Hash :
611bbaab
Author :
Date :
2018-12-06T01:59:53
Vulkan: Convert vertex attributes in compute In this commit, VertexArrayVk::convertVertexBuffer() is renamed to VertexArrayVk::convertVertexBufferCpu() to explicitly show it does a CPU readback. A new VertexArrayVk::convertVertexBuffer() function is added that has the same functionality in gpu (with some assumptions, where the CPU fallback is used should those assumptions fail). Currently, the only requirement is that buffer offset/stride are divided by the component size. ConvertVertex.comp is the shader responsible for this conversion, and it implements the functionality in renderer/copyvertex.inc, minus a few functions that are not used in the Vulkan backend. Bug: angleproject:2958, angleproject:3009 Change-Id: I8ec9a5f4672509bcf7b9e352cd27663970ad4653 Reviewed-on: https://chromium-review.googlesource.com/c/1364451 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
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// GENERATED FILE - DO NOT EDIT.
// Generated by gen_vk_internal_shaders.py using data from shaders/src/*
//
// Copyright 2018 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.
//
// vk_internal_shaders_autogen.cpp:
// Pre-generated shader library for the ANGLE Vulkan back-end.
#include "libANGLE/renderer/vulkan/vk_internal_shaders_autogen.h"
namespace rx
{
namespace vk
{
namespace
{
#include "libANGLE/renderer/vulkan/shaders/gen/BufferUtils.comp.00000000.inc"
#include "libANGLE/renderer/vulkan/shaders/gen/BufferUtils.comp.00000001.inc"
#include "libANGLE/renderer/vulkan/shaders/gen/BufferUtils.comp.00000002.inc"
#include "libANGLE/renderer/vulkan/shaders/gen/BufferUtils.comp.00000003.inc"
#include "libANGLE/renderer/vulkan/shaders/gen/BufferUtils.comp.00000004.inc"
#include "libANGLE/renderer/vulkan/shaders/gen/BufferUtils.comp.00000005.inc"
#include "libANGLE/renderer/vulkan/shaders/gen/BufferUtils.comp.00000006.inc"
#include "libANGLE/renderer/vulkan/shaders/gen/BufferUtils.comp.00000007.inc"
#include "libANGLE/renderer/vulkan/shaders/gen/BufferUtils.comp.00000008.inc"
#include "libANGLE/renderer/vulkan/shaders/gen/BufferUtils.comp.00000009.inc"
#include "libANGLE/renderer/vulkan/shaders/gen/BufferUtils.comp.0000000A.inc"
#include "libANGLE/renderer/vulkan/shaders/gen/BufferUtils.comp.0000000B.inc"
#include "libANGLE/renderer/vulkan/shaders/gen/ConvertVertex.comp.00000000.inc"
#include "libANGLE/renderer/vulkan/shaders/gen/ConvertVertex.comp.00000001.inc"
#include "libANGLE/renderer/vulkan/shaders/gen/ConvertVertex.comp.00000002.inc"
#include "libANGLE/renderer/vulkan/shaders/gen/ConvertVertex.comp.00000003.inc"
#include "libANGLE/renderer/vulkan/shaders/gen/ConvertVertex.comp.00000004.inc"
#include "libANGLE/renderer/vulkan/shaders/gen/ConvertVertex.comp.00000005.inc"
#include "libANGLE/renderer/vulkan/shaders/gen/ConvertVertex.comp.00000006.inc"
#include "libANGLE/renderer/vulkan/shaders/gen/ConvertVertex.comp.00000007.inc"
#include "libANGLE/renderer/vulkan/shaders/gen/ConvertVertex.comp.00000008.inc"
#include "libANGLE/renderer/vulkan/shaders/gen/ConvertVertex.comp.00000009.inc"
#include "libANGLE/renderer/vulkan/shaders/gen/ConvertVertex.comp.0000000A.inc"
#include "libANGLE/renderer/vulkan/shaders/gen/ConvertVertex.comp.0000000B.inc"
#include "libANGLE/renderer/vulkan/shaders/gen/ConvertVertex.comp.0000000C.inc"
#include "libANGLE/renderer/vulkan/shaders/gen/ConvertVertex.comp.0000000D.inc"
#include "libANGLE/renderer/vulkan/shaders/gen/ConvertVertex.comp.0000000E.inc"
#include "libANGLE/renderer/vulkan/shaders/gen/ConvertVertex.comp.0000000F.inc"
#include "libANGLE/renderer/vulkan/shaders/gen/FullScreenQuad.vert.00000000.inc"
#include "libANGLE/renderer/vulkan/shaders/gen/PushConstantColor.frag.00000000.inc"
// This is SPIR-V binary blob and the size.
