Commit 0c77f3ad by Jamie Madill Committed by Commit Bot

Vulkan: Implement shader buffers descriptor cache.

Implements a descriptor set cache for UBOs, SSBOs, and atomic counter buffers. Storage Images and framebuffer fetch input attachments are not yet included. Requires moving the buffer barrier handling into ContextVk, similarly to how we handle the barriers for Textures. The packed description key for the descriptors uses a "fast" vector with a basic minimum size. For most cases of a few buffers this will fit easily in stack memory, but for larger programs with many buffers we fit this into heap memory. The key has a large upper bound due to the high ES 3.2 requirements and the need to index several values such as the offset and binding size. We use dynamic offsets for uniform buffers when possible. This ensures applications like Manhattan 3.1 that use sets of common buffers with changing offsets hit the cache most of the time. Because of resource limits we pick at compilation time whether to use dynamic or static descriptor sets. Mostly this applies to tests that use a large number of uniform buffers. A future implementation could be smart and would recompile the program with heuristics to use a minimal number of dynamic indices. Reduces the number of descriptor set updates from ~300 -> ~30 per frame in Manhattan 3.1 and in Asphalt 9 from 900+ to as low as 0 per frame. Bug: angleproject:5736 Change-Id: I5c2a3881bec90d301dab15cc86c8a70e60674ad7 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2757515 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: 's avatarTim Van Patten <timvp@google.com> Reviewed-by: 's avatarShahbaz Youssefi <syoussefi@chromium.org>
parent 8226dc23
...@@ -486,20 +486,9 @@ using BitSet = typename priv::GetBitSet<N>::Type; ...@@ -486,20 +486,9 @@ using BitSet = typename priv::GetBitSet<N>::Type;
template <std::size_t N> template <std::size_t N>
class BitSetArray final class BitSetArray final
{ {
private: public:
static constexpr std::size_t kDefaultBitSetSizeMinusOne = priv::kDefaultBitSetSize - 1;
static constexpr std::size_t kShiftForDivision =
static_cast<std::size_t>(rx::Log2(static_cast<unsigned int>(priv::kDefaultBitSetSize)));
static constexpr std::size_t kArraySize =
((N + kDefaultBitSetSizeMinusOne) >> kShiftForDivision);
constexpr static std::size_t kLastElementCount = (N & kDefaultBitSetSizeMinusOne);
constexpr static std::size_t kLastElementMask = priv::BaseBitSetType::Mask(
kLastElementCount == 0 ? priv::kDefaultBitSetSize : kLastElementCount);
using BaseBitSet = priv::BaseBitSetType; using BaseBitSet = priv::BaseBitSetType;
std::array<BaseBitSet, kArraySize> mBaseBitSetArray;
public:
BitSetArray(); BitSetArray();
BitSetArray(const BitSetArray<N> &other); BitSetArray(const BitSetArray<N> &other);
...@@ -671,6 +660,20 @@ class BitSetArray final ...@@ -671,6 +660,20 @@ class BitSetArray final
std::size_t count() const; std::size_t count() const;
bool intersects(const BitSetArray &other) const; bool intersects(const BitSetArray &other) const;
BitSetArray<N> &flip(); BitSetArray<N> &flip();
BaseBitSet::value_type bits(size_t index) const;
private:
static constexpr std::size_t kDefaultBitSetSizeMinusOne = priv::kDefaultBitSetSize - 1;
static constexpr std::size_t kShiftForDivision =
static_cast<std::size_t>(rx::Log2(static_cast<unsigned int>(priv::kDefaultBitSetSize)));
static constexpr std::size_t kArraySize =
((N + kDefaultBitSetSizeMinusOne) >> kShiftForDivision);
constexpr static std::size_t kLastElementCount = (N & kDefaultBitSetSizeMinusOne);
constexpr static std::size_t kLastElementMask = priv::BaseBitSetType::Mask(
kLastElementCount == 0 ? priv::kDefaultBitSetSize : kLastElementCount);
std::array<BaseBitSet, kArraySize> mBaseBitSetArray;
}; };
template <std::size_t N> template <std::size_t N>
...@@ -982,6 +985,12 @@ BitSetArray<N> &BitSetArray<N>::flip() ...@@ -982,6 +985,12 @@ BitSetArray<N> &BitSetArray<N>::flip()
mBaseBitSetArray[kArraySize - 1] &= kLastElementMask; mBaseBitSetArray[kArraySize - 1] &= kLastElementMask;
return *this; return *this;
} }
template <std::size_t N>
typename BitSetArray<N>::BaseBitSet::value_type BitSetArray<N>::bits(size_t index) const
{
return mBaseBitSetArray[index].bits();
}
} // namespace angle } // namespace angle
template <size_t N, typename BitsT, typename ParamT> template <size_t N, typename BitsT, typename ParamT>
......
