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

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  • Author : Courtney Goeltzenleuchter
    Date : 2019-11-14 09:04:24
    Hash : d8531638
    Message : Vulkan: Ensure consistent limits for texture & framebuffer GLES 3.1 requires that the maximum framebuffer width & height be at least as large as the maximum texture size. Vulkan doesn't have that requirement and for SwiftShader the values are different (4096 for FB, 8192 for texture). Use the smaller of the two to keep things consistent. Test: angle_deqp_gles31_tests --use-angle=swiftshader --gtest_filter=dEQP-GLES31.functional.state_query.integer.max_framebuffer_* Bug: angleproject:4102 Change-Id: Ie04a5272084c5f6a19ac06d952281b7df9fe9a06 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1917130 Commit-Queue: Courtney Goeltzenleuchter <courtneygo@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Tobin Ehlis <tobine@google.com>

  • src/libANGLE/renderer/vulkan/vk_caps_utils.cpp
  • //
    // Copyright 2018 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.
    //
    // vk_utils:
    //    Helper functions for the Vulkan Caps.
    //
    
    #include "libANGLE/renderer/vulkan/vk_caps_utils.h"
    
    #include <type_traits>
    
    #include "common/utilities.h"
    #include "libANGLE/Caps.h"
    #include "libANGLE/formatutils.h"
    #include "libANGLE/renderer/vulkan/DisplayVk.h"
    #include "libANGLE/renderer/vulkan/RendererVk.h"
    #include "vk_format_utils.h"
    
    namespace
    {
    constexpr unsigned int kComponentsPerVector = 4;
    }  // anonymous namespace
    
    namespace rx
    {
    
    void RendererVk::ensureCapsInitialized() const
    {
        if (mCapsInitialized)
            return;
        mCapsInitialized = true;
    
        ASSERT(mCurrentQueueFamilyIndex < mQueueFamilyProperties.size());
        const VkQueueFamilyProperties &queueFamilyProperties =
            mQueueFamilyProperties[mCurrentQueueFamilyIndex];
        const VkPhysicalDeviceLimits &limitsVk = mPhysicalDeviceProperties.limits;
    
        mNativeExtensions.setTextureExtensionSupport(mNativeTextureCaps);
    
        // Vulkan technically only supports the LDR profile but driver all appear to support the HDR
        // profile as well. http://anglebug.com/1185#c8
        mNativeExtensions.textureCompressionASTCHDRKHR = mNativeExtensions.textureCompressionASTCLDRKHR;
    
        // Enable this for simple buffer readback testing, but some functionality is missing.
        // TODO(jmadill): Support full mapBufferRange extension.
        mNativeExtensions.mapBuffer              = true;
        mNativeExtensions.mapBufferRange         = true;
        mNativeExtensions.textureStorage         = true;
        mNativeExtensions.drawBuffers            = true;
        mNativeExtensions.fragDepth              = true;
        mNativeExtensions.framebufferBlit        = true;
        mNativeExtensions.framebufferMultisample = true;
        mNativeExtensions.copyTexture            = true;
        mNativeExtensions.copyCompressedTexture  = true;
        mNativeExtensions.debugMarker            = true;
        mNativeExtensions.robustness             = true;
        mNativeExtensions.textureBorderClamp     = false;  // not implemented yet
        mNativeExtensions.translatedShaderSource = true;
        mNativeExtensions.discardFramebuffer     = true;
    
        // Enable EXT_texture_type_2_10_10_10_REV
        mNativeExtensions.textureFormat2101010REV = true;
    
        // Enable ANGLE_base_vertex_base_instance
        mNativeExtensions.baseVertexBaseInstance = true;
    
        // Enable EXT_blend_minmax
        mNativeExtensions.blendMinMax = true;
    
        mNativeExtensions.eglImage              = true;
        mNativeExtensions.eglImageExternal      = true;
        mNativeExtensions.eglImageExternalEssl3 = true;
    
        mNativeExtensions.memoryObject   = true;
        mNativeExtensions.memoryObjectFd = getFeatures().supportsExternalMemoryFd.enabled;
    
        mNativeExtensions.semaphore   = true;
        mNativeExtensions.semaphoreFd = getFeatures().supportsExternalSemaphoreFd.enabled;
    
        mNativeExtensions.vertexHalfFloat = true;
    
        // Enabled in HW if VK_EXT_vertex_attribute_divisor available, otherwise emulated
        mNativeExtensions.instancedArraysANGLE = true;
        mNativeExtensions.instancedArraysEXT   = true;
    
