLE_VK_TRY(this, commandBuffer.end());
    
            // Submit the command buffer
            VkSubmitInfo submitInfo = {};
            InitializeSubmitInfo(&submitInfo, commandBatch.get(), {}, &mWaitSemaphoreStageMasks,
                                 nullptr);
    
            ANGLE_TRY(submitFrame(submitInfo, commandBatch.release()));
    
            // Wait for GPU to be ready.  This is a short busy wait.
            VkResult result = VK_EVENT_RESET;
            do
            {
                result = gpuReady.get().getStatus(device);
                if (result != VK_EVENT_SET && result != VK_EVENT_RESET)
                {
                    ANGLE_VK_TRY(this, result);
                }
            } while (result == VK_EVENT_RESET);
    
            double TsS = platform->monotonicallyIncreasingTime(platform);
    
            // Tell the GPU to go ahead with the timestamp query.
            ANGLE_VK_TRY(this, cpuReady.get().set(device));
            double cpuTimestampS = platform->monotonicallyIncreasingTime(platform);
    
            // Wait for GPU to be done.  Another short busy wait.
            do
            {
                result = gpuDone.get().getStatus(device);
                if (result != VK_EVENT_SET && result != VK_EVENT_RESET)
                {
                    ANGLE_VK_TRY(this, result);
                }
            } while (result == VK_EVENT_RESET);
    
            double TeS = platform->monotonicallyIncreasingTime(platform);
    
            // Get the query results
            ANGLE_TRY(finishToSerial(getLastSubmittedQueueSerial()));
    
            constexpr VkQueryResultFlags queryFlags = VK_QUERY_RESULT_WAIT_BIT | VK_QUERY_RESULT_64_BIT;
    
            uint64_t gpuTimestampCycles = 0;
            ANGLE_VK_TRY(this, timestampQuery.getQueryPool()->getResults(
                                   device, timestampQuery.getQuery(), 1, sizeof(gpuTimestampCycles),
                                   &gpuTimestampCycles, sizeof(gpuTimestampCycles), queryFlags));
    
            // Use the first timestamp queried as origin.
            if (mGpuEventTimestampOrigin == 0)
            {
                mGpuEventTimestampOrigin = gpuTimestampCycles;
            }
    
            // Take these CPU and GPU timestamps if there is better confidence.
            double confidenceRangeS = TeS - TsS;
            if (confidenceRangeS < tightestRangeS)
            {
                tightestRangeS = confidenceRangeS;
                TcpuS          = cpuTimestampS;
                TgpuCycles     = gpuTimestampCycles;
            }
        }
    
        mGpuEventQueryPool.freeQuery(this, &timestampQuery);
    
        // timestampPeriod gives nanoseconds/cycle.
        double TgpuS =
            (TgpuCycles - mGpuEventTimestampOrigin) *
            static_cast<double>(getRenderer()->getPhysicalDeviceProperties().limits.timestampPeriod) /
            1'000'000'000.0;
    
        flushGpuEvents(TgpuS, TcpuS);
    
        mGpuClockSync.gpuTimestampS = TgpuS;
        mGpuClockSync.cpuTimestampS = TcpuS;
    
        return angle::Result::Continue;
    }
    
    angle::Result ContextVk::traceGpuEventImpl(vk::PrimaryCommandBuffer *commandBuffer,
                                               char phase,
                                               const char *name)
    {
        ASSERT(mGpuEventsEnabled);
    
        GpuEventQuery event;
    
        event.name   = name;
        event.phase  = phase;
        event.serial = getCurrentQueueSerial();
    
        ANGLE_TRY(mGpuEventQueryPool.allocateQuery(this, &event.queryPoolIndex, &event.queryIndex));
    
        commandBuffer->resetQueryPool(
            mGpuEventQueryPool.getQueryPool(event.queryPoolIndex)->getHandle(), event.queryIndex, 1);
        commandBuffer->writeTimestamp(
            VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT,
            mGpuEventQueryPool.getQueryPool(event.queryPoolIndex)->getHandle(), event.queryIndex);
    
        mInFlightGpuEventQueries.push_back(std::move(event));
    
        return angle::Result::Continue;
    }
    
    angle::Result ContextVk::checkCompletedGpuEvents()
    {
        ASSERT(mGpuEventsEnabled);
    
        angle::PlatformMethods *platform = ANGLEPlatformCurrent();
        ASSERT(platform);
    
        int finishedCount = 0;
    
        Serial lastCompletedSerial = getLastCompletedQueueSerial();
    
        for (GpuEventQuery &eventQuery : mInFlightGpuEventQueries)
        {
            // Only check the timestamp query if the submission has finished.
            if (eventQuery.serial > lastCompletedSerial)
            {
                break;
            }
    
            // See if the results are available.
            uint64_t gpuTimestampCycles = 0;
            VkResult result             = mGpuEventQueryPool.getQueryPool(eventQuery.queryPoolIndex)
                                  ->getResults(getDevice(), eventQuery.queryIndex, 1,
                                               sizeof(gpuTimestampCycles), &gpuTimestampCycles,
                                               sizeof(gpuTimestampCycles), VK_QUERY_RESULT_64_BIT);
            if (result == VK_NOT_READY)
            {
                break;
            }
            ANGLE_VK_TRY(this, result);
    
            mGpuEventQueryPool.freeQuery(this, eventQuery.queryPoolIndex, eventQuery.queryIndex);
    
            GpuEvent event;
            event.gpuTimestampCycles = gpuTimestampCycles;
            event.name               = eventQuery.name;
            event.phase              = eventQuery.phase;
    
            mGpuEvents.emplace_back(event);
    
            ++finishedCount;
        }
    
        mInFlightGpuEventQueries.erase(mInFlightGpuEventQueries.begin(),
                                       mInFlightGpuEventQueries.begin() + finishedCount);
    
        return angle::Result::Continue;
    }
    
    void ContextVk::flushGpuEvents(double nextSyncGpuTimestampS, double nextSyncCpuTimestampS)
    {
        if (mGpuEvents.size() == 0)
        {
            return;
        }
    
        angle::PlatformMethods *platform = ANGLEPlatformCurrent();
        ASSERT(platform);
    
        // Find the slope of the clock drift for adjustment
        double lastGpuSyncTimeS  = mGpuClockSync.gpuTimestampS;
        double lastGpuSyncDiffS  = mGpuClockSync.cpuTimestampS - mGpuClockSync.gpuTimestampS;
        double gpuSyncDriftSlope = 0;
    
        double nextGpuSyncTimeS = nextSyncGpuTimestampS;
        double nextGpuSyncDiffS = nextSyncCpuTimestampS - nextSyncGpuTimestampS;
    
        // No gpu trace events should have been generated before the clock sync, so if there is no
        // "previous" clock sync, there should be no gpu events (i.e. the function early-outs
        // above).
        ASSERT(mGpuClockSync.gpuTimestampS != std::numeric_limits<double>::max() &&
               mGpuClockSync.cpuTimestampS != std::numeric_limits<double>::max());
    
        gpuSyncDriftSlope =
            (nextGpuSyncDiffS - lastGpuSyncDiffS) / (nextGpuSyncTimeS - lastGpuSyncTimeS);
    
        for (const GpuEvent &event : mGpuEvents)
        {
            double gpuTimestampS =
                (event.gpuTimestampCycles - mGpuEventTimestampOrigin) *
                static_cast<double>(
                    getRenderer()->getPhysicalDeviceProperties().limits.timestampPeriod) *
                1e-9;
    
            // Account for clock drift.
            gpuTimestampS += lastGpuSyncDiffS + gpuSyncDriftSlope * (gpuTimestampS - lastGpuSyncTimeS);
    
            // Generate the trace now that the GPU timestamp is available and clock drifts are
            // accounted for.
            static long long eventId = 1;
            static const unsigned char *categoryEnabled =
                TRACE_EVENT_API_GET_CATEGORY_ENABLED(platform, "gpu.angle.gpu");
            platform->addTraceEvent(platform, event.phase, categoryEnabled, event.name, eventId++,
                                    gpuTimestampS, 0, nullptr, nullptr, nullptr, TRACE_EVENT_FLAG_NONE);
        }
    
        mGpuEvents.clear();
    }
    
    void ContextVk::clearAllGarbage()
    {
        VkDevice device = getDevice();
        for (vk::GarbageObject &garbage : mCurrentGarbage)
        {
            garbage.destroy(device);
        }
        mCurrentGarbage.clear();
        mCommandQueue.clearAllGarbage(device);
    }
    
    void ContextVk::handleDeviceLost()
    {
        mCommandGraph.clear();
    
        mCommandQueue.handleDeviceLost(mRenderer);
        clearAllGarbage();
    
        mRenderer->notifyDeviceLost();
    }
    
    angle::Result ContextVk::drawArrays(const gl::Context *context,
                                        gl::PrimitiveMode mode,
                                        GLint first,
                                        GLsizei count)
    {
        vk::CommandBuffer *commandBuffer = nullptr;
        uint32_t clampedVertexCount      = gl::GetClampedVertexCount<uint32_t>(count);
    
        if (mode == gl::PrimitiveMode::LineLoop)
        {
            uint32_t numIndices;
            ANGLE_TRY(setupLineLoopDraw(context, mode, first, count, gl::DrawElementsType::InvalidEnum,
                                        nullptr, &commandBuffer, &numIndices));
            vk::LineLoopHelper::Draw(numIndices, commandBuffer);
        }
        else
        {
            ANGLE_TRY(setupDraw(context, mode, first, count, 1, gl::DrawElementsType::InvalidEnum,
                                nullptr, mNonIndexedDirtyBitsMask, &commandBuffer));
            commandBuffer->draw(clampedVertexCount, first);
        }
    
        return angle::Result::Continue;
    }
    
    angle::Result ContextVk::drawArraysInstanced(const gl::Context *context,
                                                 gl::PrimitiveMode mode,
                                                 GLint first,
                                                 GLsizei count,
                                                 GLsizei instances)
    {
        vk::CommandBuffer *commandBuffer = nullptr;
    
        if (mode == gl::PrimitiveMode::LineLoop)
        {
            uint32_t clampedVertexCount = gl::GetClampedVertexCount<uint32_t>(count);
            uint32_t numIndices;
            ANGLE_TRY(setupLineLoopDraw(context, mode, first, clampedVertexCount,
                                        gl::DrawElementsType::InvalidEnum, nullptr, &commandBuffer,
                                        &numIndices));
            commandBuffer->drawIndexedInstanced(numIndices, instances);
            return angle::Result::Continue;
        }
    
