| // |
| // 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_ |