        // Only expose robust buffer access if the physical device supports it.
        mNativeExtensions.robustBufferAccessBehavior =
            (mPhysicalDeviceFeatures.robustBufferAccess == VK_TRUE);
    
        mNativeExtensions.eglSync = true;
    
        mNativeExtensions.vertexAttribType1010102 = true;
    
        // We use secondary command buffers almost everywhere and they require a feature to be
        // able to execute in the presence of queries.  As a result, we won't support queries
        // unless that feature is available.
        mNativeExtensions.occlusionQueryBoolean =
            vk::CommandBuffer::SupportsQueries(mPhysicalDeviceFeatures);
    
        // From the Vulkan specs:
        // > The number of valid bits in a timestamp value is determined by the
        // > VkQueueFamilyProperties::timestampValidBits property of the queue on which the timestamp is
        // > written. Timestamps are supported on any queue which reports a non-zero value for
        // > timestampValidBits via vkGetPhysicalDeviceQueueFamilyProperties.
        mNativeExtensions.disjointTimerQuery          = queueFamilyProperties.timestampValidBits > 0;
        mNativeExtensions.queryCounterBitsTimeElapsed = queueFamilyProperties.timestampValidBits;
        mNativeExtensions.queryCounterBitsTimestamp   = queueFamilyProperties.timestampValidBits;
    
        mNativeExtensions.textureFilterAnisotropic =
            mPhysicalDeviceFeatures.samplerAnisotropy && limitsVk.maxSamplerAnisotropy > 1.0f;
        mNativeExtensions.maxTextureAnisotropy =
            mNativeExtensions.textureFilterAnisotropic ? limitsVk.maxSamplerAnisotropy : 0.0f;
    
        // Vulkan natively supports non power-of-two textures
        mNativeExtensions.textureNPOT = true;
    
        mNativeExtensions.texture3DOES = true;
    
        // Vulkan natively supports standard derivatives
        mNativeExtensions.standardDerivatives = true;
    
        // Vulkan natively supports 32-bit indices, entry in kIndexTypeMap
        mNativeExtensions.elementIndexUint = true;
    
        mNativeExtensions.fboRenderMipmap = true;
    
        // We support getting image data for Textures and Renderbuffers.
        mNativeExtensions.getImageANGLE = true;
    
        // https://vulkan.lunarg.com/doc/view/1.0.30.0/linux/vkspec.chunked/ch31s02.html
        mNativeCaps.maxElementIndex       = std::numeric_limits<GLuint>::max() - 1;
        mNativeCaps.max3DTextureSize      = limitsVk.maxImageDimension3D;
        mNativeCaps.max2DTextureSize =
            std::min(limitsVk.maxFramebufferWidth, limitsVk.maxImageDimension2D);
        mNativeCaps.maxArrayTextureLayers = limitsVk.maxImageArrayLayers;
        mNativeCaps.maxLODBias            = limitsVk.maxSamplerLodBias;
        mNativeCaps.maxCubeMapTextureSize = limitsVk.maxImageDimensionCube;
        mNativeCaps.maxRenderbufferSize =
            std::min({limitsVk.maxImageDimension2D, limitsVk.maxFramebufferWidth,
                      limitsVk.maxFramebufferHeight});
        mNativeCaps.minAliasedPointSize = std::max(1.0f, limitsVk.pointSizeRange[0]);
        mNativeCaps.maxAliasedPointSize = limitsVk.pointSizeRange[1];
    
        mNativeCaps.minAliasedLineWidth = 1.0f;
        mNativeCaps.maxAliasedLineWidth = 1.0f;
    
        mNativeCaps.maxDrawBuffers =
            std::min<uint32_t>(limitsVk.maxColorAttachments, limitsVk.maxFragmentOutputAttachments);
        mNativeCaps.maxFramebufferWidth    = limitsVk.maxFramebufferWidth;
        mNativeCaps.maxFramebufferHeight   = limitsVk.maxFramebufferHeight;
        mNativeCaps.maxColorAttachments    = limitsVk.maxColorAttachments;
        mNativeCaps.maxViewportWidth       = limitsVk.maxViewportDimensions[0];
        mNativeCaps.maxViewportHeight      = limitsVk.maxViewportDimensions[1];
        mNativeCaps.maxSampleMaskWords     = limitsVk.maxSampleMaskWords;
        mNativeCaps.maxColorTextureSamples = limitsVk.sampledImageColorSampleCounts;
        mNativeCaps.maxDepthTextureSamples = limitsVk.sampledImageDepthSampleCounts;
        mNativeCaps.maxIntegerSamples      = limitsVk.sampledImageIntegerSampleCounts;
    
