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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.
//
// ContextVk.cpp:
// Implements the class methods for ContextVk.
//
#include "libANGLE/renderer/vulkan/ContextVk.h"
#include "common/bitset_utils.h"
#include "common/debug.h"
#include "common/utilities.h"
#include "libANGLE/Context.h"
#include "libANGLE/Program.h"
#include "libANGLE/Semaphore.h"
#include "libANGLE/Surface.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/renderer/renderer_utils.h"
#include "libANGLE/renderer/vulkan/BufferVk.h"
#include "libANGLE/renderer/vulkan/CompilerVk.h"
#include "libANGLE/renderer/vulkan/FenceNVVk.h"
#include "libANGLE/renderer/vulkan/FramebufferVk.h"
#include "libANGLE/renderer/vulkan/MemoryObjectVk.h"
#include "libANGLE/renderer/vulkan/OverlayVk.h"
#include "libANGLE/renderer/vulkan/ProgramPipelineVk.h"
#include "libANGLE/renderer/vulkan/ProgramVk.h"
#include "libANGLE/renderer/vulkan/QueryVk.h"
#include "libANGLE/renderer/vulkan/RenderbufferVk.h"
#include "libANGLE/renderer/vulkan/RendererVk.h"
#include "libANGLE/renderer/vulkan/SamplerVk.h"
#include "libANGLE/renderer/vulkan/SemaphoreVk.h"
#include "libANGLE/renderer/vulkan/ShaderVk.h"
#include "libANGLE/renderer/vulkan/SurfaceVk.h"
#include "libANGLE/renderer/vulkan/SyncVk.h"
#include "libANGLE/renderer/vulkan/TextureVk.h"
#include "libANGLE/renderer/vulkan/TransformFeedbackVk.h"
#include "libANGLE/renderer/vulkan/VertexArrayVk.h"
#include "libANGLE/trace.h"
#include <iostream>
namespace rx
{
namespace
{
// The value to assign an alpha channel that's emulated. The type is unsigned int, though it will
// automatically convert to the actual data type.
constexpr unsigned int kEmulatedAlphaValue = 1;
// For shader uniforms such as gl_DepthRange and the viewport size.
struct GraphicsDriverUniforms
{
std::array<float, 4> viewport;
float halfRenderAreaHeight;
float viewportYScale;
float negViewportYScale;
uint32_t xfbActiveUnpaused;
uint32_t xfbVerticesPerDraw;
// NOTE: Explicit padding. Fill in with useful data when needed in the future.
std::array<int32_t, 3> padding;
std::array<int32_t, 4> xfbBufferOffsets;
// .xy contain packed 8-bit values for atomic counter buffer offsets. These offsets are
// within Vulkan's minStorageBufferOffsetAlignment limit and are used to support unaligned
// offsets allowed in GL.
//
// .zw are unused.
std::array<uint32_t, 4> acbBufferOffsets;
// We'll use x, y, z for near / far / diff respectively.
std::array<float, 4> depthRange;
// Used to pre-rotate gl_Position for swapchain images on Android (a mat2, which is padded to
// the size of two vec4's).
std::array<float, 8> preRotation;
};
struct ComputeDriverUniforms
{
// Atomic counter buffer offsets with the same layout as in GraphicsDriverUniforms.
std::array<uint32_t, 4> acbBufferOffsets;
};
GLenum DefaultGLErrorCode(VkResult result)
{
switch (result)
{
case VK_ERROR_OUT_OF_HOST_MEMORY:
case VK_ERROR_OUT_OF_DEVICE_MEMORY:
case VK_ERROR_TOO_MANY_OBJECTS:
return GL_OUT_OF_MEMORY;
default:
return GL_INVALID_OPERATION;
}
}
constexpr gl::ShaderMap<vk::ImageLayout> kShaderReadOnlyImageLayouts = {
{gl::ShaderType::Vertex, vk::ImageLayout::VertexShaderReadOnly},
{gl::ShaderType::Fragment, vk::ImageLayout::FragmentShaderReadOnly},
{gl::ShaderType::Geometry, vk::ImageLayout::GeometryShaderReadOnly},
{gl::ShaderType::Compute, vk::ImageLayout::ComputeShaderReadOnly}};
constexpr gl::ShaderMap<vk::ImageLayout> kShaderWriteImageLayouts = {
{gl::ShaderType::Vertex, vk::ImageLayout::VertexShaderWrite},
{gl::ShaderType::Fragment, vk::ImageLayout::FragmentShaderWrite},
{gl::ShaderType::Geometry, vk::ImageLayout::GeometryShaderWrite},
{gl::ShaderType::Compute, vk::ImageLayout::ComputeShaderWrite}};
constexpr VkColorComponentFlags kAllColorChannelsMask =
(VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT |
VK_COLOR_COMPONENT_A_BIT);
constexpr VkBufferUsageFlags kVertexBufferUsage = VK_BUFFER_USAGE_VERTEX_BUFFER_BIT;
constexpr size_t kDefaultValueSize = sizeof(gl::VertexAttribCurrentValueData::Values);
constexpr size_t kDefaultBufferSize = kDefaultValueSize * 16;
constexpr size_t kDefaultPoolAllocatorPageSize = 16 * 1024;
constexpr size_t kDriverUniformsAllocatorPageSize = 4 * 1024;
constexpr size_t kInFlightCommandsLimit = 100u;
// Dumping the command stream is disabled by default.
constexpr bool kEnableCommandStreamDiagnostics = false;
void InitializeSubmitInfo(VkSubmitInfo *submitInfo,
const vk::PrimaryCommandBuffer &commandBuffer,
const std::vector<VkSemaphore> &waitSemaphores,
std::vector<VkPipelineStageFlags> *waitSemaphoreStageMasks,
const vk::Semaphore *signalSemaphore)
{
// Verify that the submitInfo has been zero'd out.
ASSERT(submitInfo->signalSemaphoreCount == 0);
submitInfo->sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
submitInfo->commandBufferCount = commandBuffer.valid() ? 1 : 0;
submitInfo->pCommandBuffers = commandBuffer.ptr();
if (waitSemaphoreStageMasks->size() < waitSemaphores.size())
{
waitSemaphoreStageMasks->resize(waitSemaphores.size(), VK_PIPELINE_STAGE_ALL_COMMANDS_BIT);
}
submitInfo->waitSemaphoreCount = static_cast<uint32_t>(waitSemaphores.size());
submitInfo->pWaitSemaphores = waitSemaphores.data();
submitInfo->pWaitDstStageMask = waitSemaphoreStageMasks->data();
if (signalSemaphore)
{
submitInfo->signalSemaphoreCount = 1;
submitInfo->pSignalSemaphores = signalSemaphore->ptr();
}
}
uint32_t GetCoverageSampleCount(const gl::State &glState, FramebufferVk *drawFramebuffer)
{
if (!glState.isSampleCoverageEnabled())
{
return 0;
}
// Get a fraction of the samples based on the coverage parameters.
return static_cast<uint32_t>(
std::round(glState.getSampleCoverageValue() * drawFramebuffer->getSamples()));
}
void ApplySampleCoverage(const gl::State &glState,
uint32_t coverageSampleCount,
uint32_t maskNumber,
uint32_t *maskOut)
{
if (!glState.isSampleCoverageEnabled())
{
return;
}
uint32_t maskBitOffset = maskNumber * 32;
uint32_t coverageMask = coverageSampleCount >= (maskBitOffset + 32)
? std::numeric_limits<uint32_t>::max()
: (1u << (coverageSampleCount - maskBitOffset)) - 1;
if (glState.getSampleCoverageInvert())
{
coverageMask = ~coverageMask;
}
*maskOut &= coverageMask;
}
char GetLoadOpShorthand(uint32_t loadOp)
{
switch (loadOp)
{
case VK_ATTACHMENT_LOAD_OP_CLEAR:
return 'C';
case VK_ATTACHMENT_LOAD_OP_LOAD:
return 'L';
default:
return 'D';
}
}
char GetStoreOpShorthand(uint32_t storeOp)
{
switch (storeOp)
{
case VK_ATTACHMENT_STORE_OP_STORE:
return 'S';
default:
return 'D';
}
}
// When an Android surface is rotated differently than the device's native orientation, ANGLE must
// rotate gl_Position in the vertex shader. The following are the rotation matrices used.
//
// Note: these are mat2's that are appropriately padded (4 floats per row).
using PreRotationMatrixValues = std::array<float, 8>;
constexpr angle::PackedEnumMap<rx::SurfaceRotationType,
PreRotationMatrixValues,
angle::EnumSize<rx::SurfaceRotationType>()>
kPreRotationMatrices = {
{{rx::SurfaceRotationType::Identity, {{1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f}}},
{rx::SurfaceRotationType::Rotated90Degrees,
{{0.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f}}},
{rx::SurfaceRotationType::Rotated180Degrees,
{{-1.0f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f}}},
{rx::SurfaceRotationType::Rotated270Degrees,
{{0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f}}},
{rx::SurfaceRotationType::FlippedIdentity,
{{1.0f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f}}},
{rx::SurfaceRotationType::FlippedRotated90Degrees,
{{0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f}}},
{rx::SurfaceRotationType::FlippedRotated180Degrees,
{{-1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f}}},
{rx::SurfaceRotationType::FlippedRotated270Degrees,
{{0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f}}}}};
bool IsRotatedAspectRatio(SurfaceRotationType rotation)
{
return ((rotation == SurfaceRotationType::Rotated90Degrees) ||
(rotation == SurfaceRotationType::Rotated270Degrees) ||
(rotation == SurfaceRotationType::FlippedRotated90Degrees) ||
(rotation == SurfaceRotationType::FlippedRotated270Degrees));
}
SurfaceRotationType DetermineSurfaceRotation(gl::Framebuffer *framebuffer,
WindowSurfaceVk *windowSurface)
{
if (windowSurface && framebuffer->isDefault())
{
switch (windowSurface->getPreTransform())
{
case VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR:
// Do not rotate gl_Position (surface matches the device's orientation):
return SurfaceRotationType::Identity;
case VK_SURFACE_TRANSFORM_ROTATE_90_BIT_KHR:
// Rotate gl_Position 90 degrees:
return SurfaceRotationType::Rotated90Degrees;
case VK_SURFACE_TRANSFORM_ROTATE_180_BIT_KHR:
// Rotate gl_Position 180 degrees:
return SurfaceRotationType::Rotated180Degrees;
case VK_SURFACE_TRANSFORM_ROTATE_270_BIT_KHR:
// Rotate gl_Position 270 degrees:
return SurfaceRotationType::Rotated180Degrees;
default:
UNREACHABLE();
return SurfaceRotationType::Identity;
}
}
else
{
// Do not rotate gl_Position (offscreen framebuffer):
return SurfaceRotationType::Identity;
}
}
// Should not generate a copy with modern C++.
EventName GetTraceEventName(const char *title, uint32_t counter)
{
EventName buf;
snprintf(buf.data(), kMaxGpuEventNameLen - 1, "%s %u", title, counter);
return buf;
}
} // anonymous namespace
ContextVk::DriverUniformsDescriptorSet::DriverUniformsDescriptorSet()
: descriptorSet(VK_NULL_HANDLE), dynamicOffset(0)
{}
ContextVk::DriverUniformsDescriptorSet::~DriverUniformsDescriptorSet() = default;
void ContextVk::DriverUniformsDescriptorSet::init(RendererVk *rendererVk)
{
size_t minAlignment = static_cast<size_t>(
rendererVk->getPhysicalDeviceProperties().limits.minUniformBufferOffsetAlignment);
dynamicBuffer.init(rendererVk, VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, minAlignment,
kDriverUniformsAllocatorPageSize, true);
}
void ContextVk::DriverUniformsDescriptorSet::destroy(RendererVk *renderer)
{
descriptorSetLayout.reset();
descriptorPoolBinding.reset();
dynamicBuffer.destroy(renderer);
}
// CommandBatch implementation.
CommandBatch::CommandBatch() = default;
CommandBatch::~CommandBatch() = default;
CommandBatch::CommandBatch(CommandBatch &&other)
{
*this = std::move(other);
}
CommandBatch &CommandBatch::operator=(CommandBatch &&other)
{
std::swap(primaryCommands, other.primaryCommands);
std::swap(commandPool, other.commandPool);
std::swap(fence, other.fence);
std::swap(serial, other.serial);
return *this;
}
void CommandBatch::destroy(VkDevice device)
{
primaryCommands.destroy(device);
commandPool.destroy(device);
fence.reset(device);
}
// CommandQueue implementation.
CommandQueue::CommandQueue() = default;
CommandQueue::~CommandQueue() = default;
void CommandQueue::destroy(VkDevice device)
{
mPrimaryCommandPool.destroy(device);
ASSERT(mInFlightCommands.empty() && mGarbageQueue.empty());
}
angle::Result CommandQueue::init(vk::Context *context)
{
RendererVk *renderer = context->getRenderer();
// Initialize the command pool now that we know the queue family index.
uint32_t queueFamilyIndex = renderer->getQueueFamilyIndex();
ANGLE_TRY(mPrimaryCommandPool.init(context, queueFamilyIndex));
return angle::Result::Continue;
}
angle::Result CommandQueue::checkCompletedCommands(vk::Context *context)
{
RendererVk *renderer = context->getRenderer();
VkDevice device = renderer->getDevice();
int finishedCount = 0;
for (CommandBatch &batch : mInFlightCommands)
{
VkResult result = batch.fence.get().getStatus(device);
if (result == VK_NOT_READY)
{
break;
}
ANGLE_VK_TRY(context, result);
renderer->onCompletedSerial(batch.serial);
renderer->resetSharedFence(&batch.fence);
ANGLE_TRACE_EVENT0("gpu.angle", "command buffer recycling");
batch.commandPool.destroy(device);
ANGLE_TRY(releasePrimaryCommandBuffer(context, std::move(batch.primaryCommands)));
++finishedCount;
}
if (finishedCount > 0)
{
auto beginIter = mInFlightCommands.begin();
mInFlightCommands.erase(beginIter, beginIter + finishedCount);
}
Serial lastCompleted = renderer->getLastCompletedQueueSerial();
size_t freeIndex = 0;
for (; freeIndex < mGarbageQueue.size(); ++freeIndex)
{
vk::GarbageAndSerial &garbageList = mGarbageQueue[freeIndex];
if (garbageList.getSerial() < lastCompleted)
{
for (vk::GarbageObject &garbage : garbageList.get())
{
garbage.destroy(renderer);
}
}
else
{
break;
}
}
// Remove the entries from the garbage list - they should be ready to go.
if (freeIndex > 0)
{
mGarbageQueue.erase(mGarbageQueue.begin(), mGarbageQueue.begin() + freeIndex);
}
return angle::Result::Continue;
}
angle::Result CommandQueue::releaseToCommandBatch(vk::Context *context,
vk::PrimaryCommandBuffer &&commandBuffer,
vk::CommandPool *commandPool,
CommandBatch *batch)
{
RendererVk *renderer = context->getRenderer();
VkDevice device = renderer->getDevice();
batch->primaryCommands = std::move(commandBuffer);
if (commandPool->valid())
{
batch->commandPool = std::move(*commandPool);
// Recreate CommandPool
VkCommandPoolCreateInfo poolInfo = {};
poolInfo.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
poolInfo.flags = VK_COMMAND_POOL_CREATE_TRANSIENT_BIT;
poolInfo.queueFamilyIndex = renderer->getQueueFamilyIndex();
ANGLE_VK_TRY(context, commandPool->init(device, poolInfo));
}
return angle::Result::Continue;
}
void CommandQueue::clearAllGarbage(RendererVk *renderer)
{
for (vk::GarbageAndSerial &garbageList : mGarbageQueue)
{
for (vk::GarbageObject &garbage : garbageList.get())
{
garbage.destroy(renderer);
}
}
mGarbageQueue.clear();
}
angle::Result CommandQueue::allocatePrimaryCommandBuffer(vk::Context *context,
const vk::CommandPool &commandPool,
vk::PrimaryCommandBuffer *commandBufferOut)
{
return mPrimaryCommandPool.allocate(context, commandBufferOut);
}
angle::Result CommandQueue::releasePrimaryCommandBuffer(vk::Context *context,
vk::PrimaryCommandBuffer &&commandBuffer)
{
ASSERT(mPrimaryCommandPool.valid());
ANGLE_TRY(mPrimaryCommandPool.collect(context, std::move(commandBuffer)));
return angle::Result::Continue;
}
void CommandQueue::handleDeviceLost(RendererVk *renderer)
{
VkDevice device = renderer->getDevice();
for (CommandBatch &batch : mInFlightCommands)
{
// On device loss we need to wait for fence to be signaled before destroying it
VkResult status = batch.fence.get().wait(device, renderer->getMaxFenceWaitTimeNs());
// If the wait times out, it is probably not possible to recover from lost device
ASSERT(status == VK_SUCCESS || status == VK_ERROR_DEVICE_LOST);
// On device lost, here simply destroy the CommandBuffer, it will fully cleared later
// by CommandPool::destroy
batch.primaryCommands.destroy(device);
batch.commandPool.destroy(device);
batch.fence.reset(device);
}
mInFlightCommands.clear();
}
bool CommandQueue::hasInFlightCommands() const
{
return !mInFlightCommands.empty();
}
angle::Result CommandQueue::finishToSerial(vk::Context *context, Serial serial, uint64_t timeout)
{
if (mInFlightCommands.empty())
{
return angle::Result::Continue;
}
// Find the first batch with serial equal to or bigger than given serial (note that
// the batch serials are unique, otherwise upper-bound would have been necessary).
//
// Note: we don't check for the exact serial, because it may belong to another context. For
// example, imagine the following submissions:
//
// - Context 1: Serial 1, Serial 3, Serial 5
// - Context 2: Serial 2, Serial 4, Serial 6
//
// And imagine none of the submissions have finished yet. Now if Context 2 asks for
// finishToSerial(3), it will have no choice but to finish until Serial 4 instead.
size_t batchIndex = mInFlightCommands.size() - 1;
for (size_t i = 0; i < mInFlightCommands.size(); ++i)
{
if (mInFlightCommands[i].serial >= serial)
{
batchIndex = i;
break;
}
}
const CommandBatch &batch = mInFlightCommands[batchIndex];
// Wait for it finish
VkDevice device = context->getDevice();
VkResult status = batch.fence.get().wait(device, timeout);
ANGLE_VK_TRY(context, status);
// Clean up finished batches.
return checkCompletedCommands(context);
}
angle::Result CommandQueue::submitFrame(vk::Context *context,
egl::ContextPriority priority,
const VkSubmitInfo &submitInfo,
const vk::Shared<vk::Fence> &sharedFence,
vk::GarbageList *currentGarbage,
vk::CommandPool *commandPool,
vk::PrimaryCommandBuffer &&commandBuffer)
{
ANGLE_TRACE_EVENT0("gpu.angle", "CommandQueue::submitFrame");
VkFenceCreateInfo fenceInfo = {};
fenceInfo.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO;
fenceInfo.flags = 0;
RendererVk *renderer = context->getRenderer();
VkDevice device = renderer->getDevice();
vk::DeviceScoped<CommandBatch> scopedBatch(device);
CommandBatch &batch = scopedBatch.get();
batch.fence.copy(device, sharedFence);
ANGLE_TRY(
renderer->queueSubmit(context, priority, submitInfo, &batch.fence.get(), &batch.serial));
if (!currentGarbage->empty())
{
mGarbageQueue.emplace_back(std::move(*currentGarbage), batch.serial);
}
// Store the primary CommandBuffer and command pool used for secondary CommandBuffers
// in the in-flight list.
ANGLE_TRY(releaseToCommandBatch(context, std::move(commandBuffer), commandPool, &batch));
mInFlightCommands.emplace_back(scopedBatch.release());
ANGLE_TRY(checkCompletedCommands(context));
// CPU should be throttled to avoid mInFlightCommands from growing too fast. Important for
// off-screen scenarios.
while (mInFlightCommands.size() > kInFlightCommandsLimit)
{
ANGLE_TRY(finishToSerial(context, mInFlightCommands[0].serial,
renderer->getMaxFenceWaitTimeNs()));
}
return angle::Result::Continue;
}
vk::Shared<vk::Fence> CommandQueue::getLastSubmittedFence(const vk::Context *context) const
{
vk::Shared<vk::Fence> fence;
if (!mInFlightCommands.empty())
{
fence.copy(context->getDevice(), mInFlightCommands.back().fence);
}
return fence;
}
egl::ContextPriority GetContextPriority(const gl::State &state)
{
return egl::FromEGLenum<egl::ContextPriority>(state.getContextPriority());
}
// ContextVk implementation.
