blob: b37f9f67ef7aaf98a6a6df2847add31bf66f5188 [file] [log] [blame]
//
// 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.
//
// ContextVk.cpp:
// Implements the class methods for ContextVk.
//
#include "libANGLE/renderer/vulkan/ContextVk.h"
#include "common/bitset_utils.h"
#include "common/debug.h"
#include "common/utilities.h"
#include "libANGLE/Context.h"
#include "libANGLE/Program.h"
#include "libANGLE/Semaphore.h"
#include "libANGLE/Surface.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/renderer/renderer_utils.h"
#include "libANGLE/renderer/vulkan/BufferVk.h"
#include "libANGLE/renderer/vulkan/CompilerVk.h"
#include "libANGLE/renderer/vulkan/FenceNVVk.h"
#include "libANGLE/renderer/vulkan/FramebufferVk.h"
#include "libANGLE/renderer/vulkan/MemoryObjectVk.h"
#include "libANGLE/renderer/vulkan/OverlayVk.h"
#include "libANGLE/renderer/vulkan/ProgramPipelineVk.h"
#include "libANGLE/renderer/vulkan/ProgramVk.h"
#include "libANGLE/renderer/vulkan/QueryVk.h"
#include "libANGLE/renderer/vulkan/RenderbufferVk.h"
#include "libANGLE/renderer/vulkan/RendererVk.h"
#include "libANGLE/renderer/vulkan/SamplerVk.h"
#include "libANGLE/renderer/vulkan/SemaphoreVk.h"
#include "libANGLE/renderer/vulkan/ShaderVk.h"
#include "libANGLE/renderer/vulkan/SurfaceVk.h"
#include "libANGLE/renderer/vulkan/SyncVk.h"
#include "libANGLE/renderer/vulkan/TextureVk.h"
#include "libANGLE/renderer/vulkan/TransformFeedbackVk.h"
#include "libANGLE/renderer/vulkan/VertexArrayVk.h"
#include "libANGLE/trace.h"
#include <iostream>
namespace rx
{
namespace
{
// For DesciptorSetUpdates
constexpr size_t kDescriptorBufferInfosInitialSize = 8;
constexpr size_t kDescriptorImageInfosInitialSize = 4;
constexpr size_t kDescriptorWriteInfosInitialSize =
kDescriptorBufferInfosInitialSize + kDescriptorImageInfosInitialSize;
// For shader uniforms such as gl_DepthRange and the viewport size.
struct GraphicsDriverUniforms
{
std::array<float, 4> viewport;
// Used to flip gl_FragCoord (both .xy for Android pre-rotation; only .y for desktop)
std::array<float, 2> halfRenderArea;
std::array<float, 2> flipXY;
std::array<float, 2> negFlipXY;
// 32 bits for 32 clip planes
uint32_t enabledClipPlanes;
uint32_t xfbActiveUnpaused;
uint32_t xfbVerticesPerDraw;
std::array<int32_t, 3> padding;
std::array<int32_t, 4> xfbBufferOffsets;
// .xy contain packed 8-bit values for atomic counter buffer offsets. These offsets are
// within Vulkan's minStorageBufferOffsetAlignment limit and are used to support unaligned
// offsets allowed in GL.
//
// .zw are unused.
std::array<uint32_t, 4> acbBufferOffsets;
// We'll use x, y, z for near / far / diff respectively.
std::array<float, 4> depthRange;
// Used to pre-rotate gl_Position for swapchain images on Android (a mat2, which is padded to
// the size of two vec4's).
std::array<float, 8> preRotation;
// Used to pre-rotate gl_FragCoord for swapchain images on Android (a mat2, which is padded to
// the size of two vec4's).
std::array<float, 8> fragRotation;
};
struct ComputeDriverUniforms
{
// Atomic counter buffer offsets with the same layout as in GraphicsDriverUniforms.
std::array<uint32_t, 4> acbBufferOffsets;
};
GLenum DefaultGLErrorCode(VkResult result)
{
switch (result)
{
case VK_ERROR_OUT_OF_HOST_MEMORY:
case VK_ERROR_OUT_OF_DEVICE_MEMORY:
case VK_ERROR_TOO_MANY_OBJECTS:
return GL_OUT_OF_MEMORY;
default:
return GL_INVALID_OPERATION;
}
}
constexpr gl::ShaderMap<vk::ImageLayout> kShaderReadOnlyImageLayouts = {
{gl::ShaderType::Vertex, vk::ImageLayout::VertexShaderReadOnly},
{gl::ShaderType::Fragment, vk::ImageLayout::FragmentShaderReadOnly},
{gl::ShaderType::Geometry, vk::ImageLayout::GeometryShaderReadOnly},
{gl::ShaderType::Compute, vk::ImageLayout::ComputeShaderReadOnly}};
constexpr gl::ShaderMap<vk::ImageLayout> kShaderWriteImageLayouts = {
{gl::ShaderType::Vertex, vk::ImageLayout::VertexShaderWrite},
{gl::ShaderType::Fragment, vk::ImageLayout::FragmentShaderWrite},
{gl::ShaderType::Geometry, vk::ImageLayout::GeometryShaderWrite},
{gl::ShaderType::Compute, vk::ImageLayout::ComputeShaderWrite}};
constexpr VkColorComponentFlags kAllColorChannelsMask =
(VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT |
VK_COLOR_COMPONENT_A_BIT);
constexpr VkBufferUsageFlags kVertexBufferUsage = VK_BUFFER_USAGE_VERTEX_BUFFER_BIT;
constexpr size_t kDefaultValueSize = sizeof(gl::VertexAttribCurrentValueData::Values);
constexpr size_t kDefaultBufferSize = kDefaultValueSize * 16;
constexpr size_t kDriverUniformsAllocatorPageSize = 4 * 1024;
constexpr size_t kInFlightCommandsLimit = 100u;
void InitializeSubmitInfo(VkSubmitInfo *submitInfo,
const vk::PrimaryCommandBuffer &commandBuffer,
const std::vector<VkSemaphore> &waitSemaphores,
const std::vector<VkPipelineStageFlags> &waitSemaphoreStageMasks,
const vk::Semaphore *signalSemaphore)
{
// Verify that the submitInfo has been zero'd out.
ASSERT(submitInfo->signalSemaphoreCount == 0);
ASSERT(waitSemaphores.size() == waitSemaphoreStageMasks.size());
submitInfo->sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
submitInfo->commandBufferCount = commandBuffer.valid() ? 1 : 0;
submitInfo->pCommandBuffers = commandBuffer.ptr();
submitInfo->waitSemaphoreCount = static_cast<uint32_t>(waitSemaphores.size());
submitInfo->pWaitSemaphores = waitSemaphores.data();
submitInfo->pWaitDstStageMask = waitSemaphoreStageMasks.data();
if (signalSemaphore)
{
submitInfo->signalSemaphoreCount = 1;
submitInfo->pSignalSemaphores = signalSemaphore->ptr();
}
}
uint32_t GetCoverageSampleCount(const gl::State &glState, FramebufferVk *drawFramebuffer)
{
if (!glState.isSampleCoverageEnabled())
{
return 0;
}
// Get a fraction of the samples based on the coverage parameters.
return static_cast<uint32_t>(
std::round(glState.getSampleCoverageValue() * drawFramebuffer->getSamples()));
}
void ApplySampleCoverage(const gl::State &glState,
uint32_t coverageSampleCount,
uint32_t maskNumber,
uint32_t *maskOut)
{
if (!glState.isSampleCoverageEnabled())
{
return;
}
uint32_t maskBitOffset = maskNumber * 32;
uint32_t coverageMask = coverageSampleCount >= (maskBitOffset + 32)
? std::numeric_limits<uint32_t>::max()
: (1u << (coverageSampleCount - maskBitOffset)) - 1;
if (glState.getSampleCoverageInvert())
{
coverageMask = ~coverageMask;
}
*maskOut &= coverageMask;
}
// When an Android surface is rotated differently than the device's native orientation, ANGLE must
// rotate gl_Position in the vertex shader and gl_FragCoord in the fragment shader. The following
// are the rotation matrices used.
//
// Note: these are mat2's that are appropriately padded (4 floats per row).
using PreRotationMatrixValues = std::array<float, 8>;
constexpr angle::PackedEnumMap<rx::SurfaceRotation,
PreRotationMatrixValues,
angle::EnumSize<rx::SurfaceRotation>()>
kPreRotationMatrices = {
{{rx::SurfaceRotation::Identity, {{1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f}}},
{rx::SurfaceRotation::Rotated90Degrees,
{{0.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f}}},
{rx::SurfaceRotation::Rotated180Degrees,
{{-1.0f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f}}},
{rx::SurfaceRotation::Rotated270Degrees,
{{0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f}}},
{rx::SurfaceRotation::FlippedIdentity,
{{1.0f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f}}},
{rx::SurfaceRotation::FlippedRotated90Degrees,
{{0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f}}},
{rx::SurfaceRotation::FlippedRotated180Degrees,
{{-1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f}}},
{rx::SurfaceRotation::FlippedRotated270Degrees,
{{0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f}}}}};
constexpr angle::PackedEnumMap<rx::SurfaceRotation,
PreRotationMatrixValues,
angle::EnumSize<rx::SurfaceRotation>()>
kFragRotationMatrices = {
{{rx::SurfaceRotation::Identity, {{1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f}}},
{rx::SurfaceRotation::Rotated90Degrees,
{{0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f}}},
{rx::SurfaceRotation::Rotated180Degrees,
{{1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f}}},
{rx::SurfaceRotation::Rotated270Degrees,
{{0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f}}},
{rx::SurfaceRotation::FlippedIdentity, {{1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f}}},
{rx::SurfaceRotation::FlippedRotated90Degrees,
{{0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f}}},
{rx::SurfaceRotation::FlippedRotated180Degrees,
{{1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f}}},
{rx::SurfaceRotation::FlippedRotated270Degrees,
{{0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f}}}}};
bool IsRotatedAspectRatio(SurfaceRotation rotation)
{
return ((rotation == SurfaceRotation::Rotated90Degrees) ||
(rotation == SurfaceRotation::Rotated270Degrees) ||
(rotation == SurfaceRotation::FlippedRotated90Degrees) ||
(rotation == SurfaceRotation::FlippedRotated270Degrees));
}
SurfaceRotation DetermineSurfaceRotation(gl::Framebuffer *framebuffer,
WindowSurfaceVk *windowSurface)
{
if (windowSurface && framebuffer->isDefault())
{
switch (windowSurface->getPreTransform())
{
case VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR:
// Do not rotate gl_Position (surface matches the device's orientation):
return SurfaceRotation::Identity;
case VK_SURFACE_TRANSFORM_ROTATE_90_BIT_KHR:
// Rotate gl_Position 90 degrees:
return SurfaceRotation::Rotated90Degrees;
case VK_SURFACE_TRANSFORM_ROTATE_180_BIT_KHR:
// Rotate gl_Position 180 degrees:
return SurfaceRotation::Rotated180Degrees;
case VK_SURFACE_TRANSFORM_ROTATE_270_BIT_KHR:
// Rotate gl_Position 270 degrees:
return SurfaceRotation::Rotated270Degrees;
default:
UNREACHABLE();
return SurfaceRotation::Identity;
}
}
else
{
// Do not rotate gl_Position (offscreen framebuffer):
return SurfaceRotation::Identity;
}
}
// Should not generate a copy with modern C++.
EventName GetTraceEventName(const char *title, uint32_t counter)
{
EventName buf;
snprintf(buf.data(), kMaxGpuEventNameLen - 1, "%s %u", title, counter);
return buf;
}
} // anonymous namespace
ContextVk::DriverUniformsDescriptorSet::DriverUniformsDescriptorSet()
: descriptorSet(VK_NULL_HANDLE), dynamicOffset(0)
{}
ContextVk::DriverUniformsDescriptorSet::~DriverUniformsDescriptorSet() = default;
void ContextVk::DriverUniformsDescriptorSet::init(RendererVk *rendererVk)
{
size_t minAlignment = static_cast<size_t>(
rendererVk->getPhysicalDeviceProperties().limits.minUniformBufferOffsetAlignment);
dynamicBuffer.init(rendererVk, VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, minAlignment,
kDriverUniformsAllocatorPageSize, true);
}
void ContextVk::DriverUniformsDescriptorSet::destroy(RendererVk *renderer)
{
descriptorSetLayout.reset();
descriptorPoolBinding.reset();
dynamicBuffer.destroy(renderer);
}
// CommandBatch implementation.
CommandBatch::CommandBatch() = default;
CommandBatch::~CommandBatch() = default;
CommandBatch::CommandBatch(CommandBatch &&other)
{
*this = std::move(other);
}
CommandBatch &CommandBatch::operator=(CommandBatch &&other)
{
std::swap(primaryCommands, other.primaryCommands);
std::swap(commandPool, other.commandPool);
std::swap(fence, other.fence);
std::swap(serial, other.serial);
return *this;
}
void CommandBatch::destroy(VkDevice device)
{
primaryCommands.destroy(device);
commandPool.destroy(device);
fence.reset(device);
}
// CommandQueue implementation.
