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//
// Copyright 2018 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// vk_utils:
// Helper functions for the Vulkan Caps.
//
#include "libANGLE/renderer/vulkan/vk_caps_utils.h"
#include <type_traits>
#include "common/utilities.h"
#include "libANGLE/Caps.h"
#include "libANGLE/formatutils.h"
#include "libANGLE/renderer/vulkan/DisplayVk.h"
#include "libANGLE/renderer/vulkan/RendererVk.h"
#include "vk_format_utils.h"
namespace
{
constexpr unsigned int kComponentsPerVector = 4;
} // anonymous namespace
namespace rx
{
GLint LimitToInt(const uint32_t physicalDeviceValue)
{
return std::min(physicalDeviceValue,
static_cast<uint32_t>(std::numeric_limits<int32_t>::max()));
}
void RendererVk::ensureCapsInitialized() const
{
if (mCapsInitialized)
return;
mCapsInitialized = true;
ASSERT(mCurrentQueueFamilyIndex < mQueueFamilyProperties.size());
const VkQueueFamilyProperties &queueFamilyProperties =
mQueueFamilyProperties[mCurrentQueueFamilyIndex];
const VkPhysicalDeviceLimits &limitsVk = mPhysicalDeviceProperties.limits;
mNativeExtensions.setTextureExtensionSupport(mNativeTextureCaps);
// Vulkan technically only supports the LDR profile but driver all appear to support the HDR
// profile as well. http://anglebug.com/1185#c8
mNativeExtensions.textureCompressionASTCHDRKHR = mNativeExtensions.textureCompressionASTCLDRKHR;
// Enable this for simple buffer readback testing, but some functionality is missing.
// TODO(jmadill): Support full mapBufferRange extension.
mNativeExtensions.mapBuffer = true;
mNativeExtensions.mapBufferRange = true;
mNativeExtensions.textureStorage = true;
mNativeExtensions.drawBuffers = true;
mNativeExtensions.fragDepth = true;
mNativeExtensions.framebufferBlit = true;
mNativeExtensions.framebufferMultisample = true;
mNativeExtensions.copyTexture = true;
mNativeExtensions.copyCompressedTexture = true;
mNativeExtensions.debugMarker = true;
mNativeExtensions.robustness = true;
mNativeExtensions.textureBorderClamp = false; // not implemented yet
mNativeExtensions.translatedShaderSource = true;
mNativeExtensions.discardFramebuffer = true;
// Enable EXT_texture_type_2_10_10_10_REV
mNativeExtensions.textureFormat2101010REV = true;
// Enable ANGLE_base_vertex_base_instance
mNativeExtensions.baseVertexBaseInstance = true;
// Enable OES/EXT_draw_elements_base_vertex
mNativeExtensions.drawElementsBaseVertexOES = true;
mNativeExtensions.drawElementsBaseVertexEXT = true;
// Enable EXT_blend_minmax
mNativeExtensions.blendMinMax = true;
mNativeExtensions.eglImage = true;
mNativeExtensions.eglImageExternal = true;
mNativeExtensions.eglImageExternalEssl3 = true;
mNativeExtensions.memoryObject = true;
mNativeExtensions.memoryObjectFd = getFeatures().supportsExternalMemoryFd.enabled;
mNativeExtensions.semaphore = true;
mNativeExtensions.semaphoreFd = getFeatures().supportsExternalSemaphoreFd.enabled;
mNativeExtensions.vertexHalfFloat = true;
// Enabled in HW if VK_EXT_vertex_attribute_divisor available, otherwise emulated
mNativeExtensions.instancedArraysANGLE = true;
mNativeExtensions.instancedArraysEXT = true;
// Only expose robust buffer access if the physical device supports it.
mNativeExtensions.robustBufferAccessBehavior =
(mPhysicalDeviceFeatures.robustBufferAccess == VK_TRUE);
mNativeExtensions.eglSync = true;
mNativeExtensions.vertexAttribType1010102 = true;
// We use secondary command buffers almost everywhere and they require a feature to be
// able to execute in the presence of queries. As a result, we won't support queries
// unless that feature is available.
mNativeExtensions.occlusionQueryBoolean =
vk::CommandBuffer::SupportsQueries(mPhysicalDeviceFeatures);
// From the Vulkan specs:
// > The number of valid bits in a timestamp value is determined by the
// > VkQueueFamilyProperties::timestampValidBits property of the queue on which the timestamp is
// > written. Timestamps are supported on any queue which reports a non-zero value for
// > timestampValidBits via vkGetPhysicalDeviceQueueFamilyProperties.
