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//
// 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.h:
// Defines the class interface for ProgramVk, implementing ProgramImpl.
//
#ifndef LIBANGLE_RENDERER_VULKAN_PROGRAMVK_H_
#define LIBANGLE_RENDERER_VULKAN_PROGRAMVK_H_
#include <array>
#include "common/utilities.h"
#include "libANGLE/renderer/ProgramImpl.h"
#include "libANGLE/renderer/glslang_wrapper_utils.h"
#include "libANGLE/renderer/vulkan/ContextVk.h"
#include "libANGLE/renderer/vulkan/RendererVk.h"
#include "libANGLE/renderer/vulkan/TransformFeedbackVk.h"
#include "libANGLE/renderer/vulkan/vk_helpers.h"
namespace rx
{
ANGLE_INLINE bool UseLineRaster(const ContextVk *contextVk, gl::PrimitiveMode mode)
{
return contextVk->getFeatures().basicGLLineRasterization.enabled && gl::IsLineMode(mode);
}
class ProgramVk : public ProgramImpl
{
public:
ProgramVk(const gl::ProgramState &state);
~ProgramVk() override;
void destroy(const gl::Context *context) override;
std::unique_ptr<LinkEvent> load(const gl::Context *context,
gl::BinaryInputStream *stream,
gl::InfoLog &infoLog) override;
void save(const gl::Context *context, gl::BinaryOutputStream *stream) override;
void setBinaryRetrievableHint(bool retrievable) override;
void setSeparable(bool separable) override;
std::unique_ptr<LinkEvent> link(const gl::Context *context,
const gl::ProgramLinkedResources &resources,
gl::InfoLog &infoLog) override;
GLboolean validate(const gl::Caps &caps, gl::InfoLog *infoLog) override;
void setUniform1fv(GLint location, GLsizei count, const GLfloat *v) override;
void setUniform2fv(GLint location, GLsizei count, const GLfloat *v) override;
void setUniform3fv(GLint location, GLsizei count, const GLfloat *v) override;
void setUniform4fv(GLint location, GLsizei count, const GLfloat *v) override;
void setUniform1iv(GLint location, GLsizei count, const GLint *v) override;
void setUniform2iv(GLint location, GLsizei count, const GLint *v) override;
void setUniform3iv(GLint location, GLsizei count, const GLint *v) override;
void setUniform4iv(GLint location, GLsizei count, const GLint *v) override;
void setUniform1uiv(GLint location, GLsizei count, const GLuint *v) override;
void setUniform2uiv(GLint location, GLsizei count, const GLuint *v) override;
void setUniform3uiv(GLint location, GLsizei count, const GLuint *v) override;
void setUniform4uiv(GLint location, GLsizei count, const GLuint *v) override;
void setUniformMatrix2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value) override;
void setUniformMatrix3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value) override;
void setUniformMatrix4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value) override;
void setUniformMatrix2x3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value) override;
void setUniformMatrix3x2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value) override;
void setUniformMatrix2x4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value) override;
void setUniformMatrix4x2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value) override;
void setUniformMatrix3x4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value) override;
void setUniformMatrix4x3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value) override;
void getUniformfv(const gl::Context *context, GLint location, GLfloat *params) const override;
void getUniformiv(const gl::Context *context, GLint location, GLint *params) const override;
void getUniformuiv(const gl::Context *context, GLint location, GLuint *params) const override;
// Also initializes the pipeline layout, descriptor set layouts, and used descriptor ranges.
angle::Result updateUniforms(ContextVk *contextVk);
angle::Result updateTexturesDescriptorSet(ContextVk *contextVk);
angle::Result updateShaderResourcesDescriptorSet(ContextVk *contextVk,
vk::ResourceUseList *resourceUseList,
CommandBufferHelper *commandBufferHelper);
angle::Result updateTransformFeedbackDescriptorSet(ContextVk *contextVk);
angle::Result updateDescriptorSets(ContextVk *contextVk, vk::CommandBuffer *commandBuffer);
// For testing only.
