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kc3-lang/angle/src/libANGLE/renderer/vulkan/ProgramVk.h

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  • Author : Jamie Madill
    Date : 2019-09-26 10:27:18
    Hash : f10bf6bf
    Message : Vulkan: Implement multi-threaded GL. The main component of this change is to make vk::BufferHelper, vk::ImageHelper and vk::SyncHelper use a common path. We introduce a new "vk::SharedGarbage" helper class that stores small lists of garbage from individual objects like an ImageHelper or BufferHelper. The SharedGarbage is stored in the RendererVk with the ResourceUse of the helper object. The ResourceUse tells RendererVk when it is safe to destroy the GarbageObjects. New "onGraphAccess" commands are added in a few places to enable the common garbage collection path. A couple Context-only resources like default attributes now are referenced where they were not before. Also reorganizes some functions so we can add a few helpful ASSERTs to our graph dependencies. Added "updateCurrentAccessNodes" for this. Also adds a "RendererScoped" helper to replace many uses of "ContextScoped". The multithreading EGL tests mostly pass but have some remaining flakiness so cannot yet be enabled. Bug: angleproject:2464 Change-Id: Ia3e3ae8848d731abf3f21ebe04c33e381e130be0 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1808444 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>

  • src/libANGLE/renderer/vulkan/ProgramVk.h
  • //
    // 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.
    //
    // ProgramVk.h:
    //    Defines the class interface for ProgramVk, implementing ProgramImpl.
    //
    
    #ifndef LIBANGLE_RENDERER_VULKAN_PROGRAMVK_H_
    #define LIBANGLE_RENDERER_VULKAN_PROGRAMVK_H_
    
    #include <array>
    
    #include "common/utilities.h"
    #include "libANGLE/renderer/ProgramImpl.h"
    #include "libANGLE/renderer/vulkan/ContextVk.h"
    #include "libANGLE/renderer/vulkan/RendererVk.h"
    #include "libANGLE/renderer/vulkan/TransformFeedbackVk.h"
    #include "libANGLE/renderer/vulkan/vk_helpers.h"
    
    namespace rx
    {
    ANGLE_INLINE bool UseLineRaster(const ContextVk *contextVk, gl::PrimitiveMode mode)
    {
        return contextVk->getFeatures().basicGLLineRasterization.enabled && gl::IsLineMode(mode);
    }
    
    class ProgramVk : public ProgramImpl
    {
      public:
        ProgramVk(const gl::ProgramState &state);
        ~ProgramVk() override;
        void destroy(const gl::Context *context) override;
    
        std::unique_ptr<LinkEvent> load(const gl::Context *context,
                                        gl::BinaryInputStream *stream,
                                        gl::InfoLog &infoLog) override;
        void save(const gl::Context *context, gl::BinaryOutputStream *stream) override;
        void setBinaryRetrievableHint(bool retrievable) override;
        void setSeparable(bool separable) override;
    
        std::unique_ptr<LinkEvent> link(const gl::Context *context,
                                        const gl::ProgramLinkedResources &resources,
                                        gl::InfoLog &infoLog) override;
        GLboolean validate(const gl::Caps &caps, gl::InfoLog *infoLog) override;
    
        void setUniform1fv(GLint location, GLsizei count, const GLfloat *v) override;
        void setUniform2fv(GLint location, GLsizei count, const GLfloat *v) override;
        void setUniform3fv(GLint location, GLsizei count, const GLfloat *v) override;
        void setUniform4fv(GLint location, GLsizei count, const GLfloat *v) override;
        void setUniform1iv(GLint location, GLsizei count, const GLint *v) override;
        void setUniform2iv(GLint location, GLsizei count, const GLint *v) override;
        void setUniform3iv(GLint location, GLsizei count, const GLint *v) override;
        void setUniform4iv(GLint location, GLsizei count, const GLint *v) override;
        void setUniform1uiv(GLint location, GLsizei count, const GLuint *v) override;
        void setUniform2uiv(GLint location, GLsizei count, const GLuint *v) override;
        void setUniform3uiv(GLint location, GLsizei count, const GLuint *v) override;
        void setUniform4uiv(GLint location, GLsizei count, const GLuint *v) override;
        void setUniformMatrix2fv(GLint location,
                                 GLsizei count,
                                 GLboolean transpose,
                                 const GLfloat *value) override;
        void setUniformMatrix3fv(GLint location,
                                 GLsizei count,
                                 GLboolean transpose,
                                 const GLfloat *value) override;
        void setUniformMatrix4fv(GLint location,
                                 GLsizei count,
                                 GLboolean transpose,
                                 const GLfloat *value) override;
        void setUniformMatrix2x3fv(GLint location,
                                   GLsizei count,
                                   GLboolean transpose,
                                   const GLfloat *value) override;
        void setUniformMatrix3x2fv(GLint location,
                                   GLsizei count,
                                   GLboolean transpose,
                                   const GLfloat *value) override;
        void setUniformMatrix2x4fv(GLint location,
                                   GLsizei count,
                                   GLboolean transpose,
                                   const GLfloat *value) override;
        void setUniformMatrix4x2fv(GLint location,
                                   GLsizei count,
                                   GLboolean transpose,
                                   const GLfloat *value) override;
        void setUniformMatrix3x4fv(GLint location,
                                   GLsizei count,
                                   GLboolean transpose,
                                   const GLfloat *value) override;
        void setUniformMatrix4x3fv(GLint location,
                                   GLsizei count,
                                   GLboolean transpose,
                                   const GLfloat *value) override;
    