        mNativeCaps.maxVertexAttributes     = limitsVk.maxVertexInputAttributes;
        mNativeCaps.maxVertexAttribBindings = limitsVk.maxVertexInputBindings;
        // Offset and stride are stored as uint16_t in PackedAttribDesc.
        mNativeCaps.maxVertexAttribRelativeOffset =
            std::min(static_cast<uint32_t>(std::numeric_limits<uint16_t>::max()),
                     limitsVk.maxVertexInputAttributeOffset);
        mNativeCaps.maxVertexAttribStride =
            std::min(static_cast<uint32_t>(std::numeric_limits<uint16_t>::max()),
                     limitsVk.maxVertexInputBindingStride);
    
        mNativeCaps.maxElementsIndices  = std::numeric_limits<GLint>::max();
        mNativeCaps.maxElementsVertices = std::numeric_limits<GLint>::max();
    
        // Looks like all floats are IEEE according to the docs here:
        // https://www.khronos.org/registry/vulkan/specs/1.0-wsi_extensions/html/vkspec.html#spirvenv-precision-operation
        mNativeCaps.vertexHighpFloat.setIEEEFloat();
        mNativeCaps.vertexMediumpFloat.setIEEEFloat();
        mNativeCaps.vertexLowpFloat.setIEEEFloat();
        mNativeCaps.fragmentHighpFloat.setIEEEFloat();
        mNativeCaps.fragmentMediumpFloat.setIEEEFloat();
        mNativeCaps.fragmentLowpFloat.setIEEEFloat();
    
        // Can't find documentation on the int precision in Vulkan.
        mNativeCaps.vertexHighpInt.setTwosComplementInt(32);
        mNativeCaps.vertexMediumpInt.setTwosComplementInt(32);
        mNativeCaps.vertexLowpInt.setTwosComplementInt(32);
        mNativeCaps.fragmentHighpInt.setTwosComplementInt(32);
        mNativeCaps.fragmentMediumpInt.setTwosComplementInt(32);
        mNativeCaps.fragmentLowpInt.setTwosComplementInt(32);
    
        // Compute shader limits.
        mNativeCaps.maxComputeWorkGroupCount[0]    = limitsVk.maxComputeWorkGroupCount[0];
        mNativeCaps.maxComputeWorkGroupCount[1]    = limitsVk.maxComputeWorkGroupCount[1];
        mNativeCaps.maxComputeWorkGroupCount[2]    = limitsVk.maxComputeWorkGroupCount[2];
        mNativeCaps.maxComputeWorkGroupSize[0]     = limitsVk.maxComputeWorkGroupSize[0];
        mNativeCaps.maxComputeWorkGroupSize[1]     = limitsVk.maxComputeWorkGroupSize[1];
        mNativeCaps.maxComputeWorkGroupSize[2]     = limitsVk.maxComputeWorkGroupSize[2];
        mNativeCaps.maxComputeWorkGroupInvocations = limitsVk.maxComputeWorkGroupInvocations;
        mNativeCaps.maxComputeSharedMemorySize     = limitsVk.maxComputeSharedMemorySize;
    
        // TODO(lucferron): This is something we'll need to implement custom in the back-end.
        // Vulkan doesn't do any waiting for you, our back-end code is going to manage sync objects,
        // and we'll have to check that we've exceeded the max wait timeout. Also, this is ES 3.0 so
        // we'll defer the implementation until we tackle the next version.
        // mNativeCaps.maxServerWaitTimeout
    
        GLuint maxUniformBlockSize = limitsVk.maxUniformBufferRange;
    
        // Clamp the maxUniformBlockSize to 64KB (majority of devices support up to this size
        // currently), on AMD the maxUniformBufferRange is near uint32_t max.
        maxUniformBlockSize = std::min(0x10000u, maxUniformBlockSize);
    
        const GLuint maxUniformVectors = maxUniformBlockSize / (sizeof(GLfloat) * kComponentsPerVector);
        const GLuint maxUniformComponents = maxUniformVectors * kComponentsPerVector;
    
        // Uniforms are implemented using a uniform buffer, so the max number of uniforms we can
        // support is the max buffer range divided by the size of a single uniform (4X float).
        mNativeCaps.maxVertexUniformVectors    = maxUniformVectors;
        mNativeCaps.maxFragmentUniformVectors  = maxUniformVectors;
        mNativeCaps.maxFragmentInputComponents = maxUniformComponents;
        for (gl::ShaderType shaderType : gl::AllShaderTypes())
        {
            mNativeCaps.maxShaderUniformComponents[shaderType] = maxUniformComponents;
        }
        mNativeCaps.maxUniformLocations = maxUniformVectors;
    