void setDefaultUniformBlocksMinSizeForTesting(size_t minSize);
const vk::PipelineLayout &getPipelineLayout() const { return mPipelineLayout.get(); }
bool hasDefaultUniforms() const { return !mState.getDefaultUniformRange().empty(); }
bool hasTextures() const { return !mState.getSamplerBindings().empty(); }
bool hasUniformBuffers() const { return !mState.getUniformBlocks().empty(); }
bool hasStorageBuffers() const { return !mState.getShaderStorageBlocks().empty(); }
bool hasAtomicCounterBuffers() const { return !mState.getAtomicCounterBuffers().empty(); }
bool hasImages() const { return !mState.getImageBindings().empty(); }
bool hasTransformFeedbackOutput() const
{
return !mState.getLinkedTransformFeedbackVaryings().empty();
}
bool dirtyUniforms() const { return mDefaultUniformBlocksDirty.any(); }
angle::Result getGraphicsPipeline(ContextVk *contextVk,
gl::PrimitiveMode mode,
const vk::GraphicsPipelineDesc &desc,
const gl::AttributesMask &activeAttribLocations,
const vk::GraphicsPipelineDesc **descPtrOut,
vk::PipelineHelper **pipelineOut)
{
vk::ShaderProgramHelper *shaderProgram;
ANGLE_TRY(initGraphicsProgram(contextVk, mode, &shaderProgram));
ASSERT(shaderProgram->isGraphicsProgram());
RendererVk *renderer = contextVk->getRenderer();
vk::PipelineCache *pipelineCache = nullptr;
ANGLE_TRY(renderer->getPipelineCache(&pipelineCache));
return shaderProgram->getGraphicsPipeline(
contextVk, &contextVk->getRenderPassCache(), *pipelineCache,
contextVk->getCurrentQueueSerial(), mPipelineLayout.get(), desc, activeAttribLocations,
mState.getProgramExecutable().getAttributesTypeMask(), descPtrOut, pipelineOut);
}
angle::Result getComputePipeline(ContextVk *contextVk, vk::PipelineAndSerial **pipelineOut)
{
vk::ShaderProgramHelper *shaderProgram;
ANGLE_TRY(initComputeProgram(contextVk, &shaderProgram));
ASSERT(!shaderProgram->isGraphicsProgram());
return shaderProgram->getComputePipeline(contextVk, mPipelineLayout.get(), pipelineOut);
}
// Used in testing only.
vk::DynamicDescriptorPool *getDynamicDescriptorPool(uint32_t poolIndex)
{
return &mDynamicDescriptorPools[poolIndex];
}
private:
template <int cols, int rows>
void setUniformMatrixfv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
void reset(ContextVk *contextVk);
angle::Result allocateDescriptorSet(ContextVk *contextVk, uint32_t descriptorSetIndex);
angle::Result allocateDescriptorSetAndGetInfo(ContextVk *contextVk,
uint32_t descriptorSetIndex,
bool *newPoolAllocatedOut);
angle::Result initDefaultUniformBlocks(const gl::Context *glContext);
void generateUniformLayoutMapping(gl::ShaderMap<sh::BlockLayoutMap> &layoutMap,
gl::ShaderMap<size_t> &requiredBufferSize);
void initDefaultUniformLayoutMapping(gl::ShaderMap<sh::BlockLayoutMap> &layoutMap);
angle::Result resizeUniformBlockMemory(ContextVk *contextVk,
gl::ShaderMap<size_t> &requiredBufferSize);
void updateDefaultUniformsDescriptorSet(ContextVk *contextVk);
void updateTransformFeedbackDescriptorSetImpl(ContextVk *contextVk);
void updateBuffersDescriptorSet(ContextVk *contextVk,
vk::ResourceUseList *resourceUseList,
CommandBufferHelper *commandBufferHelper,
const std::vector<gl::InterfaceBlock> &blocks,
VkDescriptorType descriptorType);
void updateAtomicCounterBuffersDescriptorSet(ContextVk *contextVk,
vk::ResourceUseList *resourceUseList,
CommandBufferHelper *commandBufferHelper);
angle::Result updateImagesDescriptorSet(ContextVk *contextVk);
template <class T>
void getUniformImpl(GLint location, T *v, GLenum entryPointType) const;
template <typename T>
void setUniformImpl(GLint location, GLsizei count, const T *v, GLenum entryPointType);
angle::Result linkImpl(const gl::Context *glContext, gl::InfoLog &infoLog);
void linkResources(const gl::ProgramLinkedResources &resources);
void updateBindingOffsets();
uint32_t getUniformBlockBindingsOffset() const { return 0; }
uint32_t getStorageBlockBindingsOffset() const { return mStorageBlockBindingsOffset; }
uint32_t getAtomicCounterBufferBindingsOffset() const
{
return mAtomicCounterBufferBindingsOffset;
}
uint32_t getImageBindingsOffset() const { return mImageBindingsOffset; }
class ProgramInfo;
ANGLE_INLINE angle::Result initProgram(ContextVk *contextVk,
bool enableLineRasterEmulation,
ProgramInfo *programInfo,
vk::ShaderProgramHelper **shaderProgramOut)
{
ASSERT(mShaderInfo.valid());
// Create the program pipeline. This is done lazily and once per combination of
// specialization constants.