        void getUniformfv(const gl::Context *context, GLint location, GLfloat *params) const override;
        void getUniformiv(const gl::Context *context, GLint location, GLint *params) const override;
        void getUniformuiv(const gl::Context *context, GLint location, GLuint *params) const override;
    
        void setPathFragmentInputGen(const std::string &inputName,
                                     GLenum genMode,
                                     GLint components,
                                     const GLfloat *coeffs) override;
    
        // Also initializes the pipeline layout, descriptor set layouts, and used descriptor ranges.
    
        angle::Result updateUniforms(ContextVk *contextVk);
        angle::Result updateTexturesDescriptorSet(ContextVk *contextVk);
        angle::Result updateShaderResourcesDescriptorSet(ContextVk *contextVk,
                                                         vk::CommandGraphResource *recorder);
        angle::Result updateTransformFeedbackDescriptorSet(ContextVk *contextVk,
                                                           vk::FramebufferHelper *framebuffer);
    
        angle::Result updateDescriptorSets(ContextVk *contextVk, vk::CommandBuffer *commandBuffer);
    
        // For testing only.
        void setDefaultUniformBlocksMinSizeForTesting(size_t minSize);
    
        const vk::PipelineLayout &getPipelineLayout() const { return mPipelineLayout.get(); }
    
        bool hasTextures() const { return !mState.getSamplerBindings().empty(); }
        bool hasUniformBuffers() const { return !mState.getUniformBlocks().empty(); }
        bool hasStorageBuffers() const { return !mState.getShaderStorageBlocks().empty(); }
        bool hasAtomicCounterBuffers() const { return !mState.getAtomicCounterBuffers().empty(); }
        bool hasImages() const { return !mState.getImageBindings().empty(); }
        bool hasTransformFeedbackOutput() const
        {
            return !mState.getLinkedTransformFeedbackVaryings().empty();
        }
    
        bool dirtyUniforms() const { return mDefaultUniformBlocksDirty.any(); }
    
        angle::Result getGraphicsPipeline(ContextVk *contextVk,
                                          gl::PrimitiveMode mode,
                                          const vk::GraphicsPipelineDesc &desc,
                                          const gl::AttributesMask &activeAttribLocations,
                                          const vk::GraphicsPipelineDesc **descPtrOut,
                                          vk::PipelineHelper **pipelineOut)
        {
            vk::ShaderProgramHelper *shaderProgram;
            ANGLE_TRY(initGraphicsShaders(contextVk, mode, &shaderProgram));
            ASSERT(shaderProgram->isGraphicsProgram());
            RendererVk *renderer             = contextVk->getRenderer();
            vk::PipelineCache *pipelineCache = nullptr;
            ANGLE_TRY(renderer->getPipelineCache(&pipelineCache));
            return shaderProgram->getGraphicsPipeline(
                contextVk, &contextVk->getRenderPassCache(), *pipelineCache,
                contextVk->getCurrentQueueSerial(), mPipelineLayout.get(), desc, activeAttribLocations,
                mState.getAttributesTypeMask(), descPtrOut, pipelineOut);
        }
    
        angle::Result getComputePipeline(ContextVk *contextVk, vk::PipelineAndSerial **pipelineOut)
        {
            vk::ShaderProgramHelper *shaderProgram;
            ANGLE_TRY(initComputeShader(contextVk, &shaderProgram));
            ASSERT(!shaderProgram->isGraphicsProgram());
            return shaderProgram->getComputePipeline(contextVk, mPipelineLayout.get(), pipelineOut);
        }
    
