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//
// 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.h:
//    Defines the class interface for ContextVk, implementing ContextImpl.
//

#ifndef LIBANGLE_RENDERER_VULKAN_CONTEXTVK_H_
#define LIBANGLE_RENDERER_VULKAN_CONTEXTVK_H_

#include <condition_variable>

#include "common/PackedEnums.h"
#include "common/vulkan/vk_headers.h"
#include "image_util/loadimage.h"
#include "libANGLE/renderer/ContextImpl.h"
#include "libANGLE/renderer/renderer_utils.h"
#include "libANGLE/renderer/vulkan/DisplayVk.h"
#include "libANGLE/renderer/vulkan/OverlayVk.h"
#include "libANGLE/renderer/vulkan/PersistentCommandPool.h"
#include "libANGLE/renderer/vulkan/ShareGroupVk.h"
#include "libANGLE/renderer/vulkan/vk_helpers.h"
#include "libANGLE/renderer/vulkan/vk_renderer.h"

namespace angle
{
struct FeaturesVk;
}  // namespace angle

namespace rx
{
namespace vk
{
class SyncHelper;
}  // namespace vk

class ProgramExecutableVk;
class WindowSurfaceVk;
class OffscreenSurfaceVk;
class ShareGroupVk;

static constexpr uint32_t kMaxGpuEventNameLen = 32;
using EventName                               = std::array<char, kMaxGpuEventNameLen>;

using ContextVkDescriptorSetList = angle::PackedEnumMap<PipelineType, uint32_t>;
using CounterPipelineTypeMap     = angle::PackedEnumMap<PipelineType, uint32_t>;

enum class GraphicsEventCmdBuf
{
    NotInQueryCmd              = 0,
    InOutsideCmdBufQueryCmd    = 1,
    InRenderPassCmdBufQueryCmd = 2,

    InvalidEnum = 3,
    EnumCount   = 3,
};

// Why depth/stencil feedback loop is being updated.  Based on whether it's due to a draw or clear,
// different GL state affect depth/stencil write.
enum class UpdateDepthFeedbackLoopReason
{
    None,
    Draw,
    Clear,
};

class ContextVk : public ContextImpl, public vk::Context, public MultisampleTextureInitializer
{
  public:
    ContextVk(const gl::State &state, gl::ErrorSet *errorSet, vk::Renderer *renderer);
    ~ContextVk() override;

    angle::Result initialize(const angle::ImageLoadContext &imageLoadContext) override;

    void onDestroy(const gl::Context *context) override;

    // Flush and finish.
    angle::Result flush(const gl::Context *context) override;
    angle::Result finish(const gl::Context *context) override;

    // Drawing methods.
    angle::Result drawArrays(const gl::Context *context,
                             gl::PrimitiveMode mode,
                             GLint first,
                             GLsizei count) override;
    angle::Result drawArraysInstanced(const gl::Context *context,
                                      gl::PrimitiveMode mode,
                                      GLint first,
                                      GLsizei count,
                                      GLsizei instanceCount) override;
    angle::Result drawArraysInstancedBaseInstance(const gl::Context *context,
                                                  gl::PrimitiveMode mode,
                                                  GLint first,
                                                  GLsizei count,
                                                  GLsizei instanceCount,
                                                  GLuint baseInstance) override;

    angle::Result drawElements(const gl::Context *context,
                               gl::PrimitiveMode mode,
                               GLsizei count,
                               gl::DrawElementsType type,
                               const void *indices) override;
    angle::Result drawElementsBaseVertex(const gl::Context *context,
                                         gl::PrimitiveMode mode,
                                         GLsizei count,
                                         gl::DrawElementsType type,
                                         const void *indices,
                                         GLint baseVertex) override;
    angle::Result drawElementsInstanced(const gl::Context *context,
                                        gl::PrimitiveMode mode,
                                        GLsizei count,
                                        gl::DrawElementsType type,
                                        const void *indices,
                                        GLsizei instanceCount) override;
    angle::Result drawElementsInstancedBaseVertex(const gl::Context *context,
                                                  gl::PrimitiveMode mode,
                                                  GLsizei count,
                                                  gl::DrawElementsType type,
                                                  const void *indices,
                                                  GLsizei instanceCount,
                                                  GLint baseVertex) override;
    angle::Result drawElementsInstancedBaseVertexBaseInstance(const gl::Context *context,
                                                              gl::PrimitiveMode mode,
                                                              GLsizei count,
                                                              gl::DrawElementsType type,
                                                              const void *indices,
                                                              GLsizei instances,
                                                              GLint baseVertex,
                                                              GLuint baseInstance) override;
    angle::Result drawRangeElements(const gl::Context *context,
                                    gl::PrimitiveMode mode,
                                    GLuint start,
                                    GLuint end,
                                    GLsizei count,
                                    gl::DrawElementsType type,
                                    const void *indices) override;
    angle::Result drawRangeElementsBaseVertex(const gl::Context *context,
                                              gl::PrimitiveMode mode,
                                              GLuint start,
                                              GLuint end,
                                              GLsizei count,
                                              gl::DrawElementsType type,
                                              const void *indices,
                                              GLint baseVertex) override;
    angle::Result drawArraysIndirect(const gl::Context *context,
                                     gl::PrimitiveMode mode,
                                     const void *indirect) override;
    angle::Result drawElementsIndirect(const gl::Context *context,
                                       gl::PrimitiveMode mode,
                                       gl::DrawElementsType type,
                                       const void *indirect) override;

    angle::Result multiDrawArrays(const gl::Context *context,
                                  gl::PrimitiveMode mode,
                                  const GLint *firsts,
                                  const GLsizei *counts,
                                  GLsizei drawcount) override;
    angle::Result multiDrawArraysInstanced(const gl::Context *context,
                                           gl::PrimitiveMode mode,
                                           const GLint *firsts,
                                           const GLsizei *counts,
                                           const GLsizei *instanceCounts,
                                           GLsizei drawcount) override;
    angle::Result multiDrawArraysIndirect(const gl::Context *context,
                                          gl::PrimitiveMode mode,
                                          const void *indirect,
                                          GLsizei drawcount,
                                          GLsizei stride) override;
    angle::Result multiDrawElements(const gl::Context *context,
                                    gl::PrimitiveMode mode,
                                    const GLsizei *counts,
                                    gl::DrawElementsType type,
                                    const GLvoid *const *indices,
                                    GLsizei drawcount) override;
    angle::Result multiDrawElementsInstanced(const gl::Context *context,
                                             gl::PrimitiveMode mode,
                                             const GLsizei *counts,
                                             gl::DrawElementsType type,
                                             const GLvoid *const *indices,
                                             const GLsizei *instanceCounts,
                                             GLsizei drawcount) override;
    angle::Result multiDrawElementsIndirect(const gl::Context *context,
                                            gl::PrimitiveMode mode,
                                            gl::DrawElementsType type,
                                            const void *indirect,
                                            GLsizei drawcount,
                                            GLsizei stride) override;
    angle::Result multiDrawArraysInstancedBaseInstance(const gl::Context *context,
                                                       gl::PrimitiveMode mode,
                                                       const GLint *firsts,
                                                       const GLsizei *counts,
                                                       const GLsizei *instanceCounts,
                                                       const GLuint *baseInstances,
                                                       GLsizei drawcount) override;
    angle::Result 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) override;

    // MultiDrawIndirect helper functions
    angle::Result multiDrawElementsIndirectHelper(const gl::Context *context,
                                                  gl::PrimitiveMode mode,
                                                  gl::DrawElementsType type,
                                                  const void *indirect,
                                                  GLsizei drawcount,
                                                  GLsizei stride);
    angle::Result multiDrawArraysIndirectHelper(const gl::Context *context,
                                                gl::PrimitiveMode mode,
                                                const void *indirect,
                                                GLsizei drawcount,
                                                GLsizei stride);

    // ShareGroup
    ShareGroupVk *getShareGroup() { return mShareGroupVk; }
    PipelineLayoutCache &getPipelineLayoutCache()
    {
        return mShareGroupVk->getPipelineLayoutCache();
    }
    DescriptorSetLayoutCache &getDescriptorSetLayoutCache()
    {
        return mShareGroupVk->getDescriptorSetLayoutCache();
    }
    vk::DescriptorSetArray<vk::MetaDescriptorPool> &getMetaDescriptorPools()
    {
        return mShareGroupVk->getMetaDescriptorPools();
    }

    // Device loss
    gl::GraphicsResetStatus getResetStatus() override;

    bool isDebugEnabled()
    {
        return mRenderer->enableDebugUtils() || mRenderer->angleDebuggerMode();
    }

    // EXT_debug_marker
    angle::Result insertEventMarker(GLsizei length, const char *marker) override;
    angle::Result pushGroupMarker(GLsizei length, const char *marker) override;
    angle::Result popGroupMarker() override;

    void insertEventMarkerImpl(GLenum source, const char *marker);

    // KHR_debug
    angle::Result pushDebugGroup(const gl::Context *context,
                                 GLenum source,
                                 GLuint id,
                                 const std::string &message) override;
    angle::Result popDebugGroup(const gl::Context *context) override;

    // Record GL API calls for debuggers
    void logEvent(const char *eventString);
    void endEventLog(angle::EntryPoint entryPoint, PipelineType pipelineType);
    void endEventLogForClearOrQuery();

    bool isViewportFlipEnabledForDrawFBO() const;
    bool isViewportFlipEnabledForReadFBO() const;
    // When the device/surface is rotated such that the surface's aspect ratio is different than
    // the native device (e.g. 90 degrees), the width and height of the viewport, scissor, and
    // render area must be swapped.
    bool isRotatedAspectRatioForDrawFBO() const;
    bool isRotatedAspectRatioForReadFBO() const;
    SurfaceRotation getRotationDrawFramebuffer() const;
    SurfaceRotation getRotationReadFramebuffer() const;
    SurfaceRotation getSurfaceRotationImpl(const gl::Framebuffer *framebuffer,
                                           const egl::Surface *surface);

    // View port (x, y, w, h) will be determined by a combination of -
    // 1. clip space origin
    // 2. isViewportFlipEnabledForDrawFBO
    // For userdefined FBOs it will be based on the value of isViewportFlipEnabledForDrawFBO.
    // For default FBOs it will be XOR of ClipOrigin and isViewportFlipEnabledForDrawFBO.
    // isYFlipEnabledForDrawFBO indicates the rendered image is upside-down.
    ANGLE_INLINE bool isYFlipEnabledForDrawFBO() const
    {
        return mState.getClipOrigin() == gl::ClipOrigin::UpperLeft
                   ? !isViewportFlipEnabledForDrawFBO()
                   : isViewportFlipEnabledForDrawFBO();
    }

    // State sync with dirty bits.
    angle::Result syncState(const gl::Context *context,
                            const gl::state::DirtyBits dirtyBits,
                            const gl::state::DirtyBits bitMask,
                            const gl::state::ExtendedDirtyBits extendedDirtyBits,
                            const gl::state::ExtendedDirtyBits extendedBitMask,
                            gl::Command command) override;

    // Disjoint timer queries
    GLint getGPUDisjoint() override;
    GLint64 getTimestamp() override;

