Vulkan: Rename PipelineDesc/Cache to Graphics&
PipelineDesc describes a Vertex-Fragment pipeline and PipelineCache (not
to be confused with vk::PipelineCache) implements a cache of such
pipeline objects.
In preparation for Compute support, these data structures are prefixed
with Graphics.
Bug: angleproject:2959
Change-Id: I9181586fb946b787216ca0b2ad6340f90c3ab55f
Reviewed-on: https://chromium-review.googlesource.com/c/1333971
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
diff --git a/src/libANGLE/renderer/vulkan/ContextVk.cpp b/src/libANGLE/renderer/vulkan/ContextVk.cpp
index 6bcb740..6669ece 100644
--- a/src/libANGLE/renderer/vulkan/ContextVk.cpp
+++ b/src/libANGLE/renderer/vulkan/ContextVk.cpp
@@ -210,8 +210,8 @@
mRenderer->getPhysicalDeviceProperties().limits.minUniformBufferOffsetAlignment);
mDriverUniformsBuffer.init(minAlignment, mRenderer);
- mPipelineDesc.reset(new vk::PipelineDesc());
- mPipelineDesc->initDefaults();
+ mGraphicsPipelineDesc.reset(new vk::GraphicsPipelineDesc());
+ mGraphicsPipelineDesc->initDefaults();
// Initialize current value/default attribute buffers.
for (vk::DynamicBuffer &buffer : mDefaultAttribBuffers)
@@ -240,13 +240,13 @@
mProgram->getState().getActiveAttribLocationsMask();
// Ensure the topology of the pipeline description is updated.
- mPipelineDesc->updateTopology(mCurrentDrawMode);
+ mGraphicsPipelineDesc->updateTopology(mCurrentDrawMode);
// Copy over the latest attrib and binding descriptions.
- mVertexArray->getPackedInputDescriptions(mPipelineDesc.get());
+ mVertexArray->getPackedInputDescriptions(mGraphicsPipelineDesc.get());
// Ensure that the RenderPass description is updated.
- mPipelineDesc->updateRenderPassDesc(mDrawFramebuffer->getRenderPassDesc());
+ mGraphicsPipelineDesc->updateRenderPassDesc(mDrawFramebuffer->getRenderPassDesc());
// Trigger draw call shader patching and fill out the pipeline desc.
const vk::ShaderAndSerial *vertexShaderAndSerial = nullptr;
@@ -255,12 +255,12 @@
ANGLE_TRY(mProgram->initShaders(this, mCurrentDrawMode, &vertexShaderAndSerial,
&fragmentShaderAndSerial, &pipelineLayout));
- mPipelineDesc->updateShaders(vertexShaderAndSerial->getSerial(),
- fragmentShaderAndSerial->getSerial());
+ mGraphicsPipelineDesc->updateShaders(vertexShaderAndSerial->getSerial(),
+ fragmentShaderAndSerial->getSerial());
ANGLE_TRY(mRenderer->getPipeline(this, *vertexShaderAndSerial, *fragmentShaderAndSerial,
- *pipelineLayout, *mPipelineDesc, activeAttribLocationsMask,
- &mCurrentPipeline));
+ *pipelineLayout, *mGraphicsPipelineDesc,
+ activeAttribLocationsMask, &mCurrentPipeline));
return angle::Result::Continue();
}
@@ -651,8 +651,8 @@
blendState.colorMaskBlue, blendState.colorMaskAlpha);
FramebufferVk *framebufferVk = vk::GetImpl(mState.getState().getDrawFramebuffer());
- mPipelineDesc->updateColorWriteMask(mClearColorMask,
- framebufferVk->getEmulatedAlphaAttachmentMask());
+ mGraphicsPipelineDesc->updateColorWriteMask(mClearColorMask,
+ framebufferVk->getEmulatedAlphaAttachmentMask());
}
void ContextVk::updateViewport(FramebufferVk *framebufferVk,
@@ -717,16 +717,16 @@