        ANGLE_TRY(setupDraw(context, mode, first, count, instances, gl::DrawElementsType::InvalidEnum,
                            nullptr, mNonIndexedDirtyBitsMask, &commandBuffer));
        commandBuffer->drawInstanced(gl::GetClampedVertexCount<uint32_t>(count), instances, first);
        return angle::Result::Continue;
    }
    
    angle::Result ContextVk::drawArraysInstancedBaseInstance(const gl::Context *context,
                                                             gl::PrimitiveMode mode,
                                                             GLint first,
                                                             GLsizei count,
                                                             GLsizei instances,
                                                             GLuint baseInstance)
    {
        vk::CommandBuffer *commandBuffer = nullptr;
    
        if (mode == gl::PrimitiveMode::LineLoop)
        {
            uint32_t clampedVertexCount = gl::GetClampedVertexCount<uint32_t>(count);
            uint32_t numIndices;
            ANGLE_TRY(setupLineLoopDraw(context, mode, first, clampedVertexCount,
                                        gl::DrawElementsType::InvalidEnum, nullptr, &commandBuffer,
                                        &numIndices));
            commandBuffer->drawIndexedInstancedBaseVertexBaseInstance(numIndices, instances, 0, 0,
                                                                      baseInstance);
            return angle::Result::Continue;
        }
    
        ANGLE_TRY(setupDraw(context, mode, first, count, instances, gl::DrawElementsType::InvalidEnum,
                            nullptr, mNonIndexedDirtyBitsMask, &commandBuffer));
        commandBuffer->drawInstancedBaseInstance(gl::GetClampedVertexCount<uint32_t>(count), instances,
                                                 first, baseInstance);
        return angle::Result::Continue;
    }
    
    angle::Result ContextVk::drawElements(const gl::Context *context,
                                          gl::PrimitiveMode mode,
                                          GLsizei count,
                                          gl::DrawElementsType type,
                                          const void *indices)
    {
        vk::CommandBuffer *commandBuffer = nullptr;
        if (mode == gl::PrimitiveMode::LineLoop)
        {
            uint32_t indexCount;
            ANGLE_TRY(
                setupLineLoopDraw(context, mode, 0, count, type, indices, &commandBuffer, &indexCount));
            vk::LineLoopHelper::Draw(indexCount, commandBuffer);
        }
        else
        {
            ANGLE_TRY(setupIndexedDraw(context, mode, count, 1, type, indices, &commandBuffer));
            commandBuffer->drawIndexed(count);
        }
    
        return angle::Result::Continue;
    }
    
    angle::Result ContextVk::drawElementsInstanced(const gl::Context *context,
                                                   gl::PrimitiveMode mode,
                                                   GLsizei count,
                                                   gl::DrawElementsType type,
                                                   const void *indices,
                                                   GLsizei instances)
    {
        vk::CommandBuffer *commandBuffer = nullptr;
    
        if (mode == gl::PrimitiveMode::LineLoop)
        {
            uint32_t indexCount;
            ANGLE_TRY(
                setupLineLoopDraw(context, mode, 0, count, type, indices, &commandBuffer, &indexCount));
            count = indexCount;
        }
        else
        {
            ANGLE_TRY(setupIndexedDraw(context, mode, count, instances, type, indices, &commandBuffer));
        }
    
        commandBuffer->drawIndexedInstanced(count, instances);
        return angle::Result::Continue;
    }
    
    angle::Result ContextVk::drawElementsInstancedBaseVertexBaseInstance(const gl::Context *context,
                                                                         gl::PrimitiveMode mode,
                                                                         GLsizei count,
                                                                         gl::DrawElementsType type,
                                                                         const void *indices,
                                                                         GLsizei instances,
                                                                         GLint baseVertex,
                                                                         GLuint baseInstance)
    {
        vk::CommandBuffer *commandBuffer = nullptr;
    
        if (mode == gl::PrimitiveMode::LineLoop)
        {
            uint32_t indexCount;
            ANGLE_TRY(
                setupLineLoopDraw(context, mode, 0, count, type, indices, &commandBuffer, &indexCount));
            commandBuffer->drawIndexedInstancedBaseVertexBaseInstance(indexCount, instances, 0,
                                                                      baseVertex, baseInstance);
            return angle::Result::Continue;
        }
    
        ANGLE_TRY(setupIndexedDraw(context, mode, count, instances, type, indices, &commandBuffer));
        commandBuffer->drawIndexedInstancedBaseVertexBaseInstance(count, instances, 0, baseVertex,
                                                                  baseInstance);
        return angle::Result::Continue;
    }
    
    angle::Result ContextVk::drawRangeElements(const gl::Context *context,
                                               gl::PrimitiveMode mode,
                                               GLuint start,
                                               GLuint end,
                                               GLsizei count,
                                               gl::DrawElementsType type,
                                               const void *indices)
    {
        return drawElements(context, mode, count, type, indices);
    }
    
    VkDevice ContextVk::getDevice() const
    {
        return mRenderer->getDevice();
    }
    
    angle::Result ContextVk::drawArraysIndirect(const gl::Context *context,
                                                gl::PrimitiveMode mode,
                                                const void *indirect)
    {
        gl::Buffer *indirectBuffer            = mState.getTargetBuffer(gl::BufferBinding::DrawIndirect);
        vk::BufferHelper *currentIndirectBuf  = &vk::GetImpl(indirectBuffer)->getBuffer();
        VkDeviceSize currentIndirectBufOffset = reinterpret_cast<VkDeviceSize>(indirect);
    
        if (mVertexArray->getStreamingVertexAttribsMask().any())
        {
            vk::FramebufferHelper *framebuffer = mDrawFramebuffer->getFramebuffer();
            currentIndirectBuf->onRead(this, framebuffer, VK_ACCESS_INDIRECT_COMMAND_READ_BIT);
    
            // We have instanced vertex attributes that need to be emulated for Vulkan.
            // invalidate any cache and map the buffer so that we can read the indirect data.
            // Mapping the buffer will cause a flush.
            ANGLE_TRY(currentIndirectBuf->invalidate(this, 0, sizeof(VkDrawIndirectCommand)));
            uint8_t *buffPtr;
            ANGLE_TRY(currentIndirectBuf->map(this, &buffPtr));
            const VkDrawIndirectCommand *indirectData =
                reinterpret_cast<VkDrawIndirectCommand *>(buffPtr + currentIndirectBufOffset);
    
            ANGLE_TRY(drawArraysInstanced(context, mode, indirectData->firstVertex,
                                          indirectData->vertexCount, indirectData->instanceCount));
    
            currentIndirectBuf->unmap(getDevice());
            return angle::Result::Continue;
        }
    
        vk::CommandBuffer *commandBuffer = nullptr;
    
        if (mode == gl::PrimitiveMode::LineLoop)
        {
            ASSERT(indirectBuffer);
            vk::BufferHelper *dstIndirectBuf  = nullptr;
            VkDeviceSize dstIndirectBufOffset = 0;
    
            ANGLE_TRY(setupLineLoopIndirectDraw(context, mode, currentIndirectBuf,
                                                currentIndirectBufOffset, &commandBuffer,
                                                &dstIndirectBuf, &dstIndirectBufOffset));
    
            commandBuffer->drawIndexedIndirect(dstIndirectBuf->getBuffer(), dstIndirectBufOffset, 1, 0);
            return angle::Result::Continue;
        }
    
        ANGLE_TRY(setupIndirectDraw(context, mode, mNonIndexedDirtyBitsMask, currentIndirectBuf,
                                    currentIndirectBufOffset, &commandBuffer));
    
        commandBuffer->drawIndirect(currentIndirectBuf->getBuffer(), currentIndirectBufOffset, 1, 0);
        return angle::Result::Continue;
    }
    
    angle::Result ContextVk::drawElementsIndirect(const gl::Context *context,
                                                  gl::PrimitiveMode mode,
                                                  gl::DrawElementsType type,
                                                  const void *indirect)
    {
        VkDeviceSize currentIndirectBufOffset = reinterpret_cast<VkDeviceSize>(indirect);
        gl::Buffer *indirectBuffer            = mState.getTargetBuffer(gl::BufferBinding::DrawIndirect);
        ASSERT(indirectBuffer);
        vk::BufferHelper *currentIndirectBuf = &vk::GetImpl(indirectBuffer)->getBuffer();
    
        if (mVertexArray->getStreamingVertexAttribsMask().any())
        {
            vk::FramebufferHelper *framebuffer = mDrawFramebuffer->getFramebuffer();
            currentIndirectBuf->onRead(this, framebuffer, VK_ACCESS_INDIRECT_COMMAND_READ_BIT);
    
            // We have instanced vertex attributes that need to be emulated for Vulkan.
            // invalidate any cache and map the buffer so that we can read the indirect data.
            // Mapping the buffer will cause a flush.
            ANGLE_TRY(currentIndirectBuf->invalidate(this, 0, sizeof(VkDrawIndexedIndirectCommand)));
            uint8_t *buffPtr;
            ANGLE_TRY(currentIndirectBuf->map(this, &buffPtr));
            const VkDrawIndexedIndirectCommand *indirectData =
                reinterpret_cast<VkDrawIndexedIndirectCommand *>(buffPtr + currentIndirectBufOffset);
    
            ANGLE_TRY(drawElementsInstanced(context, mode, indirectData->indexCount, type, nullptr,
                                            indirectData->instanceCount));
    
            currentIndirectBuf->unmap(getDevice());
            return angle::Result::Continue;
        }
    
        if (type == gl::DrawElementsType::UnsignedByte && mGraphicsDirtyBits[DIRTY_BIT_INDEX_BUFFER])
        {
            vk::BufferHelper *dstIndirectBuf;
            VkDeviceSize dstIndirectBufOffset;
    
            ANGLE_TRY(mVertexArray->convertIndexBufferIndirectGPU(
                this, currentIndirectBuf, currentIndirectBufOffset, &dstIndirectBuf,
                &dstIndirectBufOffset));
    
            currentIndirectBuf       = dstIndirectBuf;
            currentIndirectBufOffset = dstIndirectBufOffset;
        }
    
        vk::CommandBuffer *commandBuffer = nullptr;
    
        if (mode == gl::PrimitiveMode::LineLoop)
        {
            vk::BufferHelper *dstIndirectBuf;
            VkDeviceSize dstIndirectBufOffset;
    