...@@ -403,6 +403,7 @@ TYPED_TEST(BitSetArrayTest, BasicTest) ...@@ -403,6 +403,7 @@ TYPED_TEST(BitSetArrayTest, BasicTest)
EXPECT_FALSE(mBits.any()); EXPECT_FALSE(mBits.any());
EXPECT_TRUE(mBits.none()); EXPECT_TRUE(mBits.none());
EXPECT_EQ(mBits.count(), 0u); EXPECT_EQ(mBits.count(), 0u);
EXPECT_EQ(mBits.bits(0), 0u);
// Verify set on a single bit // Verify set on a single bit
mBits.set(45); mBits.set(45);
...@@ -452,8 +453,11 @@ TYPED_TEST(BitSetArrayTest, BasicTest) ...@@ -452,8 +453,11 @@ TYPED_TEST(BitSetArrayTest, BasicTest)
// Test intersection logic // Test intersection logic
TypeParam testBitSet; TypeParam testBitSet;
testBitSet.set(1); testBitSet.set(1);
EXPECT_EQ(testBitSet.bits(0), (1ul << 1ul));
testBitSet.set(3); testBitSet.set(3);
EXPECT_EQ(testBitSet.bits(0), (1ul << 1ul) | (1ul << 3ul));
testBitSet.set(5); testBitSet.set(5);
EXPECT_EQ(testBitSet.bits(0), (1ul << 1ul) | (1ul << 3ul) | (1ul << 5ul));
EXPECT_FALSE(mBits.intersects(testBitSet)); EXPECT_FALSE(mBits.intersects(testBitSet));
mBits.set(3); mBits.set(3);
EXPECT_TRUE(mBits.intersects(testBitSet)); EXPECT_TRUE(mBits.intersects(testBitSet));
......
...@@ -453,6 +453,22 @@ class State : angle::NonCopyable ...@@ -453,6 +453,22 @@ class State : angle::NonCopyable
const OffsetBindingPointer<Buffer> &getIndexedAtomicCounterBuffer(size_t index) const; const OffsetBindingPointer<Buffer> &getIndexedAtomicCounterBuffer(size_t index) const;
const OffsetBindingPointer<Buffer> &getIndexedShaderStorageBuffer(size_t index) const; const OffsetBindingPointer<Buffer> &getIndexedShaderStorageBuffer(size_t index) const;
const angle::BitSet<gl::IMPLEMENTATION_MAX_UNIFORM_BUFFER_BINDINGS> &getUniformBuffersMask()
const
{
return mBoundUniformBuffersMask;
}
const angle::BitSet<gl::IMPLEMENTATION_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS>
&getAtomicCounterBuffersMask() const
{
return mBoundAtomicCounterBuffersMask;
}
const angle::BitSet<gl::IMPLEMENTATION_MAX_SHADER_STORAGE_BUFFER_BINDINGS>
&getShaderStorageBuffersMask() const
{
return mBoundShaderStorageBuffersMask;
}
// Detach a buffer from all bindings // Detach a buffer from all bindings
angle::Result detachBuffer(Context *context, const Buffer *buffer); angle::Result detachBuffer(Context *context, const Buffer *buffer);
......
