// // 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/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 { 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; std::unique_ptr link(const gl::Context *context, const gl::ProgramLinkedResources &resources, gl::InfoLog &infoLog, const gl::ProgramMergedVaryings &mergedVaryings) override; GLboolean validate(const gl::Caps &caps, gl::InfoLog *infoLog) override; angle::Result syncState(const gl::Context *context, const gl::Program::DirtyBits &dirtyBits) 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; bool areShaderUniformsDirty(gl::ShaderType shaderType) const { return mExecutable.mDefaultUniformBlocksDirty[shaderType]; } void setShaderUniformDirtyBit(gl::ShaderType shaderType) { if (!mExecutable.mDefaultUniformBlocks[shaderType]->uniformData.empty()) { mExecutable.mDefaultUniformBlocksDirty.set(shaderType); } } void clearShaderUniformDirtyBit(gl::ShaderType shaderType) { mExecutable.mDefaultUniformBlocksDirty.reset(shaderType); } const ProgramExecutableVk &getExecutable() const { return mExecutable; } ProgramExecutableVk &getExecutable() { return mExecutable; } const SpvProgramInterfaceInfo &getSpvProgramInterfaceInfo() { return mSpvProgramInterfaceInfo; } 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(const gl::Context *context, gl::ShaderMap &layoutMap, gl::ShaderMap &requiredBufferSize); void initDefaultUniformLayoutMapping(gl::ShaderMap &layoutMap); template void getUniformImpl(GLint location, T *v, GLenum entryPointType) const; template void setUniformImpl(GLint location, GLsizei count, const T *v, GLenum entryPointType); void linkResources(const gl::Context *context, const gl::ProgramLinkedResources &resources); angle::Result createGraphicsPipelineWithDefaultState(const gl::Context *context, vk::PipelineCacheAccess *pipelineCache); // We keep the SPIR-V code to use for draw call pipeline creation. SpvProgramInterfaceInfo mSpvProgramInterfaceInfo; ProgramExecutableVk mExecutable; }; } // namespace rx #endif // LIBANGLE_RENDERER_VULKAN_PROGRAMVK_H_