CommandQueue::CommandQueue() = default;
CommandQueue::~CommandQueue() = default;
void CommandQueue::destroy(VkDevice device)
{
mPrimaryCommandPool.destroy(device);
ASSERT(mInFlightCommands.empty() && mGarbageQueue.empty());
}
angle::Result CommandQueue::init(vk::Context *context)
{
RendererVk *renderer = context->getRenderer();
// Initialize the command pool now that we know the queue family index.
uint32_t queueFamilyIndex = renderer->getQueueFamilyIndex();
ANGLE_TRY(mPrimaryCommandPool.init(context, queueFamilyIndex));
return angle::Result::Continue;
}
angle::Result CommandQueue::checkCompletedCommands(vk::Context *context)
{
ANGLE_TRACE_EVENT0("gpu.angle", "CommandQueue::checkCompletedCommands");
RendererVk *renderer = context->getRenderer();
VkDevice device = renderer->getDevice();
int finishedCount = 0;
for (CommandBatch &batch : mInFlightCommands)
{
VkResult result = batch.fence.get().getStatus(device);
if (result == VK_NOT_READY)
{
break;
}
ANGLE_VK_TRY(context, result);
renderer->onCompletedSerial(batch.serial);
renderer->resetSharedFence(&batch.fence);
ANGLE_TRACE_EVENT0("gpu.angle", "command buffer recycling");
batch.commandPool.destroy(device);
ANGLE_TRY(releasePrimaryCommandBuffer(context, std::move(batch.primaryCommands)));
++finishedCount;
}
if (finishedCount > 0)
{
auto beginIter = mInFlightCommands.begin();
mInFlightCommands.erase(beginIter, beginIter + finishedCount);
}
Serial lastCompleted = renderer->getLastCompletedQueueSerial();
size_t freeIndex = 0;
for (; freeIndex < mGarbageQueue.size(); ++freeIndex)
{
vk::GarbageAndSerial &garbageList = mGarbageQueue[freeIndex];
if (garbageList.getSerial() < lastCompleted)
{
for (vk::GarbageObject &garbage : garbageList.get())
{
garbage.destroy(renderer);
}
}
else
{
break;
}
}
// Remove the entries from the garbage list - they should be ready to go.
if (freeIndex > 0)
{
mGarbageQueue.erase(mGarbageQueue.begin(), mGarbageQueue.begin() + freeIndex);
}
return angle::Result::Continue;
}
angle::Result CommandQueue::releaseToCommandBatch(vk::Context *context,
vk::PrimaryCommandBuffer &&commandBuffer,
vk::CommandPool *commandPool,
CommandBatch *batch)
{
RendererVk *renderer = context->getRenderer();
VkDevice device = renderer->getDevice();
batch->primaryCommands = std::move(commandBuffer);
if (commandPool->valid())
{
batch->commandPool = std::move(*commandPool);
// Recreate CommandPool
VkCommandPoolCreateInfo poolInfo = {};
poolInfo.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
poolInfo.flags = VK_COMMAND_POOL_CREATE_TRANSIENT_BIT;
poolInfo.queueFamilyIndex = renderer->getQueueFamilyIndex();
ANGLE_VK_TRY(context, commandPool->init(device, poolInfo));
}
return angle::Result::Continue;
}
void CommandQueue::clearAllGarbage(RendererVk *renderer)
{
for (vk::GarbageAndSerial &garbageList : mGarbageQueue)
{
for (vk::GarbageObject &garbage : garbageList.get())
{
garbage.destroy(renderer);
}
}
mGarbageQueue.clear();
}
angle::Result CommandQueue::allocatePrimaryCommandBuffer(vk::Context *context,
const vk::CommandPool &commandPool,
vk::PrimaryCommandBuffer *commandBufferOut)
{
return mPrimaryCommandPool.allocate(context, commandBufferOut);
}
angle::Result CommandQueue::releasePrimaryCommandBuffer(vk::Context *context,
vk::PrimaryCommandBuffer &&commandBuffer)
{
ASSERT(mPrimaryCommandPool.valid());
ANGLE_TRY(mPrimaryCommandPool.collect(context, std::move(commandBuffer)));
return angle::Result::Continue;
}
void CommandQueue::handleDeviceLost(RendererVk *renderer)
{
VkDevice device = renderer->getDevice();
for (CommandBatch &batch : mInFlightCommands)
{
// On device loss we need to wait for fence to be signaled before destroying it
VkResult status = batch.fence.get().wait(device, renderer->getMaxFenceWaitTimeNs());
// If the wait times out, it is probably not possible to recover from lost device
ASSERT(status == VK_SUCCESS || status == VK_ERROR_DEVICE_LOST);
// On device lost, here simply destroy the CommandBuffer, it will fully cleared later
// by CommandPool::destroy
batch.primaryCommands.destroy(device);
batch.commandPool.destroy(device);
batch.fence.reset(device);
}
mInFlightCommands.clear();
}
bool CommandQueue::hasInFlightCommands() const
{
return !mInFlightCommands.empty();
}
angle::Result CommandQueue::finishToSerial(vk::Context *context, Serial serial, uint64_t timeout)
{
if (mInFlightCommands.empty())
{
return angle::Result::Continue;
}
ANGLE_TRACE_EVENT0("gpu.angle", "CommandQueue::finishToSerial");
// Find the first batch with serial equal to or bigger than given serial (note that
// the batch serials are unique, otherwise upper-bound would have been necessary).
//
// Note: we don't check for the exact serial, because it may belong to another context. For
// example, imagine the following submissions:
//
// - Context 1: Serial 1, Serial 3, Serial 5
// - Context 2: Serial 2, Serial 4, Serial 6
//
// And imagine none of the submissions have finished yet. Now if Context 2 asks for
// finishToSerial(3), it will have no choice but to finish until Serial 4 instead.
size_t batchIndex = mInFlightCommands.size() - 1;
for (size_t i = 0; i < mInFlightCommands.size(); ++i)
{
if (mInFlightCommands[i].serial >= serial)
{
batchIndex = i;
break;
}
}
const CommandBatch &batch = mInFlightCommands[batchIndex];
// Wait for it finish
VkDevice device = context->getDevice();
VkResult status = batch.fence.get().wait(device, timeout);
ANGLE_VK_TRY(context, status);
// Clean up finished batches.
return checkCompletedCommands(context);
}
angle::Result CommandQueue::submitFrame(vk::Context *context,
egl::ContextPriority priority,
const VkSubmitInfo &submitInfo,
const vk::Shared<vk::Fence> &sharedFence,
vk::GarbageList *currentGarbage,
vk::CommandPool *commandPool,
vk::PrimaryCommandBuffer &&commandBuffer)
{
ANGLE_TRACE_EVENT0("gpu.angle", "CommandQueue::submitFrame");
RendererVk *renderer = context->getRenderer();
VkDevice device = renderer->getDevice();
vk::DeviceScoped<CommandBatch> scopedBatch(device);
CommandBatch &batch = scopedBatch.get();
batch.fence.copy(device, sharedFence);
ANGLE_TRY(
renderer->queueSubmit(context, priority, submitInfo, &batch.fence.get(), &batch.serial));
if (!currentGarbage->empty())
{
mGarbageQueue.emplace_back(std::move(*currentGarbage), batch.serial);
}
// Store the primary CommandBuffer and command pool used for secondary CommandBuffers
// in the in-flight list.
ANGLE_TRY(releaseToCommandBatch(context, std::move(commandBuffer), commandPool, &batch));
mInFlightCommands.emplace_back(scopedBatch.release());
ANGLE_TRY(checkCompletedCommands(context));
// CPU should be throttled to avoid mInFlightCommands from growing too fast. Important for
// off-screen scenarios.
while (mInFlightCommands.size() > kInFlightCommandsLimit)
{
ANGLE_TRY(finishToSerial(context, mInFlightCommands[0].serial,
renderer->getMaxFenceWaitTimeNs()));
}
return angle::Result::Continue;
}
vk::Shared<vk::Fence> CommandQueue::getLastSubmittedFence(const vk::Context *context) const
{
vk::Shared<vk::Fence> fence;
if (!mInFlightCommands.empty())
{
fence.copy(context->getDevice(), mInFlightCommands.back().fence);
}
return fence;
}
egl::ContextPriority GetContextPriority(const gl::State &state)
{
return egl::FromEGLenum<egl::ContextPriority>(state.getContextPriority());
}
// ContextVk implementation.
ContextVk::ContextVk(const gl::State &state, gl::ErrorSet *errorSet, RendererVk *renderer)
: ContextImpl(state, errorSet),
vk::Context(renderer),
mGraphicsDirtyBitHandlers{},
mComputeDirtyBitHandlers{},
mRenderPassCommandBuffer(nullptr),
mCurrentGraphicsPipeline(nullptr),
mCurrentComputePipeline(nullptr),
mCurrentDrawMode(gl::PrimitiveMode::InvalidEnum),
mCurrentWindowSurface(nullptr),
mCurrentRotationDrawFramebuffer(SurfaceRotation::Identity),
mCurrentRotationReadFramebuffer(SurfaceRotation::Identity),
mVertexArray(nullptr),
mDrawFramebuffer(nullptr),
mProgram(nullptr),
mExecutable(nullptr),
mActiveQueryAnySamples(nullptr),
mActiveQueryAnySamplesConservative(nullptr),
mLastIndexBufferOffset(0),
mCurrentDrawElementsType(gl::DrawElementsType::InvalidEnum),
mXfbBaseVertex(0),
mXfbVertexCountPerInstance(0),
mClearColorMask(kAllColorChannelsMask),
mFlipYForCurrentSurface(false),
mIsAnyHostVisibleBufferWritten(false),
mEmulateSeamfulCubeMapSampling(false),
mUseOldRewriteStructSamplers(false),
mOutsideRenderPassCommands(nullptr),
mRenderPassCommands(nullptr),
mRenderPassFramebuffer(VK_NULL_HANDLE),
mHasPrimaryCommands(false),
mGpuEventsEnabled(false),
mGpuClockSync{std::numeric_limits<double>::max(), std::numeric_limits<double>::max()},
mGpuEventTimestampOrigin(0),
mPrimaryBufferCounter(0),
mRenderPassCounter(0),
mContextPriority(renderer->getDriverPriority(GetContextPriority(state))),
mCurrentIndirectBuffer(nullptr),
mBufferInfos(),
mImageInfos(),
mWriteInfos()
{
ANGLE_TRACE_EVENT0("gpu.angle", "ContextVk::ContextVk");
memset(&mClearColorValue, 0, sizeof(mClearColorValue));
memset(&mClearDepthStencilValue, 0, sizeof(mClearDepthStencilValue));
mNonIndexedDirtyBitsMask.set();
mNonIndexedDirtyBitsMask.reset(DIRTY_BIT_INDEX_BUFFER);
mIndexedDirtyBitsMask.set();
mNewGraphicsCommandBufferDirtyBits.set(DIRTY_BIT_PIPELINE);
mNewGraphicsCommandBufferDirtyBits.set(DIRTY_BIT_TEXTURES);
mNewGraphicsCommandBufferDirtyBits.set(DIRTY_BIT_VERTEX_BUFFERS);
mNewGraphicsCommandBufferDirtyBits.set(DIRTY_BIT_INDEX_BUFFER);
mNewGraphicsCommandBufferDirtyBits.set(DIRTY_BIT_SHADER_RESOURCES);
if (getFeatures().supportsTransformFeedbackExtension.enabled ||
getFeatures().emulateTransformFeedback.enabled)
{
mNewGraphicsCommandBufferDirtyBits.set(DIRTY_BIT_TRANSFORM_FEEDBACK_BUFFERS);
}
if (getFeatures().supportsTransformFeedbackExtension.enabled)
{
mNewGraphicsCommandBufferDirtyBits.set(DIRTY_BIT_TRANSFORM_FEEDBACK_STATE);
mNewGraphicsCommandBufferDirtyBits.set(DIRTY_BIT_TRANSFORM_FEEDBACK_RESUME);
}
mNewGraphicsCommandBufferDirtyBits.set(DIRTY_BIT_DESCRIPTOR_SETS);
mNewGraphicsCommandBufferDirtyBits.set(DIRTY_BIT_DRIVER_UNIFORMS_BINDING);
mNewComputeCommandBufferDirtyBits.set(DIRTY_BIT_PIPELINE);
mNewComputeCommandBufferDirtyBits.set(DIRTY_BIT_TEXTURES);
mNewComputeCommandBufferDirtyBits.set(DIRTY_BIT_SHADER_RESOURCES);
mNewComputeCommandBufferDirtyBits.set(DIRTY_BIT_DESCRIPTOR_SETS);