...@@ -440,12 +440,6 @@ class ContextVk : public ContextImpl, public vk::Context, public MultisampleText ...@@ -440,12 +440,6 @@ class ContextVk : public ContextImpl, public vk::Context, public MultisampleText
vk::DescriptorSetLayoutDesc getDriverUniformsDescriptorSetDesc( vk::DescriptorSetLayoutDesc getDriverUniformsDescriptorSetDesc(
VkShaderStageFlags shaderStages) const; VkShaderStageFlags shaderStages) const;
// We use textureSerial to optimize texture binding updates. Each permutation of a
// {VkImage/VkSampler} generates a unique serial. These object ids are combined to form a unique
// signature for each descriptor set. This allows us to keep a cache of descriptor sets and
// avoid calling vkAllocateDesctiporSets each texture update.
const vk::TextureDescriptorDesc &getActiveTexturesDesc() const { return mActiveTexturesDesc; }
void updateScissor(const gl::State &glState); void updateScissor(const gl::State &glState);
bool emulateSeamfulCubeMapSampling() const { return mEmulateSeamfulCubeMapSampling; } bool emulateSeamfulCubeMapSampling() const { return mEmulateSeamfulCubeMapSampling; }
...@@ -867,7 +861,6 @@ class ContextVk : public ContextImpl, public vk::Context, public MultisampleText ...@@ -867,7 +861,6 @@ class ContextVk : public ContextImpl, public vk::Context, public MultisampleText
void writeAtomicCounterBufferDriverUniformOffsets(uint32_t *offsetsOut, size_t offsetsSize); void writeAtomicCounterBufferDriverUniformOffsets(uint32_t *offsetsOut, size_t offsetsSize);
angle::Result submitFrame(const vk::Semaphore *signalSemaphore); angle::Result submitFrame(const vk::Semaphore *signalSemaphore);
angle::Result memoryBarrierImpl(GLbitfield barriers, VkPipelineStageFlags stageMask);
angle::Result synchronizeCpuGpuTime(); angle::Result synchronizeCpuGpuTime();
angle::Result traceGpuEventImpl(vk::CommandBuffer *commandBuffer, angle::Result traceGpuEventImpl(vk::CommandBuffer *commandBuffer,
...@@ -1037,8 +1030,15 @@ class ContextVk : public ContextImpl, public vk::Context, public MultisampleText ...@@ -1037,8 +1030,15 @@ class ContextVk : public ContextImpl, public vk::Context, public MultisampleText
// This cache should also probably include the texture index (shader location) and array // This cache should also probably include the texture index (shader location) and array
// index (also in the shader). This info is used in the descriptor update step. // index (also in the shader). This info is used in the descriptor update step.
gl::ActiveTextureArray<vk::TextureUnit> mActiveTextures; gl::ActiveTextureArray<vk::TextureUnit> mActiveTextures;
// We use textureSerial to optimize texture binding updates. Each permutation of a
// {VkImage/VkSampler} generates a unique serial. These object ids are combined to form a unique
// signature for each descriptor set. This allows us to keep a cache of descriptor sets and
// avoid calling vkAllocateDesctiporSets each texture update.
vk::TextureDescriptorDesc mActiveTexturesDesc; vk::TextureDescriptorDesc mActiveTexturesDesc;
vk::ShaderBuffersDescriptorDesc mShaderBuffersDescriptorDesc;
gl::ActiveTextureArray<TextureVk *> mActiveImages; gl::ActiveTextureArray<TextureVk *> mActiveImages;
// "Current Value" aka default vertex attribute state. // "Current Value" aka default vertex attribute state.
......
