Hash :
10a4d434
Author :
Date :
2017-11-28T14:46:26
ES31: Enable some dirty bits and dirty objects for compute pipeline
BUG=angleproject:2265
TEST=dEQP-GLES31.functional.shaders.builtin_var.compute.*
angle_end2end_test.ShaderStorageBufferTest31
.MultiStorageBuffersForMultiPrograms
Change-Id: Icc3df122602951a2328003c10a76696ab4c9f0d8
Reviewed-on: https://chromium-review.googlesource.com/792951
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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//
// Copyright 2016 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// ContextVk.cpp:
// Implements the class methods for ContextVk.
//
#include "libANGLE/renderer/vulkan/ContextVk.h"
#include "common/bitset_utils.h"
#include "common/debug.h"
#include "libANGLE/Context.h"
#include "libANGLE/Program.h"
#include "libANGLE/renderer/vulkan/BufferVk.h"
#include "libANGLE/renderer/vulkan/CompilerVk.h"
#include "libANGLE/renderer/vulkan/ContextVk.h"
#include "libANGLE/renderer/vulkan/DeviceVk.h"
#include "libANGLE/renderer/vulkan/FenceNVVk.h"
#include "libANGLE/renderer/vulkan/FramebufferVk.h"
#include "libANGLE/renderer/vulkan/ImageVk.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/ShaderVk.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/renderer/vulkan/formatutilsvk.h"
namespace rx
{
namespace
{
VkIndexType GetVkIndexType(GLenum glIndexType)
{
switch (glIndexType)
{
case GL_UNSIGNED_SHORT:
return VK_INDEX_TYPE_UINT16;
case GL_UNSIGNED_INT:
return VK_INDEX_TYPE_UINT32;
default:
UNREACHABLE();
return VK_INDEX_TYPE_MAX_ENUM;
}
}
enum DescriptorPoolIndex : uint8_t
{
UniformBufferPool = 0,
TexturePool = 1,
};
} // anonymous namespace
ContextVk::ContextVk(const gl::ContextState &state, RendererVk *renderer)
: ContextImpl(state), mRenderer(renderer), mCurrentDrawMode(GL_NONE)
{
// The module handle is filled out at draw time.
mCurrentShaderStages[0].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
mCurrentShaderStages[0].pNext = nullptr;
mCurrentShaderStages[0].flags = 0;
mCurrentShaderStages[0].stage = VK_SHADER_STAGE_VERTEX_BIT;
mCurrentShaderStages[0].module = VK_NULL_HANDLE;
mCurrentShaderStages[0].pName = "main";
mCurrentShaderStages[0].pSpecializationInfo = nullptr;
mCurrentShaderStages[1].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
mCurrentShaderStages[1].pNext = nullptr;
mCurrentShaderStages[1].flags = 0;
mCurrentShaderStages[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT;
mCurrentShaderStages[1].module = VK_NULL_HANDLE;
mCurrentShaderStages[1].pName = "main";
mCurrentShaderStages[1].pSpecializationInfo = nullptr;
// The binding descriptions are filled in at draw time.
mCurrentVertexInputState.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
mCurrentVertexInputState.pNext = nullptr;
mCurrentVertexInputState.flags = 0;
mCurrentVertexInputState.vertexBindingDescriptionCount = 0;
mCurrentVertexInputState.pVertexBindingDescriptions = nullptr;
mCurrentVertexInputState.vertexAttributeDescriptionCount = 0;
mCurrentVertexInputState.pVertexAttributeDescriptions = nullptr;
// Primitive topology is filled in at draw time.
mCurrentInputAssemblyState.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
mCurrentInputAssemblyState.pNext = nullptr;
mCurrentInputAssemblyState.flags = 0;
mCurrentInputAssemblyState.topology = gl_vk::GetPrimitiveTopology(mCurrentDrawMode);
mCurrentInputAssemblyState.primitiveRestartEnable = VK_FALSE;
// Set initial viewport and scissor state.
mCurrentViewportVk.x = 0.0f;
mCurrentViewportVk.y = 0.0f;
mCurrentViewportVk.width = 0.0f;
mCurrentViewportVk.height = 0.0f;
mCurrentViewportVk.minDepth = 0.0f;
mCurrentViewportVk.maxDepth = 1.0f;
mCurrentScissorVk.offset.x = 0;
mCurrentScissorVk.offset.y = 0;
mCurrentScissorVk.extent.width = 0u;
mCurrentScissorVk.extent.height = 0u;
mCurrentViewportState.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
mCurrentViewportState.pNext = nullptr;
mCurrentViewportState.flags = 0;
mCurrentViewportState.viewportCount = 1;
mCurrentViewportState.pViewports = &mCurrentViewportVk;
mCurrentViewportState.scissorCount = 1;
mCurrentViewportState.pScissors = &mCurrentScissorVk;
// Set initial rasterizer state.