ContextVk::ContextVk(const gl::State &state, gl::ErrorSet *errorSet, RendererVk *renderer)
: ContextImpl(state, errorSet),
vk::Context(renderer),
mRenderPassCommandBuffer(nullptr),
mCurrentGraphicsPipeline(nullptr),
mCurrentComputePipeline(nullptr),
mCurrentDrawMode(gl::PrimitiveMode::InvalidEnum),
mCurrentWindowSurface(nullptr),
mCurrentRotationDrawFramebuffer(SurfaceRotationType::Identity),
mCurrentRotationReadFramebuffer(SurfaceRotationType::Identity),
mVertexArray(nullptr),
mDrawFramebuffer(nullptr),
mProgram(nullptr),
mExecutable(nullptr),
mActiveQueryAnySamples(nullptr),
mActiveQueryAnySamplesConservative(nullptr),
mLastIndexBufferOffset(0),
mCurrentDrawElementsType(gl::DrawElementsType::InvalidEnum),
mXfbBaseVertex(0),
mXfbVertexCountPerInstance(0),
mClearColorMask(kAllColorChannelsMask),
mFlipYForCurrentSurface(false),
mIsAnyHostVisibleBufferWritten(false),
mEmulateSeamfulCubeMapSampling(false),
mUseOldRewriteStructSamplers(false),
mPoolAllocator(kDefaultPoolAllocatorPageSize, 1),
mHasPrimaryCommands(false),
mGpuEventsEnabled(false),
mGpuClockSync{std::numeric_limits<double>::max(), std::numeric_limits<double>::max()},
mGpuEventTimestampOrigin(0),
mPrimaryBufferCounter(0),
mRenderPassCounter(0),
mContextPriority(renderer->getDriverPriority(GetContextPriority(state)))
{
ANGLE_TRACE_EVENT0("gpu.angle", "ContextVk::ContextVk");
memset(&mClearColorValue, 0, sizeof(mClearColorValue));
memset(&mClearDepthStencilValue, 0, sizeof(mClearDepthStencilValue));
mNonIndexedDirtyBitsMask.set();
mNonIndexedDirtyBitsMask.reset(DIRTY_BIT_INDEX_BUFFER);
mIndexedDirtyBitsMask.set();
mNewGraphicsCommandBufferDirtyBits.set(DIRTY_BIT_PIPELINE);
mNewGraphicsCommandBufferDirtyBits.set(DIRTY_BIT_TEXTURES);
mNewGraphicsCommandBufferDirtyBits.set(DIRTY_BIT_VERTEX_BUFFERS);
mNewGraphicsCommandBufferDirtyBits.set(DIRTY_BIT_INDEX_BUFFER);
mNewGraphicsCommandBufferDirtyBits.set(DIRTY_BIT_SHADER_RESOURCES);
if (getFeatures().supportsTransformFeedbackExtension.enabled ||
getFeatures().emulateTransformFeedback.enabled)
{
mNewGraphicsCommandBufferDirtyBits.set(DIRTY_BIT_TRANSFORM_FEEDBACK_BUFFERS);
}
if (getFeatures().supportsTransformFeedbackExtension.enabled)
{
mNewGraphicsCommandBufferDirtyBits.set(DIRTY_BIT_TRANSFORM_FEEDBACK_STATE);
mNewGraphicsCommandBufferDirtyBits.set(DIRTY_BIT_TRANSFORM_FEEDBACK_RESUME);
}
mNewGraphicsCommandBufferDirtyBits.set(DIRTY_BIT_DESCRIPTOR_SETS);
mNewGraphicsCommandBufferDirtyBits.set(DIRTY_BIT_DRIVER_UNIFORMS_BINDING);
mNewComputeCommandBufferDirtyBits.set(DIRTY_BIT_PIPELINE);
mNewComputeCommandBufferDirtyBits.set(DIRTY_BIT_TEXTURES);
mNewComputeCommandBufferDirtyBits.set(DIRTY_BIT_SHADER_RESOURCES);
mNewComputeCommandBufferDirtyBits.set(DIRTY_BIT_DESCRIPTOR_SETS);
mNewComputeCommandBufferDirtyBits.set(DIRTY_BIT_DRIVER_UNIFORMS_BINDING);
mNewGraphicsPipelineDirtyBits.set(DIRTY_BIT_PIPELINE);
if (getFeatures().supportsTransformFeedbackExtension.enabled)
{
mNewGraphicsPipelineDirtyBits.set(DIRTY_BIT_TRANSFORM_FEEDBACK_RESUME);
}
mGraphicsDirtyBitHandlers[DIRTY_BIT_DEFAULT_ATTRIBS] =
&ContextVk::handleDirtyGraphicsDefaultAttribs;
mGraphicsDirtyBitHandlers[DIRTY_BIT_PIPELINE] = &ContextVk::handleDirtyGraphicsPipeline;
mGraphicsDirtyBitHandlers[DIRTY_BIT_TEXTURES] = &ContextVk::handleDirtyGraphicsTextures;
mGraphicsDirtyBitHandlers[DIRTY_BIT_VERTEX_BUFFERS] =
&ContextVk::handleDirtyGraphicsVertexBuffers;
mGraphicsDirtyBitHandlers[DIRTY_BIT_INDEX_BUFFER] = &ContextVk::handleDirtyGraphicsIndexBuffer;
mGraphicsDirtyBitHandlers[DIRTY_BIT_DRIVER_UNIFORMS] =
&ContextVk::handleDirtyGraphicsDriverUniforms;
mGraphicsDirtyBitHandlers[DIRTY_BIT_DRIVER_UNIFORMS_BINDING] =
&ContextVk::handleDirtyGraphicsDriverUniformsBinding;
mGraphicsDirtyBitHandlers[DIRTY_BIT_SHADER_RESOURCES] =
&ContextVk::handleDirtyGraphicsShaderResources;
if (getFeatures().supportsTransformFeedbackExtension.enabled)
{
mGraphicsDirtyBitHandlers[DIRTY_BIT_TRANSFORM_FEEDBACK_BUFFERS] =
&ContextVk::handleDirtyGraphicsTransformFeedbackBuffersExtension;
mGraphicsDirtyBitHandlers[DIRTY_BIT_TRANSFORM_FEEDBACK_STATE] =
&ContextVk::handleDirtyGraphicsTransformFeedbackState;
mGraphicsDirtyBitHandlers[DIRTY_BIT_TRANSFORM_FEEDBACK_RESUME] =
&ContextVk::handleDirtyGraphicsTransformFeedbackResume;
}
else if (getFeatures().emulateTransformFeedback.enabled)
{
mGraphicsDirtyBitHandlers[DIRTY_BIT_TRANSFORM_FEEDBACK_BUFFERS] =
&ContextVk::handleDirtyGraphicsTransformFeedbackBuffersEmulation;
}
mGraphicsDirtyBitHandlers[DIRTY_BIT_DESCRIPTOR_SETS] = &ContextVk::handleDirtyDescriptorSets;
mComputeDirtyBitHandlers[DIRTY_BIT_PIPELINE] = &ContextVk::handleDirtyComputePipeline;
mComputeDirtyBitHandlers[DIRTY_BIT_TEXTURES] = &ContextVk::handleDirtyComputeTextures;
mComputeDirtyBitHandlers[DIRTY_BIT_DRIVER_UNIFORMS] =
&ContextVk::handleDirtyComputeDriverUniforms;
mComputeDirtyBitHandlers[DIRTY_BIT_DRIVER_UNIFORMS_BINDING] =
&ContextVk::handleDirtyComputeDriverUniformsBinding;
mComputeDirtyBitHandlers[DIRTY_BIT_SHADER_RESOURCES] =
&ContextVk::handleDirtyComputeShaderResources;
mComputeDirtyBitHandlers[DIRTY_BIT_DESCRIPTOR_SETS] = &ContextVk::handleDirtyDescriptorSets;
mGraphicsDirtyBits = mNewGraphicsCommandBufferDirtyBits;
mComputeDirtyBits = mNewComputeCommandBufferDirtyBits;
mActiveTextures.fill({nullptr, nullptr});
mActiveImages.fill(nullptr);
mPipelineDirtyBitsMask.set();
mPipelineDirtyBitsMask.reset(gl::State::DIRTY_BIT_TEXTURE_BINDINGS);
}
ContextVk::~ContextVk() = default;
void ContextVk::onDestroy(const gl::Context *context)
{
// This will not destroy any resources. It will release them to be collected after finish.
mIncompleteTextures.onDestroy(context);
// Flush and complete current outstanding work before destruction.
(void)finishImpl();
VkDevice device = getDevice();
for (DriverUniformsDescriptorSet &driverUniforms : mDriverUniforms)
{
driverUniforms.destroy(mRenderer);
}
mDriverUniformsDescriptorPool.destroy(device);
for (vk::DynamicBuffer &defaultBuffer : mDefaultAttribBuffers)
{
defaultBuffer.destroy(mRenderer);
}
for (vk::DynamicQueryPool &queryPool : mQueryPools)
{
queryPool.destroy(device);
}
ASSERT(mCurrentGarbage.empty());
mCommandQueue.destroy(device);
mResourceUseList.releaseResourceUses();
mUtils.destroy(device);
mRenderPassCache.destroy(device);
mSubmitFence.reset(device);
mShaderLibrary.destroy(device);
mGpuEventQueryPool.destroy(device);
mCommandPool.destroy(device);
mPrimaryCommands.destroy(device);
}
angle::Result ContextVk::getIncompleteTexture(const gl::Context *context,
gl::TextureType type,
gl::Texture **textureOut)
{
// At some point, we'll need to support multisample and we'll pass "this" instead of nullptr
// and implement the necessary interface.
return mIncompleteTextures.getIncompleteTexture(context, type, nullptr, textureOut);
}
angle::Result ContextVk::initialize()
{
ANGLE_TRACE_EVENT0("gpu.angle", "ContextVk::initialize");
VkDescriptorPoolSize driverSetSize = {VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1};
ANGLE_TRY(mDriverUniformsDescriptorPool.init(this, &driverSetSize, 1));
ANGLE_TRY(mQueryPools[gl::QueryType::AnySamples].init(this, VK_QUERY_TYPE_OCCLUSION,
vk::kDefaultOcclusionQueryPoolSize));
ANGLE_TRY(mQueryPools[gl::QueryType::AnySamplesConservative].init(
this, VK_QUERY_TYPE_OCCLUSION, vk::kDefaultOcclusionQueryPoolSize));
// Only initialize the timestamp query pools if the extension is available.
if (mRenderer->getQueueFamilyProperties().timestampValidBits > 0)
{
ANGLE_TRY(mQueryPools[gl::QueryType::Timestamp].init(this, VK_QUERY_TYPE_TIMESTAMP,
vk::kDefaultTimestampQueryPoolSize));
ANGLE_TRY(mQueryPools[gl::QueryType::TimeElapsed].init(this, VK_QUERY_TYPE_TIMESTAMP,
vk::kDefaultTimestampQueryPoolSize));
}
// Init gles to vulkan index type map
initIndexTypeMap();
// Init driver uniforms and get the descriptor set layouts.
constexpr angle::PackedEnumMap<PipelineType, VkShaderStageFlags> kPipelineStages = {
{PipelineType::Graphics, VK_SHADER_STAGE_ALL_GRAPHICS},
{PipelineType::Compute, VK_SHADER_STAGE_COMPUTE_BIT},
};
for (PipelineType pipeline : angle::AllEnums<PipelineType>())
{
mDriverUniforms[pipeline].init(mRenderer);
vk::DescriptorSetLayoutDesc desc =
getDriverUniformsDescriptorSetDesc(kPipelineStages[pipeline]);
ANGLE_TRY(mRenderer->getDescriptorSetLayout(
this, desc, &mDriverUniforms[pipeline].descriptorSetLayout));
}
mGraphicsPipelineDesc.reset(new vk::GraphicsPipelineDesc());
mGraphicsPipelineDesc->initDefaults();
// Initialize current value/default attribute buffers.
for (vk::DynamicBuffer &buffer : mDefaultAttribBuffers)
{
buffer.init(mRenderer, kVertexBufferUsage, 1, kDefaultBufferSize, true);
}
ANGLE_TRY(mCommandQueue.init(this));
#if ANGLE_ENABLE_VULKAN_GPU_TRACE_EVENTS
angle::PlatformMethods *platform = ANGLEPlatformCurrent();
ASSERT(platform);
// GPU tracing workaround for anglebug.com/2927. The renderer should not emit gpu events
// during platform discovery.
const unsigned char *gpuEventsEnabled =
platform->getTraceCategoryEnabledFlag(platform, "gpu.angle.gpu");
mGpuEventsEnabled = gpuEventsEnabled && *gpuEventsEnabled;
#endif
mEmulateSeamfulCubeMapSampling = shouldEmulateSeamfulCubeMapSampling();
mUseOldRewriteStructSamplers = shouldUseOldRewriteStructSamplers();
// Push a scope in the pool allocator so we can easily reinitialize on flush.
mPoolAllocator.push();
mOutsideRenderPassCommands.getCommandBuffer().initialize(&mPoolAllocator);
mRenderPassCommands.initialize(&mPoolAllocator);
ANGLE_TRY(startPrimaryCommandBuffer());
if (mGpuEventsEnabled)
{
// GPU events should only be available if timestamp queries are available.
ASSERT(mRenderer->getQueueFamilyProperties().timestampValidBits > 0);
// Calculate the difference between CPU and GPU clocks for GPU event reporting.
ANGLE_TRY(mGpuEventQueryPool.init(this, VK_QUERY_TYPE_TIMESTAMP,
vk::kDefaultTimestampQueryPoolSize));
ANGLE_TRY(synchronizeCpuGpuTime());
mPrimaryBufferCounter++;
EventName eventName = GetTraceEventName("Primary", mPrimaryBufferCounter);
ANGLE_TRY(traceGpuEvent(&mPrimaryCommands, TRACE_EVENT_PHASE_BEGIN, eventName));
}
return angle::Result::Continue;
}
angle::Result ContextVk::startPrimaryCommandBuffer()
{
ANGLE_TRY(mCommandQueue.allocatePrimaryCommandBuffer(this, mCommandPool, &mPrimaryCommands));
VkCommandBufferBeginInfo beginInfo = {};
beginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
beginInfo.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
beginInfo.pInheritanceInfo = nullptr;
ANGLE_VK_TRY(this, mPrimaryCommands.begin(beginInfo));
mHasPrimaryCommands = false;
return angle::Result::Continue;
}
angle::Result ContextVk::flush(const gl::Context *context)
{
return flushImpl(nullptr);
}
angle::Result ContextVk::finish(const gl::Context *context)
{
return finishImpl();
}
angle::Result ContextVk::setupDraw(const gl::Context *context,
gl::PrimitiveMode mode,
GLint firstVertexOrInvalid,
GLsizei vertexOrIndexCount,
GLsizei instanceCount,
gl::DrawElementsType indexTypeOrInvalid,
const void *indices,
DirtyBits dirtyBitMask,
vk::CommandBuffer **commandBufferOut)
{
// Set any dirty bits that depend on draw call parameters or other objects.
if (mode != mCurrentDrawMode)
{
invalidateCurrentGraphicsPipeline();
mCurrentDrawMode = mode;
mGraphicsPipelineDesc->updateTopology(&mGraphicsPipelineTransition, mCurrentDrawMode);
}
// Must be called before the command buffer is started. Can call finish.
if (mVertexArray->getStreamingVertexAttribsMask().any())
{
// All client attribs & any emulated buffered attribs will be updated
ANGLE_TRY(mVertexArray->updateStreamedAttribs(context, firstVertexOrInvalid,
vertexOrIndexCount, instanceCount,
indexTypeOrInvalid, indices));
mGraphicsDirtyBits.set(DIRTY_BIT_VERTEX_BUFFERS);
}
// This could be improved using a dirty bit. But currently it's slower to use a handler
// function than an inlined if. We should probably replace the dirty bit dispatch table
// with a switch with inlined handler functions.
// TODO(jmadill): Use dirty bit. http://anglebug.com/3014
if (!mRenderPassCommandBuffer)
{
gl::Rectangle scissoredRenderArea = mDrawFramebuffer->getScissoredRenderArea(this);
ANGLE_TRY(startRenderPass(scissoredRenderArea));
}
// We keep a local copy of the command buffer. It's possible that some state changes could
// trigger a command buffer invalidation. The local copy ensures we retain the reference.
// Command buffers are pool allocated and only deleted after submit. Thus we know the
// command buffer will still be valid for the duration of this API call.
*commandBufferOut = mRenderPassCommandBuffer;
ASSERT(*commandBufferOut);
if (mProgram && mProgram->dirtyUniforms())
{
ANGLE_TRY(mProgram->updateUniforms(this));
mGraphicsDirtyBits.set(DIRTY_BIT_DESCRIPTOR_SETS);
}
else if (mProgramPipeline && mProgramPipeline->dirtyUniforms(getState()))
{
ANGLE_TRY(mProgramPipeline->updateUniforms(this));
mGraphicsDirtyBits.set(DIRTY_BIT_DESCRIPTOR_SETS);
}
// Update transform feedback offsets on every draw call.
if (mState.isTransformFeedbackActiveUnpaused())
{
ASSERT(firstVertexOrInvalid != -1);
mXfbBaseVertex = firstVertexOrInvalid;
mXfbVertexCountPerInstance = vertexOrIndexCount;
invalidateGraphicsDriverUniforms();
}
DirtyBits dirtyBits = mGraphicsDirtyBits & dirtyBitMask;
if (dirtyBits.none())
return angle::Result::Continue;
// Flush any relevant dirty bits.
for (size_t dirtyBit : dirtyBits)
{
ASSERT(mGraphicsDirtyBitHandlers[dirtyBit]);
ANGLE_TRY((this->*mGraphicsDirtyBitHandlers[dirtyBit])(context, *commandBufferOut));
}
mGraphicsDirtyBits &= ~dirtyBitMask;
return angle::Result::Continue;
}
angle::Result ContextVk::setupIndexedDraw(const gl::Context *context,
gl::PrimitiveMode mode,
GLsizei indexCount,
GLsizei instanceCount,
gl::DrawElementsType indexType,
const void *indices,
vk::CommandBuffer **commandBufferOut)
{
ASSERT(mode != gl::PrimitiveMode::LineLoop);
if (indexType != mCurrentDrawElementsType)
{
mCurrentDrawElementsType = indexType;
setIndexBufferDirty();
}
const gl::Buffer *elementArrayBuffer = mVertexArray->getState().getElementArrayBuffer();
if (!elementArrayBuffer)
{
mGraphicsDirtyBits.set(DIRTY_BIT_INDEX_BUFFER);
ANGLE_TRY(mVertexArray->convertIndexBufferCPU(this, indexType, indexCount, indices));
}
else
{
if (indices != mLastIndexBufferOffset)
{
mGraphicsDirtyBits.set(DIRTY_BIT_INDEX_BUFFER);
mLastIndexBufferOffset = indices;
mVertexArray->updateCurrentElementArrayBufferOffset(mLastIndexBufferOffset);
}
if (shouldConvertUint8VkIndexType(indexType) && mGraphicsDirtyBits[DIRTY_BIT_INDEX_BUFFER])
{
BufferVk *bufferVk = vk::GetImpl(elementArrayBuffer);
vk::BufferHelper &bufferHelper = bufferVk->getBuffer();
if (bufferHelper.isHostVisible() &&
!bufferHelper.isCurrentlyInUse(getLastCompletedQueueSerial()))
{
uint8_t *src = nullptr;
ANGLE_TRY(bufferVk->mapImpl(this, reinterpret_cast<void **>(&src)));
src += reinterpret_cast<uintptr_t>(indices);
const size_t byteCount = static_cast<size_t>(elementArrayBuffer->getSize()) -
reinterpret_cast<uintptr_t>(indices);
ANGLE_TRY(mVertexArray->convertIndexBufferCPU(this, indexType, byteCount, src));
ANGLE_TRY(bufferVk->unmapImpl(this));
}
else
{
ANGLE_TRY(mVertexArray->convertIndexBufferGPU(this, bufferVk, indices));
}
}
}
return setupDraw(context, mode, 0, indexCount, instanceCount, indexType, indices,
mIndexedDirtyBitsMask, commandBufferOut);
}
angle::Result ContextVk::setupIndirectDraw(const gl::Context *context,
gl::PrimitiveMode mode,
DirtyBits dirtyBitMask,
vk::BufferHelper *indirectBuffer,
VkDeviceSize indirectBufferOffset,
vk::CommandBuffer **commandBufferOut)
{
GLint firstVertex = -1;
GLsizei vertexCount = 0;
GLsizei instanceCount = 1;
mRenderPassCommands.bufferRead(&mResourceUseList, VK_ACCESS_INDIRECT_COMMAND_READ_BIT,
indirectBuffer);
ANGLE_TRY(setupDraw(context, mode, firstVertex, vertexCount, instanceCount,
gl::DrawElementsType::InvalidEnum, nullptr, dirtyBitMask,
commandBufferOut));
return angle::Result::Continue;
}
angle::Result ContextVk::setupIndexedIndirectDraw(const gl::Context *context,
gl::PrimitiveMode mode,
gl::DrawElementsType indexType,
vk::BufferHelper *indirectBuffer,
VkDeviceSize indirectBufferOffset,
vk::CommandBuffer **commandBufferOut)
{
ASSERT(mode != gl::PrimitiveMode::LineLoop);
if (indexType != mCurrentDrawElementsType)
{
mCurrentDrawElementsType = indexType;
setIndexBufferDirty();
}
return setupIndirectDraw(context, mode, mIndexedDirtyBitsMask, indirectBuffer,
indirectBufferOffset, commandBufferOut);
}
angle::Result ContextVk::setupLineLoopIndexedIndirectDraw(const gl::Context *context,
gl::PrimitiveMode mode,
gl::DrawElementsType indexType,
vk::BufferHelper *srcIndirectBuf,
VkDeviceSize indirectBufferOffset,
vk::CommandBuffer **commandBufferOut,
vk::BufferHelper **indirectBufferOut,
VkDeviceSize *indirectBufferOffsetOut)
{
ASSERT(mode == gl::PrimitiveMode::LineLoop);
vk::BufferHelper *dstIndirectBuf = nullptr;
VkDeviceSize dstIndirectBufOffset = 0;
ANGLE_TRY(mVertexArray->handleLineLoopIndexIndirect(this, indexType, srcIndirectBuf,
indirectBufferOffset, &dstIndirectBuf,
&dstIndirectBufOffset));
*indirectBufferOut = dstIndirectBuf;
*indirectBufferOffsetOut = dstIndirectBufOffset;
if (indexType != mCurrentDrawElementsType)
{
mCurrentDrawElementsType = indexType;
setIndexBufferDirty();
}
return setupIndirectDraw(context, mode, mIndexedDirtyBitsMask, dstIndirectBuf,
dstIndirectBufOffset, commandBufferOut);
}
angle::Result ContextVk::setupLineLoopIndirectDraw(const gl::Context *context,
gl::PrimitiveMode mode,
vk::BufferHelper *indirectBuffer,
VkDeviceSize indirectBufferOffset,
vk::CommandBuffer **commandBufferOut,
vk::BufferHelper **indirectBufferOut,
VkDeviceSize *indirectBufferOffsetOut)
{
ASSERT(mode == gl::PrimitiveMode::LineLoop);
vk::BufferHelper *indirectBufferHelperOut = nullptr;
ANGLE_TRY(mVertexArray->handleLineLoopIndirectDraw(
context, indirectBuffer, indirectBufferOffset, &indirectBufferHelperOut,
indirectBufferOffsetOut));
*indirectBufferOut = indirectBufferHelperOut;
if (gl::DrawElementsType::UnsignedInt != mCurrentDrawElementsType)
{
mCurrentDrawElementsType = gl::DrawElementsType::UnsignedInt;
setIndexBufferDirty();
}
return setupIndirectDraw(context, mode, mIndexedDirtyBitsMask, indirectBufferHelperOut,
*indirectBufferOffsetOut, commandBufferOut);
}
angle::Result ContextVk::setupLineLoopDraw(const gl::Context *context,
gl::PrimitiveMode mode,
GLint firstVertex,
GLsizei vertexOrIndexCount,
gl::DrawElementsType indexTypeOrInvalid,
const void *indices,
vk::CommandBuffer **commandBufferOut,
uint32_t *numIndicesOut)
{
ANGLE_TRY(mVertexArray->handleLineLoop(this, firstVertex, vertexOrIndexCount,
indexTypeOrInvalid, indices, numIndicesOut));
setIndexBufferDirty();
mCurrentDrawElementsType = indexTypeOrInvalid != gl::DrawElementsType::InvalidEnum
? indexTypeOrInvalid
: gl::DrawElementsType::UnsignedInt;
return setupDraw(context, mode, firstVertex, vertexOrIndexCount, 1, indexTypeOrInvalid, indices,
mIndexedDirtyBitsMask, commandBufferOut);
}
angle::Result ContextVk::setupDispatch(const gl::Context *context,
vk::CommandBuffer **commandBufferOut)
{
// |setupDispatch| and |setupDraw| are special in that they flush dirty bits. Therefore they
// don't use the same APIs to record commands as the functions outside ContextVk.