...@@ -152,10 +152,13 @@ class ProgramExecutableVk ...@@ -152,10 +152,13 @@ class ProgramExecutableVk
angle::Result createPipelineLayout(const gl::Context *glContext, angle::Result createPipelineLayout(const gl::Context *glContext,
gl::ActiveTextureArray<vk::TextureUnit> *activeTextures); gl::ActiveTextureArray<vk::TextureUnit> *activeTextures);
angle::Result updateTexturesDescriptorSet(ContextVk *contextVk); angle::Result updateTexturesDescriptorSet(ContextVk *contextVk,
angle::Result updateShaderResourcesDescriptorSet(ContextVk *contextVk, const vk::TextureDescriptorDesc &texturesDesc);
FramebufferVk *framebufferVk, angle::Result updateShaderResourcesDescriptorSet(
vk::CommandBufferHelper *commandBufferHelper); ContextVk *contextVk,
FramebufferVk *framebufferVk,
const vk::ShaderBuffersDescriptorDesc &shaderBuffersDesc,
vk::CommandBufferHelper *commandBufferHelper);
angle::Result updateTransformFeedbackDescriptorSet( angle::Result updateTransformFeedbackDescriptorSet(
const gl::ProgramState &programState, const gl::ProgramState &programState,
gl::ShaderMap<DefaultUniformBlock> &defaultUniformBlocks, gl::ShaderMap<DefaultUniformBlock> &defaultUniformBlocks,
...@@ -182,6 +185,11 @@ class ProgramExecutableVk ...@@ -182,6 +185,11 @@ class ProgramExecutableVk
mProgramPipeline = pipeline; mProgramPipeline = pipeline;
} }
bool usesDynamicUniformBufferDescriptors() const
{
return mUniformBufferDescriptorType == VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
}
ProgramExecutablePerfCounters getAndResetObjectPerfCounters(); ProgramExecutablePerfCounters getAndResetObjectPerfCounters();
private: private:
...@@ -222,18 +230,23 @@ class ProgramExecutableVk ...@@ -222,18 +230,23 @@ class ProgramExecutableVk
ContextVk *contextVk); ContextVk *contextVk);
void updateTransformFeedbackDescriptorSetImpl(const gl::ProgramState &programState, void updateTransformFeedbackDescriptorSetImpl(const gl::ProgramState &programState,
ContextVk *contextVk); ContextVk *contextVk);
angle::Result getOrAllocateShaderResourcesDescriptorSet(ContextVk *contextVk, angle::Result getOrAllocateShaderResourcesDescriptorSet(
VkDescriptorSet *descriptorSetOut); ContextVk *contextVk,
angle::Result updateBuffersDescriptorSet(ContextVk *contextVk, const vk::ShaderBuffersDescriptorDesc *shaderBuffersDesc,
const gl::ShaderType shaderType, VkDescriptorSet *descriptorSetOut);
vk::CommandBufferHelper *commandBufferHelper, angle::Result updateBuffersDescriptorSet(
const std::vector<gl::InterfaceBlock> &blocks, ContextVk *contextVk,
VkDescriptorType descriptorType); const gl::ShaderType shaderType,
const vk::ShaderBuffersDescriptorDesc &shaderBuffersDesc,
const std::vector<gl::InterfaceBlock> &blocks,
VkDescriptorType descriptorType,
bool cacheHit);
angle::Result updateAtomicCounterBuffersDescriptorSet( angle::Result updateAtomicCounterBuffersDescriptorSet(
ContextVk *contextVk,
const gl::ProgramState &programState, const gl::ProgramState &programState,
const gl::ShaderType shaderType, const gl::ShaderType shaderType,
ContextVk *contextVk, const vk::ShaderBuffersDescriptorDesc &shaderBuffersDesc,
vk::CommandBufferHelper *commandBufferHelper); bool cacheHit);
angle::Result updateImagesDescriptorSet(ContextVk *contextVk, angle::Result updateImagesDescriptorSet(ContextVk *contextVk,
const gl::ProgramExecutable &executable, const gl::ProgramExecutable &executable,
const gl::ShaderType shaderType); const gl::ShaderType shaderType);
...@@ -247,13 +260,15 @@ class ProgramExecutableVk ...@@ -247,13 +260,15 @@ class ProgramExecutableVk
// Descriptor sets for uniform blocks and textures for this program. // Descriptor sets for uniform blocks and textures for this program.