        // Every stage has 1 reserved uniform buffer for the default uniforms, and 1 for the driver
        // uniforms.
        constexpr uint32_t kTotalReservedPerStageUniformBuffers =
            kReservedDriverUniformBindingCount + kReservedPerStageDefaultUniformBindingCount;
        constexpr uint32_t kTotalReservedUniformBuffers =
            kReservedDriverUniformBindingCount + kReservedDefaultUniformBindingCount;
    
        const uint32_t maxPerStageUniformBuffers =
            limitsVk.maxPerStageDescriptorUniformBuffers - kTotalReservedPerStageUniformBuffers;
        const uint32_t maxCombinedUniformBuffers =
            limitsVk.maxDescriptorSetUniformBuffers - kTotalReservedUniformBuffers;
        for (gl::ShaderType shaderType : gl::AllShaderTypes())
        {
            mNativeCaps.maxShaderUniformBlocks[shaderType] = maxPerStageUniformBuffers;
        }
        mNativeCaps.maxCombinedUniformBlocks = maxCombinedUniformBuffers;
    
        mNativeCaps.maxUniformBufferBindings = maxCombinedUniformBuffers;
        mNativeCaps.maxUniformBlockSize      = maxUniformBlockSize;
        mNativeCaps.uniformBufferOffsetAlignment =
            static_cast<GLuint>(limitsVk.minUniformBufferOffsetAlignment);
    
        // Note that Vulkan currently implements textures as combined image+samplers, so the limit is
        // the minimum of supported samplers and sampled images.
        const uint32_t maxPerStageTextures = std::min(limitsVk.maxPerStageDescriptorSamplers,
                                                      limitsVk.maxPerStageDescriptorSampledImages);
        const uint32_t maxCombinedTextures =
            std::min(limitsVk.maxDescriptorSetSamplers, limitsVk.maxDescriptorSetSampledImages);
        for (gl::ShaderType shaderType : gl::AllShaderTypes())
        {
            mNativeCaps.maxShaderTextureImageUnits[shaderType] = maxPerStageTextures;
        }
        mNativeCaps.maxCombinedTextureImageUnits = maxCombinedTextures;
    
        uint32_t maxPerStageStorageBuffers    = limitsVk.maxPerStageDescriptorStorageBuffers;
        uint32_t maxVertexStageStorageBuffers = maxPerStageStorageBuffers;
        uint32_t maxCombinedStorageBuffers    = limitsVk.maxDescriptorSetStorageBuffers;
    
        // A number of storage buffer slots are used in the vertex shader to emulate transform feedback.
        // Note that Vulkan requires maxPerStageDescriptorStorageBuffers to be at least 4 (i.e. the same
        // as gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS).
        // TODO(syoussefi): This should be conditioned to transform feedback extension not being
        // present.  http://anglebug.com/3206.
        // TODO(syoussefi): If geometry shader is supported, emulation will be done at that stage, and
        // so the reserved storage buffers should be accounted in that stage.  http://anglebug.com/3606
        static_assert(
            gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS == 4,
            "Limit to ES2.0 if supported SSBO count < supporting transform feedback buffer count");
        if (mPhysicalDeviceFeatures.vertexPipelineStoresAndAtomics)
        {
            ASSERT(maxVertexStageStorageBuffers >= gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS);
            maxVertexStageStorageBuffers -= gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS;
            maxCombinedStorageBuffers -= gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS;
    
            // Cap the per-stage limit of the other stages to the combined limit, in case the combined
            // limit is now lower than that.
            maxPerStageStorageBuffers = std::min(maxPerStageStorageBuffers, maxCombinedStorageBuffers);
        }
    
        // Reserve up to IMPLEMENTATION_MAX_ATOMIC_COUNTER_BUFFERS storage buffers in the fragment and
        // compute stages for atomic counters.  This is only possible if the number of per-stage storage
        // buffers is greater than 4, which is the required GLES minimum for compute.
        //
        // For each stage, we'll either not support atomic counter buffers, or support exactly
        // IMPLEMENTATION_MAX_ATOMIC_COUNTER_BUFFERS.  This is due to restrictions in the shader
        // translator where we can't know how many atomic counter buffers we would really need after
        // linking so we can't create a packed buffer array.
        //
        // For the vertex stage, we could support atomic counters without storage buffers, but that's
        // likely not very useful, so we use the same limit (4 + MAX_ATOMIC_COUNTER_BUFFERS) for the
        // vertex stage to determine if we would want to add support for atomic counter buffers.
        constexpr uint32_t kMinimumStorageBuffersForAtomicCounterBufferSupport =
            gl::limits::kMinimumComputeStorageBuffers + gl::IMPLEMENTATION_MAX_ATOMIC_COUNTER_BUFFERS;
        uint32_t maxVertexStageAtomicCounterBuffers = 0;
        uint32_t maxPerStageAtomicCounterBuffers    = 0;
        uint32_t maxCombinedAtomicCounterBuffers    = 0;
    
