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//
// 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_cache_utils.cpp:
// Contains the classes for the Pipeline State Object cache as well as the RenderPass cache.
// Also contains the structures for the packed descriptions for the RenderPass and Pipeline.
//
#include "libANGLE/renderer/vulkan/vk_cache_utils.h"
#include "common/aligned_memory.h"
#include "libANGLE/BlobCache.h"
#include "libANGLE/VertexAttribute.h"
#include "libANGLE/renderer/vulkan/FramebufferVk.h"
#include "libANGLE/renderer/vulkan/ProgramVk.h"
#include "libANGLE/renderer/vulkan/RendererVk.h"
#include "libANGLE/renderer/vulkan/VertexArrayVk.h"
#include "libANGLE/renderer/vulkan/vk_format_utils.h"
#include "libANGLE/renderer/vulkan/vk_helpers.h"
#include <type_traits>
namespace rx
{
namespace vk
{
namespace
{
uint8_t PackGLBlendOp(GLenum blendOp)
{
switch (blendOp)
{
case GL_FUNC_ADD:
return static_cast<uint8_t>(VK_BLEND_OP_ADD);
case GL_FUNC_SUBTRACT:
return static_cast<uint8_t>(VK_BLEND_OP_SUBTRACT);
case GL_FUNC_REVERSE_SUBTRACT:
return static_cast<uint8_t>(VK_BLEND_OP_REVERSE_SUBTRACT);
case GL_MIN:
return static_cast<uint8_t>(VK_BLEND_OP_MIN);
case GL_MAX:
return static_cast<uint8_t>(VK_BLEND_OP_MAX);
default:
UNREACHABLE();
return 0;
}
}
uint8_t PackGLBlendFactor(GLenum blendFactor)
{
switch (blendFactor)
{
case GL_ZERO:
return static_cast<uint8_t>(VK_BLEND_FACTOR_ZERO);
case GL_ONE:
return static_cast<uint8_t>(VK_BLEND_FACTOR_ONE);
case GL_SRC_COLOR:
return static_cast<uint8_t>(VK_BLEND_FACTOR_SRC_COLOR);
case GL_DST_COLOR:
return static_cast<uint8_t>(VK_BLEND_FACTOR_DST_COLOR);
case GL_ONE_MINUS_SRC_COLOR:
return static_cast<uint8_t>(VK_BLEND_FACTOR_ONE_MINUS_SRC_COLOR);
case GL_SRC_ALPHA:
return static_cast<uint8_t>(VK_BLEND_FACTOR_SRC_ALPHA);
case GL_ONE_MINUS_SRC_ALPHA:
return static_cast<uint8_t>(VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA);
case GL_DST_ALPHA:
return static_cast<uint8_t>(VK_BLEND_FACTOR_DST_ALPHA);
case GL_ONE_MINUS_DST_ALPHA:
return static_cast<uint8_t>(VK_BLEND_FACTOR_ONE_MINUS_DST_ALPHA);
case GL_ONE_MINUS_DST_COLOR:
return static_cast<uint8_t>(VK_BLEND_FACTOR_ONE_MINUS_DST_COLOR);
case GL_SRC_ALPHA_SATURATE:
return static_cast<uint8_t>(VK_BLEND_FACTOR_SRC_ALPHA_SATURATE);
case GL_CONSTANT_COLOR:
return static_cast<uint8_t>(VK_BLEND_FACTOR_CONSTANT_COLOR);
case GL_CONSTANT_ALPHA:
return static_cast<uint8_t>(VK_BLEND_FACTOR_CONSTANT_ALPHA);
case GL_ONE_MINUS_CONSTANT_COLOR:
return static_cast<uint8_t>(VK_BLEND_FACTOR_ONE_MINUS_CONSTANT_COLOR);
case GL_ONE_MINUS_CONSTANT_ALPHA:
return static_cast<uint8_t>(VK_BLEND_FACTOR_ONE_MINUS_CONSTANT_ALPHA);
default:
UNREACHABLE();
return 0;
}
}
VkStencilOp PackGLStencilOp(GLenum compareOp)
{
switch (compareOp)
{
case GL_KEEP:
return VK_STENCIL_OP_KEEP;
case GL_ZERO:
return VK_STENCIL_OP_ZERO;
case GL_REPLACE:
return VK_STENCIL_OP_REPLACE;
case GL_INCR:
return VK_STENCIL_OP_INCREMENT_AND_CLAMP;
case GL_DECR:
return VK_STENCIL_OP_DECREMENT_AND_CLAMP;
case GL_INCR_WRAP:
return VK_STENCIL_OP_INCREMENT_AND_WRAP;
case GL_DECR_WRAP:
return VK_STENCIL_OP_DECREMENT_AND_WRAP;
case GL_INVERT:
return VK_STENCIL_OP_INVERT;
default:
UNREACHABLE();
return VK_STENCIL_OP_KEEP;
}
}
VkCompareOp PackGLCompareFunc(GLenum compareFunc)
{
switch (compareFunc)
{
case GL_NEVER:
return VK_COMPARE_OP_NEVER;
case GL_ALWAYS:
return VK_COMPARE_OP_ALWAYS;
case GL_LESS:
return VK_COMPARE_OP_LESS;
case GL_LEQUAL:
return VK_COMPARE_OP_LESS_OR_EQUAL;
case GL_EQUAL:
return VK_COMPARE_OP_EQUAL;
case GL_GREATER:
return VK_COMPARE_OP_GREATER;
case GL_GEQUAL:
return VK_COMPARE_OP_GREATER_OR_EQUAL;
case GL_NOTEQUAL:
return VK_COMPARE_OP_NOT_EQUAL;
default:
UNREACHABLE();
return VK_COMPARE_OP_NEVER;
}
}
void UnpackAttachmentDesc(VkAttachmentDescription *desc,
const vk::Format &format,
uint8_t samples,
const vk::PackedAttachmentOpsDesc &ops)
{
// We would only need this flag for duplicated attachments. Apply it conservatively.
desc->flags = VK_ATTACHMENT_DESCRIPTION_MAY_ALIAS_BIT;
desc->format = format.vkImageFormat;
desc->samples = gl_vk::GetSamples(samples);
desc->loadOp = static_cast<VkAttachmentLoadOp>(ops.loadOp);
desc->storeOp = static_cast<VkAttachmentStoreOp>(ops.storeOp);
desc->stencilLoadOp = static_cast<VkAttachmentLoadOp>(ops.stencilLoadOp);
desc->stencilStoreOp = static_cast<VkAttachmentStoreOp>(ops.stencilStoreOp);
desc->initialLayout = static_cast<VkImageLayout>(ops.initialLayout);
desc->finalLayout = static_cast<VkImageLayout>(ops.finalLayout);
}
void UnpackStencilState(const vk::PackedStencilOpState &packedState,
uint8_t stencilReference,
VkStencilOpState *stateOut)
{
stateOut->failOp = static_cast<VkStencilOp>(packedState.ops.fail);
stateOut->passOp = static_cast<VkStencilOp>(packedState.ops.pass);
stateOut->depthFailOp = static_cast<VkStencilOp>(packedState.ops.depthFail);
stateOut->compareOp = static_cast<VkCompareOp>(packedState.ops.compare);
stateOut->compareMask = packedState.compareMask;
stateOut->writeMask = packedState.writeMask;
stateOut->reference = stencilReference;
}
void UnpackBlendAttachmentState(const vk::PackedColorBlendAttachmentState &packedState,
VkPipelineColorBlendAttachmentState *stateOut)
{
stateOut->srcColorBlendFactor = static_cast<VkBlendFactor>(packedState.srcColorBlendFactor);
stateOut->dstColorBlendFactor = static_cast<VkBlendFactor>(packedState.dstColorBlendFactor);
stateOut->colorBlendOp = static_cast<VkBlendOp>(packedState.colorBlendOp);
stateOut->srcAlphaBlendFactor = static_cast<VkBlendFactor>(packedState.srcAlphaBlendFactor);
stateOut->dstAlphaBlendFactor = static_cast<VkBlendFactor>(packedState.dstAlphaBlendFactor);
stateOut->alphaBlendOp = static_cast<VkBlendOp>(packedState.alphaBlendOp);
}
void SetPipelineShaderStageInfo(const VkStructureType type,
const VkShaderStageFlagBits stage,
const VkShaderModule module,
VkPipelineShaderStageCreateInfo *shaderStage)
{
shaderStage->sType = type;
shaderStage->flags = 0;
shaderStage->stage = stage;
shaderStage->module = module;
shaderStage->pName = "main";
shaderStage->pSpecializationInfo = nullptr;
}
angle::Result InitializeRenderPassFromDesc(vk::Context *context,
const RenderPassDesc &desc,
const AttachmentOpsArray &ops,
RenderPass *renderPass)
{
// Unpack the packed and split representation into the format required by Vulkan.
gl::DrawBuffersVector<VkAttachmentReference> colorAttachmentRefs;
VkAttachmentReference depthStencilAttachmentRef = {VK_ATTACHMENT_UNUSED,
VK_IMAGE_LAYOUT_UNDEFINED};
gl::AttachmentArray<VkAttachmentDescription> attachmentDescs;
uint32_t colorAttachmentCount = 0;
uint32_t attachmentCount = 0;
for (uint32_t colorIndexGL = 0; colorIndexGL < desc.colorAttachmentRange(); ++colorIndexGL)
{
// Vulkan says:
//
// > Each element of the pColorAttachments array corresponds to an output location in the
// > shader, i.e. if the shader declares an output variable decorated with a Location value
// > of X, then it uses the attachment provided in pColorAttachments[X].