mNativeExtensions.disjointTimerQuery = queueFamilyProperties.timestampValidBits > 0;
mNativeExtensions.queryCounterBitsTimeElapsed = queueFamilyProperties.timestampValidBits;
mNativeExtensions.queryCounterBitsTimestamp = queueFamilyProperties.timestampValidBits;
mNativeExtensions.textureFilterAnisotropic =
mPhysicalDeviceFeatures.samplerAnisotropy && limitsVk.maxSamplerAnisotropy > 1.0f;
mNativeExtensions.maxTextureAnisotropy =
mNativeExtensions.textureFilterAnisotropic ? limitsVk.maxSamplerAnisotropy : 0.0f;
// Vulkan natively supports non power-of-two textures
mNativeExtensions.textureNPOT = true;
mNativeExtensions.texture3DOES = true;
// Vulkan natively supports standard derivatives
mNativeExtensions.standardDerivatives = true;
// Vulkan natively supports 32-bit indices, entry in kIndexTypeMap
mNativeExtensions.elementIndexUint = true;
mNativeExtensions.fboRenderMipmap = true;
// We support getting image data for Textures and Renderbuffers.
mNativeExtensions.getImageANGLE = true;
// https://vulkan.lunarg.com/doc/view/1.0.30.0/linux/vkspec.chunked/ch31s02.html
mNativeCaps.maxElementIndex = std::numeric_limits<GLuint>::max() - 1;
mNativeCaps.max3DTextureSize = LimitToInt(limitsVk.maxImageDimension3D);
mNativeCaps.max2DTextureSize =
std::min(limitsVk.maxFramebufferWidth, limitsVk.maxImageDimension2D);
mNativeCaps.maxArrayTextureLayers = LimitToInt(limitsVk.maxImageArrayLayers);
mNativeCaps.maxLODBias = limitsVk.maxSamplerLodBias;
mNativeCaps.maxCubeMapTextureSize = LimitToInt(limitsVk.maxImageDimensionCube);
mNativeCaps.maxRenderbufferSize =
std::min({limitsVk.maxImageDimension2D, limitsVk.maxFramebufferWidth,
limitsVk.maxFramebufferHeight});
mNativeCaps.minAliasedPointSize = std::max(1.0f, limitsVk.pointSizeRange[0]);
mNativeCaps.maxAliasedPointSize = limitsVk.pointSizeRange[1];
mNativeCaps.minAliasedLineWidth = 1.0f;
mNativeCaps.maxAliasedLineWidth = 1.0f;
mNativeCaps.maxDrawBuffers =
std::min(limitsVk.maxColorAttachments, limitsVk.maxFragmentOutputAttachments);
mNativeCaps.maxFramebufferWidth = LimitToInt(limitsVk.maxFramebufferWidth);
mNativeCaps.maxFramebufferHeight = LimitToInt(limitsVk.maxFramebufferHeight);
mNativeCaps.maxColorAttachments = LimitToInt(limitsVk.maxColorAttachments);
mNativeCaps.maxViewportWidth = LimitToInt(limitsVk.maxViewportDimensions[0]);
mNativeCaps.maxViewportHeight = LimitToInt(limitsVk.maxViewportDimensions[1]);
mNativeCaps.maxSampleMaskWords = LimitToInt(limitsVk.maxSampleMaskWords);
mNativeCaps.maxColorTextureSamples = limitsVk.sampledImageColorSampleCounts;
mNativeCaps.maxDepthTextureSamples = limitsVk.sampledImageDepthSampleCounts;
mNativeCaps.maxIntegerSamples = limitsVk.sampledImageIntegerSampleCounts;
mNativeCaps.maxVertexAttributes = LimitToInt(limitsVk.maxVertexInputAttributes);
mNativeCaps.maxVertexAttribBindings = LimitToInt(limitsVk.maxVertexInputBindings);
// Offset and stride are stored as uint16_t in PackedAttribDesc.
