Hash :
d0146e07
Author :
Date :
2020-05-12T14:47:11
Vulkan: Rename SurfaceRotationType to SurfaceRotation Follow-on CL per request in https://chromium-review.googlesource.com/c/angle/angle/+/2191425/3/src/libANGLE/renderer/renderer_utils.h#48 Bug: angleproject:4436 Change-Id: I2ee8c65a0dbcf2eee4c9c7f4252abf16a578cad3 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2197614 Commit-Queue: Ian Elliott <ianelliott@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
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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.
//
// FramebufferVk.cpp:
// Implements the class methods for FramebufferVk.
//
#include "libANGLE/renderer/vulkan/FramebufferVk.h"
#include <array>
#include "common/debug.h"
#include "libANGLE/Context.h"
#include "libANGLE/Display.h"
#include "libANGLE/formatutils.h"
#include "libANGLE/renderer/renderer_utils.h"
#include "libANGLE/renderer/vulkan/ContextVk.h"
#include "libANGLE/renderer/vulkan/DisplayVk.h"
#include "libANGLE/renderer/vulkan/RenderTargetVk.h"
#include "libANGLE/renderer/vulkan/RendererVk.h"
#include "libANGLE/renderer/vulkan/ResourceVk.h"
#include "libANGLE/renderer/vulkan/SurfaceVk.h"
#include "libANGLE/renderer/vulkan/vk_format_utils.h"
#include "libANGLE/renderer/vulkan/vk_headers.h"
#include "libANGLE/trace.h"
namespace rx
{
namespace
{
constexpr size_t kMinReadPixelsBufferSize = 128000;
// Alignment value to accommodate the largest known, for now, uncompressed Vulkan format
// VK_FORMAT_R64G64B64A64_SFLOAT, while supporting 3-component types such as
// VK_FORMAT_R16G16B16_SFLOAT.
constexpr size_t kReadPixelsBufferAlignment = 32 * 3;
// Clear values are only used when loadOp=Clear is set in clearWithRenderPassOp. When starting a
// new render pass, the clear value is set to an unlikely value (bright pink) to stand out better
// in case of a bug.
constexpr VkClearValue kUninitializedClearValue = {{{0.95, 0.05, 0.95, 0.95}}};
// The value to assign an alpha channel that's emulated. The type is unsigned int, though it will
// automatically convert to the actual data type.
constexpr unsigned int kEmulatedAlphaValue = 1;
bool HasSrcBlitFeature(RendererVk *renderer, RenderTargetVk *srcRenderTarget)
{
const VkFormat srcFormat = srcRenderTarget->getImageFormat().vkImageFormat;
return renderer->hasImageFormatFeatureBits(srcFormat, VK_FORMAT_FEATURE_BLIT_SRC_BIT);
}
bool HasDstBlitFeature(RendererVk *renderer, RenderTargetVk *dstRenderTarget)
{
const VkFormat dstFormat = dstRenderTarget->getImageFormat().vkImageFormat;
return renderer->hasImageFormatFeatureBits(dstFormat, VK_FORMAT_FEATURE_BLIT_DST_BIT);
}
// Returns false if destination has any channel the source doesn't. This means that channel was
// emulated and using the Vulkan blit command would overwrite that emulated channel.
bool AreSrcAndDstColorChannelsBlitCompatible(RenderTargetVk *srcRenderTarget,
RenderTargetVk *dstRenderTarget)
{
const angle::Format &srcFormat = srcRenderTarget->getImageFormat().intendedFormat();
const angle::Format &dstFormat = dstRenderTarget->getImageFormat().intendedFormat();
// Luminance/alpha formats are not renderable, so they can't have ended up in a framebuffer to
// participate in a blit.
ASSERT(!dstFormat.isLUMA() && !srcFormat.isLUMA());
// All color formats have the red channel.