        if (maxPerStageStorageBuffers >= kMinimumStorageBuffersForAtomicCounterBufferSupport)
        {
            maxPerStageAtomicCounterBuffers = gl::IMPLEMENTATION_MAX_ATOMIC_COUNTER_BUFFERS;
            maxCombinedAtomicCounterBuffers = gl::IMPLEMENTATION_MAX_ATOMIC_COUNTER_BUFFERS;
        }
    
        if (maxVertexStageStorageBuffers >= kMinimumStorageBuffersForAtomicCounterBufferSupport)
        {
            maxVertexStageAtomicCounterBuffers = gl::IMPLEMENTATION_MAX_ATOMIC_COUNTER_BUFFERS;
        }
    
        maxVertexStageStorageBuffers -= maxVertexStageAtomicCounterBuffers;
        maxPerStageStorageBuffers -= maxPerStageAtomicCounterBuffers;
        maxCombinedStorageBuffers -= maxCombinedAtomicCounterBuffers;
    
        mNativeCaps.maxShaderStorageBlocks[gl::ShaderType::Vertex] =
            mPhysicalDeviceFeatures.vertexPipelineStoresAndAtomics ? maxVertexStageStorageBuffers : 0;
        mNativeCaps.maxShaderStorageBlocks[gl::ShaderType::Fragment] =
            mPhysicalDeviceFeatures.fragmentStoresAndAtomics ? maxPerStageStorageBuffers : 0;
        mNativeCaps.maxShaderStorageBlocks[gl::ShaderType::Compute] = maxPerStageStorageBuffers;
        mNativeCaps.maxCombinedShaderStorageBlocks                  = maxCombinedStorageBuffers;
    
        mNativeCaps.maxShaderStorageBufferBindings = maxCombinedStorageBuffers;
        mNativeCaps.maxShaderStorageBlockSize      = limitsVk.maxStorageBufferRange;
        mNativeCaps.shaderStorageBufferOffsetAlignment =
            static_cast<GLuint>(limitsVk.minStorageBufferOffsetAlignment);
    
        mNativeCaps.maxShaderAtomicCounterBuffers[gl::ShaderType::Vertex] =
            mPhysicalDeviceFeatures.vertexPipelineStoresAndAtomics ? maxVertexStageAtomicCounterBuffers
                                                                   : 0;
        mNativeCaps.maxShaderAtomicCounterBuffers[gl::ShaderType::Fragment] =
            mPhysicalDeviceFeatures.fragmentStoresAndAtomics ? maxPerStageAtomicCounterBuffers : 0;
        mNativeCaps.maxShaderAtomicCounterBuffers[gl::ShaderType::Compute] =
            maxPerStageAtomicCounterBuffers;
        mNativeCaps.maxCombinedAtomicCounterBuffers = maxCombinedAtomicCounterBuffers;
    
        mNativeCaps.maxAtomicCounterBufferBindings = maxCombinedAtomicCounterBuffers;
        // Emulated as storage buffers, atomic counter buffers have the same size limit.  However, the
        // limit is a signed integer and values above int max will end up as a negative size.
        mNativeCaps.maxAtomicCounterBufferSize =
            std::min<uint32_t>(std::numeric_limits<int32_t>::max(), limitsVk.maxStorageBufferRange);
    
        // There is no particular limit to how many atomic counters there can be, other than the size of
        // a storage buffer.  We nevertheless limit this to something sane (4096 arbitrarily).
        const uint32_t maxAtomicCounters =
            std::min<uint32_t>(4096, limitsVk.maxStorageBufferRange / sizeof(uint32_t));
        for (gl::ShaderType shaderType : gl::AllShaderTypes())
        {
            mNativeCaps.maxShaderAtomicCounters[shaderType] = maxAtomicCounters;
        }
        mNativeCaps.maxCombinedAtomicCounters = maxAtomicCounters;
    