mNativeCaps.maxVertexAttribRelativeOffset =
std::min(static_cast<uint32_t>(std::numeric_limits<uint16_t>::max()),
limitsVk.maxVertexInputAttributeOffset);
mNativeCaps.maxVertexAttribStride =
std::min(static_cast<uint32_t>(std::numeric_limits<uint16_t>::max()),
limitsVk.maxVertexInputBindingStride);
mNativeCaps.maxElementsIndices = std::numeric_limits<GLint>::max();
mNativeCaps.maxElementsVertices = std::numeric_limits<GLint>::max();
// Looks like all floats are IEEE according to the docs here:
// https://www.khronos.org/registry/vulkan/specs/1.0-wsi_extensions/html/vkspec.html#spirvenv-precision-operation
mNativeCaps.vertexHighpFloat.setIEEEFloat();
mNativeCaps.vertexMediumpFloat.setIEEEFloat();
mNativeCaps.vertexLowpFloat.setIEEEFloat();
mNativeCaps.fragmentHighpFloat.setIEEEFloat();
mNativeCaps.fragmentMediumpFloat.setIEEEFloat();
mNativeCaps.fragmentLowpFloat.setIEEEFloat();
// Can't find documentation on the int precision in Vulkan.
mNativeCaps.vertexHighpInt.setTwosComplementInt(32);
mNativeCaps.vertexMediumpInt.setTwosComplementInt(32);
mNativeCaps.vertexLowpInt.setTwosComplementInt(32);
mNativeCaps.fragmentHighpInt.setTwosComplementInt(32);
mNativeCaps.fragmentMediumpInt.setTwosComplementInt(32);
mNativeCaps.fragmentLowpInt.setTwosComplementInt(32);
// Compute shader limits.
mNativeCaps.maxComputeWorkGroupCount[0] = LimitToInt(limitsVk.maxComputeWorkGroupCount[0]);
mNativeCaps.maxComputeWorkGroupCount[1] = LimitToInt(limitsVk.maxComputeWorkGroupCount[1]);
mNativeCaps.maxComputeWorkGroupCount[2] = LimitToInt(limitsVk.maxComputeWorkGroupCount[2]);
mNativeCaps.maxComputeWorkGroupSize[0] = LimitToInt(limitsVk.maxComputeWorkGroupSize[0]);
mNativeCaps.maxComputeWorkGroupSize[1] = LimitToInt(limitsVk.maxComputeWorkGroupSize[1]);
mNativeCaps.maxComputeWorkGroupSize[2] = LimitToInt(limitsVk.maxComputeWorkGroupSize[2]);
mNativeCaps.maxComputeWorkGroupInvocations =
LimitToInt(limitsVk.maxComputeWorkGroupInvocations);
mNativeCaps.maxComputeSharedMemorySize = LimitToInt(limitsVk.maxComputeSharedMemorySize);
// TODO(lucferron): This is something we'll need to implement custom in the back-end.
// Vulkan doesn't do any waiting for you, our back-end code is going to manage sync objects,
// and we'll have to check that we've exceeded the max wait timeout. Also, this is ES 3.0 so
// we'll defer the implementation until we tackle the next version.
// mNativeCaps.maxServerWaitTimeout
GLuint maxUniformBlockSize = limitsVk.maxUniformBufferRange;
// Clamp the maxUniformBlockSize to 64KB (majority of devices support up to this size
// currently), on AMD the maxUniformBufferRange is near uint32_t max.
maxUniformBlockSize = std::min(0x10000u, maxUniformBlockSize);
const GLuint maxUniformVectors = maxUniformBlockSize / (sizeof(GLfloat) * kComponentsPerVector);
const GLuint maxUniformComponents = maxUniformVectors * kComponentsPerVector;
// Uniforms are implemented using a uniform buffer, so the max number of uniforms we can
// support is the max buffer range divided by the size of a single uniform (4X float).
mNativeCaps.maxVertexUniformVectors = maxUniformVectors;
mNativeCaps.maxFragmentUniformVectors = maxUniformVectors;
mNativeCaps.maxFragmentInputComponents = maxUniformComponents;
for (gl::ShaderType shaderType : gl::AllShaderTypes())
{
mNativeCaps.maxShaderUniformComponents[shaderType] = maxUniformComponents;
}
mNativeCaps.maxUniformLocations = maxUniformVectors;
// Every stage has 1 reserved uniform buffer for the default uniforms, and 1 for the driver
// uniforms.