    // Context switching
    angle::Result onMakeCurrent(const gl::Context *context) override;
    angle::Result onUnMakeCurrent(const gl::Context *context) override;
    angle::Result onSurfaceUnMakeCurrent(WindowSurfaceVk *surface);
    angle::Result onSurfaceUnMakeCurrent(OffscreenSurfaceVk *surface);

    // Native capabilities, unmodified by gl::Context.
    gl::Caps getNativeCaps() const override;
    const gl::TextureCapsMap &getNativeTextureCaps() const override;
    const gl::Extensions &getNativeExtensions() const override;
    const gl::Limitations &getNativeLimitations() const override;
    const ShPixelLocalStorageOptions &getNativePixelLocalStorageOptions() const override;

    // Shader creation
    CompilerImpl *createCompiler() override;
    ShaderImpl *createShader(const gl::ShaderState &state) override;
    ProgramImpl *createProgram(const gl::ProgramState &state) override;
    ProgramExecutableImpl *createProgramExecutable(
        const gl::ProgramExecutable *executable) override;

    // Framebuffer creation
    FramebufferImpl *createFramebuffer(const gl::FramebufferState &state) override;

    // Texture creation
    TextureImpl *createTexture(const gl::TextureState &state) override;

    // Renderbuffer creation
    RenderbufferImpl *createRenderbuffer(const gl::RenderbufferState &state) override;

    // Buffer creation
    BufferImpl *createBuffer(const gl::BufferState &state) override;

    // Vertex Array creation
    VertexArrayImpl *createVertexArray(const gl::VertexArrayState &state) override;

    // Query and Fence creation
    QueryImpl *createQuery(gl::QueryType type) override;
    FenceNVImpl *createFenceNV() override;
    SyncImpl *createSync() override;

    // Transform Feedback creation
    TransformFeedbackImpl *createTransformFeedback(
        const gl::TransformFeedbackState &state) override;

    // Sampler object creation
    SamplerImpl *createSampler(const gl::SamplerState &state) override;

    // Program Pipeline object creation
    ProgramPipelineImpl *createProgramPipeline(const gl::ProgramPipelineState &data) override;

    // Memory object creation.
    MemoryObjectImpl *createMemoryObject() override;

    // Semaphore creation.
    SemaphoreImpl *createSemaphore() override;

    // Overlay creation.
    OverlayImpl *createOverlay(const gl::OverlayState &state) override;

    angle::Result dispatchCompute(const gl::Context *context,
                                  GLuint numGroupsX,
                                  GLuint numGroupsY,
                                  GLuint numGroupsZ) override;
    angle::Result dispatchComputeIndirect(const gl::Context *context, GLintptr indirect) override;

    angle::Result memoryBarrier(const gl::Context *context, GLbitfield barriers) override;
    angle::Result memoryBarrierByRegion(const gl::Context *context, GLbitfield barriers) override;

    ANGLE_INLINE void invalidateTexture(gl::TextureType target) override {}

    bool hasDisplayTextureShareGroup() const { return mState.hasDisplayTextureShareGroup(); }

    // EXT_shader_framebuffer_fetch_non_coherent
    void framebufferFetchBarrier() override;

    // KHR_blend_equation_advanced
    void blendBarrier() override;

    // GL_ANGLE_vulkan_image
    angle::Result acquireTextures(const gl::Context *context,
                                  const gl::TextureBarrierVector &textureBarriers) override;
    angle::Result releaseTextures(const gl::Context *context,
                                  gl::TextureBarrierVector *textureBarriers) override;

    // Sets effective Context Priority. Changed by ShareGroupVk.
    void setPriority(egl::ContextPriority newPriority) { mContextPriority = newPriority; }

    VkDevice getDevice() const;
    // Effective Context Priority
    egl::ContextPriority getPriority() const { return mContextPriority; }
    vk::ProtectionType getProtectionType() const { return mProtectionType; }

    ANGLE_INLINE const angle::FeaturesVk &getFeatures() const { return mRenderer->getFeatures(); }

    ANGLE_INLINE void invalidateVertexAndIndexBuffers()
    {
        mGraphicsDirtyBits |= kIndexAndVertexDirtyBits;
    }

    angle::Result onVertexBufferChange(const vk::BufferHelper *vertexBuffer);

    angle::Result onVertexAttributeChange(size_t attribIndex,
                                          GLuint stride,
                                          GLuint divisor,
                                          angle::FormatID format,
                                          bool compressed,
                                          GLuint relativeOffset,
                                          const vk::BufferHelper *vertexBuffer);

    void invalidateDefaultAttribute(size_t attribIndex);
    void invalidateDefaultAttributes(const gl::AttributesMask &dirtyMask);
    angle::Result onFramebufferChange(FramebufferVk *framebufferVk, gl::Command command);
    void onDrawFramebufferRenderPassDescChange(FramebufferVk *framebufferVk,
                                               bool *renderPassDescChangedOut);
    void onHostVisibleBufferWrite() { mIsAnyHostVisibleBufferWritten = true; }

    void invalidateCurrentTransformFeedbackBuffers();
    void onTransformFeedbackStateChanged();
    angle::Result onBeginTransformFeedback(
        size_t bufferCount,
        const gl::TransformFeedbackBuffersArray<vk::BufferHelper *> &buffers,
        const gl::TransformFeedbackBuffersArray<vk::BufferHelper> &counterBuffers);
    void onEndTransformFeedback();
    angle::Result onPauseTransformFeedback();
    void pauseTransformFeedbackIfActiveUnpaused();

    void onColorAccessChange() { mGraphicsDirtyBits |= kColorAccessChangeDirtyBits; }
    void onDepthStencilAccessChange() { mGraphicsDirtyBits |= kDepthStencilAccessChangeDirtyBits; }

    // When UtilsVk issues draw or dispatch calls, it binds a new pipeline and descriptor sets that
    // the context is not aware of.  These functions are called to make sure the pipeline and
    // affected descriptor set bindings are dirtied for the next application draw/dispatch call.
    void invalidateGraphicsPipelineBinding();
    void invalidateComputePipelineBinding();
    void invalidateGraphicsDescriptorSet(DescriptorSetIndex usedDescriptorSet);
    void invalidateComputeDescriptorSet(DescriptorSetIndex usedDescriptorSet);
    void invalidateAllDynamicState();
    angle::Result updateRenderPassDepthFeedbackLoopMode(
        UpdateDepthFeedbackLoopReason depthReason,
        UpdateDepthFeedbackLoopReason stencilReason);

    angle::Result optimizeRenderPassForPresent(vk::ImageViewHelper *colorImageView,
                                               vk::ImageHelper *colorImage,
                                               vk::ImageHelper *colorImageMS,
                                               vk::PresentMode presentMode,
                                               bool *imageResolved);

    vk::DynamicQueryPool *getQueryPool(gl::QueryType queryType);

    const VkClearValue &getClearColorValue() const;
    const VkClearValue &getClearDepthStencilValue() const;
    gl::BlendStateExt::ColorMaskStorage::Type getClearColorMasks() const;
    const VkRect2D &getScissor() const { return mScissor; }
    angle::Result getIncompleteTexture(const gl::Context *context,
                                       gl::TextureType type,
                                       gl::SamplerFormat format,
                                       gl::Texture **textureOut);
    void updateColorMasks();
    void updateBlendFuncsAndEquations();

    void handleError(VkResult errorCode,
                     const char *file,
                     const char *function,
                     unsigned int line) override;

    angle::Result onIndexBufferChange(const vk::BufferHelper *currentIndexBuffer);

    angle::Result flushImpl(const vk::Semaphore *semaphore,
                            const vk::SharedExternalFence *externalFence,
                            RenderPassClosureReason renderPassClosureReason);
    angle::Result finishImpl(RenderPassClosureReason renderPassClosureReason);

    void addWaitSemaphore(VkSemaphore semaphore, VkPipelineStageFlags stageMask);

    template <typename T>
    void addGarbage(T *object)
    {
        if (object->valid())
        {
            mCurrentGarbage.emplace_back(vk::GetGarbage(object));
        }
    }

    angle::Result getCompatibleRenderPass(const vk::RenderPassDesc &desc,
                                          const vk::RenderPass **renderPassOut);
    angle::Result getRenderPassWithOps(const vk::RenderPassDesc &desc,
                                       const vk::AttachmentOpsArray &ops,
                                       const vk::RenderPass **renderPassOut);

    vk::ShaderLibrary &getShaderLibrary() { return mShaderLibrary; }
    UtilsVk &getUtils() { return mUtils; }

    angle::Result getTimestamp(uint64_t *timestampOut);

    // Create Begin/End/Instant GPU trace events, which take their timestamps from GPU queries.
    // The events are queued until the query results are available.  Possible values for `phase`
    // are TRACE_EVENT_PHASE_*
    ANGLE_INLINE angle::Result traceGpuEvent(vk::OutsideRenderPassCommandBuffer *commandBuffer,
                                             char phase,
                                             const EventName &name)
    {
        if (mGpuEventsEnabled)
            return traceGpuEventImpl(commandBuffer, phase, name);
        return angle::Result::Continue;
    }

    RenderPassCache &getRenderPassCache() { return mRenderPassCache; }

    bool emulateSeamfulCubeMapSampling() const { return mEmulateSeamfulCubeMapSampling; }

    const gl::Debug &getDebug() const { return mState.getDebug(); }
    const gl::OverlayType *getOverlay() const { return mState.getOverlay(); }

    angle::Result onBufferReleaseToExternal(const vk::BufferHelper &buffer);
    angle::Result onImageReleaseToExternal(const vk::ImageHelper &image);

    void onImageRenderPassRead(VkImageAspectFlags aspectFlags,
                               vk::ImageLayout imageLayout,
                               vk::ImageHelper *image)
    {
        ASSERT(mRenderPassCommands->started());
        mRenderPassCommands->imageRead(this, aspectFlags, imageLayout, image);
    }

    void onImageRenderPassWrite(gl::LevelIndex level,
                                uint32_t layerStart,
                                uint32_t layerCount,
                                VkImageAspectFlags aspectFlags,
                                vk::ImageLayout imageLayout,
                                vk::ImageHelper *image)
    {
        ASSERT(mRenderPassCommands->started());
        mRenderPassCommands->imageWrite(this, level, layerStart, layerCount, aspectFlags,
                                        imageLayout, image);
    }

    void onColorDraw(gl::LevelIndex level,
                     uint32_t layerStart,
                     uint32_t layerCount,
                     vk::ImageHelper *image,
                     vk::ImageHelper *resolveImage,
                     UniqueSerial imageSiblingSerial,
                     vk::PackedAttachmentIndex packedAttachmentIndex)
    {
        ASSERT(mRenderPassCommands->started());
        mRenderPassCommands->colorImagesDraw(level, layerStart, layerCount, image, resolveImage,
                                             imageSiblingSerial, packedAttachmentIndex);
    }
    void onDepthStencilDraw(gl::LevelIndex level,
                            uint32_t layerStart,
                            uint32_t layerCount,
                            vk::ImageHelper *image,
                            vk::ImageHelper *resolveImage,
                            UniqueSerial imageSiblingSerial)
    {
        ASSERT(mRenderPassCommands->started());
        mRenderPassCommands->depthStencilImagesDraw(level, layerStart, layerCount, image,
                                                    resolveImage, imageSiblingSerial);
    }