//
// This means that colorAttachmentRefs is indexed by colorIndexGL. Where the color
// attachment is disabled, a reference with VK_ATTACHMENT_UNUSED is given.
if (!desc.isColorAttachmentEnabled(colorIndexGL))
{
VkAttachmentReference colorRef;
colorRef.attachment = VK_ATTACHMENT_UNUSED;
colorRef.layout = VK_IMAGE_LAYOUT_UNDEFINED;
colorAttachmentRefs.push_back(colorRef);
continue;
}
uint32_t colorIndexVk = colorAttachmentCount++;
angle::FormatID formatID = desc[colorIndexGL];
ASSERT(formatID != angle::FormatID::NONE);
const vk::Format &format = context->getRenderer()->getFormat(formatID);
VkAttachmentReference colorRef;
colorRef.attachment = colorIndexVk;
colorRef.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
colorAttachmentRefs.push_back(colorRef);
UnpackAttachmentDesc(&attachmentDescs[colorIndexVk], format, desc.samples(),
ops[colorIndexVk]);
++attachmentCount;
}
if (desc.hasDepthStencilAttachment())
{
uint32_t depthStencilIndex = static_cast<uint32_t>(desc.depthStencilAttachmentIndex());
uint32_t depthStencilIndexVk = colorAttachmentCount;
angle::FormatID formatID = desc[depthStencilIndex];
ASSERT(formatID != angle::FormatID::NONE);
const vk::Format &format = context->getRenderer()->getFormat(formatID);
depthStencilAttachmentRef.attachment = depthStencilIndexVk;
depthStencilAttachmentRef.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
UnpackAttachmentDesc(&attachmentDescs[depthStencilIndexVk], format, desc.samples(),
ops[depthStencilIndexVk]);
++attachmentCount;
}
VkSubpassDescription subpassDesc = {};
subpassDesc.flags = 0;
subpassDesc.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
subpassDesc.inputAttachmentCount = 0;
subpassDesc.pInputAttachments = nullptr;
subpassDesc.colorAttachmentCount = static_cast<uint32_t>(colorAttachmentRefs.size());
subpassDesc.pColorAttachments = colorAttachmentRefs.data();
subpassDesc.pResolveAttachments = nullptr;
subpassDesc.pDepthStencilAttachment =
(depthStencilAttachmentRef.attachment != VK_ATTACHMENT_UNUSED ? &depthStencilAttachmentRef
: nullptr);
subpassDesc.preserveAttachmentCount = 0;
subpassDesc.pPreserveAttachments = nullptr;
VkRenderPassCreateInfo createInfo = {};
createInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
createInfo.flags = 0;
createInfo.attachmentCount = attachmentCount;
createInfo.pAttachments = attachmentDescs.data();
createInfo.subpassCount = 1;
createInfo.pSubpasses = &subpassDesc;
createInfo.dependencyCount = 0;
createInfo.pDependencies = nullptr;
ANGLE_VK_TRY(context, renderPass->init(context->getDevice(), createInfo));
return angle::Result::Continue;
}
// Utility for setting a value on a packed 4-bit integer array.
template <typename SrcT>
void Int4Array_Set(uint8_t *arrayBytes, uint32_t arrayIndex, SrcT value)
{
uint32_t byteIndex = arrayIndex >> 1;
ASSERT(value < 16);
if ((arrayIndex & 1) == 0)
{
arrayBytes[byteIndex] &= 0xF0;
arrayBytes[byteIndex] |= static_cast<uint8_t>(value);
}
else
{
arrayBytes[byteIndex] &= 0x0F;
arrayBytes[byteIndex] |= static_cast<uint8_t>(value) << 4;
}
}
// Utility for getting a value from a packed 4-bit integer array.
template <typename DestT>
DestT Int4Array_Get(const uint8_t *arrayBytes, uint32_t arrayIndex)
{
uint32_t byteIndex = arrayIndex >> 1;
if ((arrayIndex & 1) == 0)
{
return static_cast<DestT>(arrayBytes[byteIndex] & 0xF);
}
else
{
return static_cast<DestT>(arrayBytes[byteIndex] >> 4);
}
}
// Helper macro that casts to a bitfield type then verifies no bits were dropped.
#define SetBitField(lhs, rhs) \
lhs = static_cast<typename std::decay<decltype(lhs)>::type>(rhs); \
ASSERT(static_cast<decltype(rhs)>(lhs) == (rhs))
// When converting a byte number to a transition bit index we can shift instead of divide.
constexpr size_t kTransitionByteShift = Log2(kGraphicsPipelineDirtyBitBytes);
// When converting a number of bits offset to a transition bit index we can also shift.
constexpr size_t kBitsPerByte = 8;
constexpr size_t kTransitionBitShift = kTransitionByteShift + Log2(kBitsPerByte);
// Helper macro to map from a PipelineDesc struct and field to a dirty bit index.
// Uses the 'offsetof' macro to compute the offset 'Member' within the PipelineDesc
// and the offset of 'Field' within 'Member'. We can optimize the dirty bit setting by computing
// the shifted dirty bit at compile time instead of calling "set".
#define ANGLE_GET_TRANSITION_BIT(Member, Field) \
((offsetof(GraphicsPipelineDesc, Member) + offsetof(decltype(Member), Field)) >> \
kTransitionByteShift)
// Indexed dirty bits cannot be entirely computed at compile time since the index is passed to
// the update function.
#define ANGLE_GET_INDEXED_TRANSITION_BIT(Member, Field, Index, BitWidth) \
(((BitWidth * Index) >> kTransitionBitShift) + ANGLE_GET_TRANSITION_BIT(Member, Field))
constexpr angle::PackedEnumMap<gl::ComponentType, VkFormat> kMismatchedComponentTypeMap = {{
{gl::ComponentType::Float, VK_FORMAT_R32G32B32A32_SFLOAT},
{gl::ComponentType::Int, VK_FORMAT_R32G32B32A32_SINT},
{gl::ComponentType::UnsignedInt, VK_FORMAT_R32G32B32A32_UINT},
}};
} // anonymous namespace
// RenderPassDesc implementation.
RenderPassDesc::RenderPassDesc()
{
memset(this, 0, sizeof(RenderPassDesc));
}
RenderPassDesc::~RenderPassDesc() = default;
RenderPassDesc::RenderPassDesc(const RenderPassDesc &other)
{
memcpy(this, &other, sizeof(RenderPassDesc));
}
void RenderPassDesc::setSamples(GLint samples)
{
ASSERT(samples < std::numeric_limits<uint8_t>::max());
mSamples = static_cast<uint8_t>(samples);
}
void RenderPassDesc::packColorAttachment(size_t colorIndexGL, angle::FormatID formatID)
{
ASSERT(colorIndexGL < mAttachmentFormats.size());
static_assert(angle::kNumANGLEFormats < std::numeric_limits<uint8_t>::max(),
"Too many ANGLE formats to fit in uint8_t");
// Force the user to pack the depth/stencil attachment last.
ASSERT(mHasDepthStencilAttachment == false);
// This function should only be called for enabled GL color attachments.`
ASSERT(formatID != angle::FormatID::NONE);
uint8_t &packedFormat = mAttachmentFormats[colorIndexGL];
SetBitField(packedFormat, formatID);
// Set color attachment range such that it covers the range from index 0 through last
// active index. This is the reason why we need depth/stencil to be packed last.
mColorAttachmentRange =
std::max<uint8_t>(mColorAttachmentRange, static_cast<uint8_t>(colorIndexGL) + 1);
}
void RenderPassDesc::packColorAttachmentGap(size_t colorIndexGL)
{
ASSERT(colorIndexGL < mAttachmentFormats.size());
static_assert(angle::kNumANGLEFormats < std::numeric_limits<uint8_t>::max(),
"Too many ANGLE formats to fit in uint8_t");
// Force the user to pack the depth/stencil attachment last.
ASSERT(mHasDepthStencilAttachment == false);
// Use NONE as a flag for gaps in GL color attachments.
uint8_t &packedFormat = mAttachmentFormats[colorIndexGL];
SetBitField(packedFormat, angle::FormatID::NONE);
}
void RenderPassDesc::packDepthStencilAttachment(angle::FormatID formatID)
{
// Though written as Count, there is only ever a single depth/stencil attachment.
ASSERT(mHasDepthStencilAttachment == false);
size_t index = depthStencilAttachmentIndex();
ASSERT(index < mAttachmentFormats.size());
uint8_t &packedFormat = mAttachmentFormats[index];
SetBitField(packedFormat, formatID);
mHasDepthStencilAttachment = true;
}
RenderPassDesc &RenderPassDesc::operator=(const RenderPassDesc &other)
{
memcpy(this, &other, sizeof(RenderPassDesc));
return *this;
}
size_t RenderPassDesc::hash() const
{
return angle::ComputeGenericHash(*this);
}
bool RenderPassDesc::isColorAttachmentEnabled(size_t colorIndexGL) const
{
angle::FormatID formatID = operator[](colorIndexGL);
return formatID != angle::FormatID::NONE;
}
size_t RenderPassDesc::attachmentCount() const
{
size_t colorAttachmentCount = 0;
for (size_t i = 0; i < mColorAttachmentRange; ++i)
{
colorAttachmentCount += isColorAttachmentEnabled(i);
}
// Note that there are no gaps in depth/stencil attachments. In fact there is a maximum of 1 of
// it.
return colorAttachmentCount + mHasDepthStencilAttachment;
}
bool operator==(const RenderPassDesc &lhs, const RenderPassDesc &rhs)
{
return (memcmp(&lhs, &rhs, sizeof(RenderPassDesc)) == 0);
}
// GraphicsPipelineDesc implementation.
