1*8975f5c5SAndroid Build Coastguard Worker //
2*8975f5c5SAndroid Build Coastguard Worker // Copyright 2017 The ANGLE Project Authors. All rights reserved.
3*8975f5c5SAndroid Build Coastguard Worker // Use of this source code is governed by a BSD-style license that can be
4*8975f5c5SAndroid Build Coastguard Worker // found in the LICENSE file.
5*8975f5c5SAndroid Build Coastguard Worker //
6*8975f5c5SAndroid Build Coastguard Worker // ProgramPipelineVk.cpp:
7*8975f5c5SAndroid Build Coastguard Worker // Implements the class methods for ProgramPipelineVk.
8*8975f5c5SAndroid Build Coastguard Worker //
9*8975f5c5SAndroid Build Coastguard Worker
10*8975f5c5SAndroid Build Coastguard Worker #include "libANGLE/renderer/vulkan/ProgramPipelineVk.h"
11*8975f5c5SAndroid Build Coastguard Worker
12*8975f5c5SAndroid Build Coastguard Worker namespace rx
13*8975f5c5SAndroid Build Coastguard Worker {
14*8975f5c5SAndroid Build Coastguard Worker
ProgramPipelineVk(const gl::ProgramPipelineState & state)15*8975f5c5SAndroid Build Coastguard Worker ProgramPipelineVk::ProgramPipelineVk(const gl::ProgramPipelineState &state)
16*8975f5c5SAndroid Build Coastguard Worker : ProgramPipelineImpl(state)
17*8975f5c5SAndroid Build Coastguard Worker {}
18*8975f5c5SAndroid Build Coastguard Worker
~ProgramPipelineVk()19*8975f5c5SAndroid Build Coastguard Worker ProgramPipelineVk::~ProgramPipelineVk() {}
20*8975f5c5SAndroid Build Coastguard Worker
destroy(const gl::Context * context)21*8975f5c5SAndroid Build Coastguard Worker void ProgramPipelineVk::destroy(const gl::Context *context)
22*8975f5c5SAndroid Build Coastguard Worker {
23*8975f5c5SAndroid Build Coastguard Worker ContextVk *contextVk = vk::GetImpl(context);
24*8975f5c5SAndroid Build Coastguard Worker reset(contextVk);
25*8975f5c5SAndroid Build Coastguard Worker }
26*8975f5c5SAndroid Build Coastguard Worker
reset(ContextVk * contextVk)27*8975f5c5SAndroid Build Coastguard Worker void ProgramPipelineVk::reset(ContextVk *contextVk)
28*8975f5c5SAndroid Build Coastguard Worker {
29*8975f5c5SAndroid Build Coastguard Worker getExecutable()->reset(contextVk);
30*8975f5c5SAndroid Build Coastguard Worker }
31*8975f5c5SAndroid Build Coastguard Worker
link(const gl::Context * glContext,const gl::ProgramMergedVaryings & mergedVaryings,const gl::ProgramVaryingPacking & varyingPacking)32*8975f5c5SAndroid Build Coastguard Worker angle::Result ProgramPipelineVk::link(const gl::Context *glContext,
33*8975f5c5SAndroid Build Coastguard Worker const gl::ProgramMergedVaryings &mergedVaryings,
34*8975f5c5SAndroid Build Coastguard Worker const gl::ProgramVaryingPacking &varyingPacking)
35*8975f5c5SAndroid Build Coastguard Worker {
36*8975f5c5SAndroid Build Coastguard Worker ContextVk *contextVk = vk::GetImpl(glContext);
37*8975f5c5SAndroid Build Coastguard Worker vk::Renderer *renderer = contextVk->getRenderer();
38*8975f5c5SAndroid Build Coastguard Worker const gl::ProgramExecutable &glExecutable = mState.getExecutable();
39*8975f5c5SAndroid Build Coastguard Worker ProgramExecutableVk *executableVk = vk::GetImpl(&glExecutable);
40*8975f5c5SAndroid Build Coastguard Worker SpvSourceOptions options = SpvCreateSourceOptions(contextVk->getFeatures(),
41*8975f5c5SAndroid Build Coastguard Worker renderer->getMaxColorInputAttachmentCount());
42*8975f5c5SAndroid Build Coastguard Worker SpvProgramInterfaceInfo spvProgramInterfaceInfo = {};
43*8975f5c5SAndroid Build Coastguard Worker
44*8975f5c5SAndroid Build Coastguard Worker reset(contextVk);
45*8975f5c5SAndroid Build Coastguard Worker executableVk->clearVariableInfoMap();
46*8975f5c5SAndroid Build Coastguard Worker
47*8975f5c5SAndroid Build Coastguard Worker // Now that the program pipeline has all of the programs attached, the various descriptor
48*8975f5c5SAndroid Build Coastguard Worker // set/binding locations need to be re-assigned to their correct values.
