1 //
2 // Copyright 2016 The ANGLE Project Authors. All rights reserved.
3 // Use of this source code is governed by a BSD-style license that can be
4 // found in the LICENSE file.
5 //
6 // ProgramVk.h:
7 // Defines the class interface for ProgramVk, implementing ProgramImpl.
8 //
9
10 #ifndef LIBANGLE_RENDERER_VULKAN_PROGRAMVK_H_
11 #define LIBANGLE_RENDERER_VULKAN_PROGRAMVK_H_
12
13 #include <array>
14
15 #include "common/utilities.h"
16 #include "libANGLE/renderer/ProgramImpl.h"
17 #include "libANGLE/renderer/glslang_wrapper_utils.h"
18 #include "libANGLE/renderer/vulkan/ContextVk.h"
19 #include "libANGLE/renderer/vulkan/ProgramExecutableVk.h"
20 #include "libANGLE/renderer/vulkan/RendererVk.h"
21 #include "libANGLE/renderer/vulkan/TransformFeedbackVk.h"
22 #include "libANGLE/renderer/vulkan/vk_helpers.h"
23
24 namespace rx
25 {
UseLineRaster(const ContextVk * contextVk,gl::PrimitiveMode mode)26 ANGLE_INLINE bool UseLineRaster(const ContextVk *contextVk, gl::PrimitiveMode mode)
27 {
28 return contextVk->getFeatures().basicGLLineRasterization.enabled && gl::IsLineMode(mode);
29 }
30
31 class ProgramVk : public ProgramImpl
32 {
33 public:
34 ProgramVk(const gl::ProgramState &state);
35 ~ProgramVk() override;
36 void destroy(const gl::Context *context) override;
37
38 std::unique_ptr<LinkEvent> load(const gl::Context *context,
39 gl::BinaryInputStream *stream,
40 gl::InfoLog &infoLog) override;
41 void save(const gl::Context *context, gl::BinaryOutputStream *stream) override;
42 void setBinaryRetrievableHint(bool retrievable) override;
43 void setSeparable(bool separable) override;
44
45 void fillProgramStateMap(gl::ShaderMap<const gl::ProgramState *> *programStatesOut);
46
47 std::unique_ptr<LinkEvent> link(const gl::Context *context,
48 const gl::ProgramLinkedResources &resources,
49 gl::InfoLog &infoLog,
50 const gl::ProgramMergedVaryings &mergedVaryings) override;
51 GLboolean validate(const gl::Caps &caps, gl::InfoLog *infoLog) override;
52
53 void setUniform1fv(GLint location, GLsizei count, const GLfloat *v) override;
54 void setUniform2fv(GLint location, GLsizei count, const GLfloat *v) override;
55 void setUniform3fv(GLint location, GLsizei count, const GLfloat *v) override;
56 void setUniform4fv(GLint location, GLsizei count, const GLfloat *v) override;
57 void setUniform1iv(GLint location, GLsizei count, const GLint *v) override;
58 void setUniform2iv(GLint location, GLsizei count, const GLint *v) override;
59 void setUniform3iv(GLint location, GLsizei count, const GLint *v) override;
60 void setUniform4iv(GLint location, GLsizei count, const GLint *v) override;
61 void setUniform1uiv(GLint location, GLsizei count, const GLuint *v) override;
62 void setUniform2uiv(GLint location, GLsizei count, const GLuint *v) override;
63 void setUniform3uiv(GLint location, GLsizei count, const GLuint *v) override;
64 void setUniform4uiv(GLint location, GLsizei count, const GLuint *v) override;
65 void setUniformMatrix2fv(GLint location,
66 GLsizei count,
67 GLboolean transpose,
68 const GLfloat *value) override;
69 void setUniformMatrix3fv(GLint location,
70 GLsizei count,
71 GLboolean transpose,
72 const GLfloat *value) override;
73 void setUniformMatrix4fv(GLint location,
74 GLsizei count,