// Use aligned allocation and free so we can use the alignas keyword.
void *GraphicsPipelineDesc::operator new(std::size_t size)
{
return angle::AlignedAlloc(size, 32);
}
void GraphicsPipelineDesc::operator delete(void *ptr)
{
return angle::AlignedFree(ptr);
}
GraphicsPipelineDesc::GraphicsPipelineDesc()
{
memset(this, 0, sizeof(GraphicsPipelineDesc));
}
GraphicsPipelineDesc::~GraphicsPipelineDesc() = default;
GraphicsPipelineDesc::GraphicsPipelineDesc(const GraphicsPipelineDesc &other)
{
memcpy(this, &other, sizeof(GraphicsPipelineDesc));
}
GraphicsPipelineDesc &GraphicsPipelineDesc::operator=(const GraphicsPipelineDesc &other)
{
memcpy(this, &other, sizeof(GraphicsPipelineDesc));
return *this;
}
size_t GraphicsPipelineDesc::hash() const
{
return angle::ComputeGenericHash(*this);
}
bool GraphicsPipelineDesc::operator==(const GraphicsPipelineDesc &other) const
{
return (memcmp(this, &other, sizeof(GraphicsPipelineDesc)) == 0);
}
// TODO(jmadill): We should prefer using Packed GLenums. http://anglebug.com/2169
// Initialize PSO states, it is consistent with initial value of gl::State
void GraphicsPipelineDesc::initDefaults()
{
// Set all vertex input attributes to default, the default format is Float
angle::FormatID defaultFormat = GetCurrentValueFormatID(gl::VertexAttribType::Float);
for (PackedAttribDesc &packedAttrib : mVertexInputAttribs.attribs)
{
SetBitField(packedAttrib.stride, 0);
SetBitField(packedAttrib.divisor, 0);
SetBitField(packedAttrib.format, defaultFormat);
SetBitField(packedAttrib.offset, 0);
}
mRasterizationAndMultisampleStateInfo.bits.depthClampEnable = 0;
mRasterizationAndMultisampleStateInfo.bits.rasterizationDiscardEnable = 0;
SetBitField(mRasterizationAndMultisampleStateInfo.bits.polygonMode, VK_POLYGON_MODE_FILL);
SetBitField(mRasterizationAndMultisampleStateInfo.bits.cullMode, VK_CULL_MODE_BACK_BIT);
SetBitField(mRasterizationAndMultisampleStateInfo.bits.frontFace,
VK_FRONT_FACE_COUNTER_CLOCKWISE);
mRasterizationAndMultisampleStateInfo.bits.depthBiasEnable = 0;
mRasterizationAndMultisampleStateInfo.depthBiasConstantFactor = 0.0f;
mRasterizationAndMultisampleStateInfo.depthBiasClamp = 0.0f;
mRasterizationAndMultisampleStateInfo.depthBiasSlopeFactor = 0.0f;
mRasterizationAndMultisampleStateInfo.lineWidth = 1.0f;
mRasterizationAndMultisampleStateInfo.bits.rasterizationSamples = 1;
mRasterizationAndMultisampleStateInfo.bits.sampleShadingEnable = 0;
mRasterizationAndMultisampleStateInfo.minSampleShading = 0.0f;
for (uint32_t &sampleMask : mRasterizationAndMultisampleStateInfo.sampleMask)
{
sampleMask = 0xFFFFFFFF;
}
mRasterizationAndMultisampleStateInfo.bits.alphaToCoverageEnable = 0;
mRasterizationAndMultisampleStateInfo.bits.alphaToOneEnable = 0;
mDepthStencilStateInfo.enable.depthTest = 0;
mDepthStencilStateInfo.enable.depthWrite = 1;
SetBitField(mDepthStencilStateInfo.depthCompareOp, VK_COMPARE_OP_LESS);
mDepthStencilStateInfo.enable.depthBoundsTest = 0;
mDepthStencilStateInfo.enable.stencilTest = 0;
mDepthStencilStateInfo.minDepthBounds = 0.0f;
mDepthStencilStateInfo.maxDepthBounds = 0.0f;
SetBitField(mDepthStencilStateInfo.front.ops.fail, VK_STENCIL_OP_KEEP);
SetBitField(mDepthStencilStateInfo.front.ops.pass, VK_STENCIL_OP_KEEP);
SetBitField(mDepthStencilStateInfo.front.ops.depthFail, VK_STENCIL_OP_KEEP);
SetBitField(mDepthStencilStateInfo.front.ops.compare, VK_COMPARE_OP_ALWAYS);
SetBitField(mDepthStencilStateInfo.front.compareMask, 0xFF);
SetBitField(mDepthStencilStateInfo.front.writeMask, 0xFF);
mDepthStencilStateInfo.frontStencilReference = 0;
SetBitField(mDepthStencilStateInfo.back.ops.fail, VK_STENCIL_OP_KEEP);
SetBitField(mDepthStencilStateInfo.back.ops.pass, VK_STENCIL_OP_KEEP);
SetBitField(mDepthStencilStateInfo.back.ops.depthFail, VK_STENCIL_OP_KEEP);
SetBitField(mDepthStencilStateInfo.back.ops.compare, VK_COMPARE_OP_ALWAYS);
SetBitField(mDepthStencilStateInfo.back.compareMask, 0xFF);
SetBitField(mDepthStencilStateInfo.back.writeMask, 0xFF);
mDepthStencilStateInfo.backStencilReference = 0;
PackedInputAssemblyAndColorBlendStateInfo &inputAndBlend = mInputAssemblyAndColorBlendStateInfo;
inputAndBlend.logic.opEnable = 0;
inputAndBlend.logic.op = static_cast<uint32_t>(VK_LOGIC_OP_CLEAR);
inputAndBlend.blendEnableMask = 0;
inputAndBlend.blendConstants[0] = 0.0f;
inputAndBlend.blendConstants[1] = 0.0f;
inputAndBlend.blendConstants[2] = 0.0f;
inputAndBlend.blendConstants[3] = 0.0f;
VkFlags allColorBits = (VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT |
VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT);
for (uint32_t colorIndexGL = 0; colorIndexGL < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS;
++colorIndexGL)
{
Int4Array_Set(inputAndBlend.colorWriteMaskBits, colorIndexGL, allColorBits);
}
PackedColorBlendAttachmentState blendAttachmentState;
SetBitField(blendAttachmentState.srcColorBlendFactor, VK_BLEND_FACTOR_ONE);
SetBitField(blendAttachmentState.dstColorBlendFactor, VK_BLEND_FACTOR_ZERO);
SetBitField(blendAttachmentState.colorBlendOp, VK_BLEND_OP_ADD);
SetBitField(blendAttachmentState.srcAlphaBlendFactor, VK_BLEND_FACTOR_ONE);
SetBitField(blendAttachmentState.dstAlphaBlendFactor, VK_BLEND_FACTOR_ZERO);
SetBitField(blendAttachmentState.alphaBlendOp, VK_BLEND_OP_ADD);
std::fill(&inputAndBlend.attachments[0],
&inputAndBlend.attachments[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS],
blendAttachmentState);
inputAndBlend.primitive.topology = static_cast<uint16_t>(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST);
inputAndBlend.primitive.restartEnable = 0;
// Viewport and scissor will be set to valid values when framebuffer being binded
mViewport.x = 0.0f;
mViewport.y = 0.0f;
mViewport.width = 0.0f;
mViewport.height = 0.0f;
mViewport.minDepth = 0.0f;
mViewport.maxDepth = 1.0f;
mScissor.offset.x = 0;
mScissor.offset.y = 0;
mScissor.extent.width = 0;
mScissor.extent.height = 0;
}
angle::Result GraphicsPipelineDesc::initializePipeline(
ContextVk *contextVk,
const vk::PipelineCache &pipelineCacheVk,
const RenderPass &compatibleRenderPass,
const PipelineLayout &pipelineLayout,
const gl::AttributesMask &activeAttribLocationsMask,
const gl::ComponentTypeMask &programAttribsTypeMask,
const ShaderModule *vertexModule,
const ShaderModule *fragmentModule,
const ShaderModule *geometryModule,
Pipeline *pipelineOut) const
{
angle::FixedVector<VkPipelineShaderStageCreateInfo, 3> shaderStages;
VkPipelineVertexInputStateCreateInfo vertexInputState = {};
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState = {};
VkPipelineViewportStateCreateInfo viewportState = {};
VkPipelineRasterizationStateCreateInfo rasterState = {};
VkPipelineMultisampleStateCreateInfo multisampleState = {};
VkPipelineDepthStencilStateCreateInfo depthStencilState = {};
std::array<VkPipelineColorBlendAttachmentState, gl::IMPLEMENTATION_MAX_DRAW_BUFFERS>
blendAttachmentState;
VkPipelineColorBlendStateCreateInfo blendState = {};
VkGraphicsPipelineCreateInfo createInfo = {};
// Vertex shader is always expected to be present.
ASSERT(vertexModule != nullptr);
VkPipelineShaderStageCreateInfo vertexStage = {};
SetPipelineShaderStageInfo(VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
VK_SHADER_STAGE_VERTEX_BIT, vertexModule->getHandle(), &vertexStage);
shaderStages.push_back(vertexStage);
if (geometryModule)
{
VkPipelineShaderStageCreateInfo geometryStage = {};
SetPipelineShaderStageInfo(VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
VK_SHADER_STAGE_GEOMETRY_BIT, geometryModule->getHandle(),
&geometryStage);
shaderStages.push_back(geometryStage);
}
// Fragment shader is optional.
// anglebug.com/3509 - Don't compile the fragment shader if rasterizationDiscardEnable = true
if (fragmentModule && !mRasterizationAndMultisampleStateInfo.bits.rasterizationDiscardEnable)
{
VkPipelineShaderStageCreateInfo fragmentStage = {};
SetPipelineShaderStageInfo(VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
VK_SHADER_STAGE_FRAGMENT_BIT, fragmentModule->getHandle(),
&fragmentStage);
shaderStages.push_back(fragmentStage);
}
// TODO(jmadill): Possibly use different path for ES 3.1 split bindings/attribs.
gl::AttribArray<VkVertexInputBindingDescription> bindingDescs;
gl::AttribArray<VkVertexInputAttributeDescription> attributeDescs;
uint32_t vertexAttribCount = 0;
size_t unpackedSize = sizeof(shaderStages) + sizeof(vertexInputState) +
sizeof(inputAssemblyState) + sizeof(viewportState) + sizeof(rasterState) +
sizeof(multisampleState) + sizeof(depthStencilState) +
sizeof(blendAttachmentState) + sizeof(blendState) + sizeof(bindingDescs) +
sizeof(attributeDescs);
ANGLE_UNUSED_VARIABLE(unpackedSize);
gl::AttribArray<VkVertexInputBindingDivisorDescriptionEXT> divisorDesc;
VkPipelineVertexInputDivisorStateCreateInfoEXT divisorState = {};
divisorState.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_DIVISOR_STATE_CREATE_INFO_EXT;
divisorState.pVertexBindingDivisors = divisorDesc.data();
for (size_t attribIndexSizeT : activeAttribLocationsMask)
{
const uint32_t attribIndex = static_cast<uint32_t>(attribIndexSizeT);
VkVertexInputBindingDescription &bindingDesc = bindingDescs[vertexAttribCount];
VkVertexInputAttributeDescription &attribDesc = attributeDescs[vertexAttribCount];
const PackedAttribDesc &packedAttrib = mVertexInputAttribs.attribs[attribIndex];
bindingDesc.binding = attribIndex;
bindingDesc.stride = static_cast<uint32_t>(packedAttrib.stride);
if (packedAttrib.divisor != 0)
{
bindingDesc.inputRate = static_cast<VkVertexInputRate>(VK_VERTEX_INPUT_RATE_INSTANCE);
divisorDesc[divisorState.vertexBindingDivisorCount].binding = bindingDesc.binding;
divisorDesc[divisorState.vertexBindingDivisorCount].divisor = packedAttrib.divisor;
++divisorState.vertexBindingDivisorCount;
}
else
{
bindingDesc.inputRate = static_cast<VkVertexInputRate>(VK_VERTEX_INPUT_RATE_VERTEX);
}
// Get the corresponding VkFormat for the attrib's format.
angle::FormatID formatID = static_cast<angle::FormatID>(packedAttrib.format);
const vk::Format &format = contextVk->getRenderer()->getFormat(formatID);
const angle::Format &angleFormat = format.intendedFormat();
VkFormat vkFormat = format.vkBufferFormat;
gl::ComponentType attribType =
GetVertexAttributeComponentType(angleFormat.isPureInt(), angleFormat.vertexAttribType);
gl::ComponentType programAttribType =
gl::GetComponentTypeMask(programAttribsTypeMask, attribIndex);
if (attribType != programAttribType)
{
// Override the format with a compatible one.
vkFormat = kMismatchedComponentTypeMap[programAttribType];
bindingDesc.stride = 0; // Prevent out-of-bounds accesses.