constexpr uint32_t kTotalReservedPerStageUniformBuffers =
kReservedDriverUniformBindingCount + kReservedPerStageDefaultUniformBindingCount;
constexpr uint32_t kTotalReservedUniformBuffers =
kReservedDriverUniformBindingCount + kReservedDefaultUniformBindingCount;
const int32_t maxPerStageUniformBuffers = LimitToInt(
limitsVk.maxPerStageDescriptorUniformBuffers - kTotalReservedPerStageUniformBuffers);
const int32_t maxCombinedUniformBuffers =
LimitToInt(limitsVk.maxDescriptorSetUniformBuffers - kTotalReservedUniformBuffers);
for (gl::ShaderType shaderType : gl::AllShaderTypes())
{
mNativeCaps.maxShaderUniformBlocks[shaderType] = maxPerStageUniformBuffers;
}
mNativeCaps.maxCombinedUniformBlocks = maxCombinedUniformBuffers;
mNativeCaps.maxUniformBufferBindings = maxCombinedUniformBuffers;
mNativeCaps.maxUniformBlockSize = maxUniformBlockSize;
mNativeCaps.uniformBufferOffsetAlignment =
static_cast<GLint>(limitsVk.minUniformBufferOffsetAlignment);
// Note that Vulkan currently implements textures as combined image+samplers, so the limit is
// the minimum of supported samplers and sampled images.
const uint32_t maxPerStageTextures = std::min(limitsVk.maxPerStageDescriptorSamplers,
limitsVk.maxPerStageDescriptorSampledImages);
const uint32_t maxCombinedTextures =
std::min(limitsVk.maxDescriptorSetSamplers, limitsVk.maxDescriptorSetSampledImages);
for (gl::ShaderType shaderType : gl::AllShaderTypes())
{
mNativeCaps.maxShaderTextureImageUnits[shaderType] = LimitToInt(maxPerStageTextures);
}
mNativeCaps.maxCombinedTextureImageUnits = LimitToInt(maxCombinedTextures);
uint32_t maxPerStageStorageBuffers = limitsVk.maxPerStageDescriptorStorageBuffers;
uint32_t maxVertexStageStorageBuffers = maxPerStageStorageBuffers;
uint32_t maxCombinedStorageBuffers = limitsVk.maxDescriptorSetStorageBuffers;
// A number of storage buffer slots are used in the vertex shader to emulate transform feedback.
// Note that Vulkan requires maxPerStageDescriptorStorageBuffers to be at least 4 (i.e. the same
// as gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS).
// TODO(syoussefi): This should be conditioned to transform feedback extension not being
// present. http://anglebug.com/3206.
// TODO(syoussefi): If geometry shader is supported, emulation will be done at that stage, and
// so the reserved storage buffers should be accounted in that stage. http://anglebug.com/3606
static_assert(
gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS == 4,
"Limit to ES2.0 if supported SSBO count < supporting transform feedback buffer count");
if (mPhysicalDeviceFeatures.vertexPipelineStoresAndAtomics)
{
ASSERT(maxVertexStageStorageBuffers >= gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS);
maxVertexStageStorageBuffers -= gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS;
maxCombinedStorageBuffers -= gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS;
// Cap the per-stage limit of the other stages to the combined limit, in case the combined
// limit is now lower than that.
maxPerStageStorageBuffers = std::min(maxPerStageStorageBuffers, maxCombinedStorageBuffers);
}
// Reserve up to IMPLEMENTATION_MAX_ATOMIC_COUNTER_BUFFERS storage buffers in the fragment and
// compute stages for atomic counters. This is only possible if the number of per-stage storage
// buffers is greater than 4, which is the required GLES minimum for compute.
//
// For each stage, we'll either not support atomic counter buffers, or support exactly
// IMPLEMENTATION_MAX_ATOMIC_COUNTER_BUFFERS. This is due to restrictions in the shader
// translator where we can't know how many atomic counter buffers we would really need after
// linking so we can't create a packed buffer array.