    void onFragmentShadingRateRead(vk::ImageHelper *image)
    {
        ASSERT(mRenderPassCommands->started());
        mRenderPassCommands->fragmentShadingRateImageRead(image);
    }

    void finalizeImageLayout(const vk::ImageHelper *image, UniqueSerial imageSiblingSerial)
    {
        if (mRenderPassCommands->started())
        {
            mRenderPassCommands->finalizeImageLayout(this, image, imageSiblingSerial);
        }
    }

    angle::Result getOutsideRenderPassCommandBuffer(
        const vk::CommandBufferAccess &access,
        vk::OutsideRenderPassCommandBuffer **commandBufferOut)
    {
        ANGLE_TRY(onResourceAccess(access));
        *commandBufferOut = &mOutsideRenderPassCommands->getCommandBuffer();
        return angle::Result::Continue;
    }

    angle::Result getOutsideRenderPassCommandBufferHelper(
        const vk::CommandBufferAccess &access,
        vk::OutsideRenderPassCommandBufferHelper **commandBufferHelperOut)
    {
        ANGLE_TRY(onResourceAccess(access));
        *commandBufferHelperOut = mOutsideRenderPassCommands;
        return angle::Result::Continue;
    }

    angle::Result submitStagedTextureUpdates()
    {
        // Staged updates are recorded in outside RP cammand buffer, submit them.
        return flushOutsideRenderPassCommands();
    }

    angle::Result onEGLImageQueueChange()
    {
        // Flush the barrier inserted to change the queue and layout of an EGL image.  Another
        // thread may start using this image without issuing a sync object.
        return flushOutsideRenderPassCommands();
    }

    angle::Result beginNewRenderPass(vk::RenderPassFramebuffer &&framebuffer,
                                     const gl::Rectangle &renderArea,
                                     const vk::RenderPassDesc &renderPassDesc,
                                     const vk::AttachmentOpsArray &renderPassAttachmentOps,
                                     const vk::PackedAttachmentCount colorAttachmentCount,
                                     const vk::PackedAttachmentIndex depthStencilAttachmentIndex,
                                     const vk::PackedClearValuesArray &clearValues,
                                     vk::RenderPassCommandBuffer **commandBufferOut);

    void disableRenderPassReactivation() { mAllowRenderPassToReactivate = false; }

    // Only returns true if we have a started RP and we've run setupDraw.
    bool hasActiveRenderPass() const
    {
        // If mRenderPassCommandBuffer is not null, mRenderPassCommands must already started, we
        // call this active render pass. A started render pass will have null
        // mRenderPassCommandBuffer after onRenderPassFinished call, we call this state started but
        // inactive.
        ASSERT(mRenderPassCommandBuffer == nullptr || mRenderPassCommands->started());
        // Checking mRenderPassCommandBuffer ensures we've called setupDraw.
        return mRenderPassCommandBuffer != nullptr;
    }

    bool hasStartedRenderPassWithQueueSerial(const QueueSerial &queueSerial) const
    {
        return mRenderPassCommands->started() &&
               mRenderPassCommands->getQueueSerial() == queueSerial;
    }
    bool hasStartedRenderPassWithSwapchainFramebuffer(const vk::Framebuffer &framebuffer) const
    {
        // WindowSurfaceVk caches its own framebuffers and guarantees that render passes are not
        // kept open between frames (including when a swapchain is recreated and framebuffer handles
        // change).  It is therefore safe to verify an open render pass by the framebuffer handle
        return mRenderPassCommands->started() &&
               mRenderPassCommands->getFramebuffer().getFramebuffer().getHandle() ==
                   framebuffer.getHandle();
    }

    bool isRenderPassStartedAndUsesBuffer(const vk::BufferHelper &buffer) const
    {
        return mRenderPassCommands->started() && mRenderPassCommands->usesBuffer(buffer);
    }

    bool isRenderPassStartedAndUsesBufferForWrite(const vk::BufferHelper &buffer) const
    {
        return mRenderPassCommands->started() && mRenderPassCommands->usesBufferForWrite(buffer);
    }

    bool isRenderPassStartedAndUsesImage(const vk::ImageHelper &image) const
    {
        return mRenderPassCommands->started() && mRenderPassCommands->usesImage(image);
    }

    vk::RenderPassCommandBufferHelper &getStartedRenderPassCommands()
    {
        ASSERT(mRenderPassCommands->started());
        return *mRenderPassCommands;
    }

    uint32_t getCurrentSubpassIndex() const;
    uint32_t getCurrentViewCount() const;

    // Initial Context Priority. Used for EGL_CONTEXT_PRIORITY_LEVEL_IMG attribute.
    egl::ContextPriority getContextPriority() const override { return mInitialContextPriority; }
    angle::Result startRenderPass(gl::Rectangle renderArea,
                                  vk::RenderPassCommandBuffer **commandBufferOut,
                                  bool *renderPassDescChangedOut);
    angle::Result startNextSubpass();
    angle::Result flushCommandsAndEndRenderPass(RenderPassClosureReason reason);
    angle::Result flushCommandsAndEndRenderPassWithoutSubmit(RenderPassClosureReason reason);
    angle::Result flushAndSubmitOutsideRenderPassCommands();

    angle::Result syncExternalMemory();

    // Either issue a submission or defer it when a sync object is initialized.  If deferred, a
    // submission will have to be incurred during client wait.
    angle::Result onSyncObjectInit(vk::SyncHelper *syncHelper, SyncFenceScope scope);
    // Called when a sync object is waited on while its submission was deffered in onSyncObjectInit.
    // It's a no-op if this context doesn't have a pending submission.  Note that due to
    // mHasDeferredFlush being set, flushing the render pass leads to a submission automatically.
    angle::Result flushCommandsAndEndRenderPassIfDeferredSyncInit(RenderPassClosureReason reason);

    void addCommandBufferDiagnostics(const std::string &commandBufferDiagnostics);

    VkIndexType getVkIndexType(gl::DrawElementsType glIndexType) const;
    size_t getVkIndexTypeSize(gl::DrawElementsType glIndexType) const;
    bool shouldConvertUint8VkIndexType(gl::DrawElementsType glIndexType) const;

    bool isRobustResourceInitEnabled() const;
    bool hasRobustAccess() const { return mState.hasRobustAccess(); }

    // Queries that begin and end automatically with render pass start and end
    angle::Result beginRenderPassQuery(QueryVk *queryVk);
    angle::Result endRenderPassQuery(QueryVk *queryVk);
    void pauseRenderPassQueriesIfActive();
    angle::Result resumeRenderPassQueriesIfActive();
    angle::Result resumeXfbRenderPassQueriesIfActive();
    bool doesPrimitivesGeneratedQuerySupportRasterizerDiscard() const;
    bool isEmulatingRasterizerDiscardDuringPrimitivesGeneratedQuery(
        bool isPrimitivesGeneratedQueryActive) const;

    // Used by QueryVk to share query helpers between transform feedback queries.
    QueryVk *getActiveRenderPassQuery(gl::QueryType queryType) const;

    void syncObjectPerfCounters(const angle::VulkanPerfCounters &commandQueuePerfCounters);
    void updateOverlayOnPresent();
    void addOverlayUsedBuffersCount(vk::CommandBufferHelperCommon *commandBuffer);

    // For testing only.
    void setDefaultUniformBlocksMinSizeForTesting(size_t minSize);

    vk::BufferHelper &getEmptyBuffer() { return mEmptyBuffer; }

    // Keeping track of the buffer copy size. Used to determine when to submit the outside command
    // buffer.
    angle::Result onCopyUpdate(VkDeviceSize size, bool *commandBufferWasFlushedOut);

    // Implementation of MultisampleTextureInitializer
    angle::Result initializeMultisampleTextureToBlack(const gl::Context *context,
                                                      gl::Texture *glTexture) override;

    // TODO(http://anglebug.com/5624): rework updateActiveTextures(), createPipelineLayout(),
    // handleDirtyGraphicsPipeline(), and ProgramPipelineVk::link().
    void resetCurrentGraphicsPipeline()
    {
        mCurrentGraphicsPipeline        = nullptr;
        mCurrentGraphicsPipelineShaders = nullptr;
    }

    void onProgramExecutableReset(ProgramExecutableVk *executableVk);

    angle::Result handleGraphicsEventLog(GraphicsEventCmdBuf queryEventType);

    void flushDescriptorSetUpdates();

    vk::BufferPool *getDefaultBufferPool(VkDeviceSize size,
                                         uint32_t memoryTypeIndex,
                                         BufferUsageType usageType)
    {
        return mShareGroupVk->getDefaultBufferPool(mRenderer, size, memoryTypeIndex, usageType);
    }

    angle::Result allocateStreamedVertexBuffer(size_t attribIndex,
                                               size_t bytesToAllocate,
                                               vk::BufferHelper **vertexBufferOut)
    {
        bool newBufferOut;
        ANGLE_TRY(mStreamedVertexBuffers[attribIndex].allocate(this, bytesToAllocate,
                                                               vertexBufferOut, &newBufferOut));
        if (newBufferOut)
        {
            mHasInFlightStreamedVertexBuffers.set(attribIndex);
        }
        return angle::Result::Continue;
    }

    // Put the context in framebuffer fetch mode.  If the permanentlySwitchToFramebufferFetchMode
    // feature is enabled, this is done on first encounter of framebuffer fetch, and makes the
    // context use framebuffer-fetch-enabled render passes from here on.
    angle::Result switchToFramebufferFetchMode(bool hasFramebufferFetch);
    bool isInFramebufferFetchMode() const { return mIsInFramebufferFetchMode; }

    void updateFoveatedRendering();

    const angle::PerfMonitorCounterGroups &getPerfMonitorCounters() override;

    void resetPerFramePerfCounters();

    // Accumulate cache stats for a specific cache
    void accumulateCacheStats(VulkanCacheType cache, const CacheStats &stats)
    {
        mVulkanCacheStats[cache].accumulate(stats);
    }

    // Whether VK_EXT_pipeline_robustness should be used to enable robust buffer access in the
    // pipeline.
    vk::PipelineRobustness pipelineRobustness() const
    {
        return getFeatures().supportsPipelineRobustness.enabled && mState.hasRobustAccess()
                   ? vk::PipelineRobustness::Robust
                   : vk::PipelineRobustness::NonRobust;
    }
    // Whether VK_EXT_pipeline_protected_access should be used to restrict the pipeline to protected
    // command buffers.  Note that when false, if the extension is supported, the pipeline can be
    // restricted to unprotected command buffers.
    vk::PipelineProtectedAccess pipelineProtectedAccess() const
    {
        return getFeatures().supportsPipelineProtectedAccess.enabled && mState.hasProtectedContent()
                   ? vk::PipelineProtectedAccess::Protected
                   : vk::PipelineProtectedAccess::Unprotected;
    }

    vk::ComputePipelineFlags getComputePipelineFlags() const;

    const angle::ImageLoadContext &getImageLoadContext() const { return mImageLoadContext; }

    bool hasUnsubmittedUse(const vk::ResourceUse &use) const;
    bool hasUnsubmittedUse(const vk::Resource &resource) const
    {
        return hasUnsubmittedUse(resource.getResourceUse());
    }
    bool hasUnsubmittedUse(const vk::ReadWriteResource &resource) const
    {
        return hasUnsubmittedUse(resource.getResourceUse());
    }

    const QueueSerial &getLastSubmittedQueueSerial() const { return mLastSubmittedQueueSerial; }
    const vk::ResourceUse &getSubmittedResourceUse() const { return mSubmittedResourceUse; }