        // GL Images correspond to Vulkan Storage Images.
        const uint32_t maxPerStageImages = limitsVk.maxPerStageDescriptorStorageImages;
        const uint32_t maxCombinedImages = limitsVk.maxDescriptorSetStorageImages;
        for (gl::ShaderType shaderType : gl::AllShaderTypes())
        {
            mNativeCaps.maxShaderImageUniforms[shaderType] = maxPerStageImages;
        }
        mNativeCaps.maxCombinedImageUniforms = maxCombinedImages;
        mNativeCaps.maxImageUnits            = maxCombinedImages;
    
        mNativeCaps.minProgramTexelOffset         = limitsVk.minTexelOffset;
        mNativeCaps.maxProgramTexelOffset         = limitsVk.maxTexelOffset;
        mNativeCaps.minProgramTextureGatherOffset = limitsVk.minTexelGatherOffset;
        mNativeCaps.maxProgramTextureGatherOffset = limitsVk.maxTexelGatherOffset;
    
        // There is no additional limit to the combined number of components.  We can have up to a
        // maximum number of uniform buffers, each having the maximum number of components.  Note that
        // this limit includes both components in and out of uniform buffers.
        const uint32_t maxCombinedUniformComponents =
            (maxPerStageUniformBuffers + kReservedPerStageDefaultUniformBindingCount) *
            maxUniformComponents;
        for (gl::ShaderType shaderType : gl::AllShaderTypes())
        {
            mNativeCaps.maxCombinedShaderUniformComponents[shaderType] = maxCombinedUniformComponents;
        }
    
        // Total number of resources available to the user are as many as Vulkan allows minus everything
        // that ANGLE uses internally.  That is, one dynamic uniform buffer used per stage for default
        // uniforms and a single dynamic uniform buffer for driver uniforms.  Additionally, Vulkan uses
        // up to IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS + 1 buffers for transform feedback (Note:
        // +1 is for the "counter" buffer of transform feedback, which will be necessary for transform
        // feedback extension and ES3.2 transform feedback emulation, but is not yet present).
        constexpr uint32_t kReservedPerStageUniformBufferCount = 1;
        constexpr uint32_t kReservedPerStageBindingCount =
            kReservedDriverUniformBindingCount + kReservedPerStageUniformBufferCount +
            gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS + 1;
    
        // Note: maxPerStageResources is required to be at least the sum of per stage UBOs, SSBOs etc
        // which total a minimum of 44 resources, so no underflow is possible here.  Limit the total
        // number of resources reported by Vulkan to 2 billion though to avoid seeing negative numbers
        // in applications that take the value as signed int (including dEQP).
        const uint32_t maxPerStageResources =
            std::min<uint32_t>(std::numeric_limits<int32_t>::max(), limitsVk.maxPerStageResources);
        mNativeCaps.maxCombinedShaderOutputResources =
            maxPerStageResources - kReservedPerStageBindingCount;
    
        // The max vertex output components should not include gl_Position.
        // The gles2.0 section 2.10 states that "gl_Position is not a varying variable and does
        // not count against this limit.", but the Vulkan spec has no such mention in its Built-in
        // vars section. It is implicit that we need to actually reserve it for Vulkan in that case.
        //
        // Note: AMD has a weird behavior when we edge toward the maximum number of varyings and can
        // often crash. Reserving an additional varying just for them bringing the total to 2.
        constexpr GLint kReservedVaryingCount = 2;
        mNativeCaps.maxVaryingVectors =
            (limitsVk.maxVertexOutputComponents / 4) - kReservedVaryingCount;
        mNativeCaps.maxVertexOutputComponents = mNativeCaps.maxVaryingVectors * 4;
    
        mNativeCaps.maxTransformFeedbackInterleavedComponents =
            gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS;
        mNativeCaps.maxTransformFeedbackSeparateAttributes =
            gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS;
        mNativeCaps.maxTransformFeedbackSeparateComponents =
            gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS;
    
        mNativeCaps.minProgramTexelOffset = limitsVk.minTexelOffset;
        mNativeCaps.maxProgramTexelOffset = limitsVk.maxTexelOffset;
    
        const uint32_t sampleCounts = limitsVk.framebufferColorSampleCounts &
                                      limitsVk.framebufferDepthSampleCounts &
                                      limitsVk.framebufferStencilSampleCounts;
    
        mNativeCaps.maxSamples            = vk_gl::GetMaxSampleCount(sampleCounts);
        mNativeCaps.maxFramebufferSamples = mNativeCaps.maxSamples;
    
        mNativeCaps.subPixelBits = limitsVk.subPixelPrecisionBits;
    
        // Enable Program Binary extension.
        mNativeExtensions.getProgramBinary = true;
        mNativeCaps.programBinaryFormats.push_back(GL_PROGRAM_BINARY_ANGLE);
    
        // Enable GL_NV_pixel_buffer_object extension.
        mNativeExtensions.pixelBufferObject = true;
    
