blob: cc31e5bbb78309ab94da5678a9ed66ce89e2c01e [file] [log] [blame]
//
// Copyright 2016 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// ProgramVk.cpp:
// Implements the class methods for ProgramVk.
//
#include "libANGLE/renderer/vulkan/ProgramVk.h"
#include "common/debug.h"
#include "common/utilities.h"
#include "libANGLE/Context.h"
#include "libANGLE/ProgramLinkedResources.h"
#include "libANGLE/renderer/glslang_wrapper_utils.h"
#include "libANGLE/renderer/renderer_utils.h"
#include "libANGLE/renderer/vulkan/BufferVk.h"
#include "libANGLE/renderer/vulkan/GlslangWrapperVk.h"
#include "libANGLE/renderer/vulkan/TextureVk.h"
namespace rx
{
namespace
{
// This size is picked according to the required maxUniformBufferRange in the Vulkan spec.
constexpr size_t kUniformBlockDynamicBufferMinSize = 16384u;
// Identical to Std140 encoder in all aspects, except it ignores opaque uniform types.
class VulkanDefaultBlockEncoder : public sh::Std140BlockEncoder
{
public:
void advanceOffset(GLenum type,
const std::vector<unsigned int> &arraySizes,
bool isRowMajorMatrix,
int arrayStride,
int matrixStride) override
{
if (gl::IsOpaqueType(type))
{
return;
}
sh::Std140BlockEncoder::advanceOffset(type, arraySizes, isRowMajorMatrix, arrayStride,
matrixStride);
}
};
void InitDefaultUniformBlock(const std::vector<sh::ShaderVariable> &uniforms,
sh::BlockLayoutMap *blockLayoutMapOut,
size_t *blockSizeOut)
{
if (uniforms.empty())
{
*blockSizeOut = 0;
return;
}
VulkanDefaultBlockEncoder blockEncoder;
sh::GetUniformBlockInfo(uniforms, "", &blockEncoder, blockLayoutMapOut);
size_t blockSize = blockEncoder.getCurrentOffset();
// TODO(jmadill): I think we still need a valid block for the pipeline even if zero sized.
if (blockSize == 0)
{
*blockSizeOut = 0;
return;
}
*blockSizeOut = blockSize;
return;
}
template <typename T>
void UpdateDefaultUniformBlock(GLsizei count,
uint32_t arrayIndex,
int componentCount,
const T *v,
const sh::BlockMemberInfo &layoutInfo,
angle::MemoryBuffer *uniformData)
{
const int elementSize = sizeof(T) * componentCount;
uint8_t *dst = uniformData->data() + layoutInfo.offset;
if (layoutInfo.arrayStride == 0 || layoutInfo.arrayStride == elementSize)
{
uint32_t arrayOffset = arrayIndex * layoutInfo.arrayStride;
uint8_t *writePtr = dst + arrayOffset;
ASSERT(writePtr + (elementSize * count) <= uniformData->data() + uniformData->size());
memcpy(writePtr, v, elementSize * count);
}
else
{
// Have to respect the arrayStride between each element of the array.
int maxIndex = arrayIndex + count;
for (int writeIndex = arrayIndex, readIndex = 0; writeIndex < maxIndex;
writeIndex++, readIndex++)
{
const int arrayOffset = writeIndex * layoutInfo.arrayStride;
uint8_t *writePtr = dst + arrayOffset;
const T *readPtr = v + (readIndex * componentCount);
ASSERT(writePtr + elementSize <= uniformData->data() + uniformData->size());
memcpy(writePtr, readPtr, elementSize);
}
}
}
template <typename T>
void ReadFromDefaultUniformBlock(int componentCount,
uint32_t arrayIndex,
T *dst,
const sh::BlockMemberInfo &layoutInfo,
const angle::MemoryBuffer *uniformData)
{
ASSERT(layoutInfo.offset != -1);
const int elementSize = sizeof(T) * componentCount;
const uint8_t *source = uniformData->data() + layoutInfo.offset;
if (layoutInfo.arrayStride == 0 || layoutInfo.arrayStride == elementSize)
{
const uint8_t *readPtr = source + arrayIndex * layoutInfo.arrayStride;
memcpy(dst, readPtr, elementSize);
}
else
{
// Have to respect the arrayStride between each element of the array.
const int arrayOffset = arrayIndex * layoutInfo.arrayStride;
const uint8_t *readPtr = source + arrayOffset;
memcpy(dst, readPtr, elementSize);
}
}
angle::Result SyncDefaultUniformBlock(ContextVk *contextVk,
vk::DynamicBuffer *dynamicBuffer,
const angle::MemoryBuffer &bufferData,
uint32_t *outOffset,
bool *outBufferModified)
{
dynamicBuffer->releaseInFlightBuffers(contextVk);
ASSERT(!bufferData.empty());
uint8_t *data = nullptr;
VkBuffer *outBuffer = nullptr;
VkDeviceSize offset = 0;
ANGLE_TRY(dynamicBuffer->allocate(contextVk, bufferData.size(), &data, outBuffer, &offset,
outBufferModified));
*outOffset = static_cast<uint32_t>(offset);
memcpy(data, bufferData.data(), bufferData.size());
ANGLE_TRY(dynamicBuffer->flush(contextVk));
return angle::Result::Continue;
}
uint32_t GetInterfaceBlockArraySize(const std::vector<gl::InterfaceBlock> &blocks,
uint32_t bufferIndex)
{
const gl::InterfaceBlock &block = blocks[bufferIndex];
if (!block.isArray)
{
return 1;
}
ASSERT(block.arrayElement == 0);
// Search consecutively until all array indices of this block are visited.
uint32_t arraySize;
for (arraySize = 1; bufferIndex + arraySize < blocks.size(); ++arraySize)
{
const gl::InterfaceBlock &nextBlock = blocks[bufferIndex + arraySize];
if (nextBlock.arrayElement != arraySize)
{
break;
}
// It's unexpected for an array to start at a non-zero array size, so we can always rely on
// the sequential `arrayElement`s to belong to the same block.
ASSERT(nextBlock.name == block.name);
ASSERT(nextBlock.isArray);
}
return arraySize;
}
void AddInterfaceBlockDescriptorSetDesc(const std::vector<gl::InterfaceBlock> &blocks,
uint32_t bindingStart,
VkDescriptorType descType,
vk::DescriptorSetLayoutDesc *descOut)
{
uint32_t bindingIndex = 0;
for (uint32_t bufferIndex = 0; bufferIndex < blocks.size();)
{
const uint32_t arraySize = GetInterfaceBlockArraySize(blocks, bufferIndex);
VkShaderStageFlags activeStages =
gl_vk::GetShaderStageFlags(blocks[bufferIndex].activeShaders());
descOut->update(bindingStart + bindingIndex, descType, arraySize, activeStages);
bufferIndex += arraySize;
++bindingIndex;
}
}
void AddAtomicCounterBufferDescriptorSetDesc(
const std::vector<gl::AtomicCounterBuffer> &atomicCounterBuffers,
uint32_t bindingStart,
vk::DescriptorSetLayoutDesc *descOut)
{
if (atomicCounterBuffers.empty())
{
return;
}
VkShaderStageFlags activeStages = 0;
for (const gl::AtomicCounterBuffer &buffer : atomicCounterBuffers)
{
activeStages |= gl_vk::GetShaderStageFlags(buffer.activeShaders());
}
// A single storage buffer array is used for all stages for simplicity.
descOut->update(bindingStart, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
gl::IMPLEMENTATION_MAX_ATOMIC_COUNTER_BUFFERS, activeStages);
}
void AddImageDescriptorSetDesc(const gl::ProgramState &programState,
uint32_t bindingStart,
vk::DescriptorSetLayoutDesc *descOut)
{
const std::vector<gl::ImageBinding> &imageBindings = programState.getImageBindings();
const std::vector<gl::LinkedUniform> &uniforms = programState.getUniforms();
for (uint32_t imageIndex = 0; imageIndex < imageBindings.size(); ++imageIndex)
{
const gl::ImageBinding &imageBinding = imageBindings[imageIndex];
uint32_t uniformIndex = programState.getUniformIndexFromImageIndex(imageIndex);
const gl::LinkedUniform &imageUniform = uniforms[uniformIndex];
// The front-end always binds array image units sequentially.