// TODO(jmadill): Extra rasterizer state features.
mCurrentRasterState.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
mCurrentRasterState.pNext = nullptr;
mCurrentRasterState.flags = 0;
mCurrentRasterState.depthClampEnable = VK_FALSE;
mCurrentRasterState.rasterizerDiscardEnable = VK_FALSE;
mCurrentRasterState.polygonMode = VK_POLYGON_MODE_FILL;
mCurrentRasterState.cullMode = VK_CULL_MODE_NONE;
mCurrentRasterState.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE;
mCurrentRasterState.depthBiasEnable = VK_FALSE;
mCurrentRasterState.depthBiasConstantFactor = 0.0f;
mCurrentRasterState.depthBiasClamp = 0.0f;
mCurrentRasterState.depthBiasSlopeFactor = 0.0f;
mCurrentRasterState.lineWidth = 1.0f;
// Initialize a dummy multisample state.
// TODO(jmadill): Multisample state.
mCurrentMultisampleState.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
mCurrentMultisampleState.pNext = nullptr;
mCurrentMultisampleState.flags = 0;
mCurrentMultisampleState.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
mCurrentMultisampleState.sampleShadingEnable = VK_FALSE;
mCurrentMultisampleState.minSampleShading = 0.0f;
mCurrentMultisampleState.pSampleMask = nullptr;
mCurrentMultisampleState.alphaToCoverageEnable = VK_FALSE;
mCurrentMultisampleState.alphaToOneEnable = VK_FALSE;
// TODO(jmadill): Depth/stencil state.
// Initialize a dummy MRT blend state.
// TODO(jmadill): Blend state/MRT.
mCurrentBlendAttachmentState.blendEnable = VK_FALSE;
mCurrentBlendAttachmentState.srcColorBlendFactor = VK_BLEND_FACTOR_ONE;
mCurrentBlendAttachmentState.dstColorBlendFactor = VK_BLEND_FACTOR_ONE;
mCurrentBlendAttachmentState.colorBlendOp = VK_BLEND_OP_ADD;
mCurrentBlendAttachmentState.srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE;
mCurrentBlendAttachmentState.dstAlphaBlendFactor = VK_BLEND_FACTOR_ONE;
mCurrentBlendAttachmentState.alphaBlendOp = VK_BLEND_OP_ADD;
mCurrentBlendAttachmentState.colorWriteMask =
(VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT |
VK_COLOR_COMPONENT_A_BIT);
mCurrentBlendState.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
mCurrentBlendState.pNext = 0;
mCurrentBlendState.flags = 0;
mCurrentBlendState.logicOpEnable = VK_FALSE;
mCurrentBlendState.logicOp = VK_LOGIC_OP_CLEAR;
mCurrentBlendState.attachmentCount = 1;
mCurrentBlendState.pAttachments = &mCurrentBlendAttachmentState;
mCurrentBlendState.blendConstants[0] = 0.0f;
mCurrentBlendState.blendConstants[1] = 0.0f;
mCurrentBlendState.blendConstants[2] = 0.0f;
mCurrentBlendState.blendConstants[3] = 0.0f;
// TODO(jmadill): Dynamic state.
