blob: c102ae97c1664e8e2fb95f70d6c5b7a1a6f19dfb [file] [log] [blame]
//
// Copyright 2016 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// ProgramVk.cpp:
// Implements the class methods for ProgramVk.
//
#include "libANGLE/renderer/vulkan/ProgramVk.h"
#include "common/debug.h"
#include "common/utilities.h"
#include "libANGLE/Context.h"
#include "libANGLE/renderer/vulkan/ContextVk.h"
#include "libANGLE/renderer/vulkan/GlslangWrapper.h"
#include "libANGLE/renderer/vulkan/RendererVk.h"
#include "libANGLE/renderer/vulkan/TextureVk.h"
namespace rx
{
namespace
{
gl::Error InitDefaultUniformBlock(const gl::Context *context,
VkDevice device,
gl::Shader *shader,
vk::BufferAndMemory *storageOut,
sh::BlockLayoutMap *blockLayoutMapOut,
size_t *requiredSizeOut)
{
const auto &uniforms = shader->getUniforms(context);
if (uniforms.empty())
{
*requiredSizeOut = 0;
return gl::NoError();
}
sh::Std140BlockEncoder blockEncoder;
sh::GetUniformBlockInfo(uniforms, "", &blockEncoder, false, blockLayoutMapOut);
size_t blockSize = blockEncoder.getBlockSize();
// TODO(jmadill): I think we still need a valid block for the pipeline even if zero sized.
if (blockSize == 0)
{
*requiredSizeOut = 0;
return gl::NoError();
}
VkBufferCreateInfo uniformBufferInfo;
uniformBufferInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
uniformBufferInfo.pNext = nullptr;
uniformBufferInfo.flags = 0;
uniformBufferInfo.size = blockSize;
uniformBufferInfo.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT;
uniformBufferInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
uniformBufferInfo.queueFamilyIndexCount = 0;
uniformBufferInfo.pQueueFamilyIndices = nullptr;
ANGLE_TRY(storageOut->buffer.init(device, uniformBufferInfo));
ANGLE_TRY(AllocateBufferMemory(vk::GetImpl(context), blockSize, &storageOut->buffer,
&storageOut->memory, requiredSizeOut));
return gl::NoError();
}
template <typename T>
void UpdateDefaultUniformBlock(GLsizei count,
int componentCount,
const T *v,
const sh::BlockMemberInfo &layoutInfo,
angle::MemoryBuffer *uniformData)
{
// Assume an offset of -1 means the block is unused.
if (layoutInfo.offset == -1)
{
return;
}
int elementSize = sizeof(T) * componentCount;
if (layoutInfo.arrayStride == 0 || layoutInfo.arrayStride == elementSize)
{
uint8_t *writePtr = uniformData->data() + layoutInfo.offset;
memcpy(writePtr, v, elementSize * count);
}
else
{
UNIMPLEMENTED();
}
}
vk::Error SyncDefaultUniformBlock(VkDevice device,
vk::DeviceMemory *bufferMemory,
const angle::MemoryBuffer &bufferData)
{
ASSERT(bufferMemory->valid() && !bufferData.empty());
uint8_t *mapPointer = nullptr;
ANGLE_TRY(bufferMemory->map(device, 0, bufferData.size(), 0, &mapPointer));
memcpy(mapPointer, bufferData.data(), bufferData.size());
bufferMemory->unmap(device);
return vk::NoError();
}
enum ShaderIndex : uint32_t
{
MinShaderIndex = 0,
VertexShader = MinShaderIndex,
FragmentShader = 1,
MaxShaderIndex = 2,
};
gl::Shader *GetShader(const gl::ProgramState &programState, uint32_t shaderIndex)
{
switch (shaderIndex)
{
case VertexShader:
return programState.getAttachedVertexShader();
case FragmentShader:
return programState.getAttachedFragmentShader();
default:
UNREACHABLE();
return nullptr;
}
}
} // anonymous namespace
ProgramVk::DefaultUniformBlock::DefaultUniformBlock()
: storage(), uniformData(), uniformsDirty(false), uniformLayout()
{
}
ProgramVk::DefaultUniformBlock::~DefaultUniformBlock()
{
}
ProgramVk::ProgramVk(const gl::ProgramState &state)
: ProgramImpl(state), mDefaultUniformBlocks(), mDescriptorSetOffset(0), mDirtyTextures(true)
{
}
ProgramVk::~ProgramVk()
{
}
void ProgramVk::destroy(const gl::Context *contextImpl)
{
VkDevice device = vk::GetImpl(contextImpl)->getDevice();
reset(device);
}
void ProgramVk::reset(VkDevice device)
{
for (auto &uniformBlock : mDefaultUniformBlocks)
{
uniformBlock.storage.memory.destroy(device);
uniformBlock.storage.buffer.destroy(device);
}
mEmptyUniformBlockStorage.memory.destroy(device);
mEmptyUniformBlockStorage.buffer.destroy(device);
for (auto &descriptorSetLayout : mDescriptorSetLayouts)
{
descriptorSetLayout.destroy(device);
}
mLinkedFragmentModule.destroy(device);
mLinkedVertexModule.destroy(device);
mPipelineLayout.destroy(device);
// Descriptor Sets are pool allocated, so do not need to be explicitly freed.
