// // Copyright 2016 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // ProgramVk.h: // Defines the class interface for ProgramVk, implementing ProgramImpl. // #ifndef LIBANGLE_RENDERER_VULKAN_PROGRAMVK_H_ #define LIBANGLE_RENDERER_VULKAN_PROGRAMVK_H_ #include #include "common/utilities.h" #include "libANGLE/renderer/ProgramImpl.h" #include "libANGLE/renderer/glslang_wrapper_utils.h" #include "libANGLE/renderer/vulkan/ContextVk.h" #include "libANGLE/renderer/vulkan/ProgramExecutableVk.h" #include "libANGLE/renderer/vulkan/RendererVk.h" #include "libANGLE/renderer/vulkan/TransformFeedbackVk.h" #include "libANGLE/renderer/vulkan/vk_helpers.h" namespace rx { ANGLE_INLINE bool UseLineRaster(const ContextVk *contextVk, gl::PrimitiveMode mode) { return contextVk->getFeatures().basicGLLineRasterization.enabled && gl::IsLineMode(mode); } class ProgramVk : public ProgramImpl { public: ProgramVk(const gl::ProgramState &state); ~ProgramVk() override; void destroy(const gl::Context *context) override; std::unique_ptr load(const gl::Context *context, gl::BinaryInputStream *stream, gl::InfoLog &infoLog) override; void save(const gl::Context *context, gl::BinaryOutputStream *stream) override; void setBinaryRetrievableHint(bool retrievable) override; void setSeparable(bool separable) override; void fillProgramStateMap(gl::ShaderMap *programStatesOut); std::unique_ptr link(const gl::Context *context, const gl::ProgramLinkedResources &resources, gl::InfoLog &infoLog) override; GLboolean validate(const gl::Caps &caps, gl::InfoLog *infoLog) override; void setUniform1fv(GLint location, GLsizei count, const GLfloat *v) override; void setUniform2fv(GLint location, GLsizei count, const GLfloat *v) override; void setUniform3fv(GLint location, GLsizei count, const GLfloat *v) override; void setUniform4fv(GLint location, GLsizei count, const GLfloat *v) override; void setUniform1iv(GLint location, GLsizei count, const GLint *v) override; void setUniform2iv(GLint location, GLsizei count, const GLint *v) override; void setUniform3iv(GLint location, GLsizei count, const GLint *v) override; void setUniform4iv(GLint location, GLsizei count, const GLint *v) override; void setUniform1uiv(GLint location, GLsizei count, const GLuint *v) override; void setUniform2uiv(GLint location, GLsizei count, const GLuint *v) override; void setUniform3uiv(GLint location, GLsizei count, const GLuint *v) override; void setUniform4uiv(GLint location, GLsizei count, const GLuint *v) override; void setUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) override; void setUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) override; void setUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) override; void setUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) override; void setUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) override; void setUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) override; void setUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) override; void setUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) override; void setUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) override; void getUniformfv(const gl::Context *context, GLint location, GLfloat *params) const override; void getUniformiv(const gl::Context *context, GLint location, GLint *params) const override; void getUniformuiv(const gl::Context *context, GLint location, GLuint *params) const override; angle::Result updateShaderUniforms(ContextVk *contextVk, gl::ShaderType shaderType, uint32_t *outOffset, bool *anyNewBufferAllocated); angle::Result updateUniforms(ContextVk *contextVk); // For testing only. void setDefaultUniformBlocksMinSizeForTesting(size_t minSize); bool dirtyUniforms() const { return mDefaultUniformBlocksDirty.any(); } // Used in testing only. vk::DynamicDescriptorPool *getDynamicDescriptorPool(uint32_t poolIndex) { return &mExecutable.mDynamicDescriptorPools[poolIndex]; } const ProgramExecutableVk &getExecutable() const { return mExecutable; } ProgramExecutableVk &getExecutable() { return mExecutable; } gl::ShaderMap &getDefaultUniformBlocks() { return mDefaultUniformBlocks; } ANGLE_INLINE angle::Result initGraphicsShaderProgram(ContextVk *contextVk, const gl::ShaderType shaderType, ProgramTransformOptionBits optionBits, ProgramInfo &programInfo) { return initProgram(contextVk, shaderType, optionBits, &programInfo); } ANGLE_INLINE angle::Result initComputeProgram(ContextVk *contextVk, ProgramInfo &programInfo) { ProgramTransformOptionBits optionBits; return initProgram(contextVk, gl::ShaderType::Compute, optionBits, &programInfo); } ShaderInfo &getShaderInfo() { return mShaderInfo; } GlslangProgramInterfaceInfo &getGlslangProgramInterfaceInfo() { return mGlslangProgramInterfaceInfo; } private: template void setUniformMatrixfv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void reset(ContextVk *contextVk); angle::Result initDefaultUniformBlocks(const gl::Context *glContext); void generateUniformLayoutMapping(gl::ShaderMap &layoutMap, gl::ShaderMap &requiredBufferSize); void initDefaultUniformLayoutMapping(gl::ShaderMap &layoutMap); angle::Result resizeUniformBlockMemory(ContextVk *contextVk, gl::ShaderMap &requiredBufferSize); template void getUniformImpl(GLint location, T *v, GLenum entryPointType) const; template void setUniformImpl(GLint location, GLsizei count, const T *v, GLenum entryPointType); angle::Result linkImpl(const gl::Context *glContext, gl::InfoLog &infoLog); void linkResources(const gl::ProgramLinkedResources &resources); ANGLE_INLINE angle::Result initProgram(ContextVk *contextVk, const gl::ShaderType shaderType, ProgramTransformOptionBits optionBits, ProgramInfo *programInfo) { ASSERT(mShaderInfo.valid()); // Create the program pipeline. This is done lazily and once per combination of // specialization constants. if (!programInfo->valid(shaderType)) { ANGLE_TRY(programInfo->initProgram(contextVk, shaderType, mShaderInfo, mExecutable.mVariableInfoMap, optionBits)); } ASSERT(programInfo->valid(shaderType)); return angle::Result::Continue; } gl::ShaderMap mDefaultUniformBlocks; gl::ShaderBitSet mDefaultUniformBlocksDirty; // We keep the SPIR-V code to use for draw call pipeline creation. ShaderInfo mShaderInfo; GlslangProgramInterfaceInfo mGlslangProgramInterfaceInfo; ProgramExecutableVk mExecutable; }; } // namespace rx #endif // LIBANGLE_RENDERER_VULKAN_PROGRAMVK_H_