// The layout and renderpass are filled out at draw time.
mCurrentPipelineInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
mCurrentPipelineInfo.pNext = nullptr;
mCurrentPipelineInfo.flags = 0;
mCurrentPipelineInfo.stageCount = 2;
mCurrentPipelineInfo.pStages = mCurrentShaderStages;
mCurrentPipelineInfo.pVertexInputState = &mCurrentVertexInputState;
mCurrentPipelineInfo.pInputAssemblyState = &mCurrentInputAssemblyState;
mCurrentPipelineInfo.pTessellationState = nullptr;
mCurrentPipelineInfo.pViewportState = &mCurrentViewportState;
mCurrentPipelineInfo.pRasterizationState = &mCurrentRasterState;
mCurrentPipelineInfo.pMultisampleState = &mCurrentMultisampleState;
mCurrentPipelineInfo.pDepthStencilState = nullptr;
mCurrentPipelineInfo.pColorBlendState = &mCurrentBlendState;
mCurrentPipelineInfo.pDynamicState = nullptr;
mCurrentPipelineInfo.layout = VK_NULL_HANDLE;
mCurrentPipelineInfo.renderPass = VK_NULL_HANDLE;
mCurrentPipelineInfo.subpass = 0;
mCurrentPipelineInfo.basePipelineHandle = VK_NULL_HANDLE;
mCurrentPipelineInfo.basePipelineIndex = 0;
}
ContextVk::~ContextVk()
{
invalidateCurrentPipeline();
}
void ContextVk::onDestroy(const gl::Context *context)
{
VkDevice device = mRenderer->getDevice();
mDescriptorPool.destroy(device);
}
gl::Error ContextVk::initialize()
{
VkDevice device = mRenderer->getDevice();
VkDescriptorPoolSize poolSizes[2];
poolSizes[UniformBufferPool].type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
poolSizes[UniformBufferPool].descriptorCount = 1024;
poolSizes[TexturePool].type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
poolSizes[TexturePool].descriptorCount = 1024;
VkDescriptorPoolCreateInfo descriptorPoolInfo;
descriptorPoolInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
descriptorPoolInfo.pNext = nullptr;
descriptorPoolInfo.flags = 0;
// TODO(jmadill): Pick non-arbitrary max.
descriptorPoolInfo.maxSets = 2048;
// Reserve pools for uniform blocks and textures.
descriptorPoolInfo.poolSizeCount = 2;
descriptorPoolInfo.pPoolSizes = poolSizes;
ANGLE_TRY(mDescriptorPool.init(device, descriptorPoolInfo));
return gl::NoError();
}
gl::Error ContextVk::flush(const gl::Context *context)
{
UNIMPLEMENTED();
return gl::InternalError();
}
gl::Error ContextVk::finish(const gl::Context *context)
{
// TODO(jmadill): Implement finish.
// UNIMPLEMENTED();
return gl::NoError();
}
gl::Error ContextVk::initPipeline(const gl::Context *context)
{
ASSERT(!mCurrentPipeline.valid());
VkDevice device = mRenderer->getDevice();
const auto &state = mState.getState();
const gl::Program *programGL = state.getProgram();
const gl::VertexArray *vao = state.getVertexArray();
const gl::Framebuffer *drawFBO = state.getDrawFramebuffer();
ProgramVk *programVk = vk::GetImpl(programGL);
FramebufferVk *vkFBO = vk::GetImpl(drawFBO);
VertexArrayVk *vkVAO = vk::GetImpl(vao);
// Ensure the attribs and bindings are updated.
vkVAO->updateVertexDescriptions(context);
const auto &vertexBindings = vkVAO->getVertexBindingDescs();
const auto &vertexAttribs = vkVAO->getVertexAttribDescs();
// TODO(jmadill): Validate with ASSERT against physical device limits/caps?