            ANGLE_TRY(setupLineLoopIndexedIndirectDraw(context, mode, type, currentIndirectBuf,
                                                       currentIndirectBufOffset, &commandBuffer,
                                                       &dstIndirectBuf, &dstIndirectBufOffset));
    
            currentIndirectBuf       = dstIndirectBuf;
            currentIndirectBufOffset = dstIndirectBufOffset;
        }
        else
        {
            ANGLE_TRY(setupIndexedIndirectDraw(context, mode, type, currentIndirectBuf,
                                               currentIndirectBufOffset, &commandBuffer));
        }
    
        commandBuffer->drawIndexedIndirect(currentIndirectBuf->getBuffer(), currentIndirectBufOffset, 1,
                                           0);
        return angle::Result::Continue;
    }
    
    gl::GraphicsResetStatus ContextVk::getResetStatus()
    {
        if (mRenderer->isDeviceLost())
        {
            // TODO(geofflang): It may be possible to track which context caused the device lost and
            // return either GL_GUILTY_CONTEXT_RESET or GL_INNOCENT_CONTEXT_RESET.
            // http://anglebug.com/2787
            return gl::GraphicsResetStatus::UnknownContextReset;
        }
    
        return gl::GraphicsResetStatus::NoError;
    }
    
    std::string ContextVk::getVendorString() const
    {
        UNIMPLEMENTED();
        return std::string();
    }
    
    std::string ContextVk::getRendererDescription() const
    {
        return mRenderer->getRendererDescription();
    }
    
    void ContextVk::insertEventMarker(GLsizei length, const char *marker)
    {
        std::string markerStr(marker, length <= 0 ? strlen(marker) : length);
        mCommandGraph.insertDebugMarker(GL_DEBUG_SOURCE_APPLICATION, std::move(marker));
    }
    
    void ContextVk::pushGroupMarker(GLsizei length, const char *marker)
    {
        std::string markerStr(marker, length <= 0 ? strlen(marker) : length);
        mCommandGraph.pushDebugMarker(GL_DEBUG_SOURCE_APPLICATION, std::move(marker));
    }
    
    void ContextVk::popGroupMarker()
    {
        mCommandGraph.popDebugMarker();
    }
    
    void ContextVk::pushDebugGroup(GLenum source, GLuint id, const std::string &message)
    {
        mCommandGraph.insertDebugMarker(source, std::string(message));
    }
    
    void ContextVk::popDebugGroup()
    {
        mCommandGraph.popDebugMarker();
    }
    
    bool ContextVk::isViewportFlipEnabledForDrawFBO() const
    {
        return mFlipViewportForDrawFramebuffer && mFlipYForCurrentSurface;
    }
    
    bool ContextVk::isViewportFlipEnabledForReadFBO() const
    {
        return mFlipViewportForReadFramebuffer;
    }
    
    void ContextVk::updateColorMask(const gl::BlendState &blendState)
    {
        mClearColorMask =
            gl_vk::GetColorComponentFlags(blendState.colorMaskRed, blendState.colorMaskGreen,
                                          blendState.colorMaskBlue, blendState.colorMaskAlpha);
    
        FramebufferVk *framebufferVk = vk::GetImpl(mState.getDrawFramebuffer());
        mGraphicsPipelineDesc->updateColorWriteMask(&mGraphicsPipelineTransition, mClearColorMask,
                                                    framebufferVk->getEmulatedAlphaAttachmentMask());
    }
    
    void ContextVk::updateSampleMask(const gl::State &glState)
    {
        // If sample coverage is enabled, emulate it by generating and applying a mask on top of the
        // sample mask.
        uint32_t coverageSampleCount = GetCoverageSampleCount(glState, mDrawFramebuffer);
    
        static_assert(sizeof(uint32_t) == sizeof(GLbitfield), "Vulkan assumes 32-bit sample masks");
        for (uint32_t maskNumber = 0; maskNumber < glState.getMaxSampleMaskWords(); ++maskNumber)
        {
            uint32_t mask = glState.isSampleMaskEnabled() ? glState.getSampleMaskWord(maskNumber)
                                                          : std::numeric_limits<uint32_t>::max();
    
            ApplySampleCoverage(glState, coverageSampleCount, maskNumber, &mask);
    
            mGraphicsPipelineDesc->updateSampleMask(&mGraphicsPipelineTransition, maskNumber, mask);
        }
    }
    
    void ContextVk::updateViewport(FramebufferVk *framebufferVk,
                                   const gl::Rectangle &viewport,
                                   float nearPlane,
                                   float farPlane,
                                   bool invertViewport)
    {
        VkViewport vkViewport;
        const gl::Caps &caps                   = getCaps();
        const VkPhysicalDeviceLimits &limitsVk = mRenderer->getPhysicalDeviceProperties().limits;
        const int viewportBoundsRangeLow       = static_cast<int>(limitsVk.viewportBoundsRange[0]);
        const int viewportBoundsRangeHigh      = static_cast<int>(limitsVk.viewportBoundsRange[1]);
    
        // Clamp the viewport values to what Vulkan specifies
    
        // width must be greater than 0.0 and less than or equal to
        // VkPhysicalDeviceLimits::maxViewportDimensions[0]
        int correctedWidth = std::min<int>(viewport.width, caps.maxViewportWidth);
        correctedWidth     = std::max<int>(correctedWidth, 0);
        // height must be greater than 0.0 and less than or equal to
        // VkPhysicalDeviceLimits::maxViewportDimensions[1]
        int correctedHeight = std::min<int>(viewport.height, caps.maxViewportHeight);
        correctedHeight     = std::max<int>(correctedHeight, 0);
        // x and y must each be between viewportBoundsRange[0] and viewportBoundsRange[1], inclusive
        int correctedX = std::min<int>(viewport.x, viewportBoundsRangeHigh);
        correctedX     = std::max<int>(correctedX, viewportBoundsRangeLow);
        int correctedY = std::min<int>(viewport.y, viewportBoundsRangeHigh);
        correctedY     = std::max<int>(correctedY, viewportBoundsRangeLow);
        // x + width must be less than or equal to viewportBoundsRange[1]
        if ((correctedX + correctedWidth) > viewportBoundsRangeHigh)
        {
            correctedWidth = viewportBoundsRangeHigh - correctedX;
        }
        // y + height must be less than or equal to viewportBoundsRange[1]
        if ((correctedY + correctedHeight) > viewportBoundsRangeHigh)
        {
            correctedHeight = viewportBoundsRangeHigh - correctedY;
        }
    
        gl::Rectangle correctedRect =
            gl::Rectangle(correctedX, correctedY, correctedWidth, correctedHeight);
    
        gl_vk::GetViewport(correctedRect, nearPlane, farPlane, invertViewport,
                           framebufferVk->getState().getDimensions().height, &vkViewport);
        mGraphicsPipelineDesc->updateViewport(&mGraphicsPipelineTransition, vkViewport);
        invalidateGraphicsDriverUniforms();
    }
    
    void ContextVk::updateDepthRange(float nearPlane, float farPlane)
    {
        invalidateGraphicsDriverUniforms();
        mGraphicsPipelineDesc->updateDepthRange(&mGraphicsPipelineTransition, nearPlane, farPlane);
    }
    
    void ContextVk::updateScissor(const gl::State &glState)
    {
        FramebufferVk *framebufferVk = vk::GetImpl(glState.getDrawFramebuffer());
        gl::Rectangle renderArea     = framebufferVk->getCompleteRenderArea();
    
        // Clip the render area to the viewport.
        gl::Rectangle viewportClippedRenderArea;
        gl::ClipRectangle(renderArea, glState.getViewport(), &viewportClippedRenderArea);
    
        gl::Rectangle scissoredArea = ClipRectToScissor(getState(), viewportClippedRenderArea, false);
        if (isViewportFlipEnabledForDrawFBO())
        {
            scissoredArea.y = renderArea.height - scissoredArea.y - scissoredArea.height;
        }
    
        mGraphicsPipelineDesc->updateScissor(&mGraphicsPipelineTransition,
                                             gl_vk::GetRect(scissoredArea));
    
        framebufferVk->onScissorChange(this);
    }
    
    angle::Result ContextVk::syncState(const gl::Context *context,
                                       const gl::State::DirtyBits &dirtyBits,
                                       const gl::State::DirtyBits &bitMask)
    {
        const gl::State &glState = context->getState();
    
        if ((dirtyBits & mPipelineDirtyBitsMask).any() &&
            (glState.getProgram() == nullptr || !glState.getProgram()->isCompute()))
        {
            invalidateVertexAndIndexBuffers();
        }
    