//
// For the vertex stage, we could support atomic counters without storage buffers, but that's
// likely not very useful, so we use the same limit (4 + MAX_ATOMIC_COUNTER_BUFFERS) for the
// vertex stage to determine if we would want to add support for atomic counter buffers.
constexpr uint32_t kMinimumStorageBuffersForAtomicCounterBufferSupport =
gl::limits::kMinimumComputeStorageBuffers + gl::IMPLEMENTATION_MAX_ATOMIC_COUNTER_BUFFERS;
uint32_t maxVertexStageAtomicCounterBuffers = 0;
uint32_t maxPerStageAtomicCounterBuffers = 0;
uint32_t maxCombinedAtomicCounterBuffers = 0;
if (maxPerStageStorageBuffers >= kMinimumStorageBuffersForAtomicCounterBufferSupport)
{
maxPerStageAtomicCounterBuffers = gl::IMPLEMENTATION_MAX_ATOMIC_COUNTER_BUFFERS;
maxCombinedAtomicCounterBuffers = gl::IMPLEMENTATION_MAX_ATOMIC_COUNTER_BUFFERS;
}
if (maxVertexStageStorageBuffers >= kMinimumStorageBuffersForAtomicCounterBufferSupport)
{
maxVertexStageAtomicCounterBuffers = gl::IMPLEMENTATION_MAX_ATOMIC_COUNTER_BUFFERS;
}
maxVertexStageStorageBuffers -= maxVertexStageAtomicCounterBuffers;
maxPerStageStorageBuffers -= maxPerStageAtomicCounterBuffers;
maxCombinedStorageBuffers -= maxCombinedAtomicCounterBuffers;
mNativeCaps.maxShaderStorageBlocks[gl::ShaderType::Vertex] =
mPhysicalDeviceFeatures.vertexPipelineStoresAndAtomics
? LimitToInt(maxVertexStageStorageBuffers)
: 0;
mNativeCaps.maxShaderStorageBlocks[gl::ShaderType::Fragment] =
mPhysicalDeviceFeatures.fragmentStoresAndAtomics ? LimitToInt(maxPerStageStorageBuffers)
: 0;
mNativeCaps.maxShaderStorageBlocks[gl::ShaderType::Compute] =
LimitToInt(maxPerStageStorageBuffers);
mNativeCaps.maxCombinedShaderStorageBlocks = LimitToInt(maxCombinedStorageBuffers);
mNativeCaps.maxShaderStorageBufferBindings = LimitToInt(maxCombinedStorageBuffers);
mNativeCaps.maxShaderStorageBlockSize = limitsVk.maxStorageBufferRange;
mNativeCaps.shaderStorageBufferOffsetAlignment =
LimitToInt(static_cast<uint32_t>(limitsVk.minStorageBufferOffsetAlignment));
mNativeCaps.maxShaderAtomicCounterBuffers[gl::ShaderType::Vertex] =
mPhysicalDeviceFeatures.vertexPipelineStoresAndAtomics
? LimitToInt(maxVertexStageAtomicCounterBuffers)
: 0;
mNativeCaps.maxShaderAtomicCounterBuffers[gl::ShaderType::Fragment] =
mPhysicalDeviceFeatures.fragmentStoresAndAtomics
? LimitToInt(maxPerStageAtomicCounterBuffers)
: 0;
mNativeCaps.maxShaderAtomicCounterBuffers[gl::ShaderType::Compute] =
LimitToInt(maxPerStageAtomicCounterBuffers);
mNativeCaps.maxCombinedAtomicCounterBuffers = LimitToInt(maxCombinedAtomicCounterBuffers);
mNativeCaps.maxAtomicCounterBufferBindings = LimitToInt(maxCombinedAtomicCounterBuffers);
// Emulated as storage buffers, atomic counter buffers have the same size limit. However, the
// limit is a signed integer and values above int max will end up as a negative size.
mNativeCaps.maxAtomicCounterBufferSize = LimitToInt(limitsVk.maxStorageBufferRange);
// There is no particular limit to how many atomic counters there can be, other than the size of
// a storage buffer. We nevertheless limit this to something sane (4096 arbitrarily).
const int32_t maxAtomicCounters =
std::min<int32_t>(4096, limitsVk.maxStorageBufferRange / sizeof(uint32_t));
for (gl::ShaderType shaderType : gl::AllShaderTypes())
{
mNativeCaps.maxShaderAtomicCounters[shaderType] = maxAtomicCounters;
}
mNativeCaps.maxCombinedAtomicCounters = maxAtomicCounters;
// GL Images correspond to Vulkan Storage Images.