mCurrentVertexInputState.vertexBindingDescriptionCount =
static_cast<uint32_t>(vertexBindings.size());
mCurrentVertexInputState.pVertexBindingDescriptions = vertexBindings.data();
mCurrentVertexInputState.vertexAttributeDescriptionCount =
static_cast<uint32_t>(vertexAttribs.size());
mCurrentVertexInputState.pVertexAttributeDescriptions = vertexAttribs.data();
mCurrentInputAssemblyState.topology = gl_vk::GetPrimitiveTopology(mCurrentDrawMode);
const vk::RenderPassDesc &desc = vkFBO->getRenderPassDesc(context);
vk::RenderPass *renderPass = nullptr;
ANGLE_TRY(mRenderer->getCompatibleRenderPass(desc, &renderPass));
ASSERT(renderPass && renderPass->valid());
const vk::PipelineLayout &pipelineLayout = programVk->getPipelineLayout();
ASSERT(pipelineLayout.valid());
mCurrentPipelineInfo.layout = pipelineLayout.getHandle();
mCurrentPipelineInfo.renderPass = renderPass->getHandle();
ANGLE_TRY(mCurrentPipeline.initGraphics(device, mCurrentPipelineInfo));
return gl::NoError();
}
gl::Error ContextVk::setupDraw(const gl::Context *context, GLenum mode, DrawType drawType)
{
if (mode != mCurrentDrawMode)
{
invalidateCurrentPipeline();
mCurrentDrawMode = mode;
}
if (!mCurrentPipeline.valid())
{
ANGLE_TRY(initPipeline(context));
ASSERT(mCurrentPipeline.valid());
}
const auto &state = mState.getState();
const gl::Program *programGL = state.getProgram();
ProgramVk *programVk = vk::GetImpl(programGL);
const gl::VertexArray *vao = state.getVertexArray();
VertexArrayVk *vkVAO = vk::GetImpl(vao);
const auto *drawFBO = state.getDrawFramebuffer();
FramebufferVk *vkFBO = vk::GetImpl(drawFBO);
Serial queueSerial = mRenderer->getCurrentQueueSerial();
uint32_t maxAttrib = programGL->getState().getMaxActiveAttribLocation();
// Process vertex attributes. Assume zero offsets for now.
// TODO(jmadill): Offset handling.
const auto &vertexHandles = vkVAO->getCurrentArrayBufferHandles();
angle::MemoryBuffer *zeroBuf = nullptr;
ANGLE_TRY(context->getZeroFilledBuffer(maxAttrib * sizeof(VkDeviceSize), &zeroBuf));
vk::CommandBufferAndState *commandBuffer = nullptr;
ANGLE_TRY(mRenderer->getStartedCommandBuffer(&commandBuffer));
ANGLE_TRY(mRenderer->ensureInRenderPass(context, vkFBO));
commandBuffer->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, mCurrentPipeline);
commandBuffer->bindVertexBuffers(0, maxAttrib, vertexHandles.data(),
reinterpret_cast<const VkDeviceSize *>(zeroBuf->data()));
// TODO(jmadill): the queue serial should be bound to the pipeline.
setQueueSerial(queueSerial);
vkVAO->updateCurrentBufferSerials(programGL->getActiveAttribLocationsMask(), queueSerial,
drawType);
// TODO(jmadill): Can probably use more dirty bits here.
ContextVk *contextVk = vk::GetImpl(context);
ANGLE_TRY(programVk->updateUniforms(contextVk));
programVk->updateTexturesDescriptorSet(contextVk);
// Bind the graphics descriptor sets.
// TODO(jmadill): Handle multiple command buffers.
const auto &descriptorSets = programVk->getDescriptorSets();
uint32_t firstSet = programVk->getDescriptorSetOffset();
uint32_t setCount = static_cast<uint32_t>(descriptorSets.size());
if (!descriptorSets.empty() && ((setCount - firstSet) > 0))
{
const vk::PipelineLayout &pipelineLayout = programVk->getPipelineLayout();
commandBuffer->bindDescriptorSets(VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, firstSet,
setCount - firstSet, &descriptorSets[firstSet], 0,
nullptr);
}
return gl::NoError();
}
gl::Error ContextVk::drawArrays(const gl::Context *context, GLenum mode, GLint first, GLsizei count)
{
ANGLE_TRY(setupDraw(context, mode, DrawType::Arrays));
vk::CommandBufferAndState *commandBuffer = nullptr;
ANGLE_TRY(mRenderer->getStartedCommandBuffer(&commandBuffer));
commandBuffer->draw(count, 1, first, 0);
return gl::NoError();
}
gl::Error ContextVk::drawArraysInstanced(const gl::Context *context,
GLenum mode,
GLint first,
GLsizei count,
GLsizei instanceCount)
{
UNIMPLEMENTED();
return gl::InternalError();
}
gl::Error ContextVk::drawElements(const gl::Context *context,
GLenum mode,
GLsizei count,
GLenum type,
const void *indices)
{
ANGLE_TRY(setupDraw(context, mode, DrawType::Elements));
if (indices)
{
// TODO(jmadill): Buffer offsets and immediate data.