vk::DescriptorSetArray<VkDescriptorSet> mDescriptorSets; vk::DescriptorSetArray<VkDescriptorSet> mDescriptorSets;
vk::DescriptorSetArray<VkDescriptorSet> mEmptyDescriptorSets; vk::DescriptorSetArray<VkDescriptorSet> mEmptyDescriptorSets;
size_t mNumDefaultUniformDescriptors; uint32_t mNumDefaultUniformDescriptors;
vk::BufferSerial mCurrentDefaultUniformBufferSerial; vk::BufferSerial mCurrentDefaultUniformBufferSerial;
DescriptorSetCache<vk::UniformsAndXfbDescriptorDesc, VulkanCacheType::UniformsAndXfbDescriptors> DescriptorSetCache<vk::UniformsAndXfbDescriptorDesc, VulkanCacheType::UniformsAndXfbDescriptors>
mUniformsAndXfbDescriptorsCache; mUniformsAndXfbDescriptorsCache;
DescriptorSetCache<vk::TextureDescriptorDesc, VulkanCacheType::TextureDescriptors> DescriptorSetCache<vk::TextureDescriptorDesc, VulkanCacheType::TextureDescriptors>
mTextureDescriptorsCache; mTextureDescriptorsCache;
DescriptorSetCache<vk::ShaderBuffersDescriptorDesc, VulkanCacheType::ShaderBuffersDescriptors>
mShaderBufferDescriptorsCache;
// We keep a reference to the pipeline and descriptor set layouts. This ensures they don't get // We keep a reference to the pipeline and descriptor set layouts. This ensures they don't get
// deleted while this program is in use. // deleted while this program is in use.
...@@ -270,7 +285,9 @@ class ProgramExecutableVk ...@@ -270,7 +285,9 @@ class ProgramExecutableVk
vk::DescriptorSetArray<vk::DynamicDescriptorPool> mDynamicDescriptorPools; vk::DescriptorSetArray<vk::DynamicDescriptorPool> mDynamicDescriptorPools;
// A set of dynamic offsets used with vkCmdBindDescriptorSets for the default uniform buffers. // A set of dynamic offsets used with vkCmdBindDescriptorSets for the default uniform buffers.
gl::ShaderVector<uint32_t> mDynamicDescriptorOffsets; VkDescriptorType mUniformBufferDescriptorType;
gl::ShaderVector<uint32_t> mDynamicUniformDescriptorOffsets;
std::vector<uint32_t> mDynamicShaderBufferDescriptorOffsets;
// TODO: http://anglebug.com/4524: Need a different hash key than a string, // TODO: http://anglebug.com/4524: Need a different hash key than a string,
// since that's slow to calculate. // since that's slow to calculate.
......
...@@ -179,7 +179,7 @@ angle::Result ProgramPipelineVk::updateUniforms(ContextVk *contextVk) ...@@ -179,7 +179,7 @@ angle::Result ProgramPipelineVk::updateUniforms(ContextVk *contextVk)
const angle::MemoryBuffer &uniformData = const angle::MemoryBuffer &uniformData =
programVk->getDefaultUniformBlocks()[shaderType].uniformData; programVk->getDefaultUniformBlocks()[shaderType].uniformData;
memcpy(&bufferData[offsets[shaderType]], uniformData.data(), uniformData.size()); memcpy(&bufferData[offsets[shaderType]], uniformData.data(), uniformData.size());
mExecutable.mDynamicDescriptorOffsets[offsetIndex] = mExecutable.mDynamicUniformDescriptorOffsets[offsetIndex] =
static_cast<uint32_t>(bufferOffset + offsets[shaderType]); static_cast<uint32_t>(bufferOffset + offsets[shaderType]);
programVk->clearShaderUniformDirtyBit(shaderType); programVk->clearShaderUniformDirtyBit(shaderType);
} }
......
...@@ -758,7 +758,7 @@ angle::Result ProgramVk::updateUniforms(ContextVk *contextVk) ...@@ -758,7 +758,7 @@ angle::Result ProgramVk::updateUniforms(ContextVk *contextVk)
{ {
const angle::MemoryBuffer &uniformData = mDefaultUniformBlocks[shaderType].uniformData; const angle::MemoryBuffer &uniformData = mDefaultUniformBlocks[shaderType].uniformData;
memcpy(&bufferData[offsets[shaderType]], uniformData.data(), uniformData.size()); memcpy(&bufferData[offsets[shaderType]], uniformData.data(), uniformData.size());
mExecutable.mDynamicDescriptorOffsets[offsetIndex] = mExecutable.mDynamicUniformDescriptorOffsets[offsetIndex] =
static_cast<uint32_t>(bufferOffset + offsets[shaderType]); static_cast<uint32_t>(bufferOffset + offsets[shaderType]);
mDefaultUniformBlocksDirty.reset(shaderType); mDefaultUniformBlocksDirty.reset(shaderType);
} }
......