75 GLboolean transpose,
76 const GLfloat *value) override;
77 void setUniformMatrix2x3fv(GLint location,
78 GLsizei count,
79 GLboolean transpose,
80 const GLfloat *value) override;
81 void setUniformMatrix3x2fv(GLint location,
82 GLsizei count,
83 GLboolean transpose,
84 const GLfloat *value) override;
85 void setUniformMatrix2x4fv(GLint location,
86 GLsizei count,
87 GLboolean transpose,
88 const GLfloat *value) override;
89 void setUniformMatrix4x2fv(GLint location,
90 GLsizei count,
91 GLboolean transpose,
92 const GLfloat *value) override;
93 void setUniformMatrix3x4fv(GLint location,
94 GLsizei count,
95 GLboolean transpose,
96 const GLfloat *value) override;
97 void setUniformMatrix4x3fv(GLint location,
98 GLsizei count,
99 GLboolean transpose,
100 const GLfloat *value) override;
101
102 void getUniformfv(const gl::Context *context, GLint location, GLfloat *params) const override;
103 void getUniformiv(const gl::Context *context, GLint location, GLint *params) const override;
104 void getUniformuiv(const gl::Context *context, GLint location, GLuint *params) const override;
105
106 angle::Result updateUniforms(ContextVk *contextVk);
107
108 void setAllDefaultUniformsDirty();
dirtyUniforms()109 bool dirtyUniforms() const { return mDefaultUniformBlocksDirty.any(); }
isShaderUniformDirty(gl::ShaderType shaderType)110 bool isShaderUniformDirty(gl::ShaderType shaderType) const
111 {
112 return mDefaultUniformBlocksDirty[shaderType];
113 }
setShaderUniformDirtyBit(gl::ShaderType shaderType)114 void setShaderUniformDirtyBit(gl::ShaderType shaderType)
115 {
116 if (!mDefaultUniformBlocks[shaderType].uniformData.empty())
117 {
118 mDefaultUniformBlocksDirty.set(shaderType);
119 }
120 }
clearShaderUniformDirtyBit(gl::ShaderType shaderType)121 void clearShaderUniformDirtyBit(gl::ShaderType shaderType)
122 {
123 mDefaultUniformBlocksDirty.reset(shaderType);
124 }
125 void onProgramBind();
126
getExecutable()127 const ProgramExecutableVk &getExecutable() const { return mExecutable; }
getExecutable()128 ProgramExecutableVk &getExecutable() { return mExecutable; }
129
getDefaultUniformBlocks()130 gl::ShaderMap<DefaultUniformBlock> &getDefaultUniformBlocks() { return mDefaultUniformBlocks; }
getDefaultUniformAlignedSize(ContextVk * contextVk,const gl::ShaderType shaderType)131 size_t getDefaultUniformAlignedSize(ContextVk *contextVk, const gl::ShaderType shaderType) const
132 {
133 RendererVk *renderer = contextVk->getRenderer();
134 size_t alignment = static_cast<size_t>(
135 renderer->getPhysicalDeviceProperties().limits.minUniformBufferOffsetAlignment);
136 return roundUp(mDefaultUniformBlocks[shaderType].uniformData.size(), alignment);
137 }
138
139 size_t calcUniformUpdateRequiredSpace(ContextVk *contextVk,
140 const gl::ProgramExecutable &glExecutable,
141 gl::ShaderMap<VkDeviceSize> &uniformOffsets) const;
142
initGraphicsShaderProgram(ContextVk * contextVk,const gl::ShaderType shaderType,bool isLastPreFragmentStage,ProgramTransformOptions optionBits,ProgramInfo * programInfo,const ShaderInterfaceVariableInfoMap & variableInfoMap)143 ANGLE_INLINE angle::Result initGraphicsShaderProgram(
144 ContextVk *contextVk,
145 const gl::ShaderType shaderType,
146 bool isLastPreFragmentStage,
147 ProgramTransformOptions optionBits,