UNIMPLEMENTED();
return gl::InternalError() << "Only zero-offset index buffers are currently implemented.";
}
if (type == GL_UNSIGNED_BYTE)
{
// TODO(jmadill): Index translation.
UNIMPLEMENTED();
return gl::InternalError() << "Unsigned byte translation is not yet implemented.";
}
vk::CommandBufferAndState *commandBuffer = nullptr;
ANGLE_TRY(mRenderer->getStartedCommandBuffer(&commandBuffer));
const gl::Buffer *elementArrayBuffer =
mState.getState().getVertexArray()->getElementArrayBuffer().get();
ASSERT(elementArrayBuffer);
BufferVk *elementArrayBufferVk = vk::GetImpl(elementArrayBuffer);
commandBuffer->bindIndexBuffer(elementArrayBufferVk->getVkBuffer(), 0, GetVkIndexType(type));
commandBuffer->drawIndexed(count, 1, 0, 0, 0);
return gl::NoError();
}
gl::Error ContextVk::drawElementsInstanced(const gl::Context *context,
GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei instances)
{
UNIMPLEMENTED();
return gl::InternalError();
}
gl::Error ContextVk::drawRangeElements(const gl::Context *context,
GLenum mode,
GLuint start,
GLuint end,
GLsizei count,
GLenum type,
const void *indices)
{
return gl::NoError();
}
VkDevice ContextVk::getDevice() const
{
return mRenderer->getDevice();
}
vk::Error ContextVk::getStartedCommandBuffer(vk::CommandBufferAndState **commandBufferOut)
{
return mRenderer->getStartedCommandBuffer(commandBufferOut);
}
vk::Error ContextVk::submitCommands(vk::CommandBufferAndState *commandBuffer)
{
setQueueSerial(mRenderer->getCurrentQueueSerial());
ANGLE_TRY(mRenderer->submitCommandBuffer(commandBuffer));
return vk::NoError();
}
gl::Error ContextVk::drawArraysIndirect(const gl::Context *context,
GLenum mode,
const void *indirect)
{
UNIMPLEMENTED();
return gl::InternalError() << "DrawArraysIndirect hasn't been implemented for vulkan backend.";
}
gl::Error ContextVk::drawElementsIndirect(const gl::Context *context,
GLenum mode,
GLenum type,
const void *indirect)
{
UNIMPLEMENTED();
return gl::InternalError()
<< "DrawElementsIndirect hasn't been implemented for vulkan backend.";
}
GLenum ContextVk::getResetStatus()
{
UNIMPLEMENTED();
return GL_NO_ERROR;
}
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)
{
UNIMPLEMENTED();
}
void ContextVk::pushGroupMarker(GLsizei length, const char *marker)
{
UNIMPLEMENTED();
}
void ContextVk::popGroupMarker()
{
UNIMPLEMENTED();
}
void ContextVk::pushDebugGroup(GLenum source, GLuint id, GLsizei length, const char *message)
{
UNIMPLEMENTED();
}
void ContextVk::popDebugGroup()
{
UNIMPLEMENTED();
}
void ContextVk::syncState(const gl::Context *context, const gl::State::DirtyBits &dirtyBits)
{
if (dirtyBits.any())
{
invalidateCurrentPipeline();
}
const auto &glState = context->getGLState();
// TODO(jmadill): Full dirty bits implementation.
bool dirtyTextures = false;
for (auto dirtyBit : dirtyBits)
{
switch (dirtyBit)
{
case gl::State::DIRTY_BIT_SCISSOR_TEST_ENABLED:
WARN() << "DIRTY_BIT_SCISSOR_TEST_ENABLED unimplemented";
break;
case gl::State::DIRTY_BIT_SCISSOR:
WARN() << "DIRTY_BIT_SCISSOR unimplemented";
break;
case gl::State::DIRTY_BIT_VIEWPORT:
{
const gl::Rectangle &viewportGL = glState.getViewport();
mCurrentViewportVk.x = static_cast<float>(viewportGL.x);
mCurrentViewportVk.y = static_cast<float>(viewportGL.y);
mCurrentViewportVk.width = static_cast<float>(viewportGL.width);
mCurrentViewportVk.height = static_cast<float>(viewportGL.height);
mCurrentViewportVk.minDepth = glState.getNearPlane();
mCurrentViewportVk.maxDepth = glState.getFarPlane();
// TODO(jmadill): Scissor.
