| // |
| // 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_ |