uint32_t arraySize = static_cast<uint32_t>(imageBinding.boundImageUnits.size());
VkShaderStageFlags activeStages = gl_vk::GetShaderStageFlags(imageUniform.activeShaders());
uint32_t bindingIndex = bindingStart + imageIndex;
descOut->update(bindingIndex, VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, arraySize, activeStages);
}
}
void AddTextureDescriptorSetDesc(const gl::ProgramState &programState,
bool useOldRewriteStructSamplers,
vk::DescriptorSetLayoutDesc *descOut)
{
uint32_t bindingIndex = 0;
const std::vector<gl::SamplerBinding> &samplerBindings = programState.getSamplerBindings();
const std::vector<gl::LinkedUniform> &uniforms = programState.getUniforms();
for (uint32_t textureIndex = 0; textureIndex < samplerBindings.size(); ++textureIndex)
{
const gl::SamplerBinding &samplerBinding = samplerBindings[textureIndex];
uint32_t uniformIndex = programState.getUniformIndexFromSamplerIndex(textureIndex);
const gl::LinkedUniform &samplerUniform = uniforms[uniformIndex];
// The front-end always binds array sampler units sequentially.
uint32_t arraySize = static_cast<uint32_t>(samplerBinding.boundTextureUnits.size());
VkShaderStageFlags activeStages =
gl_vk::GetShaderStageFlags(samplerUniform.activeShaders());
if (!useOldRewriteStructSamplers)
{
// 2D arrays are split into multiple 1D arrays when generating
// LinkedUniforms. Since they are flattened into one array, ignore the
// nonzero elements and expand the array to the total array size.
if (gl::SamplerNameContainsNonZeroArrayElement(samplerUniform.name))
{
continue;
}
for (unsigned int outerArraySize : samplerUniform.outerArraySizes)
{
arraySize *= outerArraySize;
}
}
descOut->update(bindingIndex++, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, arraySize,
activeStages);
}
}
void WriteBufferDescriptorSetBinding(const gl::OffsetBindingPointer<gl::Buffer> &bufferBinding,
VkDeviceSize maxSize,
VkDescriptorSet descSet,
VkDescriptorType descType,
uint32_t bindingIndex,
uint32_t arrayElement,
VkDeviceSize requiredOffsetAlignment,
VkDescriptorBufferInfo *bufferInfoOut,
VkWriteDescriptorSet *writeInfoOut)
{
gl::Buffer *buffer = bufferBinding.get();
ASSERT(buffer != nullptr);
// Make sure there's no possible under/overflow with binding size.
static_assert(sizeof(VkDeviceSize) >= sizeof(bufferBinding.getSize()),
"VkDeviceSize too small");
ASSERT(bufferBinding.getSize() >= 0);
BufferVk *bufferVk = vk::GetImpl(buffer);
VkDeviceSize offset = bufferBinding.getOffset();
VkDeviceSize size = bufferBinding.getSize();
vk::BufferHelper &bufferHelper = bufferVk->getBuffer();
// If size is 0, we can't always use VK_WHOLE_SIZE (or bufferHelper.getSize()), as the
// backing buffer may be larger than max*BufferRange. In that case, we use the minimum of
// the backing buffer size (what's left after offset) and the buffer size as defined by the
// shader. That latter is only valid for UBOs, as SSBOs may have variable length arrays.
size = size > 0 ? size : (bufferHelper.getSize() - offset);
if (maxSize > 0)
{
size = std::min(size, maxSize);
}
// If requiredOffsetAlignment is 0, the buffer offset is guaranteed to have the necessary
// alignment through other means (the backend specifying the alignment through a GLES limit that
// the frontend then enforces). If it's not 0, we need to bind the buffer at an offset that's
// aligned. The difference in offsets is communicated to the shader via driver uniforms.
if (requiredOffsetAlignment)
{
VkDeviceSize alignedOffset = (offset / requiredOffsetAlignment) * requiredOffsetAlignment;
VkDeviceSize offsetDiff = offset - alignedOffset;
offset = alignedOffset;
size += offsetDiff;
}
bufferInfoOut->buffer = bufferHelper.getBuffer().getHandle();
bufferInfoOut->offset = offset;
bufferInfoOut->range = size;
writeInfoOut->sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writeInfoOut->pNext = nullptr;
writeInfoOut->dstSet = descSet;
writeInfoOut->dstBinding = bindingIndex;
writeInfoOut->dstArrayElement = arrayElement;
writeInfoOut->descriptorCount = 1;
writeInfoOut->descriptorType = descType;
writeInfoOut->pImageInfo = nullptr;
writeInfoOut->pBufferInfo = bufferInfoOut;
writeInfoOut->pTexelBufferView = nullptr;
ASSERT(writeInfoOut->pBufferInfo[0].buffer != VK_NULL_HANDLE);
}
class Std140BlockLayoutEncoderFactory : public gl::CustomBlockLayoutEncoderFactory
{
public:
sh::BlockLayoutEncoder *makeEncoder() override { return new sh::Std140BlockEncoder(); }
};
} // anonymous namespace
// ProgramVk::ShaderInfo implementation.
ProgramVk::ShaderInfo::ShaderInfo() {}
ProgramVk::ShaderInfo::~ShaderInfo() = default;
angle::Result ProgramVk::ShaderInfo::initShaders(ContextVk *contextVk,
const gl::ShaderMap<std::string> &shaderSources,
bool enableLineRasterEmulation)
{
ASSERT(!valid());
gl::ShaderMap<std::vector<uint32_t>> shaderCodes;
ANGLE_TRY(GlslangWrapperVk::GetShaderCode(
contextVk, contextVk->getCaps(), enableLineRasterEmulation, shaderSources, &shaderCodes));
for (const gl::ShaderType shaderType : gl::AllShaderTypes())
{
if (!shaderSources[shaderType].empty())
{
ANGLE_TRY(vk::InitShaderAndSerial(contextVk, &mShaders[shaderType].get(),
shaderCodes[shaderType].data(),
shaderCodes[shaderType].size() * sizeof(uint32_t)));
mProgramHelper.setShader(shaderType, &mShaders[shaderType]);
}
}
return angle::Result::Continue;
}
angle::Result ProgramVk::loadShaderSource(ContextVk *contextVk, gl::BinaryInputStream *stream)
{
// Read in shader sources for all shader types
for (const gl::ShaderType shaderType : gl::AllShaderTypes())
{
mShaderSources[shaderType] = stream->readString();
}
return angle::Result::Continue;
}
void ProgramVk::saveShaderSource(gl::BinaryOutputStream *stream)
{
// Write out shader sources for all shader types
for (const gl::ShaderType shaderType : gl::AllShaderTypes())
{
stream->writeString(mShaderSources[shaderType]);
}
}
void ProgramVk::ShaderInfo::release(ContextVk *contextVk)
{
mProgramHelper.release(contextVk);
for (vk::RefCounted<vk::ShaderAndSerial> &shader : mShaders)
{
shader.get().destroy(contextVk->getDevice());
}
}
// ProgramVk implementation.
