Hash :
da854a27
Author :
Date :
2017-11-30T17:24:21
Vulkan: Clean up VAO cached resources. We can actually store a pointer to the base ResourceVk instead of BufferVk for updating serials. This will work a little nicer with streaming vertex data, which won't have a BufferVk but will have an accessible ResourceVk pointer. Also add an element array resource pointer for serial update. This was missing and could lead to incorrect behaviour. Also change the types of the caches from std::vector to gl::AttribArray, which is a std::array. Bug: angleproject:2264 Change-Id: Ibd79b7676b5dbc3875ae9d110be477d228e01c5c Reviewed-on: https://chromium-review.googlesource.com/798170 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@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.h:
// Defines the class interface for ContextVk, implementing ContextImpl.
//
#ifndef LIBANGLE_RENDERER_VULKAN_CONTEXTVK_H_
#define LIBANGLE_RENDERER_VULKAN_CONTEXTVK_H_
#include <vulkan/vulkan.h>
#include "libANGLE/renderer/ContextImpl.h"
#include "libANGLE/renderer/vulkan/renderervk_utils.h"
namespace rx
{
class RendererVk;
class ContextVk : public ContextImpl, public ResourceVk
{
public:
ContextVk(const gl::ContextState &state, RendererVk *renderer);
~ContextVk() override;
gl::Error initialize() override;
void onDestroy(const gl::Context *context) override;
// Flush and finish.
gl::Error flush(const gl::Context *context) override;
gl::Error finish(const gl::Context *context) override;
// Drawing methods.
gl::Error drawArrays(const gl::Context *context,
GLenum mode,
GLint first,
GLsizei count) override;
gl::Error drawArraysInstanced(const gl::Context *context,
GLenum mode,
GLint first,
GLsizei count,
GLsizei instanceCount) override;
gl::Error drawElements(const gl::Context *context,
GLenum mode,
GLsizei count,
GLenum type,
const void *indices) override;
gl::Error drawElementsInstanced(const gl::Context *context,
GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei instances) override;
gl::Error drawRangeElements(const gl::Context *context,
GLenum mode,
GLuint start,
GLuint end,
GLsizei count,
GLenum type,
const void *indices) override;
gl::Error drawArraysIndirect(const gl::Context *context,
GLenum mode,
const void *indirect) override;
gl::Error drawElementsIndirect(const gl::Context *context,
GLenum mode,
GLenum type,
const void *indirect) override;
// Device loss
GLenum getResetStatus() override;
// Vendor and description strings.
std::string getVendorString() const override;
std::string getRendererDescription() const override;
// EXT_debug_marker
void insertEventMarker(GLsizei length, const char *marker) override;
void pushGroupMarker(GLsizei length, const char *marker) override;
void popGroupMarker() override;
// KHR_debug
void pushDebugGroup(GLenum source, GLuint id, GLsizei length, const char *message) override;
void popDebugGroup() override;
// State sync with dirty bits.
void syncState(const gl::Context *context, const gl::State::DirtyBits &dirtyBits) override;
// Disjoint timer queries
GLint getGPUDisjoint() override;
GLint64 getTimestamp() override;
// Context switching
void onMakeCurrent(const gl::Context *context) override;
// Native capabilities, unmodified by gl::Context.
const gl::Caps &getNativeCaps() const override;
const gl::TextureCapsMap &getNativeTextureCaps() const override;
const gl::Extensions &getNativeExtensions() const override;
const gl::Limitations &getNativeLimitations() const override;
// Shader creation
CompilerImpl *createCompiler() override;
ShaderImpl *createShader(const gl::ShaderState &state) override;
ProgramImpl *createProgram(const gl::ProgramState &state) override;
// Framebuffer creation
FramebufferImpl *createFramebuffer(const gl::FramebufferState &state) override;
// Texture creation
TextureImpl *createTexture(const gl::TextureState &state) override;
// Renderbuffer creation
RenderbufferImpl *createRenderbuffer() override;
// Buffer creation
BufferImpl *createBuffer(const gl::BufferState &state) override;
// Vertex Array creation
VertexArrayImpl *createVertexArray(const gl::VertexArrayState &state) override;
// Query and Fence creation
QueryImpl *createQuery(GLenum type) override;
FenceNVImpl *createFenceNV() override;
SyncImpl *createSync() override;
// Transform Feedback creation
TransformFeedbackImpl *createTransformFeedback(
const gl::TransformFeedbackState &state) override;
// Sampler object creation
SamplerImpl *createSampler(const gl::SamplerState &state) override;
// Program Pipeline object creation
ProgramPipelineImpl *createProgramPipeline(const gl::ProgramPipelineState &data) override;
// Path object creation
std::vector<PathImpl *> createPaths(GLsizei) override;
VkDevice getDevice() const;
vk::Error getStartedCommandBuffer(vk::CommandBufferAndState **commandBufferOut);
vk::Error submitCommands(vk::CommandBufferAndState *commandBuffer);
RendererVk *getRenderer() { return mRenderer; }
// TODO(jmadill): Use pipeline cache.
void invalidateCurrentPipeline();
gl::Error dispatchCompute(const gl::Context *context,
GLuint numGroupsX,
GLuint numGroupsY,
GLuint numGroupsZ) override;
vk::DescriptorPool *getDescriptorPool();
private:
gl::Error initPipeline(const gl::Context *context);
gl::Error setupDraw(const gl::Context *context, GLenum mode, DrawType drawType);
RendererVk *mRenderer;
vk::Pipeline mCurrentPipeline;
GLenum mCurrentDrawMode;
// Keep CreateInfo structures cached so that we can quickly update them when creating
// updated pipelines. When we move to a pipeline cache, we will want to use a more compact
// structure that we can use to query the pipeline cache in the Renderer.
// TODO(jmadill): Update this when we move to a pipeline cache.
VkPipelineShaderStageCreateInfo mCurrentShaderStages[2];
VkPipelineVertexInputStateCreateInfo mCurrentVertexInputState;
VkPipelineInputAssemblyStateCreateInfo mCurrentInputAssemblyState;
VkViewport mCurrentViewportVk;
VkRect2D mCurrentScissorVk;
VkPipelineViewportStateCreateInfo mCurrentViewportState;
VkPipelineRasterizationStateCreateInfo mCurrentRasterState;
VkPipelineMultisampleStateCreateInfo mCurrentMultisampleState;
VkPipelineColorBlendAttachmentState mCurrentBlendAttachmentState;
VkPipelineColorBlendStateCreateInfo mCurrentBlendState;
VkGraphicsPipelineCreateInfo mCurrentPipelineInfo;
// The descriptor pool is externally sychronized, so cannot be accessed from different threads
// simulataneously. Hence, we keep it in the ContextVk instead of the RendererVk.
vk::DescriptorPool mDescriptorPool;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_VULKAN_CONTEXTVK_H_