Hash :
4ba4af61
Author :
Date :
2023-08-17T11:28:18
Revert recompile blocking on link Causing timeouts on some platforms. An alternative implementation will follow. This change also reverts two changes that depend on it: Vulkan: Move SPIR-V set up to link job 10f54902e816fa7e4cf314384e00590e2b9bfa1d. Vulkan: Move default uniform init to link job d8cd4dcdc9c55c88f030f7fca41357e99e600ed2. Bug: angleproject:8297 Change-Id: I9a258460e7bcaeac214be5e63c16c20681e0bcde Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4789843 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462
//
// Copyright 2020 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.
//
// ProgramExecutableVk.h: Collects the information and interfaces common to both ProgramVks and
// ProgramPipelineVks in order to execute/draw with either.
#ifndef LIBANGLE_RENDERER_VULKAN_PROGRAMEXECUTABLEVK_H_
#define LIBANGLE_RENDERER_VULKAN_PROGRAMEXECUTABLEVK_H_
#include "common/bitset_utils.h"
#include "common/mathutil.h"
#include "common/utilities.h"
#include "libANGLE/Context.h"
#include "libANGLE/InfoLog.h"
#include "libANGLE/renderer/vulkan/ContextVk.h"
#include "libANGLE/renderer/vulkan/ShaderInterfaceVariableInfoMap.h"
#include "libANGLE/renderer/vulkan/spv_utils.h"
#include "libANGLE/renderer/vulkan/vk_cache_utils.h"
#include "libANGLE/renderer/vulkan/vk_helpers.h"
namespace rx
{
class ShaderInfo final : angle::NonCopyable
{
public:
ShaderInfo();
~ShaderInfo();
angle::Result initShaders(ContextVk *contextVk,
const gl::ShaderBitSet &linkedShaderStages,
const gl::ShaderMap<const angle::spirv::Blob *> &spirvBlobs,
const ShaderInterfaceVariableInfoMap &variableInfoMap);
void initShaderFromProgram(gl::ShaderType shaderType, const ShaderInfo &programShaderInfo);
void clear();
ANGLE_INLINE bool valid() const { return mIsInitialized; }
const gl::ShaderMap<angle::spirv::Blob> &getSpirvBlobs() const { return mSpirvBlobs; }
// Save and load implementation for GLES Program Binary support.
void load(gl::BinaryInputStream *stream);
void save(gl::BinaryOutputStream *stream);
private:
gl::ShaderMap<angle::spirv::Blob> mSpirvBlobs;
bool mIsInitialized = false;
};
struct ProgramTransformOptions final
{
uint8_t surfaceRotation : 1;
uint8_t removeTransformFeedbackEmulation : 1;
uint8_t multiSampleFramebufferFetch : 1;
uint8_t enableSampleShading : 1;
uint8_t reserved : 4; // must initialize to zero
static constexpr uint32_t kPermutationCount = 0x1 << 4;
};
static_assert(sizeof(ProgramTransformOptions) == 1, "Size check failed");
static_assert(static_cast<int>(SurfaceRotation::EnumCount) <= 8, "Size check failed");
class ProgramInfo final : angle::NonCopyable
{
public:
ProgramInfo();
~ProgramInfo();
angle::Result initProgram(vk::Context *context,
gl::ShaderType shaderType,
bool isLastPreFragmentStage,
bool isTransformFeedbackProgram,
const ShaderInfo &shaderInfo,
ProgramTransformOptions optionBits,
const ShaderInterfaceVariableInfoMap &variableInfoMap);
void release(ContextVk *contextVk);
ANGLE_INLINE bool valid(gl::ShaderType shaderType) const
{
return mProgramHelper.valid(shaderType);
}
vk::ShaderProgramHelper *getShaderProgram() { return &mProgramHelper; }
private:
vk::ShaderProgramHelper mProgramHelper;
gl::ShaderMap<vk::RefCounted<vk::ShaderModule>> mShaders;
};
// State for the default uniform blocks.
struct DefaultUniformBlock final : private angle::NonCopyable
{
DefaultUniformBlock();
~DefaultUniformBlock();
// Shadow copies of the shader uniform data.