mCurrentScissorVk.offset.x = viewportGL.x;
mCurrentScissorVk.offset.y = viewportGL.y;
mCurrentScissorVk.extent.width = viewportGL.width;
mCurrentScissorVk.extent.height = viewportGL.height;
break;
}
case gl::State::DIRTY_BIT_DEPTH_RANGE:
WARN() << "DIRTY_BIT_DEPTH_RANGE unimplemented";
break;
case gl::State::DIRTY_BIT_BLEND_ENABLED:
WARN() << "DIRTY_BIT_BLEND_ENABLED unimplemented";
break;
case gl::State::DIRTY_BIT_BLEND_COLOR:
WARN() << "DIRTY_BIT_BLEND_COLOR unimplemented";
break;
case gl::State::DIRTY_BIT_BLEND_FUNCS:
WARN() << "DIRTY_BIT_BLEND_FUNCS unimplemented";
break;
case gl::State::DIRTY_BIT_BLEND_EQUATIONS:
WARN() << "DIRTY_BIT_BLEND_EQUATIONS unimplemented";
break;
case gl::State::DIRTY_BIT_COLOR_MASK:
WARN() << "DIRTY_BIT_COLOR_MASK unimplemented";
break;
case gl::State::DIRTY_BIT_SAMPLE_ALPHA_TO_COVERAGE_ENABLED:
WARN() << "DIRTY_BIT_SAMPLE_ALPHA_TO_COVERAGE_ENABLED unimplemented";
break;
case gl::State::DIRTY_BIT_SAMPLE_COVERAGE_ENABLED:
WARN() << "DIRTY_BIT_SAMPLE_COVERAGE_ENABLED unimplemented";
break;
case gl::State::DIRTY_BIT_SAMPLE_COVERAGE:
WARN() << "DIRTY_BIT_SAMPLE_COVERAGE unimplemented";
break;
case gl::State::DIRTY_BIT_SAMPLE_MASK_ENABLED:
WARN() << "DIRTY_BIT_SAMPLE_MASK_ENABLED unimplemented";
break;
case gl::State::DIRTY_BIT_SAMPLE_MASK:
WARN() << "DIRTY_BIT_SAMPLE_MASK unimplemented";
break;
case gl::State::DIRTY_BIT_DEPTH_TEST_ENABLED:
WARN() << "DIRTY_BIT_DEPTH_TEST_ENABLED unimplemented";
break;
case gl::State::DIRTY_BIT_DEPTH_FUNC:
WARN() << "DIRTY_BIT_DEPTH_FUNC unimplemented";
break;
case gl::State::DIRTY_BIT_DEPTH_MASK:
WARN() << "DIRTY_BIT_DEPTH_MASK unimplemented";
break;
case gl::State::DIRTY_BIT_STENCIL_TEST_ENABLED:
WARN() << "DIRTY_BIT_STENCIL_TEST_ENABLED unimplemented";
break;
case gl::State::DIRTY_BIT_STENCIL_FUNCS_FRONT:
WARN() << "DIRTY_BIT_STENCIL_FUNCS_FRONT unimplemented";
break;
case gl::State::DIRTY_BIT_STENCIL_FUNCS_BACK:
WARN() << "DIRTY_BIT_STENCIL_FUNCS_BACK unimplemented";
break;
case gl::State::DIRTY_BIT_STENCIL_OPS_FRONT:
WARN() << "DIRTY_BIT_STENCIL_OPS_FRONT unimplemented";
break;
case gl::State::DIRTY_BIT_STENCIL_OPS_BACK:
WARN() << "DIRTY_BIT_STENCIL_OPS_BACK unimplemented";
break;
case gl::State::DIRTY_BIT_STENCIL_WRITEMASK_FRONT:
WARN() << "DIRTY_BIT_STENCIL_WRITEMASK_FRONT unimplemented";
break;
case gl::State::DIRTY_BIT_STENCIL_WRITEMASK_BACK:
WARN() << "DIRTY_BIT_STENCIL_WRITEMASK_BACK unimplemented";
break;
case gl::State::DIRTY_BIT_CULL_FACE_ENABLED:
case gl::State::DIRTY_BIT_CULL_FACE:
mCurrentRasterState.cullMode = gl_vk::GetCullMode(glState.getRasterizerState());
break;
case gl::State::DIRTY_BIT_FRONT_FACE:
mCurrentRasterState.frontFace =
gl_vk::GetFrontFace(glState.getRasterizerState().frontFace);