}
// The binding index could become more dynamic in ES 3.1.
attribDesc.binding = attribIndex;
attribDesc.format = vkFormat;
attribDesc.location = static_cast<uint32_t>(attribIndex);
attribDesc.offset = packedAttrib.offset;
vertexAttribCount++;
}
// The binding descriptions are filled in at draw time.
vertexInputState.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
vertexInputState.flags = 0;
vertexInputState.vertexBindingDescriptionCount = vertexAttribCount;
vertexInputState.pVertexBindingDescriptions = bindingDescs.data();
vertexInputState.vertexAttributeDescriptionCount = vertexAttribCount;
vertexInputState.pVertexAttributeDescriptions = attributeDescs.data();
if (divisorState.vertexBindingDivisorCount)
vertexInputState.pNext = &divisorState;
// Primitive topology is filled in at draw time.
inputAssemblyState.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
inputAssemblyState.flags = 0;
inputAssemblyState.topology =
static_cast<VkPrimitiveTopology>(mInputAssemblyAndColorBlendStateInfo.primitive.topology);
// http://anglebug.com/3832
// We currently hit a VK Validation here where VUID
// VUID-VkPipelineInputAssemblyStateCreateInfo-topology-00428 is flagged because we allow
// primitiveRestartEnable to be true for topologies VK_PRIMITIVE_TOPOLOGY_POINT_LIST,
// VK_PRIMITIVE_TOPOLOGY_LINE_LIST, VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST
// VK_PRIMITIVE_TOPOLOGY_LINE_LIST_WITH_ADJACENCY,
// VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST_WITH_ADJACENCY and VK_PRIMITIVE_TOPOLOGY_PATCH_LIST
// However if we force primiteRestartEnable to FALSE we fail tests.
// Need to identify alternate fix.
inputAssemblyState.primitiveRestartEnable =
static_cast<VkBool32>(mInputAssemblyAndColorBlendStateInfo.primitive.restartEnable);
// Set initial viewport and scissor state.
// 0-sized viewports are invalid in Vulkan. We always use a scissor that at least matches the
// requested viewport, so it's safe to adjust the viewport size here.
VkViewport viewport = mViewport;
if (viewport.width == 0)
{
viewport.width = 1;
}
if (viewport.height == 0)
{
viewport.height = 1;
}
viewportState.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
viewportState.flags = 0;
viewportState.viewportCount = 1;
viewportState.pViewports = &viewport;
viewportState.scissorCount = 1;
viewportState.pScissors = &mScissor;
const PackedRasterizationAndMultisampleStateInfo &rasterAndMS =
mRasterizationAndMultisampleStateInfo;
// Rasterizer state.
rasterState.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
rasterState.flags = 0;
rasterState.depthClampEnable = static_cast<VkBool32>(rasterAndMS.bits.depthClampEnable);
rasterState.rasterizerDiscardEnable =
static_cast<VkBool32>(rasterAndMS.bits.rasterizationDiscardEnable);
rasterState.polygonMode = static_cast<VkPolygonMode>(rasterAndMS.bits.polygonMode);
rasterState.cullMode = static_cast<VkCullModeFlags>(rasterAndMS.bits.cullMode);
rasterState.frontFace = static_cast<VkFrontFace>(rasterAndMS.bits.frontFace);
rasterState.depthBiasEnable = static_cast<VkBool32>(rasterAndMS.bits.depthBiasEnable);
rasterState.depthBiasConstantFactor = rasterAndMS.depthBiasConstantFactor;
rasterState.depthBiasClamp = rasterAndMS.depthBiasClamp;
rasterState.depthBiasSlopeFactor = rasterAndMS.depthBiasSlopeFactor;
rasterState.lineWidth = rasterAndMS.lineWidth;
const void **pNextPtr = &rasterState.pNext;
VkPipelineRasterizationLineStateCreateInfoEXT rasterLineState = {};
rasterLineState.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_LINE_STATE_CREATE_INFO_EXT;
// Always enable Bresenham line rasterization if available.
if (contextVk->getFeatures().bresenhamLineRasterization.enabled)
{
rasterLineState.lineRasterizationMode = VK_LINE_RASTERIZATION_MODE_BRESENHAM_EXT;
*pNextPtr = &rasterLineState;
pNextPtr = &rasterLineState.pNext;
}
VkPipelineRasterizationProvokingVertexStateCreateInfoEXT provokingVertexState = {};
provokingVertexState.sType =
VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_PROVOKING_VERTEX_STATE_CREATE_INFO_EXT;
// Always set provoking vertex mode to last if available.
if (contextVk->getFeatures().provokingVertex.enabled)
{
provokingVertexState.provokingVertexMode = VK_PROVOKING_VERTEX_MODE_LAST_VERTEX_EXT;
*pNextPtr = &provokingVertexState;
pNextPtr = &provokingVertexState.pNext;
}
// Multisample state.
multisampleState.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
multisampleState.flags = 0;
multisampleState.rasterizationSamples =
gl_vk::GetSamples(rasterAndMS.bits.rasterizationSamples);
multisampleState.sampleShadingEnable =
static_cast<VkBool32>(rasterAndMS.bits.sampleShadingEnable);
multisampleState.minSampleShading = rasterAndMS.minSampleShading;
multisampleState.pSampleMask = rasterAndMS.sampleMask;
multisampleState.alphaToCoverageEnable =
static_cast<VkBool32>(rasterAndMS.bits.alphaToCoverageEnable);
multisampleState.alphaToOneEnable = static_cast<VkBool32>(rasterAndMS.bits.alphaToOneEnable);
// Depth/stencil state.
depthStencilState.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
depthStencilState.flags = 0;
depthStencilState.depthTestEnable =
static_cast<VkBool32>(mDepthStencilStateInfo.enable.depthTest);
depthStencilState.depthWriteEnable =
static_cast<VkBool32>(mDepthStencilStateInfo.enable.depthWrite);
depthStencilState.depthCompareOp =
static_cast<VkCompareOp>(mDepthStencilStateInfo.depthCompareOp);
depthStencilState.depthBoundsTestEnable =
static_cast<VkBool32>(mDepthStencilStateInfo.enable.depthBoundsTest);
depthStencilState.stencilTestEnable =
static_cast<VkBool32>(mDepthStencilStateInfo.enable.stencilTest);
UnpackStencilState(mDepthStencilStateInfo.front, mDepthStencilStateInfo.frontStencilReference,
&depthStencilState.front);
UnpackStencilState(mDepthStencilStateInfo.back, mDepthStencilStateInfo.backStencilReference,
&depthStencilState.back);
depthStencilState.minDepthBounds = mDepthStencilStateInfo.minDepthBounds;
depthStencilState.maxDepthBounds = mDepthStencilStateInfo.maxDepthBounds;
const PackedInputAssemblyAndColorBlendStateInfo &inputAndBlend =
mInputAssemblyAndColorBlendStateInfo;
blendState.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
blendState.flags = 0;
blendState.logicOpEnable = static_cast<VkBool32>(inputAndBlend.logic.opEnable);
blendState.logicOp = static_cast<VkLogicOp>(inputAndBlend.logic.op);
blendState.attachmentCount = static_cast<uint32_t>(mRenderPassDesc.colorAttachmentRange());
blendState.pAttachments = blendAttachmentState.data();
for (int i = 0; i < 4; i++)
{
blendState.blendConstants[i] = inputAndBlend.blendConstants[i];
}
const gl::DrawBufferMask blendEnableMask(inputAndBlend.blendEnableMask);
for (uint32_t colorIndexGL = 0; colorIndexGL < blendState.attachmentCount; ++colorIndexGL)
{
VkPipelineColorBlendAttachmentState &state = blendAttachmentState[colorIndexGL];
state.blendEnable = blendEnableMask[colorIndexGL] ? VK_TRUE : VK_FALSE;
state.colorWriteMask =
Int4Array_Get<VkColorComponentFlags>(inputAndBlend.colorWriteMaskBits, colorIndexGL);
UnpackBlendAttachmentState(inputAndBlend.attachments[colorIndexGL], &state);
}
// We would define dynamic state here if it were to be used.
createInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
createInfo.flags = 0;
createInfo.stageCount = static_cast<uint32_t>(shaderStages.size());
createInfo.pStages = shaderStages.data();
createInfo.pVertexInputState = &vertexInputState;
createInfo.pInputAssemblyState = &inputAssemblyState;
createInfo.pTessellationState = nullptr;
createInfo.pViewportState = &viewportState;
createInfo.pRasterizationState = &rasterState;
createInfo.pMultisampleState = &multisampleState;
createInfo.pDepthStencilState = &depthStencilState;
createInfo.pColorBlendState = &blendState;
createInfo.pDynamicState = nullptr;
createInfo.layout = pipelineLayout.getHandle();
createInfo.renderPass = compatibleRenderPass.getHandle();
createInfo.subpass = 0;
createInfo.basePipelineHandle = VK_NULL_HANDLE;
createInfo.basePipelineIndex = 0;
ANGLE_VK_TRY(contextVk,
pipelineOut->initGraphics(contextVk->getDevice(), createInfo, pipelineCacheVk));
return angle::Result::Continue;
}
void GraphicsPipelineDesc::updateVertexInput(GraphicsPipelineTransitionBits *transition,
uint32_t attribIndex,
GLuint stride,
GLuint divisor,
angle::FormatID format,
GLuint relativeOffset)
{
vk::PackedAttribDesc &packedAttrib = mVertexInputAttribs.attribs[attribIndex];
SetBitField(packedAttrib.stride, stride);
SetBitField(packedAttrib.divisor, divisor);
if (format == angle::FormatID::NONE)
{
UNIMPLEMENTED();
}
SetBitField(packedAttrib.format, format);
SetBitField(packedAttrib.offset, relativeOffset);
constexpr size_t kAttribBits = kPackedAttribDescSize * kBitsPerByte;
const size_t kBit =
ANGLE_GET_INDEXED_TRANSITION_BIT(mVertexInputAttribs, attribs, attribIndex, kAttribBits);
// Cover the next dirty bit conservatively. Because each attribute is 6 bytes.