    // Uploading mutable mipmap textures is currently restricted to single-context applications.
    bool isEligibleForMutableTextureFlush() const
    {
        return getFeatures().mutableMipmapTextureUpload.enabled && !hasDisplayTextureShareGroup() &&
               mShareGroupVk->getContexts().size() == 1;
    }

    vk::RenderPassUsageFlags getDepthStencilAttachmentFlags() const
    {
        return mDepthStencilAttachmentFlags;
    }

    bool isDitherEnabled() { return mState.isDitherEnabled(); }

    // The following functions try to allocate memory for buffers and images. If they fail due to
    // OOM errors, they will try other options for memory allocation.
    angle::Result initBufferAllocation(vk::BufferHelper *bufferHelper,
                                       uint32_t memoryTypeIndex,
                                       size_t allocationSize,
                                       size_t alignment,
                                       BufferUsageType bufferUsageType);
    angle::Result initImageAllocation(vk::ImageHelper *imageHelper,
                                      bool hasProtectedContent,
                                      const vk::MemoryProperties &memoryProperties,
                                      VkMemoryPropertyFlags flags,
                                      vk::MemoryAllocationType allocationType);

    angle::Result releaseBufferAllocation(vk::BufferHelper *bufferHelper);

    // Helper functions to initialize a buffer for a specific usage
    // Suballocate a host visible buffer with alignment good for copyBuffer.
    angle::Result initBufferForBufferCopy(vk::BufferHelper *bufferHelper,
                                          size_t size,
                                          vk::MemoryCoherency coherency);
    // Suballocate a host visible buffer with alignment good for copyImage.
    angle::Result initBufferForImageCopy(vk::BufferHelper *bufferHelper,
                                         size_t size,
                                         vk::MemoryCoherency coherency,
                                         angle::FormatID formatId,
                                         VkDeviceSize *offset,
                                         uint8_t **dataPtr);
    // Suballocate a buffer with alignment good for shader storage or copyBuffer.
    angle::Result initBufferForVertexConversion(vk::BufferHelper *bufferHelper,
                                                size_t size,
                                                vk::MemoryHostVisibility hostVisibility);

    // In the event of collecting too much garbage, we should flush the garbage so it can be freed.
    void addToPendingImageGarbage(vk::ResourceUse use, VkDeviceSize size);

    bool hasExcessPendingGarbage() const;

  private:
    // Dirty bits.
    enum DirtyBitType : size_t
    {
        // Dirty bits that must be processed before the render pass is started.  The handlers for
        // these dirty bits don't record any commands.

        // the AnySamplePassed render pass query has been ended.
        DIRTY_BIT_ANY_SAMPLE_PASSED_QUERY_END,
        // A glMemoryBarrier has been called and command buffers may need flushing.
        DIRTY_BIT_MEMORY_BARRIER,
        // Update default attribute buffers.
        DIRTY_BIT_DEFAULT_ATTRIBS,
        // The pipeline has changed and needs to be recreated.  This dirty bit may close the render
        // pass.
        DIRTY_BIT_PIPELINE_DESC,
        // Support for depth/stencil read-only feedback loop.  When depth/stencil access changes,
        // the render pass may need closing.
        DIRTY_BIT_READ_ONLY_DEPTH_FEEDBACK_LOOP_MODE,

        // Start the render pass.
        DIRTY_BIT_RENDER_PASS,

        // Dirty bits that must be processed after the render pass is started.  Their handlers
        // record commands.
        DIRTY_BIT_EVENT_LOG,
        // Update color and depth/stencil accesses in the render pass.
        DIRTY_BIT_COLOR_ACCESS,
        DIRTY_BIT_DEPTH_STENCIL_ACCESS,
        // Pipeline needs to rebind because a new command buffer has been allocated, or UtilsVk has
        // changed the binding.  The pipeline itself doesn't need to be recreated.
        DIRTY_BIT_PIPELINE_BINDING,
        DIRTY_BIT_TEXTURES,
        DIRTY_BIT_VERTEX_BUFFERS,
        DIRTY_BIT_INDEX_BUFFER,
        DIRTY_BIT_UNIFORMS,
        DIRTY_BIT_DRIVER_UNIFORMS,
        // Shader resources excluding textures, which are handled separately.
        DIRTY_BIT_SHADER_RESOURCES,
        DIRTY_BIT_UNIFORM_BUFFERS,
        DIRTY_BIT_TRANSFORM_FEEDBACK_BUFFERS,
        DIRTY_BIT_TRANSFORM_FEEDBACK_RESUME,
        DIRTY_BIT_DESCRIPTOR_SETS,
        DIRTY_BIT_FRAMEBUFFER_FETCH_BARRIER,
        DIRTY_BIT_BLEND_BARRIER,

        // Dynamic state
        // - In core Vulkan 1.0
        DIRTY_BIT_DYNAMIC_VIEWPORT,
        DIRTY_BIT_DYNAMIC_SCISSOR,
        DIRTY_BIT_DYNAMIC_LINE_WIDTH,
        DIRTY_BIT_DYNAMIC_DEPTH_BIAS,
        DIRTY_BIT_DYNAMIC_BLEND_CONSTANTS,
        DIRTY_BIT_DYNAMIC_STENCIL_COMPARE_MASK,
        DIRTY_BIT_DYNAMIC_STENCIL_WRITE_MASK,
        DIRTY_BIT_DYNAMIC_STENCIL_REFERENCE,
        // - In VK_EXT_extended_dynamic_state
        DIRTY_BIT_DYNAMIC_CULL_MODE,
        DIRTY_BIT_DYNAMIC_FRONT_FACE,
        DIRTY_BIT_DYNAMIC_DEPTH_TEST_ENABLE,
        DIRTY_BIT_DYNAMIC_DEPTH_WRITE_ENABLE,
        DIRTY_BIT_DYNAMIC_DEPTH_COMPARE_OP,
        DIRTY_BIT_DYNAMIC_STENCIL_TEST_ENABLE,
        DIRTY_BIT_DYNAMIC_STENCIL_OP,
        // - In VK_EXT_extended_dynamic_state2
        DIRTY_BIT_DYNAMIC_RASTERIZER_DISCARD_ENABLE,
        DIRTY_BIT_DYNAMIC_DEPTH_BIAS_ENABLE,
        DIRTY_BIT_DYNAMIC_LOGIC_OP,
        DIRTY_BIT_DYNAMIC_PRIMITIVE_RESTART_ENABLE,
        // - In VK_KHR_fragment_shading_rate
        DIRTY_BIT_DYNAMIC_FRAGMENT_SHADING_RATE,

        DIRTY_BIT_MAX,
    };

    // Dirty bit handlers that can break the render pass must always be specified before
    // DIRTY_BIT_RENDER_PASS.
    static_assert(
        DIRTY_BIT_ANY_SAMPLE_PASSED_QUERY_END < DIRTY_BIT_RENDER_PASS,
        "Render pass breaking dirty bit must be handled before the render pass dirty bit");
    static_assert(
        DIRTY_BIT_MEMORY_BARRIER < DIRTY_BIT_RENDER_PASS,
        "Render pass breaking dirty bit must be handled before the render pass dirty bit");
    static_assert(
        DIRTY_BIT_DEFAULT_ATTRIBS < DIRTY_BIT_RENDER_PASS,
        "Render pass breaking dirty bit must be handled before the render pass dirty bit");
    static_assert(
        DIRTY_BIT_PIPELINE_DESC < DIRTY_BIT_RENDER_PASS,
        "Render pass breaking dirty bit must be handled before the render pass dirty bit");
    static_assert(
        DIRTY_BIT_READ_ONLY_DEPTH_FEEDBACK_LOOP_MODE < DIRTY_BIT_RENDER_PASS,
        "Render pass breaking dirty bit must be handled before the render pass dirty bit");

