| // | |
| // 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 |