        for (size_t dirtyBit : dirtyBits)
        {
            switch (dirtyBit)
            {
                case gl::State::DIRTY_BIT_SCISSOR_TEST_ENABLED:
                case gl::State::DIRTY_BIT_SCISSOR:
                    updateScissor(glState);
                    break;
                case gl::State::DIRTY_BIT_VIEWPORT:
                {
                    FramebufferVk *framebufferVk = vk::GetImpl(glState.getDrawFramebuffer());
                    updateViewport(framebufferVk, glState.getViewport(), glState.getNearPlane(),
                                   glState.getFarPlane(), isViewportFlipEnabledForDrawFBO());
                    // Update the scissor, which will be constrained to the viewport
                    updateScissor(glState);
                    break;
                }
                case gl::State::DIRTY_BIT_DEPTH_RANGE:
                    updateDepthRange(glState.getNearPlane(), glState.getFarPlane());
                    break;
                case gl::State::DIRTY_BIT_BLEND_ENABLED:
                    mGraphicsPipelineDesc->updateBlendEnabled(&mGraphicsPipelineTransition,
                                                              glState.isBlendEnabled());
                    break;
                case gl::State::DIRTY_BIT_BLEND_COLOR:
                    mGraphicsPipelineDesc->updateBlendColor(&mGraphicsPipelineTransition,
                                                            glState.getBlendColor());
                    break;
                case gl::State::DIRTY_BIT_BLEND_FUNCS:
                    mGraphicsPipelineDesc->updateBlendFuncs(&mGraphicsPipelineTransition,
                                                            glState.getBlendState());
                    break;
                case gl::State::DIRTY_BIT_BLEND_EQUATIONS:
                    mGraphicsPipelineDesc->updateBlendEquations(&mGraphicsPipelineTransition,
                                                                glState.getBlendState());
                    break;
                case gl::State::DIRTY_BIT_COLOR_MASK:
                    updateColorMask(glState.getBlendState());
                    break;
                case gl::State::DIRTY_BIT_SAMPLE_ALPHA_TO_COVERAGE_ENABLED:
                    mGraphicsPipelineDesc->updateAlphaToCoverageEnable(
                        &mGraphicsPipelineTransition, glState.isSampleAlphaToCoverageEnabled());
                    break;
                case gl::State::DIRTY_BIT_SAMPLE_COVERAGE_ENABLED:
                    updateSampleMask(glState);
                    break;
                case gl::State::DIRTY_BIT_SAMPLE_COVERAGE:
                    updateSampleMask(glState);
                    break;
                case gl::State::DIRTY_BIT_SAMPLE_MASK_ENABLED:
                    updateSampleMask(glState);
                    break;
                case gl::State::DIRTY_BIT_SAMPLE_MASK:
                    updateSampleMask(glState);
                    break;
                case gl::State::DIRTY_BIT_DEPTH_TEST_ENABLED:
                    mGraphicsPipelineDesc->updateDepthTestEnabled(&mGraphicsPipelineTransition,
                                                                  glState.getDepthStencilState(),
                                                                  glState.getDrawFramebuffer());
                    break;
                case gl::State::DIRTY_BIT_DEPTH_FUNC:
                    mGraphicsPipelineDesc->updateDepthFunc(&mGraphicsPipelineTransition,
                                                           glState.getDepthStencilState());
                    break;
                case gl::State::DIRTY_BIT_DEPTH_MASK:
                    mGraphicsPipelineDesc->updateDepthWriteEnabled(&mGraphicsPipelineTransition,
                                                                   glState.getDepthStencilState(),
                                                                   glState.getDrawFramebuffer());
                    break;
                case gl::State::DIRTY_BIT_STENCIL_TEST_ENABLED:
                    mGraphicsPipelineDesc->updateStencilTestEnabled(&mGraphicsPipelineTransition,
                                                                    glState.getDepthStencilState(),
                                                                    glState.getDrawFramebuffer());
                    break;
                case gl::State::DIRTY_BIT_STENCIL_FUNCS_FRONT:
                    mGraphicsPipelineDesc->updateStencilFrontFuncs(&mGraphicsPipelineTransition,
                                                                   glState.getStencilRef(),
                                                                   glState.getDepthStencilState());
                    break;
                case gl::State::DIRTY_BIT_STENCIL_FUNCS_BACK:
                    mGraphicsPipelineDesc->updateStencilBackFuncs(&mGraphicsPipelineTransition,
                                                                  glState.getStencilBackRef(),
                                                                  glState.getDepthStencilState());
                    break;
                case gl::State::DIRTY_BIT_STENCIL_OPS_FRONT:
                    mGraphicsPipelineDesc->updateStencilFrontOps(&mGraphicsPipelineTransition,
                                                                 glState.getDepthStencilState());
                    break;
                case gl::State::DIRTY_BIT_STENCIL_OPS_BACK:
                    mGraphicsPipelineDesc->updateStencilBackOps(&mGraphicsPipelineTransition,
                                                                glState.getDepthStencilState());
                    break;
                case gl::State::DIRTY_BIT_STENCIL_WRITEMASK_FRONT:
                    mGraphicsPipelineDesc->updateStencilFrontWriteMask(&mGraphicsPipelineTransition,
                                                                       glState.getDepthStencilState(),
                                                                       glState.getDrawFramebuffer());
                    break;
                case gl::State::DIRTY_BIT_STENCIL_WRITEMASK_BACK:
                    mGraphicsPipelineDesc->updateStencilBackWriteMask(&mGraphicsPipelineTransition,
                                                                      glState.getDepthStencilState(),
                                                                      glState.getDrawFramebuffer());
                    break;
                case gl::State::DIRTY_BIT_CULL_FACE_ENABLED:
                case gl::State::DIRTY_BIT_CULL_FACE:
                    mGraphicsPipelineDesc->updateCullMode(&mGraphicsPipelineTransition,
                                                          glState.getRasterizerState());
                    break;
                case gl::State::DIRTY_BIT_FRONT_FACE:
                    mGraphicsPipelineDesc->updateFrontFace(&mGraphicsPipelineTransition,
                                                           glState.getRasterizerState(),
                                                           isViewportFlipEnabledForDrawFBO());
                    break;
                case gl::State::DIRTY_BIT_POLYGON_OFFSET_FILL_ENABLED:
                    mGraphicsPipelineDesc->updatePolygonOffsetFillEnabled(
                        &mGraphicsPipelineTransition, glState.isPolygonOffsetFillEnabled());
                    break;
                case gl::State::DIRTY_BIT_POLYGON_OFFSET:
                    mGraphicsPipelineDesc->updatePolygonOffset(&mGraphicsPipelineTransition,
                                                               glState.getRasterizerState());
                    break;
                case gl::State::DIRTY_BIT_RASTERIZER_DISCARD_ENABLED:
                    mGraphicsPipelineDesc->updateRasterizerDiscardEnabled(
                        &mGraphicsPipelineTransition, glState.isRasterizerDiscardEnabled());
                    break;
                case gl::State::DIRTY_BIT_LINE_WIDTH:
                    mGraphicsPipelineDesc->updateLineWidth(&mGraphicsPipelineTransition,
                                                           glState.getLineWidth());
                    break;
                case gl::State::DIRTY_BIT_PRIMITIVE_RESTART_ENABLED:
                    mGraphicsPipelineDesc->updatePrimitiveRestartEnabled(
                        &mGraphicsPipelineTransition, glState.isPrimitiveRestartEnabled());
                    break;
                case gl::State::DIRTY_BIT_CLEAR_COLOR:
                    mClearColorValue.color.float32[0] = glState.getColorClearValue().red;
                    mClearColorValue.color.float32[1] = glState.getColorClearValue().green;
                    mClearColorValue.color.float32[2] = glState.getColorClearValue().blue;
                    mClearColorValue.color.float32[3] = glState.getColorClearValue().alpha;
                    break;
                case gl::State::DIRTY_BIT_CLEAR_DEPTH:
                    mClearDepthStencilValue.depthStencil.depth = glState.getDepthClearValue();
                    break;
                case gl::State::DIRTY_BIT_CLEAR_STENCIL:
                    mClearDepthStencilValue.depthStencil.stencil =
                        static_cast<uint32_t>(glState.getStencilClearValue());
                    break;
                case gl::State::DIRTY_BIT_UNPACK_STATE:
                    // This is a no-op, it's only important to use the right unpack state when we do
                    // setImage or setSubImage in TextureVk, which is plumbed through the frontend
                    // call
                    break;
                case gl::State::DIRTY_BIT_UNPACK_BUFFER_BINDING:
                    break;
                case gl::State::DIRTY_BIT_PACK_STATE:
                    // This is a no-op, its only important to use the right pack state when we do
                    // call readPixels later on.
                    break;
                case gl::State::DIRTY_BIT_PACK_BUFFER_BINDING:
                    break;
                case gl::State::DIRTY_BIT_DITHER_ENABLED:
                    break;
                case gl::State::DIRTY_BIT_GENERATE_MIPMAP_HINT:
                    break;
                case gl::State::DIRTY_BIT_SHADER_DERIVATIVE_HINT:
                    break;
                case gl::State::DIRTY_BIT_READ_FRAMEBUFFER_BINDING:
                    updateFlipViewportReadFramebuffer(context->getState());
                    break;
                case gl::State::DIRTY_BIT_DRAW_FRAMEBUFFER_BINDING:
                {
                    // FramebufferVk::syncState signals that we should start a new command buffer.
                    // But changing the binding can skip FramebufferVk::syncState if the Framebuffer
                    // has no dirty bits. Thus we need to explicitly clear the current command
                    // buffer to ensure we start a new one. Note that we need a new command buffer
                    // because a command graph node can only support one RenderPass configuration at
                    // a time.
                    onRenderPassFinished();
    