angle::MemoryBuffer uniformData;
// 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;
};
// Performance and resource counters.
using DescriptorSetCountList = angle::PackedEnumMap<DescriptorSetIndex, uint32_t>;
using ImmutableSamplerIndexMap = angle::HashMap<vk::YcbcrConversionDesc, uint32_t>;
using DefaultUniformBlockMap = gl::ShaderMap<std::shared_ptr<DefaultUniformBlock>>;
class ProgramExecutableVk
{
public:
ProgramExecutableVk();
virtual ~ProgramExecutableVk();
void reset(ContextVk *contextVk);
void save(ContextVk *contextVk, bool isSeparable, gl::BinaryOutputStream *stream);
std::unique_ptr<rx::LinkEvent> load(ContextVk *contextVk,
const gl::ProgramExecutable &glExecutable,
bool isSeparable,
gl::BinaryInputStream *stream);
void clearVariableInfoMap();
vk::BufferSerial getCurrentDefaultUniformBufferSerial() const
{
return mCurrentDefaultUniformBufferSerial;
}
// Get the graphics pipeline if already created.
angle::Result getGraphicsPipeline(ContextVk *contextVk,
vk::GraphicsPipelineSubset pipelineSubset,
const vk::GraphicsPipelineDesc &desc,
const gl::ProgramExecutable &glExecutable,
const vk::GraphicsPipelineDesc **descPtrOut,
vk::PipelineHelper **pipelineOut);
angle::Result createGraphicsPipeline(ContextVk *contextVk,
vk::GraphicsPipelineSubset pipelineSubset,
vk::PipelineCacheAccess *pipelineCache,
PipelineSource source,
const vk::GraphicsPipelineDesc &desc,
const gl::ProgramExecutable &glExecutable,
const vk::GraphicsPipelineDesc **descPtrOut,
vk::PipelineHelper **pipelineOut);
angle::Result linkGraphicsPipelineLibraries(ContextVk *contextVk,
vk::PipelineCacheAccess *pipelineCache,
const vk::GraphicsPipelineDesc &desc,
const gl::ProgramExecutable &glExecutable,
vk::PipelineHelper *vertexInputPipeline,
vk::PipelineHelper *shadersPipeline,
vk::PipelineHelper *fragmentOutputPipeline,
const vk::GraphicsPipelineDesc **descPtrOut,
vk::PipelineHelper **pipelineOut);
angle::Result getOrCreateComputePipeline(vk::Context *context,
vk::PipelineCacheAccess *pipelineCache,
PipelineSource source,
const gl::ProgramExecutable &glExecutable,
vk::PipelineRobustness pipelineRobustness,
vk::PipelineProtectedAccess pipelineProtectedAccess,
vk::PipelineHelper **pipelineOut);
const vk::PipelineLayout &getPipelineLayout() const { return mPipelineLayout.get(); }
angle::Result createPipelineLayout(ContextVk *contextVk,
const gl::ProgramExecutable &glExecutable,
gl::ActiveTextureArray<TextureVk *> *activeTextures);
angle::Result updateTexturesDescriptorSet(vk::Context *context,
const gl::ProgramExecutable &executable,
const gl::ActiveTextureArray<TextureVk *> &textures,
const gl::SamplerBindingVector &samplers,
bool emulateSeamfulCubeMapSampling,
PipelineType pipelineType,
UpdateDescriptorSetsBuilder *updateBuilder,
vk::CommandBufferHelperCommon *commandBufferHelper,
const vk::DescriptorSetDesc &texturesDesc);
angle::Result updateShaderResourcesDescriptorSet(
vk::Context *context,
UpdateDescriptorSetsBuilder *updateBuilder,
const vk::WriteDescriptorDescs &writeDescriptorDescs,
vk::CommandBufferHelperCommon *commandBufferHelper,
const vk::DescriptorSetDescBuilder &shaderResourcesDesc,
vk::SharedDescriptorSetCacheKey *newSharedCacheKeyOut);
angle::Result updateUniformsAndXfbDescriptorSet(
vk::Context *context,
UpdateDescriptorSetsBuilder *updateBuilder,
const vk::WriteDescriptorDescs &writeDescriptorDescs,
vk::CommandBufferHelperCommon *commandBufferHelper,
vk::BufferHelper *defaultUniformBuffer,
vk::DescriptorSetDescBuilder *uniformsAndXfbDesc,
