Hash :
bea35a63
Author :
Date :
2018-07-05T11:54:10
Vulkan: Use Scoped resource init helper. In a few places we initialize resource on the stack in the Vulkan back-end. When we do this we should use a RAII wrapper so that if we generate an error and unwind the stack we can auto-release the object. This fixes a bug that was being triggered by an unexpected failure on Present with the Vulkan back-end on Intel. There are several other places in the code that should be modified to use the new wrapper. Bug: angleproject:2690 Change-Id: I49a1c5516756f8b7dba833aca65926aa7b8bd5c6 Reviewed-on: https://chromium-review.googlesource.com/1118610 Commit-Queue: 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.
//
// RendererVk.h:
// Defines the class interface for RendererVk.
//
#ifndef LIBANGLE_RENDERER_VULKAN_RENDERERVK_H_
#define LIBANGLE_RENDERER_VULKAN_RENDERERVK_H_
#include <vulkan/vulkan.h>
#include <memory>
#include "common/angleutils.h"
#include "libANGLE/Caps.h"
#include "libANGLE/renderer/vulkan/CommandGraph.h"
#include "libANGLE/renderer/vulkan/FeaturesVk.h"
#include "libANGLE/renderer/vulkan/vk_format_utils.h"
#include "libANGLE/renderer/vulkan/vk_internal_shaders.h"
namespace egl
{
class AttributeMap;
}
namespace rx
{
class FramebufferVk;
class GlslangWrapper;
namespace vk
{
struct Format;
}
class RendererVk : angle::NonCopyable
{
public:
RendererVk();
~RendererVk();
vk::Error initialize(const egl::AttributeMap &attribs, const char *wsiName);
std::string getVendorString() const;
std::string getRendererDescription() const;
VkInstance getInstance() const { return mInstance; }
VkPhysicalDevice getPhysicalDevice() const { return mPhysicalDevice; }
const VkPhysicalDeviceProperties &getPhysicalDeviceProperties() const
{
return mPhysicalDeviceProperties;
}
VkQueue getQueue() const { return mQueue; }
VkDevice getDevice() const { return mDevice; }
vk::ErrorOrResult<uint32_t> selectPresentQueueForSurface(VkSurfaceKHR surface);
vk::Error finish(const gl::Context *context);
vk::Error flush(const gl::Context *context,
const vk::Semaphore &waitSemaphore,
const vk::Semaphore &signalSemaphore);
const vk::CommandPool &getCommandPool() const;
const gl::Caps &getNativeCaps() const;
const gl::TextureCapsMap &getNativeTextureCaps() const;
const gl::Extensions &getNativeExtensions() const;
const gl::Limitations &getNativeLimitations() const;
uint32_t getMaxActiveTextures();
GlslangWrapper *getGlslangWrapper() const;
Serial getCurrentQueueSerial() const;
bool isSerialInUse(Serial serial) const;
template <typename T>
void releaseObject(Serial resourceSerial, T *object)
{
if (!isSerialInUse(resourceSerial))
{
object->destroy(mDevice);
}
else
{
object->dumpResources(resourceSerial, &mGarbage);
}
}
uint32_t getQueueFamilyIndex() const { return mCurrentQueueFamilyIndex; }
const vk::MemoryProperties &getMemoryProperties() const { return mMemoryProperties; }
// TODO(jmadill): We could pass angle::Format::ID here.
const vk::Format &getFormat(GLenum internalFormat) const
{
return mFormatTable[internalFormat];
}
const vk::Format &getFormat(angle::Format::ID formatID) const { return mFormatTable[formatID]; }
vk::Error getCompatibleRenderPass(const vk::RenderPassDesc &desc,
vk::RenderPass **renderPassOut);
vk::Error getRenderPassWithOps(const vk::RenderPassDesc &desc,
const vk::AttachmentOpsArray &ops,
vk::RenderPass **renderPassOut);
// For getting a vk::Pipeline for the an application's draw call. RenderPassDesc is automatic.