mNewComputeCommandBufferDirtyBits.set(DIRTY_BIT_DRIVER_UNIFORMS_BINDING);
mNewGraphicsPipelineDirtyBits.set(DIRTY_BIT_PIPELINE);
if (getFeatures().supportsTransformFeedbackExtension.enabled)
{
mNewGraphicsPipelineDirtyBits.set(DIRTY_BIT_TRANSFORM_FEEDBACK_RESUME);
}
mGraphicsDirtyBitHandlers[DIRTY_BIT_DEFAULT_ATTRIBS] =
&ContextVk::handleDirtyGraphicsDefaultAttribs;
mGraphicsDirtyBitHandlers[DIRTY_BIT_PIPELINE] = &ContextVk::handleDirtyGraphicsPipeline;
mGraphicsDirtyBitHandlers[DIRTY_BIT_TEXTURES] = &ContextVk::handleDirtyGraphicsTextures;
mGraphicsDirtyBitHandlers[DIRTY_BIT_VERTEX_BUFFERS] =
&ContextVk::handleDirtyGraphicsVertexBuffers;
mGraphicsDirtyBitHandlers[DIRTY_BIT_INDEX_BUFFER] = &ContextVk::handleDirtyGraphicsIndexBuffer;
mGraphicsDirtyBitHandlers[DIRTY_BIT_DRIVER_UNIFORMS] =
&ContextVk::handleDirtyGraphicsDriverUniforms;
mGraphicsDirtyBitHandlers[DIRTY_BIT_DRIVER_UNIFORMS_BINDING] =
&ContextVk::handleDirtyGraphicsDriverUniformsBinding;
mGraphicsDirtyBitHandlers[DIRTY_BIT_SHADER_RESOURCES] =
&ContextVk::handleDirtyGraphicsShaderResources;
if (getFeatures().supportsTransformFeedbackExtension.enabled)
{
mGraphicsDirtyBitHandlers[DIRTY_BIT_TRANSFORM_FEEDBACK_BUFFERS] =
&ContextVk::handleDirtyGraphicsTransformFeedbackBuffersExtension;
mGraphicsDirtyBitHandlers[DIRTY_BIT_TRANSFORM_FEEDBACK_STATE] =
&ContextVk::handleDirtyGraphicsTransformFeedbackState;
mGraphicsDirtyBitHandlers[DIRTY_BIT_TRANSFORM_FEEDBACK_RESUME] =
&ContextVk::handleDirtyGraphicsTransformFeedbackResume;
}
else if (getFeatures().emulateTransformFeedback.enabled)
{
mGraphicsDirtyBitHandlers[DIRTY_BIT_TRANSFORM_FEEDBACK_BUFFERS] =
&ContextVk::handleDirtyGraphicsTransformFeedbackBuffersEmulation;
}
mGraphicsDirtyBitHandlers[DIRTY_BIT_DESCRIPTOR_SETS] = &ContextVk::handleDirtyDescriptorSets;
mComputeDirtyBitHandlers[DIRTY_BIT_PIPELINE] = &ContextVk::handleDirtyComputePipeline;
mComputeDirtyBitHandlers[DIRTY_BIT_TEXTURES] = &ContextVk::handleDirtyComputeTextures;
mComputeDirtyBitHandlers[DIRTY_BIT_DRIVER_UNIFORMS] =
&ContextVk::handleDirtyComputeDriverUniforms;
mComputeDirtyBitHandlers[DIRTY_BIT_DRIVER_UNIFORMS_BINDING] =
&ContextVk::handleDirtyComputeDriverUniformsBinding;
mComputeDirtyBitHandlers[DIRTY_BIT_SHADER_RESOURCES] =
&ContextVk::handleDirtyComputeShaderResources;
mComputeDirtyBitHandlers[DIRTY_BIT_DESCRIPTOR_SETS] = &ContextVk::handleDirtyDescriptorSets;
mGraphicsDirtyBits = mNewGraphicsCommandBufferDirtyBits;
mComputeDirtyBits = mNewComputeCommandBufferDirtyBits;
mActiveTextures.fill({nullptr, nullptr});
mActiveImages.fill(nullptr);
mPipelineDirtyBitsMask.set();
mPipelineDirtyBitsMask.reset(gl::State::DIRTY_BIT_TEXTURE_BINDINGS);
// Reserve reasonable amount of spaces so that for majority of apps we don't need to grow at all
mBufferInfos.reserve(kDescriptorBufferInfosInitialSize);
mImageInfos.reserve(kDescriptorImageInfosInitialSize);
mWriteInfos.reserve(kDescriptorWriteInfosInitialSize);
}
ContextVk::~ContextVk() = default;
void ContextVk::onDestroy(const gl::Context *context)
{
// This will not destroy any resources. It will release them to be collected after finish.
mIncompleteTextures.onDestroy(context);
// Flush and complete current outstanding work before destruction.
(void)finishImpl();
VkDevice device = getDevice();
for (DriverUniformsDescriptorSet &driverUniforms : mDriverUniforms)
{
driverUniforms.destroy(mRenderer);
}
mDriverUniformsDescriptorPool.destroy(device);
for (vk::DynamicBuffer &defaultBuffer : mDefaultAttribBuffers)
{
defaultBuffer.destroy(mRenderer);
}
for (vk::DynamicQueryPool &queryPool : mQueryPools)
{
queryPool.destroy(device);
}
ASSERT(mCurrentGarbage.empty());
mCommandQueue.destroy(device);
mResourceUseList.releaseResourceUses();
mUtils.destroy(device);
mRenderPassCache.destroy(device);
mSubmitFence.reset(device);
mShaderLibrary.destroy(device);
mGpuEventQueryPool.destroy(device);
mCommandPool.destroy(device);
mPrimaryCommands.destroy(device);
}
angle::Result ContextVk::getIncompleteTexture(const gl::Context *context,
gl::TextureType type,
gl::Texture **textureOut)
{
// At some point, we'll need to support multisample and we'll pass "this" instead of nullptr
// and implement the necessary interface.
return mIncompleteTextures.getIncompleteTexture(context, type, nullptr, textureOut);
}
angle::Result ContextVk::initialize()
{
ANGLE_TRACE_EVENT0("gpu.angle", "ContextVk::initialize");
VkDescriptorPoolSize driverSetSize = {VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1};
ANGLE_TRY(mDriverUniformsDescriptorPool.init(this, &driverSetSize, 1));
ANGLE_TRY(mQueryPools[gl::QueryType::AnySamples].init(this, VK_QUERY_TYPE_OCCLUSION,
vk::kDefaultOcclusionQueryPoolSize));
ANGLE_TRY(mQueryPools[gl::QueryType::AnySamplesConservative].init(
this, VK_QUERY_TYPE_OCCLUSION, vk::kDefaultOcclusionQueryPoolSize));
// Only initialize the timestamp query pools if the extension is available.
if (mRenderer->getQueueFamilyProperties().timestampValidBits > 0)
{
ANGLE_TRY(mQueryPools[gl::QueryType::Timestamp].init(this, VK_QUERY_TYPE_TIMESTAMP,
vk::kDefaultTimestampQueryPoolSize));
ANGLE_TRY(mQueryPools[gl::QueryType::TimeElapsed].init(this, VK_QUERY_TYPE_TIMESTAMP,
vk::kDefaultTimestampQueryPoolSize));
}
// Init gles to vulkan index type map
initIndexTypeMap();
// Init driver uniforms and get the descriptor set layouts.
constexpr angle::PackedEnumMap<PipelineType, VkShaderStageFlags> kPipelineStages = {
{PipelineType::Graphics, VK_SHADER_STAGE_ALL_GRAPHICS},
{PipelineType::Compute, VK_SHADER_STAGE_COMPUTE_BIT},
};
for (PipelineType pipeline : angle::AllEnums<PipelineType>())
{
mDriverUniforms[pipeline].init(mRenderer);
vk::DescriptorSetLayoutDesc desc =
getDriverUniformsDescriptorSetDesc(kPipelineStages[pipeline]);
ANGLE_TRY(mRenderer->getDescriptorSetLayout(
this, desc, &mDriverUniforms[pipeline].descriptorSetLayout));
}
mGraphicsPipelineDesc.reset(new vk::GraphicsPipelineDesc());
mGraphicsPipelineDesc->initDefaults();
// Initialize current value/default attribute buffers.
for (vk::DynamicBuffer &buffer : mDefaultAttribBuffers)
{
buffer.init(mRenderer, kVertexBufferUsage, 1, kDefaultBufferSize, true);
}
ANGLE_TRY(mCommandQueue.init(this));
#if ANGLE_ENABLE_VULKAN_GPU_TRACE_EVENTS
angle::PlatformMethods *platform = ANGLEPlatformCurrent();
ASSERT(platform);
// GPU tracing workaround for anglebug.com/2927. The renderer should not emit gpu events
// during platform discovery.
const unsigned char *gpuEventsEnabled =
platform->getTraceCategoryEnabledFlag(platform, "gpu.angle.gpu");
mGpuEventsEnabled = gpuEventsEnabled && *gpuEventsEnabled;
#endif
mEmulateSeamfulCubeMapSampling = shouldEmulateSeamfulCubeMapSampling();
mUseOldRewriteStructSamplers = shouldUseOldRewriteStructSamplers();
// Prepare command buffer queue by:
// 1. Initializing each command buffer (as non-renderpass initially)
// 2. Put a pointer to each command buffer into queue
for (vk::CommandBufferHelper &commandBuffer : mCommandBuffers)
{
// TODO: b/157508684 Don't cache feature in class like this, just check when needed
commandBuffer.initialize(false,
mRenderer->getFeatures().preferAggregateBarrierCalls.enabled);
recycleCommandBuffer(&commandBuffer);
}
// Now assign initial command buffers from queue
getNextAvailableCommandBuffer(&mOutsideRenderPassCommands, false);
getNextAvailableCommandBuffer(&mRenderPassCommands, true);
ANGLE_TRY(startPrimaryCommandBuffer());
if (mGpuEventsEnabled)
{
// GPU events should only be available if timestamp queries are available.
ASSERT(mRenderer->getQueueFamilyProperties().timestampValidBits > 0);
// Calculate the difference between CPU and GPU clocks for GPU event reporting.
ANGLE_TRY(mGpuEventQueryPool.init(this, VK_QUERY_TYPE_TIMESTAMP,
vk::kDefaultTimestampQueryPoolSize));
ANGLE_TRY(synchronizeCpuGpuTime());
mPrimaryBufferCounter++;
EventName eventName = GetTraceEventName("Primary", mPrimaryBufferCounter);
ANGLE_TRY(traceGpuEvent(&mOutsideRenderPassCommands->getCommandBuffer(),
TRACE_EVENT_PHASE_BEGIN, eventName));
}
return angle::Result::Continue;
}
angle::Result ContextVk::startPrimaryCommandBuffer()
{
ANGLE_TRY(mCommandQueue.allocatePrimaryCommandBuffer(this, mCommandPool, &mPrimaryCommands));
VkCommandBufferBeginInfo beginInfo = {};
beginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
beginInfo.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
beginInfo.pInheritanceInfo = nullptr;
ANGLE_VK_TRY(this, mPrimaryCommands.begin(beginInfo));
mHasPrimaryCommands = false;
return angle::Result::Continue;
}
angle::Result ContextVk::flush(const gl::Context *context)
{
return flushImpl(nullptr);
}
angle::Result ContextVk::finish(const gl::Context *context)
{
return finishImpl();
}
angle::Result ContextVk::setupDraw(const gl::Context *context,
gl::PrimitiveMode mode,
GLint firstVertexOrInvalid,
GLsizei vertexOrIndexCount,
GLsizei instanceCount,
gl::DrawElementsType indexTypeOrInvalid,
const void *indices,
DirtyBits dirtyBitMask,
vk::CommandBuffer **commandBufferOut)
{
// Set any dirty bits that depend on draw call parameters or other objects.
if (mode != mCurrentDrawMode)
{
invalidateCurrentGraphicsPipeline();
mCurrentDrawMode = mode;
mGraphicsPipelineDesc->updateTopology(&mGraphicsPipelineTransition, mCurrentDrawMode);
}
// Must be called before the command buffer is started. Can call finish.
if (mVertexArray->getStreamingVertexAttribsMask().any())
{
// All client attribs & any emulated buffered attribs will be updated
ANGLE_TRY(mVertexArray->updateStreamedAttribs(context, firstVertexOrInvalid,
vertexOrIndexCount, instanceCount,
indexTypeOrInvalid, indices));
mGraphicsDirtyBits.set(DIRTY_BIT_VERTEX_BUFFERS);
}
// This could be improved using a dirty bit. But currently it's slower to use a handler
// function than an inlined if. We should probably replace the dirty bit dispatch table
// with a switch with inlined handler functions.
// TODO(jmadill): Use dirty bit. http://anglebug.com/3014
if (!mRenderPassCommandBuffer)
{
gl::Rectangle scissoredRenderArea = mDrawFramebuffer->getScissoredRenderArea(this);
ANGLE_TRY(startRenderPass(scissoredRenderArea, nullptr));
}
// We keep a local copy of the command buffer. It's possible that some state changes could
// trigger a command buffer invalidation. The local copy ensures we retain the reference.