transition->set(kBit);
transition->set(kBit + 1);
}
void GraphicsPipelineDesc::updateTopology(GraphicsPipelineTransitionBits *transition,
gl::PrimitiveMode drawMode)
{
VkPrimitiveTopology vkTopology = gl_vk::GetPrimitiveTopology(drawMode);
SetBitField(mInputAssemblyAndColorBlendStateInfo.primitive.topology, vkTopology);
transition->set(ANGLE_GET_TRANSITION_BIT(mInputAssemblyAndColorBlendStateInfo, primitive));
}
void GraphicsPipelineDesc::updatePrimitiveRestartEnabled(GraphicsPipelineTransitionBits *transition,
bool primitiveRestartEnabled)
{
mInputAssemblyAndColorBlendStateInfo.primitive.restartEnable =
static_cast<uint16_t>(primitiveRestartEnabled);
transition->set(ANGLE_GET_TRANSITION_BIT(mInputAssemblyAndColorBlendStateInfo, primitive));
}
void GraphicsPipelineDesc::setCullMode(VkCullModeFlagBits cullMode)
{
SetBitField(mRasterizationAndMultisampleStateInfo.bits.cullMode, cullMode);
}
void GraphicsPipelineDesc::updateCullMode(GraphicsPipelineTransitionBits *transition,
const gl::RasterizerState &rasterState)
{
setCullMode(gl_vk::GetCullMode(rasterState));
transition->set(ANGLE_GET_TRANSITION_BIT(mRasterizationAndMultisampleStateInfo, bits));
}
void GraphicsPipelineDesc::updateFrontFace(GraphicsPipelineTransitionBits *transition,
const gl::RasterizerState &rasterState,
bool invertFrontFace)
{
mRasterizationAndMultisampleStateInfo.bits.frontFace =
static_cast<uint16_t>(gl_vk::GetFrontFace(rasterState.frontFace, invertFrontFace));
transition->set(ANGLE_GET_TRANSITION_BIT(mRasterizationAndMultisampleStateInfo, bits));
}
void GraphicsPipelineDesc::updateLineWidth(GraphicsPipelineTransitionBits *transition,
float lineWidth)
{
mRasterizationAndMultisampleStateInfo.lineWidth = lineWidth;
transition->set(ANGLE_GET_TRANSITION_BIT(mRasterizationAndMultisampleStateInfo, lineWidth));
}
void GraphicsPipelineDesc::updateRasterizerDiscardEnabled(
GraphicsPipelineTransitionBits *transition,
bool rasterizerDiscardEnabled)
{
mRasterizationAndMultisampleStateInfo.bits.rasterizationDiscardEnable =
static_cast<uint32_t>(rasterizerDiscardEnabled);
transition->set(ANGLE_GET_TRANSITION_BIT(mRasterizationAndMultisampleStateInfo, bits));
}
void GraphicsPipelineDesc::setRasterizationSamples(uint32_t rasterizationSamples)
{
mRasterizationAndMultisampleStateInfo.bits.rasterizationSamples = rasterizationSamples;
}
void GraphicsPipelineDesc::updateRasterizationSamples(GraphicsPipelineTransitionBits *transition,
uint32_t rasterizationSamples)
{
setRasterizationSamples(rasterizationSamples);
transition->set(ANGLE_GET_TRANSITION_BIT(mRasterizationAndMultisampleStateInfo, bits));
}
void GraphicsPipelineDesc::updateAlphaToCoverageEnable(GraphicsPipelineTransitionBits *transition,
bool enable)
{
mRasterizationAndMultisampleStateInfo.bits.alphaToCoverageEnable = enable;
transition->set(ANGLE_GET_TRANSITION_BIT(mRasterizationAndMultisampleStateInfo, bits));
}
void GraphicsPipelineDesc::updateAlphaToOneEnable(GraphicsPipelineTransitionBits *transition,
bool enable)
{
mRasterizationAndMultisampleStateInfo.bits.alphaToOneEnable = enable;
transition->set(ANGLE_GET_TRANSITION_BIT(mRasterizationAndMultisampleStateInfo, bits));
}
void GraphicsPipelineDesc::updateSampleMask(GraphicsPipelineTransitionBits *transition,
uint32_t maskNumber,
uint32_t mask)
{
ASSERT(maskNumber < gl::MAX_SAMPLE_MASK_WORDS);
mRasterizationAndMultisampleStateInfo.sampleMask[maskNumber] = mask;
constexpr size_t kMaskBits =
sizeof(mRasterizationAndMultisampleStateInfo.sampleMask[0]) * kBitsPerByte;
transition->set(ANGLE_GET_INDEXED_TRANSITION_BIT(mRasterizationAndMultisampleStateInfo,
sampleMask, maskNumber, kMaskBits));
}
void GraphicsPipelineDesc::updateBlendColor(GraphicsPipelineTransitionBits *transition,
const gl::ColorF &color)
{
mInputAssemblyAndColorBlendStateInfo.blendConstants[0] = color.red;
mInputAssemblyAndColorBlendStateInfo.blendConstants[1] = color.green;
mInputAssemblyAndColorBlendStateInfo.blendConstants[2] = color.blue;
mInputAssemblyAndColorBlendStateInfo.blendConstants[3] = color.alpha;
constexpr size_t kSize = sizeof(mInputAssemblyAndColorBlendStateInfo.blendConstants[0]) * 8;
for (int index = 0; index < 4; ++index)
{
const size_t kBit = ANGLE_GET_INDEXED_TRANSITION_BIT(mInputAssemblyAndColorBlendStateInfo,
blendConstants, index, kSize);
transition->set(kBit);
}
}
void GraphicsPipelineDesc::updateBlendEnabled(GraphicsPipelineTransitionBits *transition,
bool isBlendEnabled)
{
gl::DrawBufferMask blendEnabled;
if (isBlendEnabled)
blendEnabled.set();
mInputAssemblyAndColorBlendStateInfo.blendEnableMask =
static_cast<uint8_t>(blendEnabled.bits());
transition->set(
ANGLE_GET_TRANSITION_BIT(mInputAssemblyAndColorBlendStateInfo, blendEnableMask));
}
void GraphicsPipelineDesc::updateBlendEquations(GraphicsPipelineTransitionBits *transition,
const gl::BlendState &blendState)
{
constexpr size_t kSize = sizeof(PackedColorBlendAttachmentState) * 8;
for (size_t attachmentIndex = 0; attachmentIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS;
++attachmentIndex)
{
PackedColorBlendAttachmentState &blendAttachmentState =
mInputAssemblyAndColorBlendStateInfo.attachments[attachmentIndex];
blendAttachmentState.colorBlendOp = PackGLBlendOp(blendState.blendEquationRGB);
blendAttachmentState.alphaBlendOp = PackGLBlendOp(blendState.blendEquationAlpha);
transition->set(ANGLE_GET_INDEXED_TRANSITION_BIT(mInputAssemblyAndColorBlendStateInfo,
attachments, attachmentIndex, kSize));
}
}
void GraphicsPipelineDesc::updateBlendFuncs(GraphicsPipelineTransitionBits *transition,
const gl::BlendState &blendState)
{
constexpr size_t kSize = sizeof(PackedColorBlendAttachmentState) * 8;
for (size_t attachmentIndex = 0; attachmentIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS;
++attachmentIndex)
{
PackedColorBlendAttachmentState &blendAttachmentState =
mInputAssemblyAndColorBlendStateInfo.attachments[attachmentIndex];
blendAttachmentState.srcColorBlendFactor = PackGLBlendFactor(blendState.sourceBlendRGB);
blendAttachmentState.dstColorBlendFactor = PackGLBlendFactor(blendState.destBlendRGB);
blendAttachmentState.srcAlphaBlendFactor = PackGLBlendFactor(blendState.sourceBlendAlpha);
blendAttachmentState.dstAlphaBlendFactor = PackGLBlendFactor(blendState.destBlendAlpha);
transition->set(ANGLE_GET_INDEXED_TRANSITION_BIT(mInputAssemblyAndColorBlendStateInfo,
attachments, attachmentIndex, kSize));
}
}
void GraphicsPipelineDesc::setColorWriteMask(VkColorComponentFlags colorComponentFlags,
const gl::DrawBufferMask &alphaMask)
{
PackedInputAssemblyAndColorBlendStateInfo &inputAndBlend = mInputAssemblyAndColorBlendStateInfo;
uint8_t colorMask = static_cast<uint8_t>(colorComponentFlags);
for (uint32_t colorIndexGL = 0; colorIndexGL < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS;
colorIndexGL++)
{
uint8_t mask =
alphaMask[colorIndexGL] ? (colorMask & ~VK_COLOR_COMPONENT_A_BIT) : colorMask;
Int4Array_Set(inputAndBlend.colorWriteMaskBits, colorIndexGL, mask);
}
}
void GraphicsPipelineDesc::setSingleColorWriteMask(uint32_t colorIndexGL,
VkColorComponentFlags colorComponentFlags)
{
PackedInputAssemblyAndColorBlendStateInfo &inputAndBlend = mInputAssemblyAndColorBlendStateInfo;
uint8_t colorMask = static_cast<uint8_t>(colorComponentFlags);
Int4Array_Set(inputAndBlend.colorWriteMaskBits, colorIndexGL, colorMask);
}
void GraphicsPipelineDesc::updateColorWriteMask(GraphicsPipelineTransitionBits *transition,
VkColorComponentFlags colorComponentFlags,
const gl::DrawBufferMask &alphaMask)
{
setColorWriteMask(colorComponentFlags, alphaMask);
for (size_t colorIndexGL = 0; colorIndexGL < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS;
colorIndexGL++)
{
transition->set(ANGLE_GET_INDEXED_TRANSITION_BIT(mInputAssemblyAndColorBlendStateInfo,
colorWriteMaskBits, colorIndexGL, 4));
}
}
void GraphicsPipelineDesc::setDepthTestEnabled(bool enabled)
{
mDepthStencilStateInfo.enable.depthTest = enabled;
}
