| // Copyright 2013 The Flutter Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| |
| #include "impeller/renderer/backend/vulkan/binding_helpers_vk.h" |
| #include "fml/status.h" |
| #include "impeller/core/shader_types.h" |
| #include "impeller/renderer/backend/vulkan/command_buffer_vk.h" |
| #include "impeller/renderer/backend/vulkan/command_encoder_vk.h" |
| #include "impeller/renderer/backend/vulkan/command_pool_vk.h" |
| #include "impeller/renderer/backend/vulkan/compute_pipeline_vk.h" |
| #include "impeller/renderer/backend/vulkan/context_vk.h" |
| #include "impeller/renderer/backend/vulkan/sampler_vk.h" |
| #include "impeller/renderer/backend/vulkan/texture_vk.h" |
| #include "impeller/renderer/command.h" |
| #include "impeller/renderer/compute_command.h" |
| #include "vulkan/vulkan_core.h" |
| |
| namespace impeller { |
| |
| // Warning: if any of the constant values or layouts are changed in the |
| // framebuffer fetch shader, then this input binding may need to be |
| // manually changed. |
| static constexpr size_t kMagicSubpassInputBinding = 64; |
| |
| static bool BindImages(const Bindings& bindings, |
| Allocator& allocator, |
| const std::shared_ptr<CommandEncoderVK>& encoder, |
| vk::DescriptorSet& vk_desc_set, |
| std::vector<vk::DescriptorImageInfo>& images, |
| std::vector<vk::WriteDescriptorSet>& writes) { |
| for (const TextureAndSampler& data : bindings.sampled_images) { |
| auto texture = data.texture.resource; |
| const auto& texture_vk = TextureVK::Cast(*texture); |
| const SamplerVK& sampler = SamplerVK::Cast(*data.sampler); |
| |
| if (!encoder->Track(texture) || |
| !encoder->Track(sampler.GetSharedSampler())) { |
| return false; |
| } |
| |
| const SampledImageSlot& slot = data.slot; |
| |
| vk::DescriptorImageInfo image_info; |
| image_info.imageLayout = vk::ImageLayout::eShaderReadOnlyOptimal; |
| image_info.sampler = sampler.GetSampler(); |
| image_info.imageView = texture_vk.GetImageView(); |
| images.push_back(image_info); |
| |
| vk::WriteDescriptorSet write_set; |
| write_set.dstSet = vk_desc_set; |
| write_set.dstBinding = slot.binding; |
| write_set.descriptorCount = 1u; |
| write_set.descriptorType = vk::DescriptorType::eCombinedImageSampler; |
| write_set.pImageInfo = &images.back(); |
| |
| writes.push_back(write_set); |
| } |
| |
| return true; |
| }; |
| |
| static bool BindBuffers(const Bindings& bindings, |
| Allocator& allocator, |
| const std::shared_ptr<CommandEncoderVK>& encoder, |
| vk::DescriptorSet& vk_desc_set, |
| const std::vector<DescriptorSetLayout>& desc_set, |
| std::vector<vk::DescriptorBufferInfo>& buffers, |
| std::vector<vk::WriteDescriptorSet>& writes) { |
| for (const BufferAndUniformSlot& data : bindings.buffers) { |
| const auto& buffer_view = data.view.resource.buffer; |
| |
| auto device_buffer = buffer_view->GetDeviceBuffer(allocator); |
| if (!device_buffer) { |
| VALIDATION_LOG << "Failed to get device buffer for vertex binding"; |
| return false; |
| } |
| |
| auto buffer = DeviceBufferVK::Cast(*device_buffer).GetBuffer(); |
| if (!buffer) { |
| return false; |
| } |
| |
| if (!encoder->Track(device_buffer)) { |
| return false; |
| } |
| |
| uint32_t offset = data.view.resource.range.offset; |
| |
| vk::DescriptorBufferInfo buffer_info; |
| buffer_info.buffer = buffer; |