49*8975f5c5SAndroid Build Coastguard Worker const gl::ShaderType linkedTransformFeedbackStage =
50*8975f5c5SAndroid Build Coastguard Worker glExecutable.getLinkedTransformFeedbackStage();
51*8975f5c5SAndroid Build Coastguard Worker
52*8975f5c5SAndroid Build Coastguard Worker // This should be done before assigning varying locations. Otherwise, we can encounter shader
53*8975f5c5SAndroid Build Coastguard Worker // interface mismatching problems when the transform feedback stage is not the vertex stage.
54*8975f5c5SAndroid Build Coastguard Worker if (options.supportsTransformFeedbackExtension)
55*8975f5c5SAndroid Build Coastguard Worker {
56*8975f5c5SAndroid Build Coastguard Worker for (const gl::ShaderType shaderType : glExecutable.getLinkedShaderStages())
57*8975f5c5SAndroid Build Coastguard Worker {
58*8975f5c5SAndroid Build Coastguard Worker const gl::SharedProgramExecutable &glShaderExecutable =
59*8975f5c5SAndroid Build Coastguard Worker mState.getShaderProgramExecutable(shaderType);
60*8975f5c5SAndroid Build Coastguard Worker if (glShaderExecutable && gl::ShaderTypeSupportsTransformFeedback(shaderType))
61*8975f5c5SAndroid Build Coastguard Worker {
62*8975f5c5SAndroid Build Coastguard Worker const bool isTransformFeedbackStage =
63*8975f5c5SAndroid Build Coastguard Worker shaderType == linkedTransformFeedbackStage &&
64*8975f5c5SAndroid Build Coastguard Worker !glShaderExecutable->getLinkedTransformFeedbackVaryings().empty();
65*8975f5c5SAndroid Build Coastguard Worker
66*8975f5c5SAndroid Build Coastguard Worker SpvAssignTransformFeedbackLocations(
67*8975f5c5SAndroid Build Coastguard Worker shaderType, *glShaderExecutable.get(), isTransformFeedbackStage,
68*8975f5c5SAndroid Build Coastguard Worker &spvProgramInterfaceInfo, &executableVk->mVariableInfoMap);
69*8975f5c5SAndroid Build Coastguard Worker }
70*8975f5c5SAndroid Build Coastguard Worker }
71*8975f5c5SAndroid Build Coastguard Worker }
72*8975f5c5SAndroid Build Coastguard Worker
73*8975f5c5SAndroid Build Coastguard Worker executableVk->mOriginalShaderInfo.clear();
74*8975f5c5SAndroid Build Coastguard Worker
75*8975f5c5SAndroid Build Coastguard Worker SpvAssignLocations(options, glExecutable, varyingPacking, linkedTransformFeedbackStage,
76*8975f5c5SAndroid Build Coastguard Worker &spvProgramInterfaceInfo, &executableVk->mVariableInfoMap);
77*8975f5c5SAndroid Build Coastguard Worker
78*8975f5c5SAndroid Build Coastguard Worker for (const gl::ShaderType shaderType : glExecutable.getLinkedShaderStages())
79*8975f5c5SAndroid Build Coastguard Worker {
80*8975f5c5SAndroid Build Coastguard Worker const gl::SharedProgramExecutable &glShaderExecutable =
81*8975f5c5SAndroid Build Coastguard Worker mState.getShaderProgramExecutable(shaderType);