ASSERT(dstFormat.redBits > 0 && srcFormat.redBits > 0);
return (dstFormat.greenBits > 0 || srcFormat.greenBits == 0) &&
(dstFormat.blueBits > 0 || srcFormat.blueBits == 0) &&
(dstFormat.alphaBits > 0 || srcFormat.alphaBits == 0);
}
bool AreSrcAndDstDepthStencilChannelsBlitCompatible(RenderTargetVk *srcRenderTarget,
RenderTargetVk *dstRenderTarget)
{
const angle::Format &srcFormat = srcRenderTarget->getImageFormat().intendedFormat();
const angle::Format &dstFormat = dstRenderTarget->getImageFormat().intendedFormat();
return (dstFormat.depthBits > 0 || srcFormat.depthBits == 0) &&
(dstFormat.stencilBits > 0 || srcFormat.stencilBits == 0);
}
} // anonymous namespace
// static
FramebufferVk *FramebufferVk::CreateUserFBO(RendererVk *renderer, const gl::FramebufferState &state)
{
return new FramebufferVk(renderer, state, nullptr);
}
// static
FramebufferVk *FramebufferVk::CreateDefaultFBO(RendererVk *renderer,
const gl::FramebufferState &state,
WindowSurfaceVk *backbuffer)
{
return new FramebufferVk(renderer, state, backbuffer);
}
FramebufferVk::FramebufferVk(RendererVk *renderer,
const gl::FramebufferState &state,
WindowSurfaceVk *backbuffer)
: FramebufferImpl(state),
mBackbuffer(backbuffer),
mFramebuffer(nullptr),
mActiveColorComponents(0),
mSupportDepthStencilFeedbackLoops(
renderer->getFeatures().supportDepthStencilRenderingFeedbackLoops.enabled)
{
mReadPixelBuffer.init(renderer, VK_BUFFER_USAGE_TRANSFER_DST_BIT, kReadPixelsBufferAlignment,
kMinReadPixelsBufferSize, true);
}
FramebufferVk::~FramebufferVk() = default;
void FramebufferVk::clearCache(ContextVk *contextVk)
{
for (auto &entry : mFramebufferCache)
{
vk::FramebufferHelper &tmpFB = entry.second;
tmpFB.release(contextVk);
}
mFramebufferCache.clear();
}
void FramebufferVk::destroy(const gl::Context *context)
{
ContextVk *contextVk = vk::GetImpl(context);
mReadPixelBuffer.release(contextVk->getRenderer());
clearCache(contextVk);
}
angle::Result FramebufferVk::discard(const gl::Context *context,
size_t count,
const GLenum *attachments)
{
return invalidate(context, count, attachments);
}
angle::Result FramebufferVk::invalidate(const gl::Context *context,
size_t count,
const GLenum *attachments)
{
// TODO(jmadill): Re-enable. See http://anglebug.com/4444
return angle::Result::Continue;
}
angle::Result FramebufferVk::invalidateSub(const gl::Context *context,
size_t count,
const GLenum *attachments,
const gl::Rectangle &area)
{
// TODO(jmadill): Re-enable. See http://anglebug.com/4444
return angle::Result::Continue;
}
angle::Result FramebufferVk::clear(const gl::Context *context, GLbitfield mask)
{
ContextVk *contextVk = vk::GetImpl(context);
bool clearColor = IsMaskFlagSet(mask, static_cast<GLbitfield>(GL_COLOR_BUFFER_BIT));
bool clearDepth = IsMaskFlagSet(mask, static_cast<GLbitfield>(GL_DEPTH_BUFFER_BIT));
bool clearStencil = IsMaskFlagSet(mask, static_cast<GLbitfield>(GL_STENCIL_BUFFER_BIT));
gl::DrawBufferMask clearColorBuffers;
if (clearColor)
{
clearColorBuffers = mState.getEnabledDrawBuffers();
}
const VkClearColorValue &clearColorValue = contextVk->getClearColorValue().color;
const VkClearDepthStencilValue &clearDepthStencilValue =
contextVk->getClearDepthStencilValue().depthStencil;
return clearImpl(context, clearColorBuffers, clearDepth, clearStencil, clearColorValue,
clearDepthStencilValue);
}
angle::Result FramebufferVk::clearImpl(const gl::Context *context,
gl::DrawBufferMask clearColorBuffers,
bool clearDepth,
bool clearStencil,
const VkClearColorValue &clearColorValue,
const VkClearDepthStencilValue &clearDepthStencilValue)
{
ContextVk *contextVk = vk::GetImpl(context);
const gl::Rectangle scissoredRenderArea = getScissoredRenderArea(contextVk);
// Discard clear altogether if scissor has 0 width or height.
if (scissoredRenderArea.width == 0 || scissoredRenderArea.height == 0)
{
return angle::Result::Continue;
}
// We can sometimes get to a clear operation with other pending clears (e.g. for emulated
// formats). Ensure the prior clears happen before the new clear. Note that we do not defer
// clears for scissored operations. Note that some clears may be redundant with the current
// clear. Due to complexity we haven't implemented de-duplication here.