// The following ensures prior commands are flushed before we start processing dirty bits.
flushOutsideRenderPassCommands();
ANGLE_TRY(endRenderPass());
*commandBufferOut = &mOutsideRenderPassCommands.getCommandBuffer();
if (mProgram && mProgram->dirtyUniforms())
{
ANGLE_TRY(mProgram->updateUniforms(this));
mComputeDirtyBits.set(DIRTY_BIT_DESCRIPTOR_SETS);
}
else if (mProgramPipeline && mProgramPipeline->dirtyUniforms(getState()))
{
ANGLE_TRY(mProgramPipeline->updateUniforms(this));
mComputeDirtyBits.set(DIRTY_BIT_DESCRIPTOR_SETS);
}
DirtyBits dirtyBits = mComputeDirtyBits;
// Flush any relevant dirty bits.
for (size_t dirtyBit : dirtyBits)
{
ASSERT(mComputeDirtyBitHandlers[dirtyBit]);
ANGLE_TRY((this->*mComputeDirtyBitHandlers[dirtyBit])(context, *commandBufferOut));
}
mComputeDirtyBits.reset();
return angle::Result::Continue;
}
angle::Result ContextVk::handleDirtyGraphicsDefaultAttribs(const gl::Context *context,
vk::CommandBuffer *commandBuffer)
{
ASSERT(mDirtyDefaultAttribsMask.any());
for (size_t attribIndex : mDirtyDefaultAttribsMask)
{
ANGLE_TRY(updateDefaultAttribute(attribIndex));
}
mDirtyDefaultAttribsMask.reset();
return angle::Result::Continue;
}
angle::Result ContextVk::handleDirtyGraphicsPipeline(const gl::Context *context,
vk::CommandBuffer *commandBuffer)
{
ASSERT(mExecutable);
mExecutable->updateEarlyFragmentTestsOptimization(this);
if (!mCurrentGraphicsPipeline)
{
const vk::GraphicsPipelineDesc *descPtr;
// Draw call shader patching, shader compilation, and pipeline cache query.
ANGLE_TRY(mExecutable->getGraphicsPipeline(
this, mCurrentDrawMode, *mGraphicsPipelineDesc,
context->getState().getProgramExecutable()->getNonBuiltinAttribLocationsMask(),
&descPtr, &mCurrentGraphicsPipeline));
mGraphicsPipelineTransition.reset();
}
else if (mGraphicsPipelineTransition.any())
{
if (!mCurrentGraphicsPipeline->findTransition(
mGraphicsPipelineTransition, *mGraphicsPipelineDesc, &mCurrentGraphicsPipeline))
{
vk::PipelineHelper *oldPipeline = mCurrentGraphicsPipeline;
const vk::GraphicsPipelineDesc *descPtr;
ANGLE_TRY(mExecutable->getGraphicsPipeline(
this, mCurrentDrawMode, *mGraphicsPipelineDesc,
context->getState().getProgramExecutable()->getNonBuiltinAttribLocationsMask(),
&descPtr, &mCurrentGraphicsPipeline));
oldPipeline->addTransition(mGraphicsPipelineTransition, descPtr,
mCurrentGraphicsPipeline);
}
mGraphicsPipelineTransition.reset();
}
mRenderPassCommands.pauseTransformFeedbackIfStarted();
commandBuffer->bindGraphicsPipeline(mCurrentGraphicsPipeline->getPipeline());
// Update the queue serial for the pipeline object.
ASSERT(mCurrentGraphicsPipeline && mCurrentGraphicsPipeline->valid());
mCurrentGraphicsPipeline->updateSerial(getCurrentQueueSerial());
return angle::Result::Continue;
}
angle::Result ContextVk::handleDirtyComputePipeline(const gl::Context *context,
vk::CommandBuffer *commandBuffer)
{
if (!mCurrentComputePipeline)
{
ASSERT(mExecutable);
ANGLE_TRY(mExecutable->getComputePipeline(this, &mCurrentComputePipeline));
}
commandBuffer->bindComputePipeline(mCurrentComputePipeline->get());
mCurrentComputePipeline->updateSerial(getCurrentQueueSerial());
return angle::Result::Continue;
}
ANGLE_INLINE angle::Result ContextVk::handleDirtyTexturesImpl(
CommandBufferHelper *commandBufferHelper)
{
const gl::ProgramExecutable *executable = mState.getProgramExecutable();
ASSERT(executable);
const gl::ActiveTextureMask &activeTextures = executable->getActiveSamplersMask();
for (size_t textureUnit : activeTextures)
{
const vk::TextureUnit &unit = mActiveTextures[textureUnit];
TextureVk *textureVk = unit.texture;
vk::ImageHelper &image = textureVk->getImage();
// The image should be flushed and ready to use at this point. There may still be
// lingering staged updates in its staging buffer for unused texture mip levels or
// layers. Therefore we can't verify it has no staged updates right here.
// Select the appropriate vk::ImageLayout depending on whether the texture is also bound as
// a GL image, and whether the program is a compute or graphics shader.
vk::ImageLayout textureLayout;
if (textureVk->isBoundAsImageTexture(mState.getContextID()))
{
textureLayout = executable->isCompute() ? vk::ImageLayout::ComputeShaderWrite
: vk::ImageLayout::AllGraphicsShadersReadWrite;
}
else
{
gl::ShaderBitSet shaderBits =
executable->getSamplerShaderBitsForTextureUnitIndex(textureUnit);
if (shaderBits.any())
{
gl::ShaderType shader =
static_cast<gl::ShaderType>(gl::ScanForward(shaderBits.bits()));
shaderBits.reset(shader);
// If we have multiple shader accessing it, we barrier against all shader stage read
// given that we only support vertex/frag shaders
if (shaderBits.any())
{
textureLayout = vk::ImageLayout::AllGraphicsShadersReadOnly;
}
else
{
textureLayout = kShaderReadOnlyImageLayouts[shader];
}
}
else
{
textureLayout = vk::ImageLayout::AllGraphicsShadersReadOnly;
}
}
// Ensure the image is in read-only layout
commandBufferHelper->imageRead(&mResourceUseList, image.getAspectFlags(), textureLayout,
&image);
textureVk->retainImageViews(&mResourceUseList);
if (unit.sampler)
{
unit.sampler->retain(&mResourceUseList);
}
else
{
textureVk->retainSampler(&mResourceUseList);
}
}
if (executable->hasTextures())
{
ANGLE_TRY(mExecutable->updateTexturesDescriptorSet(this));
}
return angle::Result::Continue;
}
angle::Result ContextVk::handleDirtyGraphicsTextures(const gl::Context *context,
vk::CommandBuffer *commandBuffer)
{
return handleDirtyTexturesImpl(&mRenderPassCommands);
}
angle::Result ContextVk::handleDirtyComputeTextures(const gl::Context *context,
vk::CommandBuffer *commandBuffer)
{
return handleDirtyTexturesImpl(&mOutsideRenderPassCommands);
}
angle::Result ContextVk::handleDirtyGraphicsVertexBuffers(const gl::Context *context,
vk::CommandBuffer *commandBuffer)
{
uint32_t maxAttrib = context->getState().getProgramExecutable()->getMaxActiveAttribLocation();
const gl::AttribArray<VkBuffer> &bufferHandles = mVertexArray->getCurrentArrayBufferHandles();
const gl::AttribArray<VkDeviceSize> &bufferOffsets =
mVertexArray->getCurrentArrayBufferOffsets();
commandBuffer->bindVertexBuffers(0, maxAttrib, bufferHandles.data(), bufferOffsets.data());
const gl::AttribArray<vk::BufferHelper *> &arrayBufferResources =
mVertexArray->getCurrentArrayBuffers();
// Mark all active vertex buffers as accessed.
const gl::ProgramExecutable *executable = context->getState().getProgramExecutable();
gl::AttributesMask attribsMask = executable->getActiveAttribLocationsMask();
for (size_t attribIndex : attribsMask)
{
vk::BufferHelper *arrayBuffer = arrayBufferResources[attribIndex];
if (arrayBuffer)
{
mRenderPassCommands.bufferRead(&mResourceUseList, VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT,
arrayBuffer);
}
}
return angle::Result::Continue;
}
angle::Result ContextVk::handleDirtyGraphicsIndexBuffer(const gl::Context *context,
vk::CommandBuffer *commandBuffer)
{
vk::BufferHelper *elementArrayBuffer = mVertexArray->getCurrentElementArrayBuffer();
ASSERT(elementArrayBuffer != nullptr);
commandBuffer->bindIndexBuffer(elementArrayBuffer->getBuffer(),
mVertexArray->getCurrentElementArrayBufferOffset(),
getVkIndexType(mCurrentDrawElementsType));
mRenderPassCommands.bufferRead(&mResourceUseList, VK_ACCESS_INDEX_READ_BIT, elementArrayBuffer);
return angle::Result::Continue;
}
ANGLE_INLINE angle::Result ContextVk::handleDirtyShaderResourcesImpl(
const gl::Context *context,
CommandBufferHelper *commandBufferHelper)
{
const gl::ProgramExecutable *executable = mState.getProgramExecutable();
ASSERT(executable);
if (executable->hasImages())
{
ANGLE_TRY(updateActiveImages(context, commandBufferHelper));
}
if (executable->hasUniformBuffers() || executable->hasStorageBuffers() ||
executable->hasAtomicCounterBuffers() || executable->hasImages())
{
ANGLE_TRY(mExecutable->updateShaderResourcesDescriptorSet(this, &mResourceUseList,
commandBufferHelper));
}
return angle::Result::Continue;
}
angle::Result ContextVk::handleDirtyGraphicsShaderResources(const gl::Context *context,
vk::CommandBuffer *commandBuffer)
{
return handleDirtyShaderResourcesImpl(context, &mRenderPassCommands);
}
angle::Result ContextVk::handleDirtyComputeShaderResources(const gl::Context *context,
vk::CommandBuffer *commandBuffer)
{
return handleDirtyShaderResourcesImpl(context, &mOutsideRenderPassCommands);
}
angle::Result ContextVk::handleDirtyGraphicsTransformFeedbackBuffersEmulation(
const gl::Context *context,
vk::CommandBuffer *commandBuffer)
{
const gl::ProgramExecutable *executable = mState.getProgramExecutable();
ASSERT(executable);
if (executable->hasTransformFeedbackOutput() && mState.isTransformFeedbackActive())
{
size_t bufferCount = executable->getTransformFeedbackBufferCount(mState);
const std::vector<gl::OffsetBindingPointer<gl::Buffer>> &xfbBuffers =
mState.getCurrentTransformFeedback()->getIndexedBuffers();
for (size_t bufferIndex = 0; bufferIndex < bufferCount; ++bufferIndex)
{
const gl::OffsetBindingPointer<gl::Buffer> &xfbBuffer = xfbBuffers[bufferIndex];
gl::Buffer *buffer = xfbBuffer.get();
ASSERT(buffer != nullptr);
BufferVk *bufferVk = vk::GetImpl(buffer);
vk::BufferHelper &bufferHelper = bufferVk->getBuffer();
mRenderPassCommands.bufferWrite(
&mResourceUseList, VK_ACCESS_TRANSFORM_FEEDBACK_WRITE_BIT_EXT, &bufferHelper);
}
// TODO(http://anglebug.com/3570): Need to update to handle Program Pipelines
ANGLE_TRY(mProgram->getExecutable().updateTransformFeedbackDescriptorSet(
mProgram->getState(), mProgram->getDefaultUniformBlocks(), this));
}
return angle::Result::Continue;
}
angle::Result ContextVk::handleDirtyGraphicsTransformFeedbackBuffersExtension(
const gl::Context *context,
vk::CommandBuffer *commandBuffer)
{
const gl::ProgramExecutable *executable = mState.getProgramExecutable();
ASSERT(executable);
if (!executable->hasTransformFeedbackOutput() || !mState.isTransformFeedbackActive())
return angle::Result::Continue;
size_t bufferIndex = 0;
TransformFeedbackVk *transformFeedbackVk = vk::GetImpl(mState.getCurrentTransformFeedback());
size_t bufferCount = executable->getTransformFeedbackBufferCount(mState);
gl::TransformFeedbackBuffersArray<VkBuffer> bufferHandles;
const std::vector<gl::OffsetBindingPointer<gl::Buffer>> &xfbBuffers =
mState.getCurrentTransformFeedback()->getIndexedBuffers();
for (bufferIndex = 0; bufferIndex < bufferCount; ++bufferIndex)
{
const gl::OffsetBindingPointer<gl::Buffer> &bufferBinding = xfbBuffers[bufferIndex];
gl::Buffer *buffer = bufferBinding.get();
ASSERT(buffer != nullptr);
BufferVk *bufferVk = vk::GetImpl(buffer);
vk::BufferHelper &bufferHelper = bufferVk->getBuffer();
bufferHandles[bufferIndex] = bufferHelper.getBuffer().getHandle();
mRenderPassCommands.bufferWrite(&mResourceUseList,
VK_ACCESS_TRANSFORM_FEEDBACK_WRITE_BIT_EXT, &bufferHelper);
}
const TransformFeedbackBufferRange &xfbBufferRangeExtension =
transformFeedbackVk->getTransformFeedbackBufferRange();
commandBuffer->bindTransformFeedbackBuffers(
static_cast<uint32_t>(bufferCount), bufferHandles.data(),
xfbBufferRangeExtension.offsets.data(), xfbBufferRangeExtension.sizes.data());
return angle::Result::Continue;
}
angle::Result ContextVk::handleDirtyGraphicsTransformFeedbackState(const gl::Context *context,
vk::CommandBuffer *commandBuffer)
{
const gl::ProgramExecutable *executable = mState.getProgramExecutable();
ASSERT(executable);
if (!executable->hasTransformFeedbackOutput() || !mState.isTransformFeedbackActiveUnpaused())
return angle::Result::Continue;
TransformFeedbackVk *transformFeedbackVk = vk::GetImpl(mState.getCurrentTransformFeedback());
// We should have same number of counter buffers as xfb buffers have
size_t bufferCount = executable->getTransformFeedbackBufferCount(mState);
const gl::TransformFeedbackBuffersArray<VkBuffer> &counterBufferHandles =
transformFeedbackVk->getCounterBufferHandles();
bool rebindBuffer = transformFeedbackVk->getTransformFeedbackBufferRebindState();
mRenderPassCommands.beginTransformFeedback(bufferCount, counterBufferHandles.data(),
rebindBuffer);
transformFeedbackVk->unsetTransformFeedbackBufferRebindState();
return angle::Result::Continue;
}
angle::Result ContextVk::handleDirtyGraphicsTransformFeedbackResume(
const gl::Context *context,
vk::CommandBuffer *commandBuffer)
{
mRenderPassCommands.resumeTransformFeedbackIfStarted();
return angle::Result::Continue;
}
angle::Result ContextVk::handleDirtyDescriptorSets(const gl::Context *context,
vk::CommandBuffer *commandBuffer)
{
ANGLE_TRY(mExecutable->updateDescriptorSets(this, commandBuffer));
return angle::Result::Continue;
}
angle::Result ContextVk::submitFrame(const VkSubmitInfo &submitInfo,
vk::PrimaryCommandBuffer &&commandBuffer)
{
// Update overlay if active.
gl::RunningGraphWidget *renderPassCount =
mState.getOverlay()->getRunningGraphWidget(gl::WidgetId::VulkanRenderPassCount);
renderPassCount->add(mRenderPassCommands.getAndResetCounter());
renderPassCount->next();
if (kEnableCommandStreamDiagnostics)
{
dumpCommandStreamDiagnostics();
}
ANGLE_TRY(ensureSubmitFenceInitialized());
ANGLE_TRY(mCommandQueue.submitFrame(this, mContextPriority, submitInfo, mSubmitFence,
&mCurrentGarbage, &mCommandPool, std::move(commandBuffer)));
// we need to explicitly notify every other Context using this VkQueue that their current
// command buffer is no longer valid.
onRenderPassFinished();
mComputeDirtyBits |= mNewComputeCommandBufferDirtyBits;
// Make sure a new fence is created for the next submission.
mRenderer->resetSharedFence(&mSubmitFence);
if (mGpuEventsEnabled)
{
ANGLE_TRY(checkCompletedGpuEvents());
}
return angle::Result::Continue;
}
angle::Result ContextVk::synchronizeCpuGpuTime()
{
ASSERT(mGpuEventsEnabled);
angle::PlatformMethods *platform = ANGLEPlatformCurrent();
ASSERT(platform);
// To synchronize CPU and GPU times, we need to get the CPU timestamp as close as possible
// to the GPU timestamp. The process of getting the GPU timestamp is as follows:
//
// CPU GPU
//
// Record command buffer
// with timestamp query
//
// Submit command buffer
//
// Post-submission work Begin execution
//
// ???? Write timestamp Tgpu
//
// ???? End execution
//
// ???? Return query results
//
// ????
//
// Get query results
//
// The areas of unknown work (????) on the CPU indicate that the CPU may or may not have
// finished post-submission work while the GPU is executing in parallel. With no further
// work, querying CPU timestamps before submission and after getting query results give the
// bounds to Tgpu, which could be quite large.
//
// Using VkEvents, the GPU can be made to wait for the CPU and vice versa, in an effort to
// reduce this range. This function implements the following procedure:
//
// CPU GPU
//
// Record command buffer
// with timestamp query
//
// Submit command buffer
//
// Post-submission work Begin execution
//
// ???? Set Event GPUReady
//
// Wait on Event GPUReady Wait on Event CPUReady
//
// Get CPU Time Ts Wait on Event CPUReady
//
// Set Event CPUReady Wait on Event CPUReady
//
// Get CPU Time Tcpu Get GPU Time Tgpu
//
// Wait on Event GPUDone Set Event GPUDone
//
// Get CPU Time Te End Execution
//
// Idle Return query results
//
// Get query results
//
// If Te-Ts > epsilon, a GPU or CPU interruption can be assumed and the operation can be
// retried. Once Te-Ts < epsilon, Tcpu can be taken to presumably match Tgpu. Finding an
// epsilon that's valid for all devices may be difficult, so the loop can be performed only
// a limited number of times and the Tcpu,Tgpu pair corresponding to smallest Te-Ts used for
// calibration.
//
// Note: Once VK_EXT_calibrated_timestamps is ubiquitous, this should be redone.
// Make sure nothing is running
ASSERT(!hasRecordedCommands());
ANGLE_TRACE_EVENT0("gpu.angle", "RendererVk::synchronizeCpuGpuTime");
// Create a query used to receive the GPU timestamp
vk::QueryHelper timestampQuery;
ANGLE_TRY(mGpuEventQueryPool.allocateQuery(this, &timestampQuery));
// Create the three events
VkEventCreateInfo eventCreateInfo = {};
eventCreateInfo.sType = VK_STRUCTURE_TYPE_EVENT_CREATE_INFO;
eventCreateInfo.flags = 0;
VkDevice device = getDevice();
vk::DeviceScoped<vk::Event> cpuReady(device), gpuReady(device), gpuDone(device);
ANGLE_VK_TRY(this, cpuReady.get().init(device, eventCreateInfo));
ANGLE_VK_TRY(this, gpuReady.get().init(device, eventCreateInfo));
ANGLE_VK_TRY(this, gpuDone.get().init(device, eventCreateInfo));
constexpr uint32_t kRetries = 10;
// Time suffixes used are S for seconds and Cycles for cycles
double tightestRangeS = 1e6f;
double TcpuS = 0;
uint64_t TgpuCycles = 0;
for (uint32_t i = 0; i < kRetries; ++i)
{
// Reset the events
ANGLE_VK_TRY(this, cpuReady.get().reset(device));
ANGLE_VK_TRY(this, gpuReady.get().reset(device));
ANGLE_VK_TRY(this, gpuDone.get().reset(device));
// Record the command buffer
vk::DeviceScoped<vk::PrimaryCommandBuffer> commandBatch(device);
vk::PrimaryCommandBuffer &commandBuffer = commandBatch.get();
ANGLE_TRY(mCommandQueue.allocatePrimaryCommandBuffer(this, mCommandPool, &commandBuffer));
VkCommandBufferBeginInfo beginInfo = {};
beginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
beginInfo.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
beginInfo.pInheritanceInfo = nullptr;
ANGLE_VK_TRY(this, commandBuffer.begin(beginInfo));
commandBuffer.setEvent(gpuReady.get().getHandle(), VK_PIPELINE_STAGE_ALL_GRAPHICS_BIT);
commandBuffer.waitEvents(1, cpuReady.get().ptr(), VK_PIPELINE_STAGE_HOST_BIT,
VK_PIPELINE_STAGE_ALL_GRAPHICS_BIT, 0, nullptr, 0, nullptr, 0,
nullptr);
timestampQuery.writeTimestamp(this, &commandBuffer);
commandBuffer.setEvent(gpuDone.get().getHandle(), VK_PIPELINE_STAGE_ALL_GRAPHICS_BIT);
ANGLE_VK_TRY(this, commandBuffer.end());
// Submit the command buffer
VkSubmitInfo submitInfo = {};
InitializeSubmitInfo(&submitInfo, commandBatch.get(), {}, &mWaitSemaphoreStageMasks,
nullptr);
ANGLE_TRY(submitFrame(submitInfo, commandBatch.release()));
// Wait for GPU to be ready. This is a short busy wait.
VkResult result = VK_EVENT_RESET;
do
{
result = gpuReady.get().getStatus(device);
if (result != VK_EVENT_SET && result != VK_EVENT_RESET)
{
ANGLE_VK_TRY(this, result);
}
} while (result == VK_EVENT_RESET);
double TsS = platform->monotonicallyIncreasingTime(platform);
// Tell the GPU to go ahead with the timestamp query.