// Command buffers are pool allocated and only deleted after submit. Thus we know the
// command buffer will still be valid for the duration of this API call.
*commandBufferOut = mRenderPassCommandBuffer;
ASSERT(*commandBufferOut);
// Create a local object to ensure we flush the descriptor updates to device when we leave this
// function
ScopedDescriptorSetUpdates descriptorSetUpdates(this);
if (mProgram && mProgram->dirtyUniforms())
{
ANGLE_TRY(mProgram->updateUniforms(this));
mGraphicsDirtyBits.set(DIRTY_BIT_DESCRIPTOR_SETS);
}
else if (mProgramPipeline && mProgramPipeline->dirtyUniforms(getState()))
{
ANGLE_TRY(mProgramPipeline->updateUniforms(this));
mGraphicsDirtyBits.set(DIRTY_BIT_DESCRIPTOR_SETS);
}
// Update transform feedback offsets on every draw call.
if (mState.isTransformFeedbackActiveUnpaused())
{
ASSERT(firstVertexOrInvalid != -1);
mXfbBaseVertex = firstVertexOrInvalid;
mXfbVertexCountPerInstance = vertexOrIndexCount;
invalidateGraphicsDriverUniforms();
}
DirtyBits dirtyBits = mGraphicsDirtyBits & dirtyBitMask;
if (dirtyBits.none())
return angle::Result::Continue;
// Flush any relevant dirty bits.
for (size_t dirtyBit : dirtyBits)
{
ASSERT(mGraphicsDirtyBitHandlers[dirtyBit]);
ANGLE_TRY((this->*mGraphicsDirtyBitHandlers[dirtyBit])(context, *commandBufferOut));
}
mGraphicsDirtyBits &= ~dirtyBitMask;
return angle::Result::Continue;
}
angle::Result ContextVk::setupIndexedDraw(const gl::Context *context,
gl::PrimitiveMode mode,
GLsizei indexCount,
GLsizei instanceCount,
gl::DrawElementsType indexType,
const void *indices,
vk::CommandBuffer **commandBufferOut)
{
ASSERT(mode != gl::PrimitiveMode::LineLoop);
if (indexType != mCurrentDrawElementsType)
{
mCurrentDrawElementsType = indexType;
ANGLE_TRY(onIndexBufferChange(nullptr));
}
const gl::Buffer *elementArrayBuffer = mVertexArray->getState().getElementArrayBuffer();
if (!elementArrayBuffer)
{
mGraphicsDirtyBits.set(DIRTY_BIT_INDEX_BUFFER);
ANGLE_TRY(mVertexArray->convertIndexBufferCPU(this, indexType, indexCount, indices));
}
else
{
if (indices != mLastIndexBufferOffset)
{
mGraphicsDirtyBits.set(DIRTY_BIT_INDEX_BUFFER);
mLastIndexBufferOffset = indices;
mVertexArray->updateCurrentElementArrayBufferOffset(mLastIndexBufferOffset);
}
if (shouldConvertUint8VkIndexType(indexType) && mGraphicsDirtyBits[DIRTY_BIT_INDEX_BUFFER])
{
BufferVk *bufferVk = vk::GetImpl(elementArrayBuffer);
vk::BufferHelper &bufferHelper = bufferVk->getBuffer();
if (bufferHelper.isHostVisible() &&
!bufferHelper.isCurrentlyInUse(getLastCompletedQueueSerial()))
{
uint8_t *src = nullptr;
ANGLE_TRY(bufferVk->mapImpl(this, reinterpret_cast<void **>(&src)));
src += reinterpret_cast<uintptr_t>(indices);
const size_t byteCount = static_cast<size_t>(elementArrayBuffer->getSize()) -
reinterpret_cast<uintptr_t>(indices);
ANGLE_TRY(mVertexArray->convertIndexBufferCPU(this, indexType, byteCount, src));
ANGLE_TRY(bufferVk->unmapImpl(this));
}
else
{
ANGLE_TRY(mVertexArray->convertIndexBufferGPU(this, bufferVk, indices));
}
}
}
return setupDraw(context, mode, 0, indexCount, instanceCount, indexType, indices,
mIndexedDirtyBitsMask, commandBufferOut);
}
angle::Result ContextVk::setupIndirectDraw(const gl::Context *context,
gl::PrimitiveMode mode,
DirtyBits dirtyBitMask,
vk::BufferHelper *indirectBuffer,
VkDeviceSize indirectBufferOffset,
vk::CommandBuffer **commandBufferOut)
{
GLint firstVertex = -1;
GLsizei vertexCount = 0;
GLsizei instanceCount = 1;
if (indirectBuffer != mCurrentIndirectBuffer)
{
ANGLE_TRY(endRenderPass());
mCurrentIndirectBuffer = indirectBuffer;
}
mRenderPassCommands->bufferRead(&mResourceUseList, VK_ACCESS_INDIRECT_COMMAND_READ_BIT,
vk::PipelineStage::DrawIndirect, indirectBuffer);
ANGLE_TRY(setupDraw(context, mode, firstVertex, vertexCount, instanceCount,
gl::DrawElementsType::InvalidEnum, nullptr, dirtyBitMask,
commandBufferOut));
return angle::Result::Continue;
}
angle::Result ContextVk::setupIndexedIndirectDraw(const gl::Context *context,
gl::PrimitiveMode mode,
gl::DrawElementsType indexType,
vk::BufferHelper *indirectBuffer,
VkDeviceSize indirectBufferOffset,
vk::CommandBuffer **commandBufferOut)
{
ASSERT(mode != gl::PrimitiveMode::LineLoop);
if (indexType != mCurrentDrawElementsType)
{
mCurrentDrawElementsType = indexType;
ANGLE_TRY(onIndexBufferChange(nullptr));
}
return setupIndirectDraw(context, mode, mIndexedDirtyBitsMask, indirectBuffer,
indirectBufferOffset, commandBufferOut);
}
angle::Result ContextVk::setupLineLoopIndexedIndirectDraw(const gl::Context *context,
gl::PrimitiveMode mode,
gl::DrawElementsType indexType,
vk::BufferHelper *srcIndirectBuf,
VkDeviceSize indirectBufferOffset,
vk::CommandBuffer **commandBufferOut,
vk::BufferHelper **indirectBufferOut,
VkDeviceSize *indirectBufferOffsetOut)
{
ASSERT(mode == gl::PrimitiveMode::LineLoop);
vk::BufferHelper *dstIndirectBuf = nullptr;
VkDeviceSize dstIndirectBufOffset = 0;
ANGLE_TRY(mVertexArray->handleLineLoopIndexIndirect(this, indexType, srcIndirectBuf,
indirectBufferOffset, &dstIndirectBuf,
&dstIndirectBufOffset));
*indirectBufferOut = dstIndirectBuf;
*indirectBufferOffsetOut = dstIndirectBufOffset;
if (indexType != mCurrentDrawElementsType)
{
mCurrentDrawElementsType = indexType;
ANGLE_TRY(onIndexBufferChange(nullptr));
}
return setupIndirectDraw(context, mode, mIndexedDirtyBitsMask, dstIndirectBuf,
dstIndirectBufOffset, commandBufferOut);
}
angle::Result ContextVk::setupLineLoopIndirectDraw(const gl::Context *context,
gl::PrimitiveMode mode,
vk::BufferHelper *indirectBuffer,
VkDeviceSize indirectBufferOffset,
vk::CommandBuffer **commandBufferOut,
vk::BufferHelper **indirectBufferOut,
VkDeviceSize *indirectBufferOffsetOut)
{
ASSERT(mode == gl::PrimitiveMode::LineLoop);
vk::BufferHelper *indirectBufferHelperOut = nullptr;
ANGLE_TRY(mVertexArray->handleLineLoopIndirectDraw(
context, indirectBuffer, indirectBufferOffset, &indirectBufferHelperOut,
indirectBufferOffsetOut));
*indirectBufferOut = indirectBufferHelperOut;
if (gl::DrawElementsType::UnsignedInt != mCurrentDrawElementsType)
{
mCurrentDrawElementsType = gl::DrawElementsType::UnsignedInt;
ANGLE_TRY(onIndexBufferChange(nullptr));
}
return setupIndirectDraw(context, mode, mIndexedDirtyBitsMask, indirectBufferHelperOut,
*indirectBufferOffsetOut, commandBufferOut);
}
angle::Result ContextVk::setupLineLoopDraw(const gl::Context *context,
gl::PrimitiveMode mode,
GLint firstVertex,
GLsizei vertexOrIndexCount,
gl::DrawElementsType indexTypeOrInvalid,
const void *indices,
vk::CommandBuffer **commandBufferOut,
uint32_t *numIndicesOut)
{
ANGLE_TRY(mVertexArray->handleLineLoop(this, firstVertex, vertexOrIndexCount,
indexTypeOrInvalid, indices, numIndicesOut));
ANGLE_TRY(onIndexBufferChange(nullptr));
mCurrentDrawElementsType = indexTypeOrInvalid != gl::DrawElementsType::InvalidEnum
? indexTypeOrInvalid
: gl::DrawElementsType::UnsignedInt;
return setupDraw(context, mode, firstVertex, vertexOrIndexCount, 1, indexTypeOrInvalid, indices,
mIndexedDirtyBitsMask, commandBufferOut);
}
angle::Result ContextVk::setupDispatch(const gl::Context *context,
vk::CommandBuffer **commandBufferOut)
{
// |setupDispatch| and |setupDraw| are special in that they flush dirty bits. Therefore they
// don't use the same APIs to record commands as the functions outside ContextVk.
// The following ensures prior commands are flushed before we start processing dirty bits.
ANGLE_TRY(flushOutsideRenderPassCommands());
ANGLE_TRY(endRenderPass());
*commandBufferOut = &mOutsideRenderPassCommands->getCommandBuffer();
// Create a local object to ensure we flush the descriptor updates to device when we leave this
// function
ScopedDescriptorSetUpdates descriptorSetUpdates(this);
if (mProgram && mProgram->dirtyUniforms())
{
ANGLE_TRY(mProgram->updateUniforms(this));
mComputeDirtyBits.set(DIRTY_BIT_DESCRIPTOR_SETS);
}
else if (mProgramPipeline && mProgramPipeline->dirtyUniforms(getState()))
{
ANGLE_TRY(mProgramPipeline->updateUniforms(this));
mComputeDirtyBits.set(DIRTY_BIT_DESCRIPTOR_SETS);
}
DirtyBits dirtyBits = mComputeDirtyBits;
// Flush any relevant dirty bits.
for (size_t dirtyBit : dirtyBits)
{
ASSERT(mComputeDirtyBitHandlers[dirtyBit]);
ANGLE_TRY((this->*mComputeDirtyBitHandlers[dirtyBit])(context, *commandBufferOut));
}
mComputeDirtyBits.reset();
return angle::Result::Continue;
}
angle::Result ContextVk::handleDirtyGraphicsDefaultAttribs(const gl::Context *context,
vk::CommandBuffer *commandBuffer)
{
ASSERT(mDirtyDefaultAttribsMask.any());
for (size_t attribIndex : mDirtyDefaultAttribsMask)
{
ANGLE_TRY(updateDefaultAttribute(attribIndex));
}
mDirtyDefaultAttribsMask.reset();
return angle::Result::Continue;
}
angle::Result ContextVk::handleDirtyGraphicsPipeline(const gl::Context *context,
vk::CommandBuffer *commandBuffer)
{
ASSERT(mExecutable);
mExecutable->updateEarlyFragmentTestsOptimization(this);
if (!mCurrentGraphicsPipeline)
{
const vk::GraphicsPipelineDesc *descPtr;
// Draw call shader patching, shader compilation, and pipeline cache query.
ANGLE_TRY(mExecutable->getGraphicsPipeline(
this, mCurrentDrawMode, *mGraphicsPipelineDesc,
context->getState().getProgramExecutable()->getNonBuiltinAttribLocationsMask(),
&descPtr, &mCurrentGraphicsPipeline));
mGraphicsPipelineTransition.reset();
}
else if (mGraphicsPipelineTransition.any())
{
if (!mCurrentGraphicsPipeline->findTransition(
mGraphicsPipelineTransition, *mGraphicsPipelineDesc, &mCurrentGraphicsPipeline))
{
vk::PipelineHelper *oldPipeline = mCurrentGraphicsPipeline;
const vk::GraphicsPipelineDesc *descPtr;
ANGLE_TRY(mExecutable->getGraphicsPipeline(
this, mCurrentDrawMode, *mGraphicsPipelineDesc,
context->getState().getProgramExecutable()->getNonBuiltinAttribLocationsMask(),
&descPtr, &mCurrentGraphicsPipeline));
oldPipeline->addTransition(mGraphicsPipelineTransition, descPtr,
mCurrentGraphicsPipeline);
}
mGraphicsPipelineTransition.reset();
}
mRenderPassCommands->pauseTransformFeedbackIfStarted();
commandBuffer->bindGraphicsPipeline(mCurrentGraphicsPipeline->getPipeline());
// Update the queue serial for the pipeline object.