void GraphicsPipelineDesc::setDepthWriteEnabled(bool enabled)
{
mDepthStencilStateInfo.enable.depthWrite = enabled;
}
void GraphicsPipelineDesc::setDepthFunc(VkCompareOp op)
{
SetBitField(mDepthStencilStateInfo.depthCompareOp, op);
}
void GraphicsPipelineDesc::setStencilTestEnabled(bool enabled)
{
mDepthStencilStateInfo.enable.stencilTest = enabled;
}
void GraphicsPipelineDesc::setStencilFrontFuncs(uint8_t reference,
VkCompareOp compareOp,
uint8_t compareMask)
{
mDepthStencilStateInfo.frontStencilReference = reference;
mDepthStencilStateInfo.front.compareMask = compareMask;
SetBitField(mDepthStencilStateInfo.front.ops.compare, compareOp);
}
void GraphicsPipelineDesc::setStencilBackFuncs(uint8_t reference,
VkCompareOp compareOp,
uint8_t compareMask)
{
mDepthStencilStateInfo.backStencilReference = reference;
mDepthStencilStateInfo.back.compareMask = compareMask;
SetBitField(mDepthStencilStateInfo.back.ops.compare, compareOp);
}
void GraphicsPipelineDesc::setStencilFrontOps(VkStencilOp failOp,
VkStencilOp passOp,
VkStencilOp depthFailOp)
{
SetBitField(mDepthStencilStateInfo.front.ops.fail, failOp);
SetBitField(mDepthStencilStateInfo.front.ops.pass, passOp);
SetBitField(mDepthStencilStateInfo.front.ops.depthFail, depthFailOp);
}
void GraphicsPipelineDesc::setStencilBackOps(VkStencilOp failOp,
VkStencilOp passOp,
VkStencilOp depthFailOp)
{
SetBitField(mDepthStencilStateInfo.back.ops.fail, failOp);
SetBitField(mDepthStencilStateInfo.back.ops.pass, passOp);
SetBitField(mDepthStencilStateInfo.back.ops.depthFail, depthFailOp);
}
void GraphicsPipelineDesc::setStencilFrontWriteMask(uint8_t mask)
{
mDepthStencilStateInfo.front.writeMask = mask;
}
void GraphicsPipelineDesc::setStencilBackWriteMask(uint8_t mask)
{
mDepthStencilStateInfo.back.writeMask = mask;
}
void GraphicsPipelineDesc::updateDepthTestEnabled(GraphicsPipelineTransitionBits *transition,
const gl::DepthStencilState &depthStencilState,
const gl::Framebuffer *drawFramebuffer)
{
// Only enable the depth test if the draw framebuffer has a depth buffer. It's possible that
// we're emulating a stencil-only buffer with a depth-stencil buffer
setDepthTestEnabled(depthStencilState.depthTest && drawFramebuffer->hasDepth());
transition->set(ANGLE_GET_TRANSITION_BIT(mDepthStencilStateInfo, enable));
}
void GraphicsPipelineDesc::updateDepthFunc(GraphicsPipelineTransitionBits *transition,
const gl::DepthStencilState &depthStencilState)
{
setDepthFunc(PackGLCompareFunc(depthStencilState.depthFunc));
transition->set(ANGLE_GET_TRANSITION_BIT(mDepthStencilStateInfo, depthCompareOp));
}
void GraphicsPipelineDesc::updateDepthWriteEnabled(GraphicsPipelineTransitionBits *transition,
const gl::DepthStencilState &depthStencilState,
const gl::Framebuffer *drawFramebuffer)
{
// Don't write to depth buffers that should not exist
setDepthWriteEnabled(drawFramebuffer->hasDepth() ? depthStencilState.depthMask : false);
transition->set(ANGLE_GET_TRANSITION_BIT(mDepthStencilStateInfo, enable));
}
void GraphicsPipelineDesc::updateStencilTestEnabled(GraphicsPipelineTransitionBits *transition,
const gl::DepthStencilState &depthStencilState,
const gl::Framebuffer *drawFramebuffer)
{
// Only enable the stencil test if the draw framebuffer has a stencil buffer. It's possible
// that we're emulating a depth-only buffer with a depth-stencil buffer
setStencilTestEnabled(depthStencilState.stencilTest && drawFramebuffer->hasStencil());
transition->set(ANGLE_GET_TRANSITION_BIT(mDepthStencilStateInfo, enable));
}
void GraphicsPipelineDesc::updateStencilFrontFuncs(GraphicsPipelineTransitionBits *transition,
GLint ref,
const gl::DepthStencilState &depthStencilState)
{
setStencilFrontFuncs(static_cast<uint8_t>(ref),
PackGLCompareFunc(depthStencilState.stencilFunc),
static_cast<uint8_t>(depthStencilState.stencilMask));
transition->set(ANGLE_GET_TRANSITION_BIT(mDepthStencilStateInfo, front));
transition->set(ANGLE_GET_TRANSITION_BIT(mDepthStencilStateInfo, frontStencilReference));
}
void GraphicsPipelineDesc::updateStencilBackFuncs(GraphicsPipelineTransitionBits *transition,
GLint ref,
const gl::DepthStencilState &depthStencilState)
{
setStencilBackFuncs(static_cast<uint8_t>(ref),
PackGLCompareFunc(depthStencilState.stencilBackFunc),
static_cast<uint8_t>(depthStencilState.stencilBackMask));
transition->set(ANGLE_GET_TRANSITION_BIT(mDepthStencilStateInfo, back));
transition->set(ANGLE_GET_TRANSITION_BIT(mDepthStencilStateInfo, backStencilReference));
}
void GraphicsPipelineDesc::updateStencilFrontOps(GraphicsPipelineTransitionBits *transition,
const gl::DepthStencilState &depthStencilState)
{
setStencilFrontOps(PackGLStencilOp(depthStencilState.stencilFail),
PackGLStencilOp(depthStencilState.stencilPassDepthPass),
PackGLStencilOp(depthStencilState.stencilPassDepthFail));
transition->set(ANGLE_GET_TRANSITION_BIT(mDepthStencilStateInfo, front));
}
void GraphicsPipelineDesc::updateStencilBackOps(GraphicsPipelineTransitionBits *transition,
const gl::DepthStencilState &depthStencilState)
{
setStencilBackOps(PackGLStencilOp(depthStencilState.stencilBackFail),
PackGLStencilOp(depthStencilState.stencilBackPassDepthPass),
PackGLStencilOp(depthStencilState.stencilBackPassDepthFail));
transition->set(ANGLE_GET_TRANSITION_BIT(mDepthStencilStateInfo, back));
}
void GraphicsPipelineDesc::updateStencilFrontWriteMask(
GraphicsPipelineTransitionBits *transition,
const gl::DepthStencilState &depthStencilState,
const gl::Framebuffer *drawFramebuffer)
{
// Don't write to stencil buffers that should not exist
setStencilFrontWriteMask(static_cast<uint8_t>(
drawFramebuffer->hasStencil() ? depthStencilState.stencilWritemask : 0));
transition->set(ANGLE_GET_TRANSITION_BIT(mDepthStencilStateInfo, front));
}
void GraphicsPipelineDesc::updateStencilBackWriteMask(
GraphicsPipelineTransitionBits *transition,
const gl::DepthStencilState &depthStencilState,
const gl::Framebuffer *drawFramebuffer)
{
// Don't write to stencil buffers that should not exist
setStencilBackWriteMask(static_cast<uint8_t>(
drawFramebuffer->hasStencil() ? depthStencilState.stencilBackWritemask : 0));
transition->set(ANGLE_GET_TRANSITION_BIT(mDepthStencilStateInfo, back));
}
void GraphicsPipelineDesc::updatePolygonOffsetFillEnabled(
GraphicsPipelineTransitionBits *transition,
bool enabled)
{
mRasterizationAndMultisampleStateInfo.bits.depthBiasEnable = enabled;
transition->set(ANGLE_GET_TRANSITION_BIT(mRasterizationAndMultisampleStateInfo, bits));
}
void GraphicsPipelineDesc::updatePolygonOffset(GraphicsPipelineTransitionBits *transition,
const gl::RasterizerState &rasterState)
{
mRasterizationAndMultisampleStateInfo.depthBiasSlopeFactor = rasterState.polygonOffsetFactor;
mRasterizationAndMultisampleStateInfo.depthBiasConstantFactor = rasterState.polygonOffsetUnits;
transition->set(
ANGLE_GET_TRANSITION_BIT(mRasterizationAndMultisampleStateInfo, depthBiasSlopeFactor));
transition->set(
ANGLE_GET_TRANSITION_BIT(mRasterizationAndMultisampleStateInfo, depthBiasConstantFactor));
}
void GraphicsPipelineDesc::setRenderPassDesc(const RenderPassDesc &renderPassDesc)
{
mRenderPassDesc = renderPassDesc;
}
void GraphicsPipelineDesc::setViewport(const VkViewport &viewport)
{
mViewport = viewport;
}
void GraphicsPipelineDesc::updateViewport(GraphicsPipelineTransitionBits *transition,
const VkViewport &viewport)
{
mViewport = viewport;
transition->set(ANGLE_GET_TRANSITION_BIT(mViewport, x));
transition->set(ANGLE_GET_TRANSITION_BIT(mViewport, y));
transition->set(ANGLE_GET_TRANSITION_BIT(mViewport, width));
transition->set(ANGLE_GET_TRANSITION_BIT(mViewport, height));
transition->set(ANGLE_GET_TRANSITION_BIT(mViewport, minDepth));
transition->set(ANGLE_GET_TRANSITION_BIT(mViewport, maxDepth));
}
void GraphicsPipelineDesc::updateDepthRange(GraphicsPipelineTransitionBits *transition,
float nearPlane,
float farPlane)
{
// GLES2.0 Section 2.12.1: Each of n and f are clamped to lie within [0, 1], as are all
// arguments of type clampf.