ANGLE_TRY(flushDeferredClears(contextVk, scissoredRenderArea));
// This function assumes that only enabled attachments are asked to be cleared.
ASSERT((clearColorBuffers & mState.getEnabledDrawBuffers()) == clearColorBuffers);
// Adjust clear behavior based on whether the respective attachments are present; if asked to
// clear a non-existent attachment, don't attempt to clear it.
VkColorComponentFlags colorMaskFlags = contextVk->getClearColorMask();
bool clearColor = clearColorBuffers.any();
const gl::FramebufferAttachment *depthAttachment = mState.getDepthAttachment();
clearDepth = clearDepth && depthAttachment;
ASSERT(!clearDepth || depthAttachment->isAttached());
const gl::FramebufferAttachment *stencilAttachment = mState.getStencilAttachment();
clearStencil = clearStencil && stencilAttachment;
ASSERT(!clearStencil || stencilAttachment->isAttached());
uint8_t stencilMask =
static_cast<uint8_t>(contextVk->getState().getDepthStencilState().stencilWritemask);
// The front-end should ensure we don't attempt to clear color if all channels are masked.
ASSERT(!clearColor || colorMaskFlags != 0);
// The front-end should ensure we don't attempt to clear depth if depth write is disabled.
ASSERT(!clearDepth || contextVk->getState().getDepthStencilState().depthMask);
// The front-end should ensure we don't attempt to clear stencil if all bits are masked.
ASSERT(!clearStencil || stencilMask != 0);
bool scissoredClear = scissoredRenderArea != getCompleteRenderArea();
// Special case for rendering feedback loops: clears are always valid in GL since they don't
// sample from any textures.
if ((clearDepth || clearStencil) && mState.hasDepthStencilFeedbackLoop())
{
// We currently don't handle scissored clears with rendering feedback loops.
ANGLE_VK_CHECK(contextVk, !scissoredClear, VK_ERROR_INCOMPATIBLE_DRIVER);
RenderTargetVk *depthStencilRT = mRenderTargetCache.getDepthStencil(true);
vk::ImageHelper &image = depthStencilRT->getImage();
vk::CommandBuffer *commandBuffer;
ANGLE_TRY(
contextVk->onImageWrite(image.getAspectFlags(), vk::ImageLayout::TransferDst, &image));
ANGLE_TRY(contextVk->endRenderPassAndGetCommandBuffer(&commandBuffer));
VkImageSubresourceRange range;
range.aspectMask = image.getAspectFlags();
range.baseMipLevel = depthStencilRT->getLevelIndex();
range.levelCount = 1;
range.baseArrayLayer = depthStencilRT->getLayerIndex();
range.layerCount = 1;
commandBuffer->clearDepthStencilImage(image.getImage(),
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
clearDepthStencilValue, 1, &range);
clearDepth = false;
clearStencil = false;
}
// If there is nothing to clear, return right away (for example, if asked to clear depth, but
// there is no depth attachment).
if (!clearColor && !clearDepth && !clearStencil)
{
return angle::Result::Continue;
}
// We can use render pass load ops if clearing depth, unmasked color or unmasked stencil. If
// there's a depth mask, depth clearing is already disabled.
bool maskedClearColor =
clearColor && (mActiveColorComponents & colorMaskFlags) != mActiveColorComponents;
bool maskedClearStencil = clearStencil && stencilMask != 0xFF;
bool clearColorWithRenderPassLoadOp = clearColor && !maskedClearColor && !scissoredClear;
bool clearDepthWithRenderPassLoadOp = clearDepth && !scissoredClear;
bool clearStencilWithRenderPassLoadOp = clearStencil && !maskedClearStencil && !scissoredClear;
// At least one of color, depth or stencil should be clearable with render pass loadOp for us
// to use this clear path.
