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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.
//
// ProgramVk.h:
// Defines the class interface for ProgramVk, implementing ProgramImpl.
//
#ifndef LIBANGLE_RENDERER_VULKAN_PROGRAMVK_H_
#define LIBANGLE_RENDERER_VULKAN_PROGRAMVK_H_
#include "libANGLE/Constants.h"
#include "libANGLE/renderer/ProgramImpl.h"
#include "libANGLE/renderer/vulkan/vk_utils.h"
#include <array>
namespace rx
{
class ProgramVk : public ProgramImpl
{
public:
ProgramVk(const gl::ProgramState &state);
~ProgramVk() override;
void destroy(const gl::Context *context) override;
gl::LinkResult load(const gl::Context *context,
gl::InfoLog &infoLog,
gl::BinaryInputStream *stream) override;
void save(const gl::Context *context, gl::BinaryOutputStream *stream) override;
void setBinaryRetrievableHint(bool retrievable) override;
void setSeparable(bool separable) override;
gl::LinkResult 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;
// TODO: synchronize in syncState when dirty bits exist.
void setUniformBlockBinding(GLuint uniformBlockIndex, GLuint uniformBlockBinding) override;
void setPathFragmentInputGen(const std::string &inputName,
GLenum genMode,
GLint components,
const GLfloat *coeffs) override;
const vk::ShaderModule &getLinkedVertexModule() const;
Serial getVertexModuleSerial() const;
const vk::ShaderModule &getLinkedFragmentModule() const;
Serial getFragmentModuleSerial() const;
vk::Error updateUniforms(ContextVk *contextVk);
const std::vector<VkDescriptorSet> &getDescriptorSets() const;
// In Vulkan, it is invalid to pass in a NULL descriptor set to vkCmdBindDescriptorSets.
// However, it's valid to leave them in an undefined, unbound state, if they are never used.
// This means when we want to ignore a descriptor set index, we need to pass in an offset
// parameter to BindDescriptorSets, which is an offset into the getDescriptorSets array.
// This allows us to skip binding blank descriptor sets when the Program doesn't use Uniforms
// or Textures.
const gl::RangeUI &getUsedDescriptorSetRange() const;
void updateTexturesDescriptorSet(ContextVk *contextVk);
void invalidateTextures();
private:
void reset(VkDevice device);
vk::Error initDescriptorSets(ContextVk *contextVk);
gl::Error initDefaultUniformBlocks(const gl::Context *glContext);
vk::Error updateDefaultUniformsDescriptorSet(ContextVk *contextVk);
template <typename T>
void setUniformImpl(GLint location, GLsizei count, const T *v, GLenum entryPointType);
vk::ShaderModule mLinkedVertexModule;
Serial mVertexModuleSerial;
vk::ShaderModule mLinkedFragmentModule;
Serial mFragmentModuleSerial;
// State for the default uniform blocks.
struct DefaultUniformBlock final : private angle::NonCopyable
{
DefaultUniformBlock();
~DefaultUniformBlock();
vk::BufferAndMemory storage;
// Shadow copies of the shader uniform data.
angle::MemoryBuffer uniformData;
bool uniformsDirty;
// Since the default blocks are laid out in std140, this tells us where to write on a call
// to a setUniform method. They are arranged in uniform location order.
std::vector<sh::BlockMemberInfo> uniformLayout;
};
std::array<DefaultUniformBlock, 2> mDefaultUniformBlocks;
// This is a special "empty" placeholder buffer for when a shader has no uniforms.
// It is necessary because we want to keep a compatible pipeline layout in all cases,
// and Vulkan does not tolerate having null handles in a descriptor set.
vk::BufferAndMemory mEmptyUniformBlockStorage;
// Descriptor sets for uniform blocks and textures for this program.
std::vector<VkDescriptorSet> mDescriptorSets;
gl::RangeUI mUsedDescriptorSetRange;
bool mDirtyTextures;
template <typename T>
using ShaderTextureArray = std::array<T, gl::IMPLEMENTATION_MAX_SHADER_TEXTURES>;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_VULKAN_PROGRAMVK_H_