ASSERT(mCurrentGraphicsPipeline && mCurrentGraphicsPipeline->valid());
mCurrentGraphicsPipeline->updateSerial(getCurrentQueueSerial());
return angle::Result::Continue;
}
angle::Result ContextVk::handleDirtyComputePipeline(const gl::Context *context,
vk::CommandBuffer *commandBuffer)
{
if (!mCurrentComputePipeline)
{
ASSERT(mExecutable);
ANGLE_TRY(mExecutable->getComputePipeline(this, &mCurrentComputePipeline));
}
commandBuffer->bindComputePipeline(mCurrentComputePipeline->get());
mCurrentComputePipeline->updateSerial(getCurrentQueueSerial());
return angle::Result::Continue;
}
ANGLE_INLINE angle::Result ContextVk::handleDirtyTexturesImpl(
vk::CommandBufferHelper *commandBufferHelper)
{
const gl::ProgramExecutable *executable = mState.getProgramExecutable();
ASSERT(executable);
const gl::ActiveTextureMask &activeTextures = executable->getActiveSamplersMask();
for (size_t textureUnit : activeTextures)
{
const vk::TextureUnit &unit = mActiveTextures[textureUnit];
TextureVk *textureVk = unit.texture;
vk::ImageHelper &image = textureVk->getImage();
// The image should be flushed and ready to use at this point. There may still be
// lingering staged updates in its staging buffer for unused texture mip levels or
// layers. Therefore we can't verify it has no staged updates right here.
// Select the appropriate vk::ImageLayout depending on whether the texture is also bound as
// a GL image, and whether the program is a compute or graphics shader.
vk::ImageLayout textureLayout;
if (textureVk->isBoundAsImageTexture(mState.getContextID()))
{
textureLayout = executable->isCompute() ? vk::ImageLayout::ComputeShaderWrite
: vk::ImageLayout::AllGraphicsShadersReadWrite;
}
else
{
gl::ShaderBitSet shaderBits =
executable->getSamplerShaderBitsForTextureUnitIndex(textureUnit);
if (shaderBits.any())
{
gl::ShaderType shader =
static_cast<gl::ShaderType>(gl::ScanForward(shaderBits.bits()));
shaderBits.reset(shader);
// If we have multiple shader accessing it, we barrier against all shader stage read
// given that we only support vertex/frag shaders
if (shaderBits.any())
{
textureLayout = vk::ImageLayout::AllGraphicsShadersReadOnly;
}
else
{
textureLayout = kShaderReadOnlyImageLayouts[shader];
}
}
else
{
textureLayout = vk::ImageLayout::AllGraphicsShadersReadOnly;
}
}
// Ensure the image is in read-only layout
commandBufferHelper->imageRead(&mResourceUseList, image.getAspectFlags(), textureLayout,
&image);
textureVk->retainImageViews(&mResourceUseList);
}
if (executable->hasTextures())
{
ANGLE_TRY(mExecutable->updateTexturesDescriptorSet(this));
}
return angle::Result::Continue;
}
angle::Result ContextVk::handleDirtyGraphicsTextures(const gl::Context *context,
vk::CommandBuffer *commandBuffer)
{
return handleDirtyTexturesImpl(mRenderPassCommands);
}
angle::Result ContextVk::handleDirtyComputeTextures(const gl::Context *context,
vk::CommandBuffer *commandBuffer)
{
return handleDirtyTexturesImpl(mOutsideRenderPassCommands);
}
angle::Result ContextVk::handleDirtyGraphicsVertexBuffers(const gl::Context *context,
vk::CommandBuffer *commandBuffer)
{
uint32_t maxAttrib = context->getState().getProgramExecutable()->getMaxActiveAttribLocation();
const gl::AttribArray<VkBuffer> &bufferHandles = mVertexArray->getCurrentArrayBufferHandles();
const gl::AttribArray<VkDeviceSize> &bufferOffsets =
mVertexArray->getCurrentArrayBufferOffsets();
commandBuffer->bindVertexBuffers(0, maxAttrib, bufferHandles.data(), bufferOffsets.data());
const gl::AttribArray<vk::BufferHelper *> &arrayBufferResources =
mVertexArray->getCurrentArrayBuffers();
// Mark all active vertex buffers as accessed.
const gl::ProgramExecutable *executable = context->getState().getProgramExecutable();
gl::AttributesMask attribsMask = executable->getActiveAttribLocationsMask();
for (size_t attribIndex : attribsMask)
{
vk::BufferHelper *arrayBuffer = arrayBufferResources[attribIndex];
if (arrayBuffer)
{
mRenderPassCommands->bufferRead(&mResourceUseList, VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT,
vk::PipelineStage::VertexInput, arrayBuffer);
}
}
return angle::Result::Continue;
}
angle::Result ContextVk::handleDirtyGraphicsIndexBuffer(const gl::Context *context,
vk::CommandBuffer *commandBuffer)
{
vk::BufferHelper *elementArrayBuffer = mVertexArray->getCurrentElementArrayBuffer();
ASSERT(elementArrayBuffer != nullptr);
commandBuffer->bindIndexBuffer(elementArrayBuffer->getBuffer(),
mVertexArray->getCurrentElementArrayBufferOffset(),
getVkIndexType(mCurrentDrawElementsType));
mRenderPassCommands->bufferRead(&mResourceUseList, VK_ACCESS_INDEX_READ_BIT,
vk::PipelineStage::VertexInput, elementArrayBuffer);
return angle::Result::Continue;
}
ANGLE_INLINE angle::Result ContextVk::handleDirtyShaderResourcesImpl(
const gl::Context *context,
vk::CommandBufferHelper *commandBufferHelper)
{
const gl::ProgramExecutable *executable = mState.getProgramExecutable();
ASSERT(executable);
if (executable->hasImages())
{
ANGLE_TRY(updateActiveImages(context, commandBufferHelper));
}
if (executable->hasUniformBuffers() || executable->hasStorageBuffers() ||
executable->hasAtomicCounterBuffers() || executable->hasImages())
{
ANGLE_TRY(mExecutable->updateShaderResourcesDescriptorSet(this, &mResourceUseList,
commandBufferHelper));
}
return angle::Result::Continue;
}
angle::Result ContextVk::handleDirtyGraphicsShaderResources(const gl::Context *context,
vk::CommandBuffer *commandBuffer)
{
return handleDirtyShaderResourcesImpl(context, mRenderPassCommands);
}
angle::Result ContextVk::handleDirtyComputeShaderResources(const gl::Context *context,
vk::CommandBuffer *commandBuffer)
{
return handleDirtyShaderResourcesImpl(context, mOutsideRenderPassCommands);
}
angle::Result ContextVk::handleDirtyGraphicsTransformFeedbackBuffersEmulation(
const gl::Context *context,
vk::CommandBuffer *commandBuffer)
{
const gl::ProgramExecutable *executable = mState.getProgramExecutable();
ASSERT(executable);
if (!executable->hasTransformFeedbackOutput() || !mState.isTransformFeedbackActive())
{
return angle::Result::Continue;
}
TransformFeedbackVk *transformFeedbackVk = vk::GetImpl(mState.getCurrentTransformFeedback());
size_t bufferCount = executable->getTransformFeedbackBufferCount();
const gl::TransformFeedbackBuffersArray<vk::BufferHelper *> &bufferHelpers =
transformFeedbackVk->getBufferHelpers();
for (size_t bufferIndex = 0; bufferIndex < bufferCount; ++bufferIndex)
{
vk::BufferHelper *bufferHelper = bufferHelpers[bufferIndex];
ASSERT(bufferHelper);
mRenderPassCommands->bufferWrite(&mResourceUseList, VK_ACCESS_SHADER_WRITE_BIT,
vk::PipelineStage::VertexShader, bufferHelper);
}
// TODO(http://anglebug.com/3570): Need to update to handle Program Pipelines
return mProgram->getExecutable().updateTransformFeedbackDescriptorSet(
mProgram->getState(), mProgram->getDefaultUniformBlocks(), this);
}
angle::Result ContextVk::handleDirtyGraphicsTransformFeedbackBuffersExtension(
const gl::Context *context,
vk::CommandBuffer *commandBuffer)
{
const gl::ProgramExecutable *executable = mState.getProgramExecutable();
ASSERT(executable);
if (!executable->hasTransformFeedbackOutput() || !mState.isTransformFeedbackActive())
{
return angle::Result::Continue;
}
TransformFeedbackVk *transformFeedbackVk = vk::GetImpl(mState.getCurrentTransformFeedback());
size_t bufferCount = executable->getTransformFeedbackBufferCount();
const gl::TransformFeedbackBuffersArray<vk::BufferHelper *> &bufferHelpers =
transformFeedbackVk->getBufferHelpers();
for (size_t bufferIndex = 0; bufferIndex < bufferCount; ++bufferIndex)
{
vk::BufferHelper *bufferHelper = bufferHelpers[bufferIndex];
ASSERT(bufferHelper);
mRenderPassCommands->bufferWrite(&mResourceUseList,
VK_ACCESS_TRANSFORM_FEEDBACK_WRITE_BIT_EXT,
vk::PipelineStage::TransformFeedback, bufferHelper);
}
const gl::TransformFeedbackBuffersArray<VkBuffer> &bufferHandles =
transformFeedbackVk->getBufferHandles();
const gl::TransformFeedbackBuffersArray<VkDeviceSize> &bufferOffsets =
transformFeedbackVk->getBufferOffsets();
const gl::TransformFeedbackBuffersArray<VkDeviceSize> &bufferSizes =
transformFeedbackVk->getBufferSizes();
commandBuffer->bindTransformFeedbackBuffers(static_cast<uint32_t>(bufferCount),
bufferHandles.data(), bufferOffsets.data(),
bufferSizes.data());
return angle::Result::Continue;
}
angle::Result ContextVk::handleDirtyGraphicsTransformFeedbackState(const gl::Context *context,
vk::CommandBuffer *commandBuffer)
{
const gl::ProgramExecutable *executable = mState.getProgramExecutable();
ASSERT(executable);
if (!executable->hasTransformFeedbackOutput() || !mState.isTransformFeedbackActiveUnpaused())
{
return angle::Result::Continue;
}
TransformFeedbackVk *transformFeedbackVk = vk::GetImpl(mState.getCurrentTransformFeedback());
// We should have same number of counter buffers as xfb buffers have
size_t bufferCount = executable->getTransformFeedbackBufferCount();
const gl::TransformFeedbackBuffersArray<VkBuffer> &counterBufferHandles =
transformFeedbackVk->getCounterBufferHandles();
bool rebindBuffers = transformFeedbackVk->getAndResetBufferRebindState();
mRenderPassCommands->beginTransformFeedback(bufferCount, counterBufferHandles.data(),
rebindBuffers);
return angle::Result::Continue;
}
angle::Result ContextVk::handleDirtyGraphicsTransformFeedbackResume(
const gl::Context *context,
vk::CommandBuffer *commandBuffer)
{
mRenderPassCommands->resumeTransformFeedbackIfStarted();
return angle::Result::Continue;
}
angle::Result ContextVk::handleDirtyDescriptorSets(const gl::Context *context,
vk::CommandBuffer *commandBuffer)
{
ANGLE_TRY(mExecutable->updateDescriptorSets(this, commandBuffer));
return angle::Result::Continue;
}
void ContextVk::updateOverlayOnPresent()
{
// Update overlay if active.
gl::RunningGraphWidget *renderPassCount =
mState.getOverlay()->getRunningGraphWidget(gl::WidgetId::VulkanRenderPassCount);
renderPassCount->add(mRenderPassCommands->getAndResetCounter());
renderPassCount->next();
}
angle::Result ContextVk::submitFrame(const VkSubmitInfo &submitInfo,
vk::PrimaryCommandBuffer &&commandBuffer)
{
if (vk::CommandBufferHelper::kEnableCommandStreamDiagnostics)
{
dumpCommandStreamDiagnostics();
}
ANGLE_TRY(ensureSubmitFenceInitialized());
ANGLE_TRY(mCommandQueue.submitFrame(this, mContextPriority, submitInfo, mSubmitFence,
&mCurrentGarbage, &mCommandPool, std::move(commandBuffer)));
// we need to explicitly notify every other Context using this VkQueue that their current
// command buffer is no longer valid.
onRenderPassFinished();
mComputeDirtyBits |= mNewComputeCommandBufferDirtyBits;
// Make sure a new fence is created for the next submission.
mRenderer->resetSharedFence(&mSubmitFence);
if (mGpuEventsEnabled)
{
ANGLE_TRY(checkCompletedGpuEvents());
}
return angle::Result::Continue;
}
angle::Result ContextVk::synchronizeCpuGpuTime()
{
ASSERT(mGpuEventsEnabled);
angle::PlatformMethods *platform = ANGLEPlatformCurrent();
ASSERT(platform);
// To synchronize CPU and GPU times, we need to get the CPU timestamp as close as possible
// to the GPU timestamp. The process of getting the GPU timestamp is as follows:
//
// CPU GPU
//
// Record command buffer
// with timestamp query
//
// Submit command buffer
//
// Post-submission work Begin execution
//
// ???? Write timestamp Tgpu
//
// ???? End execution
//
// ???? Return query results
//
// ????