bool clearAnyWithRenderPassLoadOp = clearColorWithRenderPassLoadOp ||
clearDepthWithRenderPassLoadOp ||
clearStencilWithRenderPassLoadOp;
if (clearAnyWithRenderPassLoadOp)
{
// Clearing color is indicated by the set bits in this mask. If not clearing colors with
// render pass loadOp, the default value of all-zeros means the clear is not done in
// clearWithRenderPassOp below. In that case, only clear depth/stencil with render pass
// loadOp.
gl::DrawBufferMask clearBuffersWithRenderPassLoadOp;
if (clearColorWithRenderPassLoadOp)
{
clearBuffersWithRenderPassLoadOp = clearColorBuffers;
}
clearWithRenderPassOp(clearBuffersWithRenderPassLoadOp, clearDepthWithRenderPassLoadOp,
clearStencilWithRenderPassLoadOp, clearColorValue,
clearDepthStencilValue);
// Fallback to other methods for whatever isn't cleared here.
if (clearColorWithRenderPassLoadOp)
{
clearColorBuffers.reset();
clearColor = false;
}
if (clearDepthWithRenderPassLoadOp)
{
clearDepth = false;
}
if (clearStencilWithRenderPassLoadOp)
{
clearStencil = false;
}
// If nothing left to clear, early out.
if (!clearColor && !clearStencil)
{
return angle::Result::Continue;
}
}
if (scissoredClear && !maskedClearColor && !maskedClearStencil)
{
return clearImmediatelyWithRenderPassOp(contextVk, scissoredRenderArea, clearColorBuffers,
clearDepth, clearStencil, clearColorValue,
clearDepthStencilValue);
}
// The most costly clear mode is when we need to mask out specific color channels or stencil
// bits. This can only be done with a draw call.
return clearWithDraw(contextVk, scissoredRenderArea, clearColorBuffers, clearDepth,
clearStencil, colorMaskFlags, stencilMask, clearColorValue,
clearDepthStencilValue);
}
angle::Result FramebufferVk::clearBufferfv(const gl::Context *context,
GLenum buffer,
GLint drawbuffer,
const GLfloat *values)
{
VkClearValue clearValue = {};
bool clearDepth = false;
gl::DrawBufferMask clearColorBuffers;
if (buffer == GL_DEPTH)
{
clearDepth = true;
clearValue.depthStencil.depth = values[0];
}
else
{
clearColorBuffers.set(drawbuffer);
clearValue.color.float32[0] = values[0];
clearValue.color.float32[1] = values[1];
clearValue.color.float32[2] = values[2];
clearValue.color.float32[3] = values[3];
}
return clearImpl(context, clearColorBuffers, clearDepth, false, clearValue.color,
clearValue.depthStencil);
}
angle::Result FramebufferVk::clearBufferuiv(const gl::Context *context,
GLenum buffer,
GLint drawbuffer,
const GLuint *values)
{
VkClearValue clearValue = {};
gl::DrawBufferMask clearColorBuffers;
clearColorBuffers.set(drawbuffer);
clearValue.color.uint32[0] = values[0];
clearValue.color.uint32[1] = values[1];
clearValue.color.uint32[2] = values[2];
clearValue.color.uint32[3] = values[3];
return clearImpl(context, clearColorBuffers, false, false, clearValue.color,
clearValue.depthStencil);
}
angle::Result FramebufferVk::clearBufferiv(const gl::Context *context,
GLenum buffer,
GLint drawbuffer,
const GLint *values)
{
VkClearValue clearValue = {};
bool clearStencil = false;
gl::DrawBufferMask clearColorBuffers;
if (buffer == GL_STENCIL)
{
clearStencil = true;
clearValue.depthStencil.stencil =
gl::clamp(values[0], 0, std::numeric_limits<uint8_t>::max());
}
else
{
clearColorBuffers.set(drawbuffer);
clearValue.color.int32[0] = values[0];
clearValue.color.int32[1] = values[1];
clearValue.color.int32[2] = values[2];
clearValue.color.int32[3] = values[3];
}
return clearImpl(context, clearColorBuffers, false, clearStencil, clearValue.color,
clearValue.depthStencil);
}