148 ProgramInfo *programInfo,
149 const ShaderInterfaceVariableInfoMap &variableInfoMap)
150 {
151 return initProgram(contextVk, shaderType, isLastPreFragmentStage, optionBits, programInfo,
152 variableInfoMap);
153 }
154
initComputeProgram(ContextVk * contextVk,ProgramInfo * programInfo,const ShaderInterfaceVariableInfoMap & variableInfoMap)155 ANGLE_INLINE angle::Result initComputeProgram(
156 ContextVk *contextVk,
157 ProgramInfo *programInfo,
158 const ShaderInterfaceVariableInfoMap &variableInfoMap)
159 {
160 ProgramTransformOptions optionBits = {};
161 return initProgram(contextVk, gl::ShaderType::Compute, false, optionBits, programInfo,
162 variableInfoMap);
163 }
164
getGlslangProgramInterfaceInfo()165 const GlslangProgramInterfaceInfo &getGlslangProgramInterfaceInfo()
166 {
167 return mGlslangProgramInterfaceInfo;
168 }
169
170 private:
171 template <int cols, int rows>
172 void setUniformMatrixfv(GLint location,
173 GLsizei count,
174 GLboolean transpose,
175 const GLfloat *value);
176
177 void reset(ContextVk *contextVk);
178 angle::Result initDefaultUniformBlocks(const gl::Context *glContext);
179 void generateUniformLayoutMapping(gl::ShaderMap<sh::BlockLayoutMap> &layoutMap,
180 gl::ShaderMap<size_t> &requiredBufferSize);
181 void initDefaultUniformLayoutMapping(gl::ShaderMap<sh::BlockLayoutMap> &layoutMap);
182 angle::Result resizeUniformBlockMemory(ContextVk *contextVk,
183 gl::ShaderMap<size_t> &requiredBufferSize);
184
185 template <class T>
186 void getUniformImpl(GLint location, T *v, GLenum entryPointType) const;
187
188 template <typename T>
189 void setUniformImpl(GLint location, GLsizei count, const T *v, GLenum entryPointType);
190 void linkResources(const gl::ProgramLinkedResources &resources);
191
initProgram(ContextVk * contextVk,const gl::ShaderType shaderType,bool isLastPreFragmentStage,ProgramTransformOptions optionBits,ProgramInfo * programInfo,const ShaderInterfaceVariableInfoMap & variableInfoMap)192 ANGLE_INLINE angle::Result initProgram(ContextVk *contextVk,
193 const gl::ShaderType shaderType,
194 bool isLastPreFragmentStage,
195 ProgramTransformOptions optionBits,
196 ProgramInfo *programInfo,
197 const ShaderInterfaceVariableInfoMap &variableInfoMap)
198 {
199 ASSERT(mOriginalShaderInfo.valid());
200
201 // Create the program pipeline. This is done lazily and once per combination of
202 // specialization constants.
203 if (!programInfo->valid(shaderType))
204 {
205 const bool isTransformFeedbackProgram =
206 !mState.getLinkedTransformFeedbackVaryings().empty();
207 ANGLE_TRY(programInfo->initProgram(contextVk, shaderType, isLastPreFragmentStage,
208 isTransformFeedbackProgram, mOriginalShaderInfo,
209 optionBits, variableInfoMap));
210 }
211 ASSERT(programInfo->valid(shaderType));
212
213 return angle::Result::Continue;
214 }
215
216 gl::ShaderMap<DefaultUniformBlock> mDefaultUniformBlocks;
217 gl::ShaderBitSet mDefaultUniformBlocksDirty;
218
219 // We keep the SPIR-V code to use for draw call pipeline creation.
220 ShaderInfo mOriginalShaderInfo;
221
222 GlslangProgramInterfaceInfo mGlslangProgramInterfaceInfo;
223
224 ProgramExecutableVk mExecutable;
225 };
226
227 } // namespace rx
228
229 #endif // LIBANGLE_RENDERER_VULKAN_PROGRAMVK_H_
230