ProgramVk::DefaultUniformBlock::DefaultUniformBlock() {}
ProgramVk::DefaultUniformBlock::~DefaultUniformBlock() = default;
ProgramVk::ProgramVk(const gl::ProgramState &state)
: ProgramImpl(state),
mDynamicBufferOffsets{},
mStorageBlockBindingsOffset(0),
mAtomicCounterBufferBindingsOffset(0),
mImageBindingsOffset(0)
{}
ProgramVk::~ProgramVk() = default;
void ProgramVk::destroy(const gl::Context *context)
{
ContextVk *contextVk = vk::GetImpl(context);
reset(contextVk);
}
void ProgramVk::reset(ContextVk *contextVk)
{
for (auto &descriptorSetLayout : mDescriptorSetLayouts)
{
descriptorSetLayout.reset();
}
mPipelineLayout.reset();
RendererVk *renderer = contextVk->getRenderer();
for (auto &uniformBlock : mDefaultUniformBlocks)
{
uniformBlock.storage.release(renderer);
}
mDefaultShaderInfo.release(contextVk);
mLineRasterShaderInfo.release(contextVk);
mEmptyBuffer.release(renderer);
mDescriptorSets.clear();
mEmptyDescriptorSets.fill(VK_NULL_HANDLE);
for (vk::RefCountedDescriptorPoolBinding &binding : mDescriptorPoolBindings)
{
binding.reset();
}
for (vk::DynamicDescriptorPool &descriptorPool : mDynamicDescriptorPools)
{
descriptorPool.release(contextVk);
}
mTextureDescriptorsCache.clear();
mDescriptorBuffersCache.clear();
}
std::unique_ptr<rx::LinkEvent> ProgramVk::load(const gl::Context *context,
gl::BinaryInputStream *stream,
gl::InfoLog &infoLog)
{
ContextVk *contextVk = vk::GetImpl(context);
gl::ShaderMap<size_t> requiredBufferSize;
requiredBufferSize.fill(0);
angle::Result status = loadShaderSource(contextVk, stream);
if (status != angle::Result::Continue)
{
return std::make_unique<LinkEventDone>(status);
}
// Deserializes the uniformLayout data of mDefaultUniformBlocks
for (gl::ShaderType shaderType : gl::AllShaderTypes())
{
const size_t uniformCount = stream->readInt<size_t>();
for (unsigned int uniformIndex = 0; uniformIndex < uniformCount; ++uniformIndex)
{
sh::BlockMemberInfo blockInfo;
gl::LoadBlockMemberInfo(stream, &blockInfo);
mDefaultUniformBlocks[shaderType].uniformLayout.push_back(blockInfo);
}
}
// Deserializes required uniform block memory sizes
for (gl::ShaderType shaderType : gl::AllShaderTypes())
{
requiredBufferSize[shaderType] = stream->readInt<size_t>();
}
reset(contextVk);
// Initialize and resize the mDefaultUniformBlocks' memory
status = resizeUniformBlockMemory(contextVk, requiredBufferSize);
if (status != angle::Result::Continue)
{
return std::make_unique<LinkEventDone>(status);
}
return std::make_unique<LinkEventDone>(linkImpl(context, infoLog));
}
void ProgramVk::save(const gl::Context *context, gl::BinaryOutputStream *stream)
{
// (geofflang): Look into saving shader modules in ShaderInfo objects (keep in mind that we
// compile shaders lazily)
saveShaderSource(stream);
// Serializes the uniformLayout data of mDefaultUniformBlocks
for (gl::ShaderType shaderType : gl::AllShaderTypes())
{
const size_t uniformCount = mDefaultUniformBlocks[shaderType].uniformLayout.size();
stream->writeInt<size_t>(uniformCount);
for (unsigned int uniformIndex = 0; uniformIndex < uniformCount; ++uniformIndex)
{
sh::BlockMemberInfo &blockInfo =
mDefaultUniformBlocks[shaderType].uniformLayout[uniformIndex];
gl::WriteBlockMemberInfo(stream, blockInfo);
}
}
// Serializes required uniform block memory sizes
for (gl::ShaderType shaderType : gl::AllShaderTypes())
{
stream->writeInt(mDefaultUniformBlocks[shaderType].uniformData.size());
}
}
void ProgramVk::setBinaryRetrievableHint(bool retrievable)
{
UNIMPLEMENTED();
}
void ProgramVk::setSeparable(bool separable)
{
// Nohting to do here yet.
}
std::unique_ptr<LinkEvent> ProgramVk::link(const gl::Context *context,
const gl::ProgramLinkedResources &resources,
gl::InfoLog &infoLog)
{
ContextVk *contextVk = vk::GetImpl(context);
// Link resources before calling GetShaderSource to make sure they are ready for the set/binding
// assignment done in that function.
linkResources(resources);
GlslangWrapperVk::GetShaderSource(contextVk->useOldRewriteStructSamplers(), mState, resources,
&mShaderSources);
reset(contextVk);
angle::Result status = initDefaultUniformBlocks(context);
if (status != angle::Result::Continue)
{
return std::make_unique<LinkEventDone>(status);
}
// TODO(jie.a.chen@intel.com): Parallelize linking.
// http://crbug.com/849576
return std::make_unique<LinkEventDone>(linkImpl(context, infoLog));
}
angle::Result ProgramVk::linkImpl(const gl::Context *glContext, gl::InfoLog &infoLog)
{
const gl::State &glState = glContext->getState();
ContextVk *contextVk = vk::GetImpl(glContext);
RendererVk *renderer = contextVk->getRenderer();
gl::TransformFeedback *transformFeedback = glState.getCurrentTransformFeedback();
updateBindingOffsets();
// Store a reference to the pipeline and descriptor set layouts. This will create them if they
// don't already exist in the cache.
// Default uniforms and transform feedback:
vk::DescriptorSetLayoutDesc uniformsAndXfbSetDesc;
uint32_t uniformBindingIndex = 0;
for (const gl::ShaderType shaderType : mState.getLinkedShaderStages())
{
uniformsAndXfbSetDesc.update(uniformBindingIndex++,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1,
gl_vk::kShaderStageMap[shaderType]);
}
if (mState.hasLinkedShaderStage(gl::ShaderType::Vertex) && transformFeedback &&
!mState.getLinkedTransformFeedbackVaryings().empty())
{
vk::GetImpl(transformFeedback)->updateDescriptorSetLayout(mState, &uniformsAndXfbSetDesc);
}
ANGLE_TRY(renderer->getDescriptorSetLayout(
contextVk, uniformsAndXfbSetDesc,
&mDescriptorSetLayouts[kUniformsAndXfbDescriptorSetIndex]));
// Uniform and storage buffers, atomic counter buffers and images:
vk::DescriptorSetLayoutDesc resourcesSetDesc;
AddInterfaceBlockDescriptorSetDesc(mState.getUniformBlocks(), getUniformBlockBindingsOffset(),
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, &resourcesSetDesc);
AddInterfaceBlockDescriptorSetDesc(mState.getShaderStorageBlocks(),
getStorageBlockBindingsOffset(),
VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, &resourcesSetDesc);
AddAtomicCounterBufferDescriptorSetDesc(mState.getAtomicCounterBuffers(),
getAtomicCounterBufferBindingsOffset(),
&resourcesSetDesc);
AddImageDescriptorSetDesc(mState, getImageBindingsOffset(), &resourcesSetDesc);
ANGLE_TRY(renderer->getDescriptorSetLayout(
contextVk, resourcesSetDesc, &mDescriptorSetLayouts[kShaderResourceDescriptorSetIndex]));
// Textures:
vk::DescriptorSetLayoutDesc texturesSetDesc;
AddTextureDescriptorSetDesc(mState, contextVk->useOldRewriteStructSamplers(), &texturesSetDesc);
ANGLE_TRY(renderer->getDescriptorSetLayout(contextVk, texturesSetDesc,
&mDescriptorSetLayouts[kTextureDescriptorSetIndex]));
// Driver uniforms:
VkShaderStageFlags driverUniformsStages =
mState.isCompute() ? VK_SHADER_STAGE_COMPUTE_BIT : VK_SHADER_STAGE_ALL_GRAPHICS;
vk::DescriptorSetLayoutDesc driverUniformsSetDesc =
contextVk->getDriverUniformsDescriptorSetDesc(driverUniformsStages);
ANGLE_TRY(renderer->getDescriptorSetLayout(
contextVk, driverUniformsSetDesc,
&mDescriptorSetLayouts[kDriverUniformsDescriptorSetIndex]));
// Create pipeline layout with these 4 descriptor sets.
vk::PipelineLayoutDesc pipelineLayoutDesc;
pipelineLayoutDesc.updateDescriptorSetLayout(kUniformsAndXfbDescriptorSetIndex,
uniformsAndXfbSetDesc);
pipelineLayoutDesc.updateDescriptorSetLayout(kShaderResourceDescriptorSetIndex,
resourcesSetDesc);
pipelineLayoutDesc.updateDescriptorSetLayout(kTextureDescriptorSetIndex, texturesSetDesc);
pipelineLayoutDesc.updateDescriptorSetLayout(kDriverUniformsDescriptorSetIndex,
driverUniformsSetDesc);
ANGLE_TRY(renderer->getPipelineLayout(contextVk, pipelineLayoutDesc, mDescriptorSetLayouts,
&mPipelineLayout));
// Initialize descriptor pools.