    // Dirty bit handlers that record commands or otherwise expect to manipulate the render pass
    // that will be used for the draw call must be specified after DIRTY_BIT_RENDER_PASS.
    static_assert(DIRTY_BIT_EVENT_LOG > DIRTY_BIT_RENDER_PASS,
                  "Render pass using dirty bit must be handled after the render pass dirty bit");
    static_assert(DIRTY_BIT_COLOR_ACCESS > DIRTY_BIT_RENDER_PASS,
                  "Render pass using dirty bit must be handled after the render pass dirty bit");
    static_assert(DIRTY_BIT_DEPTH_STENCIL_ACCESS > DIRTY_BIT_RENDER_PASS,
                  "Render pass using dirty bit must be handled after the render pass dirty bit");
    static_assert(DIRTY_BIT_PIPELINE_BINDING > DIRTY_BIT_RENDER_PASS,
                  "Render pass using dirty bit must be handled after the render pass dirty bit");
    static_assert(DIRTY_BIT_TEXTURES > DIRTY_BIT_RENDER_PASS,
                  "Render pass using dirty bit must be handled after the render pass dirty bit");
    static_assert(DIRTY_BIT_VERTEX_BUFFERS > DIRTY_BIT_RENDER_PASS,
                  "Render pass using dirty bit must be handled after the render pass dirty bit");
    static_assert(DIRTY_BIT_INDEX_BUFFER > DIRTY_BIT_RENDER_PASS,
                  "Render pass using dirty bit must be handled after the render pass dirty bit");
    static_assert(DIRTY_BIT_DRIVER_UNIFORMS > DIRTY_BIT_RENDER_PASS,
                  "Render pass using dirty bit must be handled after the render pass dirty bit");
    static_assert(DIRTY_BIT_SHADER_RESOURCES > DIRTY_BIT_RENDER_PASS,
                  "Render pass using dirty bit must be handled after the render pass dirty bit");
    static_assert(
        DIRTY_BIT_UNIFORM_BUFFERS > DIRTY_BIT_SHADER_RESOURCES,
        "Uniform buffer using dirty bit must be handled after the shader resource dirty bit");
    static_assert(DIRTY_BIT_TRANSFORM_FEEDBACK_BUFFERS > DIRTY_BIT_RENDER_PASS,
                  "Render pass using dirty bit must be handled after the render pass dirty bit");
    static_assert(DIRTY_BIT_TRANSFORM_FEEDBACK_RESUME > DIRTY_BIT_RENDER_PASS,
                  "Render pass using dirty bit must be handled after the render pass dirty bit");
    static_assert(DIRTY_BIT_DESCRIPTOR_SETS > DIRTY_BIT_RENDER_PASS,
                  "Render pass using dirty bit must be handled after the render pass dirty bit");
    static_assert(DIRTY_BIT_UNIFORMS > DIRTY_BIT_RENDER_PASS,
                  "Render pass using dirty bit must be handled after the render pass dirty bit");
    static_assert(DIRTY_BIT_FRAMEBUFFER_FETCH_BARRIER > DIRTY_BIT_RENDER_PASS,
                  "Render pass using dirty bit must be handled after the render pass dirty bit");
    static_assert(DIRTY_BIT_BLEND_BARRIER > DIRTY_BIT_RENDER_PASS,
                  "Render pass using dirty bit must be handled after the render pass dirty bit");
    static_assert(DIRTY_BIT_DYNAMIC_VIEWPORT > DIRTY_BIT_RENDER_PASS,
                  "Render pass using dirty bit must be handled after the render pass dirty bit");
    static_assert(DIRTY_BIT_DYNAMIC_SCISSOR > DIRTY_BIT_RENDER_PASS,
                  "Render pass using dirty bit must be handled after the render pass dirty bit");
    static_assert(DIRTY_BIT_DYNAMIC_LINE_WIDTH > DIRTY_BIT_RENDER_PASS,
                  "Render pass using dirty bit must be handled after the render pass dirty bit");
    static_assert(DIRTY_BIT_DYNAMIC_DEPTH_BIAS > DIRTY_BIT_RENDER_PASS,
                  "Render pass using dirty bit must be handled after the render pass dirty bit");
    static_assert(DIRTY_BIT_DYNAMIC_BLEND_CONSTANTS > DIRTY_BIT_RENDER_PASS,
                  "Render pass using dirty bit must be handled after the render pass dirty bit");
    static_assert(DIRTY_BIT_DYNAMIC_STENCIL_COMPARE_MASK > DIRTY_BIT_RENDER_PASS,
                  "Render pass using dirty bit must be handled after the render pass dirty bit");
    static_assert(DIRTY_BIT_DYNAMIC_STENCIL_WRITE_MASK > DIRTY_BIT_RENDER_PASS,
                  "Render pass using dirty bit must be handled after the render pass dirty bit");
    static_assert(DIRTY_BIT_DYNAMIC_STENCIL_REFERENCE > DIRTY_BIT_RENDER_PASS,
                  "Render pass using dirty bit must be handled after the render pass dirty bit");
    static_assert(DIRTY_BIT_DYNAMIC_CULL_MODE > DIRTY_BIT_RENDER_PASS,
                  "Render pass using dirty bit must be handled after the render pass dirty bit");
    static_assert(DIRTY_BIT_DYNAMIC_FRONT_FACE > DIRTY_BIT_RENDER_PASS,
                  "Render pass using dirty bit must be handled after the render pass dirty bit");
    static_assert(DIRTY_BIT_DYNAMIC_DEPTH_TEST_ENABLE > DIRTY_BIT_RENDER_PASS,
                  "Render pass using dirty bit must be handled after the render pass dirty bit");
    static_assert(DIRTY_BIT_DYNAMIC_DEPTH_WRITE_ENABLE > DIRTY_BIT_RENDER_PASS,
                  "Render pass using dirty bit must be handled after the render pass dirty bit");
    static_assert(DIRTY_BIT_DYNAMIC_DEPTH_COMPARE_OP > DIRTY_BIT_RENDER_PASS,
                  "Render pass using dirty bit must be handled after the render pass dirty bit");
    static_assert(DIRTY_BIT_DYNAMIC_STENCIL_TEST_ENABLE > DIRTY_BIT_RENDER_PASS,
                  "Render pass using dirty bit must be handled after the render pass dirty bit");
    static_assert(DIRTY_BIT_DYNAMIC_STENCIL_OP > DIRTY_BIT_RENDER_PASS,
                  "Render pass using dirty bit must be handled after the render pass dirty bit");
    static_assert(DIRTY_BIT_DYNAMIC_RASTERIZER_DISCARD_ENABLE > DIRTY_BIT_RENDER_PASS,
                  "Render pass using dirty bit must be handled after the render pass dirty bit");
    static_assert(DIRTY_BIT_DYNAMIC_DEPTH_BIAS_ENABLE > DIRTY_BIT_RENDER_PASS,
                  "Render pass using dirty bit must be handled after the render pass dirty bit");
    static_assert(DIRTY_BIT_DYNAMIC_LOGIC_OP > DIRTY_BIT_RENDER_PASS,
                  "Render pass using dirty bit must be handled after the render pass dirty bit");
    static_assert(DIRTY_BIT_DYNAMIC_PRIMITIVE_RESTART_ENABLE > DIRTY_BIT_RENDER_PASS,
                  "Render pass using dirty bit must be handled after the render pass dirty bit");
    static_assert(DIRTY_BIT_DYNAMIC_FRAGMENT_SHADING_RATE > DIRTY_BIT_RENDER_PASS,
                  "Render pass using dirty bit must be handled after the render pass dirty bit");

    using DirtyBits = angle::BitSet<DIRTY_BIT_MAX>;

    using GraphicsDirtyBitHandler = angle::Result (
        ContextVk::*)(DirtyBits::Iterator *dirtyBitsIterator, DirtyBits dirtyBitMask);
    using ComputeDirtyBitHandler =
        angle::Result (ContextVk::*)(DirtyBits::Iterator *dirtyBitsIterator);

    // The GpuEventQuery struct holds together a timestamp query and enough data to create a
    // trace event based on that. Use traceGpuEvent to insert such queries.  They will be readback
    // when the results are available, without inserting a GPU bubble.
    //
    // - eventName will be the reported name of the event
    // - phase is either 'B' (duration begin), 'E' (duration end) or 'i' (instant // event).
    //   See Google's "Trace Event Format":
    //   https://docs.google.com/document/d/1CvAClvFfyA5R-PhYUmn5OOQtYMH4h6I0nSsKchNAySU
    // - serial is the serial of the batch the query was submitted on.  Until the batch is
    //   submitted, the query is not checked to avoid incuring a flush.
    struct GpuEventQuery final
    {
        EventName name;
        char phase;
        vk::QueryHelper queryHelper;
    };

    // Once a query result is available, the timestamp is read and a GpuEvent object is kept until
    // the next clock sync, at which point the clock drift is compensated in the results before
    // handing them off to the application.
    struct GpuEvent final
    {
        uint64_t gpuTimestampCycles;
        std::array<char, kMaxGpuEventNameLen> name;
        char phase;
    };

    struct GpuClockSyncInfo
    {
        double gpuTimestampS;
        double cpuTimestampS;
    };

    class ScopedDescriptorSetUpdates;

    angle::Result setupDraw(const gl::Context *context,
                            gl::PrimitiveMode mode,
                            GLint firstVertexOrInvalid,
                            GLsizei vertexOrIndexCount,
                            GLsizei instanceCount,
                            gl::DrawElementsType indexTypeOrInvalid,
                            const void *indices,
                            DirtyBits dirtyBitMask);

    angle::Result setupIndexedDraw(const gl::Context *context,
                                   gl::PrimitiveMode mode,
                                   GLsizei indexCount,
                                   GLsizei instanceCount,
                                   gl::DrawElementsType indexType,
                                   const void *indices);
    angle::Result setupIndirectDraw(const gl::Context *context,
                                    gl::PrimitiveMode mode,
                                    DirtyBits dirtyBitMask,
                                    vk::BufferHelper *indirectBuffer);
    angle::Result setupIndexedIndirectDraw(const gl::Context *context,
                                           gl::PrimitiveMode mode,
                                           gl::DrawElementsType indexType,
                                           vk::BufferHelper *indirectBuffer);

    angle::Result setupLineLoopIndexedIndirectDraw(const gl::Context *context,
                                                   gl::PrimitiveMode mode,
                                                   gl::DrawElementsType indexType,
                                                   vk::BufferHelper *srcIndirectBuf,
                                                   VkDeviceSize indirectBufferOffset,
                                                   vk::BufferHelper **indirectBufferOut);
    angle::Result setupLineLoopIndirectDraw(const gl::Context *context,
                                            gl::PrimitiveMode mode,
                                            vk::BufferHelper *indirectBuffer,
                                            VkDeviceSize indirectBufferOffset,
                                            vk::BufferHelper **indirectBufferOut);

    angle::Result setupLineLoopDraw(const gl::Context *context,
                                    gl::PrimitiveMode mode,
                                    GLint firstVertex,
                                    GLsizei vertexOrIndexCount,
                                    gl::DrawElementsType indexTypeOrInvalid,
                                    const void *indices,
                                    uint32_t *numIndicesOut);

    angle::Result setupDispatch(const gl::Context *context);

    gl::Rectangle getCorrectedViewport(const gl::Rectangle &viewport) const;
    void updateViewport(FramebufferVk *framebufferVk,
                        const gl::Rectangle &viewport,
                        float nearPlane,
                        float farPlane);
    void updateFrontFace();
    void updateDepthRange(float nearPlane, float farPlane);
    void updateMissingOutputsMask();
    void updateSampleMaskWithRasterizationSamples(const uint32_t rasterizationSamples);
    void updateAlphaToCoverageWithRasterizationSamples(const uint32_t rasterizationSamples);
    void updateFrameBufferFetchSamples(const uint32_t prevSamples, const uint32_t curSamples);
    void updateFlipViewportDrawFramebuffer(const gl::State &glState);
    void updateFlipViewportReadFramebuffer(const gl::State &glState);
    void updateSurfaceRotationDrawFramebuffer(const gl::State &glState,
                                              const egl::Surface *currentDrawSurface);
    void updateSurfaceRotationReadFramebuffer(const gl::State &glState,
                                              const egl::Surface *currentReadSurface);

    angle::Result updateActiveTextures(const gl::Context *context, gl::Command command);
    template <typename CommandBufferHelperT>
    angle::Result updateActiveImages(CommandBufferHelperT *commandBufferHelper);

    ANGLE_INLINE void invalidateCurrentGraphicsPipeline()
    {
        // Note: DIRTY_BIT_PIPELINE_BINDING will be automatically set if pipeline bind is necessary.
        mGraphicsDirtyBits.set(DIRTY_BIT_PIPELINE_DESC);
    }

    ANGLE_INLINE void invalidateCurrentComputePipeline()
    {
        mComputeDirtyBits |= kPipelineDescAndBindingDirtyBits;
        mCurrentComputePipeline = nullptr;
    }

    angle::Result invalidateProgramExecutableHelper(const gl::Context *context);

    void invalidateCurrentDefaultUniforms();
    angle::Result invalidateCurrentTextures(const gl::Context *context, gl::Command command);
    angle::Result invalidateCurrentShaderResources(gl::Command command);
    angle::Result invalidateCurrentShaderUniformBuffers(gl::Command command);
    void invalidateGraphicsDriverUniforms();
    void invalidateDriverUniforms();

    angle::Result handleNoopDrawEvent() override;