                    gl::Framebuffer *drawFramebuffer = glState.getDrawFramebuffer();
                    mDrawFramebuffer                 = vk::GetImpl(drawFramebuffer);
                    updateFlipViewportDrawFramebuffer(glState);
                    updateViewport(mDrawFramebuffer, glState.getViewport(), glState.getNearPlane(),
                                   glState.getFarPlane(), isViewportFlipEnabledForDrawFBO());
                    updateColorMask(glState.getBlendState());
                    updateSampleMask(glState);
                    mGraphicsPipelineDesc->updateRasterizationSamples(&mGraphicsPipelineTransition,
                                                                      mDrawFramebuffer->getSamples());
                    mGraphicsPipelineDesc->updateFrontFace(&mGraphicsPipelineTransition,
                                                           glState.getRasterizerState(),
                                                           isViewportFlipEnabledForDrawFBO());
                    updateScissor(glState);
                    const gl::DepthStencilState depthStencilState = glState.getDepthStencilState();
                    mGraphicsPipelineDesc->updateDepthTestEnabled(&mGraphicsPipelineTransition,
                                                                  depthStencilState, drawFramebuffer);
                    mGraphicsPipelineDesc->updateDepthWriteEnabled(&mGraphicsPipelineTransition,
                                                                   depthStencilState, drawFramebuffer);
                    mGraphicsPipelineDesc->updateStencilTestEnabled(&mGraphicsPipelineTransition,
                                                                    depthStencilState, drawFramebuffer);
                    mGraphicsPipelineDesc->updateStencilFrontWriteMask(
                        &mGraphicsPipelineTransition, depthStencilState, drawFramebuffer);
                    mGraphicsPipelineDesc->updateStencilBackWriteMask(
                        &mGraphicsPipelineTransition, depthStencilState, drawFramebuffer);
                    mGraphicsPipelineDesc->updateRenderPassDesc(&mGraphicsPipelineTransition,
                                                                mDrawFramebuffer->getRenderPassDesc());
                    invalidateCurrentTransformFeedbackBuffers();
                    break;
                }
                case gl::State::DIRTY_BIT_RENDERBUFFER_BINDING:
                    break;
                case gl::State::DIRTY_BIT_VERTEX_ARRAY_BINDING:
                {
                    mVertexArray = vk::GetImpl(glState.getVertexArray());
                    invalidateDefaultAttributes(context->getStateCache().getActiveDefaultAttribsMask());
                    break;
                }
                case gl::State::DIRTY_BIT_DRAW_INDIRECT_BUFFER_BINDING:
                    break;
                case gl::State::DIRTY_BIT_DISPATCH_INDIRECT_BUFFER_BINDING:
                    break;
                case gl::State::DIRTY_BIT_PROGRAM_BINDING:
                    mProgram = vk::GetImpl(glState.getProgram());
                    break;
                case gl::State::DIRTY_BIT_PROGRAM_EXECUTABLE:
                {
                    invalidateCurrentTextures();
                    invalidateCurrentShaderResources();
                    if (glState.getProgram()->isCompute())
                    {
                        invalidateCurrentComputePipeline();
                    }
                    else
                    {
                        // No additional work is needed here. We will update the pipeline desc
                        // later.
                        invalidateDefaultAttributes(
                            context->getStateCache().getActiveDefaultAttribsMask());
                        bool useVertexBuffer = (mProgram->getState().getMaxActiveAttribLocation() > 0);
                        mNonIndexedDirtyBitsMask.set(DIRTY_BIT_VERTEX_BUFFERS, useVertexBuffer);
                        mIndexedDirtyBitsMask.set(DIRTY_BIT_VERTEX_BUFFERS, useVertexBuffer);
                        mCurrentGraphicsPipeline = nullptr;
                        mGraphicsPipelineTransition.reset();
                    }
                    break;
                }
                case gl::State::DIRTY_BIT_TEXTURE_BINDINGS:
                    invalidateCurrentTextures();
                    break;
                case gl::State::DIRTY_BIT_SAMPLER_BINDINGS:
                    invalidateCurrentTextures();
                    break;
                case gl::State::DIRTY_BIT_TRANSFORM_FEEDBACK_BINDING:
                    // Nothing to do.
                    break;
                case gl::State::DIRTY_BIT_SHADER_STORAGE_BUFFER_BINDING:
                    invalidateCurrentShaderResources();
                    break;
                case gl::State::DIRTY_BIT_UNIFORM_BUFFER_BINDINGS:
                    invalidateCurrentShaderResources();
                    break;
                case gl::State::DIRTY_BIT_ATOMIC_COUNTER_BUFFER_BINDING:
                    invalidateCurrentShaderResources();
                    invalidateDriverUniforms();
                    break;
                case gl::State::DIRTY_BIT_IMAGE_BINDINGS:
                    invalidateCurrentShaderResources();
                    break;
                case gl::State::DIRTY_BIT_MULTISAMPLING:
                    // TODO(syoussefi): this should configure the pipeline to render as if
                    // single-sampled, and write the results to all samples of a pixel regardless of
                    // coverage. See EXT_multisample_compatibility.  http://anglebug.com/3204
                    break;
                case gl::State::DIRTY_BIT_SAMPLE_ALPHA_TO_ONE:
                    // TODO(syoussefi): this is part of EXT_multisample_compatibility.  The
                    // alphaToOne Vulkan feature should be enabled to support this extension.
                    // http://anglebug.com/3204
                    mGraphicsPipelineDesc->updateAlphaToOneEnable(&mGraphicsPipelineTransition,
                                                                  glState.isSampleAlphaToOneEnabled());
                    break;
                case gl::State::DIRTY_BIT_COVERAGE_MODULATION:
                    break;
                case gl::State::DIRTY_BIT_PATH_RENDERING:
                    break;
                case gl::State::DIRTY_BIT_FRAMEBUFFER_SRGB:
                    break;
                case gl::State::DIRTY_BIT_CURRENT_VALUES:
                {
                    invalidateDefaultAttributes(glState.getAndResetDirtyCurrentValues());
                    break;
                }
                case gl::State::DIRTY_BIT_PROVOKING_VERTEX:
                    break;
                default:
                    UNREACHABLE();
                    break;
            }
        }
    
        return angle::Result::Continue;
    }
    
    GLint ContextVk::getGPUDisjoint()
    {
        // No extension seems to be available to query this information.
        return 0;
    }
    
    GLint64 ContextVk::getTimestamp()
    {
        uint64_t timestamp = 0;
    
        (void)getTimestamp(&timestamp);
    
        return static_cast<GLint64>(timestamp);
    }
    
    angle::Result ContextVk::onMakeCurrent(const gl::Context *context)
    {
        ASSERT(mCommandGraph.empty());
    
        // Flip viewports if FeaturesVk::flipViewportY is enabled and the user did not request that
        // the surface is flipped.
        egl::Surface *drawSurface = context->getCurrentDrawSurface();
        mFlipYForCurrentSurface =
            drawSurface != nullptr && mRenderer->getFeatures().flipViewportY.enabled &&
            !IsMaskFlagSet(drawSurface->getOrientation(), EGL_SURFACE_ORIENTATION_INVERT_Y_ANGLE);
    
        if (drawSurface && drawSurface->getType() == EGL_WINDOW_BIT)
        {
            mCurrentWindowSurface = GetImplAs<WindowSurfaceVk>(drawSurface);
        }
        else
        {
            mCurrentWindowSurface = nullptr;
        }
    
        const gl::State &glState = context->getState();
        updateFlipViewportDrawFramebuffer(glState);
        updateFlipViewportReadFramebuffer(glState);
        invalidateDriverUniforms();
    
        return angle::Result::Continue;
    }
    
    angle::Result ContextVk::onUnMakeCurrent(const gl::Context *context)
    {
        ANGLE_TRY(flushImpl(nullptr));
        mCurrentWindowSurface = nullptr;
        return angle::Result::Continue;
    }
    
    void ContextVk::updateFlipViewportDrawFramebuffer(const gl::State &glState)
    {
        gl::Framebuffer *drawFramebuffer = glState.getDrawFramebuffer();
        mFlipViewportForDrawFramebuffer =
            drawFramebuffer->isDefault() && mRenderer->getFeatures().flipViewportY.enabled;
    }
    
    void ContextVk::updateFlipViewportReadFramebuffer(const gl::State &glState)
    {
        gl::Framebuffer *readFramebuffer = glState.getReadFramebuffer();
        mFlipViewportForReadFramebuffer =
            readFramebuffer->isDefault() && mRenderer->getFeatures().flipViewportY.enabled;
    }
    
    gl::Caps ContextVk::getNativeCaps() const
    {
        return mRenderer->getNativeCaps();
    }
    
    const gl::TextureCapsMap &ContextVk::getNativeTextureCaps() const
    {
        return mRenderer->getNativeTextureCaps();
    }
    
    const gl::Extensions &ContextVk::getNativeExtensions() const
    {
        return mRenderer->getNativeExtensions();
    }
    
    const gl::Limitations &ContextVk::getNativeLimitations() const
    {
        return mRenderer->getNativeLimitations();
    }
    
    CompilerImpl *ContextVk::createCompiler()
    {
        return new CompilerVk();
    }
    
    ShaderImpl *ContextVk::createShader(const gl::ShaderState &state)
    {
        return new ShaderVk(state);
    }
    
    ProgramImpl *ContextVk::createProgram(const gl::ProgramState &state)
    {
        return new ProgramVk(state);
    }
    
    FramebufferImpl *ContextVk::createFramebuffer(const gl::FramebufferState &state)
    {
        return FramebufferVk::CreateUserFBO(mRenderer, state);
    }
    
    TextureImpl *ContextVk::createTexture(const gl::TextureState &state)
    {
        return new TextureVk(state, mRenderer);
    }
    
    RenderbufferImpl *ContextVk::createRenderbuffer(const gl::RenderbufferState &state)
    {
        return new RenderbufferVk(state);
    }
    
    BufferImpl *ContextVk::createBuffer(const gl::BufferState &state)
    {
        return new BufferVk(state);
    }
    
    VertexArrayImpl *ContextVk::createVertexArray(const gl::VertexArrayState &state)
    {
        return new VertexArrayVk(this, state);
    }
    
    QueryImpl *ContextVk::createQuery(gl::QueryType type)
    {
        return new QueryVk(type);
    }
    
    FenceNVImpl *ContextVk::createFenceNV()
    {
        return new FenceNVVk();
    }
    
    SyncImpl *ContextVk::createSync()
    {
        return new SyncVk();
    }
    
    TransformFeedbackImpl *ContextVk::createTransformFeedback(const gl::TransformFeedbackState &state)
    {
        return new TransformFeedbackVk(state);
    }
    
    SamplerImpl *ContextVk::createSampler(const gl::SamplerState &state)
    {
        return new SamplerVk(state);
    }
    
    ProgramPipelineImpl *ContextVk::createProgramPipeline(const gl::ProgramPipelineState &state)
    {
        return new ProgramPipelineVk(state);
    }
    
    std::vector<PathImpl *> ContextVk::createPaths(GLsizei)
    {
        return std::vector<PathImpl *>();
    }
    
    MemoryObjectImpl *ContextVk::createMemoryObject()
    {
        return new MemoryObjectVk();
    }
    
    SemaphoreImpl *ContextVk::createSemaphore()
    {
        return new SemaphoreVk();
    }
    
    OverlayImpl *ContextVk::createOverlay(const gl::OverlayState &state)
    {
        return new OverlayVk(state);
    }
    
    void ContextVk::invalidateCurrentTextures()
    {
        ASSERT(mProgram);
        if (mProgram->hasTextures())
        {
            mGraphicsDirtyBits.set(DIRTY_BIT_TEXTURES);
            mGraphicsDirtyBits.set(DIRTY_BIT_DESCRIPTOR_SETS);
            mComputeDirtyBits.set(DIRTY_BIT_TEXTURES);
            mComputeDirtyBits.set(DIRTY_BIT_DESCRIPTOR_SETS);
        }
    }
    
    void ContextVk::invalidateCurrentShaderResources()
    {
        ASSERT(mProgram);
        if (mProgram->hasUniformBuffers() || mProgram->hasStorageBuffers() ||
            mProgram->hasAtomicCounterBuffers() || mProgram->hasImages())
        {
            mGraphicsDirtyBits.set(DIRTY_BIT_SHADER_RESOURCES);
            mGraphicsDirtyBits.set(DIRTY_BIT_DESCRIPTOR_SETS);
            mComputeDirtyBits.set(DIRTY_BIT_SHADER_RESOURCES);
            mComputeDirtyBits.set(DIRTY_BIT_DESCRIPTOR_SETS);
        }
    }
    
    void ContextVk::invalidateGraphicsDriverUniforms()
    {
        mGraphicsDirtyBits.set(DIRTY_BIT_DRIVER_UNIFORMS);
        mGraphicsDirtyBits.set(DIRTY_BIT_DESCRIPTOR_SETS);
    }
    
    void ContextVk::invalidateDriverUniforms()
    {
        mGraphicsDirtyBits.set(DIRTY_BIT_DRIVER_UNIFORMS);
        mGraphicsDirtyBits.set(DIRTY_BIT_DESCRIPTOR_SETS);
        mComputeDirtyBits.set(DIRTY_BIT_DRIVER_UNIFORMS);
        mComputeDirtyBits.set(DIRTY_BIT_DESCRIPTOR_SETS);
    }
    
    void ContextVk::onDrawFramebufferChange(FramebufferVk *framebufferVk)
    {
        const vk::RenderPassDesc &renderPassDesc = framebufferVk->getRenderPassDesc();
    