std::array<VkDescriptorPoolSize, 2> uniformAndXfbSetSize = {
{{VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC,
static_cast<uint32_t>(mState.getLinkedShaderStageCount())},
{VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS}}};
uint32_t uniformBlockCount = static_cast<uint32_t>(mState.getUniformBlocks().size());
uint32_t storageBlockCount = static_cast<uint32_t>(mState.getShaderStorageBlocks().size());
uint32_t atomicCounterBufferCount =
static_cast<uint32_t>(mState.getAtomicCounterBuffers().size());
uint32_t imageCount = static_cast<uint32_t>(mState.getImageBindings().size());
uint32_t textureCount = static_cast<uint32_t>(mState.getSamplerBindings().size());
if (renderer->getFeatures().bindEmptyForUnusedDescriptorSets.enabled)
{
// For this workaround, we have to create an empty descriptor set for each descriptor set
// index, so make sure their pools are initialized.
uniformBlockCount = std::max(uniformBlockCount, 1u);
textureCount = std::max(textureCount, 1u);
}
constexpr size_t kResourceTypesInResourcesSet = 3;
angle::FixedVector<VkDescriptorPoolSize, kResourceTypesInResourcesSet> resourceSetSize;
if (uniformBlockCount > 0)
{
resourceSetSize.emplace_back(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, uniformBlockCount);
}
if (storageBlockCount > 0 || atomicCounterBufferCount > 0)
{
const uint32_t storageBufferDescCount = storageBlockCount + atomicCounterBufferCount;
resourceSetSize.emplace_back(VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, storageBufferDescCount);
}
if (imageCount > 0)
{
resourceSetSize.emplace_back(VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, imageCount);
}
VkDescriptorPoolSize textureSetSize = {VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, textureCount};
ANGLE_TRY(mDynamicDescriptorPools[kUniformsAndXfbDescriptorSetIndex].init(
contextVk, uniformAndXfbSetSize.data(), uniformAndXfbSetSize.size()));
if (resourceSetSize.size() > 0)
{
ANGLE_TRY(mDynamicDescriptorPools[kShaderResourceDescriptorSetIndex].init(
contextVk, resourceSetSize.data(), static_cast<uint32_t>(resourceSetSize.size())));
}
if (textureCount > 0)
{
ANGLE_TRY(mDynamicDescriptorPools[kTextureDescriptorSetIndex].init(contextVk,
&textureSetSize, 1));
}
mDynamicBufferOffsets.resize(mState.getLinkedShaderStageCount());
// Initialize an "empty" buffer for use with default uniform blocks where there are no uniforms,
// or atomic counter buffer array indices that are unused.
constexpr VkBufferUsageFlags kEmptyBufferUsage =
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
VkBufferCreateInfo emptyBufferInfo = {};
emptyBufferInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
emptyBufferInfo.flags = 0;
emptyBufferInfo.size = 4;
emptyBufferInfo.usage = kEmptyBufferUsage;
emptyBufferInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
emptyBufferInfo.queueFamilyIndexCount = 0;
emptyBufferInfo.pQueueFamilyIndices = nullptr;
constexpr VkMemoryPropertyFlags kMemoryType = VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT;
return mEmptyBuffer.init(contextVk, emptyBufferInfo, kMemoryType);
}
void ProgramVk::updateBindingOffsets()
{
mStorageBlockBindingsOffset = static_cast<uint32_t>(mState.getUniqueUniformBlockCount());
mAtomicCounterBufferBindingsOffset =
static_cast<uint32_t>(mStorageBlockBindingsOffset + mState.getUniqueStorageBlockCount());
uint32_t atomicCounterBindingCount = mState.getAtomicCounterBuffers().empty() ? 0 : 1;
mImageBindingsOffset = mAtomicCounterBufferBindingsOffset + atomicCounterBindingCount;
}
void ProgramVk::linkResources(const gl::ProgramLinkedResources &resources)
{
Std140BlockLayoutEncoderFactory std140EncoderFactory;
gl::ProgramLinkedResourcesLinker linker(&std140EncoderFactory);
linker.linkResources(mState, resources);
}
angle::Result ProgramVk::initDefaultUniformBlocks(const gl::Context *glContext)
{
ContextVk *contextVk = vk::GetImpl(glContext);
// Process vertex and fragment uniforms into std140 packing.
gl::ShaderMap<sh::BlockLayoutMap> layoutMap;
gl::ShaderMap<size_t> requiredBufferSize;
requiredBufferSize.fill(0);
generateUniformLayoutMapping(layoutMap, requiredBufferSize);
initDefaultUniformLayoutMapping(layoutMap);
// All uniform initializations are complete, now resize the buffers accordingly and return
return resizeUniformBlockMemory(contextVk, requiredBufferSize);
}
void ProgramVk::generateUniformLayoutMapping(gl::ShaderMap<sh::BlockLayoutMap> &layoutMap,
gl::ShaderMap<size_t> &requiredBufferSize)
{
for (const gl::ShaderType shaderType : mState.getLinkedShaderStages())
{
gl::Shader *shader = mState.getAttachedShader(shaderType);
if (shader)
{
const std::vector<sh::ShaderVariable> &uniforms = shader->getUniforms();
InitDefaultUniformBlock(uniforms, &layoutMap[shaderType],
&requiredBufferSize[shaderType]);
}
}
}
void ProgramVk::initDefaultUniformLayoutMapping(gl::ShaderMap<sh::BlockLayoutMap> &layoutMap)
{
// Init the default block layout info.
const auto &uniforms = mState.getUniforms();
for (const gl::VariableLocation &location : mState.getUniformLocations())
{
gl::ShaderMap<sh::BlockMemberInfo> layoutInfo;
if (location.used() && !location.ignored)
{
const auto &uniform = uniforms[location.index];
if (uniform.isInDefaultBlock() && !uniform.isSampler() && !uniform.isImage())
{
std::string uniformName = uniform.name;
if (uniform.isArray())
{
// Gets the uniform name without the [0] at the end.
uniformName = gl::StripLastArrayIndex(uniformName);
ASSERT(uniformName.size() != uniform.name.size());
}
bool found = false;
for (const gl::ShaderType shaderType : mState.getLinkedShaderStages())
{
auto it = layoutMap[shaderType].find(uniformName);
if (it != layoutMap[shaderType].end())
{
found = true;
layoutInfo[shaderType] = it->second;
}
}
ASSERT(found);
}
}
for (const gl::ShaderType shaderType : mState.getLinkedShaderStages())
{
mDefaultUniformBlocks[shaderType].uniformLayout.push_back(layoutInfo[shaderType]);
}
}
}
angle::Result ProgramVk::resizeUniformBlockMemory(ContextVk *contextVk,
gl::ShaderMap<size_t> &requiredBufferSize)
{
RendererVk *renderer = contextVk->getRenderer();
for (const gl::ShaderType shaderType : mState.getLinkedShaderStages())
{
if (requiredBufferSize[shaderType] > 0)
{
if (!mDefaultUniformBlocks[shaderType].uniformData.resize(
requiredBufferSize[shaderType]))
{
ANGLE_VK_CHECK(contextVk, false, VK_ERROR_OUT_OF_HOST_MEMORY);
}
size_t minAlignment = static_cast<size_t>(
renderer->getPhysicalDeviceProperties().limits.minUniformBufferOffsetAlignment);
mDefaultUniformBlocks[shaderType].storage.init(
renderer, VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_SRC_BIT,
minAlignment, kUniformBlockDynamicBufferMinSize, true);
// Initialize uniform buffer memory to zero by default.
mDefaultUniformBlocks[shaderType].uniformData.fill(0);
mDefaultUniformBlocksDirty.set(shaderType);
}
}
return angle::Result::Continue;
}
GLboolean ProgramVk::validate(const gl::Caps &caps, gl::InfoLog *infoLog)
{
// No-op. The spec is very vague about the behavior of validation.
return GL_TRUE;
}
template <typename T>
void ProgramVk::setUniformImpl(GLint location, GLsizei count, const T *v, GLenum entryPointType)
{
const gl::VariableLocation &locationInfo = mState.getUniformLocations()[location];
const gl::LinkedUniform &linkedUniform = mState.getUniforms()[locationInfo.index];
ASSERT(!linkedUniform.isSampler());
if (linkedUniform.typeInfo->type == entryPointType)
{
for (const gl::ShaderType shaderType : mState.getLinkedShaderStages())
{
DefaultUniformBlock &uniformBlock = mDefaultUniformBlocks[shaderType];
const sh::BlockMemberInfo &layoutInfo = uniformBlock.uniformLayout[location];
// Assume an offset of -1 means the block is unused.