82*8975f5c5SAndroid Build Coastguard Worker ProgramExecutableVk *programExecutableVk = vk::GetImpl(glShaderExecutable.get());
83*8975f5c5SAndroid Build Coastguard Worker executableVk->mDefaultUniformBlocks[shaderType] =
84*8975f5c5SAndroid Build Coastguard Worker programExecutableVk->getSharedDefaultUniformBlock(shaderType);
85*8975f5c5SAndroid Build Coastguard Worker
86*8975f5c5SAndroid Build Coastguard Worker executableVk->mOriginalShaderInfo.initShaderFromProgram(
87*8975f5c5SAndroid Build Coastguard Worker shaderType, programExecutableVk->mOriginalShaderInfo);
88*8975f5c5SAndroid Build Coastguard Worker }
89*8975f5c5SAndroid Build Coastguard Worker
90*8975f5c5SAndroid Build Coastguard Worker executableVk->setAllDefaultUniformsDirty();
91*8975f5c5SAndroid Build Coastguard Worker
92*8975f5c5SAndroid Build Coastguard Worker if (contextVk->getFeatures().varyingsRequireMatchingPrecisionInSpirv.enabled &&
93*8975f5c5SAndroid Build Coastguard Worker contextVk->getFeatures().enablePrecisionQualifiers.enabled)
94*8975f5c5SAndroid Build Coastguard Worker {
95*8975f5c5SAndroid Build Coastguard Worker executableVk->resolvePrecisionMismatch(mergedVaryings);
96*8975f5c5SAndroid Build Coastguard Worker }
97*8975f5c5SAndroid Build Coastguard Worker
98*8975f5c5SAndroid Build Coastguard Worker executableVk->resetLayout(contextVk);
99*8975f5c5SAndroid Build Coastguard Worker ANGLE_TRY(executableVk->createPipelineLayout(contextVk, &contextVk->getPipelineLayoutCache(),
100*8975f5c5SAndroid Build Coastguard Worker &contextVk->getDescriptorSetLayoutCache(),
101*8975f5c5SAndroid Build Coastguard Worker nullptr));
102*8975f5c5SAndroid Build Coastguard Worker ANGLE_TRY(executableVk->initializeDescriptorPools(contextVk,
103*8975f5c5SAndroid Build Coastguard Worker &contextVk->getDescriptorSetLayoutCache(),
104*8975f5c5SAndroid Build Coastguard Worker &contextVk->getMetaDescriptorPools()));
105*8975f5c5SAndroid Build Coastguard Worker
106*8975f5c5SAndroid Build Coastguard Worker angle::Result result = angle::Result::Continue;
107*8975f5c5SAndroid Build Coastguard Worker
108*8975f5c5SAndroid Build Coastguard Worker if (contextVk->getFeatures().warmUpPipelineCacheAtLink.enabled)
109*8975f5c5SAndroid Build Coastguard Worker {
110*8975f5c5SAndroid Build Coastguard Worker ANGLE_TRY(executableVk->warmUpPipelineCache(renderer, contextVk->pipelineRobustness(),
111*8975f5c5SAndroid Build Coastguard Worker contextVk->pipelineProtectedAccess()));
112*8975f5c5SAndroid Build Coastguard Worker }
113*8975f5c5SAndroid Build Coastguard Worker
114*8975f5c5SAndroid Build Coastguard Worker return result;
115*8975f5c5SAndroid Build Coastguard Worker } // namespace rx
116*8975f5c5SAndroid Build Coastguard Worker
117*8975f5c5SAndroid Build Coastguard Worker } // namespace rx
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