ANGLE_VK_TRY(this, cpuReady.get().set(device));
double cpuTimestampS = platform->monotonicallyIncreasingTime(platform);
// Wait for GPU to be done. Another short busy wait.
do
{
result = gpuDone.get().getStatus(device);
if (result != VK_EVENT_SET && result != VK_EVENT_RESET)
{
ANGLE_VK_TRY(this, result);
}
} while (result == VK_EVENT_RESET);
double TeS = platform->monotonicallyIncreasingTime(platform);
// Get the query results
ANGLE_TRY(finishToSerial(getLastSubmittedQueueSerial()));
uint64_t gpuTimestampCycles = 0;
ANGLE_TRY(timestampQuery.getUint64Result(this, &gpuTimestampCycles));
// Use the first timestamp queried as origin.
if (mGpuEventTimestampOrigin == 0)
{
mGpuEventTimestampOrigin = gpuTimestampCycles;
}
// Take these CPU and GPU timestamps if there is better confidence.
double confidenceRangeS = TeS - TsS;
if (confidenceRangeS < tightestRangeS)
{
tightestRangeS = confidenceRangeS;
TcpuS = cpuTimestampS;
TgpuCycles = gpuTimestampCycles;
}
}
mGpuEventQueryPool.freeQuery(this, &timestampQuery);
// timestampPeriod gives nanoseconds/cycle.
double TgpuS =
(TgpuCycles - mGpuEventTimestampOrigin) *
static_cast<double>(getRenderer()->getPhysicalDeviceProperties().limits.timestampPeriod) /
1'000'000'000.0;
flushGpuEvents(TgpuS, TcpuS);
mGpuClockSync.gpuTimestampS = TgpuS;
mGpuClockSync.cpuTimestampS = TcpuS;
return angle::Result::Continue;
}
angle::Result ContextVk::traceGpuEventImpl(vk::PrimaryCommandBuffer *commandBuffer,
char phase,
const EventName &name)
{
ASSERT(mGpuEventsEnabled);
GpuEventQuery gpuEvent;
gpuEvent.name = name;
gpuEvent.phase = phase;
ANGLE_TRY(mGpuEventQueryPool.allocateQuery(this, &gpuEvent.queryHelper));
gpuEvent.queryHelper.writeTimestamp(this, commandBuffer);
mInFlightGpuEventQueries.push_back(std::move(gpuEvent));
return angle::Result::Continue;
}
angle::Result ContextVk::checkCompletedGpuEvents()
{
ASSERT(mGpuEventsEnabled);
angle::PlatformMethods *platform = ANGLEPlatformCurrent();
ASSERT(platform);
int finishedCount = 0;
Serial lastCompletedSerial = getLastCompletedQueueSerial();
for (GpuEventQuery &eventQuery : mInFlightGpuEventQueries)
{
// Only check the timestamp query if the submission has finished.
if (eventQuery.queryHelper.getStoredQueueSerial() > lastCompletedSerial)
{
break;
}
// See if the results are available.
uint64_t gpuTimestampCycles = 0;
bool available = false;
ANGLE_TRY(eventQuery.queryHelper.getUint64ResultNonBlocking(this, &gpuTimestampCycles,
&available));
if (!available)
{
break;
}
mGpuEventQueryPool.freeQuery(this, &eventQuery.queryHelper);
GpuEvent gpuEvent;
gpuEvent.gpuTimestampCycles = gpuTimestampCycles;
gpuEvent.name = eventQuery.name;
gpuEvent.phase = eventQuery.phase;
mGpuEvents.emplace_back(gpuEvent);
++finishedCount;
}
mInFlightGpuEventQueries.erase(mInFlightGpuEventQueries.begin(),
mInFlightGpuEventQueries.begin() + finishedCount);
return angle::Result::Continue;
}
void ContextVk::flushGpuEvents(double nextSyncGpuTimestampS, double nextSyncCpuTimestampS)
{
if (mGpuEvents.empty())
{
return;
}
angle::PlatformMethods *platform = ANGLEPlatformCurrent();
ASSERT(platform);
// Find the slope of the clock drift for adjustment
double lastGpuSyncTimeS = mGpuClockSync.gpuTimestampS;
double lastGpuSyncDiffS = mGpuClockSync.cpuTimestampS - mGpuClockSync.gpuTimestampS;
double gpuSyncDriftSlope = 0;
double nextGpuSyncTimeS = nextSyncGpuTimestampS;
double nextGpuSyncDiffS = nextSyncCpuTimestampS - nextSyncGpuTimestampS;
// No gpu trace events should have been generated before the clock sync, so if there is no
// "previous" clock sync, there should be no gpu events (i.e. the function early-outs
// above).
ASSERT(mGpuClockSync.gpuTimestampS != std::numeric_limits<double>::max() &&
mGpuClockSync.cpuTimestampS != std::numeric_limits<double>::max());
gpuSyncDriftSlope =
(nextGpuSyncDiffS - lastGpuSyncDiffS) / (nextGpuSyncTimeS - lastGpuSyncTimeS);
for (const GpuEvent &gpuEvent : mGpuEvents)
{
double gpuTimestampS =
(gpuEvent.gpuTimestampCycles - mGpuEventTimestampOrigin) *
static_cast<double>(
getRenderer()->getPhysicalDeviceProperties().limits.timestampPeriod) *
1e-9;
// Account for clock drift.
gpuTimestampS += lastGpuSyncDiffS + gpuSyncDriftSlope * (gpuTimestampS - lastGpuSyncTimeS);
// Generate the trace now that the GPU timestamp is available and clock drifts are
// accounted for.
static long long eventId = 1;
static const unsigned char *categoryEnabled =
TRACE_EVENT_API_GET_CATEGORY_ENABLED(platform, "gpu.angle.gpu");
platform->addTraceEvent(platform, gpuEvent.phase, categoryEnabled, gpuEvent.name.data(),
eventId++, gpuTimestampS, 0, nullptr, nullptr, nullptr,
TRACE_EVENT_FLAG_NONE);
}
mGpuEvents.clear();
}
void ContextVk::clearAllGarbage()
{
for (vk::GarbageObject &garbage : mCurrentGarbage)
{
garbage.destroy(mRenderer);
}
mCurrentGarbage.clear();
mCommandQueue.clearAllGarbage(mRenderer);
}
void ContextVk::handleDeviceLost()
{
mOutsideRenderPassCommands.reset();
mRenderPassCommands.reset();
mCommandQueue.handleDeviceLost(mRenderer);
clearAllGarbage();
mRenderer->notifyDeviceLost();
}
angle::Result ContextVk::drawArrays(const gl::Context *context,
gl::PrimitiveMode mode,
GLint first,
GLsizei count)
{
vk::CommandBuffer *commandBuffer = nullptr;
uint32_t clampedVertexCount = gl::GetClampedVertexCount<uint32_t>(count);
if (mode == gl::PrimitiveMode::LineLoop)
{
uint32_t numIndices;
ANGLE_TRY(setupLineLoopDraw(context, mode, first, count, gl::DrawElementsType::InvalidEnum,
nullptr, &commandBuffer, &numIndices));
vk::LineLoopHelper::Draw(numIndices, 0, commandBuffer);
}
else
{
ANGLE_TRY(setupDraw(context, mode, first, count, 1, gl::DrawElementsType::InvalidEnum,
nullptr, mNonIndexedDirtyBitsMask, &commandBuffer));
commandBuffer->draw(clampedVertexCount, first);
}
return angle::Result::Continue;
}
angle::Result ContextVk::drawArraysInstanced(const gl::Context *context,
gl::PrimitiveMode mode,
GLint first,
GLsizei count,
GLsizei instances)
{
vk::CommandBuffer *commandBuffer = nullptr;
if (mode == gl::PrimitiveMode::LineLoop)
{
uint32_t clampedVertexCount = gl::GetClampedVertexCount<uint32_t>(count);
uint32_t numIndices;
ANGLE_TRY(setupLineLoopDraw(context, mode, first, clampedVertexCount,
gl::DrawElementsType::InvalidEnum, nullptr, &commandBuffer,
&numIndices));
commandBuffer->drawIndexedInstanced(numIndices, instances);
return angle::Result::Continue;
}
ANGLE_TRY(setupDraw(context, mode, first, count, instances, gl::DrawElementsType::InvalidEnum,
nullptr, mNonIndexedDirtyBitsMask, &commandBuffer));
commandBuffer->drawInstanced(gl::GetClampedVertexCount<uint32_t>(count), instances, first);
return angle::Result::Continue;
}
angle::Result ContextVk::drawArraysInstancedBaseInstance(const gl::Context *context,
gl::PrimitiveMode mode,
GLint first,
GLsizei count,
GLsizei instances,
GLuint baseInstance)
{
vk::CommandBuffer *commandBuffer = nullptr;
if (mode == gl::PrimitiveMode::LineLoop)
{
uint32_t clampedVertexCount = gl::GetClampedVertexCount<uint32_t>(count);
uint32_t numIndices;
ANGLE_TRY(setupLineLoopDraw(context, mode, first, clampedVertexCount,
gl::DrawElementsType::InvalidEnum, nullptr, &commandBuffer,
&numIndices));
commandBuffer->drawIndexedInstancedBaseVertexBaseInstance(numIndices, instances, 0, 0,
baseInstance);
return angle::Result::Continue;
}
ANGLE_TRY(setupDraw(context, mode, first, count, instances, gl::DrawElementsType::InvalidEnum,
nullptr, mNonIndexedDirtyBitsMask, &commandBuffer));
commandBuffer->drawInstancedBaseInstance(gl::GetClampedVertexCount<uint32_t>(count), instances,
first, baseInstance);
return angle::Result::Continue;
}
angle::Result ContextVk::drawElements(const gl::Context *context,
gl::PrimitiveMode mode,
GLsizei count,
gl::DrawElementsType type,
const void *indices)
{
vk::CommandBuffer *commandBuffer = nullptr;
if (mode == gl::PrimitiveMode::LineLoop)
{
uint32_t indexCount;
ANGLE_TRY(
setupLineLoopDraw(context, mode, 0, count, type, indices, &commandBuffer, &indexCount));
vk::LineLoopHelper::Draw(indexCount, 0, commandBuffer);
}
else
{
ANGLE_TRY(setupIndexedDraw(context, mode, count, 1, type, indices, &commandBuffer));
commandBuffer->drawIndexed(count);
}
return angle::Result::Continue;
}
angle::Result ContextVk::drawElementsBaseVertex(const gl::Context *context,
gl::PrimitiveMode mode,
GLsizei count,
gl::DrawElementsType type,
const void *indices,
GLint baseVertex)
{
vk::CommandBuffer *commandBuffer = nullptr;
if (mode == gl::PrimitiveMode::LineLoop)
{
uint32_t indexCount;
ANGLE_TRY(
setupLineLoopDraw(context, mode, 0, count, type, indices, &commandBuffer, &indexCount));
vk::LineLoopHelper::Draw(indexCount, baseVertex, commandBuffer);
}
else
{
ANGLE_TRY(setupIndexedDraw(context, mode, count, 1, type, indices, &commandBuffer));
commandBuffer->drawIndexedBaseVertex(count, baseVertex);
}
return angle::Result::Continue;
}
angle::Result ContextVk::drawElementsInstanced(const gl::Context *context,
gl::PrimitiveMode mode,
GLsizei count,
gl::DrawElementsType type,
const void *indices,
GLsizei instances)
{
vk::CommandBuffer *commandBuffer = nullptr;
if (mode == gl::PrimitiveMode::LineLoop)
{
uint32_t indexCount;
ANGLE_TRY(
setupLineLoopDraw(context, mode, 0, count, type, indices, &commandBuffer, &indexCount));
count = indexCount;
}
else
{
ANGLE_TRY(setupIndexedDraw(context, mode, count, instances, type, indices, &commandBuffer));
}
commandBuffer->drawIndexedInstanced(count, instances);
return angle::Result::Continue;
}
angle::Result ContextVk::drawElementsInstancedBaseVertex(const gl::Context *context,
gl::PrimitiveMode mode,
GLsizei count,
gl::DrawElementsType type,
const void *indices,
GLsizei instances,
GLint baseVertex)
{
vk::CommandBuffer *commandBuffer = nullptr;
if (mode == gl::PrimitiveMode::LineLoop)
{
uint32_t indexCount;
ANGLE_TRY(
setupLineLoopDraw(context, mode, 0, count, type, indices, &commandBuffer, &indexCount));
count = indexCount;
}
else
{
ANGLE_TRY(setupIndexedDraw(context, mode, count, instances, type, indices, &commandBuffer));
}
commandBuffer->drawIndexedInstancedBaseVertex(count, instances, baseVertex);
return angle::Result::Continue;
}
angle::Result ContextVk::drawElementsInstancedBaseVertexBaseInstance(const gl::Context *context,
gl::PrimitiveMode mode,
GLsizei count,
gl::DrawElementsType type,
const void *indices,
GLsizei instances,
GLint baseVertex,
GLuint baseInstance)
{
vk::CommandBuffer *commandBuffer = nullptr;
if (mode == gl::PrimitiveMode::LineLoop)
{
uint32_t indexCount;
ANGLE_TRY(
setupLineLoopDraw(context, mode, 0, count, type, indices, &commandBuffer, &indexCount));
commandBuffer->drawIndexedInstancedBaseVertexBaseInstance(indexCount, instances, 0,
baseVertex, baseInstance);
return angle::Result::Continue;
}
ANGLE_TRY(setupIndexedDraw(context, mode, count, instances, type, indices, &commandBuffer));
commandBuffer->drawIndexedInstancedBaseVertexBaseInstance(count, instances, 0, baseVertex,
baseInstance);
return angle::Result::Continue;
}
angle::Result ContextVk::drawRangeElements(const gl::Context *context,
gl::PrimitiveMode mode,
GLuint start,
GLuint end,
GLsizei count,
gl::DrawElementsType type,
const void *indices)
{
return drawElements(context, mode, count, type, indices);
}
angle::Result ContextVk::drawRangeElementsBaseVertex(const gl::Context *context,
gl::PrimitiveMode mode,
GLuint start,
GLuint end,
GLsizei count,
gl::DrawElementsType type,
const void *indices,
GLint baseVertex)
{
return drawElementsBaseVertex(context, mode, count, type, indices, baseVertex);
}
VkDevice ContextVk::getDevice() const
{
return mRenderer->getDevice();
}
angle::Result ContextVk::drawArraysIndirect(const gl::Context *context,
gl::PrimitiveMode mode,
const void *indirect)
{
gl::Buffer *indirectBuffer = mState.getTargetBuffer(gl::BufferBinding::DrawIndirect);
vk::BufferHelper *currentIndirectBuf = &vk::GetImpl(indirectBuffer)->getBuffer();
VkDeviceSize currentIndirectBufOffset = reinterpret_cast<VkDeviceSize>(indirect);
if (mVertexArray->getStreamingVertexAttribsMask().any())
{
mRenderPassCommands.bufferRead(&mResourceUseList, VK_ACCESS_INDIRECT_COMMAND_READ_BIT,
currentIndirectBuf);
// We have instanced vertex attributes that need to be emulated for Vulkan.
// invalidate any cache and map the buffer so that we can read the indirect data.
// Mapping the buffer will cause a flush.
ANGLE_TRY(currentIndirectBuf->invalidate(mRenderer, 0, sizeof(VkDrawIndirectCommand)));
uint8_t *buffPtr;
ANGLE_TRY(currentIndirectBuf->map(this, &buffPtr));
const VkDrawIndirectCommand *indirectData =
reinterpret_cast<VkDrawIndirectCommand *>(buffPtr + currentIndirectBufOffset);
ANGLE_TRY(drawArraysInstanced(context, mode, indirectData->firstVertex,
indirectData->vertexCount, indirectData->instanceCount));
currentIndirectBuf->unmap(mRenderer);
return angle::Result::Continue;
}
vk::CommandBuffer *commandBuffer = nullptr;
if (mode == gl::PrimitiveMode::LineLoop)
{
ASSERT(indirectBuffer);
vk::BufferHelper *dstIndirectBuf = nullptr;
VkDeviceSize dstIndirectBufOffset = 0;
ANGLE_TRY(setupLineLoopIndirectDraw(context, mode, currentIndirectBuf,
currentIndirectBufOffset, &commandBuffer,
&dstIndirectBuf, &dstIndirectBufOffset));
commandBuffer->drawIndexedIndirect(dstIndirectBuf->getBuffer(), dstIndirectBufOffset, 1, 0);
return angle::Result::Continue;
}
ANGLE_TRY(setupIndirectDraw(context, mode, mNonIndexedDirtyBitsMask, currentIndirectBuf,
currentIndirectBufOffset, &commandBuffer));
commandBuffer->drawIndirect(currentIndirectBuf->getBuffer(), currentIndirectBufOffset, 1, 0);
return angle::Result::Continue;
}
angle::Result ContextVk::drawElementsIndirect(const gl::Context *context,
gl::PrimitiveMode mode,
gl::DrawElementsType type,
const void *indirect)
{
VkDeviceSize currentIndirectBufOffset = reinterpret_cast<VkDeviceSize>(indirect);
gl::Buffer *indirectBuffer = mState.getTargetBuffer(gl::BufferBinding::DrawIndirect);
ASSERT(indirectBuffer);
vk::BufferHelper *currentIndirectBuf = &vk::GetImpl(indirectBuffer)->getBuffer();
if (mVertexArray->getStreamingVertexAttribsMask().any())
{
mRenderPassCommands.bufferRead(&mResourceUseList, VK_ACCESS_INDIRECT_COMMAND_READ_BIT,
currentIndirectBuf);
// We have instanced vertex attributes that need to be emulated for Vulkan.
// invalidate any cache and map the buffer so that we can read the indirect data.
// Mapping the buffer will cause a flush.
ANGLE_TRY(
currentIndirectBuf->invalidate(mRenderer, 0, sizeof(VkDrawIndexedIndirectCommand)));
uint8_t *buffPtr;
ANGLE_TRY(currentIndirectBuf->map(this, &buffPtr));
const VkDrawIndexedIndirectCommand *indirectData =
reinterpret_cast<VkDrawIndexedIndirectCommand *>(buffPtr + currentIndirectBufOffset);
ANGLE_TRY(drawElementsInstanced(context, mode, indirectData->indexCount, type, nullptr,
indirectData->instanceCount));
currentIndirectBuf->unmap(mRenderer);
return angle::Result::Continue;
}
if (shouldConvertUint8VkIndexType(type) && mGraphicsDirtyBits[DIRTY_BIT_INDEX_BUFFER])
{
vk::BufferHelper *dstIndirectBuf;
VkDeviceSize dstIndirectBufOffset;
ANGLE_TRY(mVertexArray->convertIndexBufferIndirectGPU(
this, currentIndirectBuf, currentIndirectBufOffset, &dstIndirectBuf,
&dstIndirectBufOffset));
currentIndirectBuf = dstIndirectBuf;
currentIndirectBufOffset = dstIndirectBufOffset;
}
vk::CommandBuffer *commandBuffer = nullptr;
if (mode == gl::PrimitiveMode::LineLoop)
{
vk::BufferHelper *dstIndirectBuf;
VkDeviceSize dstIndirectBufOffset;
ANGLE_TRY(setupLineLoopIndexedIndirectDraw(context, mode, type, currentIndirectBuf,
currentIndirectBufOffset, &commandBuffer,
&dstIndirectBuf, &dstIndirectBufOffset));
currentIndirectBuf = dstIndirectBuf;
currentIndirectBufOffset = dstIndirectBufOffset;
}
else
{
ANGLE_TRY(setupIndexedIndirectDraw(context, mode, type, currentIndirectBuf,
currentIndirectBufOffset, &commandBuffer));
}
commandBuffer->drawIndexedIndirect(currentIndirectBuf->getBuffer(), currentIndirectBufOffset, 1,
0);
return angle::Result::Continue;
}
angle::Result ContextVk::clearWithRenderPassOp(
const gl::Rectangle &clearArea,
gl::DrawBufferMask clearColorBuffers,
bool clearDepth,
bool clearStencil,
const VkClearColorValue &clearColorValue,
const VkClearDepthStencilValue &clearDepthStencilValue)
{
// Validate cache variable is in sync.
ASSERT(mDrawFramebuffer == vk::GetImpl(mState.getDrawFramebuffer()));
// Start a new render pass if:
//
// - no render pass has started,
// - there is a render pass started but it contains commands; we cannot modify its ops, so new
// render pass is needed,
// - the current render area doesn't match the clear area. We need the render area to be
// exactly as specified by the scissor for the loadOp to clear only that area. See
// ContextVk::updateScissor for more information.
if (!mRenderPassCommands.started() ||
(mRenderPassCommands.started() && !mRenderPassCommands.empty()) ||
mRenderPassCommands.getRenderArea() != clearArea)
{
ANGLE_TRY(startRenderPass(clearArea));
}
else
{
flushOutsideRenderPassCommands();
}
size_t attachmentIndexVk = 0;
// Go through clearColorBuffers and set the appropriate loadOp and clear values.
for (size_t colorIndexGL : mDrawFramebuffer->getState().getEnabledDrawBuffers())
{
if (clearColorBuffers.test(colorIndexGL))
{
RenderTargetVk *renderTarget = mDrawFramebuffer->getColorDrawRenderTarget(colorIndexGL);
// If the render target doesn't have alpha, but its emulated format has it, clear the
// alpha to 1.
VkClearColorValue value = clearColorValue;
if (mDrawFramebuffer->getEmulatedAlphaAttachmentMask()[colorIndexGL])
{
const vk::Format &format = renderTarget->getImageFormat();
if (format.vkFormatIsInt)
{
if (format.vkFormatIsUnsigned)
{
value.uint32[3] = kEmulatedAlphaValue;
}
else
{
value.int32[3] = kEmulatedAlphaValue;
}
}
else
{
value.float32[3] = kEmulatedAlphaValue;
}
}
mRenderPassCommands.clearRenderPassColorAttachment(attachmentIndexVk, value);
}
++attachmentIndexVk;
}
// Set the appropriate loadOp and clear values for depth and stencil.
RenderTargetVk *depthStencilRenderTarget = mDrawFramebuffer->getDepthStencilRenderTarget();
if (depthStencilRenderTarget)
{
const vk::Format &format = depthStencilRenderTarget->getImageFormat();
if (format.hasEmulatedImageChannels())
{
if (format.intendedFormat().stencilBits == 0)
{
// If the format we picked has stencil but user did not ask for
// it due to hardware limitation, force clear the stencil so
// that no load will happen. Also don't try to store stencil
// value as well. Same logic for depth bits bellow.
mRenderPassCommands.invalidateRenderPassStencilAttachment(attachmentIndexVk);
clearStencil = true;
}
if (format.intendedFormat().depthBits == 0)
{
mRenderPassCommands.invalidateRenderPassDepthAttachment(attachmentIndexVk);
clearDepth = true;
}
}
if (clearDepth)
{
mRenderPassCommands.clearRenderPassDepthAttachment(attachmentIndexVk,
clearDepthStencilValue.depth);
}
if (clearStencil)
{
mRenderPassCommands.clearRenderPassStencilAttachment(attachmentIndexVk,
clearDepthStencilValue.stencil);
}
}
return angle::Result::Continue;
}
void ContextVk::optimizeRenderPassForPresent(VkFramebuffer framebufferHandle)
{
if (!mRenderPassCommands.started())
{
return;
}
if (framebufferHandle != mRenderPassCommands.getFramebufferHandle())
{
return;
}
RenderTargetVk *color0RenderTarget = mDrawFramebuffer->getColorDrawRenderTarget(0);
if (!color0RenderTarget)
{
return;
}
// EGL1.5 spec: The contents of ancillary buffers are always undefined after calling
// eglSwapBuffers
RenderTargetVk *depthStencilRenderTarget = mDrawFramebuffer->getDepthStencilRenderTarget();
if (depthStencilRenderTarget)
{
size_t depthStencilAttachmentIndexVk = mDrawFramebuffer->getDepthStencilAttachmentIndexVk();
// Change depthstencil attachment storeOp to DONT_CARE
mRenderPassCommands.invalidateRenderPassStencilAttachment(depthStencilAttachmentIndexVk);
mRenderPassCommands.invalidateRenderPassDepthAttachment(depthStencilAttachmentIndexVk);
// Mark content as invalid so that we will not load them in next renderpass
depthStencilRenderTarget->invalidateContent();
}
// Use finalLayout instead of extra barrier for layout change to present
vk::ImageHelper &image = color0RenderTarget->getImage();
image.setCurrentImageLayout(vk::ImageLayout::Present);
mRenderPassCommands.updateRenderPassAttachmentFinalLayout(0, image.getCurrentImageLayout());
}
gl::GraphicsResetStatus ContextVk::getResetStatus()
{
if (mRenderer->isDeviceLost())
{
// TODO(geofflang): It may be possible to track which context caused the device lost and
// return either GL_GUILTY_CONTEXT_RESET or GL_INNOCENT_CONTEXT_RESET.
