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//
// Copyright 2017 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.
//
// ProgramPipelineVk.cpp:
// Implements the class methods for ProgramPipelineVk.
//
#include "libANGLE/renderer/vulkan/ProgramPipelineVk.h"
namespace rx
{
ProgramPipelineVk::ProgramPipelineVk(const gl::ProgramPipelineState &state)
: ProgramPipelineImpl(state)
{}
ProgramPipelineVk::~ProgramPipelineVk() {}
void ProgramPipelineVk::destroy(const gl::Context *context)
{
ContextVk *contextVk = vk::GetImpl(context);
reset(contextVk);
}
void ProgramPipelineVk::reset(ContextVk *contextVk)
{
mExecutable.reset(contextVk);
}
angle::Result ProgramPipelineVk::link(const gl::Context *glContext,
const gl::ProgramMergedVaryings &mergedVaryings,
const gl::ProgramVaryingPacking &varyingPacking)
{
ContextVk *contextVk = vk::GetImpl(glContext);
const gl::ProgramExecutable &glExecutable = mState.getExecutable();
SpvSourceOptions options = SpvCreateSourceOptions(contextVk->getFeatures());
SpvProgramInterfaceInfo spvProgramInterfaceInfo;
spvProgramInterfaceInfo = {};
reset(contextVk);
mExecutable.clearVariableInfoMap();
// Now that the program pipeline has all of the programs attached, the various descriptor
// set/binding locations need to be re-assigned to their correct values.
const gl::ShaderType linkedTransformFeedbackStage =
glExecutable.getLinkedTransformFeedbackStage();
// This should be done before assigning varying locations. Otherwise, we can encounter shader
// interface mismatching problems when the transform feedback stage is not the vertex stage.
if (options.supportsTransformFeedbackExtension)
{
for (const gl::ShaderType shaderType : glExecutable.getLinkedShaderStages())
{
const gl::Program *glProgram = mState.getShaderProgram(shaderType);
if (glProgram && gl::ShaderTypeSupportsTransformFeedback(shaderType))
{
const bool isTransformFeedbackStage =
shaderType == linkedTransformFeedbackStage &&
!glProgram->getState().getLinkedTransformFeedbackVaryings().empty();
SpvAssignTransformFeedbackLocations(
shaderType, glProgram->getExecutable(), isTransformFeedbackStage,
&spvProgramInterfaceInfo, &mExecutable.mVariableInfoMap);
}
}
}
mExecutable.mOriginalShaderInfo.clear();
SpvAssignLocations(options, glExecutable, varyingPacking, linkedTransformFeedbackStage,
&spvProgramInterfaceInfo, &mExecutable.mVariableInfoMap);
for (const gl::ShaderType shaderType : glExecutable.getLinkedShaderStages())
{
const gl::Program *program = mState.getShaderProgram(shaderType);
ProgramVk *programVk = vk::GetImpl(program);
ProgramExecutableVk &programExecutableVk = programVk->getExecutable();
mExecutable.mDefaultUniformBlocks[shaderType] =
programExecutableVk.getSharedDefaultUniformBlock(shaderType);
mExecutable.mOriginalShaderInfo.initShaderFromProgram(
shaderType, programExecutableVk.mOriginalShaderInfo);
}
mExecutable.setAllDefaultUniformsDirty(glExecutable);
if (contextVk->getFeatures().varyingsRequireMatchingPrecisionInSpirv.enabled &&
contextVk->getFeatures().enablePrecisionQualifiers.enabled)
{
mExecutable.resolvePrecisionMismatch(mergedVaryings);
}
ANGLE_TRY(mExecutable.createPipelineLayout(contextVk, mState.getExecutable(), nullptr));
return mExecutable.warmUpPipelineCache(contextVk, mState.getExecutable());
} // namespace rx
angle::Result ProgramPipelineVk::syncState(const gl::Context *context,
const gl::Program::DirtyBits &dirtyBits)
{
ASSERT(dirtyBits.any());
// Push dirty bits to executable so that they can be used later.
mExecutable.mDirtyBits |= dirtyBits;
return angle::Result::Continue;
}
void ProgramPipelineVk::onProgramUniformUpdate(gl::ShaderType shaderType)
{
mExecutable.mDefaultUniformBlocksDirty.set(shaderType);
}
} // namespace rx