| buffer_info.offset = offset; |
| buffer_info.range = data.view.resource.range.length; |
| buffers.push_back(buffer_info); |
| |
| // TODO(jonahwilliams): remove this part by storing more data in |
| // ShaderUniformSlot. |
| const ShaderUniformSlot& uniform = data.slot; |
| auto layout_it = |
| std::find_if(desc_set.begin(), desc_set.end(), |
| [&uniform](const DescriptorSetLayout& layout) { |
| return layout.binding == uniform.binding; |
| }); |
| if (layout_it == desc_set.end()) { |
| VALIDATION_LOG << "Failed to get descriptor set layout for binding " |
| << uniform.binding; |
| return false; |
| } |
| auto layout = *layout_it; |
| |
| vk::WriteDescriptorSet write_set; |
| write_set.dstSet = vk_desc_set; |
| write_set.dstBinding = uniform.binding; |
| write_set.descriptorCount = 1u; |
| write_set.descriptorType = ToVKDescriptorType(layout.descriptor_type); |
| write_set.pBufferInfo = &buffers.back(); |
| |
| writes.push_back(write_set); |
| } |
| return true; |
| } |
| |
| fml::StatusOr<std::vector<vk::DescriptorSet>> AllocateAndBindDescriptorSets( |
| const ContextVK& context, |
| const std::shared_ptr<CommandEncoderVK>& encoder, |
| const std::vector<Command>& commands, |
| const TextureVK& input_attachment) { |
| if (commands.empty()) { |
| return std::vector<vk::DescriptorSet>{}; |
| } |
| |
| // Step 1: Determine the total number of buffer and sampler descriptor |
| // sets required. Collect this information along with the layout information |
| // to allocate a correctly sized descriptor pool. |
| size_t buffer_count = 0; |
| size_t samplers_count = 0; |
| size_t subpass_count = 0; |
| std::vector<vk::DescriptorSetLayout> layouts; |
| layouts.reserve(commands.size()); |
| |
| for (const auto& command : commands) { |
| buffer_count += command.vertex_bindings.buffers.size(); |
| buffer_count += command.fragment_bindings.buffers.size(); |
| samplers_count += command.fragment_bindings.sampled_images.size(); |
| subpass_count += |
| command.pipeline->GetDescriptor().UsesSubpassInput() ? 1 : 0; |
| |
| layouts.emplace_back( |
| PipelineVK::Cast(*command.pipeline).GetDescriptorSetLayout()); |
| } |
| auto descriptor_result = encoder->AllocateDescriptorSets( |
| buffer_count, samplers_count, subpass_count, layouts); |
| if (!descriptor_result.ok()) { |
| return descriptor_result.status(); |
| } |
| auto descriptor_sets = descriptor_result.value(); |
| if (descriptor_sets.empty()) { |
| return fml::Status(); |
| } |
| |
| // Step 2: Update the descriptors for all image and buffer descriptors used |
| // in the render pass. |
| std::vector<vk::DescriptorImageInfo> images; |
| std::vector<vk::DescriptorBufferInfo> buffers; |
| std::vector<vk::WriteDescriptorSet> writes; |
| images.reserve(samplers_count + subpass_count); |
| buffers.reserve(buffer_count); |
| writes.reserve(samplers_count + buffer_count + subpass_count); |
| |
| auto& allocator = *context.GetResourceAllocator(); |
| auto desc_index = 0u; |
| for (const auto& command : commands) { |
| auto desc_set = command.pipeline->GetDescriptor() |
| .GetVertexDescriptor() |
| ->GetDescriptorSetLayouts(); |
| |
| if (!BindBuffers(command.vertex_bindings, allocator, encoder, |
| descriptor_sets[desc_index], desc_set, buffers, writes) || |
| !BindBuffers(command.fragment_bindings, allocator, encoder, |