//
// Get query results
//
// The areas of unknown work (????) on the CPU indicate that the CPU may or may not have
// finished post-submission work while the GPU is executing in parallel. With no further
// work, querying CPU timestamps before submission and after getting query results give the
// bounds to Tgpu, which could be quite large.
//
// Using VkEvents, the GPU can be made to wait for the CPU and vice versa, in an effort to
// reduce this range. This function implements the following procedure:
//
// CPU GPU
//
// Record command buffer
// with timestamp query
//
// Submit command buffer
//
// Post-submission work Begin execution
//
// ???? Set Event GPUReady
//
// Wait on Event GPUReady Wait on Event CPUReady
//
// Get CPU Time Ts Wait on Event CPUReady
//
// Set Event CPUReady Wait on Event CPUReady
//
// Get CPU Time Tcpu Get GPU Time Tgpu
//
// Wait on Event GPUDone Set Event GPUDone
//
// Get CPU Time Te End Execution
//
// Idle Return query results
//
// Get query results
//
// If Te-Ts > epsilon, a GPU or CPU interruption can be assumed and the operation can be
// retried. Once Te-Ts < epsilon, Tcpu can be taken to presumably match Tgpu. Finding an
// epsilon that's valid for all devices may be difficult, so the loop can be performed only
// a limited number of times and the Tcpu,Tgpu pair corresponding to smallest Te-Ts used for
// calibration.
//
// Note: Once VK_EXT_calibrated_timestamps is ubiquitous, this should be redone.
// Make sure nothing is running
ASSERT(!hasRecordedCommands());
ANGLE_TRACE_EVENT0("gpu.angle", "RendererVk::synchronizeCpuGpuTime");
// Create a query used to receive the GPU timestamp
vk::QueryHelper timestampQuery;
ANGLE_TRY(mGpuEventQueryPool.allocateQuery(this, &timestampQuery));
// Create the three events
VkEventCreateInfo eventCreateInfo = {};
eventCreateInfo.sType = VK_STRUCTURE_TYPE_EVENT_CREATE_INFO;
eventCreateInfo.flags = 0;
VkDevice device = getDevice();
vk::DeviceScoped<vk::Event> cpuReady(device), gpuReady(device), gpuDone(device);
ANGLE_VK_TRY(this, cpuReady.get().init(device, eventCreateInfo));
ANGLE_VK_TRY(this, gpuReady.get().init(device, eventCreateInfo));
ANGLE_VK_TRY(this, gpuDone.get().init(device, eventCreateInfo));
constexpr uint32_t kRetries = 10;
// Time suffixes used are S for seconds and Cycles for cycles
double tightestRangeS = 1e6f;
double TcpuS = 0;
uint64_t TgpuCycles = 0;
for (uint32_t i = 0; i < kRetries; ++i)
{
// Reset the events
ANGLE_VK_TRY(this, cpuReady.get().reset(device));
ANGLE_VK_TRY(this, gpuReady.get().reset(device));
ANGLE_VK_TRY(this, gpuDone.get().reset(device));
// Record the command buffer
vk::DeviceScoped<vk::PrimaryCommandBuffer> commandBatch(device);
vk::PrimaryCommandBuffer &commandBuffer = commandBatch.get();
ANGLE_TRY(mRenderer->getCommandBufferOneOff(this, &commandBuffer));
commandBuffer.setEvent(gpuReady.get().getHandle(), VK_PIPELINE_STAGE_ALL_GRAPHICS_BIT);
commandBuffer.waitEvents(1, cpuReady.get().ptr(), VK_PIPELINE_STAGE_HOST_BIT,
VK_PIPELINE_STAGE_ALL_GRAPHICS_BIT, 0, nullptr, 0, nullptr, 0,
nullptr);
timestampQuery.writeTimestamp(this, &commandBuffer);
commandBuffer.setEvent(gpuDone.get().getHandle(), VK_PIPELINE_STAGE_ALL_GRAPHICS_BIT);
ANGLE_VK_TRY(this, commandBuffer.end());
Serial throwAwaySerial;
ANGLE_TRY(mRenderer->queueSubmitOneOff(this, std::move(commandBuffer), mContextPriority,
nullptr, &throwAwaySerial));
// Wait for GPU to be ready. This is a short busy wait.
VkResult result = VK_EVENT_RESET;
do
{
result = gpuReady.get().getStatus(device);
if (result != VK_EVENT_SET && result != VK_EVENT_RESET)
{
ANGLE_VK_TRY(this, result);
}
} while (result == VK_EVENT_RESET);
double TsS = platform->monotonicallyIncreasingTime(platform);
// Tell the GPU to go ahead with the timestamp query.
ANGLE_VK_TRY(this, cpuReady.get().set(device));
double cpuTimestampS = platform->monotonicallyIncreasingTime(platform);
// Wait for GPU to be done. Another short busy wait.
do
{
result = gpuDone.get().getStatus(device);
if (result != VK_EVENT_SET && result != VK_EVENT_RESET)
{
ANGLE_VK_TRY(this, result);
}
} while (result == VK_EVENT_RESET);
double TeS = platform->monotonicallyIncreasingTime(platform);
// Get the query results
ANGLE_TRY(finishToSerial(getLastSubmittedQueueSerial()));
uint64_t gpuTimestampCycles = 0;
ANGLE_TRY(timestampQuery.getUint64Result(this, &gpuTimestampCycles));
// Use the first timestamp queried as origin.
if (mGpuEventTimestampOrigin == 0)
{
mGpuEventTimestampOrigin = gpuTimestampCycles;
}
// Take these CPU and GPU timestamps if there is better confidence.
double confidenceRangeS = TeS - TsS;
if (confidenceRangeS < tightestRangeS)
{
tightestRangeS = confidenceRangeS;
TcpuS = cpuTimestampS;
TgpuCycles = gpuTimestampCycles;
}
}
mGpuEventQueryPool.freeQuery(this, &timestampQuery);
// timestampPeriod gives nanoseconds/cycle.
double TgpuS =
(TgpuCycles - mGpuEventTimestampOrigin) *
static_cast<double>(getRenderer()->getPhysicalDeviceProperties().limits.timestampPeriod) /
1'000'000'000.0;
flushGpuEvents(TgpuS, TcpuS);
mGpuClockSync.gpuTimestampS = TgpuS;
mGpuClockSync.cpuTimestampS = TcpuS;
return angle::Result::Continue;
}
angle::Result ContextVk::traceGpuEventImpl(vk::CommandBuffer *commandBuffer,
char phase,
const EventName &name)
{
ASSERT(mGpuEventsEnabled);
GpuEventQuery gpuEvent;
gpuEvent.name = name;
gpuEvent.phase = phase;
ANGLE_TRY(mGpuEventQueryPool.allocateQuery(this, &gpuEvent.queryHelper));
gpuEvent.queryHelper.writeTimestamp(this, commandBuffer);
mInFlightGpuEventQueries.push_back(std::move(gpuEvent));
return angle::Result::Continue;
}
angle::Result ContextVk::checkCompletedGpuEvents()
{
ASSERT(mGpuEventsEnabled);
angle::PlatformMethods *platform = ANGLEPlatformCurrent();
ASSERT(platform);
int finishedCount = 0;
Serial lastCompletedSerial = getLastCompletedQueueSerial();
for (GpuEventQuery &eventQuery : mInFlightGpuEventQueries)
{
// Only check the timestamp query if the submission has finished.
if (eventQuery.queryHelper.getStoredQueueSerial() > lastCompletedSerial)
{
break;
}
// See if the results are available.
uint64_t gpuTimestampCycles = 0;
bool available = false;
ANGLE_TRY(eventQuery.queryHelper.getUint64ResultNonBlocking(this, &gpuTimestampCycles,
&available));
if (!available)
{
break;
}
mGpuEventQueryPool.freeQuery(this, &eventQuery.queryHelper);
GpuEvent gpuEvent;
gpuEvent.gpuTimestampCycles = gpuTimestampCycles;
gpuEvent.name = eventQuery.name;
gpuEvent.phase = eventQuery.phase;
mGpuEvents.emplace_back(gpuEvent);
++finishedCount;
}
mInFlightGpuEventQueries.erase(mInFlightGpuEventQueries.begin(),
mInFlightGpuEventQueries.begin() + finishedCount);
return angle::Result::Continue;
}
void ContextVk::flushGpuEvents(double nextSyncGpuTimestampS, double nextSyncCpuTimestampS)
{
if (mGpuEvents.empty())
{
return;
}
angle::PlatformMethods *platform = ANGLEPlatformCurrent();
ASSERT(platform);
// Find the slope of the clock drift for adjustment
double lastGpuSyncTimeS = mGpuClockSync.gpuTimestampS;
double lastGpuSyncDiffS = mGpuClockSync.cpuTimestampS - mGpuClockSync.gpuTimestampS;
double gpuSyncDriftSlope = 0;
double nextGpuSyncTimeS = nextSyncGpuTimestampS;
double nextGpuSyncDiffS = nextSyncCpuTimestampS - nextSyncGpuTimestampS;
// No gpu trace events should have been generated before the clock sync, so if there is no
// "previous" clock sync, there should be no gpu events (i.e. the function early-outs
// above).
ASSERT(mGpuClockSync.gpuTimestampS != std::numeric_limits<double>::max() &&
mGpuClockSync.cpuTimestampS != std::numeric_limits<double>::max());
gpuSyncDriftSlope =
(nextGpuSyncDiffS - lastGpuSyncDiffS) / (nextGpuSyncTimeS - lastGpuSyncTimeS);
for (const GpuEvent &gpuEvent : mGpuEvents)
{
double gpuTimestampS =
(gpuEvent.gpuTimestampCycles - mGpuEventTimestampOrigin) *
static_cast<double>(
getRenderer()->getPhysicalDeviceProperties().limits.timestampPeriod) *
1e-9;
// Account for clock drift.
gpuTimestampS += lastGpuSyncDiffS + gpuSyncDriftSlope * (gpuTimestampS - lastGpuSyncTimeS);
// Generate the trace now that the GPU timestamp is available and clock drifts are
// accounted for.