angle::Result FramebufferVk::clearBufferfi(const gl::Context *context,
GLenum buffer,
GLint drawbuffer,
GLfloat depth,
GLint stencil)
{
VkClearValue clearValue = {};
clearValue.depthStencil.depth = depth;
clearValue.depthStencil.stencil = gl::clamp(stencil, 0, std::numeric_limits<uint8_t>::max());
return clearImpl(context, gl::DrawBufferMask(), true, true, clearValue.color,
clearValue.depthStencil);
}
const gl::InternalFormat &FramebufferVk::getImplementationColorReadFormat(
const gl::Context *context) const
{
ContextVk *contextVk = vk::GetImpl(context);
GLenum sizedFormat = mState.getReadAttachment()->getFormat().info->sizedInternalFormat;
const vk::Format &vkFormat = contextVk->getRenderer()->getFormat(sizedFormat);
GLenum implFormat = vkFormat.actualImageFormat().fboImplementationInternalFormat;
return gl::GetSizedInternalFormatInfo(implFormat);
}
angle::Result FramebufferVk::readPixels(const gl::Context *context,
const gl::Rectangle &area,
GLenum format,
GLenum type,
void *pixels)
{
// Clip read area to framebuffer.
const gl::Extents &fbSize = getState().getReadPixelsAttachment(format)->getSize();
const gl::Rectangle fbRect(0, 0, fbSize.width, fbSize.height);
ContextVk *contextVk = vk::GetImpl(context);
gl::Rectangle clippedArea;
if (!ClipRectangle(area, fbRect, &clippedArea))
{
// nothing to read
return angle::Result::Continue;
}
// Flush any deferred clears.
ANGLE_TRY(flushDeferredClears(contextVk, fbRect));
const gl::State &glState = contextVk->getState();
gl::Buffer *packBuffer = glState.getTargetBuffer(gl::BufferBinding::PixelPack);
GLuint outputSkipBytes = 0;
PackPixelsParams params;
ANGLE_TRY(vk::ImageHelper::GetReadPixelsParams(contextVk, glState.getPackState(), packBuffer,
format, type, area, clippedArea, ¶ms,
&outputSkipBytes));
bool flipY = contextVk->isViewportFlipEnabledForReadFBO();
switch (params.rotation = contextVk->getRotationReadFramebuffer())
{
case SurfaceRotation::Identity:
// Do not rotate gl_Position (surface matches the device's orientation):
if (flipY)
{
params.area.y = fbRect.height - clippedArea.y - clippedArea.height;
}
break;
case SurfaceRotation::Rotated90Degrees:
// Rotate gl_Position 90 degrees:
params.area.x = clippedArea.y;
params.area.y =
flipY ? clippedArea.x : fbRect.width - clippedArea.x - clippedArea.width;
std::swap(params.area.width, params.area.height);
break;
case SurfaceRotation::Rotated180Degrees:
// Rotate gl_Position 180 degrees:
params.area.x = fbRect.width - clippedArea.x - clippedArea.width;
params.area.y =
flipY ? clippedArea.y : fbRect.height - clippedArea.y - clippedArea.height;
break;
case SurfaceRotation::Rotated270Degrees:
// Rotate gl_Position 270 degrees:
params.area.x = fbRect.height - clippedArea.y - clippedArea.height;
params.area.y =
flipY ? fbRect.width - clippedArea.x - clippedArea.width : clippedArea.x;
std::swap(params.area.width, params.area.height);
break;
default:
UNREACHABLE();
break;
}
if (flipY)
{
params.reverseRowOrder = !params.reverseRowOrder;
}
ANGLE_TRY(readPixelsImpl(contextVk, params.area, params, getReadPixelsAspectFlags(format),
getReadPixelsRenderTarget(format),
static_cast<uint8_t *>(pixels) + outputSkipBytes));
mReadPixelBuffer.releaseInFlightBuffers(contextVk);
return angle::Result::Continue;
}
RenderTargetVk *FramebufferVk::getDepthStencilRenderTarget() const
{
// If we mask out depth/stencil feedback loops, do not allow the user to access the looped DS
// render target. Passing "false" to getDepthStencil forces a return of "nullptr" for loops.