mDescriptorSets.clear();
mDescriptorSetOffset = 0;
mDirtyTextures = false;
}
gl::LinkResult ProgramVk::load(const gl::Context *contextImpl,
gl::InfoLog &infoLog,
gl::BinaryInputStream *stream)
{
UNIMPLEMENTED();
return gl::InternalError();
}
void ProgramVk::save(const gl::Context *context, gl::BinaryOutputStream *stream)
{
UNIMPLEMENTED();
}
void ProgramVk::setBinaryRetrievableHint(bool retrievable)
{
UNIMPLEMENTED();
}
void ProgramVk::setSeparable(bool separable)
{
UNIMPLEMENTED();
}
gl::LinkResult ProgramVk::link(const gl::Context *glContext,
const gl::ProgramLinkedResources &resources,
gl::InfoLog &infoLog)
{
ContextVk *contextVk = vk::GetImpl(glContext);
RendererVk *renderer = contextVk->getRenderer();
GlslangWrapper *glslangWrapper = renderer->getGlslangWrapper();
VkDevice device = renderer->getDevice();
reset(device);
std::vector<uint32_t> vertexCode;
std::vector<uint32_t> fragmentCode;
bool linkSuccess = false;
ANGLE_TRY_RESULT(
glslangWrapper->linkProgram(glContext, mState, resources, &vertexCode, &fragmentCode),
linkSuccess);
if (!linkSuccess)
{
return false;
}
{
VkShaderModuleCreateInfo vertexShaderInfo;
vertexShaderInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
vertexShaderInfo.pNext = nullptr;
vertexShaderInfo.flags = 0;
vertexShaderInfo.codeSize = vertexCode.size() * sizeof(uint32_t);
vertexShaderInfo.pCode = vertexCode.data();
ANGLE_TRY(mLinkedVertexModule.init(device, vertexShaderInfo));
}
{
VkShaderModuleCreateInfo fragmentShaderInfo;
fragmentShaderInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
fragmentShaderInfo.pNext = nullptr;
fragmentShaderInfo.flags = 0;
fragmentShaderInfo.codeSize = fragmentCode.size() * sizeof(uint32_t);
fragmentShaderInfo.pCode = fragmentCode.data();
ANGLE_TRY(mLinkedFragmentModule.init(device, fragmentShaderInfo));
}
ANGLE_TRY(initPipelineLayout(contextVk));
ANGLE_TRY(initDescriptorSets(contextVk));
ANGLE_TRY(initDefaultUniformBlocks(glContext));
return true;
}
gl::Error ProgramVk::initDefaultUniformBlocks(const gl::Context *glContext)
{
ContextVk *contextVk = vk::GetImpl(glContext);
VkDevice device = contextVk->getDevice();
// Process vertex and fragment uniforms into std140 packing.
std::array<sh::BlockLayoutMap, 2> layoutMap;
std::array<size_t, 2> requiredBufferSize = {{0, 0}};
for (uint32_t shaderIndex = MinShaderIndex; shaderIndex < MaxShaderIndex; ++shaderIndex)
{
ANGLE_TRY(InitDefaultUniformBlock(glContext, device, GetShader(mState, shaderIndex),
&mDefaultUniformBlocks[shaderIndex].storage,
&layoutMap[shaderIndex],
&requiredBufferSize[shaderIndex]));
}
// Init the default block layout info.