if (layoutInfo.offset == -1)
{
continue;
}
const GLint componentCount = linkedUniform.typeInfo->componentCount;
UpdateDefaultUniformBlock(count, locationInfo.arrayIndex, componentCount, v, layoutInfo,
&uniformBlock.uniformData);
mDefaultUniformBlocksDirty.set(shaderType);
}
}
else
{
for (const gl::ShaderType shaderType : mState.getLinkedShaderStages())
{
DefaultUniformBlock &uniformBlock = mDefaultUniformBlocks[shaderType];
const sh::BlockMemberInfo &layoutInfo = uniformBlock.uniformLayout[location];
// Assume an offset of -1 means the block is unused.
if (layoutInfo.offset == -1)
{
continue;
}
const GLint componentCount = linkedUniform.typeInfo->componentCount;
ASSERT(linkedUniform.typeInfo->type == gl::VariableBoolVectorType(entryPointType));
GLint initialArrayOffset =
locationInfo.arrayIndex * layoutInfo.arrayStride + layoutInfo.offset;
for (GLint i = 0; i < count; i++)
{
GLint elementOffset = i * layoutInfo.arrayStride + initialArrayOffset;
GLint *dest =
reinterpret_cast<GLint *>(uniformBlock.uniformData.data() + elementOffset);
const T *source = v + i * componentCount;
for (int c = 0; c < componentCount; c++)
{
dest[c] = (source[c] == static_cast<T>(0)) ? GL_FALSE : GL_TRUE;
}
}
mDefaultUniformBlocksDirty.set(shaderType);
}
}
}
template <typename T>
void ProgramVk::getUniformImpl(GLint location, T *v, GLenum entryPointType) const
{
const gl::VariableLocation &locationInfo = mState.getUniformLocations()[location];
const gl::LinkedUniform &linkedUniform = mState.getUniforms()[locationInfo.index];
ASSERT(!linkedUniform.isSampler() && !linkedUniform.isImage());
const gl::ShaderType shaderType = linkedUniform.getFirstShaderTypeWhereActive();
ASSERT(shaderType != gl::ShaderType::InvalidEnum);
const DefaultUniformBlock &uniformBlock = mDefaultUniformBlocks[shaderType];
const sh::BlockMemberInfo &layoutInfo = uniformBlock.uniformLayout[location];
ASSERT(linkedUniform.typeInfo->componentType == entryPointType ||
linkedUniform.typeInfo->componentType == gl::VariableBoolVectorType(entryPointType));
if (gl::IsMatrixType(linkedUniform.type))
{
const uint8_t *ptrToElement = uniformBlock.uniformData.data() + layoutInfo.offset +
(locationInfo.arrayIndex * layoutInfo.arrayStride);
GetMatrixUniform(linkedUniform.type, v, reinterpret_cast<const T *>(ptrToElement), false);
}
else
{
ReadFromDefaultUniformBlock(linkedUniform.typeInfo->componentCount, locationInfo.arrayIndex,
v, layoutInfo, &uniformBlock.uniformData);
}
}
void ProgramVk::setUniform1fv(GLint location, GLsizei count, const GLfloat *v)
{
setUniformImpl(location, count, v, GL_FLOAT);
}
void ProgramVk::setUniform2fv(GLint location, GLsizei count, const GLfloat *v)
{
setUniformImpl(location, count, v, GL_FLOAT_VEC2);
}
void ProgramVk::setUniform3fv(GLint location, GLsizei count, const GLfloat *v)
{
setUniformImpl(location, count, v, GL_FLOAT_VEC3);
}
void ProgramVk::setUniform4fv(GLint location, GLsizei count, const GLfloat *v)
{
setUniformImpl(location, count, v, GL_FLOAT_VEC4);
}
void ProgramVk::setUniform1iv(GLint location, GLsizei count, const GLint *v)
{
const gl::VariableLocation &locationInfo = mState.getUniformLocations()[location];
const gl::LinkedUniform &linkedUniform = mState.getUniforms()[locationInfo.index];
if (linkedUniform.isSampler())
{
// We could potentially cache some indexing here. For now this is a no-op since the mapping
// is handled entirely in ContextVk.
return;
}
setUniformImpl(location, count, v, GL_INT);
}
void ProgramVk::setUniform2iv(GLint location, GLsizei count, const GLint *v)
{
setUniformImpl(location, count, v, GL_INT_VEC2);
}
void ProgramVk::setUniform3iv(GLint location, GLsizei count, const GLint *v)
{
setUniformImpl(location, count, v, GL_INT_VEC3);
}
void ProgramVk::setUniform4iv(GLint location, GLsizei count, const GLint *v)
{
setUniformImpl(location, count, v, GL_INT_VEC4);
}
void ProgramVk::setUniform1uiv(GLint location, GLsizei count, const GLuint *v)
{
setUniformImpl(location, count, v, GL_UNSIGNED_INT);
}
void ProgramVk::setUniform2uiv(GLint location, GLsizei count, const GLuint *v)
{
setUniformImpl(location, count, v, GL_UNSIGNED_INT_VEC2);
}
void ProgramVk::setUniform3uiv(GLint location, GLsizei count, const GLuint *v)
{
setUniformImpl(location, count, v, GL_UNSIGNED_INT_VEC3);
}
void ProgramVk::setUniform4uiv(GLint location, GLsizei count, const GLuint *v)
{
setUniformImpl(location, count, v, GL_UNSIGNED_INT_VEC4);
}
template <int cols, int rows>
void ProgramVk::setUniformMatrixfv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
const gl::VariableLocation &locationInfo = mState.getUniformLocations()[location];
const gl::LinkedUniform &linkedUniform = mState.getUniforms()[locationInfo.index];
for (const gl::ShaderType shaderType : mState.getLinkedShaderStages())
{
DefaultUniformBlock &uniformBlock = mDefaultUniformBlocks[shaderType];
const sh::BlockMemberInfo &layoutInfo = uniformBlock.uniformLayout[location];
// Assume an offset of -1 means the block is unused.
if (layoutInfo.offset == -1)
{
continue;
}
SetFloatUniformMatrixGLSL<cols, rows>::Run(
locationInfo.arrayIndex, linkedUniform.getArraySizeProduct(), count, transpose, value,
uniformBlock.uniformData.data() + layoutInfo.offset);
mDefaultUniformBlocksDirty.set(shaderType);
}
}
void ProgramVk::setUniformMatrix2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
setUniformMatrixfv<2, 2>(location, count, transpose, value);
}
void ProgramVk::setUniformMatrix3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
setUniformMatrixfv<3, 3>(location, count, transpose, value);
}
void ProgramVk::setUniformMatrix4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
setUniformMatrixfv<4, 4>(location, count, transpose, value);
}
void ProgramVk::setUniformMatrix2x3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
setUniformMatrixfv<2, 3>(location, count, transpose, value);
}
void ProgramVk::setUniformMatrix3x2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
setUniformMatrixfv<3, 2>(location, count, transpose, value);
}
void ProgramVk::setUniformMatrix2x4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
setUniformMatrixfv<2, 4>(location, count, transpose, value);
}
void ProgramVk::setUniformMatrix4x2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
setUniformMatrixfv<4, 2>(location, count, transpose, value);
}
void ProgramVk::setUniformMatrix3x4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
setUniformMatrixfv<3, 4>(location, count, transpose, value);
}
void ProgramVk::setUniformMatrix4x3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
setUniformMatrixfv<4, 3>(location, count, transpose, value);
}
void ProgramVk::setPathFragmentInputGen(const std::string &inputName,
GLenum genMode,
GLint components,
const GLfloat *coeffs)
{
UNIMPLEMENTED();
}
angle::Result ProgramVk::allocateDescriptorSet(ContextVk *contextVk, uint32_t descriptorSetIndex)
{
bool ignoreNewPoolAllocated;
return allocateDescriptorSetAndGetInfo(contextVk, descriptorSetIndex, &ignoreNewPoolAllocated);
}
angle::Result ProgramVk::allocateDescriptorSetAndGetInfo(ContextVk *contextVk,
uint32_t descriptorSetIndex,
bool *newPoolAllocatedOut)
{
vk::DynamicDescriptorPool &dynamicDescriptorPool = mDynamicDescriptorPools[descriptorSetIndex];
uint32_t potentialNewCount = descriptorSetIndex + 1;
if (potentialNewCount > mDescriptorSets.size())
{
mDescriptorSets.resize(potentialNewCount, VK_NULL_HANDLE);
}
const vk::DescriptorSetLayout &descriptorSetLayout =
mDescriptorSetLayouts[descriptorSetIndex].get();
ANGLE_TRY(dynamicDescriptorPool.allocateSetsAndGetInfo(
contextVk, descriptorSetLayout.ptr(), 1, &mDescriptorPoolBindings[descriptorSetIndex],
&mDescriptorSets[descriptorSetIndex], newPoolAllocatedOut));
mEmptyDescriptorSets[descriptorSetIndex] = VK_NULL_HANDLE;
return angle::Result::Continue;
}
void ProgramVk::getUniformfv(const gl::Context *context, GLint location, GLfloat *params) const
{
getUniformImpl(location, params, GL_FLOAT);
}
void ProgramVk::getUniformiv(const gl::Context *context, GLint location, GLint *params) const
{
getUniformImpl(location, params, GL_INT);
}
void ProgramVk::getUniformuiv(const gl::Context *context, GLint location, GLuint *params) const
{
getUniformImpl(location, params, GL_UNSIGNED_INT);
}
angle::Result ProgramVk::updateUniforms(ContextVk *contextVk)
{
ASSERT(dirtyUniforms());
bool anyNewBufferAllocated = false;
uint32_t offsetIndex = 0;
// Update buffer memory by immediate mapping. This immediate update only works once.