    // Handlers for graphics pipeline dirty bits.
    angle::Result handleDirtyGraphicsMemoryBarrier(DirtyBits::Iterator *dirtyBitsIterator,
                                                   DirtyBits dirtyBitMask);
    angle::Result handleDirtyGraphicsDefaultAttribs(DirtyBits::Iterator *dirtyBitsIterator,
                                                    DirtyBits dirtyBitMask);
    angle::Result handleDirtyGraphicsPipelineDesc(DirtyBits::Iterator *dirtyBitsIterator,
                                                  DirtyBits dirtyBitMask);
    angle::Result handleDirtyGraphicsReadOnlyDepthFeedbackLoopMode(
        DirtyBits::Iterator *dirtyBitsIterator,
        DirtyBits dirtyBitMask);
    angle::Result handleDirtyAnySamplePassedQueryEnd(DirtyBits::Iterator *dirtyBitsIterator,
                                                     DirtyBits dirtyBitMask);
    angle::Result handleDirtyGraphicsRenderPass(DirtyBits::Iterator *dirtyBitsIterator,
                                                DirtyBits dirtyBitMask);
    angle::Result handleDirtyGraphicsEventLog(DirtyBits::Iterator *dirtyBitsIterator,
                                              DirtyBits dirtyBitMask);
    angle::Result handleDirtyGraphicsColorAccess(DirtyBits::Iterator *dirtyBitsIterator,
                                                 DirtyBits dirtyBitMask);
    angle::Result handleDirtyGraphicsDepthStencilAccess(DirtyBits::Iterator *dirtyBitsIterator,
                                                        DirtyBits dirtyBitMask);
    angle::Result handleDirtyGraphicsPipelineBinding(DirtyBits::Iterator *dirtyBitsIterator,
                                                     DirtyBits dirtyBitMask);
    angle::Result handleDirtyGraphicsTextures(DirtyBits::Iterator *dirtyBitsIterator,
                                              DirtyBits dirtyBitMask);
    angle::Result handleDirtyGraphicsVertexBuffers(DirtyBits::Iterator *dirtyBitsIterator,
                                                   DirtyBits dirtyBitMask);
    angle::Result handleDirtyGraphicsIndexBuffer(DirtyBits::Iterator *dirtyBitsIterator,
                                                 DirtyBits dirtyBitMask);
    angle::Result handleDirtyGraphicsDriverUniforms(DirtyBits::Iterator *dirtyBitsIterator,
                                                    DirtyBits dirtyBitMask);
    angle::Result handleDirtyGraphicsShaderResources(DirtyBits::Iterator *dirtyBitsIterator,
                                                     DirtyBits dirtyBitMask);
    angle::Result handleDirtyGraphicsUniformBuffers(DirtyBits::Iterator *dirtyBitsIterator,
                                                    DirtyBits dirtyBitMask);
    angle::Result handleDirtyGraphicsFramebufferFetchBarrier(DirtyBits::Iterator *dirtyBitsIterator,
                                                             DirtyBits dirtyBitMask);
    angle::Result handleDirtyGraphicsBlendBarrier(DirtyBits::Iterator *dirtyBitsIterator,
                                                  DirtyBits dirtyBitMask);
    angle::Result handleDirtyGraphicsTransformFeedbackBuffersEmulation(
        DirtyBits::Iterator *dirtyBitsIterator,
        DirtyBits dirtyBitMask);
    angle::Result handleDirtyGraphicsTransformFeedbackBuffersExtension(
        DirtyBits::Iterator *dirtyBitsIterator,
        DirtyBits dirtyBitMask);
    angle::Result handleDirtyGraphicsTransformFeedbackResume(DirtyBits::Iterator *dirtyBitsIterator,
                                                             DirtyBits dirtyBitMask);
    angle::Result handleDirtyGraphicsDescriptorSets(DirtyBits::Iterator *dirtyBitsIterator,
                                                    DirtyBits dirtyBitMask);
    angle::Result handleDirtyGraphicsUniforms(DirtyBits::Iterator *dirtyBitsIterator,
                                              DirtyBits dirtyBitMask);
    angle::Result handleDirtyGraphicsDynamicViewport(DirtyBits::Iterator *dirtyBitsIterator,
                                                     DirtyBits dirtyBitMask);
    angle::Result handleDirtyGraphicsDynamicScissor(DirtyBits::Iterator *dirtyBitsIterator,
                                                    DirtyBits dirtyBitMask);
    angle::Result handleDirtyGraphicsDynamicLineWidth(DirtyBits::Iterator *dirtyBitsIterator,
                                                      DirtyBits dirtyBitMask);
    angle::Result handleDirtyGraphicsDynamicDepthBias(DirtyBits::Iterator *dirtyBitsIterator,
                                                      DirtyBits dirtyBitMask);
    angle::Result handleDirtyGraphicsDynamicBlendConstants(DirtyBits::Iterator *dirtyBitsIterator,
                                                           DirtyBits dirtyBitMask);
    angle::Result handleDirtyGraphicsDynamicStencilCompareMask(
        DirtyBits::Iterator *dirtyBitsIterator,
        DirtyBits dirtyBitMask);
    angle::Result handleDirtyGraphicsDynamicStencilWriteMask(DirtyBits::Iterator *dirtyBitsIterator,
                                                             DirtyBits dirtyBitMask);
    angle::Result handleDirtyGraphicsDynamicStencilReference(DirtyBits::Iterator *dirtyBitsIterator,
                                                             DirtyBits dirtyBitMask);
    angle::Result handleDirtyGraphicsDynamicCullMode(DirtyBits::Iterator *dirtyBitsIterator,
                                                     DirtyBits dirtyBitMask);
    angle::Result handleDirtyGraphicsDynamicFrontFace(DirtyBits::Iterator *dirtyBitsIterator,
                                                      DirtyBits dirtyBitMask);
    angle::Result handleDirtyGraphicsDynamicDepthTestEnable(DirtyBits::Iterator *dirtyBitsIterator,
                                                            DirtyBits dirtyBitMask);
    angle::Result handleDirtyGraphicsDynamicDepthWriteEnable(DirtyBits::Iterator *dirtyBitsIterator,
                                                             DirtyBits dirtyBitMask);
    angle::Result handleDirtyGraphicsDynamicDepthCompareOp(DirtyBits::Iterator *dirtyBitsIterator,
                                                           DirtyBits dirtyBitMask);
    angle::Result handleDirtyGraphicsDynamicStencilTestEnable(
        DirtyBits::Iterator *dirtyBitsIterator,
        DirtyBits dirtyBitMask);
    angle::Result handleDirtyGraphicsDynamicStencilOp(DirtyBits::Iterator *dirtyBitsIterator,
                                                      DirtyBits dirtyBitMask);
    angle::Result handleDirtyGraphicsDynamicRasterizerDiscardEnable(
        DirtyBits::Iterator *dirtyBitsIterator,
        DirtyBits dirtyBitMask);
    angle::Result handleDirtyGraphicsDynamicDepthBiasEnable(DirtyBits::Iterator *dirtyBitsIterator,
                                                            DirtyBits dirtyBitMask);
    angle::Result handleDirtyGraphicsDynamicLogicOp(DirtyBits::Iterator *dirtyBitsIterator,
                                                    DirtyBits dirtyBitMask);
    angle::Result handleDirtyGraphicsDynamicPrimitiveRestartEnable(
        DirtyBits::Iterator *dirtyBitsIterator,
        DirtyBits dirtyBitMask);
    angle::Result handleDirtyGraphicsDynamicFragmentShadingRate(
        DirtyBits::Iterator *dirtyBitsIterator,
        DirtyBits dirtyBitMask);

    // Handlers for compute pipeline dirty bits.
    angle::Result handleDirtyComputeMemoryBarrier(DirtyBits::Iterator *dirtyBitsIterator);
    angle::Result handleDirtyComputeEventLog(DirtyBits::Iterator *dirtyBitsIterator);
    angle::Result handleDirtyComputePipelineDesc(DirtyBits::Iterator *dirtyBitsIterator);
    angle::Result handleDirtyComputePipelineBinding(DirtyBits::Iterator *dirtyBitsIterator);
    angle::Result handleDirtyComputeTextures(DirtyBits::Iterator *dirtyBitsIterator);
    angle::Result handleDirtyComputeDriverUniforms(DirtyBits::Iterator *dirtyBitsIterator);
    angle::Result handleDirtyComputeShaderResources(DirtyBits::Iterator *dirtyBitsIterator);
    angle::Result handleDirtyComputeUniformBuffers(DirtyBits::Iterator *dirtyBitsIterator);
    angle::Result handleDirtyComputeDescriptorSets(DirtyBits::Iterator *dirtyBitsIterator);
    angle::Result handleDirtyComputeUniforms(DirtyBits::Iterator *dirtyBitsIterator);

    // Common parts of the common dirty bit handlers.
    angle::Result handleDirtyUniformsImpl(vk::CommandBufferHelperCommon *commandBufferHelper);
    angle::Result handleDirtyMemoryBarrierImpl(DirtyBits::Iterator *dirtyBitsIterator,
                                               DirtyBits dirtyBitMask);
    template <typename CommandBufferT>
    angle::Result handleDirtyEventLogImpl(CommandBufferT *commandBuffer);
    template <typename CommandBufferHelperT>
    angle::Result handleDirtyTexturesImpl(CommandBufferHelperT *commandBufferHelper,
                                          PipelineType pipelineType);
    template <typename CommandBufferHelperT>
    angle::Result handleDirtyShaderResourcesImpl(CommandBufferHelperT *commandBufferHelper,
                                                 PipelineType pipelineType,
                                                 DirtyBits::Iterator *dirtyBitsIterator);
    template <typename CommandBufferHelperT>
    angle::Result handleDirtyUniformBuffersImpl(CommandBufferHelperT *commandBufferHelper);
    template <typename CommandBufferHelperT>
    angle::Result handleDirtyDescriptorSetsImpl(CommandBufferHelperT *commandBufferHelper,
                                                PipelineType pipelineType);
    void handleDirtyGraphicsDynamicScissorImpl(bool isPrimitivesGeneratedQueryActive);

    void writeAtomicCounterBufferDriverUniformOffsets(uint32_t *offsetsOut, size_t offsetsSize);

    enum class Submit
    {
        OutsideRenderPassCommandsOnly,
        AllCommands,
    };

    angle::Result submitCommands(const vk::Semaphore *signalSemaphore,
                                 const vk::SharedExternalFence *externalFence,
                                 Submit submission);

    angle::Result synchronizeCpuGpuTime();
    angle::Result traceGpuEventImpl(vk::OutsideRenderPassCommandBuffer *commandBuffer,
                                    char phase,
                                    const EventName &name);
    angle::Result checkCompletedGpuEvents();
    void flushGpuEvents(double nextSyncGpuTimestampS, double nextSyncCpuTimestampS);
    void handleDeviceLost();
    bool shouldEmulateSeamfulCubeMapSampling() const;
    void clearAllGarbage();
    void dumpCommandStreamDiagnostics();
    angle::Result flushOutsideRenderPassCommands();
    // Flush commands and end render pass without setting any dirty bits.
    // flushCommandsAndEndRenderPass() and flushDirtyGraphicsRenderPass() will set the dirty bits
    // directly or through the iterator respectively.  Outside those two functions, this shouldn't
    // be called directly.
    angle::Result flushDirtyGraphicsRenderPass(DirtyBits::Iterator *dirtyBitsIterator,
                                               DirtyBits dirtyBitMask,
                                               RenderPassClosureReason reason);

    // Mark the render pass to be closed on the next draw call.  The render pass is not actually
    // closed and can be restored with restoreFinishedRenderPass if necessary, for example to append
    // a resolve attachment.
    void onRenderPassFinished(RenderPassClosureReason reason);

    void initIndexTypeMap();

    VertexArrayVk *getVertexArray() const;
    FramebufferVk *getDrawFramebuffer() const;