        // Geometry shader is optional.
        if (mPhysicalDeviceFeatures.geometryShader)
        {
            // TODO : Remove below comment when http://anglebug.com/3571 will be completed
            // mNativeExtensions.geometryShader = true;
            mNativeCaps.maxFramebufferLayers = limitsVk.maxFramebufferLayers;
            mNativeCaps.layerProvokingVertex = GL_LAST_VERTEX_CONVENTION_EXT;
    
            mNativeCaps.maxGeometryInputComponents       = limitsVk.maxGeometryInputComponents;
            mNativeCaps.maxGeometryOutputComponents      = limitsVk.maxGeometryOutputComponents;
            mNativeCaps.maxGeometryOutputVertices        = limitsVk.maxGeometryOutputVertices;
            mNativeCaps.maxGeometryTotalOutputComponents = limitsVk.maxGeometryTotalOutputComponents;
            mNativeCaps.maxShaderStorageBlocks[gl::ShaderType::Geometry] =
                mNativeCaps.maxCombinedShaderOutputResources;
            mNativeCaps.maxShaderAtomicCounterBuffers[gl::ShaderType::Geometry] =
                maxCombinedAtomicCounterBuffers;
            mNativeCaps.maxGeometryShaderInvocations = limitsVk.maxGeometryShaderInvocations;
        }
    }
    
    namespace egl_vk
    {
    
    namespace
    {
    
    EGLint ComputeMaximumPBufferPixels(const VkPhysicalDeviceProperties &physicalDeviceProperties)
    {
        // EGLints are signed 32-bit integers, it's fairly easy to overflow them, especially since
        // Vulkan's minimum guaranteed VkImageFormatProperties::maxResourceSize is 2^31 bytes.
        constexpr uint64_t kMaxValueForEGLint =
            static_cast<uint64_t>(std::numeric_limits<EGLint>::max());
    
        // TODO(geofflang): Compute the maximum size of a pbuffer by using the maxResourceSize result
        // from vkGetPhysicalDeviceImageFormatProperties for both the color and depth stencil format and
        // the exact image creation parameters that would be used to create the pbuffer. Because it is
        // always safe to return out-of-memory errors on pbuffer allocation, it's fine to simply return
        // the number of pixels in a max width by max height pbuffer for now. http://anglebug.com/2622
    
        // Storing the result of squaring a 32-bit unsigned int in a 64-bit unsigned int is safe.
        static_assert(std::is_same<decltype(physicalDeviceProperties.limits.maxImageDimension2D),
                                   uint32_t>::value,
                      "physicalDeviceProperties.limits.maxImageDimension2D expected to be a uint32_t.");
        const uint64_t maxDimensionsSquared =
            static_cast<uint64_t>(physicalDeviceProperties.limits.maxImageDimension2D) *
            static_cast<uint64_t>(physicalDeviceProperties.limits.maxImageDimension2D);
    
        return static_cast<EGLint>(std::min(maxDimensionsSquared, kMaxValueForEGLint));
    }
    
    // Generates a basic config for a combination of color format, depth stencil format and sample
    // count.
    egl::Config GenerateDefaultConfig(const RendererVk *renderer,
                                      const gl::InternalFormat &colorFormat,
                                      const gl::InternalFormat &depthStencilFormat,
                                      EGLint sampleCount)
    {
        const VkPhysicalDeviceProperties &physicalDeviceProperties =
            renderer->getPhysicalDeviceProperties();
        gl::Version maxSupportedESVersion = renderer->getMaxSupportedESVersion();
    
        EGLint es2Support = (maxSupportedESVersion.major >= 2 ? EGL_OPENGL_ES2_BIT : 0);
        EGLint es3Support = (maxSupportedESVersion.major >= 3 ? EGL_OPENGL_ES3_BIT : 0);
    
        egl::Config config;
    