| descriptor_sets[desc_index], desc_set, buffers, writes) || |
| !BindImages(command.fragment_bindings, allocator, encoder, |
| descriptor_sets[desc_index], images, writes)) { |
| return fml::Status(fml::StatusCode::kUnknown, |
| "Failed to bind texture or buffer."); |
| } |
| |
| if (command.pipeline->GetDescriptor().UsesSubpassInput()) { |
| vk::DescriptorImageInfo image_info; |
| image_info.imageLayout = vk::ImageLayout::eGeneral; |
| image_info.sampler = VK_NULL_HANDLE; |
| image_info.imageView = input_attachment.GetImageView(); |
| images.push_back(image_info); |
| |
| vk::WriteDescriptorSet write_set; |
| write_set.dstSet = descriptor_sets[desc_index]; |
| write_set.dstBinding = kMagicSubpassInputBinding; |
| write_set.descriptorCount = 1u; |
| write_set.descriptorType = vk::DescriptorType::eInputAttachment; |
| write_set.pImageInfo = &images.back(); |
| |
| writes.push_back(write_set); |
| } |
| desc_index += 1; |
| } |
| |
| context.GetDevice().updateDescriptorSets(writes, {}); |
| return descriptor_sets; |
| } |
| |
| fml::StatusOr<std::vector<vk::DescriptorSet>> AllocateAndBindDescriptorSets( |
| const ContextVK& context, |
| const std::shared_ptr<CommandEncoderVK>& encoder, |
| const std::vector<ComputeCommand>& commands) { |
| if (commands.empty()) { |
| return std::vector<vk::DescriptorSet>{}; |
| } |
| // Step 1: Determine the total number of buffer and sampler descriptor |
| // sets required. Collect this information along with the layout information |
| // to allocate a correctly sized descriptor pool. |
| size_t buffer_count = 0; |
| size_t samplers_count = 0; |
| std::vector<vk::DescriptorSetLayout> layouts; |
| layouts.reserve(commands.size()); |
| |
| for (const auto& command : commands) { |
| buffer_count += command.bindings.buffers.size(); |
| samplers_count += command.bindings.sampled_images.size(); |
| |
| layouts.emplace_back( |
| ComputePipelineVK::Cast(*command.pipeline).GetDescriptorSetLayout()); |
| } |
| auto descriptor_result = |
| encoder->AllocateDescriptorSets(buffer_count, samplers_count, 0, layouts); |
| if (!descriptor_result.ok()) { |
| return descriptor_result.status(); |
| } |
| auto descriptor_sets = descriptor_result.value(); |
| if (descriptor_sets.empty()) { |
| return fml::Status(); |
| } |
| // Step 2: Update the descriptors for all image and buffer descriptors used |
| // in the render pass. |
| std::vector<vk::DescriptorImageInfo> images; |
| std::vector<vk::DescriptorBufferInfo> buffers; |
| std::vector<vk::WriteDescriptorSet> writes; |
| images.reserve(samplers_count); |
| buffers.reserve(buffer_count); |
| writes.reserve(samplers_count + buffer_count); |
| |
| auto& allocator = *context.GetResourceAllocator(); |
| auto desc_index = 0u; |
| for (const auto& command : commands) { |
| auto desc_set = command.pipeline->GetDescriptor().GetDescriptorSetLayouts(); |
| |
| if (!BindBuffers(command.bindings, allocator, encoder, |
| descriptor_sets[desc_index], desc_set, buffers, writes) || |
| !BindImages(command.bindings, allocator, encoder, |
| descriptor_sets[desc_index], images, writes)) { |
| return fml::Status(fml::StatusCode::kUnknown, |
| "Failed to bind texture or buffer."); |
| } |
| desc_index += 1; |
| } |
| |
| context.GetDevice().updateDescriptorSets(writes, {}); |
| return descriptor_sets; |
| } |
| |
| } // namespace impeller |