vk::Error getAppPipeline(const ProgramVk *programVk,
const vk::PipelineDesc &desc,
const gl::AttributesMask &activeAttribLocationsMask,
vk::PipelineAndSerial **pipelineOut);
// For getting a vk::Pipeline for an internal draw call. Use an explicit RenderPass.
vk::Error getInternalPipeline(const vk::ShaderAndSerial &vertexShader,
const vk::ShaderAndSerial &fragmentShader,
const vk::PipelineLayout &pipelineLayout,
const vk::PipelineDesc &pipelineDesc,
const gl::AttributesMask &activeAttribLocationsMask,
vk::PipelineAndSerial **pipelineOut);
// Queries the descriptor set layout cache. Creates the layout if not present.
vk::Error getDescriptorSetLayout(
const vk::DescriptorSetLayoutDesc &desc,
vk::BindingPointer<vk::DescriptorSetLayout> *descriptorSetLayoutOut);
// Queries the pipeline layout cache. Creates the layout if not present.
vk::Error getPipelineLayout(const vk::PipelineLayoutDesc &desc,
const vk::DescriptorSetLayoutPointerArray &descriptorSetLayouts,
vk::BindingPointer<vk::PipelineLayout> *pipelineLayoutOut);
// This should only be called from ResourceVk.
// TODO(jmadill): Keep in ContextVk to enable threaded rendering.
vk::CommandGraph *getCommandGraph();
// Issues a new serial for linked shader modules. Used in the pipeline cache.
Serial issueShaderSerial();
vk::ShaderLibrary *getShaderLibrary();
const FeaturesVk &getFeatures() const { return mFeatures; }
private:
vk::Error initializeDevice(uint32_t queueFamilyIndex);
void ensureCapsInitialized() const;
vk::Error submitFrame(const VkSubmitInfo &submitInfo, vk::CommandBuffer &&commandBuffer);
vk::Error checkInFlightCommands();
void freeAllInFlightResources();
vk::Error flushCommandGraph(const gl::Context *context, vk::CommandBuffer *commandBatch);
mutable bool mCapsInitialized;
mutable gl::Caps mNativeCaps;
mutable gl::TextureCapsMap mNativeTextureCaps;
mutable gl::Extensions mNativeExtensions;
mutable gl::Limitations mNativeLimitations;
mutable FeaturesVk mFeatures;
VkInstance mInstance;
bool mEnableValidationLayers;
VkDebugReportCallbackEXT mDebugReportCallback;
VkPhysicalDevice mPhysicalDevice;
VkPhysicalDeviceProperties mPhysicalDeviceProperties;
std::vector<VkQueueFamilyProperties> mQueueFamilyProperties;
VkQueue mQueue;
uint32_t mCurrentQueueFamilyIndex;
VkDevice mDevice;
vk::CommandPool mCommandPool;
GlslangWrapper *mGlslangWrapper;
SerialFactory mQueueSerialFactory;
SerialFactory mShaderSerialFactory;
Serial mLastCompletedQueueSerial;
Serial mCurrentQueueSerial;
struct CommandBatch final : angle::NonCopyable
{
CommandBatch();
~CommandBatch();
CommandBatch(CommandBatch &&other);
CommandBatch &operator=(CommandBatch &&other);
void destroy(VkDevice device);
vk::CommandPool commandPool;
vk::Fence fence;
Serial serial;
};
std::vector<CommandBatch> mInFlightCommands;
std::vector<vk::GarbageObject> mGarbage;
vk::MemoryProperties mMemoryProperties;
vk::FormatTable mFormatTable;
RenderPassCache mRenderPassCache;
PipelineCache mPipelineCache;
// See CommandGraph.h for a desription of the Command Graph.
vk::CommandGraph mCommandGraph;
// ANGLE uses a PipelineLayout cache to store compatible pipeline layouts.
PipelineLayoutCache mPipelineLayoutCache;
// DescriptorSetLayouts are also managed in a cache.
DescriptorSetLayoutCache mDescriptorSetLayoutCache;
// Internal shader library.
vk::ShaderLibrary mShaderLibrary;
};
uint32_t GetUniformBufferDescriptorCount();
} // namespace rx
#endif // LIBANGLE_RENDERER_VULKAN_RENDERERVK_H_