// http://anglebug.com/2787
return gl::GraphicsResetStatus::UnknownContextReset;
}
return gl::GraphicsResetStatus::NoError;
}
std::string ContextVk::getVendorString() const
{
UNIMPLEMENTED();
return std::string();
}
std::string ContextVk::getRendererDescription() const
{
return mRenderer->getRendererDescription();
}
angle::Result ContextVk::insertEventMarker(GLsizei length, const char *marker)
{
if (!mRenderer->enableDebugUtils())
return angle::Result::Continue;
vk::PrimaryCommandBuffer *primary;
ANGLE_TRY(flushAndGetPrimaryCommandBuffer(&primary));
VkDebugUtilsLabelEXT label;
vk::MakeDebugUtilsLabel(GL_DEBUG_SOURCE_APPLICATION, marker, &label);
primary->insertDebugUtilsLabelEXT(label);
return angle::Result::Continue;
}
angle::Result ContextVk::pushGroupMarker(GLsizei length, const char *marker)
{
if (!mRenderer->enableDebugUtils())
return angle::Result::Continue;
vk::PrimaryCommandBuffer *primary;
ANGLE_TRY(flushAndGetPrimaryCommandBuffer(&primary));
VkDebugUtilsLabelEXT label;
vk::MakeDebugUtilsLabel(GL_DEBUG_SOURCE_APPLICATION, marker, &label);
primary->beginDebugUtilsLabelEXT(label);
return angle::Result::Continue;
}
angle::Result ContextVk::popGroupMarker()
{
if (!mRenderer->enableDebugUtils())
return angle::Result::Continue;
vk::PrimaryCommandBuffer *primary;
ANGLE_TRY(flushAndGetPrimaryCommandBuffer(&primary));
primary->endDebugUtilsLabelEXT();
return angle::Result::Continue;
}
angle::Result ContextVk::pushDebugGroup(const gl::Context *context,
GLenum source,
GLuint id,
const std::string &message)
{
if (!mRenderer->enableDebugUtils())
return angle::Result::Continue;
vk::PrimaryCommandBuffer *primary;
ANGLE_TRY(flushAndGetPrimaryCommandBuffer(&primary));
VkDebugUtilsLabelEXT label;
vk::MakeDebugUtilsLabel(source, message.c_str(), &label);
primary->insertDebugUtilsLabelEXT(label);
return angle::Result::Continue;
}
angle::Result ContextVk::popDebugGroup(const gl::Context *context)
{
if (!mRenderer->enableDebugUtils())
return angle::Result::Continue;
vk::PrimaryCommandBuffer *primary;
ANGLE_TRY(flushAndGetPrimaryCommandBuffer(&primary));
primary->endDebugUtilsLabelEXT();
return angle::Result::Continue;
}
bool ContextVk::isViewportFlipEnabledForDrawFBO() const
{
return mFlipViewportForDrawFramebuffer && mFlipYForCurrentSurface;
}
bool ContextVk::isViewportFlipEnabledForReadFBO() const
{
return mFlipViewportForReadFramebuffer;
}
bool ContextVk::isRotatedAspectRatioForDrawFBO() const
{
return IsRotatedAspectRatio(mCurrentRotationDrawFramebuffer);
}
bool ContextVk::isRotatedAspectRatioForReadFBO() const
{
return IsRotatedAspectRatio(mCurrentRotationReadFramebuffer);
}
void ContextVk::updateColorMask(const gl::BlendState &blendState)
{
mClearColorMask =
gl_vk::GetColorComponentFlags(blendState.colorMaskRed, blendState.colorMaskGreen,
blendState.colorMaskBlue, blendState.colorMaskAlpha);
FramebufferVk *framebufferVk = vk::GetImpl(mState.getDrawFramebuffer());
mGraphicsPipelineDesc->updateColorWriteMask(&mGraphicsPipelineTransition, mClearColorMask,
framebufferVk->getEmulatedAlphaAttachmentMask());
}
void ContextVk::updateSampleMask(const gl::State &glState)
{
// If sample coverage is enabled, emulate it by generating and applying a mask on top of the
// sample mask.
uint32_t coverageSampleCount = GetCoverageSampleCount(glState, mDrawFramebuffer);
static_assert(sizeof(uint32_t) == sizeof(GLbitfield), "Vulkan assumes 32-bit sample masks");
for (uint32_t maskNumber = 0; maskNumber < glState.getMaxSampleMaskWords(); ++maskNumber)
{
uint32_t mask = glState.isSampleMaskEnabled() ? glState.getSampleMaskWord(maskNumber)
: std::numeric_limits<uint32_t>::max();
ApplySampleCoverage(glState, coverageSampleCount, maskNumber, &mask);
mGraphicsPipelineDesc->updateSampleMask(&mGraphicsPipelineTransition, maskNumber, mask);
}
}
void ContextVk::updateViewport(FramebufferVk *framebufferVk,
const gl::Rectangle &viewport,
float nearPlane,
float farPlane,
bool invertViewport)
{
VkViewport vkViewport;
const gl::Caps &caps = getCaps();
const VkPhysicalDeviceLimits &limitsVk = mRenderer->getPhysicalDeviceProperties().limits;
const int viewportBoundsRangeLow = static_cast<int>(limitsVk.viewportBoundsRange[0]);
const int viewportBoundsRangeHigh = static_cast<int>(limitsVk.viewportBoundsRange[1]);
// Clamp the viewport values to what Vulkan specifies
// width must be greater than 0.0 and less than or equal to
// VkPhysicalDeviceLimits::maxViewportDimensions[0]
int correctedWidth = std::min<int>(viewport.width, caps.maxViewportWidth);
correctedWidth = std::max<int>(correctedWidth, 0);
// height must be greater than 0.0 and less than or equal to
// VkPhysicalDeviceLimits::maxViewportDimensions[1]
int correctedHeight = std::min<int>(viewport.height, caps.maxViewportHeight);
correctedHeight = std::max<int>(correctedHeight, 0);
// x and y must each be between viewportBoundsRange[0] and viewportBoundsRange[1], inclusive
int correctedX = std::min<int>(viewport.x, viewportBoundsRangeHigh);
correctedX = std::max<int>(correctedX, viewportBoundsRangeLow);
int correctedY = std::min<int>(viewport.y, viewportBoundsRangeHigh);
correctedY = std::max<int>(correctedY, viewportBoundsRangeLow);
// x + width must be less than or equal to viewportBoundsRange[1]
if ((correctedX + correctedWidth) > viewportBoundsRangeHigh)
{
correctedWidth = viewportBoundsRangeHigh - correctedX;
}
// y + height must be less than or equal to viewportBoundsRange[1]
if ((correctedY + correctedHeight) > viewportBoundsRangeHigh)
{
correctedHeight = viewportBoundsRangeHigh - correctedY;
}
gl::Box framebufferDimensions = framebufferVk->getState().getDimensions();
if (isRotatedAspectRatioForDrawFBO())
{
// The surface is rotated 90/270 degrees. This changes the aspect ratio of the surface.
// Swap the width and height of the viewport we calculate, and the framebuffer height that
// we use to calculate it with.
// TODO(ianelliott): handle small viewport/scissor cases. http://anglebug.com/4431
std::swap(correctedWidth, correctedHeight);
std::swap(framebufferDimensions.width, framebufferDimensions.height);
}
gl::Rectangle correctedRect =
gl::Rectangle(correctedX, correctedY, correctedWidth, correctedHeight);
gl_vk::GetViewport(correctedRect, nearPlane, farPlane, invertViewport,
framebufferDimensions.height, &vkViewport);
mGraphicsPipelineDesc->updateViewport(&mGraphicsPipelineTransition, vkViewport);
invalidateGraphicsDriverUniforms();
}
void ContextVk::updateDepthRange(float nearPlane, float farPlane)
{
invalidateGraphicsDriverUniforms();
mGraphicsPipelineDesc->updateDepthRange(&mGraphicsPipelineTransition, nearPlane, farPlane);
}
angle::Result ContextVk::updateScissor(const gl::State &glState)
{
FramebufferVk *framebufferVk = vk::GetImpl(glState.getDrawFramebuffer());
gl::Rectangle renderArea = framebufferVk->getCompleteRenderArea();
// Clip the render area to the viewport.
gl::Rectangle viewportClippedRenderArea;
gl::ClipRectangle(renderArea, glState.getViewport(), &viewportClippedRenderArea);
gl::Rectangle scissoredArea = ClipRectToScissor(getState(), viewportClippedRenderArea, false);
if (isViewportFlipEnabledForDrawFBO())
{
scissoredArea.y = renderArea.height - scissoredArea.y - scissoredArea.height;
}
if (isRotatedAspectRatioForDrawFBO())
{
// The surface is rotated 90/270 degrees. This changes the aspect ratio of the surface.
// Swap the width and height of the scissor we use.
// TODO(ianelliott): handle small viewport/scissor cases. http://anglebug.com/4431
std::swap(scissoredArea.width, scissoredArea.height);
}
mGraphicsPipelineDesc->updateScissor(&mGraphicsPipelineTransition,
gl_vk::GetRect(scissoredArea));
// If the scissor has grown beyond the previous scissoredRenderArea, make sure the render pass
// is restarted. Otherwise, we can continue using the same renderpass area.
//
// Without a scissor, the render pass area covers the whole of the framebuffer. With a
// scissored clear, the render pass area could be smaller than the framebuffer size. When the
// scissor changes, if the scissor area is completely encompassed by the render pass area, it's
// possible to continue using the same render pass. However, if the current render pass area
// is too small, we need to start a new one. The latter can happen if a scissored clear starts
// a render pass, the scissor is disabled and a draw call is issued to affect the whole
// framebuffer.
gl::Rectangle scissoredRenderArea = framebufferVk->getScissoredRenderArea(this);
if (!mRenderPassCommands.empty())
{
if (!mRenderPassCommands.getRenderArea().encloses(scissoredRenderArea))
{
ANGLE_TRY(endRenderPass());
}
}
return angle::Result::Continue;
}
void ContextVk::invalidateProgramBindingHelper(const gl::State &glState)
{
mExecutable = nullptr;
if (glState.getProgram())
{
mProgram = vk::GetImpl(glState.getProgram());
mExecutable = &mProgram->getExecutable();
}
else
{
mProgram = nullptr;
mExecutable = nullptr;
}
if (glState.getProgramPipeline())
{
mProgramPipeline = vk::GetImpl(glState.getProgramPipeline());
if (!mExecutable)
{
// A bound program always overrides a program pipeline
mExecutable = &mProgramPipeline->getExecutable();
}
}
else
{
mProgramPipeline = nullptr;
}
}
angle::Result ContextVk::invalidateProgramExecutableHelper(const gl::Context *context)
{
const gl::State &glState = context->getState();
if (glState.getProgramExecutable()->isCompute())
{
invalidateCurrentComputePipeline();
}
else
{
// No additional work is needed here. We will update the pipeline desc
// later.
invalidateDefaultAttributes(context->getStateCache().getActiveDefaultAttribsMask());
invalidateVertexAndIndexBuffers();
bool useVertexBuffer = (glState.getProgramExecutable()->getMaxActiveAttribLocation() > 0);
mNonIndexedDirtyBitsMask.set(DIRTY_BIT_VERTEX_BUFFERS, useVertexBuffer);
mIndexedDirtyBitsMask.set(DIRTY_BIT_VERTEX_BUFFERS, useVertexBuffer);
mCurrentGraphicsPipeline = nullptr;
mGraphicsPipelineTransition.reset();
}
return angle::Result::Continue;
}
angle::Result ContextVk::syncState(const gl::Context *context,
const gl::State::DirtyBits &dirtyBits,
const gl::State::DirtyBits &bitMask)
{
const gl::State &glState = context->getState();
const gl::ProgramExecutable *programExecutable = glState.getProgramExecutable();
if ((dirtyBits & mPipelineDirtyBitsMask).any() &&
(programExecutable == nullptr || !programExecutable->isCompute()))
{
invalidateCurrentGraphicsPipeline();
}
for (auto iter = dirtyBits.begin(), endIter = dirtyBits.end(); iter != endIter; ++iter)
{
size_t dirtyBit = *iter;
switch (dirtyBit)
{
case gl::State::DIRTY_BIT_SCISSOR_TEST_ENABLED:
case gl::State::DIRTY_BIT_SCISSOR:
ANGLE_TRY(updateScissor(glState));
break;
case gl::State::DIRTY_BIT_VIEWPORT:
{
FramebufferVk *framebufferVk = vk::GetImpl(glState.getDrawFramebuffer());
updateViewport(framebufferVk, glState.getViewport(), glState.getNearPlane(),
glState.getFarPlane(), isViewportFlipEnabledForDrawFBO());
// Update the scissor, which will be constrained to the viewport
ANGLE_TRY(updateScissor(glState));
break;
}
case gl::State::DIRTY_BIT_DEPTH_RANGE:
updateDepthRange(glState.getNearPlane(), glState.getFarPlane());
break;
case gl::State::DIRTY_BIT_BLEND_ENABLED:
mGraphicsPipelineDesc->updateBlendEnabled(&mGraphicsPipelineTransition,
glState.isBlendEnabled());
break;
case gl::State::DIRTY_BIT_BLEND_COLOR:
mGraphicsPipelineDesc->updateBlendColor(&mGraphicsPipelineTransition,
glState.getBlendColor());
break;
case gl::State::DIRTY_BIT_BLEND_FUNCS:
mGraphicsPipelineDesc->updateBlendFuncs(&mGraphicsPipelineTransition,
glState.getBlendState());
break;
case gl::State::DIRTY_BIT_BLEND_EQUATIONS:
mGraphicsPipelineDesc->updateBlendEquations(&mGraphicsPipelineTransition,
glState.getBlendState());
break;
case gl::State::DIRTY_BIT_COLOR_MASK:
updateColorMask(glState.getBlendState());
break;
case gl::State::DIRTY_BIT_SAMPLE_ALPHA_TO_COVERAGE_ENABLED:
mGraphicsPipelineDesc->updateAlphaToCoverageEnable(
&mGraphicsPipelineTransition, glState.isSampleAlphaToCoverageEnabled());
ASSERT(gl::State::DIRTY_BIT_PROGRAM_EXECUTABLE >
gl::State::DIRTY_BIT_SAMPLE_ALPHA_TO_COVERAGE_ENABLED);
iter.setLaterBit(gl::State::DIRTY_BIT_PROGRAM_EXECUTABLE);
break;
case gl::State::DIRTY_BIT_SAMPLE_COVERAGE_ENABLED:
updateSampleMask(glState);
break;
case gl::State::DIRTY_BIT_SAMPLE_COVERAGE:
updateSampleMask(glState);
break;
case gl::State::DIRTY_BIT_SAMPLE_MASK_ENABLED:
updateSampleMask(glState);
break;
case gl::State::DIRTY_BIT_SAMPLE_MASK:
updateSampleMask(glState);
break;
case gl::State::DIRTY_BIT_DEPTH_TEST_ENABLED:
mGraphicsPipelineDesc->updateDepthTestEnabled(&mGraphicsPipelineTransition,
glState.getDepthStencilState(),
glState.getDrawFramebuffer());
break;
case gl::State::DIRTY_BIT_DEPTH_FUNC:
mGraphicsPipelineDesc->updateDepthFunc(&mGraphicsPipelineTransition,
glState.getDepthStencilState());
break;
case gl::State::DIRTY_BIT_DEPTH_MASK:
mGraphicsPipelineDesc->updateDepthWriteEnabled(&mGraphicsPipelineTransition,
glState.getDepthStencilState(),
glState.getDrawFramebuffer());
break;
case gl::State::DIRTY_BIT_STENCIL_TEST_ENABLED:
mGraphicsPipelineDesc->updateStencilTestEnabled(&mGraphicsPipelineTransition,
glState.getDepthStencilState(),
glState.getDrawFramebuffer());
break;
case gl::State::DIRTY_BIT_STENCIL_FUNCS_FRONT:
mGraphicsPipelineDesc->updateStencilFrontFuncs(&mGraphicsPipelineTransition,
glState.getStencilRef(),
glState.getDepthStencilState());
break;
case gl::State::DIRTY_BIT_STENCIL_FUNCS_BACK:
mGraphicsPipelineDesc->updateStencilBackFuncs(&mGraphicsPipelineTransition,
glState.getStencilBackRef(),
glState.getDepthStencilState());
break;
case gl::State::DIRTY_BIT_STENCIL_OPS_FRONT:
mGraphicsPipelineDesc->updateStencilFrontOps(&mGraphicsPipelineTransition,
glState.getDepthStencilState());
break;
case gl::State::DIRTY_BIT_STENCIL_OPS_BACK:
mGraphicsPipelineDesc->updateStencilBackOps(&mGraphicsPipelineTransition,
glState.getDepthStencilState());
break;
case gl::State::DIRTY_BIT_STENCIL_WRITEMASK_FRONT:
mGraphicsPipelineDesc->updateStencilFrontWriteMask(&mGraphicsPipelineTransition,
glState.getDepthStencilState(),
glState.getDrawFramebuffer());
break;
case gl::State::DIRTY_BIT_STENCIL_WRITEMASK_BACK:
mGraphicsPipelineDesc->updateStencilBackWriteMask(&mGraphicsPipelineTransition,
glState.getDepthStencilState(),
glState.getDrawFramebuffer());
break;
case gl::State::DIRTY_BIT_CULL_FACE_ENABLED:
case gl::State::DIRTY_BIT_CULL_FACE:
mGraphicsPipelineDesc->updateCullMode(&mGraphicsPipelineTransition,
glState.getRasterizerState());
break;
case gl::State::DIRTY_BIT_FRONT_FACE:
mGraphicsPipelineDesc->updateFrontFace(&mGraphicsPipelineTransition,
glState.getRasterizerState(),
isViewportFlipEnabledForDrawFBO());
break;
case gl::State::DIRTY_BIT_POLYGON_OFFSET_FILL_ENABLED:
mGraphicsPipelineDesc->updatePolygonOffsetFillEnabled(
&mGraphicsPipelineTransition, glState.isPolygonOffsetFillEnabled());
break;
case gl::State::DIRTY_BIT_POLYGON_OFFSET:
mGraphicsPipelineDesc->updatePolygonOffset(&mGraphicsPipelineTransition,
glState.getRasterizerState());
break;
case gl::State::DIRTY_BIT_RASTERIZER_DISCARD_ENABLED:
mGraphicsPipelineDesc->updateRasterizerDiscardEnabled(
&mGraphicsPipelineTransition, glState.isRasterizerDiscardEnabled());
break;
case gl::State::DIRTY_BIT_LINE_WIDTH:
mGraphicsPipelineDesc->updateLineWidth(&mGraphicsPipelineTransition,
glState.getLineWidth());
break;
case gl::State::DIRTY_BIT_PRIMITIVE_RESTART_ENABLED:
mGraphicsPipelineDesc->updatePrimitiveRestartEnabled(
&mGraphicsPipelineTransition, glState.isPrimitiveRestartEnabled());
break;
case gl::State::DIRTY_BIT_CLEAR_COLOR:
mClearColorValue.color.float32[0] = glState.getColorClearValue().red;
mClearColorValue.color.float32[1] = glState.getColorClearValue().green;
mClearColorValue.color.float32[2] = glState.getColorClearValue().blue;
mClearColorValue.color.float32[3] = glState.getColorClearValue().alpha;
break;
case gl::State::DIRTY_BIT_CLEAR_DEPTH:
mClearDepthStencilValue.depthStencil.depth = glState.getDepthClearValue();
break;
case gl::State::DIRTY_BIT_CLEAR_STENCIL:
mClearDepthStencilValue.depthStencil.stencil =
static_cast<uint32_t>(glState.getStencilClearValue());
break;
case gl::State::DIRTY_BIT_UNPACK_STATE:
// This is a no-op, it's only important to use the right unpack state when we do
// setImage or setSubImage in TextureVk, which is plumbed through the frontend
// call
break;
case gl::State::DIRTY_BIT_UNPACK_BUFFER_BINDING:
break;
case gl::State::DIRTY_BIT_PACK_STATE:
// This is a no-op, its only important to use the right pack state when we do
// call readPixels later on.
break;
case gl::State::DIRTY_BIT_PACK_BUFFER_BINDING:
break;
case gl::State::DIRTY_BIT_DITHER_ENABLED:
break;
case gl::State::DIRTY_BIT_GENERATE_MIPMAP_HINT:
break;
case gl::State::DIRTY_BIT_SHADER_DERIVATIVE_HINT:
break;
case gl::State::DIRTY_BIT_READ_FRAMEBUFFER_BINDING:
updateFlipViewportReadFramebuffer(context->getState());
updateSurfaceRotationReadFramebuffer(glState);
break;
case gl::State::DIRTY_BIT_DRAW_FRAMEBUFFER_BINDING:
{
// FramebufferVk::syncState signals that we should start a new command buffer.