const int32_t maxPerStageImages = LimitToInt(limitsVk.maxPerStageDescriptorStorageImages);
const int32_t maxCombinedImages = LimitToInt(limitsVk.maxDescriptorSetStorageImages);
for (gl::ShaderType shaderType : gl::AllShaderTypes())
{
mNativeCaps.maxShaderImageUniforms[shaderType] = maxPerStageImages;
}
mNativeCaps.maxCombinedImageUniforms = maxCombinedImages;
mNativeCaps.maxImageUnits = maxCombinedImages;
mNativeCaps.minProgramTexelOffset = limitsVk.minTexelOffset;
mNativeCaps.maxProgramTexelOffset = limitsVk.maxTexelOffset;
mNativeCaps.minProgramTextureGatherOffset = limitsVk.minTexelGatherOffset;
mNativeCaps.maxProgramTextureGatherOffset = limitsVk.maxTexelGatherOffset;
// There is no additional limit to the combined number of components. We can have up to a
// maximum number of uniform buffers, each having the maximum number of components. Note that
// this limit includes both components in and out of uniform buffers.
const uint32_t maxCombinedUniformComponents =
(maxPerStageUniformBuffers + kReservedPerStageDefaultUniformBindingCount) *
maxUniformComponents;
for (gl::ShaderType shaderType : gl::AllShaderTypes())
{
mNativeCaps.maxCombinedShaderUniformComponents[shaderType] = maxCombinedUniformComponents;
}
// Total number of resources available to the user are as many as Vulkan allows minus everything
// that ANGLE uses internally. That is, one dynamic uniform buffer used per stage for default
// uniforms and a single dynamic uniform buffer for driver uniforms. Additionally, Vulkan uses
// up to IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS + 1 buffers for transform feedback (Note:
// +1 is for the "counter" buffer of transform feedback, which will be necessary for transform
// feedback extension and ES3.2 transform feedback emulation, but is not yet present).
constexpr uint32_t kReservedPerStageUniformBufferCount = 1;
constexpr uint32_t kReservedPerStageBindingCount =
kReservedDriverUniformBindingCount + kReservedPerStageUniformBufferCount +
gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS + 1;
// Note: maxPerStageResources is required to be at least the sum of per stage UBOs, SSBOs etc
// which total a minimum of 44 resources, so no underflow is possible here. Limit the total
// number of resources reported by Vulkan to 2 billion though to avoid seeing negative numbers
// in applications that take the value as signed int (including dEQP).
const uint32_t maxPerStageResources = limitsVk.maxPerStageResources;
mNativeCaps.maxCombinedShaderOutputResources =
LimitToInt(maxPerStageResources - kReservedPerStageBindingCount);
// The max vertex output components should not include gl_Position.
// The gles2.0 section 2.10 states that "gl_Position is not a varying variable and does
// not count against this limit.", but the Vulkan spec has no such mention in its Built-in
// vars section. It is implicit that we need to actually reserve it for Vulkan in that case.
//
// Note: AMD has a weird behavior when we edge toward the maximum number of varyings and can
// often crash. Reserving an additional varying just for them bringing the total to 2.
constexpr GLint kReservedVaryingCount = 2;
mNativeCaps.maxVaryingVectors =
LimitToInt((limitsVk.maxVertexOutputComponents / 4) - kReservedVaryingCount);
mNativeCaps.maxVertexOutputComponents =
LimitToInt(static_cast<uint32_t>(mNativeCaps.maxVaryingVectors * 4));
mNativeCaps.maxTransformFeedbackInterleavedComponents =
gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS;
mNativeCaps.maxTransformFeedbackSeparateAttributes =
gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS;
mNativeCaps.maxTransformFeedbackSeparateComponents =
gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS;
mNativeCaps.minProgramTexelOffset = limitsVk.minTexelOffset;
mNativeCaps.maxProgramTexelOffset = LimitToInt(limitsVk.maxTexelOffset);
const uint32_t sampleCounts = limitsVk.framebufferColorSampleCounts &
limitsVk.framebufferDepthSampleCounts &
limitsVk.framebufferStencilSampleCounts;
mNativeCaps.maxSamples = LimitToInt(vk_gl::GetMaxSampleCount(sampleCounts));
mNativeCaps.maxFramebufferSamples = mNativeCaps.maxSamples;
mNativeCaps.subPixelBits = limitsVk.subPixelPrecisionBits;
// Enable Program Binary extension.
mNativeExtensions.getProgramBinary = true;
mNativeCaps.programBinaryFormats.push_back(GL_PROGRAM_BINARY_ANGLE);
// Enable GL_NV_pixel_buffer_object extension.
mNativeExtensions.pixelBufferObject = true;
// Geometry shader is optional.