break;
case gl::State::DIRTY_BIT_POLYGON_OFFSET_FILL_ENABLED:
WARN() << "DIRTY_BIT_POLYGON_OFFSET_FILL_ENABLED unimplemented";
break;
case gl::State::DIRTY_BIT_POLYGON_OFFSET:
WARN() << "DIRTY_BIT_POLYGON_OFFSET unimplemented";
break;
case gl::State::DIRTY_BIT_RASTERIZER_DISCARD_ENABLED:
WARN() << "DIRTY_BIT_RASTERIZER_DISCARD_ENABLED unimplemented";
break;
case gl::State::DIRTY_BIT_LINE_WIDTH:
mCurrentRasterState.lineWidth = glState.getLineWidth();
break;
case gl::State::DIRTY_BIT_PRIMITIVE_RESTART_ENABLED:
WARN() << "DIRTY_BIT_PRIMITIVE_RESTART_ENABLED unimplemented";
break;
case gl::State::DIRTY_BIT_CLEAR_COLOR:
WARN() << "DIRTY_BIT_CLEAR_COLOR unimplemented";
break;
case gl::State::DIRTY_BIT_CLEAR_DEPTH:
WARN() << "DIRTY_BIT_CLEAR_DEPTH unimplemented";
break;
case gl::State::DIRTY_BIT_CLEAR_STENCIL:
WARN() << "DIRTY_BIT_CLEAR_STENCIL unimplemented";
break;
case gl::State::DIRTY_BIT_UNPACK_STATE:
WARN() << "DIRTY_BIT_UNPACK_STATE unimplemented";
break;
case gl::State::DIRTY_BIT_UNPACK_BUFFER_BINDING:
WARN() << "DIRTY_BIT_UNPACK_BUFFER_BINDING unimplemented";
break;
case gl::State::DIRTY_BIT_PACK_STATE:
WARN() << "DIRTY_BIT_PACK_STATE unimplemented";
break;
case gl::State::DIRTY_BIT_PACK_BUFFER_BINDING:
WARN() << "DIRTY_BIT_PACK_BUFFER_BINDING unimplemented";
break;
case gl::State::DIRTY_BIT_DITHER_ENABLED:
WARN() << "DIRTY_BIT_DITHER_ENABLED unimplemented";
break;
case gl::State::DIRTY_BIT_GENERATE_MIPMAP_HINT:
WARN() << "DIRTY_BIT_GENERATE_MIPMAP_HINT unimplemented";
break;
case gl::State::DIRTY_BIT_SHADER_DERIVATIVE_HINT:
WARN() << "DIRTY_BIT_SHADER_DERIVATIVE_HINT unimplemented";
break;
case gl::State::DIRTY_BIT_READ_FRAMEBUFFER_BINDING:
WARN() << "DIRTY_BIT_READ_FRAMEBUFFER_BINDING unimplemented";
break;
case gl::State::DIRTY_BIT_DRAW_FRAMEBUFFER_BINDING:
WARN() << "DIRTY_BIT_DRAW_FRAMEBUFFER_BINDING unimplemented";
break;
case gl::State::DIRTY_BIT_RENDERBUFFER_BINDING:
WARN() << "DIRTY_BIT_RENDERBUFFER_BINDING unimplemented";
break;
case gl::State::DIRTY_BIT_VERTEX_ARRAY_BINDING:
WARN() << "DIRTY_BIT_VERTEX_ARRAY_BINDING unimplemented";
break;
case gl::State::DIRTY_BIT_DRAW_INDIRECT_BUFFER_BINDING:
WARN() << "DIRTY_BIT_DRAW_INDIRECT_BUFFER_BINDING unimplemented";
break;
case gl::State::DIRTY_BIT_PROGRAM_BINDING:
WARN() << "DIRTY_BIT_PROGRAM_BINDING unimplemented";
break;
case gl::State::DIRTY_BIT_PROGRAM_EXECUTABLE:
{
// { vertex, fragment }
ProgramVk *programVk = vk::GetImpl(glState.getProgram());
mCurrentShaderStages[0].module = programVk->getLinkedVertexModule().getHandle();
mCurrentShaderStages[1].module = programVk->getLinkedFragmentModule().getHandle();
// Also invalidate the vertex descriptions cache in the Vertex Array.