// But changing the binding can skip FramebufferVk::syncState if the Framebuffer
// has no dirty bits. Thus we need to explicitly clear the current command
// buffer to ensure we start a new one. Note that we always start a new command
// buffer because we currently can only support one open RenderPass at a time.
onRenderPassFinished();
gl::Framebuffer *drawFramebuffer = glState.getDrawFramebuffer();
mDrawFramebuffer = vk::GetImpl(drawFramebuffer);
updateFlipViewportDrawFramebuffer(glState);
updateSurfaceRotationDrawFramebuffer(glState);
updateViewport(mDrawFramebuffer, glState.getViewport(), glState.getNearPlane(),
glState.getFarPlane(), isViewportFlipEnabledForDrawFBO());
updateColorMask(glState.getBlendState());
updateSampleMask(glState);
mGraphicsPipelineDesc->updateRasterizationSamples(&mGraphicsPipelineTransition,
mDrawFramebuffer->getSamples());
mGraphicsPipelineDesc->updateFrontFace(&mGraphicsPipelineTransition,
glState.getRasterizerState(),
isViewportFlipEnabledForDrawFBO());
ANGLE_TRY(updateScissor(glState));
const gl::DepthStencilState depthStencilState = glState.getDepthStencilState();
mGraphicsPipelineDesc->updateDepthTestEnabled(&mGraphicsPipelineTransition,
depthStencilState, drawFramebuffer);
mGraphicsPipelineDesc->updateDepthWriteEnabled(&mGraphicsPipelineTransition,
depthStencilState, drawFramebuffer);
mGraphicsPipelineDesc->updateStencilTestEnabled(&mGraphicsPipelineTransition,
depthStencilState, drawFramebuffer);
mGraphicsPipelineDesc->updateStencilFrontWriteMask(
&mGraphicsPipelineTransition, depthStencilState, drawFramebuffer);
mGraphicsPipelineDesc->updateStencilBackWriteMask(
&mGraphicsPipelineTransition, depthStencilState, drawFramebuffer);
mGraphicsPipelineDesc->updateRenderPassDesc(&mGraphicsPipelineTransition,
mDrawFramebuffer->getRenderPassDesc());
invalidateCurrentTransformFeedbackBuffers();
break;
}
case gl::State::DIRTY_BIT_RENDERBUFFER_BINDING:
break;
case gl::State::DIRTY_BIT_VERTEX_ARRAY_BINDING:
{
mVertexArray = vk::GetImpl(glState.getVertexArray());
invalidateDefaultAttributes(context->getStateCache().getActiveDefaultAttribsMask());
mVertexArray->updateActiveAttribInfo(this);
setIndexBufferDirty();
break;
}
case gl::State::DIRTY_BIT_DRAW_INDIRECT_BUFFER_BINDING:
break;
case gl::State::DIRTY_BIT_DISPATCH_INDIRECT_BUFFER_BINDING:
break;
case gl::State::DIRTY_BIT_PROGRAM_BINDING:
invalidateProgramBindingHelper(glState);
break;
case gl::State::DIRTY_BIT_PROGRAM_EXECUTABLE:
{
ASSERT(programExecutable);
invalidateCurrentDefaultUniforms();
ASSERT(gl::State::DIRTY_BIT_TEXTURE_BINDINGS >
gl::State::DIRTY_BIT_PROGRAM_EXECUTABLE);
iter.setLaterBit(gl::State::DIRTY_BIT_TEXTURE_BINDINGS);
invalidateCurrentShaderResources();
ANGLE_TRY(invalidateProgramExecutableHelper(context));
break;
}
case gl::State::DIRTY_BIT_SAMPLER_BINDINGS:
{
ASSERT(gl::State::DIRTY_BIT_TEXTURE_BINDINGS >
gl::State::DIRTY_BIT_SAMPLER_BINDINGS);
iter.setLaterBit(gl::State::DIRTY_BIT_TEXTURE_BINDINGS);
break;
}
case gl::State::DIRTY_BIT_TEXTURE_BINDINGS:
ANGLE_TRY(invalidateCurrentTextures(context));
break;
case gl::State::DIRTY_BIT_TRANSFORM_FEEDBACK_BINDING:
// Nothing to do.
break;
case gl::State::DIRTY_BIT_SHADER_STORAGE_BUFFER_BINDING:
invalidateCurrentShaderResources();
break;
case gl::State::DIRTY_BIT_UNIFORM_BUFFER_BINDINGS:
invalidateCurrentShaderResources();
break;
case gl::State::DIRTY_BIT_ATOMIC_COUNTER_BUFFER_BINDING:
invalidateCurrentShaderResources();
invalidateDriverUniforms();
break;
case gl::State::DIRTY_BIT_IMAGE_BINDINGS:
invalidateCurrentShaderResources();
break;
case gl::State::DIRTY_BIT_MULTISAMPLING:
// TODO(syoussefi): this should configure the pipeline to render as if
// single-sampled, and write the results to all samples of a pixel regardless of
// coverage. See EXT_multisample_compatibility. http://anglebug.com/3204
break;
case gl::State::DIRTY_BIT_SAMPLE_ALPHA_TO_ONE:
// TODO(syoussefi): this is part of EXT_multisample_compatibility. The
// alphaToOne Vulkan feature should be enabled to support this extension.
// http://anglebug.com/3204
mGraphicsPipelineDesc->updateAlphaToOneEnable(&mGraphicsPipelineTransition,
glState.isSampleAlphaToOneEnabled());
break;
case gl::State::DIRTY_BIT_COVERAGE_MODULATION:
break;
case gl::State::DIRTY_BIT_FRAMEBUFFER_SRGB:
break;
case gl::State::DIRTY_BIT_CURRENT_VALUES:
{
invalidateDefaultAttributes(glState.getAndResetDirtyCurrentValues());
break;
}
case gl::State::DIRTY_BIT_PROVOKING_VERTEX:
break;
default:
UNREACHABLE();
break;
}
}
return angle::Result::Continue;
}
GLint ContextVk::getGPUDisjoint()
{
// No extension seems to be available to query this information.
return 0;
}
GLint64 ContextVk::getTimestamp()
{
// This function should only be called if timestamp queries are available.
ASSERT(mRenderer->getQueueFamilyProperties().timestampValidBits > 0);
uint64_t timestamp = 0;
(void)getTimestamp(&timestamp);
return static_cast<GLint64>(timestamp);
}
angle::Result ContextVk::onMakeCurrent(const gl::Context *context)
{
mRenderer->reloadVolkIfNeeded();
// Flip viewports if FeaturesVk::flipViewportY is enabled and the user did not request that
// the surface is flipped.
egl::Surface *drawSurface = context->getCurrentDrawSurface();
mFlipYForCurrentSurface =
drawSurface != nullptr && mRenderer->getFeatures().flipViewportY.enabled &&
!IsMaskFlagSet(drawSurface->getOrientation(), EGL_SURFACE_ORIENTATION_INVERT_Y_ANGLE);
if (drawSurface && drawSurface->getType() == EGL_WINDOW_BIT)
{
mCurrentWindowSurface = GetImplAs<WindowSurfaceVk>(drawSurface);
}
else
{
mCurrentWindowSurface = nullptr;
}
const gl::State &glState = context->getState();
updateFlipViewportDrawFramebuffer(glState);
updateFlipViewportReadFramebuffer(glState);
updateSurfaceRotationDrawFramebuffer(glState);
updateSurfaceRotationReadFramebuffer(glState);
invalidateDriverUniforms();
return angle::Result::Continue;
}
angle::Result ContextVk::onUnMakeCurrent(const gl::Context *context)
{
ANGLE_TRY(flushImpl(nullptr));
mCurrentWindowSurface = nullptr;
return angle::Result::Continue;
}
void ContextVk::updateFlipViewportDrawFramebuffer(const gl::State &glState)
{
gl::Framebuffer *drawFramebuffer = glState.getDrawFramebuffer();
mFlipViewportForDrawFramebuffer =
drawFramebuffer->isDefault() && mRenderer->getFeatures().flipViewportY.enabled;
}
void ContextVk::updateFlipViewportReadFramebuffer(const gl::State &glState)
{
gl::Framebuffer *readFramebuffer = glState.getReadFramebuffer();
mFlipViewportForReadFramebuffer =
readFramebuffer->isDefault() && mRenderer->getFeatures().flipViewportY.enabled;
}
void ContextVk::updateSurfaceRotationDrawFramebuffer(const gl::State &glState)
{
gl::Framebuffer *drawFramebuffer = glState.getDrawFramebuffer();
mCurrentRotationDrawFramebuffer =
DetermineSurfaceRotation(drawFramebuffer, mCurrentWindowSurface);
}
void ContextVk::updateSurfaceRotationReadFramebuffer(const gl::State &glState)
{
gl::Framebuffer *readFramebuffer = glState.getReadFramebuffer();
mCurrentRotationDrawFramebuffer =
DetermineSurfaceRotation(readFramebuffer, mCurrentWindowSurface);
}
gl::Caps ContextVk::getNativeCaps() const
{
return mRenderer->getNativeCaps();
}
const gl::TextureCapsMap &ContextVk::getNativeTextureCaps() const
{
return mRenderer->getNativeTextureCaps();
}
const gl::Extensions &ContextVk::getNativeExtensions() const
{
return mRenderer->getNativeExtensions();
}
const gl::Limitations &ContextVk::getNativeLimitations() const
{
return mRenderer->getNativeLimitations();
}
CompilerImpl *ContextVk::createCompiler()
{
return new CompilerVk();
}
ShaderImpl *ContextVk::createShader(const gl::ShaderState &state)
{
return new ShaderVk(state);
}
ProgramImpl *ContextVk::createProgram(const gl::ProgramState &state)
{
return new ProgramVk(state);
}
FramebufferImpl *ContextVk::createFramebuffer(const gl::FramebufferState &state)
{
return FramebufferVk::CreateUserFBO(mRenderer, state);
}
TextureImpl *ContextVk::createTexture(const gl::TextureState &state)
{
return new TextureVk(state, mRenderer);
}
RenderbufferImpl *ContextVk::createRenderbuffer(const gl::RenderbufferState &state)
{
return new RenderbufferVk(state);
}
BufferImpl *ContextVk::createBuffer(const gl::BufferState &state)
{
return new BufferVk(state);
}
VertexArrayImpl *ContextVk::createVertexArray(const gl::VertexArrayState &state)
{
return new VertexArrayVk(this, state);
}
QueryImpl *ContextVk::createQuery(gl::QueryType type)
{
return new QueryVk(type);
}
FenceNVImpl *ContextVk::createFenceNV()
{
return new FenceNVVk();
}
SyncImpl *ContextVk::createSync()
{
return new SyncVk();
}
TransformFeedbackImpl *ContextVk::createTransformFeedback(const gl::TransformFeedbackState &state)
{
return new TransformFeedbackVk(state);
}
SamplerImpl *ContextVk::createSampler(const gl::SamplerState &state)
{
return new SamplerVk(state);
}
ProgramPipelineImpl *ContextVk::createProgramPipeline(const gl::ProgramPipelineState &state)
{
return new ProgramPipelineVk(state);
}
MemoryObjectImpl *ContextVk::createMemoryObject()
{
return new MemoryObjectVk();
}
SemaphoreImpl *ContextVk::createSemaphore()
{
return new SemaphoreVk();
}
OverlayImpl *ContextVk::createOverlay(const gl::OverlayState &state)
{
return new OverlayVk(state);
}
void ContextVk::invalidateCurrentDefaultUniforms()
{
const gl::ProgramExecutable *executable = mState.getProgramExecutable();
ASSERT(executable);
if (executable->hasDefaultUniforms())
{
mGraphicsDirtyBits.set(DIRTY_BIT_DESCRIPTOR_SETS);
mComputeDirtyBits.set(DIRTY_BIT_DESCRIPTOR_SETS);
}
}
angle::Result ContextVk::invalidateCurrentTextures(const gl::Context *context)
{
const gl::ProgramExecutable *executable = mState.getProgramExecutable();
ASSERT(executable);
if (executable->hasTextures())
{
mGraphicsDirtyBits.set(DIRTY_BIT_TEXTURES);
mGraphicsDirtyBits.set(DIRTY_BIT_DESCRIPTOR_SETS);
mComputeDirtyBits.set(DIRTY_BIT_TEXTURES);
mComputeDirtyBits.set(DIRTY_BIT_DESCRIPTOR_SETS);
ANGLE_TRY(updateActiveTextures(context));
}
return angle::Result::Continue;
}
void ContextVk::invalidateCurrentShaderResources()
{
const gl::ProgramExecutable *executable = mState.getProgramExecutable();
ASSERT(executable);
if (executable->hasUniformBuffers() || executable->hasStorageBuffers() ||
executable->hasAtomicCounterBuffers() || executable->hasImages())
{
mGraphicsDirtyBits.set(DIRTY_BIT_SHADER_RESOURCES);
mGraphicsDirtyBits.set(DIRTY_BIT_DESCRIPTOR_SETS);
mComputeDirtyBits.set(DIRTY_BIT_SHADER_RESOURCES);
mComputeDirtyBits.set(DIRTY_BIT_DESCRIPTOR_SETS);
}
}
void ContextVk::invalidateGraphicsDriverUniforms()
{
mGraphicsDirtyBits.set(DIRTY_BIT_DRIVER_UNIFORMS);
mGraphicsDirtyBits.set(DIRTY_BIT_DRIVER_UNIFORMS_BINDING);
}
void ContextVk::invalidateDriverUniforms()
{
mGraphicsDirtyBits.set(DIRTY_BIT_DRIVER_UNIFORMS);
mGraphicsDirtyBits.set(DIRTY_BIT_DRIVER_UNIFORMS_BINDING);
mComputeDirtyBits.set(DIRTY_BIT_DRIVER_UNIFORMS);
mComputeDirtyBits.set(DIRTY_BIT_DRIVER_UNIFORMS_BINDING);
}
void ContextVk::onDrawFramebufferChange(FramebufferVk *framebufferVk)
{
const vk::RenderPassDesc &renderPassDesc = framebufferVk->getRenderPassDesc();
// Ensure that the RenderPass description is updated.
invalidateCurrentGraphicsPipeline();
if (mGraphicsPipelineDesc->getRasterizationSamples() !=
static_cast<uint32_t>(framebufferVk->getSamples()))
{
mGraphicsPipelineDesc->updateRasterizationSamples(&mGraphicsPipelineTransition,
framebufferVk->getSamples());
}
mGraphicsPipelineDesc->updateRenderPassDesc(&mGraphicsPipelineTransition, renderPassDesc);
}
void ContextVk::invalidateCurrentTransformFeedbackBuffers()
{
if (getFeatures().supportsTransformFeedbackExtension.enabled)
{
mGraphicsDirtyBits.set(DIRTY_BIT_TRANSFORM_FEEDBACK_BUFFERS);
}
if (getFeatures().emulateTransformFeedback.enabled)
{
mGraphicsDirtyBits.set(DIRTY_BIT_DESCRIPTOR_SETS);
}
}
void ContextVk::invalidateCurrentTransformFeedbackState()
{
mGraphicsDirtyBits.set(DIRTY_BIT_TRANSFORM_FEEDBACK_STATE);
}
void ContextVk::onTransformFeedbackStateChanged()
{
if (getFeatures().supportsTransformFeedbackExtension.enabled)
{
invalidateCurrentTransformFeedbackState();
}
else if (getFeatures().emulateTransformFeedback.enabled)
{
invalidateGraphicsDriverUniforms();
}
}
void ContextVk::invalidateGraphicsDescriptorSet(uint32_t usedDescriptorSet)
{
// UtilsVk currently only uses set 0
ASSERT(usedDescriptorSet == kDriverUniformsDescriptorSetIndex);
if (mDriverUniforms[PipelineType::Graphics].descriptorSet != VK_NULL_HANDLE)
{
mGraphicsDirtyBits.set(DIRTY_BIT_DRIVER_UNIFORMS_BINDING);
}
}
void ContextVk::invalidateComputeDescriptorSet(uint32_t usedDescriptorSet)
{
// UtilsVk currently only uses set 0
ASSERT(usedDescriptorSet == kDriverUniformsDescriptorSetIndex);
if (mDriverUniforms[PipelineType::Compute].descriptorSet != VK_NULL_HANDLE)
{
mComputeDirtyBits.set(DIRTY_BIT_DRIVER_UNIFORMS_BINDING);
}
}
angle::Result ContextVk::dispatchCompute(const gl::Context *context,
GLuint numGroupsX,
GLuint numGroupsY,
GLuint numGroupsZ)
{
vk::CommandBuffer *commandBuffer;
ANGLE_TRY(setupDispatch(context, &commandBuffer));
commandBuffer->dispatch(numGroupsX, numGroupsY, numGroupsZ);
return angle::Result::Continue;
}
angle::Result ContextVk::dispatchComputeIndirect(const gl::Context *context, GLintptr indirect)
{
vk::CommandBuffer *commandBuffer;
ANGLE_TRY(setupDispatch(context, &commandBuffer));
gl::Buffer *glBuffer = getState().getTargetBuffer(gl::BufferBinding::DispatchIndirect);
vk::BufferHelper &buffer = vk::GetImpl(glBuffer)->getBuffer();
mOutsideRenderPassCommands.bufferRead(&mResourceUseList, VK_ACCESS_INDIRECT_COMMAND_READ_BIT,
&buffer);
commandBuffer->dispatchIndirect(buffer.getBuffer(), indirect);
return angle::Result::Continue;
}
angle::Result ContextVk::memoryBarrier(const gl::Context *context, GLbitfield barriers)
{
return memoryBarrierImpl(barriers, VK_PIPELINE_STAGE_ALL_COMMANDS_BIT);
}
angle::Result ContextVk::memoryBarrierByRegion(const gl::Context *context, GLbitfield barriers)
{
// Note: memoryBarrierByRegion is expected to affect only the fragment pipeline, but is
// otherwise similar to memoryBarrier.
return memoryBarrierImpl(barriers, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
}
angle::Result ContextVk::memoryBarrierImpl(GLbitfield barriers, VkPipelineStageFlags stageMask)
{
// Note: many of the barriers specified here are already covered automatically.
//
// The barriers that are necessary all have SHADER_WRITE as src access and the dst access is
// determined by the given bitfield. Currently, all image-related barriers that require the
// image to change usage are handled through image layout transitions. Most buffer-related
// barriers where the buffer usage changes are also handled automatically through dirty bits.
// The only barriers that are necessary are thus barriers in situations where the resource can
// be written to and read from without changing the bindings.
VkAccessFlags srcAccess = 0;
VkAccessFlags dstAccess = 0;
// Both IMAGE_ACCESS and STORAGE barrier flags translate to the same Vulkan dst access mask.
constexpr GLbitfield kShaderWriteBarriers =
GL_SHADER_IMAGE_ACCESS_BARRIER_BIT | GL_SHADER_STORAGE_BARRIER_BIT;
if ((barriers & kShaderWriteBarriers) != 0)
{
srcAccess |= VK_ACCESS_SHADER_WRITE_BIT;
dstAccess |= VK_ACCESS_SHADER_WRITE_BIT | VK_ACCESS_SHADER_READ_BIT;
}
vk::CommandBuffer *commandBuffer;
ANGLE_TRY(endRenderPassAndGetCommandBuffer(&commandBuffer));
VkMemoryBarrier memoryBarrier = {};
memoryBarrier.sType = VK_STRUCTURE_TYPE_MEMORY_BARRIER;
memoryBarrier.srcAccessMask = srcAccess;
memoryBarrier.dstAccessMask = dstAccess;
commandBuffer->memoryBarrier(stageMask, stageMask, &memoryBarrier);
return angle::Result::Continue;
}
vk::DynamicQueryPool *ContextVk::getQueryPool(gl::QueryType queryType)
{
ASSERT(queryType == gl::QueryType::AnySamples ||
queryType == gl::QueryType::AnySamplesConservative ||
queryType == gl::QueryType::Timestamp || queryType == gl::QueryType::TimeElapsed);
// Assert that timestamp extension is available if needed.
ASSERT(queryType != gl::QueryType::Timestamp && queryType != gl::QueryType::TimeElapsed ||
mRenderer->getQueueFamilyProperties().timestampValidBits > 0);
ASSERT(mQueryPools[queryType].isValid());
return &mQueryPools[queryType];
}
const VkClearValue &ContextVk::getClearColorValue() const
{
return mClearColorValue;
}
const VkClearValue &ContextVk::getClearDepthStencilValue() const
{
return mClearDepthStencilValue;
}
VkColorComponentFlags ContextVk::getClearColorMask() const
{
return mClearColorMask;
}
void ContextVk::writeAtomicCounterBufferDriverUniformOffsets(uint32_t *offsetsOut,
size_t offsetsSize)
{
const VkDeviceSize offsetAlignment =
mRenderer->getPhysicalDeviceProperties().limits.minStorageBufferOffsetAlignment;
size_t atomicCounterBufferCount = mState.getAtomicCounterBufferCount();
ASSERT(atomicCounterBufferCount <= offsetsSize * 4);
for (uint32_t bufferIndex = 0; bufferIndex < atomicCounterBufferCount; ++bufferIndex)
{
uint32_t offsetDiff = 0;
const gl::OffsetBindingPointer<gl::Buffer> *atomicCounterBuffer =
&mState.getIndexedAtomicCounterBuffer(bufferIndex);
if (atomicCounterBuffer->get())
{
VkDeviceSize offset = atomicCounterBuffer->getOffset();
VkDeviceSize alignedOffset = (offset / offsetAlignment) * offsetAlignment;
// GL requires the atomic counter buffer offset to be aligned with uint.
ASSERT((offset - alignedOffset) % sizeof(uint32_t) == 0);
offsetDiff = static_cast<uint32_t>((offset - alignedOffset) / sizeof(uint32_t));
// We expect offsetDiff to fit in an 8-bit value. The maximum difference is
// minStorageBufferOffsetAlignment / 4, where minStorageBufferOffsetAlignment
// currently has a maximum value of 256 on any device.
ASSERT(offsetDiff < (1 << 8));
}
// The output array is already cleared prior to this call.
ASSERT(bufferIndex % 4 != 0 || offsetsOut[bufferIndex / 4] == 0);
offsetsOut[bufferIndex / 4] |= static_cast<uint8_t>(offsetDiff) << ((bufferIndex % 4) * 8);
}
}
angle::Result ContextVk::handleDirtyGraphicsDriverUniforms(const gl::Context *context,
vk::CommandBuffer *commandBuffer)
{
// Allocate a new region in the dynamic buffer.
uint8_t *ptr;
VkBuffer buffer;
bool newBuffer;
ANGLE_TRY(allocateDriverUniforms(sizeof(GraphicsDriverUniforms),
&mDriverUniforms[PipelineType::Graphics], &buffer, &ptr,
&newBuffer));
gl::Rectangle glViewport = mState.getViewport();
float halfRenderAreaHeight =
static_cast<float>(mDrawFramebuffer->getState().getDimensions().height) * 0.5f;
if (isRotatedAspectRatioForDrawFBO())
{
// The surface is rotated 90/270 degrees. This changes the aspect ratio of the surface.
// TODO(ianelliott): handle small viewport/scissor cases. http://anglebug.com/4431
std::swap(glViewport.width, glViewport.height);
halfRenderAreaHeight =
static_cast<float>(mDrawFramebuffer->getState().getDimensions().width) * 0.5f;
}
float scaleY = isViewportFlipEnabledForDrawFBO() ? -1.0f : 1.0f;
uint32_t xfbActiveUnpaused = mState.isTransformFeedbackActiveUnpaused();
float depthRangeNear = mState.getNearPlane();
float depthRangeFar = mState.getFarPlane();
float depthRangeDiff = depthRangeFar - depthRangeNear;
// Copy and flush to the device.