for (gl::ShaderType shaderType : mState.getLinkedShaderStages())
{
DefaultUniformBlock &uniformBlock = mDefaultUniformBlocks[shaderType];
if (mDefaultUniformBlocksDirty[shaderType])
{
bool bufferModified = false;
ANGLE_TRY(
SyncDefaultUniformBlock(contextVk, &uniformBlock.storage, uniformBlock.uniformData,
&mDynamicBufferOffsets[offsetIndex], &bufferModified));
mDefaultUniformBlocksDirty.reset(shaderType);
if (bufferModified)
{
anyNewBufferAllocated = true;
}
}
++offsetIndex;
}
if (anyNewBufferAllocated)
{
// We need to reinitialize the descriptor sets if we newly allocated buffers since we can't
// modify the descriptor sets once initialized.
ANGLE_TRY(allocateDescriptorSet(contextVk, kUniformsAndXfbDescriptorSetIndex));
updateDefaultUniformsDescriptorSet(contextVk);
updateTransformFeedbackDescriptorSetImpl(contextVk);
}
return angle::Result::Continue;
}
void ProgramVk::updateDefaultUniformsDescriptorSet(ContextVk *contextVk)
{
uint32_t shaderStageCount = static_cast<uint32_t>(mState.getLinkedShaderStageCount());
gl::ShaderVector<VkDescriptorBufferInfo> descriptorBufferInfo(shaderStageCount);
gl::ShaderVector<VkWriteDescriptorSet> writeDescriptorInfo(shaderStageCount);
uint32_t bindingIndex = 0;
mDescriptorBuffersCache.clear();
// Write default uniforms for each shader type.
for (const gl::ShaderType shaderType : mState.getLinkedShaderStages())
{
DefaultUniformBlock &uniformBlock = mDefaultUniformBlocks[shaderType];
VkDescriptorBufferInfo &bufferInfo = descriptorBufferInfo[bindingIndex];
VkWriteDescriptorSet &writeInfo = writeDescriptorInfo[bindingIndex];
if (!uniformBlock.uniformData.empty())
{
vk::BufferHelper *bufferHelper = uniformBlock.storage.getCurrentBuffer();
bufferInfo.buffer = bufferHelper->getBuffer().getHandle();
mDescriptorBuffersCache.emplace_back(bufferHelper);
}
else
{
mEmptyBuffer.onGraphAccess(contextVk->getCommandGraph());
bufferInfo.buffer = mEmptyBuffer.getBuffer().getHandle();
mDescriptorBuffersCache.emplace_back(&mEmptyBuffer);
}
bufferInfo.offset = 0;
bufferInfo.range = VK_WHOLE_SIZE;
writeInfo.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writeInfo.pNext = nullptr;
writeInfo.dstSet = mDescriptorSets[kUniformsAndXfbDescriptorSetIndex];
writeInfo.dstBinding = bindingIndex;
writeInfo.dstArrayElement = 0;
writeInfo.descriptorCount = 1;
writeInfo.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
writeInfo.pImageInfo = nullptr;
writeInfo.pBufferInfo = &bufferInfo;
writeInfo.pTexelBufferView = nullptr;
++bindingIndex;
}
VkDevice device = contextVk->getDevice();
ASSERT(bindingIndex == shaderStageCount);
ASSERT(shaderStageCount <= kReservedDefaultUniformBindingCount);
vkUpdateDescriptorSets(device, shaderStageCount, writeDescriptorInfo.data(), 0, nullptr);
}
void ProgramVk::updateBuffersDescriptorSet(ContextVk *contextVk,
vk::CommandGraphResource *recorder,
const std::vector<gl::InterfaceBlock> &blocks,
VkDescriptorType descriptorType)
{
if (blocks.empty())
{
return;
}
VkDescriptorSet descriptorSet = mDescriptorSets[kShaderResourceDescriptorSetIndex];
ASSERT(descriptorType == VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER ||
descriptorType == VK_DESCRIPTOR_TYPE_STORAGE_BUFFER);
const bool isStorageBuffer = descriptorType == VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
const uint32_t bindingStart =
isStorageBuffer ? getStorageBlockBindingsOffset() : getUniformBlockBindingsOffset();
static_assert(
gl::IMPLEMENTATION_MAX_SHADER_STORAGE_BUFFER_BINDINGS >=
gl::IMPLEMENTATION_MAX_UNIFORM_BUFFER_BINDINGS,
"The descriptor arrays here would have inadequate size for uniform buffer objects");
gl::StorageBuffersArray<VkDescriptorBufferInfo> descriptorBufferInfo;
gl::StorageBuffersArray<VkWriteDescriptorSet> writeDescriptorInfo;
uint32_t writeCount = 0;
// The binding is incremented every time arrayElement 0 is encountered, which means there will
// be an increment right at the start. Start from -1 to get 0 as the first binding.
int32_t currentBinding = -1;
// Write uniform or storage buffers.
const gl::State &glState = contextVk->getState();
for (uint32_t bufferIndex = 0; bufferIndex < blocks.size(); ++bufferIndex)
{
const gl::InterfaceBlock &block = blocks[bufferIndex];
const gl::OffsetBindingPointer<gl::Buffer> &bufferBinding =
isStorageBuffer ? glState.getIndexedShaderStorageBuffer(block.binding)
: glState.getIndexedUniformBuffer(block.binding);
if (!block.isArray || block.arrayElement == 0)
{
// Array indices of the same buffer binding are placed sequentially in `blocks`.
// Thus, the block binding is updated only when array index 0 is encountered.
++currentBinding;
}
if (bufferBinding.get() == nullptr)
{
continue;
}
uint32_t binding = bindingStart + currentBinding;
uint32_t arrayElement = block.isArray ? block.arrayElement : 0;
VkDeviceSize maxBlockSize = isStorageBuffer ? 0 : block.dataSize;
VkDescriptorBufferInfo &bufferInfo = descriptorBufferInfo[writeCount];
VkWriteDescriptorSet &writeInfo = writeDescriptorInfo[writeCount];
WriteBufferDescriptorSetBinding(bufferBinding, maxBlockSize, descriptorSet, descriptorType,
binding, arrayElement, 0, &bufferInfo, &writeInfo);
BufferVk *bufferVk = vk::GetImpl(bufferBinding.get());
vk::BufferHelper &bufferHelper = bufferVk->getBuffer();
if (isStorageBuffer)
{
// We set the SHADER_READ_BIT to be conservative.