static long long eventId = 1;
static const unsigned char *categoryEnabled =
TRACE_EVENT_API_GET_CATEGORY_ENABLED(platform, "gpu.angle.gpu");
platform->addTraceEvent(platform, gpuEvent.phase, categoryEnabled, gpuEvent.name.data(),
eventId++, gpuTimestampS, 0, nullptr, nullptr, nullptr,
TRACE_EVENT_FLAG_NONE);
}
mGpuEvents.clear();
}
void ContextVk::clearAllGarbage()
{
ANGLE_TRACE_EVENT0("gpu.angle", "ContextVk::clearAllGarbage");
for (vk::GarbageObject &garbage : mCurrentGarbage)
{
garbage.destroy(mRenderer);
}
mCurrentGarbage.clear();
mCommandQueue.clearAllGarbage(mRenderer);
}
void ContextVk::handleDeviceLost()
{
mOutsideRenderPassCommands->reset();
mRenderPassCommands->reset();
mCommandQueue.handleDeviceLost(mRenderer);
clearAllGarbage();
mRenderer->notifyDeviceLost();
}
angle::Result ContextVk::drawArrays(const gl::Context *context,
gl::PrimitiveMode mode,
GLint first,
GLsizei count)
{
vk::CommandBuffer *commandBuffer = nullptr;
uint32_t clampedVertexCount = gl::GetClampedVertexCount<uint32_t>(count);
if (mode == gl::PrimitiveMode::LineLoop)
{
uint32_t numIndices;
ANGLE_TRY(setupLineLoopDraw(context, mode, first, count, gl::DrawElementsType::InvalidEnum,
nullptr, &commandBuffer, &numIndices));
vk::LineLoopHelper::Draw(numIndices, 0, commandBuffer);
}
else
{
ANGLE_TRY(setupDraw(context, mode, first, count, 1, gl::DrawElementsType::InvalidEnum,
nullptr, mNonIndexedDirtyBitsMask, &commandBuffer));
commandBuffer->draw(clampedVertexCount, first);
}
return angle::Result::Continue;
}
angle::Result ContextVk::drawArraysInstanced(const gl::Context *context,
gl::PrimitiveMode mode,
GLint first,
GLsizei count,
GLsizei instances)
{
vk::CommandBuffer *commandBuffer = nullptr;
if (mode == gl::PrimitiveMode::LineLoop)
{
uint32_t clampedVertexCount = gl::GetClampedVertexCount<uint32_t>(count);
uint32_t numIndices;
ANGLE_TRY(setupLineLoopDraw(context, mode, first, clampedVertexCount,
gl::DrawElementsType::InvalidEnum, nullptr, &commandBuffer,
&numIndices));
commandBuffer->drawIndexedInstanced(numIndices, instances);
return angle::Result::Continue;
}
ANGLE_TRY(setupDraw(context, mode, first, count, instances, gl::DrawElementsType::InvalidEnum,
nullptr, mNonIndexedDirtyBitsMask, &commandBuffer));
commandBuffer->drawInstanced(gl::GetClampedVertexCount<uint32_t>(count), instances, first);
return angle::Result::Continue;
}
angle::Result ContextVk::drawArraysInstancedBaseInstance(const gl::Context *context,
gl::PrimitiveMode mode,
GLint first,
GLsizei count,
GLsizei instances,
GLuint baseInstance)
{
vk::CommandBuffer *commandBuffer = nullptr;
if (mode == gl::PrimitiveMode::LineLoop)
{
uint32_t clampedVertexCount = gl::GetClampedVertexCount<uint32_t>(count);
uint32_t numIndices;
ANGLE_TRY(setupLineLoopDraw(context, mode, first, clampedVertexCount,
gl::DrawElementsType::InvalidEnum, nullptr, &commandBuffer,
&numIndices));
commandBuffer->drawIndexedInstancedBaseVertexBaseInstance(numIndices, instances, 0, 0,
baseInstance);
return angle::Result::Continue;
}
ANGLE_TRY(setupDraw(context, mode, first, count, instances, gl::DrawElementsType::InvalidEnum,
nullptr, mNonIndexedDirtyBitsMask, &commandBuffer));
commandBuffer->drawInstancedBaseInstance(gl::GetClampedVertexCount<uint32_t>(count), instances,
first, baseInstance);
return angle::Result::Continue;
}
angle::Result ContextVk::drawElements(const gl::Context *context,
gl::PrimitiveMode mode,
GLsizei count,
gl::DrawElementsType type,
const void *indices)
{
vk::CommandBuffer *commandBuffer = nullptr;
if (mode == gl::PrimitiveMode::LineLoop)
{
uint32_t indexCount;
ANGLE_TRY(
setupLineLoopDraw(context, mode, 0, count, type, indices, &commandBuffer, &indexCount));
vk::LineLoopHelper::Draw(indexCount, 0, commandBuffer);
}
else
{
ANGLE_TRY(setupIndexedDraw(context, mode, count, 1, type, indices, &commandBuffer));
commandBuffer->drawIndexed(count);
}
return angle::Result::Continue;
}
angle::Result ContextVk::drawElementsBaseVertex(const gl::Context *context,
gl::PrimitiveMode mode,
GLsizei count,
gl::DrawElementsType type,
const void *indices,
GLint baseVertex)
{
vk::CommandBuffer *commandBuffer = nullptr;
if (mode == gl::PrimitiveMode::LineLoop)
{
uint32_t indexCount;
ANGLE_TRY(
setupLineLoopDraw(context, mode, 0, count, type, indices, &commandBuffer, &indexCount));
vk::LineLoopHelper::Draw(indexCount, baseVertex, commandBuffer);
}
else
{
ANGLE_TRY(setupIndexedDraw(context, mode, count, 1, type, indices, &commandBuffer));
commandBuffer->drawIndexedBaseVertex(count, baseVertex);
}
return angle::Result::Continue;
}
angle::Result ContextVk::drawElementsInstanced(const gl::Context *context,
gl::PrimitiveMode mode,
GLsizei count,
gl::DrawElementsType type,
const void *indices,
GLsizei instances)
{
vk::CommandBuffer *commandBuffer = nullptr;
if (mode == gl::PrimitiveMode::LineLoop)
{
uint32_t indexCount;
ANGLE_TRY(
setupLineLoopDraw(context, mode, 0, count, type, indices, &commandBuffer, &indexCount));
count = indexCount;
}
else
{
ANGLE_TRY(setupIndexedDraw(context, mode, count, instances, type, indices, &commandBuffer));
}
commandBuffer->drawIndexedInstanced(count, instances);
return angle::Result::Continue;
}
angle::Result ContextVk::drawElementsInstancedBaseVertex(const gl::Context *context,
gl::PrimitiveMode mode,
GLsizei count,
gl::DrawElementsType type,
const void *indices,
GLsizei instances,
GLint baseVertex)
{
vk::CommandBuffer *commandBuffer = nullptr;
if (mode == gl::PrimitiveMode::LineLoop)
{
uint32_t indexCount;
ANGLE_TRY(
setupLineLoopDraw(context, mode, 0, count, type, indices, &commandBuffer, &indexCount));
count = indexCount;
}
else
{
ANGLE_TRY(setupIndexedDraw(context, mode, count, instances, type, indices, &commandBuffer));
}
commandBuffer->drawIndexedInstancedBaseVertex(count, instances, baseVertex);
return angle::Result::Continue;
}
angle::Result ContextVk::drawElementsInstancedBaseVertexBaseInstance(const gl::Context *context,
gl::PrimitiveMode mode,
GLsizei count,
gl::DrawElementsType type,
const void *indices,
GLsizei instances,
GLint baseVertex,
GLuint baseInstance)
{
vk::CommandBuffer *commandBuffer = nullptr;
if (mode == gl::PrimitiveMode::LineLoop)
{
uint32_t indexCount;
ANGLE_TRY(
setupLineLoopDraw(context, mode, 0, count, type, indices, &commandBuffer, &indexCount));
commandBuffer->drawIndexedInstancedBaseVertexBaseInstance(indexCount, instances, 0,
baseVertex, baseInstance);
return angle::Result::Continue;
}
ANGLE_TRY(setupIndexedDraw(context, mode, count, instances, type, indices, &commandBuffer));
commandBuffer->drawIndexedInstancedBaseVertexBaseInstance(count, instances, 0, baseVertex,
baseInstance);
return angle::Result::Continue;
}
angle::Result ContextVk::drawRangeElements(const gl::Context *context,
gl::PrimitiveMode mode,
GLuint start,
GLuint end,
GLsizei count,
gl::DrawElementsType type,
const void *indices)
{
return drawElements(context, mode, count, type, indices);
}
angle::Result ContextVk::drawRangeElementsBaseVertex(const gl::Context *context,
gl::PrimitiveMode mode,
GLuint start,
GLuint end,
GLsizei count,
gl::DrawElementsType type,
const void *indices,
GLint baseVertex)
{
return drawElementsBaseVertex(context, mode, count, type, indices, baseVertex);
}
VkDevice ContextVk::getDevice() const
{
return mRenderer->getDevice();
}
angle::Result ContextVk::drawArraysIndirect(const gl::Context *context,
gl::PrimitiveMode mode,
const void *indirect)
{
gl::Buffer *indirectBuffer = mState.getTargetBuffer(gl::BufferBinding::DrawIndirect);
vk::BufferHelper *currentIndirectBuf = &vk::GetImpl(indirectBuffer)->getBuffer();
VkDeviceSize currentIndirectBufOffset = reinterpret_cast<VkDeviceSize>(indirect);
if (mVertexArray->getStreamingVertexAttribsMask().any())
{
mRenderPassCommands->bufferRead(&mResourceUseList, VK_ACCESS_INDIRECT_COMMAND_READ_BIT,
vk::PipelineStage::DrawIndirect, currentIndirectBuf);
// We have instanced vertex attributes that need to be emulated for Vulkan.
// invalidate any cache and map the buffer so that we can read the indirect data.
// Mapping the buffer will cause a flush.
ANGLE_TRY(currentIndirectBuf->invalidate(mRenderer, 0, sizeof(VkDrawIndirectCommand)));
uint8_t *buffPtr;
ANGLE_TRY(currentIndirectBuf->map(this, &buffPtr));
const VkDrawIndirectCommand *indirectData =
reinterpret_cast<VkDrawIndirectCommand *>(buffPtr + currentIndirectBufOffset);
ANGLE_TRY(drawArraysInstanced(context, mode, indirectData->firstVertex,
indirectData->vertexCount, indirectData->instanceCount));
currentIndirectBuf->unmap(mRenderer);
return angle::Result::Continue;
}
vk::CommandBuffer *commandBuffer = nullptr;
if (mode == gl::PrimitiveMode::LineLoop)
{
ASSERT(indirectBuffer);
vk::BufferHelper *dstIndirectBuf = nullptr;
VkDeviceSize dstIndirectBufOffset = 0;
ANGLE_TRY(setupLineLoopIndirectDraw(context, mode, currentIndirectBuf,
currentIndirectBufOffset, &commandBuffer,
&dstIndirectBuf, &dstIndirectBufOffset));
commandBuffer->drawIndexedIndirect(dstIndirectBuf->getBuffer(), dstIndirectBufOffset, 1, 0);
return angle::Result::Continue;
}
ANGLE_TRY(setupIndirectDraw(context, mode, mNonIndexedDirtyBitsMask, currentIndirectBuf,
currentIndirectBufOffset, &commandBuffer));
commandBuffer->drawIndirect(currentIndirectBuf->getBuffer(), currentIndirectBufOffset, 1, 0);
return angle::Result::Continue;
}
angle::Result ContextVk::drawElementsIndirect(const gl::Context *context,
gl::PrimitiveMode mode,
gl::DrawElementsType type,
const void *indirect)
{
VkDeviceSize currentIndirectBufOffset = reinterpret_cast<VkDeviceSize>(indirect);
gl::Buffer *indirectBuffer = mState.getTargetBuffer(gl::BufferBinding::DrawIndirect);
ASSERT(indirectBuffer);
vk::BufferHelper *currentIndirectBuf = &vk::GetImpl(indirectBuffer)->getBuffer();
if (mVertexArray->getStreamingVertexAttribsMask().any())
{
mRenderPassCommands->bufferRead(&mResourceUseList, VK_ACCESS_INDIRECT_COMMAND_READ_BIT,
vk::PipelineStage::DrawIndirect, currentIndirectBuf);
// We have instanced vertex attributes that need to be emulated for Vulkan.
// invalidate any cache and map the buffer so that we can read the indirect data.
// Mapping the buffer will cause a flush.