GraphicsDriverUniforms *driverUniforms = reinterpret_cast<GraphicsDriverUniforms *>(ptr);
*driverUniforms = {
{static_cast<float>(glViewport.x), static_cast<float>(glViewport.y),
static_cast<float>(glViewport.width), static_cast<float>(glViewport.height)},
halfRenderAreaHeight,
scaleY,
-scaleY,
xfbActiveUnpaused,
mXfbVertexCountPerInstance,
{},
{},
{},
{depthRangeNear, depthRangeFar, depthRangeDiff, 0.0f},
{}};
memcpy(&driverUniforms->preRotation, &kPreRotationMatrices[mCurrentRotationDrawFramebuffer],
sizeof(PreRotationMatrixValues));
if (xfbActiveUnpaused)
{
TransformFeedbackVk *transformFeedbackVk =
vk::GetImpl(mState.getCurrentTransformFeedback());
transformFeedbackVk->getBufferOffsets(this, mXfbBaseVertex,
driverUniforms->xfbBufferOffsets.data(),
driverUniforms->xfbBufferOffsets.size());
}
writeAtomicCounterBufferDriverUniformOffsets(driverUniforms->acbBufferOffsets.data(),
driverUniforms->acbBufferOffsets.size());
return updateDriverUniformsDescriptorSet(buffer, newBuffer, sizeof(GraphicsDriverUniforms),
&mDriverUniforms[PipelineType::Graphics]);
}
angle::Result ContextVk::handleDirtyComputeDriverUniforms(const gl::Context *context,
vk::CommandBuffer *commandBuffer)
{
// Allocate a new region in the dynamic buffer.
uint8_t *ptr;
VkBuffer buffer;
bool newBuffer;
ANGLE_TRY(allocateDriverUniforms(sizeof(ComputeDriverUniforms),
&mDriverUniforms[PipelineType::Compute], &buffer, &ptr,
&newBuffer));
// Copy and flush to the device.
ComputeDriverUniforms *driverUniforms = reinterpret_cast<ComputeDriverUniforms *>(ptr);
*driverUniforms = {};
writeAtomicCounterBufferDriverUniformOffsets(driverUniforms->acbBufferOffsets.data(),
driverUniforms->acbBufferOffsets.size());
return updateDriverUniformsDescriptorSet(buffer, newBuffer, sizeof(ComputeDriverUniforms),
&mDriverUniforms[PipelineType::Compute]);
}
void ContextVk::handleDirtyDriverUniformsBindingImpl(
vk::CommandBuffer *commandBuffer,
VkPipelineBindPoint bindPoint,
const DriverUniformsDescriptorSet &driverUniforms)
{
commandBuffer->bindDescriptorSets(
mExecutable->getPipelineLayout(), bindPoint, kDriverUniformsDescriptorSetIndex, 1,
&driverUniforms.descriptorSet, 1, &driverUniforms.dynamicOffset);
}
angle::Result ContextVk::handleDirtyGraphicsDriverUniformsBinding(const gl::Context *context,
vk::CommandBuffer *commandBuffer)
{
// Bind the driver descriptor set.
handleDirtyDriverUniformsBindingImpl(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS,
mDriverUniforms[PipelineType::Graphics]);
return angle::Result::Continue;
}
angle::Result ContextVk::handleDirtyComputeDriverUniformsBinding(const gl::Context *context,
vk::CommandBuffer *commandBuffer)
{
// Bind the driver descriptor set.
handleDirtyDriverUniformsBindingImpl(commandBuffer, VK_PIPELINE_BIND_POINT_COMPUTE,
mDriverUniforms[PipelineType::Compute]);
return angle::Result::Continue;
}
angle::Result ContextVk::allocateDriverUniforms(size_t driverUniformsSize,
DriverUniformsDescriptorSet *driverUniforms,
VkBuffer *bufferOut,
uint8_t **ptrOut,
bool *newBufferOut)
{
// Release any previously retained buffers.
driverUniforms->dynamicBuffer.releaseInFlightBuffers(this);
// Allocate a new region in the dynamic buffer.
VkDeviceSize offset;
ANGLE_TRY(driverUniforms->dynamicBuffer.allocate(this, driverUniformsSize, ptrOut, bufferOut,
&offset, newBufferOut));
driverUniforms->dynamicOffset = static_cast<uint32_t>(offset);
return angle::Result::Continue;
}
angle::Result ContextVk::updateDriverUniformsDescriptorSet(
VkBuffer buffer,
bool newBuffer,
size_t driverUniformsSize,
DriverUniformsDescriptorSet *driverUniforms)
{
ANGLE_TRY(driverUniforms->dynamicBuffer.flush(this));
if (!newBuffer)
{
return angle::Result::Continue;
}
// Allocate a new descriptor set.
ANGLE_TRY(mDriverUniformsDescriptorPool.allocateSets(
this, driverUniforms->descriptorSetLayout.get().ptr(), 1,
&driverUniforms->descriptorPoolBinding, &driverUniforms->descriptorSet));
// Update the driver uniform descriptor set.
VkDescriptorBufferInfo bufferInfo = {};
bufferInfo.buffer = buffer;
bufferInfo.offset = 0;
bufferInfo.range = driverUniformsSize;
VkWriteDescriptorSet writeInfo = {};
writeInfo.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writeInfo.dstSet = driverUniforms->descriptorSet;
writeInfo.dstBinding = 0;
writeInfo.dstArrayElement = 0;
writeInfo.descriptorCount = 1;
writeInfo.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
writeInfo.pImageInfo = nullptr;
writeInfo.pTexelBufferView = nullptr;
writeInfo.pBufferInfo = &bufferInfo;
vkUpdateDescriptorSets(getDevice(), 1, &writeInfo, 0, nullptr);
return angle::Result::Continue;
}
void ContextVk::handleError(VkResult errorCode,
const char *file,
const char *function,
unsigned int line)
{
ASSERT(errorCode != VK_SUCCESS);
GLenum glErrorCode = DefaultGLErrorCode(errorCode);
std::stringstream errorStream;
errorStream << "Internal Vulkan error: " << VulkanResultString(errorCode) << ".";
if (errorCode == VK_ERROR_DEVICE_LOST)
{
WARN() << errorStream.str();
handleDeviceLost();
}
mErrors->handleError(glErrorCode, errorStream.str().c_str(), file, function, line);
}
angle::Result ContextVk::updateActiveTextures(const gl::Context *context)
{
const gl::State &glState = mState;
const gl::ProgramExecutable *executable = glState.getProgramExecutable();
ASSERT(executable);
uint32_t prevMaxIndex = mActiveTexturesDesc.getMaxIndex();
memset(mActiveTextures.data(), 0, sizeof(mActiveTextures[0]) * prevMaxIndex);
mActiveTexturesDesc.reset();
const gl::ActiveTexturesCache &textures = glState.getActiveTexturesCache();
const gl::ActiveTextureMask &activeTextures = executable->getActiveSamplersMask();
const gl::ActiveTextureTypeArray &textureTypes = executable->getActiveSamplerTypes();
for (size_t textureUnit : activeTextures)
{
gl::Texture *texture = textures[textureUnit];
gl::Sampler *sampler = mState.getSampler(static_cast<uint32_t>(textureUnit));
gl::TextureType textureType = textureTypes[textureUnit];
// Null textures represent incomplete textures.
if (texture == nullptr)
{
ANGLE_TRY(getIncompleteTexture(context, textureType, &texture));
}
TextureVk *textureVk = vk::GetImpl(texture);
SamplerVk *samplerVk;
Serial samplerSerial;
if (sampler == nullptr)
{
samplerVk = nullptr;
samplerSerial = rx::kZeroSerial;
}
else
{
samplerVk = vk::GetImpl(sampler);
samplerSerial = samplerVk->getSerial();
}
mActiveTextures[textureUnit].texture = textureVk;
mActiveTextures[textureUnit].sampler = samplerVk;
// Cache serials from sampler and texture, but re-use texture if no sampler bound
ASSERT(textureVk != nullptr);
mActiveTexturesDesc.update(textureUnit, textureVk->getSerial(), samplerSerial);
}
return angle::Result::Continue;
}
angle::Result ContextVk::updateActiveImages(const gl::Context *context,
CommandBufferHelper *commandBufferHelper)
{
const gl::State &glState = mState;
const gl::ProgramExecutable *executable = glState.getProgramExecutable();
ASSERT(executable);
mActiveImages.fill(nullptr);
const gl::ActiveTextureMask &activeImages = executable->getActiveImagesMask();
const gl::ActiveTextureArray<gl::ShaderBitSet> &activeImageShaderBits =
executable->getActiveImageShaderBits();
// Note: currently, the image layout is transitioned entirely even if only one level or layer is
// used. This is an issue if one subresource of the image is used as framebuffer attachment and
// the other as image. This is a similar issue to http://anglebug.com/2914. Another issue
// however is if multiple subresources of the same image are used at the same time.
// Inefficiencies aside, setting write dependency on the same image multiple times is not
// supported. The following makes sure write dependencies are set only once per image.
std::set<vk::ImageHelper *> alreadyProcessed;
for (size_t imageUnitIndex : activeImages)
{
const gl::ImageUnit &imageUnit = glState.getImageUnit(imageUnitIndex);
const gl::Texture *texture = imageUnit.texture.get();
if (texture == nullptr)
{
continue;
}
TextureVk *textureVk = vk::GetImpl(texture);
vk::ImageHelper *image = &textureVk->getImage();
mActiveImages[imageUnitIndex] = textureVk;
if (alreadyProcessed.find(image) != alreadyProcessed.end())
{
continue;
}
alreadyProcessed.insert(image);
// The image should be flushed and ready to use at this point. There may still be
// lingering staged updates in its staging buffer for unused texture mip levels or
// layers. Therefore we can't verify it has no staged updates right here.
vk::ImageLayout imageLayout;
gl::ShaderBitSet shaderBits = activeImageShaderBits[imageUnitIndex];
if (shaderBits.any())
{
gl::ShaderType shader = static_cast<gl::ShaderType>(gl::ScanForward(shaderBits.bits()));
shaderBits.reset(shader);
// This is accessed by multiple shaders
if (shaderBits.any())
{
imageLayout = vk::ImageLayout::AllGraphicsShadersReadWrite;
}
else
{
imageLayout = kShaderWriteImageLayouts[shader];
}
}
else
{
imageLayout = vk::ImageLayout::AllGraphicsShadersReadWrite;
}
VkImageAspectFlags aspectFlags = image->getAspectFlags();
commandBufferHelper->imageWrite(&mResourceUseList, aspectFlags, imageLayout, image);
}
return angle::Result::Continue;
}
void ContextVk::insertWaitSemaphore(const vk::Semaphore *waitSemaphore)
{
ASSERT(waitSemaphore);
mWaitSemaphores.push_back(waitSemaphore->getHandle());
}
bool ContextVk::shouldFlush()
{
return getRenderer()->shouldCleanupGarbage();
}
bool ContextVk::hasRecordedCommands()
{
return !mOutsideRenderPassCommands.empty() || !mRenderPassCommands.empty() ||
mHasPrimaryCommands;
}
angle::Result ContextVk::flushImpl(const vk::Semaphore *signalSemaphore)
{
bool hasPendingSemaphore = signalSemaphore || !mWaitSemaphores.empty();
if (!hasRecordedCommands() && !hasPendingSemaphore && !mGpuEventsEnabled)
{
return angle::Result::Continue;
}
ANGLE_TRACE_EVENT0("gpu.angle", "ContextVk::flush");
flushOutsideRenderPassCommands();
ANGLE_TRY(endRenderPass());
if (mIsAnyHostVisibleBufferWritten)
{
// Make sure all writes to host-visible buffers are flushed. We have no way of knowing
// whether any buffer will be mapped for readback in the future, and we can't afford to
// flush and wait on a one-pipeline-barrier command buffer on every map().
VkMemoryBarrier memoryBarrier = {};
memoryBarrier.sType = VK_STRUCTURE_TYPE_MEMORY_BARRIER;
memoryBarrier.srcAccessMask = VK_ACCESS_MEMORY_WRITE_BIT;
memoryBarrier.dstAccessMask = VK_ACCESS_HOST_READ_BIT;
mPrimaryCommands.memoryBarrier(VK_PIPELINE_STAGE_ALL_COMMANDS_BIT,
VK_PIPELINE_STAGE_HOST_BIT, &memoryBarrier);
mIsAnyHostVisibleBufferWritten = false;
}
if (mGpuEventsEnabled)
{
EventName eventName = GetTraceEventName("Primary", mPrimaryBufferCounter);
ANGLE_TRY(traceGpuEvent(&mPrimaryCommands, TRACE_EVENT_PHASE_END, eventName));
}
ANGLE_VK_TRY(this, mPrimaryCommands.end());
// Free secondary command pool allocations and restart command buffers with the new page.
mPoolAllocator.pop();
mPoolAllocator.push();
mOutsideRenderPassCommands.reset();
mRenderPassCommands.reset();
Serial serial = getCurrentQueueSerial();
mResourceUseList.releaseResourceUsesAndUpdateSerials(serial);
waitForSwapchainImageIfNecessary();
VkSubmitInfo submitInfo = {};
InitializeSubmitInfo(&submitInfo, mPrimaryCommands, mWaitSemaphores, &mWaitSemaphoreStageMasks,
signalSemaphore);
ANGLE_TRY(submitFrame(submitInfo, std::move(mPrimaryCommands)));
ANGLE_TRY(startPrimaryCommandBuffer());
mRenderPassCounter = 0;
mWaitSemaphores.clear();
mPrimaryBufferCounter++;
if (mGpuEventsEnabled)
{
EventName eventName = GetTraceEventName("Primary", mPrimaryBufferCounter);
ANGLE_TRY(traceGpuEvent(&mPrimaryCommands, TRACE_EVENT_PHASE_BEGIN, eventName));
}
return angle::Result::Continue;
}
angle::Result ContextVk::finishImpl()
{
ANGLE_TRACE_EVENT0("gpu.angle", "ContextVk::finish");
ANGLE_TRY(flushImpl(nullptr));
ANGLE_TRY(finishToSerial(getLastSubmittedQueueSerial()));
ASSERT(!mCommandQueue.hasInFlightCommands());
clearAllGarbage();
if (mGpuEventsEnabled)
{
// This loop should in practice execute once since the queue is already idle.
while (mInFlightGpuEventQueries.size() > 0)
{
ANGLE_TRY(checkCompletedGpuEvents());
}
// Recalculate the CPU/GPU time difference to account for clock drifting. Avoid
// unnecessary synchronization if there is no event to be adjusted (happens when
// finish() gets called multiple times towards the end of the application).
if (mGpuEvents.size() > 0)
{
ANGLE_TRY(synchronizeCpuGpuTime());
}
}
return angle::Result::Continue;
}
void ContextVk::addWaitSemaphore(VkSemaphore semaphore)
{
mWaitSemaphores.push_back(semaphore);
}
const vk::CommandPool &ContextVk::getCommandPool() const
{
return mCommandPool;
}
bool ContextVk::isSerialInUse(Serial serial) const
{
return serial > getLastCompletedQueueSerial();
}
angle::Result ContextVk::checkCompletedCommands()
{
return mCommandQueue.checkCompletedCommands(this);
}
angle::Result ContextVk::finishToSerial(Serial serial)
{
return mCommandQueue.finishToSerial(this, serial, mRenderer->getMaxFenceWaitTimeNs());
}
angle::Result ContextVk::getCompatibleRenderPass(const vk::RenderPassDesc &desc,
vk::RenderPass **renderPassOut)
{
return mRenderPassCache.getCompatibleRenderPass(this, getCurrentQueueSerial(), desc,
renderPassOut);
}
angle::Result ContextVk::getRenderPassWithOps(const vk::RenderPassDesc &desc,
const vk::AttachmentOpsArray &ops,
vk::RenderPass **renderPassOut)
{
return mRenderPassCache.getRenderPassWithOps(this, getCurrentQueueSerial(), desc, ops,
renderPassOut);
}
angle::Result ContextVk::ensureSubmitFenceInitialized()
{
if (mSubmitFence.isReferenced())
{
return angle::Result::Continue;
}
return mRenderer->newSharedFence(this, &mSubmitFence);
}
angle::Result ContextVk::getNextSubmitFence(vk::Shared<vk::Fence> *sharedFenceOut)
{
ANGLE_TRY(ensureSubmitFenceInitialized());
ASSERT(!sharedFenceOut->isReferenced());
sharedFenceOut->copy(getDevice(), mSubmitFence);
return angle::Result::Continue;
}
vk::Shared<vk::Fence> ContextVk::getLastSubmittedFence() const
{
return mCommandQueue.getLastSubmittedFence(this);
}
angle::Result ContextVk::getTimestamp(uint64_t *timestampOut)
{
// The intent of this function is to query the timestamp without stalling the GPU.
// Currently, that seems impossible, so instead, we are going to make a small submission
// with just a timestamp query. First, the disjoint timer query extension says:
//
// > This will return the GL time after all previous commands have reached the GL server but
// have not yet necessarily executed.
//
// The previous commands may be deferred at the moment and not yet flushed. The wording allows
// us to make a submission to get the timestamp without flushing.
//
// Second:
//
// > By using a combination of this synchronous get command and the asynchronous timestamp
// query object target, applications can measure the latency between when commands reach the
// GL server and when they are realized in the framebuffer.
//
// This fits with the above strategy as well, although inevitably we are possibly
// introducing a GPU bubble. This function directly generates a command buffer and submits
// it instead of using the other member functions. This is to avoid changing any state,
// such as the queue serial.
// Create a query used to receive the GPU timestamp
VkDevice device = getDevice();
vk::DeviceScoped<vk::DynamicQueryPool> timestampQueryPool(device);
vk::QueryHelper timestampQuery;
ANGLE_TRY(timestampQueryPool.get().init(this, VK_QUERY_TYPE_TIMESTAMP, 1));
ANGLE_TRY(timestampQueryPool.get().allocateQuery(this, &timestampQuery));
// Record the command buffer
vk::DeviceScoped<vk::PrimaryCommandBuffer> commandBatch(device);
vk::PrimaryCommandBuffer &commandBuffer = commandBatch.get();
ANGLE_TRY(mCommandQueue.allocatePrimaryCommandBuffer(this, mCommandPool, &commandBuffer));
VkCommandBufferBeginInfo beginInfo = {};
beginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
beginInfo.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
beginInfo.pInheritanceInfo = nullptr;
ANGLE_VK_TRY(this, commandBuffer.begin(beginInfo));
timestampQuery.writeTimestamp(this, &commandBuffer);
ANGLE_VK_TRY(this, commandBuffer.end());
// Create fence for the submission
VkFenceCreateInfo fenceInfo = {};
fenceInfo.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO;
fenceInfo.flags = 0;
vk::DeviceScoped<vk::Fence> fence(device);
ANGLE_VK_TRY(this, fence.get().init(device, fenceInfo));
// Submit the command buffer
VkSubmitInfo submitInfo = {};
submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
submitInfo.waitSemaphoreCount = 0;
submitInfo.pWaitSemaphores = nullptr;
submitInfo.pWaitDstStageMask = nullptr;
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = commandBuffer.ptr();
submitInfo.signalSemaphoreCount = 0;
submitInfo.pSignalSemaphores = nullptr;
Serial throwAwaySerial;
ANGLE_TRY(
mRenderer->queueSubmit(this, mContextPriority, submitInfo, &fence.get(), &throwAwaySerial));
// Wait for the submission to finish. Given no semaphores, there is hope that it would execute
// in parallel with what's already running on the GPU.
ANGLE_VK_TRY(this, fence.get().wait(device, mRenderer->getMaxFenceWaitTimeNs()));
// Get the query results
ANGLE_TRY(timestampQuery.getUint64Result(this, timestampOut));
timestampQueryPool.get().freeQuery(this, &timestampQuery);
// Convert results to nanoseconds.
*timestampOut = static_cast<uint64_t>(
*timestampOut *
static_cast<double>(getRenderer()->getPhysicalDeviceProperties().limits.timestampPeriod));
return mCommandQueue.releasePrimaryCommandBuffer(this, commandBatch.release());
}
void ContextVk::invalidateDefaultAttribute(size_t attribIndex)
{
mDirtyDefaultAttribsMask.set(attribIndex);
mGraphicsDirtyBits.set(DIRTY_BIT_DEFAULT_ATTRIBS);
}
void ContextVk::invalidateDefaultAttributes(const gl::AttributesMask &dirtyMask)
{
if (dirtyMask.any())
{
mDirtyDefaultAttribsMask |= dirtyMask;
mGraphicsDirtyBits.set(DIRTY_BIT_DEFAULT_ATTRIBS);
}
}
angle::Result ContextVk::updateDefaultAttribute(size_t attribIndex)
{
vk::DynamicBuffer &defaultBuffer = mDefaultAttribBuffers[attribIndex];
defaultBuffer.releaseInFlightBuffers(this);
uint8_t *ptr;
VkBuffer bufferHandle = VK_NULL_HANDLE;
VkDeviceSize offset = 0;
ANGLE_TRY(
defaultBuffer.allocate(this, kDefaultValueSize, &ptr, &bufferHandle, &offset, nullptr));
const gl::State &glState = mState;
const gl::VertexAttribCurrentValueData &defaultValue =
glState.getVertexAttribCurrentValues()[attribIndex];
memcpy(ptr, &defaultValue.Values, kDefaultValueSize);
ANGLE_TRY(defaultBuffer.flush(this));
mVertexArray->updateDefaultAttrib(this, attribIndex, bufferHandle,
defaultBuffer.getCurrentBuffer(),
static_cast<uint32_t>(offset));
return angle::Result::Continue;
}
void ContextVk::waitForSwapchainImageIfNecessary()
{
if (mCurrentWindowSurface)
{
vk::Semaphore waitSemaphore = mCurrentWindowSurface->getAcquireImageSemaphore();
if (waitSemaphore.valid())
{
addWaitSemaphore(waitSemaphore.getHandle());
addGarbage(&waitSemaphore);
}
}
}
vk::DescriptorSetLayoutDesc ContextVk::getDriverUniformsDescriptorSetDesc(
VkShaderStageFlags shaderStages) const
{
vk::DescriptorSetLayoutDesc desc;
desc.update(0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1, shaderStages);
return desc;
}
bool ContextVk::shouldEmulateSeamfulCubeMapSampling() const
{
// Only allow seamful cube map sampling in non-webgl ES2.
if (mState.getClientMajorVersion() != 2 || mState.isWebGL())
{
return false;
}
if (mRenderer->getFeatures().disallowSeamfulCubeMapEmulation.enabled)
{
return false;
}
return true;
}
bool ContextVk::shouldUseOldRewriteStructSamplers() const
{
return mRenderer->getFeatures().forceOldRewriteStructSamplers.enabled;
}
angle::Result ContextVk::onBufferRead(VkAccessFlags readAccessType, vk::BufferHelper *buffer)
{
ANGLE_TRY(endRenderPass());
if (!buffer->canAccumulateRead(this, readAccessType))
{
flushOutsideRenderPassCommands();
}
mOutsideRenderPassCommands.bufferRead(&mResourceUseList, readAccessType, buffer);
return angle::Result::Continue;
}
angle::Result ContextVk::onBufferWrite(VkAccessFlags writeAccessType, vk::BufferHelper *buffer)
{
ANGLE_TRY(endRenderPass());
if (!buffer->canAccumulateWrite(this, writeAccessType))
{
flushOutsideRenderPassCommands();
}
mOutsideRenderPassCommands.bufferWrite(&mResourceUseList, writeAccessType, buffer);
return angle::Result::Continue;
}
angle::Result ContextVk::onImageRead(VkImageAspectFlags aspectFlags,
vk::ImageLayout imageLayout,
vk::ImageHelper *image)
{
ANGLE_TRY(endRenderPass());
if (image->isLayoutChangeNecessary(imageLayout))
{
vk::CommandBuffer *commandBuffer;
ANGLE_TRY(endRenderPassAndGetCommandBuffer(&commandBuffer));
image->changeLayout(aspectFlags, imageLayout, commandBuffer);
}
image->retain(&mResourceUseList);
return angle::Result::Continue;
}
angle::Result ContextVk::onImageWrite(VkImageAspectFlags aspectFlags,
vk::ImageLayout imageLayout,
vk::ImageHelper *image)
{
ANGLE_TRY(endRenderPass());
// Barriers are always required for image writes.