    // Read-after-write hazards are generally handled with |glMemoryBarrier| when the source of
    // write is storage output.  When the write is outside render pass, the natural placement of the
    // render pass after the current outside render pass commands ensures that the memory barriers
    // and image layout transitions automatically take care of such synchronizations.
    //
    // There are a number of read-after-write cases that require breaking the render pass however to
    // preserve the order of operations:
    //
    // - Transform feedback write (in render pass), then vertex/index read (in render pass)
    // - Transform feedback write (in render pass), then ubo read (outside render pass)
    // - Framebuffer attachment write (in render pass), then texture sample (outside render pass)
    //   * Note that texture sampling inside render pass would cause a feedback loop
    //
    angle::Result endRenderPassIfTransformFeedbackBuffer(const vk::BufferHelper *buffer);
    angle::Result endRenderPassIfComputeReadAfterTransformFeedbackWrite();
    angle::Result endRenderPassIfComputeAccessAfterGraphicsImageAccess();

    // Update read-only depth feedback loop mode.  Typically called from
    // handleDirtyGraphicsReadOnlyDepthFeedbackLoopMode, but can be called from UtilsVk in functions
    // that don't necessarily break the render pass.
    angle::Result switchOutReadOnlyDepthStencilMode(DirtyBits::Iterator *dirtyBitsIterator,
                                                    DirtyBits dirtyBitMask,
                                                    UpdateDepthFeedbackLoopReason depthReason,
                                                    UpdateDepthFeedbackLoopReason stencilReason);
    angle::Result switchToReadOnlyDepthStencilMode(gl::Texture *texture,
                                                   gl::Command command,
                                                   FramebufferVk *drawFramebuffer,
                                                   bool isStencilTexture);

    angle::Result onResourceAccess(const vk::CommandBufferAccess &access);
    angle::Result flushCommandBuffersIfNecessary(const vk::CommandBufferAccess &access);
    bool renderPassUsesStorageResources() const;

    angle::Result pushDebugGroupImpl(GLenum source, GLuint id, const char *message);
    angle::Result popDebugGroupImpl();

    void updateScissor(const gl::State &glState);

    void updateDepthStencil(const gl::State &glState);
    void updateDepthTestEnabled(const gl::State &glState);
    void updateDepthWriteEnabled(const gl::State &glState);
    void updateDepthFunc(const gl::State &glState);
    void updateStencilTestEnabled(const gl::State &glState);

    void updateSampleShadingWithRasterizationSamples(const uint32_t rasterizationSamples);
    void updateRasterizationSamples(const uint32_t rasterizationSamples);
    void updateRasterizerDiscardEnabled(bool isPrimitivesGeneratedQueryActive);

    void updateAdvancedBlendEquations(const gl::ProgramExecutable *executable);

    void updateDither();

    // When the useNonZeroStencilWriteMaskStaticState workaround is enabled, the static state for
    // stencil should be non-zero despite the state being dynamic.  This is done when:
    //
    // - The shader includes discard, or
    // - Alpha-to-coverage is enabled.
    //
    // An alternative could have been to set the static state unconditionally to non-zero.  This is
    // avoided however, as on the affected driver that would disable certain optimizations.
    void updateStencilWriteWorkaround();

    void updateShaderResourcesWithSharedCacheKey(
        const vk::SharedDescriptorSetCacheKey &sharedCacheKey);

    angle::Result createGraphicsPipeline();

    angle::Result allocateQueueSerialIndex();
    void releaseQueueSerialIndex();

    void generateOutsideRenderPassCommandsQueueSerial();
    void generateRenderPassCommandsQueueSerial(QueueSerial *queueSerialOut);

    angle::Result ensureInterfacePipelineCache();

    angle::ImageLoadContext mImageLoadContext;

    std::array<GraphicsDirtyBitHandler, DIRTY_BIT_MAX> mGraphicsDirtyBitHandlers;
    std::array<ComputeDirtyBitHandler, DIRTY_BIT_MAX> mComputeDirtyBitHandlers;

    vk::RenderPassCommandBuffer *mRenderPassCommandBuffer;

    vk::PipelineHelper *mCurrentGraphicsPipeline;
    vk::PipelineHelper *mCurrentGraphicsPipelineShaders;
    vk::PipelineHelper *mCurrentGraphicsPipelineVertexInput;
    vk::PipelineHelper *mCurrentGraphicsPipelineFragmentOutput;
    vk::PipelineHelper *mCurrentComputePipeline;
    gl::PrimitiveMode mCurrentDrawMode;

    WindowSurfaceVk *mCurrentWindowSurface;
    // Records the current rotation of the surface (draw/read) framebuffer, derived from
    // mCurrentWindowSurface->getPreTransform().
    SurfaceRotation mCurrentRotationDrawFramebuffer;
    SurfaceRotation mCurrentRotationReadFramebuffer;

    // Tracks if we are in depth/stencil *read-only* or feedback loop mode. The read only is
    // specially allowed as both usages attachment and texture are read-only. When switching away
    // from read-only mode, the render pass is broken is to accommodate the new writable layout.
    vk::RenderPassUsageFlags mDepthStencilAttachmentFlags;

    // Keep a cached pipeline description structure that can be used to query the pipeline cache.
    // Kept in a pointer so allocations can be aligned, and structs can be portably packed.
    std::unique_ptr<vk::GraphicsPipelineDesc> mGraphicsPipelineDesc;
    // Transition bits indicating which state has changed since last pipeline recreation.  It is
    // used to look up pipelines in the cache without iterating over the entire key as a performance
    // optimization.
    //
    // |mGraphicsPipelineTransition| tracks transition bits since the last complete pipeline
    // creation/retrieval.  |mGraphicsPipelineLibraryTransition| tracks the same but for the case
    // where the pipeline is created through libraries.  The latter accumulates
    // |mGraphicsPipelineTransition| while the caches are hit, so that the bits are not lost if a
    // partial library needs to be created in the future.
    vk::GraphicsPipelineTransitionBits mGraphicsPipelineTransition;
    vk::GraphicsPipelineTransitionBits mGraphicsPipelineLibraryTransition;

    // A pipeline cache specifically used for vertex input and fragment output pipelines, when there
    // is no blob reuse between libraries and monolithic pipelines.  In that case, there's no point
    // in making monolithic pipelines be stored in the same cache as these partial pipelines.
    //
    // Note additionally that applications only create a handful of vertex input and fragment output
    // pipelines, which is also s fast operation, so this cache is both small and ephemeral (i.e.
    // not cached to disk).
    vk::PipelineCache mInterfacePipelinesCache;

    // These pools are externally synchronized, so cannot be accessed from different
    // threads simultaneously. Hence, we keep them in the ContextVk instead of the vk::Renderer.
    // Note that this implementation would need to change in shared resource scenarios. Likely
    // we'd instead share a single set of pools between the share groups.
    gl::QueryTypeMap<vk::DynamicQueryPool> mQueryPools;

    // Queries that need to be closed and reopened with the render pass:
    //
    // - Occlusion queries
    // - Transform feedback queries, if not emulated
    gl::QueryTypeMap<QueryVk *> mActiveRenderPassQueries;

    // Dirty bits.
    DirtyBits mGraphicsDirtyBits;
    DirtyBits mComputeDirtyBits;
    DirtyBits mNonIndexedDirtyBitsMask;
    DirtyBits mIndexedDirtyBitsMask;
    DirtyBits mNewGraphicsCommandBufferDirtyBits;
    DirtyBits mNewComputeCommandBufferDirtyBits;
    DirtyBits mDynamicStateDirtyBits;
    static constexpr DirtyBits kColorAccessChangeDirtyBits{DIRTY_BIT_COLOR_ACCESS};
    static constexpr DirtyBits kDepthStencilAccessChangeDirtyBits{
        DIRTY_BIT_READ_ONLY_DEPTH_FEEDBACK_LOOP_MODE, DIRTY_BIT_DEPTH_STENCIL_ACCESS};
    static constexpr DirtyBits kIndexAndVertexDirtyBits{DIRTY_BIT_VERTEX_BUFFERS,
                                                        DIRTY_BIT_INDEX_BUFFER};
    static constexpr DirtyBits kPipelineDescAndBindingDirtyBits{DIRTY_BIT_PIPELINE_DESC,
                                                                DIRTY_BIT_PIPELINE_BINDING};
    static constexpr DirtyBits kTexturesAndDescSetDirtyBits{DIRTY_BIT_TEXTURES,
                                                            DIRTY_BIT_DESCRIPTOR_SETS};
    static constexpr DirtyBits kResourcesAndDescSetDirtyBits{DIRTY_BIT_SHADER_RESOURCES,
                                                             DIRTY_BIT_DESCRIPTOR_SETS};
    static constexpr DirtyBits kUniformBuffersAndDescSetDirtyBits{DIRTY_BIT_UNIFORM_BUFFERS,
                                                                  DIRTY_BIT_DESCRIPTOR_SETS};
    static constexpr DirtyBits kXfbBuffersAndDescSetDirtyBits{DIRTY_BIT_TRANSFORM_FEEDBACK_BUFFERS,
                                                              DIRTY_BIT_DESCRIPTOR_SETS};

    // The offset we had the last time we bound the index buffer.
    const GLvoid *mLastIndexBufferOffset;
    VkDeviceSize mCurrentIndexBufferOffset;
    gl::DrawElementsType mCurrentDrawElementsType;
    angle::PackedEnumMap<gl::DrawElementsType, VkIndexType> mIndexTypeMap;

    // Cache the current draw call's firstVertex to be passed to
    // TransformFeedbackVk::getBufferOffsets.  Unfortunately, gl_BaseVertex support in Vulkan is
    // not yet ubiquitous, which would have otherwise removed the need for this value to be passed
    // as a uniform.
    GLint mXfbBaseVertex;
    // Cache the current draw call's vertex count as well to support instanced draw calls
    GLuint mXfbVertexCountPerInstance;

    // Cached clear value/mask for color and depth/stencil.
    VkClearValue mClearColorValue;
    VkClearValue mClearDepthStencilValue;
    gl::BlendStateExt::ColorMaskStorage::Type mClearColorMasks;

    IncompleteTextureSet mIncompleteTextures;

    // If the current surface bound to this context wants to have all rendering flipped vertically.
    // Updated on calls to onMakeCurrent.
    bool mFlipYForCurrentSurface;
    bool mFlipViewportForDrawFramebuffer;
    bool mFlipViewportForReadFramebuffer;

    // If any host-visible buffer is written by the GPU since last submission, a barrier is inserted
    // at the end of the command buffer to make that write available to the host.
    bool mIsAnyHostVisibleBufferWritten;

    // Whether this context should do seamful cube map sampling emulation.
    bool mEmulateSeamfulCubeMapSampling;

    // This info is used in the descriptor update step.
    gl::ActiveTextureArray<TextureVk *> 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::DescriptorSetDesc mActiveTexturesDesc;

    vk::DescriptorSetDescBuilder mShaderBuffersDescriptorDesc;
    // The WriteDescriptorDescs from ProgramExecutableVk with InputAttachment update.
    vk::WriteDescriptorDescs mShaderBufferWriteDescriptorDescs;

    gl::ActiveTextureArray<TextureVk *> mActiveImages;