...@@ -3024,6 +3024,41 @@ bool UniformsAndXfbDescriptorDesc::operator==(const UniformsAndXfbDescriptorDesc ...@@ -3024,6 +3024,41 @@ bool UniformsAndXfbDescriptorDesc::operator==(const UniformsAndXfbDescriptorDesc
return memcmp(&mBufferSerials, &other.mBufferSerials, sizeof(BufferSerial) * mBufferCount) == 0; return memcmp(&mBufferSerials, &other.mBufferSerials, sizeof(BufferSerial) * mBufferCount) == 0;
} }
// ShaderBuffersDescriptorDesc implementation.
ShaderBuffersDescriptorDesc::ShaderBuffersDescriptorDesc()
{
reset();
}
ShaderBuffersDescriptorDesc::~ShaderBuffersDescriptorDesc() = default;
ShaderBuffersDescriptorDesc::ShaderBuffersDescriptorDesc(const ShaderBuffersDescriptorDesc &other) =
default;
ShaderBuffersDescriptorDesc &ShaderBuffersDescriptorDesc::operator=(
const ShaderBuffersDescriptorDesc &other) = default;
size_t ShaderBuffersDescriptorDesc::hash() const
{
return angle::ComputeGenericHash(mPayload.data(), sizeof(mPayload[0]) * mPayload.size());
}
void ShaderBuffersDescriptorDesc::reset()
{
mPayload.clear();
}
bool ShaderBuffersDescriptorDesc::operator==(const ShaderBuffersDescriptorDesc &other) const
{
return mPayload == other.mPayload;
}
void ShaderBuffersDescriptorDesc::append64BitValue(uint64_t value)
{
mPayload.push_back(static_cast<uint32_t>(value & (angle::Bit<uint64_t>(32u) - 1u)));
mPayload.push_back(value >> 32);
}
// FramebufferDesc implementation. // FramebufferDesc implementation.
FramebufferDesc::FramebufferDesc() FramebufferDesc::FramebufferDesc()
...@@ -3886,4 +3921,7 @@ template class DescriptorSetCache<vk::TextureDescriptorDesc, VulkanCacheType::Te ...@@ -3886,4 +3921,7 @@ template class DescriptorSetCache<vk::TextureDescriptorDesc, VulkanCacheType::Te
template class DescriptorSetCache<vk::UniformsAndXfbDescriptorDesc, template class DescriptorSetCache<vk::UniformsAndXfbDescriptorDesc,
VulkanCacheType::UniformsAndXfbDescriptors>; VulkanCacheType::UniformsAndXfbDescriptors>;
template class DescriptorSetCache<vk::ShaderBuffersDescriptorDesc,
VulkanCacheType::ShaderBuffersDescriptors>;
} // namespace rx } // namespace rx
...@@ -1128,6 +1128,34 @@ class UniformsAndXfbDescriptorDesc ...@@ -1128,6 +1128,34 @@ class UniformsAndXfbDescriptorDesc
std::array<BufferSerial, kMaxBufferCount> mBufferSerials; std::array<BufferSerial, kMaxBufferCount> mBufferSerials;
}; };
class ShaderBuffersDescriptorDesc
{
public:
ShaderBuffersDescriptorDesc();
~ShaderBuffersDescriptorDesc();
ShaderBuffersDescriptorDesc(const ShaderBuffersDescriptorDesc &other);
ShaderBuffersDescriptorDesc &operator=(const ShaderBuffersDescriptorDesc &other);
size_t hash() const;
void reset();
bool operator==(const ShaderBuffersDescriptorDesc &other) const;
ANGLE_INLINE void appendBufferSerial(BufferSerial bufferSerial)
{
mPayload.push_back(bufferSerial.getValue());
}
ANGLE_INLINE void append32BitValue(uint32_t value) { mPayload.push_back(value); }
void append64BitValue(uint64_t value);
private:
// After a preliminary minimum size, use heap memory.