const auto &locations = mState.getUniformLocations();
const auto &uniforms = mState.getUniforms();
for (size_t locationIndex = 0; locationIndex < locations.size(); ++locationIndex)
{
std::array<sh::BlockMemberInfo, 2> layoutInfo;
const auto &location = locations[locationIndex];
if (location.used() && !location.ignored)
{
const auto &uniform = uniforms[location.index];
if (uniform.isSampler())
continue;
std::string uniformName = uniform.name;
if (uniform.isArray())
{
uniformName += ArrayString(location.arrayIndex);
}
bool found = false;
for (uint32_t shaderIndex = MinShaderIndex; shaderIndex < MaxShaderIndex; ++shaderIndex)
{
auto it = layoutMap[shaderIndex].find(uniformName);
if (it != layoutMap[shaderIndex].end())
{
found = true;
layoutInfo[shaderIndex] = it->second;
}
}
ASSERT(found);
}
for (uint32_t shaderIndex = MinShaderIndex; shaderIndex < MaxShaderIndex; ++shaderIndex)
{
mDefaultUniformBlocks[shaderIndex].uniformLayout.push_back(layoutInfo[shaderIndex]);
}
}
bool anyDirty = false;
bool allDirty = true;
for (uint32_t shaderIndex = MinShaderIndex; shaderIndex < MaxShaderIndex; ++shaderIndex)
{
if (requiredBufferSize[shaderIndex] > 0)
{
if (!mDefaultUniformBlocks[shaderIndex].uniformData.resize(
requiredBufferSize[shaderIndex]))
{
return gl::OutOfMemory() << "Memory allocation failure.";
}
mDefaultUniformBlocks[shaderIndex].uniformData.fill(0);
mDefaultUniformBlocks[shaderIndex].uniformsDirty = true;
anyDirty = true;
}
else
{
allDirty = false;
}
}
if (anyDirty)
{
// Initialize the "empty" uniform block if necessary.
if (!allDirty)
{
VkBufferCreateInfo uniformBufferInfo;
uniformBufferInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
uniformBufferInfo.pNext = nullptr;
uniformBufferInfo.flags = 0;
uniformBufferInfo.size = 1;
uniformBufferInfo.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT;
uniformBufferInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
uniformBufferInfo.queueFamilyIndexCount = 0;
uniformBufferInfo.pQueueFamilyIndices = nullptr;
ANGLE_TRY(mEmptyUniformBlockStorage.buffer.init(device, uniformBufferInfo));
size_t requiredSize = 0;
ANGLE_TRY(AllocateBufferMemory(contextVk, 1, &mEmptyUniformBlockStorage.buffer,
&mEmptyUniformBlockStorage.memory, &requiredSize));
}
ANGLE_TRY(updateDefaultUniformsDescriptorSet(contextVk));
}
else
{
// If the program has no uniforms, note this in the offset.