        // Used in testing only.
        vk::DynamicDescriptorPool *getDynamicDescriptorPool(uint32_t poolIndex)
        {
            return &mDynamicDescriptorPools[poolIndex];
        }
    
      private:
        template <int cols, int rows>
        void setUniformMatrixfv(GLint location,
                                GLsizei count,
                                GLboolean transpose,
                                const GLfloat *value);
    
        void reset(ContextVk *contextVk);
        angle::Result allocateDescriptorSet(ContextVk *contextVk, uint32_t descriptorSetIndex);
        angle::Result allocateDescriptorSetAndGetInfo(ContextVk *contextVk,
                                                      uint32_t descriptorSetIndex,
                                                      bool *newPoolAllocatedOut);
        angle::Result initDefaultUniformBlocks(const gl::Context *glContext);
        void generateUniformLayoutMapping(gl::ShaderMap<sh::BlockLayoutMap> &layoutMap,
                                          gl::ShaderMap<size_t> &requiredBufferSize);
        void initDefaultUniformLayoutMapping(gl::ShaderMap<sh::BlockLayoutMap> &layoutMap);
        angle::Result resizeUniformBlockMemory(ContextVk *contextVk,
                                               gl::ShaderMap<size_t> &requiredBufferSize);
    
        void updateDefaultUniformsDescriptorSet(ContextVk *contextVk);
        void updateTransformFeedbackDescriptorSetImpl(ContextVk *contextVk);
        void updateBuffersDescriptorSet(ContextVk *contextVk,
                                        vk::CommandGraphResource *recorder,
                                        const std::vector<gl::InterfaceBlock> &blocks,
                                        VkDescriptorType descriptorType);
        void updateAtomicCounterBuffersDescriptorSet(ContextVk *contextVk,
                                                     vk::CommandGraphResource *recorder);
        angle::Result updateImagesDescriptorSet(ContextVk *contextVk,
                                                vk::CommandGraphResource *recorder);
    
        template <class T>
        void getUniformImpl(GLint location, T *v, GLenum entryPointType) const;
    
        template <typename T>
        void setUniformImpl(GLint location, GLsizei count, const T *v, GLenum entryPointType);
        angle::Result linkImpl(const gl::Context *glContext, gl::InfoLog &infoLog);
        void linkResources(const gl::ProgramLinkedResources &resources);
    
        void updateBindingOffsets();
        uint32_t getUniformBlockBindingsOffset() const { return 0; }
        uint32_t getStorageBlockBindingsOffset() const { return mStorageBlockBindingsOffset; }
        uint32_t getAtomicCounterBufferBindingsOffset() const
        {
            return mAtomicCounterBufferBindingsOffset;
        }
        uint32_t getImageBindingsOffset() const { return mImageBindingsOffset; }
    
        class ShaderInfo;
        ANGLE_INLINE angle::Result initShaders(ContextVk *contextVk,
                                               bool enableLineRasterEmulation,
                                               ShaderInfo *shaderInfo,
                                               vk::ShaderProgramHelper **shaderProgramOut)
        {
            if (!shaderInfo->valid())
            {
                ANGLE_TRY(
                    shaderInfo->initShaders(contextVk, mShaderSources, enableLineRasterEmulation));
            }
    
            ASSERT(shaderInfo->valid());
            *shaderProgramOut = &shaderInfo->getShaderProgram();
    
            return angle::Result::Continue;
        }
    
        ANGLE_INLINE angle::Result initGraphicsShaders(ContextVk *contextVk,
                                                       gl::PrimitiveMode mode,
                                                       vk::ShaderProgramHelper **shaderProgramOut)
        {
            bool enableLineRasterEmulation = UseLineRaster(contextVk, mode);
    
            ShaderInfo &shaderInfo =
                enableLineRasterEmulation ? mLineRasterShaderInfo : mDefaultShaderInfo;
    
            return initShaders(contextVk, enableLineRasterEmulation, &shaderInfo, shaderProgramOut);
        }
    