ASSERT(nearPlane >= 0.0f && nearPlane <= 1.0f);
ASSERT(farPlane >= 0.0f && farPlane <= 1.0f);
mViewport.minDepth = nearPlane;
mViewport.maxDepth = farPlane;
transition->set(ANGLE_GET_TRANSITION_BIT(mViewport, minDepth));
transition->set(ANGLE_GET_TRANSITION_BIT(mViewport, maxDepth));
}
void GraphicsPipelineDesc::setScissor(const VkRect2D &scissor)
{
mScissor = scissor;
}
void GraphicsPipelineDesc::updateScissor(GraphicsPipelineTransitionBits *transition,
const VkRect2D &scissor)
{
mScissor = scissor;
transition->set(ANGLE_GET_TRANSITION_BIT(mScissor, offset.x));
transition->set(ANGLE_GET_TRANSITION_BIT(mScissor, offset.y));
transition->set(ANGLE_GET_TRANSITION_BIT(mScissor, extent.width));
transition->set(ANGLE_GET_TRANSITION_BIT(mScissor, extent.height));
}
void GraphicsPipelineDesc::updateRenderPassDesc(GraphicsPipelineTransitionBits *transition,
const RenderPassDesc &renderPassDesc)
{
setRenderPassDesc(renderPassDesc);
// The RenderPass is a special case where it spans multiple bits but has no member.
constexpr size_t kFirstBit =
offsetof(GraphicsPipelineDesc, mRenderPassDesc) >> kTransitionByteShift;
constexpr size_t kBitCount = kRenderPassDescSize >> kTransitionByteShift;
for (size_t bit = 0; bit < kBitCount; ++bit)
{
transition->set(kFirstBit + bit);
}
}
// AttachmentOpsArray implementation.
AttachmentOpsArray::AttachmentOpsArray()
{
memset(&mOps, 0, sizeof(PackedAttachmentOpsDesc) * mOps.size());
}
AttachmentOpsArray::~AttachmentOpsArray() = default;
AttachmentOpsArray::AttachmentOpsArray(const AttachmentOpsArray &other)
{
memcpy(&mOps, &other.mOps, sizeof(PackedAttachmentOpsDesc) * mOps.size());
}
AttachmentOpsArray &AttachmentOpsArray::operator=(const AttachmentOpsArray &other)
{
memcpy(&mOps, &other.mOps, sizeof(PackedAttachmentOpsDesc) * mOps.size());
return *this;
}
const PackedAttachmentOpsDesc &AttachmentOpsArray::operator[](size_t index) const
{
return mOps[index];
}
PackedAttachmentOpsDesc &AttachmentOpsArray::operator[](size_t index)
{
return mOps[index];
}
void AttachmentOpsArray::initDummyOp(size_t index,
VkImageLayout initialLayout,
VkImageLayout finalLayout)
{
PackedAttachmentOpsDesc &ops = mOps[index];
SetBitField(ops.initialLayout, initialLayout);
SetBitField(ops.finalLayout, finalLayout);
SetBitField(ops.loadOp, VK_ATTACHMENT_LOAD_OP_LOAD);
SetBitField(ops.stencilLoadOp, VK_ATTACHMENT_LOAD_OP_DONT_CARE);
SetBitField(ops.storeOp, VK_ATTACHMENT_STORE_OP_STORE);
SetBitField(ops.stencilStoreOp, VK_ATTACHMENT_STORE_OP_DONT_CARE);
}
void AttachmentOpsArray::initWithLoadStore(size_t index,
VkImageLayout initialLayout,
VkImageLayout finalLayout)
{
PackedAttachmentOpsDesc &ops = mOps[index];
SetBitField(ops.initialLayout, initialLayout);
SetBitField(ops.finalLayout, finalLayout);
SetBitField(ops.loadOp, VK_ATTACHMENT_LOAD_OP_LOAD);
SetBitField(ops.stencilLoadOp, VK_ATTACHMENT_LOAD_OP_LOAD);
SetBitField(ops.storeOp, VK_ATTACHMENT_STORE_OP_STORE);
SetBitField(ops.stencilStoreOp, VK_ATTACHMENT_STORE_OP_STORE);
}
size_t AttachmentOpsArray::hash() const
{
return angle::ComputeGenericHash(mOps);
}
bool operator==(const AttachmentOpsArray &lhs, const AttachmentOpsArray &rhs)
{
return (memcmp(&lhs, &rhs, sizeof(AttachmentOpsArray)) == 0);
}
// DescriptorSetLayoutDesc implementation.
DescriptorSetLayoutDesc::DescriptorSetLayoutDesc() : mPackedDescriptorSetLayout{} {}
DescriptorSetLayoutDesc::~DescriptorSetLayoutDesc() = default;
DescriptorSetLayoutDesc::DescriptorSetLayoutDesc(const DescriptorSetLayoutDesc &other) = default;
DescriptorSetLayoutDesc &DescriptorSetLayoutDesc::operator=(const DescriptorSetLayoutDesc &other) =
default;
size_t DescriptorSetLayoutDesc::hash() const
{
return angle::ComputeGenericHash(mPackedDescriptorSetLayout);
}
bool DescriptorSetLayoutDesc::operator==(const DescriptorSetLayoutDesc &other) const
{
return (memcmp(&mPackedDescriptorSetLayout, &other.mPackedDescriptorSetLayout,
sizeof(mPackedDescriptorSetLayout)) == 0);
}
void DescriptorSetLayoutDesc::update(uint32_t bindingIndex,
VkDescriptorType type,
uint32_t count,
VkShaderStageFlags stages)
{
ASSERT(static_cast<size_t>(type) < std::numeric_limits<uint16_t>::max());
ASSERT(count < std::numeric_limits<uint16_t>::max());
PackedDescriptorSetBinding &packedBinding = mPackedDescriptorSetLayout[bindingIndex];
SetBitField(packedBinding.type, type);
SetBitField(packedBinding.count, count);
SetBitField(packedBinding.stages, stages);
}
void DescriptorSetLayoutDesc::unpackBindings(DescriptorSetLayoutBindingVector *bindings) const
{
for (uint32_t bindingIndex = 0; bindingIndex < kMaxDescriptorSetLayoutBindings; ++bindingIndex)
{
const PackedDescriptorSetBinding &packedBinding = mPackedDescriptorSetLayout[bindingIndex];
if (packedBinding.count == 0)
continue;
VkDescriptorSetLayoutBinding binding = {};
binding.binding = bindingIndex;
binding.descriptorCount = packedBinding.count;
binding.descriptorType = static_cast<VkDescriptorType>(packedBinding.type);
binding.stageFlags = static_cast<VkShaderStageFlags>(packedBinding.stages);
binding.pImmutableSamplers = nullptr;
bindings->push_back(binding);
}
}
// PipelineLayoutDesc implementation.
PipelineLayoutDesc::PipelineLayoutDesc() : mDescriptorSetLayouts{}, mPushConstantRanges{} {}
PipelineLayoutDesc::~PipelineLayoutDesc() = default;
PipelineLayoutDesc::PipelineLayoutDesc(const PipelineLayoutDesc &other) = default;
PipelineLayoutDesc &PipelineLayoutDesc::operator=(const PipelineLayoutDesc &rhs)
{
mDescriptorSetLayouts = rhs.mDescriptorSetLayouts;
mPushConstantRanges = rhs.mPushConstantRanges;
return *this;
}
size_t PipelineLayoutDesc::hash() const
{
return angle::ComputeGenericHash(*this);
}
bool PipelineLayoutDesc::operator==(const PipelineLayoutDesc &other) const
{
return memcmp(this, &other, sizeof(PipelineLayoutDesc)) == 0;
}
void PipelineLayoutDesc::updateDescriptorSetLayout(uint32_t setIndex,
const DescriptorSetLayoutDesc &desc)
{
ASSERT(setIndex < mDescriptorSetLayouts.size());
mDescriptorSetLayouts[setIndex] = desc;
}
void PipelineLayoutDesc::updatePushConstantRange(gl::ShaderType shaderType,
uint32_t offset,
uint32_t size)
{
ASSERT(shaderType == gl::ShaderType::Vertex || shaderType == gl::ShaderType::Fragment ||
shaderType == gl::ShaderType::Geometry || shaderType == gl::ShaderType::Compute);
PackedPushConstantRange &packed = mPushConstantRanges[shaderType];
packed.offset = offset;
packed.size = size;
}
const PushConstantRangeArray<PackedPushConstantRange> &PipelineLayoutDesc::getPushConstantRanges()
const
{
return mPushConstantRanges;
}
// PipelineHelper implementation.
PipelineHelper::PipelineHelper() = default;
PipelineHelper::~PipelineHelper() = default;
void PipelineHelper::destroy(VkDevice device)
{
mPipeline.destroy(device);
}
void PipelineHelper::addTransition(GraphicsPipelineTransitionBits bits,
const GraphicsPipelineDesc *desc,
PipelineHelper *pipeline)
{
mTransitions.emplace_back(bits, desc, pipeline);
}
TextureDescriptorDesc::TextureDescriptorDesc() : mMaxIndex(0)
{
mSerials.fill({0, 0});
}
TextureDescriptorDesc::~TextureDescriptorDesc() = default;
TextureDescriptorDesc::TextureDescriptorDesc(const TextureDescriptorDesc &other) = default;
TextureDescriptorDesc &TextureDescriptorDesc::operator=(const TextureDescriptorDesc &other) =
default;
void TextureDescriptorDesc::update(size_t index, Serial textureSerial, Serial samplerSerial)
{
if (index >= mMaxIndex)
{
mMaxIndex = static_cast<uint32_t>(index + 1);
}
// If the serial number overflows we should defragment and regenerate all serials.
// There should never be more than UINT_MAX textures alive at a time.
ASSERT(textureSerial.getValue() < std::numeric_limits<uint32_t>::max());
ASSERT(samplerSerial.getValue() < std::numeric_limits<uint32_t>::max());
mSerials[index].texture = static_cast<uint32_t>(textureSerial.getValue());
mSerials[index].sampler = static_cast<uint32_t>(samplerSerial.getValue());
}
size_t TextureDescriptorDesc::hash() const
{
return angle::ComputeGenericHash(&mSerials, sizeof(TexUnitSerials) * mMaxIndex);
}
void TextureDescriptorDesc::reset()
{
memset(mSerials.data(), 0, sizeof(mSerials[0]) * mMaxIndex);
mMaxIndex = 0;
}
bool TextureDescriptorDesc::operator==(const TextureDescriptorDesc &other) const
{
if (mMaxIndex != other.mMaxIndex)
return false;
if (mMaxIndex == 0)
return true;
return memcmp(mSerials.data(), other.mSerials.data(), sizeof(TexUnitSerials) * mMaxIndex) == 0;
}
} // namespace vk
// RenderPassCache implementation.