if (mPhysicalDeviceFeatures.geometryShader)
{
// TODO : Remove below comment when http://anglebug.com/3571 will be completed
// mNativeExtensions.geometryShader = true;
mNativeCaps.maxFramebufferLayers = LimitToInt(limitsVk.maxFramebufferLayers);
mNativeCaps.layerProvokingVertex = GL_LAST_VERTEX_CONVENTION_EXT;
mNativeCaps.maxGeometryInputComponents = LimitToInt(limitsVk.maxGeometryInputComponents);
mNativeCaps.maxGeometryOutputComponents = LimitToInt(limitsVk.maxGeometryOutputComponents);
mNativeCaps.maxGeometryOutputVertices = LimitToInt(limitsVk.maxGeometryOutputVertices);
mNativeCaps.maxGeometryTotalOutputComponents =
LimitToInt(limitsVk.maxGeometryTotalOutputComponents);
mNativeCaps.maxShaderStorageBlocks[gl::ShaderType::Geometry] =
mNativeCaps.maxCombinedShaderOutputResources;
mNativeCaps.maxShaderAtomicCounterBuffers[gl::ShaderType::Geometry] =
maxCombinedAtomicCounterBuffers;
mNativeCaps.maxGeometryShaderInvocations =
LimitToInt(limitsVk.maxGeometryShaderInvocations);
}
}
namespace egl_vk
{
namespace
{
EGLint ComputeMaximumPBufferPixels(const VkPhysicalDeviceProperties &physicalDeviceProperties)
{
// EGLints are signed 32-bit integers, it's fairly easy to overflow them, especially since
// Vulkan's minimum guaranteed VkImageFormatProperties::maxResourceSize is 2^31 bytes.
constexpr uint64_t kMaxValueForEGLint =
static_cast<uint64_t>(std::numeric_limits<EGLint>::max());
// TODO(geofflang): Compute the maximum size of a pbuffer by using the maxResourceSize result
// from vkGetPhysicalDeviceImageFormatProperties for both the color and depth stencil format and
// the exact image creation parameters that would be used to create the pbuffer. Because it is
// always safe to return out-of-memory errors on pbuffer allocation, it's fine to simply return
// the number of pixels in a max width by max height pbuffer for now. http://anglebug.com/2622
// Storing the result of squaring a 32-bit unsigned int in a 64-bit unsigned int is safe.
static_assert(std::is_same<decltype(physicalDeviceProperties.limits.maxImageDimension2D),
uint32_t>::value,
"physicalDeviceProperties.limits.maxImageDimension2D expected to be a uint32_t.");
const uint64_t maxDimensionsSquared =
static_cast<uint64_t>(physicalDeviceProperties.limits.maxImageDimension2D) *
static_cast<uint64_t>(physicalDeviceProperties.limits.maxImageDimension2D);
return static_cast<EGLint>(std::min(maxDimensionsSquared, kMaxValueForEGLint));
}
// Generates a basic config for a combination of color format, depth stencil format and sample
// count.
egl::Config GenerateDefaultConfig(const RendererVk *renderer,
const gl::InternalFormat &colorFormat,
const gl::InternalFormat &depthStencilFormat,
EGLint sampleCount)
{
const VkPhysicalDeviceProperties &physicalDeviceProperties =
renderer->getPhysicalDeviceProperties();
gl::Version maxSupportedESVersion = renderer->getMaxSupportedESVersion();
EGLint es2Support = (maxSupportedESVersion.major >= 2 ? EGL_OPENGL_ES2_BIT : 0);
EGLint es3Support = (maxSupportedESVersion.major >= 3 ? EGL_OPENGL_ES3_BIT : 0);
egl::Config config;
config.renderTargetFormat = colorFormat.internalFormat;
config.depthStencilFormat = depthStencilFormat.internalFormat;
config.bufferSize = colorFormat.pixelBytes * 8;
config.redSize = colorFormat.redBits;
config.greenSize = colorFormat.greenBits;
config.blueSize = colorFormat.blueBits;
config.alphaSize = colorFormat.alphaBits;
config.alphaMaskSize = 0;
config.bindToTextureRGB = colorFormat.format == GL_RGB;
config.bindToTextureRGBA = colorFormat.format == GL_RGBA || colorFormat.format == GL_BGRA_EXT;
config.colorBufferType = EGL_RGB_BUFFER;
config.configCaveat = EGL_NONE;
config.conformant = es2Support | es3Support;
config.depthSize = depthStencilFormat.depthBits;
config.stencilSize = depthStencilFormat.stencilBits;
config.level = 0;
config.matchNativePixmap = EGL_NONE;
config.maxPBufferWidth = physicalDeviceProperties.limits.maxImageDimension2D;
config.maxPBufferHeight = physicalDeviceProperties.limits.maxImageDimension2D;
config.maxPBufferPixels = ComputeMaximumPBufferPixels(physicalDeviceProperties);
config.maxSwapInterval = 1;
config.minSwapInterval = 0;
config.nativeRenderable = EGL_TRUE;
config.nativeVisualID = 0;
config.nativeVisualType = EGL_NONE;
config.renderableType = es2Support | es3Support;
config.sampleBuffers = (sampleCount > 0) ? 1 : 0;
config.samples = sampleCount;
config.surfaceType = EGL_WINDOW_BIT | EGL_PBUFFER_BIT;
// Vulkan surfaces use a different origin than OpenGL, always prefer to be flipped vertically if
// possible.