mDescriptorSetOffset = 1;
}
return gl::NoError();
}
GLboolean ProgramVk::validate(const gl::Caps &caps, gl::InfoLog *infoLog)
{
UNIMPLEMENTED();
return GLboolean();
}
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];
if (linkedUniform.type == entryPointType)
{
for (auto &uniformBlock : mDefaultUniformBlocks)
{
const sh::BlockMemberInfo &layoutInfo = uniformBlock.uniformLayout[location];
UpdateDefaultUniformBlock(count, linkedUniform.typeInfo->componentCount, v, layoutInfo,
&uniformBlock.uniformData);
}
}
else
{
ASSERT(linkedUniform.type == gl::VariableBoolVectorType(entryPointType));
UNIMPLEMENTED();
}
}
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)
{
UNIMPLEMENTED();
}
void ProgramVk::setUniform2iv(GLint location, GLsizei count, const GLint *v)
{
UNIMPLEMENTED();
}
void ProgramVk::setUniform3iv(GLint location, GLsizei count, const GLint *v)
{
UNIMPLEMENTED();
}
void ProgramVk::setUniform4iv(GLint location, GLsizei count, const GLint *v)
{
UNIMPLEMENTED();
}
void ProgramVk::setUniform1uiv(GLint location, GLsizei count, const GLuint *v)
{
UNIMPLEMENTED();
}
void ProgramVk::setUniform2uiv(GLint location, GLsizei count, const GLuint *v)
{
UNIMPLEMENTED();
}
void ProgramVk::setUniform3uiv(GLint location, GLsizei count, const GLuint *v)
{
UNIMPLEMENTED();
}
void ProgramVk::setUniform4uiv(GLint location, GLsizei count, const GLuint *v)
{
UNIMPLEMENTED();
}
void ProgramVk::setUniformMatrix2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
UNIMPLEMENTED();
}
void ProgramVk::setUniformMatrix3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
UNIMPLEMENTED();
}
void ProgramVk::setUniformMatrix4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
UNIMPLEMENTED();
}
void ProgramVk::setUniformMatrix2x3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
UNIMPLEMENTED();
}
void ProgramVk::setUniformMatrix3x2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
UNIMPLEMENTED();
}
void ProgramVk::setUniformMatrix2x4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
UNIMPLEMENTED();
}
void ProgramVk::setUniformMatrix4x2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
UNIMPLEMENTED();
}
void ProgramVk::setUniformMatrix3x4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
UNIMPLEMENTED();
}
void ProgramVk::setUniformMatrix4x3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
UNIMPLEMENTED();
}
void ProgramVk::setUniformBlockBinding(GLuint uniformBlockIndex, GLuint uniformBlockBinding)
{
UNIMPLEMENTED();
}
void ProgramVk::setPathFragmentInputGen(const std::string &inputName,
GLenum genMode,
GLint components,
const GLfloat *coeffs)
{
UNIMPLEMENTED();
}
const vk::ShaderModule &ProgramVk::getLinkedVertexModule() const
{
ASSERT(mLinkedVertexModule.getHandle() != VK_NULL_HANDLE);
return mLinkedVertexModule;
}
const vk::ShaderModule &ProgramVk::getLinkedFragmentModule() const
{
ASSERT(mLinkedFragmentModule.getHandle() != VK_NULL_HANDLE);
return mLinkedFragmentModule;
}
const vk::PipelineLayout &ProgramVk::getPipelineLayout() const
{
return mPipelineLayout;
}
vk::Error ProgramVk::initPipelineLayout(ContextVk *context)
{
ASSERT(!mPipelineLayout.valid());
VkDevice device = context->getDevice();
// Create two descriptor set layouts: one for default uniform info, and one for textures.
// Skip one or both if there are no uniforms.
VkDescriptorSetLayoutBinding uniformBindings[2];
uint32_t blockCount = 0;
{
auto &layoutBinding = uniformBindings[blockCount];
layoutBinding.binding = blockCount;
layoutBinding.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
layoutBinding.descriptorCount = 1;
layoutBinding.stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
layoutBinding.pImmutableSamplers = nullptr;
blockCount++;
}
{
auto &layoutBinding = uniformBindings[blockCount];
layoutBinding.binding = blockCount;
layoutBinding.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
layoutBinding.descriptorCount = 1;
layoutBinding.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
layoutBinding.pImmutableSamplers = nullptr;
blockCount++;