ANGLE_TRY(
currentIndirectBuf->invalidate(mRenderer, 0, sizeof(VkDrawIndexedIndirectCommand)));
uint8_t *buffPtr;
ANGLE_TRY(currentIndirectBuf->map(this, &buffPtr));
const VkDrawIndexedIndirectCommand *indirectData =
reinterpret_cast<VkDrawIndexedIndirectCommand *>(buffPtr + currentIndirectBufOffset);
ANGLE_TRY(drawElementsInstanced(context, mode, indirectData->indexCount, type, nullptr,
indirectData->instanceCount));
currentIndirectBuf->unmap(mRenderer);
return angle::Result::Continue;
}
if (shouldConvertUint8VkIndexType(type) && mGraphicsDirtyBits[DIRTY_BIT_INDEX_BUFFER])
{
vk::BufferHelper *dstIndirectBuf;
VkDeviceSize dstIndirectBufOffset;
ANGLE_TRY(mVertexArray->convertIndexBufferIndirectGPU(
this, currentIndirectBuf, currentIndirectBufOffset, &dstIndirectBuf,
&dstIndirectBufOffset));
currentIndirectBuf = dstIndirectBuf;
currentIndirectBufOffset = dstIndirectBufOffset;
}
vk::CommandBuffer *commandBuffer = nullptr;
if (mode == gl::PrimitiveMode::LineLoop)
{
vk::BufferHelper *dstIndirectBuf;
VkDeviceSize dstIndirectBufOffset;
ANGLE_TRY(setupLineLoopIndexedIndirectDraw(context, mode, type, currentIndirectBuf,
currentIndirectBufOffset, &commandBuffer,
&dstIndirectBuf, &dstIndirectBufOffset));
currentIndirectBuf = dstIndirectBuf;
currentIndirectBufOffset = dstIndirectBufOffset;
}
else
{
ANGLE_TRY(setupIndexedIndirectDraw(context, mode, type, currentIndirectBuf,
currentIndirectBufOffset, &commandBuffer));
}
commandBuffer->drawIndexedIndirect(currentIndirectBuf->getBuffer(), currentIndirectBufOffset, 1,
0);
return angle::Result::Continue;
}
angle::Result ContextVk::multiDrawArrays(const gl::Context *context,
gl::PrimitiveMode mode,
const GLint *firsts,
const GLsizei *counts,
GLsizei drawcount)
{
return rx::MultiDrawArraysGeneral(this, context, mode, firsts, counts, drawcount);
}
angle::Result ContextVk::multiDrawArraysInstanced(const gl::Context *context,
gl::PrimitiveMode mode,
const GLint *firsts,
const GLsizei *counts,
const GLsizei *instanceCounts,
GLsizei drawcount)
{
return rx::MultiDrawArraysInstancedGeneral(this, context, mode, firsts, counts, instanceCounts,
drawcount);
}
angle::Result ContextVk::multiDrawElements(const gl::Context *context,
gl::PrimitiveMode mode,
const GLsizei *counts,
gl::DrawElementsType type,
const GLvoid *const *indices,
GLsizei drawcount)
{
return rx::MultiDrawElementsGeneral(this, context, mode, counts, type, indices, drawcount);
}
angle::Result ContextVk::multiDrawElementsInstanced(const gl::Context *context,
gl::PrimitiveMode mode,
const GLsizei *counts,
gl::DrawElementsType type,
const GLvoid *const *indices,
const GLsizei *instanceCounts,
GLsizei drawcount)
{
return rx::MultiDrawElementsInstancedGeneral(this, context, mode, counts, type, indices,
instanceCounts, drawcount);
}
angle::Result ContextVk::multiDrawArraysInstancedBaseInstance(const gl::Context *context,
gl::PrimitiveMode mode,
const GLint *firsts,
const GLsizei *counts,
const GLsizei *instanceCounts,
const GLuint *baseInstances,
GLsizei drawcount)
{
return rx::MultiDrawArraysInstancedBaseInstanceGeneral(
this, context, mode, firsts, counts, instanceCounts, baseInstances, drawcount);
}
angle::Result ContextVk::multiDrawElementsInstancedBaseVertexBaseInstance(
const gl::Context *context,
gl::PrimitiveMode mode,
const GLsizei *counts,
gl::DrawElementsType type,
const GLvoid *const *indices,
const GLsizei *instanceCounts,
const GLint *baseVertices,
const GLuint *baseInstances,
GLsizei drawcount)
{
return rx::MultiDrawElementsInstancedBaseVertexBaseInstanceGeneral(
this, context, mode, counts, type, indices, instanceCounts, baseVertices, baseInstances,
drawcount);
}
void ContextVk::optimizeRenderPassForPresent(VkFramebuffer framebufferHandle)
{
if (!mRenderPassCommands->started())
{
return;
}
if (framebufferHandle != mRenderPassCommands->getFramebufferHandle())
{
return;
}
RenderTargetVk *color0RenderTarget = mDrawFramebuffer->getColorDrawRenderTarget(0);
if (!color0RenderTarget)
{
return;
}
// EGL1.5 spec: The contents of ancillary buffers are always undefined after calling
// eglSwapBuffers
RenderTargetVk *depthStencilRenderTarget = mDrawFramebuffer->getDepthStencilRenderTarget();
if (depthStencilRenderTarget)
{
size_t depthStencilAttachmentIndexVk = mDrawFramebuffer->getDepthStencilAttachmentIndexVk();
// Change depthstencil attachment storeOp to DONT_CARE
mRenderPassCommands->invalidateRenderPassStencilAttachment(depthStencilAttachmentIndexVk);
mRenderPassCommands->invalidateRenderPassDepthAttachment(depthStencilAttachmentIndexVk);
// Mark content as invalid so that we will not load them in next renderpass
depthStencilRenderTarget->invalidateContent();
}
// Use finalLayout instead of extra barrier for layout change to present
vk::ImageHelper &image = color0RenderTarget->getImage();
image.setCurrentImageLayout(vk::ImageLayout::Present);
mRenderPassCommands->updateRenderPassAttachmentFinalLayout(0, image.getCurrentImageLayout());
}
gl::GraphicsResetStatus ContextVk::getResetStatus()
{
if (mRenderer->isDeviceLost())
{
// TODO(geofflang): It may be possible to track which context caused the device lost and
// return either GL_GUILTY_CONTEXT_RESET or GL_INNOCENT_CONTEXT_RESET.
// http://anglebug.com/2787
return gl::GraphicsResetStatus::UnknownContextReset;
}
return gl::GraphicsResetStatus::NoError;
}
std::string ContextVk::getVendorString() const
{
UNIMPLEMENTED();
return std::string();
}
std::string ContextVk::getRendererDescription() const
{
return mRenderer->getRendererDescription();
}
angle::Result ContextVk::insertEventMarker(GLsizei length, const char *marker)
{
if (!mRenderer->enableDebugUtils())
return angle::Result::Continue;
vk::CommandBuffer *outsideRenderPassCommandBuffer;
ANGLE_TRY(endRenderPassAndGetCommandBuffer(&outsideRenderPassCommandBuffer));
VkDebugUtilsLabelEXT label;
vk::MakeDebugUtilsLabel(GL_DEBUG_SOURCE_APPLICATION, marker, &label);
outsideRenderPassCommandBuffer->insertDebugUtilsLabelEXT(label);
return angle::Result::Continue;
}
angle::Result ContextVk::pushGroupMarker(GLsizei length, const char *marker)
{
if (!mRenderer->enableDebugUtils())
return angle::Result::Continue;
vk::CommandBuffer *outsideRenderPassCommandBuffer;
ANGLE_TRY(endRenderPassAndGetCommandBuffer(&outsideRenderPassCommandBuffer));
VkDebugUtilsLabelEXT label;
vk::MakeDebugUtilsLabel(GL_DEBUG_SOURCE_APPLICATION, marker, &label);
outsideRenderPassCommandBuffer->beginDebugUtilsLabelEXT(label);
return angle::Result::Continue;
}
angle::Result ContextVk::popGroupMarker()
{
if (!mRenderer->enableDebugUtils())
return angle::Result::Continue;
vk::CommandBuffer *outsideRenderPassCommandBuffer;
ANGLE_TRY(endRenderPassAndGetCommandBuffer(&outsideRenderPassCommandBuffer));
outsideRenderPassCommandBuffer->endDebugUtilsLabelEXT();
return angle::Result::Continue;
}
angle::Result ContextVk::pushDebugGroup(const gl::Context *context,
GLenum source,
GLuint id,
const std::string &message)
{
if (!mRenderer->enableDebugUtils())
return angle::Result::Continue;
vk::CommandBuffer *outsideRenderPassCommandBuffer;
ANGLE_TRY(endRenderPassAndGetCommandBuffer(&outsideRenderPassCommandBuffer));
VkDebugUtilsLabelEXT label;
vk::MakeDebugUtilsLabel(source, message.c_str(), &label);
outsideRenderPassCommandBuffer->beginDebugUtilsLabelEXT(label);
return angle::Result::Continue;
}
angle::Result ContextVk::popDebugGroup(const gl::Context *context)
{
if (!mRenderer->enableDebugUtils())
return angle::Result::Continue;
vk::CommandBuffer *outsideRenderPassCommandBuffer;
ANGLE_TRY(endRenderPassAndGetCommandBuffer(&outsideRenderPassCommandBuffer));
outsideRenderPassCommandBuffer->endDebugUtilsLabelEXT();
return angle::Result::Continue;
}
bool ContextVk::isViewportFlipEnabledForDrawFBO() const
{
return mFlipViewportForDrawFramebuffer && mFlipYForCurrentSurface;
}
bool ContextVk::isViewportFlipEnabledForReadFBO() const
{
return mFlipViewportForReadFramebuffer;
}
bool ContextVk::isRotatedAspectRatioForDrawFBO() const
{
return IsRotatedAspectRatio(mCurrentRotationDrawFramebuffer);
}
bool ContextVk::isRotatedAspectRatioForReadFBO() const
{
return IsRotatedAspectRatio(mCurrentRotationReadFramebuffer);
}
SurfaceRotation ContextVk::getRotationDrawFramebuffer() const
{
return mCurrentRotationDrawFramebuffer;
}
SurfaceRotation ContextVk::getRotationReadFramebuffer() const
{
return mCurrentRotationReadFramebuffer;
}
void ContextVk::updateColorMask(const gl::BlendState &blendState)
{
mClearColorMask =
gl_vk::GetColorComponentFlags(blendState.colorMaskRed, blendState.colorMaskGreen,
blendState.colorMaskBlue, blendState.colorMaskAlpha);
FramebufferVk *framebufferVk = vk::GetImpl(mState.getDrawFramebuffer());
mGraphicsPipelineDesc->updateColorWriteMask(&mGraphicsPipelineTransition, mClearColorMask,
framebufferVk->getEmulatedAlphaAttachmentMask());
}
void ContextVk::updateSampleMask(const gl::State &glState)
{
// If sample coverage is enabled, emulate it by generating and applying a mask on top of the
// sample mask.
uint32_t coverageSampleCount = GetCoverageSampleCount(glState, mDrawFramebuffer);
static_assert(sizeof(uint32_t) == sizeof(GLbitfield), "Vulkan assumes 32-bit sample masks");
for (uint32_t maskNumber = 0; maskNumber < glState.getMaxSampleMaskWords(); ++maskNumber)
{
uint32_t mask = glState.isSampleMaskEnabled() ? glState.getSampleMaskWord(maskNumber)
: std::numeric_limits<uint32_t>::max();
ApplySampleCoverage(glState, coverageSampleCount, maskNumber, &mask);
mGraphicsPipelineDesc->updateSampleMask(&mGraphicsPipelineTransition, maskNumber, mask);
}
}
gl::Rectangle ContextVk::getCorrectedViewport(const gl::Rectangle &viewport) const
{
const gl::Caps &caps = getCaps();
const VkPhysicalDeviceLimits &limitsVk = mRenderer->getPhysicalDeviceProperties().limits;
const int viewportBoundsRangeLow = static_cast<int>(limitsVk.viewportBoundsRange[0]);
const int viewportBoundsRangeHigh = static_cast<int>(limitsVk.viewportBoundsRange[1]);
// Clamp the viewport values to what Vulkan specifies
// width must be greater than 0.0 and less than or equal to
// VkPhysicalDeviceLimits::maxViewportDimensions[0]
int correctedWidth = std::min<int>(viewport.width, caps.maxViewportWidth);
correctedWidth = std::max<int>(correctedWidth, 0);
// height must be greater than 0.0 and less than or equal to
// VkPhysicalDeviceLimits::maxViewportDimensions[1]
int correctedHeight = std::min<int>(viewport.height, caps.maxViewportHeight);
correctedHeight = std::max<int>(correctedHeight, 0);
// x and y must each be between viewportBoundsRange[0] and viewportBoundsRange[1], inclusive.
// Viewport size cannot be 0 so ensure there is always size for a 1x1 viewport
int correctedX = std::min<int>(viewport.x, viewportBoundsRangeHigh - 1);
correctedX = std::max<int>(correctedX, viewportBoundsRangeLow);
int correctedY = std::min<int>(viewport.y, viewportBoundsRangeHigh - 1);
correctedY = std::max<int>(correctedY, viewportBoundsRangeLow);
// x + width must be less than or equal to viewportBoundsRange[1]
if ((correctedX + correctedWidth) > viewportBoundsRangeHigh)
{
correctedWidth = viewportBoundsRangeHigh - correctedX;
}
// y + height must be less than or equal to viewportBoundsRange[1]
if ((correctedY + correctedHeight) > viewportBoundsRangeHigh)
{
correctedHeight = viewportBoundsRangeHigh - correctedY;
}
return gl::Rectangle(correctedX, correctedY, correctedWidth, correctedHeight);
}
void ContextVk::updateViewport(FramebufferVk *framebufferVk,
const gl::Rectangle &viewport,
float nearPlane,
float farPlane,
bool invertViewport)
{
gl::Box fbDimensions = framebufferVk->getState().getDimensions();
gl::Rectangle correctedRect = getCorrectedViewport(viewport);
gl::Rectangle rotatedRect;
RotateRectangle(getRotationDrawFramebuffer(), false, fbDimensions.width, fbDimensions.height,
correctedRect, &rotatedRect);
VkViewport vkViewport;
gl_vk::GetViewport(rotatedRect, nearPlane, farPlane, invertViewport,
// If the surface is rotated 90/270 degrees, use the framebuffer's width
// instead of the height for calculating the final viewport.
isRotatedAspectRatioForDrawFBO() ? fbDimensions.width : fbDimensions.height,
&vkViewport);
mGraphicsPipelineDesc->updateViewport(&mGraphicsPipelineTransition, vkViewport);
invalidateGraphicsDriverUniforms();
}
void ContextVk::updateDepthRange(float nearPlane, float farPlane)
{
invalidateGraphicsDriverUniforms();
mGraphicsPipelineDesc->updateDepthRange(&mGraphicsPipelineTransition, nearPlane, farPlane);
}
angle::Result ContextVk::updateScissor(const gl::State &glState)
{
FramebufferVk *framebufferVk = vk::GetImpl(glState.getDrawFramebuffer());
gl::Rectangle renderArea = framebufferVk->getCompleteRenderArea();
// Clip the render area to the viewport.
gl::Rectangle viewportClippedRenderArea;
gl::ClipRectangle(renderArea, getCorrectedViewport(glState.getViewport()),
&viewportClippedRenderArea);
gl::Rectangle scissoredArea = ClipRectToScissor(getState(), viewportClippedRenderArea, false);
gl::Rectangle rotatedScissoredArea;
RotateRectangle(getRotationDrawFramebuffer(), isViewportFlipEnabledForDrawFBO(),
renderArea.width, renderArea.height, scissoredArea, &rotatedScissoredArea);
mGraphicsPipelineDesc->updateScissor(&mGraphicsPipelineTransition,
gl_vk::GetRect(rotatedScissoredArea));