if (!programInfo->valid())
{
ANGLE_TRY(programInfo->initProgram(contextVk, mShaderInfo, enableLineRasterEmulation));
}
ASSERT(programInfo->valid());
*shaderProgramOut = programInfo->getShaderProgram();
return angle::Result::Continue;
}
ANGLE_INLINE angle::Result initGraphicsProgram(ContextVk *contextVk,
gl::PrimitiveMode mode,
vk::ShaderProgramHelper **shaderProgramOut)
{
bool enableLineRasterEmulation = UseLineRaster(contextVk, mode);
ProgramInfo &programInfo =
enableLineRasterEmulation ? mLineRasterProgramInfo : mDefaultProgramInfo;
return initProgram(contextVk, enableLineRasterEmulation, &programInfo, shaderProgramOut);
}
ANGLE_INLINE angle::Result initComputeProgram(ContextVk *contextVk,
vk::ShaderProgramHelper **shaderProgramOut)
{
return initProgram(contextVk, false, &mDefaultProgramInfo, shaderProgramOut);
}
// State for the default uniform blocks.
struct DefaultUniformBlock final : private angle::NonCopyable
{
DefaultUniformBlock();
~DefaultUniformBlock();
vk::DynamicBuffer storage;
// Shadow copies of the shader uniform data.
angle::MemoryBuffer uniformData;
// Since the default blocks are laid out in std140, this tells us where to write on a call
// to a setUniform method. They are arranged in uniform location order.
std::vector<sh::BlockMemberInfo> uniformLayout;
};
gl::ShaderMap<DefaultUniformBlock> mDefaultUniformBlocks;
gl::ShaderBitSet mDefaultUniformBlocksDirty;
gl::ShaderVector<uint32_t> mDynamicBufferOffsets;
// This is a special "empty" placeholder buffer for when a shader has no uniforms or doesn't
// use all slots in the atomic counter buffer array.
//
// It is necessary because we want to keep a compatible pipeline layout in all cases,
// and Vulkan does not tolerate having null handles in a descriptor set.
vk::BufferHelper mEmptyBuffer;
// Descriptor sets for uniform blocks and textures for this program.
std::vector<VkDescriptorSet> mDescriptorSets;
vk::DescriptorSetLayoutArray<VkDescriptorSet> mEmptyDescriptorSets;
std::vector<vk::BufferHelper *> mDescriptorBuffersCache;
std::unordered_map<vk::TextureDescriptorDesc, VkDescriptorSet> mTextureDescriptorsCache;
// We keep a reference to the pipeline and descriptor set layouts. This ensures they don't get
// deleted while this program is in use.
vk::BindingPointer<vk::PipelineLayout> mPipelineLayout;
vk::DescriptorSetLayoutPointerArray mDescriptorSetLayouts;
// Keep bindings to the descriptor pools. This ensures the pools stay valid while the Program
// is in use.
vk::DescriptorSetLayoutArray<vk::RefCountedDescriptorPoolBinding> mDescriptorPoolBindings;
class ShaderInfo final : angle::NonCopyable
{
public:
ShaderInfo();
~ShaderInfo();
angle::Result initShaders(ContextVk *contextVk,
const gl::ShaderMap<std::string> &shaderSources,
const ShaderInterfaceVariableInfoMap &variableInfoMap);
void release(ContextVk *contextVk);
ANGLE_INLINE bool valid() const { return mIsInitialized; }
const gl::ShaderMap<SpirvBlob> &getSpirvBlobs() const { return mSpirvBlobs; }
// Save and load implementation for GLES Program Binary support.
void load(gl::BinaryInputStream *stream);
void save(gl::BinaryOutputStream *stream);
private:
gl::ShaderMap<SpirvBlob> mSpirvBlobs;
bool mIsInitialized = false;
};
class ProgramInfo final : angle::NonCopyable
{
public:
ProgramInfo();
~ProgramInfo();
angle::Result initProgram(ContextVk *contextVk,
const ShaderInfo &shaderInfo,
bool enableLineRasterEmulation);
void release(ContextVk *contextVk);
ANGLE_INLINE bool valid() const { return mProgramHelper.valid(); }
vk::ShaderProgramHelper *getShaderProgram() { return &mProgramHelper; }
private:
vk::ShaderProgramHelper mProgramHelper;
gl::ShaderMap<vk::RefCounted<vk::ShaderAndSerial>> mShaders;
};
ProgramInfo mDefaultProgramInfo;
ProgramInfo mLineRasterProgramInfo;
// We keep the SPIR-V code to use for draw call pipeline creation.
ShaderInfo mShaderInfo;
// In their descriptor set, uniform buffers are placed first, then storage buffers, then atomic
// counter buffers and then images. These cached values contain the offsets where storage
// buffer, atomic counter buffer and image bindings start.
uint32_t mStorageBlockBindingsOffset;
uint32_t mAtomicCounterBufferBindingsOffset;
uint32_t mImageBindingsOffset;
// Store descriptor pools here. We store the descriptors in the Program to facilitate descriptor
// cache management. It can also allow fewer descriptors for shaders which use fewer
// textures/buffers.
vk::DescriptorSetLayoutArray<vk::DynamicDescriptorPool> mDynamicDescriptorPools;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_VULKAN_PROGRAMVK_H_