        // Ensure that the RenderPass description is updated.
        invalidateCurrentGraphicsPipeline();
        mGraphicsPipelineDesc->updateRenderPassDesc(&mGraphicsPipelineTransition, renderPassDesc);
    }
    
    void ContextVk::invalidateCurrentTransformFeedbackBuffers()
    {
        mGraphicsDirtyBits.set(DIRTY_BIT_TRANSFORM_FEEDBACK_BUFFERS);
        mGraphicsDirtyBits.set(DIRTY_BIT_DESCRIPTOR_SETS);
    }
    
    void ContextVk::onTransformFeedbackPauseResume()
    {
        invalidateGraphicsDriverUniforms();
    }
    
    angle::Result ContextVk::dispatchCompute(const gl::Context *context,
                                             GLuint numGroupsX,
                                             GLuint numGroupsY,
                                             GLuint numGroupsZ)
    {
        vk::CommandBuffer *commandBuffer;
        ANGLE_TRY(setupDispatch(context, &commandBuffer));
    
        commandBuffer->dispatch(numGroupsX, numGroupsY, numGroupsZ);
    
        return angle::Result::Continue;
    }
    
    angle::Result ContextVk::dispatchComputeIndirect(const gl::Context *context, GLintptr indirect)
    {
        vk::CommandBuffer *commandBuffer;
        ANGLE_TRY(setupDispatch(context, &commandBuffer));
    
        gl::Buffer *glBuffer     = getState().getTargetBuffer(gl::BufferBinding::DispatchIndirect);
        vk::BufferHelper &buffer = vk::GetImpl(glBuffer)->getBuffer();
        buffer.onRead(this, &mDispatcher, VK_ACCESS_INDIRECT_COMMAND_READ_BIT);
    
        commandBuffer->dispatchIndirect(buffer.getBuffer(), indirect);
    
        return angle::Result::Continue;
    }
    
    angle::Result ContextVk::memoryBarrier(const gl::Context *context, GLbitfield barriers)
    {
        memoryBarrierImpl(barriers, VK_PIPELINE_STAGE_ALL_COMMANDS_BIT);
        return angle::Result::Continue;
    }
    
    angle::Result ContextVk::memoryBarrierByRegion(const gl::Context *context, GLbitfield barriers)
    {
        // Note: memoryBarrierByRegion is expected to affect only the fragment pipeline, but is
        // otherwise similar to memoryBarrier.
    
        memoryBarrierImpl(barriers, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
        return angle::Result::Continue;
    }
    
    void ContextVk::memoryBarrierImpl(GLbitfield barriers, VkPipelineStageFlags stageMask)
    {
        // Note: most of the barriers specified here don't require us to issue a memory barrier, as
        // the relevant resources already insert the appropriate barriers.  They do however require
        // the resource writing nodes to finish so future buffer barriers are placed correctly, as
        // well as resource dependencies not creating a graph loop.  This is done by inserting a
        // command graph barrier that does nothing!
        //
        // The barriers that are necessary all have SHADER_WRITE as src access and the dst access is
        // determined by the given bitfield.  Currently, all image-related barriers that require the
        // image to change usage are handled through image layout transitions.  Most buffer-related
        // barriers where the buffer usage changes are also handled automatically through dirty bits.
        // The only barriers that are necessary are thus barriers in situations where the resource can
        // be written to and read from without changing the bindings.
    
        VkAccessFlags srcAccess = 0;
        VkAccessFlags dstAccess = 0;
    
        // Both IMAGE_ACCESS and STORAGE barrier flags translate to the same Vulkan dst access mask.
        constexpr GLbitfield kShaderWriteBarriers =
            GL_SHADER_IMAGE_ACCESS_BARRIER_BIT | GL_SHADER_STORAGE_BARRIER_BIT;
    
        if ((barriers & kShaderWriteBarriers) != 0)
        {
            srcAccess |= VK_ACCESS_SHADER_WRITE_BIT;
            dstAccess |= VK_ACCESS_SHADER_WRITE_BIT | VK_ACCESS_SHADER_READ_BIT;
        }
    
        mCommandGraph.memoryBarrier(srcAccess, dstAccess, stageMask);
    }
    
    vk::DynamicQueryPool *ContextVk::getQueryPool(gl::QueryType queryType)
    {
        ASSERT(queryType == gl::QueryType::AnySamples ||
               queryType == gl::QueryType::AnySamplesConservative ||
               queryType == gl::QueryType::Timestamp || queryType == gl::QueryType::TimeElapsed);
        ASSERT(mQueryPools[queryType].isValid());
        return &mQueryPools[queryType];
    }
    
    const VkClearValue &ContextVk::getClearColorValue() const
    {
        return mClearColorValue;
    }
    
    const VkClearValue &ContextVk::getClearDepthStencilValue() const
    {
        return mClearDepthStencilValue;
    }
    
    VkColorComponentFlags ContextVk::getClearColorMask() const
    {
        return mClearColorMask;
    }
    
    void ContextVk::writeAtomicCounterBufferDriverUniformOffsets(uint32_t *offsetsOut,
                                                                 size_t offsetsSize)
    {
        const VkDeviceSize offsetAlignment =
            mRenderer->getPhysicalDeviceProperties().limits.minStorageBufferOffsetAlignment;
        size_t atomicCounterBufferCount = mState.getAtomicCounterBufferCount();
    
        ASSERT(atomicCounterBufferCount <= offsetsSize * 4);
    
        for (uint32_t bufferIndex = 0; bufferIndex < atomicCounterBufferCount; ++bufferIndex)
        {
            uint32_t offsetDiff = 0;
    
            const gl::OffsetBindingPointer<gl::Buffer> *atomicCounterBuffer =
                &mState.getIndexedAtomicCounterBuffer(bufferIndex);
            if (atomicCounterBuffer->get())
            {
                VkDeviceSize offset        = atomicCounterBuffer->getOffset();
                VkDeviceSize alignedOffset = (offset / offsetAlignment) * offsetAlignment;
    
                // GL requires the atomic counter buffer offset to be aligned with uint.
                ASSERT((offset - alignedOffset) % sizeof(uint32_t) == 0);
                offsetDiff = static_cast<uint32_t>((offset - alignedOffset) / sizeof(uint32_t));
    
                // We expect offsetDiff to fit in an 8-bit value.  The maximum difference is
                // minStorageBufferOffsetAlignment / 4, where minStorageBufferOffsetAlignment
                // currently has a maximum value of 256 on any device.
                ASSERT(offsetDiff < (1 << 8));
            }
    
            // The output array is already cleared prior to this call.
            ASSERT(bufferIndex % 4 != 0 || offsetsOut[bufferIndex / 4] == 0);
    
            offsetsOut[bufferIndex / 4] |= static_cast<uint8_t>(offsetDiff) << ((bufferIndex % 4) * 8);
        }
    }
    
    angle::Result ContextVk::handleDirtyGraphicsDriverUniforms(const gl::Context *context,
                                                               vk::CommandBuffer *commandBuffer)
    {
        // Allocate a new region in the dynamic buffer.
        uint8_t *ptr;
        VkBuffer buffer;
        bool newBuffer;
        ANGLE_TRY(allocateDriverUniforms(sizeof(GraphicsDriverUniforms),
                                         &mDriverUniforms[PipelineType::Graphics], &buffer, &ptr,
                                         &newBuffer));
    
        const gl::Rectangle &glViewport = mState.getViewport();
        float halfRenderAreaHeight =
            static_cast<float>(mDrawFramebuffer->getState().getDimensions().height) * 0.5f;
        float scaleY = isViewportFlipEnabledForDrawFBO() ? -1.0f : 1.0f;
    
        uint32_t xfbActiveUnpaused = mState.isTransformFeedbackActiveUnpaused();
    
        float depthRangeNear = mState.getNearPlane();
        float depthRangeFar  = mState.getFarPlane();
        float depthRangeDiff = depthRangeFar - depthRangeNear;
    
        // Copy and flush to the device.
        GraphicsDriverUniforms *driverUniforms = reinterpret_cast<GraphicsDriverUniforms *>(ptr);
        *driverUniforms                        = {
            {static_cast<float>(glViewport.x), static_cast<float>(glViewport.y),
             static_cast<float>(glViewport.width), static_cast<float>(glViewport.height)},
            halfRenderAreaHeight,
            scaleY,
            -scaleY,
            xfbActiveUnpaused,
            {},
            {},
            {depthRangeNear, depthRangeFar, depthRangeDiff, 0.0f}};
    
        if (xfbActiveUnpaused)
        {
            TransformFeedbackVk *transformFeedbackVk =
                vk::GetImpl(mState.getCurrentTransformFeedback());
            transformFeedbackVk->getBufferOffsets(this, mState.getProgram()->getState(), mXfbBaseVertex,
                                                  driverUniforms->xfbBufferOffsets.data(),
                                                  driverUniforms->xfbBufferOffsets.size());
        }
    
        writeAtomicCounterBufferDriverUniformOffsets(driverUniforms->acbBufferOffsets.data(),
                                                     driverUniforms->acbBufferOffsets.size());
    
        return updateDriverUniformsDescriptorSet(buffer, newBuffer, sizeof(GraphicsDriverUniforms),
                                                 &mDriverUniforms[PipelineType::Graphics]);
    }
    
    angle::Result ContextVk::handleDirtyComputeDriverUniforms(const gl::Context *context,
                                                              vk::CommandBuffer *commandBuffer)
    {
        // Allocate a new region in the dynamic buffer.
        uint8_t *ptr;
        VkBuffer buffer;
        bool newBuffer;
        ANGLE_TRY(allocateDriverUniforms(sizeof(ComputeDriverUniforms),
                                         &mDriverUniforms[PipelineType::Compute], &buffer, &ptr,
                                         &newBuffer));
    