config.optimalOrientation = EGL_SURFACE_ORIENTATION_INVERT_Y_ANGLE;
config.transparentType = EGL_NONE;
config.transparentRedValue = 0;
config.transparentGreenValue = 0;
config.transparentBlueValue = 0;
config.colorComponentType =
gl_egl::GLComponentTypeToEGLColorComponentType(colorFormat.componentType);
return config;
}
} // anonymous namespace
egl::ConfigSet GenerateConfigs(const GLenum *colorFormats,
size_t colorFormatsCount,
const GLenum *depthStencilFormats,
size_t depthStencilFormatCount,
DisplayVk *display)
{
ASSERT(colorFormatsCount > 0);
ASSERT(display != nullptr);
gl::SupportedSampleSet colorSampleCounts;
gl::SupportedSampleSet depthStencilSampleCounts;
gl::SupportedSampleSet sampleCounts;
const VkPhysicalDeviceLimits &limits =
display->getRenderer()->getPhysicalDeviceProperties().limits;
const uint32_t depthStencilSampleCountsLimit =
limits.framebufferDepthSampleCounts & limits.framebufferStencilSampleCounts;
vk_gl::AddSampleCounts(limits.framebufferColorSampleCounts, &colorSampleCounts);
vk_gl::AddSampleCounts(depthStencilSampleCountsLimit, &depthStencilSampleCounts);
// Always support 0 samples
colorSampleCounts.insert(0);
depthStencilSampleCounts.insert(0);
std::set_intersection(colorSampleCounts.begin(), colorSampleCounts.end(),
depthStencilSampleCounts.begin(), depthStencilSampleCounts.end(),
std::inserter(sampleCounts, sampleCounts.begin()));
egl::ConfigSet configSet;
for (size_t colorFormatIdx = 0; colorFormatIdx < colorFormatsCount; colorFormatIdx++)
{
const gl::InternalFormat &colorFormatInfo =
gl::GetSizedInternalFormatInfo(colorFormats[colorFormatIdx]);
ASSERT(colorFormatInfo.sized);
for (size_t depthStencilFormatIdx = 0; depthStencilFormatIdx < depthStencilFormatCount;
depthStencilFormatIdx++)
{
const gl::InternalFormat &depthStencilFormatInfo =
gl::GetSizedInternalFormatInfo(depthStencilFormats[depthStencilFormatIdx]);
ASSERT(depthStencilFormats[depthStencilFormatIdx] == GL_NONE ||
depthStencilFormatInfo.sized);
const gl::SupportedSampleSet *configSampleCounts = &sampleCounts;
// If there is no depth/stencil buffer, use the color samples set.
if (depthStencilFormats[depthStencilFormatIdx] == GL_NONE)
{
configSampleCounts = &colorSampleCounts;
}
// If there is no color buffer, use the depth/stencil samples set.
else if (colorFormats[colorFormatIdx] == GL_NONE)
{
configSampleCounts = &depthStencilSampleCounts;
}
for (EGLint sampleCount : *configSampleCounts)
{
egl::Config config = GenerateDefaultConfig(display->getRenderer(), colorFormatInfo,
depthStencilFormatInfo, sampleCount);
if (display->checkConfigSupport(&config))
{
configSet.add(config);
}
}
}
}
return configSet;
}
} // namespace egl_vk
} // namespace rx