updateDepthRange(glState.getNearPlane(), glState.getFarPlane());
break;
case gl::State::DIRTY_BIT_BLEND_ENABLED:
- mPipelineDesc->updateBlendEnabled(glState.isBlendEnabled());
+ mGraphicsPipelineDesc->updateBlendEnabled(glState.isBlendEnabled());
break;
case gl::State::DIRTY_BIT_BLEND_COLOR:
- mPipelineDesc->updateBlendColor(glState.getBlendColor());
+ mGraphicsPipelineDesc->updateBlendColor(glState.getBlendColor());
break;
case gl::State::DIRTY_BIT_BLEND_FUNCS:
- mPipelineDesc->updateBlendFuncs(glState.getBlendState());
+ mGraphicsPipelineDesc->updateBlendFuncs(glState.getBlendState());
break;
case gl::State::DIRTY_BIT_BLEND_EQUATIONS:
- mPipelineDesc->updateBlendEquations(glState.getBlendState());
+ mGraphicsPipelineDesc->updateBlendEquations(glState.getBlendState());
break;
case gl::State::DIRTY_BIT_COLOR_MASK:
updateColorMask(glState.getBlendState());
@@ -742,60 +742,61 @@
case gl::State::DIRTY_BIT_SAMPLE_MASK:
break;
case gl::State::DIRTY_BIT_DEPTH_TEST_ENABLED:
- mPipelineDesc->updateDepthTestEnabled(glState.getDepthStencilState(),
- glState.getDrawFramebuffer());
+ mGraphicsPipelineDesc->updateDepthTestEnabled(glState.getDepthStencilState(),
+ glState.getDrawFramebuffer());
break;
case gl::State::DIRTY_BIT_DEPTH_FUNC:
- mPipelineDesc->updateDepthFunc(glState.getDepthStencilState());
+ mGraphicsPipelineDesc->updateDepthFunc(glState.getDepthStencilState());
break;
case gl::State::DIRTY_BIT_DEPTH_MASK:
- mPipelineDesc->updateDepthWriteEnabled(glState.getDepthStencilState(),
- glState.getDrawFramebuffer());
+ mGraphicsPipelineDesc->updateDepthWriteEnabled(glState.getDepthStencilState(),
+ glState.getDrawFramebuffer());
break;
case gl::State::DIRTY_BIT_STENCIL_TEST_ENABLED:
- mPipelineDesc->updateStencilTestEnabled(glState.getDepthStencilState(),
- glState.getDrawFramebuffer());
+ mGraphicsPipelineDesc->updateStencilTestEnabled(glState.getDepthStencilState(),
+ glState.getDrawFramebuffer());
break;
case gl::State::DIRTY_BIT_STENCIL_FUNCS_FRONT:
- mPipelineDesc->updateStencilFrontFuncs(glState.getStencilRef(),
- glState.getDepthStencilState());
+ mGraphicsPipelineDesc->updateStencilFrontFuncs(glState.getStencilRef(),
+ glState.getDepthStencilState());
break;
case gl::State::DIRTY_BIT_STENCIL_FUNCS_BACK:
- mPipelineDesc->updateStencilBackFuncs(glState.getStencilBackRef(),
- glState.getDepthStencilState());
+ mGraphicsPipelineDesc->updateStencilBackFuncs(glState.getStencilBackRef(),
+ glState.getDepthStencilState());
break;
case gl::State::DIRTY_BIT_STENCIL_OPS_FRONT:
- mPipelineDesc->updateStencilFrontOps(glState.getDepthStencilState());
+ mGraphicsPipelineDesc->updateStencilFrontOps(glState.getDepthStencilState());
break;
case gl::State::DIRTY_BIT_STENCIL_OPS_BACK:
- mPipelineDesc->updateStencilBackOps(glState.getDepthStencilState());
+ mGraphicsPipelineDesc->updateStencilBackOps(glState.getDepthStencilState());
break;
case gl::State::DIRTY_BIT_STENCIL_WRITEMASK_FRONT:
- mPipelineDesc->updateStencilFrontWriteMask(glState.getDepthStencilState(),
- glState.getDrawFramebuffer());
+ mGraphicsPipelineDesc->updateStencilFrontWriteMask(glState.getDepthStencilState(),