vk::SharedDescriptorSetCacheKey *sharedCacheKeyOut);
template <typename CommandBufferT>
angle::Result bindDescriptorSets(vk::Context *context,
vk::CommandBufferHelperCommon *commandBufferHelper,
CommandBufferT *commandBuffer,
PipelineType pipelineType);
bool usesDynamicUniformBufferDescriptors() const
{
return mUniformBufferDescriptorType == VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
}
VkDescriptorType getUniformBufferDescriptorType() const { return mUniformBufferDescriptorType; }
bool usesDynamicShaderStorageBufferDescriptors() const { return false; }
VkDescriptorType getStorageBufferDescriptorType() const
{
return VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
}
VkDescriptorType getAtomicCounterBufferDescriptorType() const
{
return VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
}
bool usesDynamicAtomicCounterBufferDescriptors() const { return false; }
bool areImmutableSamplersCompatible(
const ImmutableSamplerIndexMap &immutableSamplerIndexMap) const
{
return (mImmutableSamplerIndexMap == immutableSamplerIndexMap);
}
size_t getDefaultUniformAlignedSize(vk::Context *context, gl::ShaderType shaderType) const
{
RendererVk *renderer = context->getRenderer();
size_t alignment = static_cast<size_t>(
renderer->getPhysicalDeviceProperties().limits.minUniformBufferOffsetAlignment);
return roundUp(mDefaultUniformBlocks[shaderType]->uniformData.size(), alignment);
}
std::shared_ptr<DefaultUniformBlock> &getSharedDefaultUniformBlock(gl::ShaderType shaderType)
{
return mDefaultUniformBlocks[shaderType];
}
bool hasDirtyUniforms() const { return mDefaultUniformBlocksDirty.any(); }
void setAllDefaultUniformsDirty(const gl::ProgramExecutable &executable);
angle::Result updateUniforms(vk::Context *context,
UpdateDescriptorSetsBuilder *updateBuilder,
vk::CommandBufferHelperCommon *commandBufferHelper,
vk::BufferHelper *emptyBuffer,
const gl::ProgramExecutable &glExecutable,
vk::DynamicBuffer *defaultUniformStorage,
bool isTransformFeedbackActiveUnpaused,
TransformFeedbackVk *transformFeedbackVk);
void onProgramBind(const gl::ProgramExecutable &glExecutable);
const ShaderInterfaceVariableInfoMap &getVariableInfoMap() const { return mVariableInfoMap; }
angle::Result warmUpPipelineCache(vk::Context *context,
const gl::ProgramExecutable &glExecutable,
vk::PipelineRobustness pipelineRobustness,
vk::PipelineProtectedAccess pipelineProtectedAccess,
vk::RenderPass *temporaryCompatibleRenderPassOut);
const vk::WriteDescriptorDescs &getShaderResourceWriteDescriptorDescs() const
{
return mShaderResourceWriteDescriptorDescs;
}
const vk::WriteDescriptorDescs &getDefaultUniformWriteDescriptorDescs(
TransformFeedbackVk *transformFeedbackVk) const
{
return transformFeedbackVk == nullptr ? mDefaultUniformWriteDescriptorDescs
: mDefaultUniformAndXfbWriteDescriptorDescs;
}
const vk::WriteDescriptorDescs &getTextureWriteDescriptorDescs() const
{
return mTextureWriteDescriptorDescs;
}
const gl::Program::DirtyBits &getDirtyBits() const { return mDirtyBits; }
void resetUniformBufferDirtyBits() { mDirtyBits.reset(); }
private:
friend class ProgramVk;
friend class ProgramPipelineVk;
void addInterfaceBlockDescriptorSetDesc(const std::vector<gl::InterfaceBlock> &blocks,
gl::ShaderBitSet shaderTypes,
VkDescriptorType descType,
vk::DescriptorSetLayoutDesc *descOut);
void addAtomicCounterBufferDescriptorSetDesc(
const std::vector<gl::AtomicCounterBuffer> &atomicCounterBuffers,
vk::DescriptorSetLayoutDesc *descOut);