ASSERT(image->isLayoutChangeNecessary(imageLayout));
vk::CommandBuffer *commandBuffer;
ANGLE_TRY(endRenderPassAndGetCommandBuffer(&commandBuffer));
image->changeLayout(aspectFlags, imageLayout, commandBuffer);
image->retain(&mResourceUseList);
return angle::Result::Continue;
}
angle::Result ContextVk::flushAndBeginRenderPass(
const vk::Framebuffer &framebuffer,
const gl::Rectangle &renderArea,
const vk::RenderPassDesc &renderPassDesc,
const vk::AttachmentOpsArray &renderPassAttachmentOps,
const std::vector<VkClearValue> &clearValues,
vk::CommandBuffer **commandBufferOut)
{
vk::PrimaryCommandBuffer *primary;
ANGLE_TRY(flushAndGetPrimaryCommandBuffer(&primary));
gl::Rectangle rotatedRenderArea = renderArea;
if (isRotatedAspectRatioForDrawFBO())
{
// The surface is rotated 90/270 degrees. This changes the aspect ratio of
// the surface. Swap the width and height of the renderArea.
// TODO(ianelliott): handle small viewport/scissor cases. http://anglebug.com/4431
std::swap(rotatedRenderArea.width, rotatedRenderArea.height);
}
mRenderPassCommands.beginRenderPass(framebuffer, rotatedRenderArea, renderPassDesc,
renderPassAttachmentOps, clearValues, commandBufferOut);
return angle::Result::Continue;
}
ANGLE_INLINE angle::Result ContextVk::startRenderPass(gl::Rectangle renderArea)
{
mGraphicsDirtyBits |= mNewGraphicsCommandBufferDirtyBits;
ANGLE_TRY(mDrawFramebuffer->startNewRenderPass(this, renderArea, &mRenderPassCommandBuffer));
if (mActiveQueryAnySamples)
{
mActiveQueryAnySamples->getQueryHelper()->beginOcclusionQuery(this, &mPrimaryCommands,
mRenderPassCommandBuffer);
}
if (mActiveQueryAnySamplesConservative)
{
mActiveQueryAnySamplesConservative->getQueryHelper()->beginOcclusionQuery(
this, &mPrimaryCommands, mRenderPassCommandBuffer);
}
return angle::Result::Continue;
}
angle::Result ContextVk::endRenderPass()
{
if (mRenderPassCommands.empty())
{
onRenderPassFinished();
return angle::Result::Continue;
}
if (mActiveQueryAnySamples)
{
mActiveQueryAnySamples->getQueryHelper()->endOcclusionQuery(this, mRenderPassCommandBuffer);
ANGLE_TRY(mActiveQueryAnySamples->stashQueryHelper(this));
}
if (mActiveQueryAnySamplesConservative)
{
mActiveQueryAnySamplesConservative->getQueryHelper()->endOcclusionQuery(
this, mRenderPassCommandBuffer);
ANGLE_TRY(mActiveQueryAnySamplesConservative->stashQueryHelper(this));
}
onRenderPassFinished();
if (mGpuEventsEnabled)
{
mRenderPassCounter++;
EventName eventName = GetTraceEventName("RP", mRenderPassCounter);
ANGLE_TRY(traceGpuEvent(&mPrimaryCommands, TRACE_EVENT_PHASE_BEGIN, eventName));
}
mRenderPassCommands.pauseTransformFeedbackIfStarted();
ANGLE_TRY(mRenderPassCommands.flushToPrimary(this, &mPrimaryCommands));
if (mGpuEventsEnabled)
{
EventName eventName = GetTraceEventName("RP", mRenderPassCounter);
ANGLE_TRY(traceGpuEvent(&mPrimaryCommands, TRACE_EVENT_PHASE_END, eventName));
}
return angle::Result::Continue;
}
void ContextVk::onRenderPassImageWrite(VkImageAspectFlags aspectFlags,
vk::ImageLayout imageLayout,
vk::ImageHelper *image)
{
mRenderPassCommands.imageWrite(&mResourceUseList, aspectFlags, imageLayout, image);
}
angle::Result ContextVk::syncExternalMemory()
{
vk::CommandBuffer *commandBuffer;
ANGLE_TRY(endRenderPassAndGetCommandBuffer(&commandBuffer));
VkMemoryBarrier memoryBarrier = {};
memoryBarrier.sType = VK_STRUCTURE_TYPE_MEMORY_BARRIER;
memoryBarrier.srcAccessMask = VK_ACCESS_MEMORY_WRITE_BIT;
memoryBarrier.dstAccessMask = VK_ACCESS_MEMORY_READ_BIT | VK_ACCESS_MEMORY_WRITE_BIT;
commandBuffer->memoryBarrier(VK_PIPELINE_STAGE_ALL_COMMANDS_BIT,
VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, &memoryBarrier);
return angle::Result::Continue;
}
void ContextVk::addCommandBufferDiagnostics(const std::string &commandBufferDiagnostics)
{
mCommandBufferDiagnostics.push_back(commandBufferDiagnostics);
}
void ContextVk::dumpCommandStreamDiagnostics()
{
std::ostream &out = std::cout;
if (mCommandBufferDiagnostics.empty())
return;
out << "digraph {\n"
<< " node [shape=plaintext fontname=\"Consolas\"]\n";
for (size_t index = 0; index < mCommandBufferDiagnostics.size(); ++index)
{
const std::string &payload = mCommandBufferDiagnostics[index];
out << " cb" << index << " [label =\"" << payload << "\"];\n";
}
for (size_t index = 0; index < mCommandBufferDiagnostics.size() - 1; ++index)
{
out << " cb" << index << " -> cb" << index + 1 << "\n";
}
mCommandBufferDiagnostics.clear();
out << "}\n";
}
void ContextVk::initIndexTypeMap()
{
// Init gles-vulkan index type map
mIndexTypeMap[gl::DrawElementsType::UnsignedByte] =
mRenderer->getFeatures().supportsIndexTypeUint8.enabled ? VK_INDEX_TYPE_UINT8_EXT
: VK_INDEX_TYPE_UINT16;
mIndexTypeMap[gl::DrawElementsType::UnsignedShort] = VK_INDEX_TYPE_UINT16;
mIndexTypeMap[gl::DrawElementsType::UnsignedInt] = VK_INDEX_TYPE_UINT32;
}
VkIndexType ContextVk::getVkIndexType(gl::DrawElementsType glIndexType) const
{
return mIndexTypeMap[glIndexType];
}
size_t ContextVk::getVkIndexTypeSize(gl::DrawElementsType glIndexType) const
{
gl::DrawElementsType elementsType = shouldConvertUint8VkIndexType(glIndexType)
? gl::DrawElementsType::UnsignedShort
: glIndexType;
ASSERT(elementsType < gl::DrawElementsType::EnumCount);
// Use GetDrawElementsTypeSize() to get the size
return static_cast<size_t>(gl::GetDrawElementsTypeSize(elementsType));
}
bool ContextVk::shouldConvertUint8VkIndexType(gl::DrawElementsType glIndexType) const
{
return (glIndexType == gl::DrawElementsType::UnsignedByte &&
!mRenderer->getFeatures().supportsIndexTypeUint8.enabled);
}
void ContextVk::flushOutsideRenderPassCommands()
{
if (!mOutsideRenderPassCommands.empty())
{
mOutsideRenderPassCommands.flushToPrimary(this, &mPrimaryCommands);
mHasPrimaryCommands = true;
}
}
void ContextVk::beginOcclusionQuery(QueryVk *queryVk)
{
// To avoid complexity, we always start and end occlusion query inside renderpass. if renderpass
// not yet started, we just remember it and defer the start call.
if (mRenderPassCommands.started())
{
queryVk->getQueryHelper()->beginOcclusionQuery(this, &mPrimaryCommands,
mRenderPassCommandBuffer);
}
if (queryVk->isAnySamplesQuery())
{
ASSERT(mActiveQueryAnySamples == nullptr);
mActiveQueryAnySamples = queryVk;
}
else if (queryVk->isAnySamplesConservativeQuery())
{
ASSERT(mActiveQueryAnySamplesConservative == nullptr);
mActiveQueryAnySamplesConservative = queryVk;
}
else
{
UNREACHABLE();
}
}
void ContextVk::endOcclusionQuery(QueryVk *queryVk)
{
if (mRenderPassCommands.started())
{
queryVk->getQueryHelper()->endOcclusionQuery(this, mRenderPassCommandBuffer);
}
if (queryVk->isAnySamplesQuery())
{
ASSERT(mActiveQueryAnySamples == queryVk);
mActiveQueryAnySamples = nullptr;
}
else if (queryVk->isAnySamplesConservativeQuery())
{
ASSERT(mActiveQueryAnySamplesConservative == queryVk);
mActiveQueryAnySamplesConservative = nullptr;
}
else
{
UNREACHABLE();
}
}
bool ContextVk::isRobustResourceInitEnabled() const
{
return mState.isRobustResourceInitEnabled();
}
CommandBufferHelper::CommandBufferHelper()
: mImageBarrierSrcStageMask(0),
mImageBarrierDstStageMask(0),
mGlobalMemoryBarrierSrcAccess(0),
mGlobalMemoryBarrierDstAccess(0),
mGlobalMemoryBarrierStages(0)
{}
CommandBufferHelper::~CommandBufferHelper() = default;
void CommandBufferHelper::bufferRead(vk::ResourceUseList *resourceUseList,
VkAccessFlags readAccessType,
vk::BufferHelper *buffer)
{
buffer->retain(resourceUseList);
buffer->updateReadBarrier(readAccessType, &mGlobalMemoryBarrierSrcAccess,
&mGlobalMemoryBarrierDstAccess);
mGlobalMemoryBarrierStages = VK_PIPELINE_STAGE_ALL_COMMANDS_BIT;
}
void CommandBufferHelper::bufferWrite(vk::ResourceUseList *resourceUseList,
VkAccessFlags writeAccessType,
vk::BufferHelper *buffer)
{
buffer->retain(resourceUseList);
buffer->updateWriteBarrier(writeAccessType, &mGlobalMemoryBarrierSrcAccess,
&mGlobalMemoryBarrierDstAccess);
mGlobalMemoryBarrierStages = VK_PIPELINE_STAGE_ALL_COMMANDS_BIT;
}
void CommandBufferHelper::imageBarrier(VkPipelineStageFlags srcStageMask,
VkPipelineStageFlags dstStageMask,
const VkImageMemoryBarrier &imageMemoryBarrier)
{
ASSERT(imageMemoryBarrier.pNext == nullptr);
mImageBarrierSrcStageMask |= srcStageMask;
mImageBarrierDstStageMask |= dstStageMask;
mImageMemoryBarriers.push_back(imageMemoryBarrier);
}
void CommandBufferHelper::imageRead(vk::ResourceUseList *resourceUseList,
VkImageAspectFlags aspectFlags,
vk::ImageLayout imageLayout,
vk::ImageHelper *image)
{
image->retain(resourceUseList);
if (image->isLayoutChangeNecessary(imageLayout))
{
image->changeLayout(aspectFlags, imageLayout, this);
}
}
void CommandBufferHelper::imageWrite(vk::ResourceUseList *resourceUseList,
VkImageAspectFlags aspectFlags,
vk::ImageLayout imageLayout,
vk::ImageHelper *image)
{
image->retain(resourceUseList);
image->changeLayout(aspectFlags, imageLayout, this);
}
void CommandBufferHelper::executeBarriers(vk::PrimaryCommandBuffer *primary)
{
if (mImageMemoryBarriers.empty() && mGlobalMemoryBarrierSrcAccess == 0)
{
return;
}
VkPipelineStageFlags srcStages = 0;
VkPipelineStageFlags dstStages = 0;
VkMemoryBarrier memoryBarrier = {};
uint32_t memoryBarrierCount = 0;
if (mGlobalMemoryBarrierSrcAccess != 0)
{
memoryBarrier.sType = VK_STRUCTURE_TYPE_MEMORY_BARRIER;
memoryBarrier.srcAccessMask = mGlobalMemoryBarrierSrcAccess;
memoryBarrier.dstAccessMask = mGlobalMemoryBarrierDstAccess;
memoryBarrierCount++;
srcStages |= mGlobalMemoryBarrierStages;
dstStages |= mGlobalMemoryBarrierStages;
mGlobalMemoryBarrierSrcAccess = 0;
mGlobalMemoryBarrierDstAccess = 0;
mGlobalMemoryBarrierStages = 0;
}
srcStages |= mImageBarrierSrcStageMask;
dstStages |= mImageBarrierDstStageMask;
primary->pipelineBarrier(srcStages, dstStages, 0, memoryBarrierCount, &memoryBarrier, 0,
nullptr, static_cast<uint32_t>(mImageMemoryBarriers.size()),
mImageMemoryBarriers.data());
mImageMemoryBarriers.clear();
mImageBarrierSrcStageMask = 0;
mImageBarrierDstStageMask = 0;
}
OutsideRenderPassCommandBuffer::OutsideRenderPassCommandBuffer() = default;
OutsideRenderPassCommandBuffer::~OutsideRenderPassCommandBuffer() = default;
void OutsideRenderPassCommandBuffer::flushToPrimary(ContextVk *contextVk,
vk::PrimaryCommandBuffer *primary)
{
if (empty())
return;
if (kEnableCommandStreamDiagnostics)
{
std::ostringstream out;
if (mGlobalMemoryBarrierSrcAccess != 0 || mGlobalMemoryBarrierDstAccess != 0)
{
out << "Memory Barrier Src: 0x" << std::hex << mGlobalMemoryBarrierSrcAccess
<< " &rarr; Dst: 0x" << std::hex << mGlobalMemoryBarrierDstAccess << "\\l";
}
out << mCommandBuffer.dumpCommands("\\l");
contextVk->addCommandBufferDiagnostics(out.str());
}
executeBarriers(primary);
mCommandBuffer.executeCommands(primary->getHandle());
// Restart secondary buffer.
reset();
}
void OutsideRenderPassCommandBuffer::reset()
{
mCommandBuffer.reset();
}
RenderPassCommandBuffer::RenderPassCommandBuffer()
: mCounter(0),
mClearValues{},
mRenderPassStarted(false),
mTransformFeedbackCounterBuffers{},
mValidTransformFeedbackBufferCount(0),
mRebindTransformFeedbackBuffers(false)
{}
RenderPassCommandBuffer::~RenderPassCommandBuffer()
{
mFramebuffer.setHandle(VK_NULL_HANDLE);
}
void RenderPassCommandBuffer::initialize(angle::PoolAllocator *poolAllocator)
{
mCommandBuffer.initialize(poolAllocator);
}
void RenderPassCommandBuffer::beginRenderPass(const vk::Framebuffer &framebuffer,
const gl::Rectangle &renderArea,
const vk::RenderPassDesc &renderPassDesc,
const vk::AttachmentOpsArray &renderPassAttachmentOps,
const std::vector<VkClearValue> &clearValues,
vk::CommandBuffer **commandBufferOut)
{
ASSERT(empty());
mRenderPassDesc = renderPassDesc;
mAttachmentOps = renderPassAttachmentOps;
mFramebuffer.setHandle(framebuffer.getHandle());
mRenderArea = renderArea;
std::copy(clearValues.begin(), clearValues.end(), mClearValues.begin());
*commandBufferOut = &mCommandBuffer;
mRenderPassStarted = true;
mCounter++;
}
void RenderPassCommandBuffer::beginTransformFeedback(size_t validBufferCount,
const VkBuffer *counterBuffers,
bool rebindBuffer)
{
mValidTransformFeedbackBufferCount = static_cast<uint32_t>(validBufferCount);
mRebindTransformFeedbackBuffers = rebindBuffer;
for (size_t index = 0; index < validBufferCount; index++)
{
mTransformFeedbackCounterBuffers[index] = counterBuffers[index];
}
}
angle::Result RenderPassCommandBuffer::flushToPrimary(ContextVk *contextVk,
vk::PrimaryCommandBuffer *primary)
{
if (empty())
return angle::Result::Continue;
if (kEnableCommandStreamDiagnostics)
{
addRenderPassCommandDiagnostics(contextVk);
}
executeBarriers(primary);
// Pull a RenderPass from the cache.
RenderPassCache &renderPassCache = contextVk->getRenderPassCache();
Serial serial = contextVk->getCurrentQueueSerial();
vk::RenderPass *renderPass = nullptr;
ANGLE_TRY(renderPassCache.getRenderPassWithOps(contextVk, serial, mRenderPassDesc,
mAttachmentOps, &renderPass));
VkRenderPassBeginInfo beginInfo = {};
beginInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
beginInfo.renderPass = renderPass->getHandle();
beginInfo.framebuffer = mFramebuffer.getHandle();
beginInfo.renderArea.offset.x = static_cast<uint32_t>(mRenderArea.x);
beginInfo.renderArea.offset.y = static_cast<uint32_t>(mRenderArea.y);
beginInfo.renderArea.extent.width = static_cast<uint32_t>(mRenderArea.width);
beginInfo.renderArea.extent.height = static_cast<uint32_t>(mRenderArea.height);
beginInfo.clearValueCount = static_cast<uint32_t>(mRenderPassDesc.attachmentCount());
beginInfo.pClearValues = mClearValues.data();
// Run commands inside the RenderPass.
primary->beginRenderPass(beginInfo, VK_SUBPASS_CONTENTS_INLINE);
if (mValidTransformFeedbackBufferCount == 0)
{
mCommandBuffer.executeCommands(primary->getHandle());
primary->endRenderPass();
}
else
{
mCommandBuffer.executeCommands(primary->getHandle());
primary->endRenderPass();
// Would be better to accumulate this barrier using the command APIs.
// TODO: Clean thus up before we close http://anglebug.com/3206
VkBufferMemoryBarrier bufferBarrier = {};
bufferBarrier.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER;
bufferBarrier.pNext = nullptr;
bufferBarrier.srcAccessMask = VK_ACCESS_TRANSFORM_FEEDBACK_COUNTER_WRITE_BIT_EXT;
bufferBarrier.dstAccessMask = VK_ACCESS_TRANSFORM_FEEDBACK_COUNTER_READ_BIT_EXT;
bufferBarrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
bufferBarrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
bufferBarrier.buffer = mTransformFeedbackCounterBuffers[0];
bufferBarrier.offset = 0;
bufferBarrier.size = VK_WHOLE_SIZE;
primary->pipelineBarrier(VK_PIPELINE_STAGE_TRANSFORM_FEEDBACK_BIT_EXT,
VK_PIPELINE_STAGE_DRAW_INDIRECT_BIT, 0u, 0u, nullptr, 1u,
&bufferBarrier, 0u, nullptr);
}
// Restart the command buffer.
reset();
return angle::Result::Continue;
}
void RenderPassCommandBuffer::addRenderPassCommandDiagnostics(ContextVk *contextVk)
{
std::ostringstream out;
if (mGlobalMemoryBarrierSrcAccess != 0 || mGlobalMemoryBarrierDstAccess != 0)
{
out << "Memory Barrier Src: 0x" << std::hex << mGlobalMemoryBarrierSrcAccess
<< " &rarr; Dst: 0x" << std::hex << mGlobalMemoryBarrierDstAccess << "\\l";
}
size_t attachmentCount = mRenderPassDesc.attachmentCount();
size_t depthStencilAttachmentCount = mRenderPassDesc.hasDepthStencilAttachment();
size_t colorAttachmentCount = attachmentCount - depthStencilAttachmentCount;
std::string loadOps, storeOps;
if (colorAttachmentCount > 0)
{
loadOps += " Color: ";
storeOps += " Color: ";
for (size_t i = 0; i < colorAttachmentCount; ++i)
{
loadOps += GetLoadOpShorthand(mAttachmentOps[i].loadOp);
storeOps += GetStoreOpShorthand(mAttachmentOps[i].storeOp);
}
}
if (depthStencilAttachmentCount > 0)
{
ASSERT(depthStencilAttachmentCount == 1);
loadOps += " Depth/Stencil: ";
storeOps += " Depth/Stencil: ";
size_t dsIndex = colorAttachmentCount;
loadOps += GetLoadOpShorthand(mAttachmentOps[dsIndex].loadOp);
loadOps += GetLoadOpShorthand(mAttachmentOps[dsIndex].stencilLoadOp);
storeOps += GetStoreOpShorthand(mAttachmentOps[dsIndex].storeOp);
storeOps += GetStoreOpShorthand(mAttachmentOps[dsIndex].stencilStoreOp);
}
if (attachmentCount > 0)
{
out << "LoadOp: " << loadOps << "\\l";
out << "StoreOp: " << storeOps << "\\l";
}
out << mCommandBuffer.dumpCommands("\\l");
contextVk->addCommandBufferDiagnostics(out.str());
}
void RenderPassCommandBuffer::reset()
{
mCommandBuffer.reset();
mRenderPassStarted = false;
mValidTransformFeedbackBufferCount = 0;
mRebindTransformFeedbackBuffers = false;
}
void RenderPassCommandBuffer::resumeTransformFeedbackIfStarted()
{
if (mValidTransformFeedbackBufferCount == 0)
{
return;
}
uint32_t numCounterBuffers =
mRebindTransformFeedbackBuffers ? 0 : mValidTransformFeedbackBufferCount;
mRebindTransformFeedbackBuffers = false;
mCommandBuffer.beginTransformFeedback(numCounterBuffers,
mTransformFeedbackCounterBuffers.data());
}
void RenderPassCommandBuffer::pauseTransformFeedbackIfStarted()
{
if (mValidTransformFeedbackBufferCount == 0)
{
return;
}
mCommandBuffer.endTransformFeedback(mValidTransformFeedbackBufferCount,
mTransformFeedbackCounterBuffers.data());
}
} // namespace rx