struct ShaderBlob
{
const uint32_t *code;
size_t codeSize;
};
constexpr ShaderBlob kBufferUtils_comp_shaders[] = {
{kBufferUtils_comp_00000000, sizeof(kBufferUtils_comp_00000000)},
{kBufferUtils_comp_00000001, sizeof(kBufferUtils_comp_00000001)},
{kBufferUtils_comp_00000002, sizeof(kBufferUtils_comp_00000002)},
{kBufferUtils_comp_00000003, sizeof(kBufferUtils_comp_00000003)},
{kBufferUtils_comp_00000004, sizeof(kBufferUtils_comp_00000004)},
{kBufferUtils_comp_00000005, sizeof(kBufferUtils_comp_00000005)},
{kBufferUtils_comp_00000006, sizeof(kBufferUtils_comp_00000006)},
{kBufferUtils_comp_00000007, sizeof(kBufferUtils_comp_00000007)},
{kBufferUtils_comp_00000008, sizeof(kBufferUtils_comp_00000008)},
{kBufferUtils_comp_00000009, sizeof(kBufferUtils_comp_00000009)},
{kBufferUtils_comp_0000000A, sizeof(kBufferUtils_comp_0000000A)},
{kBufferUtils_comp_0000000B, sizeof(kBufferUtils_comp_0000000B)},
};
constexpr ShaderBlob kConvertVertex_comp_shaders[] = {
{kConvertVertex_comp_00000000, sizeof(kConvertVertex_comp_00000000)},
{kConvertVertex_comp_00000001, sizeof(kConvertVertex_comp_00000001)},
{kConvertVertex_comp_00000002, sizeof(kConvertVertex_comp_00000002)},
{kConvertVertex_comp_00000003, sizeof(kConvertVertex_comp_00000003)},
{kConvertVertex_comp_00000004, sizeof(kConvertVertex_comp_00000004)},
{kConvertVertex_comp_00000005, sizeof(kConvertVertex_comp_00000005)},
{kConvertVertex_comp_00000006, sizeof(kConvertVertex_comp_00000006)},
{kConvertVertex_comp_00000007, sizeof(kConvertVertex_comp_00000007)},
{kConvertVertex_comp_00000008, sizeof(kConvertVertex_comp_00000008)},
{kConvertVertex_comp_00000009, sizeof(kConvertVertex_comp_00000009)},
{kConvertVertex_comp_0000000A, sizeof(kConvertVertex_comp_0000000A)},
{kConvertVertex_comp_0000000B, sizeof(kConvertVertex_comp_0000000B)},
{kConvertVertex_comp_0000000C, sizeof(kConvertVertex_comp_0000000C)},
{kConvertVertex_comp_0000000D, sizeof(kConvertVertex_comp_0000000D)},
{kConvertVertex_comp_0000000E, sizeof(kConvertVertex_comp_0000000E)},
{kConvertVertex_comp_0000000F, sizeof(kConvertVertex_comp_0000000F)},
};
constexpr ShaderBlob kFullScreenQuad_vert_shaders[] = {
{kFullScreenQuad_vert_00000000, sizeof(kFullScreenQuad_vert_00000000)},
};
constexpr ShaderBlob kPushConstantColor_frag_shaders[] = {
{kPushConstantColor_frag_00000000, sizeof(kPushConstantColor_frag_00000000)},
};
angle::Result GetShader(Context *context,
RefCounted<ShaderAndSerial> *shaders,
const ShaderBlob *shaderBlobs,
size_t shadersCount,
uint32_t shaderFlags,
RefCounted<ShaderAndSerial> **shaderOut)
{
ASSERT(shaderFlags < shadersCount);
RefCounted<ShaderAndSerial> &shader = shaders[shaderFlags];
*shaderOut = &shader;
if (shader.get().valid())
{
return angle::Result::Continue;
}
// Create shader lazily. Access will need to be locked for multi-threading.
const ShaderBlob &shaderCode = shaderBlobs[shaderFlags];
ASSERT(shaderCode.code != nullptr);
return InitShaderAndSerial(context, &shader.get(), shaderCode.code, shaderCode.codeSize);
}
} // anonymous namespace
ShaderLibrary::ShaderLibrary() {}
ShaderLibrary::~ShaderLibrary() {}
void ShaderLibrary::destroy(VkDevice device)
{
for (RefCounted<ShaderAndSerial> &shader : mBufferUtils_comp_shaders)
{
shader.get().destroy(device);
}
for (RefCounted<ShaderAndSerial> &shader : mConvertVertex_comp_shaders)
{
shader.get().destroy(device);
}
for (RefCounted<ShaderAndSerial> &shader : mFullScreenQuad_vert_shaders)
{
shader.get().destroy(device);
}
for (RefCounted<ShaderAndSerial> &shader : mPushConstantColor_frag_shaders)
{
shader.get().destroy(device);
}
}
angle::Result ShaderLibrary::getBufferUtils_comp(Context *context,
uint32_t shaderFlags,
RefCounted<ShaderAndSerial> **shaderOut)
{
return GetShader(context, mBufferUtils_comp_shaders, kBufferUtils_comp_shaders,
ArraySize(kBufferUtils_comp_shaders), shaderFlags, shaderOut);
}
angle::Result ShaderLibrary::getConvertVertex_comp(Context *context,
uint32_t shaderFlags,
RefCounted<ShaderAndSerial> **shaderOut)
{
return GetShader(context, mConvertVertex_comp_shaders, kConvertVertex_comp_shaders,
ArraySize(kConvertVertex_comp_shaders), shaderFlags, shaderOut);
}
angle::Result ShaderLibrary::getFullScreenQuad_vert(Context *context,
uint32_t shaderFlags,
RefCounted<ShaderAndSerial> **shaderOut)
{
return GetShader(context, mFullScreenQuad_vert_shaders, kFullScreenQuad_vert_shaders,
ArraySize(kFullScreenQuad_vert_shaders), shaderFlags, shaderOut);
}
angle::Result ShaderLibrary::getPushConstantColor_frag(Context *context,
uint32_t shaderFlags,
RefCounted<ShaderAndSerial> **shaderOut)
{
return GetShader(context, mPushConstantColor_frag_shaders, kPushConstantColor_frag_shaders,
ArraySize(kPushConstantColor_frag_shaders), shaderFlags, shaderOut);
}
} // namespace vk
} // namespace rx