    // "Current Value" aka default vertex attribute state.
    gl::AttributesMask mDirtyDefaultAttribsMask;

    // DynamicBuffers for streaming vertex data from client memory pointer as well as for default
    // attributes. mHasInFlightStreamedVertexBuffers indicates if the dynamic buffer has any
    // in-flight buffer or not that we need to release at submission time.
    gl::AttribArray<vk::DynamicBuffer> mStreamedVertexBuffers;
    gl::AttributesMask mHasInFlightStreamedVertexBuffers;

    // We use a single pool for recording commands. We also keep a free list for pool recycling.
    vk::SecondaryCommandPools mCommandPools;

    // Per context queue serial
    SerialIndex mCurrentQueueSerialIndex;
    QueueSerial mLastFlushedQueueSerial;
    QueueSerial mLastSubmittedQueueSerial;
    // All submitted queue serials over the life time of this context.
    vk::ResourceUse mSubmittedResourceUse;
    // Current active transform feedback buffer queue serial. Invalid if TF not active.
    QueueSerial mCurrentTransformFeedbackQueueSerial;

    // The garbage list for single context use objects. The list will be GPU tracked by next
    // submission queueSerial. Note: Resource based shared object should always be added to
    // renderer's mSharedGarbageList.
    vk::GarbageObjects mCurrentGarbage;

    RenderPassCache mRenderPassCache;

    vk::OutsideRenderPassCommandBufferHelper *mOutsideRenderPassCommands;
    vk::RenderPassCommandBufferHelper *mRenderPassCommands;

    // Allocators for the render pass command buffers. They are utilized only when shared ring
    // buffer allocators are being used.
    vk::SecondaryCommandMemoryAllocator mOutsideRenderPassCommandsAllocator;
    vk::SecondaryCommandMemoryAllocator mRenderPassCommandsAllocator;

    // The following is used when creating debug-util markers for graphics debuggers (e.g. AGI).  A
    // given gl{Begin|End}Query command may result in commands being submitted to the outside or
    // render-pass command buffer.  The ContextVk::handleGraphicsEventLog() method records the
    // appropriate command buffer for use by ContextVk::endEventLogForQuery().  The knowledge of
    // which command buffer to use depends on the particular type of query (e.g. samples
    // vs. timestamp), and is only known by the query code, which is what calls
    // ContextVk::handleGraphicsEventLog().  After all back-end processing of the gl*Query command
    // is complete, the front-end calls ContextVk::endEventLogForQuery(), which needs to know which
    // command buffer to call endDebugUtilsLabelEXT() for.
    GraphicsEventCmdBuf mQueryEventType;

    // Internal shader library.
    vk::ShaderLibrary mShaderLibrary;
    UtilsVk mUtils;

    bool mGpuEventsEnabled;
    vk::DynamicQueryPool mGpuEventQueryPool;
    // A list of queries that have yet to be turned into an event (their result is not yet
    // available).
    std::vector<GpuEventQuery> mInFlightGpuEventQueries;
    // A list of gpu events since the last clock sync.
    std::vector<GpuEvent> mGpuEvents;
    // The current frame index, used to generate a submission-encompassing event tagged with it.
    uint32_t mPrimaryBufferEventCounter;

    // Cached value of the color attachment mask of the current draw framebuffer.  This is used to
    // know which attachment indices have their blend state set in |mGraphicsPipelineDesc|, and
    // subsequently is used to clear the blend state for attachments that no longer exist when a new
    // framebuffer is bound.
    gl::DrawBufferMask mCachedDrawFramebufferColorAttachmentMask;

    // Whether a flush was requested, but is deferred as an optimization to avoid breaking the
    // render pass.
    bool mHasDeferredFlush;

    // Whether this context has produced any commands so far.  While the renderer already skips
    // vkQueueSubmit when there is no command recorded, this variable allows glFlush itself to be
    // entirely skipped.  This is particularly needed for an optimization where the Surface is in
    // shared-present mode, and the app is unnecessarily calling eglSwapBuffers (which equates
    // glFlush in that mode).
    bool mHasAnyCommandsPendingSubmission;

    // Whether framebuffer fetch is active.  When the permanentlySwitchToFramebufferFetchMode
    // feature is enabled, if any program uses framebuffer fetch, rendering switches to assuming
    // framebuffer fetch could happen in any render pass.  This incurs a potential cost due to usage
    // of the GENERAL layout instead of COLOR_ATTACHMENT_OPTIMAL, but has definite benefits of
    // avoiding render pass breaks when a framebuffer fetch program is used mid render pass.
    bool mIsInFramebufferFetchMode;

    // True if current started render pass is allowed to reactivate.
    bool mAllowRenderPassToReactivate;

    // The size of copy commands issued between buffers and images. Used to submit the command
    // buffer for the outside render pass.
    VkDeviceSize mTotalBufferToImageCopySize;
    VkDeviceSize mEstimatedPendingImageGarbageSize;

    // Semaphores that must be flushed before the current commands. Flushed semaphores will be
    // waited on in the next submission.
    std::vector<VkSemaphore> mWaitSemaphores;
    std::vector<VkPipelineStageFlags> mWaitSemaphoreStageMasks;
    // Whether this context has wait semaphores (flushed and unflushed) that must be submitted.
    bool mHasWaitSemaphoresPendingSubmission;

    // Hold information from the last gpu clock sync for future gpu-to-cpu timestamp conversions.
    GpuClockSyncInfo mGpuClockSync;

    // The very first timestamp queried for a GPU event is used as origin, so event timestamps would
    // have a value close to zero, to avoid losing 12 bits when converting these 64 bit values to
    // double.
    uint64_t mGpuEventTimestampOrigin;

    // A mix of per-frame and per-run counters.
    angle::PerfMonitorCounterGroups mPerfMonitorCounters;

    gl::state::DirtyBits mPipelineDirtyBitsMask;

    egl::ContextPriority mInitialContextPriority;
    egl::ContextPriority mContextPriority;
    vk::ProtectionType mProtectionType;

    ShareGroupVk *mShareGroupVk;

    // This is a special "empty" placeholder buffer for use when we just need a placeholder buffer
    // but not the data. Examples are shader that has no uniform or doesn't use all slots in the
    // atomic counter buffer array, or places where there is no vertex buffer since Vulkan does not
    // allow binding a null vertex buffer.
    vk::BufferHelper mEmptyBuffer;

    // Storage for default uniforms of ProgramVks and ProgramPipelineVks.
    vk::DynamicBuffer mDefaultUniformStorage;

    std::vector<std::string> mCommandBufferDiagnostics;

    // Record GL API calls for debuggers
    std::vector<std::string> mEventLog;

    // Viewport and scissor are handled as dynamic state.
    VkViewport mViewport;
    VkRect2D mScissor;

    VulkanCacheStats mVulkanCacheStats;

    RangedSerialFactory mOutsideRenderPassSerialFactory;
};

ANGLE_INLINE angle::Result ContextVk::endRenderPassIfTransformFeedbackBuffer(
    const vk::BufferHelper *buffer)
{
    if (!mCurrentTransformFeedbackQueueSerial.valid() || !buffer ||
        !buffer->writtenByCommandBuffer(mCurrentTransformFeedbackQueueSerial))
    {
        return angle::Result::Continue;
    }

    return flushCommandsAndEndRenderPass(RenderPassClosureReason::XfbWriteThenVertexIndexBuffer);
}

ANGLE_INLINE angle::Result ContextVk::onIndexBufferChange(
    const vk::BufferHelper *currentIndexBuffer)
{
    mGraphicsDirtyBits.set(DIRTY_BIT_INDEX_BUFFER);
    mLastIndexBufferOffset = reinterpret_cast<const void *>(angle::DirtyPointer);
    return endRenderPassIfTransformFeedbackBuffer(currentIndexBuffer);
}

ANGLE_INLINE angle::Result ContextVk::onVertexBufferChange(const vk::BufferHelper *vertexBuffer)
{
    mGraphicsDirtyBits.set(DIRTY_BIT_VERTEX_BUFFERS);
    return endRenderPassIfTransformFeedbackBuffer(vertexBuffer);
}

ANGLE_INLINE angle::Result ContextVk::onVertexAttributeChange(size_t attribIndex,
                                                              GLuint stride,
                                                              GLuint divisor,
                                                              angle::FormatID format,
                                                              bool compressed,
                                                              GLuint relativeOffset,
                                                              const vk::BufferHelper *vertexBuffer)
{
    const GLuint staticStride = mRenderer->useVertexInputBindingStrideDynamicState() ? 0 : stride;

    if (!getFeatures().supportsVertexInputDynamicState.enabled)
    {
        invalidateCurrentGraphicsPipeline();

        // Set divisor to 1 for attribs with emulated divisor
        mGraphicsPipelineDesc->updateVertexInput(
            this, &mGraphicsPipelineTransition, static_cast<uint32_t>(attribIndex), staticStride,
            divisor > mRenderer->getMaxVertexAttribDivisor() ? 1 : divisor, format, compressed,
            relativeOffset);
    }
    return onVertexBufferChange(vertexBuffer);
}

ANGLE_INLINE bool ContextVk::hasUnsubmittedUse(const vk::ResourceUse &use) const
{
    return mCurrentQueueSerialIndex != kInvalidQueueSerialIndex &&
           use > QueueSerial(mCurrentQueueSerialIndex,
                             mRenderer->getLastSubmittedSerial(mCurrentQueueSerialIndex));
}

ANGLE_INLINE bool UseLineRaster(const ContextVk *contextVk, gl::PrimitiveMode mode)
{
    return gl::IsLineMode(mode);
}

uint32_t GetDriverUniformSize(vk::Context *context, PipelineType pipelineType);
}  // namespace rx

// Generate a perf warning, and insert an event marker in the command buffer.
#define ANGLE_VK_PERF_WARNING(contextVk, severity, ...)                             \
    do                                                                              \
    {                                                                               \
        ANGLE_PERF_WARNING(contextVk->getDebug(), severity, __VA_ARGS__);           \
        if (contextVk->isDebugEnabled())                                            \
        {                                                                           \
            char ANGLE_MESSAGE[200];                                                \
            snprintf(ANGLE_MESSAGE, sizeof(ANGLE_MESSAGE), __VA_ARGS__);            \
            contextVk->insertEventMarkerImpl(GL_DEBUG_SOURCE_OTHER, ANGLE_MESSAGE); \
        }                                                                           \
    } while (0)

// Generate a trace event for graphics profiler, and insert an event marker in the command buffer.
#define ANGLE_VK_TRACE_EVENT_AND_MARKER(contextVk, ...)                         \
    do                                                                          \
    {                                                                           \
        char ANGLE_MESSAGE[200];                                                \
        snprintf(ANGLE_MESSAGE, sizeof(ANGLE_MESSAGE), __VA_ARGS__);            \
        ANGLE_TRACE_EVENT0("gpu.angle", ANGLE_MESSAGE);                         \
                                                                                \
        contextVk->insertEventMarkerImpl(GL_DEBUG_SOURCE_OTHER, ANGLE_MESSAGE); \
    } while (0)

#endif  // LIBANGLE_RENDERER_VULKAN_CONTEXTVK_H_