        config.renderTargetFormat = colorFormat.internalFormat;
        config.depthStencilFormat = depthStencilFormat.internalFormat;
        config.bufferSize         = colorFormat.pixelBytes * 8;
        config.redSize            = colorFormat.redBits;
        config.greenSize          = colorFormat.greenBits;
        config.blueSize           = colorFormat.blueBits;
        config.alphaSize          = colorFormat.alphaBits;
        config.alphaMaskSize      = 0;
        config.bindToTextureRGB   = colorFormat.format == GL_RGB;
        config.bindToTextureRGBA  = colorFormat.format == GL_RGBA || colorFormat.format == GL_BGRA_EXT;
        config.colorBufferType    = EGL_RGB_BUFFER;
        config.configCaveat       = EGL_NONE;
        config.conformant         = es2Support | es3Support;
        config.depthSize          = depthStencilFormat.depthBits;
        config.stencilSize        = depthStencilFormat.stencilBits;
        config.level              = 0;
        config.matchNativePixmap  = EGL_NONE;
        config.maxPBufferWidth    = physicalDeviceProperties.limits.maxImageDimension2D;
        config.maxPBufferHeight   = physicalDeviceProperties.limits.maxImageDimension2D;
        config.maxPBufferPixels   = ComputeMaximumPBufferPixels(physicalDeviceProperties);
        config.maxSwapInterval    = 1;
        config.minSwapInterval    = 0;
        config.nativeRenderable   = EGL_TRUE;
        config.nativeVisualID     = 0;
        config.nativeVisualType   = EGL_NONE;
        config.renderableType     = es2Support | es3Support;
        config.sampleBuffers      = (sampleCount > 0) ? 1 : 0;
        config.samples            = sampleCount;
        config.surfaceType        = EGL_WINDOW_BIT | EGL_PBUFFER_BIT;
        // Vulkan surfaces use a different origin than OpenGL, always prefer to be flipped vertically if
        // possible.
        config.optimalOrientation    = EGL_SURFACE_ORIENTATION_INVERT_Y_ANGLE;
        config.transparentType       = EGL_NONE;
        config.transparentRedValue   = 0;
        config.transparentGreenValue = 0;
        config.transparentBlueValue  = 0;
        config.colorComponentType =
            gl_egl::GLComponentTypeToEGLColorComponentType(colorFormat.componentType);
    
        return config;
    }
    
    }  // anonymous namespace
    
    egl::ConfigSet GenerateConfigs(const GLenum *colorFormats,
                                   size_t colorFormatsCount,
                                   const GLenum *depthStencilFormats,
                                   size_t depthStencilFormatCount,
                                   DisplayVk *display)
    {
        ASSERT(colorFormatsCount > 0);
        ASSERT(display != nullptr);
    
        gl::SupportedSampleSet colorSampleCounts;
        gl::SupportedSampleSet depthStencilSampleCounts;
        gl::SupportedSampleSet sampleCounts;
    
        const VkPhysicalDeviceLimits &limits =
            display->getRenderer()->getPhysicalDeviceProperties().limits;
        const uint32_t depthStencilSampleCountsLimit =
            limits.framebufferDepthSampleCounts & limits.framebufferStencilSampleCounts;
    
        vk_gl::AddSampleCounts(limits.framebufferColorSampleCounts, &colorSampleCounts);
        vk_gl::AddSampleCounts(depthStencilSampleCountsLimit, &depthStencilSampleCounts);
    
        // Always support 0 samples
        colorSampleCounts.insert(0);
        depthStencilSampleCounts.insert(0);
    
        std::set_intersection(colorSampleCounts.begin(), colorSampleCounts.end(),
                              depthStencilSampleCounts.begin(), depthStencilSampleCounts.end(),
                              std::inserter(sampleCounts, sampleCounts.begin()));
    
        egl::ConfigSet configSet;
    
        for (size_t colorFormatIdx = 0; colorFormatIdx < colorFormatsCount; colorFormatIdx++)
        {
            const gl::InternalFormat &colorFormatInfo =
                gl::GetSizedInternalFormatInfo(colorFormats[colorFormatIdx]);
            ASSERT(colorFormatInfo.sized);
    
            for (size_t depthStencilFormatIdx = 0; depthStencilFormatIdx < depthStencilFormatCount;
                 depthStencilFormatIdx++)
            {
                const gl::InternalFormat &depthStencilFormatInfo =
                    gl::GetSizedInternalFormatInfo(depthStencilFormats[depthStencilFormatIdx]);
                ASSERT(depthStencilFormats[depthStencilFormatIdx] == GL_NONE ||
                       depthStencilFormatInfo.sized);
    
                const gl::SupportedSampleSet *configSampleCounts = &sampleCounts;
                // If there is no depth/stencil buffer, use the color samples set.
                if (depthStencilFormats[depthStencilFormatIdx] == GL_NONE)
                {
                    configSampleCounts = &colorSampleCounts;
                }
                // If there is no color buffer, use the depth/stencil samples set.
                else if (colorFormats[colorFormatIdx] == GL_NONE)
                {
                    configSampleCounts = &depthStencilSampleCounts;
                }
    
                for (EGLint sampleCount : *configSampleCounts)
                {
                    egl::Config config = GenerateDefaultConfig(display->getRenderer(), colorFormatInfo,
                                                               depthStencilFormatInfo, sampleCount);
                    if (display->checkConfigSupport(&config))
                    {
                        configSet.add(config);
                    }
                }
            }
        }
    
        return configSet;
    }
    
    }  // namespace egl_vk
    
    }  // namespace rx