        ANGLE_INLINE angle::Result initComputeShader(ContextVk *contextVk,
                                                     vk::ShaderProgramHelper **shaderProgramOut)
        {
            return initShaders(contextVk, false, &mDefaultShaderInfo, shaderProgramOut);
        }
    
        // Save and load implementation for GLES Program Binary support.
        angle::Result loadShaderSource(ContextVk *contextVk, gl::BinaryInputStream *stream);
        void saveShaderSource(gl::BinaryOutputStream *stream);
    
        // State for the default uniform blocks.
        struct DefaultUniformBlock final : private angle::NonCopyable
        {
            DefaultUniformBlock();
            ~DefaultUniformBlock();
    
            vk::DynamicBuffer storage;
    
            // Shadow copies of the shader uniform data.
            angle::MemoryBuffer uniformData;
    
            // Since the default blocks are laid out in std140, this tells us where to write on a call
            // to a setUniform method. They are arranged in uniform location order.
            std::vector<sh::BlockMemberInfo> uniformLayout;
        };
    
        gl::ShaderMap<DefaultUniformBlock> mDefaultUniformBlocks;
        gl::ShaderBitSet mDefaultUniformBlocksDirty;
    
        gl::ShaderVector<uint32_t> mDynamicBufferOffsets;
    
        // This is a special "empty" placeholder buffer for when a shader has no uniforms or doesn't
        // use all slots in the atomic counter buffer array.
        //
        // It is necessary because we want to keep a compatible pipeline layout in all cases,
        // and Vulkan does not tolerate having null handles in a descriptor set.
        vk::BufferHelper mEmptyBuffer;
    
        // Descriptor sets for uniform blocks and textures for this program.
        std::vector<VkDescriptorSet> mDescriptorSets;
        vk::DescriptorSetLayoutArray<VkDescriptorSet> mEmptyDescriptorSets;
        std::vector<vk::BufferHelper *> mDescriptorBuffersCache;
    
        std::unordered_map<vk::TextureDescriptorDesc, VkDescriptorSet> mTextureDescriptorsCache;
    
        // We keep a reference to the pipeline and descriptor set layouts. This ensures they don't get
        // deleted while this program is in use.
        vk::BindingPointer<vk::PipelineLayout> mPipelineLayout;
        vk::DescriptorSetLayoutPointerArray mDescriptorSetLayouts;
    
        // Keep bindings to the descriptor pools. This ensures the pools stay valid while the Program
        // is in use.
        vk::DescriptorSetLayoutArray<vk::RefCountedDescriptorPoolBinding> mDescriptorPoolBindings;
    
        class ShaderInfo final : angle::NonCopyable
        {
          public:
            ShaderInfo();
            ~ShaderInfo();
    
            angle::Result initShaders(ContextVk *contextVk,
                                      const gl::ShaderMap<std::string> &shaderSources,
                                      bool enableLineRasterEmulation);
            void release(ContextVk *contextVk);
    
            ANGLE_INLINE bool valid() const
            {
                return mShaders[gl::ShaderType::Vertex].get().valid() ||
                       mShaders[gl::ShaderType::Compute].get().valid();
            }
    
            vk::ShaderProgramHelper &getShaderProgram() { return mProgramHelper; }
    
          private:
            vk::ShaderProgramHelper mProgramHelper;
            gl::ShaderMap<vk::RefCounted<vk::ShaderAndSerial>> mShaders;
        };
    
        ShaderInfo mDefaultShaderInfo;
        ShaderInfo mLineRasterShaderInfo;
    
        // We keep the translated linked shader sources to use with shader draw call patching.
        gl::ShaderMap<std::string> mShaderSources;
    
        // In their descriptor set, uniform buffers are placed first, then storage buffers, then atomic
        // counter buffers and then images.  These cached values contain the offsets where storage
        // buffer, atomic counter buffer and image bindings start.
        uint32_t mStorageBlockBindingsOffset;
        uint32_t mAtomicCounterBufferBindingsOffset;
        uint32_t mImageBindingsOffset;
    
        // Store descriptor pools here. We store the descriptors in the Program to facilitate descriptor
        // cache management. It can also allow fewer descriptors for shaders which use fewer
        // textures/buffers.
        vk::DescriptorSetLayoutArray<vk::DynamicDescriptorPool> mDynamicDescriptorPools;
    };
    
    }  // namespace rx
    
    #endif  // LIBANGLE_RENDERER_VULKAN_PROGRAMVK_H_