}
{
VkDescriptorSetLayoutCreateInfo uniformInfo;
uniformInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
uniformInfo.pNext = nullptr;
uniformInfo.flags = 0;
uniformInfo.bindingCount = blockCount;
uniformInfo.pBindings = uniformBindings;
vk::DescriptorSetLayout uniformLayout;
ANGLE_TRY(uniformLayout.init(device, uniformInfo));
mDescriptorSetLayouts.push_back(std::move(uniformLayout));
}
const auto &samplerBindings = mState.getSamplerBindings();
if (!samplerBindings.empty())
{
std::vector<VkDescriptorSetLayoutBinding> textureBindings;
uint32_t textureCount = 0;
const auto &uniforms = mState.getUniforms();
for (unsigned int uniformIndex : mState.getSamplerUniformRange())
{
const gl::LinkedUniform &samplerUniform = uniforms[uniformIndex];
unsigned int samplerIndex = mState.getSamplerIndexFromUniformIndex(uniformIndex);
const gl::SamplerBinding &samplerBinding = samplerBindings[samplerIndex];
ASSERT(!samplerBinding.unreferenced);
VkDescriptorSetLayoutBinding layoutBinding;
uint32_t elementCount = samplerUniform.elementCount();
layoutBinding.binding = textureCount;
layoutBinding.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
layoutBinding.descriptorCount = elementCount;
layoutBinding.stageFlags = 0;
if (samplerUniform.vertexStaticUse)
{
layoutBinding.stageFlags |= VK_SHADER_STAGE_VERTEX_BIT;
}
if (samplerUniform.fragmentStaticUse)
{
layoutBinding.stageFlags |= VK_SHADER_STAGE_FRAGMENT_BIT;
}
layoutBinding.pImmutableSamplers = nullptr;
textureCount += elementCount;
textureBindings.push_back(layoutBinding);
}
VkDescriptorSetLayoutCreateInfo textureInfo;
textureInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
textureInfo.pNext = nullptr;
textureInfo.flags = 0;
textureInfo.bindingCount = static_cast<uint32_t>(textureBindings.size());
textureInfo.pBindings = textureBindings.data();
vk::DescriptorSetLayout textureLayout;
ANGLE_TRY(textureLayout.init(device, textureInfo));
mDescriptorSetLayouts.push_back(std::move(textureLayout));
mDirtyTextures = true;
}
VkPipelineLayoutCreateInfo createInfo;
createInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
createInfo.pNext = nullptr;
createInfo.flags = 0;
createInfo.setLayoutCount = static_cast<uint32_t>(mDescriptorSetLayouts.size());
createInfo.pSetLayouts = mDescriptorSetLayouts[0].ptr();
createInfo.pushConstantRangeCount = 0;
createInfo.pPushConstantRanges = nullptr;
ANGLE_TRY(mPipelineLayout.init(device, createInfo));
return vk::NoError();
}
vk::Error ProgramVk::initDescriptorSets(ContextVk *contextVk)
{
ASSERT(mDescriptorSets.empty());
VkDevice device = contextVk->getDevice();
// Write out to a new a descriptor set.
// TODO(jmadill): Handle descriptor set lifetime.
vk::DescriptorPool *descriptorPool = contextVk->getDescriptorPool();
uint32_t descriptorSetCount = static_cast<uint32_t>(mDescriptorSetLayouts.size());
VkDescriptorSetAllocateInfo allocInfo;
allocInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
allocInfo.pNext = nullptr;
allocInfo.descriptorPool = descriptorPool->getHandle();
allocInfo.descriptorSetCount = descriptorSetCount;
allocInfo.pSetLayouts = mDescriptorSetLayouts[0].ptr();
mDescriptorSets.resize(descriptorSetCount, VK_NULL_HANDLE);
ANGLE_TRY(descriptorPool->allocateDescriptorSets(device, allocInfo, &mDescriptorSets[0]));
return vk::NoError();
}
void ProgramVk::getUniformfv(const gl::Context *context, GLint location, GLfloat *params) const
{
UNIMPLEMENTED();
}
void ProgramVk::getUniformiv(const gl::Context *context, GLint location, GLint *params) const
{
UNIMPLEMENTED();
}
void ProgramVk::getUniformuiv(const gl::Context *context, GLint location, GLuint *params) const
{
UNIMPLEMENTED();
}
vk::Error ProgramVk::updateUniforms(ContextVk *contextVk)
{
if (!mDefaultUniformBlocks[VertexShader].uniformsDirty &&
!mDefaultUniformBlocks[FragmentShader].uniformsDirty)
{
return vk::NoError();
}
ASSERT(mDescriptorSetOffset == 0);
VkDevice device = contextVk->getDevice();
// Update buffer memory by immediate mapping. This immediate update only works once.