VertexArrayVk *vaoVk = vk::GetImpl(glState.getVertexArray());
vaoVk->invalidateVertexDescriptions();
dirtyTextures = true;
break;
}
case gl::State::DIRTY_BIT_TEXTURE_BINDINGS:
dirtyTextures = true;
break;
case gl::State::DIRTY_BIT_SAMPLER_BINDINGS:
dirtyTextures = true;
break;
case gl::State::DIRTY_BIT_TRANSFORM_FEEDBACK_BINDING:
WARN() << "DIRTY_BIT_TRANSFORM_FEEDBACK_BINDING unimplemented";
break;
case gl::State::DIRTY_BIT_SHADER_STORAGE_BUFFER_BINDING:
WARN() << "DIRTY_BIT_SHADER_STORAGE_BUFFER_BINDING unimplemented";
break;
case gl::State::DIRTY_BIT_MULTISAMPLING:
WARN() << "DIRTY_BIT_MULTISAMPLING unimplemented";
break;
case gl::State::DIRTY_BIT_SAMPLE_ALPHA_TO_ONE:
WARN() << "DIRTY_BIT_SAMPLE_ALPHA_TO_ONE unimplemented";
break;
case gl::State::DIRTY_BIT_COVERAGE_MODULATION:
WARN() << "DIRTY_BIT_COVERAGE_MODULATION unimplemented";
break;
case gl::State::DIRTY_BIT_PATH_RENDERING_MATRIX_MV:
WARN() << "DIRTY_BIT_PATH_RENDERING_MATRIX_MV unimplemented";
break;
case gl::State::DIRTY_BIT_PATH_RENDERING_MATRIX_PROJ:
WARN() << "DIRTY_BIT_PATH_RENDERING_MATRIX_PROJ unimplemented";
break;
case gl::State::DIRTY_BIT_PATH_RENDERING_STENCIL_STATE:
WARN() << "DIRTY_BIT_PATH_RENDERING_STENCIL_STATE unimplemented";
break;
case gl::State::DIRTY_BIT_FRAMEBUFFER_SRGB:
WARN() << "DIRTY_BIT_FRAMEBUFFER_SRGB unimplemented";
break;
case gl::State::DIRTY_BIT_CURRENT_VALUES:
WARN() << "DIRTY_BIT_CURRENT_VALUES unimplemented";
break;
default:
UNREACHABLE();
break;
}
}
if (dirtyTextures)
{
ProgramVk *programVk = vk::GetImpl(glState.getProgram());
programVk->invalidateTextures();
}
}
GLint ContextVk::getGPUDisjoint()
{
UNIMPLEMENTED();
return GLint();
}
GLint64 ContextVk::getTimestamp()
{
UNIMPLEMENTED();
return GLint64();
}
void ContextVk::onMakeCurrent(const gl::Context * /*context*/)
{
}
const 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(state);
}
TextureImpl *ContextVk::createTexture(const gl::TextureState &state)
{
return new TextureVk(state);
}
RenderbufferImpl *ContextVk::createRenderbuffer()
{
return new RenderbufferVk();
}
BufferImpl *ContextVk::createBuffer(const gl::BufferState &state)
{
return new BufferVk(state);
}
VertexArrayImpl *ContextVk::createVertexArray(const gl::VertexArrayState &state)
{
return new VertexArrayVk(state);
}
QueryImpl *ContextVk::createQuery(GLenum 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 *>();
}
// TODO(jmadill): Use pipeline cache.
void ContextVk::invalidateCurrentPipeline()
{
mRenderer->releaseResource(*this, &mCurrentPipeline);
}
gl::Error ContextVk::dispatchCompute(const gl::Context *context,
GLuint numGroupsX,
GLuint numGroupsY,
GLuint numGroupsZ)
{
UNIMPLEMENTED();
return gl::InternalError();
}
vk::DescriptorPool *ContextVk::getDescriptorPool()
{
return &mDescriptorPool;
}
} // namespace rx