RenderPassCache::RenderPassCache() = default;
RenderPassCache::~RenderPassCache()
{
ASSERT(mPayload.empty());
}
void RenderPassCache::destroy(VkDevice device)
{
for (auto &outerIt : mPayload)
{
for (auto &innerIt : outerIt.second)
{
innerIt.second.get().destroy(device);
}
}
mPayload.clear();
}
angle::Result RenderPassCache::addRenderPass(ContextVk *contextVk,
Serial serial,
const vk::RenderPassDesc &desc,
vk::RenderPass **renderPassOut)
{
// Insert some dummy attachment ops. Note that render passes with different ops are still
// compatible.
//
// It would be nice to pre-populate the cache in the Renderer so we rarely miss here.
vk::AttachmentOpsArray ops;
uint32_t colorAttachmentCount = 0;
for (uint32_t colorIndexGL = 0; colorIndexGL < desc.colorAttachmentRange(); ++colorIndexGL)
{
if (!desc.isColorAttachmentEnabled(colorIndexGL))
{
continue;
}
uint32_t colorIndexVk = colorAttachmentCount++;
ops.initDummyOp(colorIndexVk, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
}
if (desc.hasDepthStencilAttachment())
{
uint32_t depthStencilIndexVk = colorAttachmentCount;
ops.initDummyOp(depthStencilIndexVk, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
}
return getRenderPassWithOps(contextVk, serial, desc, ops, renderPassOut);
}
angle::Result RenderPassCache::getRenderPassWithOps(vk::Context *context,
Serial serial,
const vk::RenderPassDesc &desc,
const vk::AttachmentOpsArray &attachmentOps,
vk::RenderPass **renderPassOut)
{
auto outerIt = mPayload.find(desc);
if (outerIt != mPayload.end())
{
InnerCache &innerCache = outerIt->second;
auto innerIt = innerCache.find(attachmentOps);
if (innerIt != innerCache.end())
{
// Update the serial before we return.
// TODO(jmadill): Could possibly use an MRU cache here.
innerIt->second.updateSerial(serial);
*renderPassOut = &innerIt->second.get();
return angle::Result::Continue;
}
}
else
{
auto emplaceResult = mPayload.emplace(desc, InnerCache());
outerIt = emplaceResult.first;
}
vk::RenderPass newRenderPass;
ANGLE_TRY(vk::InitializeRenderPassFromDesc(context, desc, attachmentOps, &newRenderPass));
vk::RenderPassAndSerial withSerial(std::move(newRenderPass), serial);
InnerCache &innerCache = outerIt->second;
auto insertPos = innerCache.emplace(attachmentOps, std::move(withSerial));
*renderPassOut = &insertPos.first->second.get();
// TODO(jmadill): Trim cache, and pre-populate with the most common RPs on startup.
return angle::Result::Continue;
}
// GraphicsPipelineCache implementation.
GraphicsPipelineCache::GraphicsPipelineCache() = default;
GraphicsPipelineCache::~GraphicsPipelineCache()
{
ASSERT(mPayload.empty());
}
void GraphicsPipelineCache::destroy(VkDevice device)
{
for (auto &item : mPayload)
{
vk::PipelineHelper &pipeline = item.second;
pipeline.destroy(device);
}
mPayload.clear();
}
void GraphicsPipelineCache::release(ContextVk *context)
{
for (auto &item : mPayload)
{
vk::PipelineHelper &pipeline = item.second;
context->addGarbage(&pipeline.getPipeline());
}
mPayload.clear();
}
angle::Result GraphicsPipelineCache::insertPipeline(
ContextVk *contextVk,
const vk::PipelineCache &pipelineCacheVk,
const vk::RenderPass &compatibleRenderPass,
const vk::PipelineLayout &pipelineLayout,
const gl::AttributesMask &activeAttribLocationsMask,
const gl::ComponentTypeMask &programAttribsTypeMask,
const vk::ShaderModule *vertexModule,
const vk::ShaderModule *fragmentModule,
const vk::ShaderModule *geometryModule,
const vk::GraphicsPipelineDesc &desc,
const vk::GraphicsPipelineDesc **descPtrOut,
vk::PipelineHelper **pipelineOut)
{
vk::Pipeline newPipeline;
// This "if" is left here for the benefit of VulkanPipelineCachePerfTest.
if (contextVk != nullptr)
{
contextVk->getRenderer()->onNewGraphicsPipeline();
ANGLE_TRY(desc.initializePipeline(contextVk, pipelineCacheVk, compatibleRenderPass,
pipelineLayout, activeAttribLocationsMask,
programAttribsTypeMask, vertexModule, fragmentModule,
geometryModule, &newPipeline));
}
// The Serial will be updated outside of this query.
auto insertedItem = mPayload.emplace(desc, std::move(newPipeline));
*descPtrOut = &insertedItem.first->first;
*pipelineOut = &insertedItem.first->second;
return angle::Result::Continue;
}
void GraphicsPipelineCache::populate(const vk::GraphicsPipelineDesc &desc, vk::Pipeline &&pipeline)
{
auto item = mPayload.find(desc);
if (item != mPayload.end())
{
return;
}
mPayload.emplace(desc, std::move(pipeline));
}
// DescriptorSetLayoutCache implementation.
DescriptorSetLayoutCache::DescriptorSetLayoutCache() = default;
DescriptorSetLayoutCache::~DescriptorSetLayoutCache()
{
ASSERT(mPayload.empty());
}
void DescriptorSetLayoutCache::destroy(VkDevice device)
{
for (auto &item : mPayload)
{
vk::RefCountedDescriptorSetLayout &layout = item.second;
ASSERT(!layout.isReferenced());
layout.get().destroy(device);
}
mPayload.clear();
}
angle::Result DescriptorSetLayoutCache::getDescriptorSetLayout(
vk::Context *context,
const vk::DescriptorSetLayoutDesc &desc,
vk::BindingPointer<vk::DescriptorSetLayout> *descriptorSetLayoutOut)
{
auto iter = mPayload.find(desc);
if (iter != mPayload.end())
{
vk::RefCountedDescriptorSetLayout &layout = iter->second;
descriptorSetLayoutOut->set(&layout);
return angle::Result::Continue;
}
// We must unpack the descriptor set layout description.
vk::DescriptorSetLayoutBindingVector bindings;
desc.unpackBindings(&bindings);
VkDescriptorSetLayoutCreateInfo createInfo = {};
createInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
createInfo.flags = 0;
createInfo.bindingCount = static_cast<uint32_t>(bindings.size());
createInfo.pBindings = bindings.data();
vk::DescriptorSetLayout newLayout;
ANGLE_VK_TRY(context, newLayout.init(context->getDevice(), createInfo));
auto insertedItem =
mPayload.emplace(desc, vk::RefCountedDescriptorSetLayout(std::move(newLayout)));
vk::RefCountedDescriptorSetLayout &insertedLayout = insertedItem.first->second;
descriptorSetLayoutOut->set(&insertedLayout);
return angle::Result::Continue;
}
// PipelineLayoutCache implementation.
PipelineLayoutCache::PipelineLayoutCache() = default;
PipelineLayoutCache::~PipelineLayoutCache()
{
ASSERT(mPayload.empty());
}
void PipelineLayoutCache::destroy(VkDevice device)
{
for (auto &item : mPayload)
{
vk::RefCountedPipelineLayout &layout = item.second;
layout.get().destroy(device);
}
mPayload.clear();
}
angle::Result PipelineLayoutCache::getPipelineLayout(
vk::Context *context,
const vk::PipelineLayoutDesc &desc,
const vk::DescriptorSetLayoutPointerArray &descriptorSetLayouts,
vk::BindingPointer<vk::PipelineLayout> *pipelineLayoutOut)
{
auto iter = mPayload.find(desc);
if (iter != mPayload.end())
{
vk::RefCountedPipelineLayout &layout = iter->second;
pipelineLayoutOut->set(&layout);
return angle::Result::Continue;
}
// Note this does not handle gaps in descriptor set layouts gracefully.
angle::FixedVector<VkDescriptorSetLayout, vk::kMaxDescriptorSetLayouts> setLayoutHandles;
for (const vk::BindingPointer<vk::DescriptorSetLayout> &layoutPtr : descriptorSetLayouts)
{
if (layoutPtr.valid())
{
VkDescriptorSetLayout setLayout = layoutPtr.get().getHandle();
if (setLayout != VK_NULL_HANDLE)
{
setLayoutHandles.push_back(setLayout);
}
}
}
const vk::PushConstantRangeArray<vk::PackedPushConstantRange> &descPushConstantRanges =
desc.getPushConstantRanges();
gl::ShaderVector<VkPushConstantRange> pushConstantRanges;
for (const gl::ShaderType shaderType : gl::AllShaderTypes())
{
const vk::PackedPushConstantRange &pushConstantDesc = descPushConstantRanges[shaderType];
if (pushConstantDesc.size > 0)
{
VkPushConstantRange range;
range.stageFlags = gl_vk::kShaderStageMap[shaderType];
range.offset = pushConstantDesc.offset;
range.size = pushConstantDesc.size;
pushConstantRanges.push_back(range);
}
}
// No pipeline layout found. We must create a new one.
VkPipelineLayoutCreateInfo createInfo = {};
createInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
createInfo.flags = 0;
createInfo.setLayoutCount = static_cast<uint32_t>(setLayoutHandles.size());
createInfo.pSetLayouts = setLayoutHandles.data();
createInfo.pushConstantRangeCount = static_cast<uint32_t>(pushConstantRanges.size());
createInfo.pPushConstantRanges = pushConstantRanges.data();
vk::PipelineLayout newLayout;
ANGLE_VK_TRY(context, newLayout.init(context->getDevice(), createInfo));
auto insertedItem = mPayload.emplace(desc, vk::RefCountedPipelineLayout(std::move(newLayout)));
vk::RefCountedPipelineLayout &insertedLayout = insertedItem.first->second;
pipelineLayoutOut->set(&insertedLayout);
return angle::Result::Continue;
}
} // namespace rx