// TODO(jmadill): Handle inserting updates into the command stream, or use dynamic buffers.
for (auto &uniformBlock : mDefaultUniformBlocks)
{
if (uniformBlock.uniformsDirty)
{
ANGLE_TRY(SyncDefaultUniformBlock(device, &uniformBlock.storage.memory,
uniformBlock.uniformData));
uniformBlock.uniformsDirty = false;
}
}
return vk::NoError();
}
vk::Error ProgramVk::updateDefaultUniformsDescriptorSet(ContextVk *contextVk)
{
std::array<VkDescriptorBufferInfo, 2> descriptorBufferInfo;
std::array<VkWriteDescriptorSet, 2> writeDescriptorInfo;
uint32_t bufferCount = 0;
for (auto &uniformBlock : mDefaultUniformBlocks)
{
auto &bufferInfo = descriptorBufferInfo[bufferCount];
if (!uniformBlock.uniformData.empty())
{
bufferInfo.buffer = uniformBlock.storage.buffer.getHandle();
}
else
{
bufferInfo.buffer = mEmptyUniformBlockStorage.buffer.getHandle();
}
bufferInfo.offset = 0;
bufferInfo.range = VK_WHOLE_SIZE;
auto &writeInfo = writeDescriptorInfo[bufferCount];
writeInfo.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writeInfo.pNext = nullptr;
writeInfo.dstSet = mDescriptorSets[0];
writeInfo.dstBinding = bufferCount;
writeInfo.dstArrayElement = 0;
writeInfo.descriptorCount = 1;
writeInfo.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
writeInfo.pImageInfo = nullptr;
writeInfo.pBufferInfo = &bufferInfo;
writeInfo.pTexelBufferView = nullptr;
bufferCount++;
}
VkDevice device = contextVk->getDevice();
vkUpdateDescriptorSets(device, bufferCount, writeDescriptorInfo.data(), 0, nullptr);
return vk::NoError();
}
const std::vector<VkDescriptorSet> &ProgramVk::getDescriptorSets() const
{
return mDescriptorSets;
}
uint32_t ProgramVk::getDescriptorSetOffset() const
{
return mDescriptorSetOffset;
}
void ProgramVk::updateTexturesDescriptorSet(ContextVk *contextVk)
{
if (mState.getSamplerBindings().empty() || !mDirtyTextures)
{
return;
}
VkDescriptorSet descriptorSet = mDescriptorSets.back();
// TODO(jmadill): Don't hard-code the texture limit.
ShaderTextureArray<VkDescriptorImageInfo> descriptorImageInfo;
ShaderTextureArray<VkWriteDescriptorSet> writeDescriptorInfo;
uint32_t imageCount = 0;
const gl::State &glState = contextVk->getGLState();
const auto &completeTextures = glState.getCompleteTextureCache();
for (const auto &samplerBinding : mState.getSamplerBindings())
{
ASSERT(!samplerBinding.unreferenced);
// TODO(jmadill): Sampler arrays
ASSERT(samplerBinding.boundTextureUnits.size() == 1);
GLuint textureUnit = samplerBinding.boundTextureUnits[0];
const gl::Texture *texture = completeTextures[textureUnit];
// TODO(jmadill): Incomplete textures handling.
ASSERT(texture);
TextureVk *textureVk = vk::GetImpl(texture);
const vk::Image &image = textureVk->getImage();
VkDescriptorImageInfo &imageInfo = descriptorImageInfo[imageCount];
imageInfo.sampler = textureVk->getSampler().getHandle();
imageInfo.imageView = textureVk->getImageView().getHandle();
imageInfo.imageLayout = image.getCurrentLayout();
auto &writeInfo = writeDescriptorInfo[imageCount];
writeInfo.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writeInfo.pNext = nullptr;
writeInfo.dstSet = descriptorSet;
writeInfo.dstBinding = imageCount;
writeInfo.dstArrayElement = 0;
writeInfo.descriptorCount = 1;
writeInfo.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
writeInfo.pImageInfo = &imageInfo;
writeInfo.pBufferInfo = nullptr;
writeInfo.pTexelBufferView = nullptr;
imageCount++;
}
VkDevice device = contextVk->getDevice();
ASSERT(imageCount > 0);
vkUpdateDescriptorSets(device, imageCount, writeDescriptorInfo.data(), 0, nullptr);
mDirtyTextures = false;
}
void ProgramVk::invalidateTextures()
{
mDirtyTextures = true;
}
} // namespace rx