bufferHelper.onWrite(contextVk, recorder,
VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT);
}
else
{
bufferHelper.onRead(contextVk, recorder, VK_ACCESS_UNIFORM_READ_BIT);
}
++writeCount;
}
VkDevice device = contextVk->getDevice();
vkUpdateDescriptorSets(device, writeCount, writeDescriptorInfo.data(), 0, nullptr);
}
void ProgramVk::updateAtomicCounterBuffersDescriptorSet(ContextVk *contextVk,
vk::CommandGraphResource *recorder)
{
const gl::State &glState = contextVk->getState();
const std::vector<gl::AtomicCounterBuffer> &atomicCounterBuffers =
mState.getAtomicCounterBuffers();
if (atomicCounterBuffers.empty())
{
return;
}
VkDescriptorSet descriptorSet = mDescriptorSets[kShaderResourceDescriptorSetIndex];
const uint32_t bindingStart = getAtomicCounterBufferBindingsOffset();
gl::AtomicCounterBuffersArray<VkDescriptorBufferInfo> descriptorBufferInfo;
gl::AtomicCounterBuffersArray<VkWriteDescriptorSet> writeDescriptorInfo;
gl::AtomicCounterBufferMask writtenBindings;
RendererVk *rendererVk = contextVk->getRenderer();
const VkDeviceSize requiredOffsetAlignment =
rendererVk->getPhysicalDeviceProperties().limits.minStorageBufferOffsetAlignment;
// Write atomic counter buffers.
for (uint32_t bufferIndex = 0; bufferIndex < atomicCounterBuffers.size(); ++bufferIndex)
{
const gl::AtomicCounterBuffer &atomicCounterBuffer = atomicCounterBuffers[bufferIndex];
uint32_t binding = atomicCounterBuffer.binding;
const gl::OffsetBindingPointer<gl::Buffer> &bufferBinding =
glState.getIndexedAtomicCounterBuffer(binding);
if (bufferBinding.get() == nullptr)
{
continue;
}
VkDescriptorBufferInfo &bufferInfo = descriptorBufferInfo[binding];
VkWriteDescriptorSet &writeInfo = writeDescriptorInfo[binding];
WriteBufferDescriptorSetBinding(bufferBinding, 0, descriptorSet,
VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, bindingStart, binding,
requiredOffsetAlignment, &bufferInfo, &writeInfo);
BufferVk *bufferVk = vk::GetImpl(bufferBinding.get());
vk::BufferHelper &bufferHelper = bufferVk->getBuffer();
// We set SHADER_READ_BIT to be conservative.
bufferHelper.onWrite(contextVk, recorder,
VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT);
writtenBindings.set(binding);
}
// Bind the empty buffer to every array slot that's unused.
mEmptyBuffer.onGraphAccess(contextVk->getCommandGraph());
for (size_t binding : ~writtenBindings)
{
VkDescriptorBufferInfo &bufferInfo = descriptorBufferInfo[binding];
VkWriteDescriptorSet &writeInfo = writeDescriptorInfo[binding];
bufferInfo.buffer = mEmptyBuffer.getBuffer().getHandle();
bufferInfo.offset = 0;
bufferInfo.range = VK_WHOLE_SIZE;
writeInfo.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writeInfo.pNext = nullptr;
writeInfo.dstSet = descriptorSet;
writeInfo.dstBinding = bindingStart;
writeInfo.dstArrayElement = static_cast<uint32_t>(binding);
writeInfo.descriptorCount = 1;
writeInfo.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
writeInfo.pImageInfo = nullptr;
writeInfo.pBufferInfo = &bufferInfo;
writeInfo.pTexelBufferView = nullptr;
}
VkDevice device = contextVk->getDevice();
vkUpdateDescriptorSets(device, gl::IMPLEMENTATION_MAX_ATOMIC_COUNTER_BUFFERS,
writeDescriptorInfo.data(), 0, nullptr);
}
angle::Result ProgramVk::updateImagesDescriptorSet(ContextVk *contextVk,
vk::CommandGraphResource *recorder)
{
const gl::State &glState = contextVk->getState();
const std::vector<gl::ImageBinding> &imageBindings = mState.getImageBindings();
if (imageBindings.empty())
{
return angle::Result::Continue;
}
VkDescriptorSet descriptorSet = mDescriptorSets[kShaderResourceDescriptorSetIndex];
const gl::ActiveTextureArray<TextureVk *> &activeImages = contextVk->getActiveImages();
const uint32_t bindingStart = getImageBindingsOffset();
gl::ImagesArray<VkDescriptorImageInfo> descriptorImageInfo;
gl::ImagesArray<VkWriteDescriptorSet> writeDescriptorInfo;
uint32_t writeCount = 0;
// Write images.
for (uint32_t imageIndex = 0; imageIndex < imageBindings.size(); ++imageIndex)
{
const gl::ImageBinding &imageBinding = imageBindings[imageIndex];
ASSERT(!imageBinding.unreferenced);
for (uint32_t arrayElement = 0; arrayElement < imageBinding.boundImageUnits.size();
++arrayElement)
{
GLuint imageUnit = imageBinding.boundImageUnits[arrayElement];
const gl::ImageUnit &binding = glState.getImageUnit(imageUnit);
TextureVk *textureVk = activeImages[imageUnit];
vk::ImageHelper *image = &textureVk->getImage();
const vk::ImageView *imageView = nullptr;
ANGLE_TRY(textureVk->getStorageImageView(contextVk, (binding.layered == GL_TRUE),
binding.level, binding.layer, &imageView));
// Note: binding.access is unused because it is implied by the shader.
// TODO(syoussefi): Support image data reinterpretation by using binding.format.
// http://anglebug.com/3563
VkDescriptorImageInfo &imageInfo = descriptorImageInfo[writeCount];
VkWriteDescriptorSet &writeInfo = writeDescriptorInfo[writeCount];
imageInfo.sampler = VK_NULL_HANDLE;
imageInfo.imageView = imageView->getHandle();
imageInfo.imageLayout = image->getCurrentLayout();
writeInfo.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writeInfo.pNext = nullptr;
writeInfo.dstSet = descriptorSet;
writeInfo.dstBinding = bindingStart + imageIndex;
writeInfo.dstArrayElement = arrayElement;
writeInfo.descriptorCount = 1;
writeInfo.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
writeInfo.pImageInfo = &imageInfo;
writeInfo.pBufferInfo = nullptr;
writeInfo.pTexelBufferView = nullptr;
++writeCount;
}
}
VkDevice device = contextVk->getDevice();
vkUpdateDescriptorSets(device, writeCount, writeDescriptorInfo.data(), 0, nullptr);
return angle::Result::Continue;
}
angle::Result ProgramVk::updateShaderResourcesDescriptorSet(ContextVk *contextVk,
vk::CommandGraphResource *recorder)
{
ANGLE_TRY(allocateDescriptorSet(contextVk, kShaderResourceDescriptorSetIndex));
updateBuffersDescriptorSet(contextVk, recorder, mState.getUniformBlocks(),
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
updateBuffersDescriptorSet(contextVk, recorder, mState.getShaderStorageBlocks(),
VK_DESCRIPTOR_TYPE_STORAGE_BUFFER);
updateAtomicCounterBuffersDescriptorSet(contextVk, recorder);
return updateImagesDescriptorSet(contextVk, recorder);
}
angle::Result ProgramVk::updateTransformFeedbackDescriptorSet(ContextVk *contextVk,
vk::FramebufferHelper *framebuffer)
{
const gl::State &glState = contextVk->getState();
ASSERT(hasTransformFeedbackOutput());
TransformFeedbackVk *transformFeedbackVk = vk::GetImpl(glState.getCurrentTransformFeedback());
transformFeedbackVk->addFramebufferDependency(contextVk, mState, framebuffer);
ANGLE_TRY(allocateDescriptorSet(contextVk, kUniformsAndXfbDescriptorSetIndex));
updateDefaultUniformsDescriptorSet(contextVk);
updateTransformFeedbackDescriptorSetImpl(contextVk);
return angle::Result::Continue;
}
void ProgramVk::updateTransformFeedbackDescriptorSetImpl(ContextVk *contextVk)
{
const gl::State &glState = contextVk->getState();
gl::TransformFeedback *transformFeedback = glState.getCurrentTransformFeedback();
if (!hasTransformFeedbackOutput())
{
// If xfb has no output there is no need to update descriptor set.
return;
}
if (!glState.isTransformFeedbackActive())
{
// We set empty Buffer to xfb descriptor set because xfb descriptor set
// requires valid buffer bindings, even if they are empty buffer,
// otherwise Vulkan validation layer generates errors.