static constexpr size_t kFastBufferWordLimit = 32;
angle::FastVector<uint32_t, kFastBufferWordLimit> mPayload;
};
// In the FramebufferDesc object: // In the FramebufferDesc object:
// - Depth/stencil serial is at index 0 // - Depth/stencil serial is at index 0
// - Color serials are at indices [1, gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] // - Color serials are at indices [1, gl::IMPLEMENTATION_MAX_DRAW_BUFFERS]
...@@ -1314,6 +1342,12 @@ struct hash<rx::vk::UniformsAndXfbDescriptorDesc> ...@@ -1314,6 +1342,12 @@ struct hash<rx::vk::UniformsAndXfbDescriptorDesc>
}; };
template <> template <>
struct hash<rx::vk::ShaderBuffersDescriptorDesc>
{
size_t operator()(const rx::vk::ShaderBuffersDescriptorDesc &key) const { return key.hash(); }
};
template <>
struct hash<rx::vk::FramebufferDesc> struct hash<rx::vk::FramebufferDesc>
{ {
size_t operator()(const rx::vk::FramebufferDesc &key) const { return key.hash(); } size_t operator()(const rx::vk::FramebufferDesc &key) const { return key.hash(); }
...@@ -1352,6 +1386,7 @@ enum class VulkanCacheType ...@@ -1352,6 +1386,7 @@ enum class VulkanCacheType
DescriptorSetLayout, DescriptorSetLayout,
TextureDescriptors, TextureDescriptors,
UniformsAndXfbDescriptors, UniformsAndXfbDescriptors,
ShaderBuffersDescriptors,
Framebuffer, Framebuffer,
EnumCount EnumCount
}; };
......
...@@ -394,8 +394,7 @@ void main() ...@@ -394,8 +394,7 @@ void main()
EXPECT_GL_NO_ERROR(); EXPECT_GL_NO_ERROR();
} }
// Test that binds UAV with type buffer to slot 0, then binds UAV with type image to slot 0, then // Binds a storage buffer to slot 0, then binds a storage image to slot 0, then buffer again.
// buffer again.
TEST_P(ComputeShaderTest, BufferImageBuffer) TEST_P(ComputeShaderTest, BufferImageBuffer)
{ {
// See http://anglebug.com/3536 // See http://anglebug.com/3536
......
...@@ -799,6 +799,9 @@ TEST_P(UniformBufferTest31, UseAsUBOThenUpdateThenDrawIndirect) ...@@ -799,6 +799,9 @@ TEST_P(UniformBufferTest31, UseAsUBOThenUpdateThenDrawIndirect)
// http://anglebug.com/5826 // http://anglebug.com/5826
ANGLE_SKIP_TEST_IF(IsD3D11()); ANGLE_SKIP_TEST_IF(IsD3D11());
// http://anglebug.com/5871
ANGLE_SKIP_TEST_IF(IsVulkan() && IsPixel2());
const std::array<uint32_t, 4> kInitialData = {100, 200, 300, 400}; const std::array<uint32_t, 4> kInitialData = {100, 200, 300, 400};
const std::array<uint32_t, 4> kUpdateData = {4, 1, 0, 0}; const std::array<uint32_t, 4> kUpdateData = {4, 1, 0, 0};
......
...@@ -3040,9 +3040,7 @@ void main() ...@@ -3040,9 +3040,7 @@ void main()
// Check for unnecessary descriptor set allocations. // Check for unnecessary descriptor set allocations.
uint32_t descriptorSetAllocationsAfter = hackANGLE().descriptorSetAllocations; uint32_t descriptorSetAllocationsAfter = hackANGLE().descriptorSetAllocations;
EXPECT_EQ(descriptorSetAllocationsAfter, 0u);
// TODO(jmadill): http://anglebug.com/5736 change to EXPECT_EQ.
EXPECT_NE(descriptorSetAllocationsBefore, descriptorSetAllocationsAfter);
} }
ANGLE_INSTANTIATE_TEST(VulkanPerformanceCounterTest, ES3_VULKAN()); ANGLE_INSTANTIATE_TEST(VulkanPerformanceCounterTest, ES3_VULKAN());
......
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