void addImageDescriptorSetDesc(const gl::ProgramExecutable &executable,
vk::DescriptorSetLayoutDesc *descOut);
void addInputAttachmentDescriptorSetDesc(const gl::ProgramExecutable &executable,
vk::DescriptorSetLayoutDesc *descOut);
angle::Result addTextureDescriptorSetDesc(
ContextVk *contextVk,
const gl::ProgramExecutable &executable,
const gl::ActiveTextureArray<TextureVk *> *activeTextures,
vk::DescriptorSetLayoutDesc *descOut);
void resolvePrecisionMismatch(const gl::ProgramMergedVaryings &mergedVaryings);
size_t calcUniformUpdateRequiredSpace(vk::Context *context,
const gl::ProgramExecutable &glExecutable,
gl::ShaderMap<VkDeviceSize> *uniformOffsets) const;
ANGLE_INLINE angle::Result initProgram(vk::Context *context,
gl::ShaderType shaderType,
bool isLastPreFragmentStage,
bool isTransformFeedbackProgram,
ProgramTransformOptions optionBits,
ProgramInfo *programInfo,
const ShaderInterfaceVariableInfoMap &variableInfoMap)
{
ASSERT(mOriginalShaderInfo.valid());
// Create the program pipeline. This is done lazily and once per combination of
// specialization constants.
if (!programInfo->valid(shaderType))
{
ANGLE_TRY(programInfo->initProgram(context, shaderType, isLastPreFragmentStage,
isTransformFeedbackProgram, mOriginalShaderInfo,
optionBits, variableInfoMap));
}
ASSERT(programInfo->valid(shaderType));
return angle::Result::Continue;
}
ANGLE_INLINE angle::Result initGraphicsShaderProgram(
vk::Context *context,
gl::ShaderType shaderType,
bool isLastPreFragmentStage,
bool isTransformFeedbackProgram,
ProgramTransformOptions optionBits,
ProgramInfo *programInfo,
const ShaderInterfaceVariableInfoMap &variableInfoMap)
{
return initProgram(context, shaderType, isLastPreFragmentStage, isTransformFeedbackProgram,
optionBits, programInfo, variableInfoMap);
}
ANGLE_INLINE angle::Result initComputeProgram(
vk::Context *context,
ProgramInfo *programInfo,
const ShaderInterfaceVariableInfoMap &variableInfoMap)
{
ProgramTransformOptions optionBits = {};
return initProgram(context, gl::ShaderType::Compute, false, false, optionBits, programInfo,
variableInfoMap);
}
ProgramTransformOptions getTransformOptions(ContextVk *contextVk,
const vk::GraphicsPipelineDesc &desc,
const gl::ProgramExecutable &glExecutable);
angle::Result initGraphicsShaderPrograms(vk::Context *context,
ProgramTransformOptions transformOptions,
const gl::ProgramExecutable &glExecutable,
vk::ShaderProgramHelper **shaderProgramOut);
angle::Result createGraphicsPipelineImpl(vk::Context *context,
ProgramTransformOptions transformOptions,
vk::GraphicsPipelineSubset pipelineSubset,
vk::PipelineCacheAccess *pipelineCache,
PipelineSource source,
const vk::GraphicsPipelineDesc &desc,
const vk::RenderPass &compatibleRenderPass,
const gl::ProgramExecutable &glExecutable,
const vk::GraphicsPipelineDesc **descPtrOut,
vk::PipelineHelper **pipelineOut);
angle::Result resizeUniformBlockMemory(ContextVk *contextVk,
const gl::ProgramExecutable &glExecutable,
const gl::ShaderMap<size_t> &requiredBufferSize);
angle::Result getOrAllocateDescriptorSet(vk::Context *context,
UpdateDescriptorSetsBuilder *updateBuilder,
vk::CommandBufferHelperCommon *commandBufferHelper,
const vk::DescriptorSetDescBuilder &descriptorSetDesc,
const vk::WriteDescriptorDescs &writeDescriptorDescs,
DescriptorSetIndex setIndex,
vk::SharedDescriptorSetCacheKey *newSharedCacheKeyOut);
// When loading from cache / binary, initialize the pipeline cache with given data. Otherwise
// the cache is lazily created as needed.