+ glState.getDrawFramebuffer());
break;
case gl::State::DIRTY_BIT_STENCIL_WRITEMASK_BACK:
- mPipelineDesc->updateStencilBackWriteMask(glState.getDepthStencilState(),
- glState.getDrawFramebuffer());
+ mGraphicsPipelineDesc->updateStencilBackWriteMask(glState.getDepthStencilState(),
+ glState.getDrawFramebuffer());
break;
case gl::State::DIRTY_BIT_CULL_FACE_ENABLED:
case gl::State::DIRTY_BIT_CULL_FACE:
- mPipelineDesc->updateCullMode(glState.getRasterizerState());
+ mGraphicsPipelineDesc->updateCullMode(glState.getRasterizerState());
break;
case gl::State::DIRTY_BIT_FRONT_FACE:
- mPipelineDesc->updateFrontFace(glState.getRasterizerState(),
- isViewportFlipEnabledForDrawFBO());
+ mGraphicsPipelineDesc->updateFrontFace(glState.getRasterizerState(),
+ isViewportFlipEnabledForDrawFBO());
break;
case gl::State::DIRTY_BIT_POLYGON_OFFSET_FILL_ENABLED:
- mPipelineDesc->updatePolygonOffsetFillEnabled(glState.isPolygonOffsetFillEnabled());
+ mGraphicsPipelineDesc->updatePolygonOffsetFillEnabled(
+ glState.isPolygonOffsetFillEnabled());
break;
case gl::State::DIRTY_BIT_POLYGON_OFFSET:
- mPipelineDesc->updatePolygonOffset(glState.getRasterizerState());
+ mGraphicsPipelineDesc->updatePolygonOffset(glState.getRasterizerState());
break;
case gl::State::DIRTY_BIT_RASTERIZER_DISCARD_ENABLED:
break;
case gl::State::DIRTY_BIT_LINE_WIDTH:
- mPipelineDesc->updateLineWidth(glState.getLineWidth());
+ mGraphicsPipelineDesc->updateLineWidth(glState.getLineWidth());
break;
case gl::State::DIRTY_BIT_PRIMITIVE_RESTART_ENABLED:
break;
@@ -840,18 +841,18 @@
updateViewport(mDrawFramebuffer, glState.getViewport(), glState.getNearPlane(),
glState.getFarPlane(), isViewportFlipEnabledForDrawFBO());
updateColorMask(glState.getBlendState());
- mPipelineDesc->updateCullMode(glState.getRasterizerState());
+ mGraphicsPipelineDesc->updateCullMode(glState.getRasterizerState());
updateScissor(glState);
- mPipelineDesc->updateDepthTestEnabled(glState.getDepthStencilState(),
- glState.getDrawFramebuffer());
- mPipelineDesc->updateDepthWriteEnabled(glState.getDepthStencilState(),
- glState.getDrawFramebuffer());
- mPipelineDesc->updateStencilTestEnabled(glState.getDepthStencilState(),
- glState.getDrawFramebuffer());
- mPipelineDesc->updateStencilFrontWriteMask(glState.getDepthStencilState(),
- glState.getDrawFramebuffer());
- mPipelineDesc->updateStencilBackWriteMask(glState.getDepthStencilState(),
- glState.getDrawFramebuffer());
+ mGraphicsPipelineDesc->updateDepthTestEnabled(glState.getDepthStencilState(),
+ glState.getDrawFramebuffer());
+ mGraphicsPipelineDesc->updateDepthWriteEnabled(glState.getDepthStencilState(),
+ glState.getDrawFramebuffer());
+ mGraphicsPipelineDesc->updateStencilTestEnabled(glState.getDepthStencilState(),
+ glState.getDrawFramebuffer());
+ mGraphicsPipelineDesc->updateStencilFrontWriteMask(glState.getDepthStencilState(),
+ glState.getDrawFramebuffer());
+ mGraphicsPipelineDesc->updateStencilBackWriteMask(glState.getDepthStencilState(),
+ glState.getDrawFramebuffer());
break;
}
case gl::State::DIRTY_BIT_RENDERBUFFER_BINDING: