Hash :
6c7ab7fe
Author :
Date :
2018-03-31T14:19:15
Vulkan: Reorganize helper classes. This renames ResourceVk to vk::CommandGraphResource, which should help clarify its usage. This also moves LineLoopHandler, ImageHelper, and the DynamicBuffer and DynamicCommandPool classes into a new vk_helpers module. This file contains helper classes that manage other resources. Also this makes DynamicBuffer and DynamicDescriptorPool no longer inherit from CommandGraphResource. In the future, only Impl objects will be allowed to be graph resources. Bug: angleproject:2318 Change-Id: I0fa23da2ac853d90f3c822547a4a314f247cc757 Reviewed-on: https://chromium-review.googlesource.com/985200 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Frank Henigman <fjhenigman@chromium.org>
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185
//
// 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 "libANGLE/Constants.h"
#include "libANGLE/renderer/ProgramImpl.h"
#include "libANGLE/renderer/vulkan/RendererVk.h"
#include "libANGLE/renderer/vulkan/vk_helpers.h"
namespace rx
{
namespace
{
constexpr uint32_t kShaderTypeCount = 2;
} // anonymous namespace.
class ProgramVk : public ProgramImpl
{
public:
ProgramVk(const gl::ProgramState &state);
~ProgramVk() override;
gl::Error destroy(const gl::Context *context) override;
gl::LinkResult load(const gl::Context *context,
gl::InfoLog &infoLog,
gl::BinaryInputStream *stream) override;
void save(const gl::Context *context, gl::BinaryOutputStream *stream) override;
void setBinaryRetrievableHint(bool retrievable) override;
void setSeparable(bool separable) override;
gl::LinkResult 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;
// TODO: synchronize in syncState when dirty bits exist.
void setUniformBlockBinding(GLuint uniformBlockIndex, GLuint uniformBlockBinding) override;
void setPathFragmentInputGen(const std::string &inputName,
GLenum genMode,
GLint components,
const GLfloat *coeffs) override;
const vk::ShaderModule &getLinkedVertexModule() const;
Serial getVertexModuleSerial() const;
const vk::ShaderModule &getLinkedFragmentModule() const;
Serial getFragmentModuleSerial() const;
vk::Error updateUniforms(ContextVk *contextVk);
const std::vector<VkDescriptorSet> &getDescriptorSets() const;
const uint32_t *getDynamicOffsets();
uint32_t getDynamicOffsetsCount();
// In Vulkan, it is invalid to pass in a NULL descriptor set to vkCmdBindDescriptorSets.
// However, it's valid to leave them in an undefined, unbound state, if they are never used.
// This means when we want to ignore a descriptor set index, we need to pass in an offset
// parameter to BindDescriptorSets, which is an offset into the getDescriptorSets array.
// This allows us to skip binding blank descriptor sets when the Program doesn't use Uniforms
// or Textures.
const gl::RangeUI &getUsedDescriptorSetRange() const;
vk::Error updateTexturesDescriptorSet(ContextVk *contextVk);
void invalidateTextures();
// For testing only.
void setDefaultUniformBlocksMinSizeForTesting(size_t minSize);
private:
vk::Error reset(ContextVk *contextVk);
vk::Error allocateDescriptorSet(ContextVk *contextVk, uint32_t descriptorSetIndex);
gl::Error initDefaultUniformBlocks(const gl::Context *glContext);
vk::Error updateDefaultUniformsDescriptorSet(ContextVk *contextVk);
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);
vk::ShaderModule mLinkedVertexModule;
Serial mVertexModuleSerial;
vk::ShaderModule mLinkedFragmentModule;
Serial mFragmentModuleSerial;
// 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;
bool uniformsDirty;
// 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;
};
std::array<DefaultUniformBlock, kShaderTypeCount> mDefaultUniformBlocks;
std::array<uint32_t, kShaderTypeCount> mUniformBlocksOffsets;
// This is a special "empty" placeholder buffer for when a shader has no uniforms.
// 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::BufferAndMemory mEmptyUniformBlockStorage;
// Descriptor sets for uniform blocks and textures for this program.
std::vector<VkDescriptorSet> mDescriptorSets;
gl::RangeUI mUsedDescriptorSetRange;
bool mDirtyTextures;
template <typename T>
using ShaderTextureArray = std::array<T, gl::IMPLEMENTATION_MAX_SHADER_TEXTURES>;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_VULKAN_PROGRAMVK_H_