        // Copy and flush to the device.
        ComputeDriverUniforms *driverUniforms = reinterpret_cast<ComputeDriverUniforms *>(ptr);
        *driverUniforms                       = {};
    
        writeAtomicCounterBufferDriverUniformOffsets(driverUniforms->acbBufferOffsets.data(),
                                                     driverUniforms->acbBufferOffsets.size());
    
        return updateDriverUniformsDescriptorSet(buffer, newBuffer, sizeof(ComputeDriverUniforms),
                                                 &mDriverUniforms[PipelineType::Compute]);
    }
    
    angle::Result ContextVk::allocateDriverUniforms(size_t driverUniformsSize,
                                                    DriverUniformsDescriptorSet *driverUniforms,
                                                    VkBuffer *bufferOut,
                                                    uint8_t **ptrOut,
                                                    bool *newBufferOut)
    {
        // Release any previously retained buffers.
        driverUniforms->dynamicBuffer.releaseInFlightBuffers(this);
    
        // Allocate a new region in the dynamic buffer.
        VkDeviceSize offset;
        ANGLE_TRY(driverUniforms->dynamicBuffer.allocate(this, driverUniformsSize, ptrOut, bufferOut,
                                                         &offset, newBufferOut));
    
        driverUniforms->dynamicOffset = static_cast<uint32_t>(offset);
    
        return angle::Result::Continue;
    }
    
    angle::Result ContextVk::updateDriverUniformsDescriptorSet(
        VkBuffer buffer,
        bool newBuffer,
        size_t driverUniformsSize,
        DriverUniformsDescriptorSet *driverUniforms)
    {
        ANGLE_TRY(driverUniforms->dynamicBuffer.flush(this));
    
        if (!newBuffer)
        {
            return angle::Result::Continue;
        }
    
        // Allocate a new descriptor set.
        ANGLE_TRY(mDriverUniformsDescriptorPool.allocateSets(
            this, driverUniforms->descriptorSetLayout.get().ptr(), 1,
            &driverUniforms->descriptorPoolBinding, &driverUniforms->descriptorSet));
    
        // Update the driver uniform descriptor set.
        VkDescriptorBufferInfo bufferInfo = {};
        bufferInfo.buffer                 = buffer;
        bufferInfo.offset                 = 0;
        bufferInfo.range                  = driverUniformsSize;
    
        VkWriteDescriptorSet writeInfo = {};
        writeInfo.sType                = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
        writeInfo.dstSet               = driverUniforms->descriptorSet;
        writeInfo.dstBinding           = 0;
        writeInfo.dstArrayElement      = 0;
        writeInfo.descriptorCount      = 1;
        writeInfo.descriptorType       = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
        writeInfo.pImageInfo           = nullptr;
        writeInfo.pTexelBufferView     = nullptr;
        writeInfo.pBufferInfo          = &bufferInfo;
    
        vkUpdateDescriptorSets(getDevice(), 1, &writeInfo, 0, nullptr);
    
        return angle::Result::Continue;
    }
    
    void ContextVk::handleError(VkResult errorCode,
                                const char *file,
                                const char *function,
                                unsigned int line)
    {
        ASSERT(errorCode != VK_SUCCESS);
    
        GLenum glErrorCode = DefaultGLErrorCode(errorCode);
    
        std::stringstream errorStream;
        errorStream << "Internal Vulkan error: " << VulkanResultString(errorCode) << ".";
    
        if (errorCode == VK_ERROR_DEVICE_LOST)
        {
            WARN() << errorStream.str();
            handleDeviceLost();
        }
    
        mErrors->handleError(glErrorCode, errorStream.str().c_str(), file, function, line);
    }
    
    angle::Result ContextVk::updateActiveTextures(const gl::Context *context,
                                                  vk::CommandGraphResource *recorder)
    {
        const gl::State &glState   = mState;
        const gl::Program *program = glState.getProgram();
    
        uint32_t prevMaxIndex = mActiveTexturesDesc.getMaxIndex();
        memset(mActiveTextures.data(), 0, sizeof(mActiveTextures[0]) * prevMaxIndex);
        mActiveTexturesDesc.reset();
    
        const gl::ActiveTexturePointerArray &textures  = glState.getActiveTexturesCache();
        const gl::ActiveTextureMask &activeTextures    = program->getActiveSamplersMask();
        const gl::ActiveTextureTypeArray &textureTypes = program->getActiveSamplerTypes();
    
        for (size_t textureUnit : activeTextures)
        {
            gl::Texture *texture        = textures[textureUnit];
            gl::Sampler *sampler        = mState.getSampler(static_cast<uint32_t>(textureUnit));
            gl::TextureType textureType = textureTypes[textureUnit];
    
            // Null textures represent incomplete textures.
            if (texture == nullptr)
            {
                ANGLE_TRY(getIncompleteTexture(context, textureType, &texture));
            }
    
            TextureVk *textureVk = vk::GetImpl(texture);
    
            SamplerVk *samplerVk;
            Serial samplerSerial;
            if (sampler == nullptr)
            {
                samplerVk     = nullptr;
                samplerSerial = kZeroSerial;
                textureVk->onSamplerGraphAccess(&mCommandGraph);
            }
            else
            {
                samplerVk     = vk::GetImpl(sampler);
                samplerSerial = samplerVk->getSerial();
                samplerVk->onSamplerGraphAccess(&mCommandGraph);
            }
    
            vk::ImageHelper &image = textureVk->getImage();
    
            // The image should be flushed and ready to use at this point. There may still be
            // lingering staged updates in its staging buffer for unused texture mip levels or
            // layers. Therefore we can't verify it has no staged updates right here.
    
            vk::ImageLayout textureLayout = vk::ImageLayout::AllGraphicsShadersReadOnly;
            if (program->isCompute())
            {
                textureLayout = vk::ImageLayout::ComputeShaderReadOnly;
            }
    
            // Ensure the image is in read-only layout
            if (image.isLayoutChangeNecessary(textureLayout))
            {
                vk::CommandBuffer *srcLayoutChange;
                ANGLE_TRY(image.recordCommands(this, &srcLayoutChange));
    
                VkImageAspectFlags aspectFlags = image.getAspectFlags();
                ASSERT(aspectFlags != 0);
                image.changeLayout(aspectFlags, textureLayout, srcLayoutChange);
            }
    
            textureVk->onImageViewGraphAccess(&mCommandGraph);
            image.addReadDependency(this, recorder);
    
            mActiveTextures[textureUnit].texture = textureVk;
            mActiveTextures[textureUnit].sampler = samplerVk;
            // Cache serials from sampler and texture, but re-use texture if no sampler bound
            ASSERT(textureVk != nullptr);
            mActiveTexturesDesc.update(textureUnit, textureVk->getSerial(), samplerSerial);
        }
    
        return angle::Result::Continue;
    }
    
    angle::Result ContextVk::updateActiveImages(const gl::Context *context,
                                                vk::CommandGraphResource *recorder)
    {
        const gl::State &glState   = mState;
        const gl::Program *program = glState.getProgram();
    
        mActiveImages.fill(nullptr);
    
        const gl::ActiveTextureMask &activeImages = program->getActiveImagesMask();
    
        for (size_t imageUnitIndex : activeImages)
        {
            const gl::ImageUnit &imageUnit = glState.getImageUnit(imageUnitIndex);
            const gl::Texture *texture     = imageUnit.texture.get();
            if (texture == nullptr)
            {
                continue;
            }
    
            TextureVk *textureVk   = vk::GetImpl(texture);
            vk::ImageHelper *image = &textureVk->getImage();
    
            // The image should be flushed and ready to use at this point. There may still be
            // lingering staged updates in its staging buffer for unused texture mip levels or
            // layers. Therefore we can't verify it has no staged updates right here.
    
            // TODO(syoussefi): make sure front-end syncs textures that are used as images (they are
            // already notified of content change).
            // Test: SimpleStateChangeTestES31.DispatchWithImageTextureTexSubImageThenDispatchAgain
            // http://anglebug.com/3539
            ANGLE_TRY(textureVk->ensureImageInitialized(this, ImageMipLevels::EnabledLevels));
    
            vk::ImageLayout imageLayout = vk::ImageLayout::AllGraphicsShadersWrite;
            if (program->isCompute())
            {
                imageLayout = vk::ImageLayout::ComputeShaderWrite;
            }
    
            // Ensure the image is in read-only layout
            if (image->isLayoutChangeNecessary(imageLayout))
            {
                vk::CommandBuffer *layoutChange;
                ANGLE_TRY(image->recordCommands(this, &layoutChange));
    
                VkImageAspectFlags aspectFlags = image->getAspectFlags();
                image->changeLayout(aspectFlags, imageLayout, layoutChange);
            }
    
            image->addWriteDependency(this, recorder);
    
            mActiveImages[imageUnitIndex] = textureVk;
        }
    
        return angle::Result::Continue;
    }
    
    void ContextVk::insertWaitSemaphore(const vk::Semaphore *waitSemaphore)
    {
        ASSERT(waitSemaphore);
        mWaitSemaphores.push_back(waitSemaphore->getHandle());
    }
    
    bool ContextVk::shouldFlush()
    {
        return getRenderer()->shouldCleanupGarbage();
    }
    
    angle::Result ContextVk::flushImpl(const vk::Semaphore *signalSemaphore)
    {
        if (mCommandGraph.empty() && !signalSemaphore && mWaitSemaphores.empty())
        {
            return angle::Result::Continue;
        }
    
        ANGLE_TRACE_EVENT0("gpu.angle", "ContextVk::flush");
    
        VkDevice device = getDevice();
    
        vk::DeviceScoped<vk::PrimaryCommandBuffer> primaryCommands(device);
        ANGLE_TRY(
            mCommandQueue.allocatePrimaryCommandBuffer(this, mCommandPool, &primaryCommands.get()));
    
        if (!mCommandGraph.empty())
        {
            ANGLE_TRY(flushCommandGraph(&primaryCommands.get()));
        }
    
        waitForSwapchainImageIfNecessary();
    
        VkSubmitInfo submitInfo = {};
        InitializeSubmitInfo(&submitInfo, primaryCommands.get(), mWaitSemaphores,
                             &mWaitSemaphoreStageMasks, signalSemaphore);
    
        ANGLE_TRY(submitFrame(submitInfo, primaryCommands.release()));
    
        mWaitSemaphores.clear();
    
        return angle::Result::Continue;
    }
    
    angle::Result ContextVk::finishImpl()
    {
        ANGLE_TRACE_EVENT0("gpu.angle", "ContextVk::finish");
    
        ANGLE_TRY(flushImpl(nullptr));
    