angle::Result initializePipelineCache(vk::Context *context,
bool compressed,
const std::vector<uint8_t> &pipelineData);
angle::Result ensurePipelineCacheInitialized(vk::Context *context);
void resetLayout(ContextVk *contextVk);
void initializeWriteDescriptorDesc(ContextVk *contextVk,
const gl::ProgramExecutable &glExecutable);
// Descriptor sets and pools for shader resources for this program.
vk::DescriptorSetArray<VkDescriptorSet> mDescriptorSets;
vk::DescriptorSetArray<vk::DescriptorPoolPointer> mDescriptorPools;
vk::DescriptorSetArray<vk::RefCountedDescriptorPoolBinding> mDescriptorPoolBindings;
uint32_t mNumDefaultUniformDescriptors;
vk::BufferSerial mCurrentDefaultUniformBufferSerial;
// We keep a reference to the pipeline and descriptor set layouts. This ensures they don't get
// deleted while this program is in use.
uint32_t mImmutableSamplersMaxDescriptorCount;
ImmutableSamplerIndexMap mImmutableSamplerIndexMap;
vk::BindingPointer<vk::PipelineLayout> mPipelineLayout;
vk::DescriptorSetLayoutPointerArray mDescriptorSetLayouts;
// A set of dynamic offsets used with vkCmdBindDescriptorSets for the default uniform buffers.
VkDescriptorType mUniformBufferDescriptorType;
gl::ShaderVector<uint32_t> mDynamicUniformDescriptorOffsets;
std::vector<uint32_t> mDynamicShaderResourceDescriptorOffsets;
ShaderInterfaceVariableInfoMap mVariableInfoMap;
// We store all permutations of surface rotation and transformed SPIR-V programs here. We may
// need some LRU algorithm to free least used programs to reduce the number of programs.
ProgramInfo mGraphicsProgramInfos[ProgramTransformOptions::kPermutationCount];
ProgramInfo mComputeProgramInfo;
// Pipeline caches. The pipelines are tightly coupled with the shaders they are created for, so
// they live in the program executable. With VK_EXT_graphics_pipeline_library, the pipeline is
// divided in subsets; the "shaders" subset is created based on the shaders, so its cache lives
// in the program executable. The "vertex input" and "fragment output" pipelines are
// independent, and live in the context.
CompleteGraphicsPipelineCache
mCompleteGraphicsPipelines[ProgramTransformOptions::kPermutationCount];
ShadersGraphicsPipelineCache
mShadersGraphicsPipelines[ProgramTransformOptions::kPermutationCount];
vk::ComputePipelineCache mComputePipelines;
DefaultUniformBlockMap mDefaultUniformBlocks;
gl::ShaderBitSet mDefaultUniformBlocksDirty;
ShaderInfo mOriginalShaderInfo;
// The pipeline cache specific to this program executable. Currently:
//
// - This is used during warm up (at link time)
// - The contents are merged to RendererVk's pipeline cache immediately after warm up
// - The contents are returned as part of program binary
// - Draw-time pipeline creation uses RendererVk's cache
//
// Without VK_EXT_graphics_pipeline_library, this cache is not used for draw-time pipeline
// creations to allow reuse of other blobs that are independent of the actual shaders; vertex
// input fetch, fragment output and blend.
//
// With VK_EXT_graphics_pipeline_library, this cache is used for the "shaders" subset of the
// pipeline.
vk::PipelineCache mPipelineCache;
// The "layout" information for descriptorSets
vk::WriteDescriptorDescs mShaderResourceWriteDescriptorDescs;
vk::WriteDescriptorDescs mTextureWriteDescriptorDescs;
vk::WriteDescriptorDescs mDefaultUniformWriteDescriptorDescs;
vk::WriteDescriptorDescs mDefaultUniformAndXfbWriteDescriptorDescs;
gl::Program::DirtyBits mDirtyBits;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_VULKAN_PROGRAMEXECUTABLEVK_H_