if (transformFeedback)
{
TransformFeedbackVk *transformFeedbackVk = vk::GetImpl(transformFeedback);
transformFeedbackVk->initDescriptorSet(
contextVk, mState.getTransformFeedbackBufferCount(), &mEmptyBuffer,
mDescriptorSets[kUniformsAndXfbDescriptorSetIndex]);
}
return;
}
TransformFeedbackVk *transformFeedbackVk = vk::GetImpl(glState.getCurrentTransformFeedback());
transformFeedbackVk->updateDescriptorSet(contextVk, mState,
mDescriptorSets[kUniformsAndXfbDescriptorSetIndex]);
}
angle::Result ProgramVk::updateTexturesDescriptorSet(ContextVk *contextVk)
{
const vk::TextureDescriptorDesc &texturesDesc = contextVk->getActiveTexturesDesc();
auto iter = mTextureDescriptorsCache.find(texturesDesc);
if (iter != mTextureDescriptorsCache.end())
{
mDescriptorSets[kTextureDescriptorSetIndex] = iter->second;
return angle::Result::Continue;
}
ASSERT(hasTextures());
bool newPoolAllocated;
ANGLE_TRY(
allocateDescriptorSetAndGetInfo(contextVk, kTextureDescriptorSetIndex, &newPoolAllocated));
// Clear descriptor set cache. It may no longer be valid.
if (newPoolAllocated)
{
mTextureDescriptorsCache.clear();
}
VkDescriptorSet descriptorSet = mDescriptorSets[kTextureDescriptorSetIndex];
gl::ActiveTextureArray<VkDescriptorImageInfo> descriptorImageInfo;
gl::ActiveTextureArray<VkWriteDescriptorSet> writeDescriptorInfo;
uint32_t writeCount = 0;
const gl::ActiveTextureArray<vk::TextureUnit> &activeTextures = contextVk->getActiveTextures();
bool emulateSeamfulCubeMapSampling = contextVk->emulateSeamfulCubeMapSampling();
bool useOldRewriteStructSamplers = contextVk->useOldRewriteStructSamplers();
std::unordered_map<std::string, uint32_t> mappedSamplerNameToBindingIndex;
std::unordered_map<std::string, uint32_t> mappedSamplerNameToArrayOffset;
uint32_t currentBindingIndex = 0;
for (uint32_t textureIndex = 0; textureIndex < mState.getSamplerBindings().size();
++textureIndex)
{
const gl::SamplerBinding &samplerBinding = mState.getSamplerBindings()[textureIndex];
ASSERT(!samplerBinding.unreferenced);
uint32_t uniformIndex = mState.getUniformIndexFromSamplerIndex(textureIndex);
const gl::LinkedUniform &samplerUniform = mState.getUniforms()[uniformIndex];
std::string mappedSamplerName = GlslangGetMappedSamplerName(samplerUniform.name);
if (useOldRewriteStructSamplers ||
mappedSamplerNameToBindingIndex.emplace(mappedSamplerName, currentBindingIndex).second)
{
currentBindingIndex++;
}
uint32_t bindingIndex = textureIndex;
uint32_t arrayOffset = 0;
uint32_t arraySize = static_cast<uint32_t>(samplerBinding.boundTextureUnits.size());
if (!useOldRewriteStructSamplers)
{
bindingIndex = mappedSamplerNameToBindingIndex[mappedSamplerName];
arrayOffset = mappedSamplerNameToArrayOffset[mappedSamplerName];
// Front-end generates array elements in order, so we can just increment
// the offset each time we process a nested array.
mappedSamplerNameToArrayOffset[mappedSamplerName] += arraySize;
}
for (uint32_t arrayElement = 0; arrayElement < arraySize; ++arrayElement)
{
GLuint textureUnit = samplerBinding.boundTextureUnits[arrayElement];
TextureVk *textureVk = activeTextures[textureUnit].texture;
SamplerVk *samplerVk = activeTextures[textureUnit].sampler;
vk::ImageHelper &image = textureVk->getImage();
VkDescriptorImageInfo &imageInfo = descriptorImageInfo[writeCount];
// Use bound sampler object if one present, otherwise use texture's sampler
const vk::Sampler &sampler =
(samplerVk != nullptr) ? samplerVk->getSampler() : textureVk->getSampler();
imageInfo.sampler = sampler.getHandle();
imageInfo.imageLayout = image.getCurrentLayout();
if (emulateSeamfulCubeMapSampling)
{
// If emulating seamful cubemapping, use the fetch image view. This is basically
// the same image view as read, except it's a 2DArray view for cube maps.
imageInfo.imageView =
textureVk->getFetchImageViewAndRecordUse(contextVk).getHandle();
}
else
{
imageInfo.imageView =
textureVk->getReadImageViewAndRecordUse(contextVk).getHandle();
}
VkWriteDescriptorSet &writeInfo = writeDescriptorInfo[writeCount];
writeInfo.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writeInfo.pNext = nullptr;
writeInfo.dstSet = descriptorSet;
writeInfo.dstBinding = bindingIndex;
writeInfo.dstArrayElement = arrayOffset + arrayElement;
writeInfo.descriptorCount = 1;
writeInfo.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
writeInfo.pImageInfo = &imageInfo;
writeInfo.pBufferInfo = nullptr;
writeInfo.pTexelBufferView = nullptr;
++writeCount;
}
}
VkDevice device = contextVk->getDevice();
ASSERT(writeCount > 0);
vkUpdateDescriptorSets(device, writeCount, writeDescriptorInfo.data(), 0, nullptr);
mTextureDescriptorsCache.emplace(texturesDesc, descriptorSet);
return angle::Result::Continue;
}
void ProgramVk::setDefaultUniformBlocksMinSizeForTesting(size_t minSize)
{
for (DefaultUniformBlock &block : mDefaultUniformBlocks)
{
block.storage.setMinimumSizeForTesting(minSize);
}
}
angle::Result ProgramVk::updateDescriptorSets(ContextVk *contextVk,
vk::CommandBuffer *commandBuffer)
{
// Can probably use better dirty bits here.
if (mDescriptorSets.empty())
return angle::Result::Continue;
// Find the maximum non-null descriptor set. This is used in conjunction with a driver
// workaround to bind empty descriptor sets only for gaps in between 0 and max and avoid
// binding unnecessary empty descriptor sets for the sets beyond max.
size_t descriptorSetRange = 0;
for (size_t descriptorSetIndex = 0; descriptorSetIndex < mDescriptorSets.size();
++descriptorSetIndex)
{
if (mDescriptorSets[descriptorSetIndex] != VK_NULL_HANDLE)
{
descriptorSetRange = descriptorSetIndex + 1;
}
}
const VkPipelineBindPoint pipelineBindPoint =
mState.isCompute() ? VK_PIPELINE_BIND_POINT_COMPUTE : VK_PIPELINE_BIND_POINT_GRAPHICS;
for (uint32_t descriptorSetIndex = 0; descriptorSetIndex < descriptorSetRange;
++descriptorSetIndex)
{
VkDescriptorSet descSet = mDescriptorSets[descriptorSetIndex];
if (descSet == VK_NULL_HANDLE)
{
if (!contextVk->getRenderer()->getFeatures().bindEmptyForUnusedDescriptorSets.enabled)
{
continue;
}
// Workaround a driver bug where missing (though unused) descriptor sets indices cause
// later sets to misbehave.
if (mEmptyDescriptorSets[descriptorSetIndex] == VK_NULL_HANDLE)
{
const vk::DescriptorSetLayout &descriptorSetLayout =
mDescriptorSetLayouts[descriptorSetIndex].get();
ANGLE_TRY(mDynamicDescriptorPools[descriptorSetIndex].allocateSets(
contextVk, descriptorSetLayout.ptr(), 1,
&mDescriptorPoolBindings[descriptorSetIndex],
&mEmptyDescriptorSets[descriptorSetIndex]));
}
descSet = mEmptyDescriptorSets[descriptorSetIndex];
}
// Default uniforms are encompassed in a block per shader stage, and they are assigned
// through dynamic uniform buffers (requiring dynamic offsets). No other descriptor
// requires a dynamic offset.
const uint32_t uniformBlockOffsetCount =
descriptorSetIndex == kUniformsAndXfbDescriptorSetIndex
? static_cast<uint32_t>(mDynamicBufferOffsets.size())
: 0;
commandBuffer->bindDescriptorSets(mPipelineLayout.get(), pipelineBindPoint,
descriptorSetIndex, 1, &descSet, uniformBlockOffsetCount,
mDynamicBufferOffsets.data());
}
for (vk::BufferHelper *buffer : mDescriptorBuffersCache)
{
buffer->onGraphAccess(contextVk->getCommandGraph());
}
return angle::Result::Continue;
}
} // namespace rx