        ANGLE_TRY(finishToSerial(getLastSubmittedQueueSerial()));
        ASSERT(!mCommandQueue.hasInFlightCommands());
    
        clearAllGarbage();
    
        if (mGpuEventsEnabled)
        {
            // This loop should in practice execute once since the queue is already idle.
            while (mInFlightGpuEventQueries.size() > 0)
            {
                ANGLE_TRY(checkCompletedGpuEvents());
            }
            // Recalculate the CPU/GPU time difference to account for clock drifting.  Avoid
            // unnecessary synchronization if there is no event to be adjusted (happens when
            // finish() gets called multiple times towards the end of the application).
            if (mGpuEvents.size() > 0)
            {
                ANGLE_TRY(synchronizeCpuGpuTime());
            }
        }
    
        return angle::Result::Continue;
    }
    
    void ContextVk::addWaitSemaphore(VkSemaphore semaphore)
    {
        mWaitSemaphores.push_back(semaphore);
    }
    
    const vk::CommandPool &ContextVk::getCommandPool() const
    {
        return mCommandPool;
    }
    
    bool ContextVk::isSerialInUse(Serial serial) const
    {
        return serial > getLastCompletedQueueSerial();
    }
    
    angle::Result ContextVk::checkCompletedCommands()
    {
        return mCommandQueue.checkCompletedCommands(this);
    }
    
    angle::Result ContextVk::finishToSerial(Serial serial)
    {
        return mCommandQueue.finishToSerial(this, serial, mRenderer->getMaxFenceWaitTimeNs());
    }
    
    angle::Result ContextVk::getCompatibleRenderPass(const vk::RenderPassDesc &desc,
                                                     vk::RenderPass **renderPassOut)
    {
        return mRenderPassCache.getCompatibleRenderPass(this, getCurrentQueueSerial(), desc,
                                                        renderPassOut);
    }
    
    angle::Result ContextVk::getRenderPassWithOps(const vk::RenderPassDesc &desc,
                                                  const vk::AttachmentOpsArray &ops,
                                                  vk::RenderPass **renderPassOut)
    {
        return mRenderPassCache.getRenderPassWithOps(this, getCurrentQueueSerial(), desc, ops,
                                                     renderPassOut);
    }
    
    angle::Result ContextVk::ensureSubmitFenceInitialized()
    {
        if (mSubmitFence.isReferenced())
        {
            return angle::Result::Continue;
        }
    
        return mRenderer->newSharedFence(this, &mSubmitFence);
    }
    
    angle::Result ContextVk::getNextSubmitFence(vk::Shared<vk::Fence> *sharedFenceOut)
    {
        ANGLE_TRY(ensureSubmitFenceInitialized());
    
        ASSERT(!sharedFenceOut->isReferenced());
        sharedFenceOut->copy(getDevice(), mSubmitFence);
        return angle::Result::Continue;
    }
    
    vk::Shared<vk::Fence> ContextVk::getLastSubmittedFence() const
    {
        return mCommandQueue.getLastSubmittedFence(this);
    }
    
    angle::Result ContextVk::getTimestamp(uint64_t *timestampOut)
    {
        // The intent of this function is to query the timestamp without stalling the GPU.
        // Currently, that seems impossible, so instead, we are going to make a small submission
        // with just a timestamp query.  First, the disjoint timer query extension says:
        //
        // > This will return the GL time after all previous commands have reached the GL server but
        // have not yet necessarily executed.
        //
        // The previous commands are stored in the command graph at the moment and are not yet
        // flushed. The wording allows us to make a submission to get the timestamp without
        // performing a flush.
        //
        // Second:
        //
        // > By using a combination of this synchronous get command and the asynchronous timestamp
        // query object target, applications can measure the latency between when commands reach the
        // GL server and when they are realized in the framebuffer.
        //
        // This fits with the above strategy as well, although inevitably we are possibly
        // introducing a GPU bubble.  This function directly generates a command buffer and submits
        // it instead of using the other member functions.  This is to avoid changing any state,
        // such as the queue serial.
    
        // Create a query used to receive the GPU timestamp
        VkDevice device = getDevice();
        vk::DeviceScoped<vk::DynamicQueryPool> timestampQueryPool(device);
        vk::QueryHelper timestampQuery;
        ANGLE_TRY(timestampQueryPool.get().init(this, VK_QUERY_TYPE_TIMESTAMP, 1));
        ANGLE_TRY(timestampQueryPool.get().allocateQuery(this, &timestampQuery));
    
        // Record the command buffer
        vk::DeviceScoped<vk::PrimaryCommandBuffer> commandBatch(device);
        vk::PrimaryCommandBuffer &commandBuffer = commandBatch.get();
    
        ANGLE_TRY(mCommandQueue.allocatePrimaryCommandBuffer(this, mCommandPool, &commandBuffer));
    
        VkCommandBufferBeginInfo beginInfo = {};
        beginInfo.sType                    = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
        beginInfo.flags                    = 0;
        beginInfo.pInheritanceInfo         = nullptr;
    
        ANGLE_VK_TRY(this, commandBuffer.begin(beginInfo));
    
        commandBuffer.resetQueryPool(timestampQuery.getQueryPool()->getHandle(),
                                     timestampQuery.getQuery(), 1);
        commandBuffer.writeTimestamp(VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT,
                                     timestampQuery.getQueryPool()->getHandle(),
                                     timestampQuery.getQuery());
    
        ANGLE_VK_TRY(this, commandBuffer.end());
    
        // Create fence for the submission
        VkFenceCreateInfo fenceInfo = {};
        fenceInfo.sType             = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO;
        fenceInfo.flags             = 0;
    
        vk::DeviceScoped<vk::Fence> fence(device);
        ANGLE_VK_TRY(this, fence.get().init(device, fenceInfo));
    
        // Submit the command buffer
        VkSubmitInfo submitInfo         = {};
        submitInfo.sType                = VK_STRUCTURE_TYPE_SUBMIT_INFO;
        submitInfo.waitSemaphoreCount   = 0;
        submitInfo.pWaitSemaphores      = nullptr;
        submitInfo.pWaitDstStageMask    = nullptr;
        submitInfo.commandBufferCount   = 1;
        submitInfo.pCommandBuffers      = commandBuffer.ptr();
        submitInfo.signalSemaphoreCount = 0;
        submitInfo.pSignalSemaphores    = nullptr;
    
        Serial throwAwaySerial;
        ANGLE_TRY(mRenderer->queueSubmit(this, submitInfo, fence.get(), &throwAwaySerial));
    
        // Wait for the submission to finish.  Given no semaphores, there is hope that it would execute
        // in parallel with what's already running on the GPU.
        ANGLE_VK_TRY(this, fence.get().wait(device, mRenderer->getMaxFenceWaitTimeNs()));
    
        // Get the query results
        constexpr VkQueryResultFlags queryFlags = VK_QUERY_RESULT_WAIT_BIT | VK_QUERY_RESULT_64_BIT;
    
        ANGLE_VK_TRY(this, timestampQuery.getQueryPool()->getResults(
                               device, timestampQuery.getQuery(), 1, sizeof(*timestampOut),
                               timestampOut, sizeof(*timestampOut), queryFlags));
    
        timestampQueryPool.get().freeQuery(this, &timestampQuery);
    
        // Convert results to nanoseconds.
        *timestampOut = static_cast<uint64_t>(
            *timestampOut *
            static_cast<double>(getRenderer()->getPhysicalDeviceProperties().limits.timestampPeriod));
    
        return mCommandQueue.releasePrimaryCommandBuffer(this, commandBatch.release());
    }
    
    void ContextVk::invalidateDefaultAttribute(size_t attribIndex)
    {
        mDirtyDefaultAttribsMask.set(attribIndex);
        mGraphicsDirtyBits.set(DIRTY_BIT_DEFAULT_ATTRIBS);
    }
    
    void ContextVk::invalidateDefaultAttributes(const gl::AttributesMask &dirtyMask)
    {
        if (dirtyMask.any())
        {
            mDirtyDefaultAttribsMask |= dirtyMask;
            mGraphicsDirtyBits.set(DIRTY_BIT_DEFAULT_ATTRIBS);
        }
    }
    
    angle::Result ContextVk::updateDefaultAttribute(size_t attribIndex)
    {
        vk::DynamicBuffer &defaultBuffer = mDefaultAttribBuffers[attribIndex];
    
        defaultBuffer.releaseInFlightBuffers(this);
    
        uint8_t *ptr;
        VkBuffer bufferHandle = VK_NULL_HANDLE;
        VkDeviceSize offset   = 0;
        ANGLE_TRY(
            defaultBuffer.allocate(this, kDefaultValueSize, &ptr, &bufferHandle, &offset, nullptr));
    
        const gl::State &glState = mState;
        const gl::VertexAttribCurrentValueData &defaultValue =
            glState.getVertexAttribCurrentValues()[attribIndex];
        memcpy(ptr, &defaultValue.Values, kDefaultValueSize);
    
        ANGLE_TRY(defaultBuffer.flush(this));
    
        mVertexArray->updateDefaultAttrib(this, attribIndex, bufferHandle,
                                          defaultBuffer.getCurrentBuffer(),
                                          static_cast<uint32_t>(offset));
        return angle::Result::Continue;
    }
    
    void ContextVk::waitForSwapchainImageIfNecessary()
    {
        if (mCurrentWindowSurface)
        {
            vk::Semaphore waitSemaphore = mCurrentWindowSurface->getAcquireImageSemaphore();
            if (waitSemaphore.valid())
            {
                addWaitSemaphore(waitSemaphore.getHandle());
                addGarbage(&waitSemaphore);
            }
        }
    }
    
    vk::DescriptorSetLayoutDesc ContextVk::getDriverUniformsDescriptorSetDesc(
        VkShaderStageFlags shaderStages) const
    {
        vk::DescriptorSetLayoutDesc desc;
        desc.update(0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1, shaderStages);
        return desc;
    }
    
    bool ContextVk::shouldEmulateSeamfulCubeMapSampling() const
    {
        // Only allow seamful cube map sampling in non-webgl ES2.
        if (mState.getClientMajorVersion() != 2 || mState.isWebGL())
        {
            return false;
        }
    
        if (mRenderer->getFeatures().disallowSeamfulCubeMapEmulation.enabled)
        {
            return false;
        }
    
        return true;
    }
    
    bool ContextVk::shouldUseOldRewriteStructSamplers() const
    {
        return mRenderer->getFeatures().forceOldRewriteStructSamplers.enabled;
    }
    }  // namespace rx