return mRenderTargetCache.getDepthStencil(!mSupportDepthStencilFeedbackLoops);
}
RenderTargetVk *FramebufferVk::getColorDrawRenderTarget(size_t colorIndex) const
{
RenderTargetVk *renderTarget = mRenderTargetCache.getColorDraw(mState, colorIndex);
ASSERT(renderTarget && renderTarget->getImage().valid());
return renderTarget;
}
RenderTargetVk *FramebufferVk::getColorReadRenderTarget() const
{
RenderTargetVk *renderTarget = mRenderTargetCache.getColorRead(mState);
ASSERT(renderTarget && renderTarget->getImage().valid());
return renderTarget;
}
RenderTargetVk *FramebufferVk::getReadPixelsRenderTarget(GLenum format) const
{
switch (format)
{
case GL_DEPTH_COMPONENT:
case GL_STENCIL_INDEX_OES:
return getDepthStencilRenderTarget();
default:
return getColorReadRenderTarget();
}
}
VkImageAspectFlagBits FramebufferVk::getReadPixelsAspectFlags(GLenum format) const
{
switch (format)
{
case GL_DEPTH_COMPONENT:
return VK_IMAGE_ASPECT_DEPTH_BIT;
case GL_STENCIL_INDEX_OES:
return VK_IMAGE_ASPECT_STENCIL_BIT;
default:
return VK_IMAGE_ASPECT_COLOR_BIT;
}
}
angle::Result FramebufferVk::blitWithCommand(ContextVk *contextVk,
const gl::Rectangle &sourceArea,
const gl::Rectangle &destArea,
RenderTargetVk *readRenderTarget,
RenderTargetVk *drawRenderTarget,
GLenum filter,
bool colorBlit,
bool depthBlit,
bool stencilBlit,
bool flipX,
bool flipY)
{
// Since blitRenderbufferRect is called for each render buffer that needs to be blitted,
// it should never be the case that both color and depth/stencil need to be blitted at
// at the same time.
ASSERT(colorBlit != (depthBlit || stencilBlit));
vk::ImageHelper *srcImage = &readRenderTarget->getImage();
vk::ImageHelper *dstImage = drawRenderTarget->getImageForWrite(contextVk);
VkImageAspectFlags imageAspectMask = srcImage->getAspectFlags();
VkImageAspectFlags blitAspectMask = imageAspectMask;
// Remove depth or stencil aspects if they are not requested to be blitted.
if (!depthBlit)
{
blitAspectMask &= ~VK_IMAGE_ASPECT_DEPTH_BIT;
}
if (!stencilBlit)
{
blitAspectMask &= ~VK_IMAGE_ASPECT_STENCIL_BIT;
}
vk::CommandBuffer *commandBuffer = nullptr;
ANGLE_TRY(contextVk->onImageRead(imageAspectMask, vk::ImageLayout::TransferSrc, srcImage));
ANGLE_TRY(contextVk->onImageWrite(imageAspectMask, vk::ImageLayout::TransferDst, dstImage));
ANGLE_TRY(contextVk->endRenderPassAndGetCommandBuffer(&commandBuffer));
VkImageBlit blit = {};
blit.srcSubresource.aspectMask = blitAspectMask;
blit.srcSubresource.mipLevel = readRenderTarget->getLevelIndex();
blit.srcSubresource.baseArrayLayer = readRenderTarget->getLayerIndex();
blit.srcSubresource.layerCount = 1;
blit.srcOffsets[0] = {sourceArea.x0(), sourceArea.y0(), 0};
blit.srcOffsets[1] = {sourceArea.x1(), sourceArea.y1(), 1};
blit.dstSubresource.aspectMask = blitAspectMask;
blit.dstSubresource.mipLevel = drawRenderTarget->getLevelIndex();
blit.dstSubresource.baseArrayLayer = drawRenderTarget->getLayerIndex();
blit.dstSubresource.layerCount = 1;
blit.dstOffsets[0] = {destArea.x0(), destArea.y0(), 0};
blit.dstOffsets[1] = {destArea.x1(), destArea.y1(), 1};
commandBuffer->blitImage(srcImage->getImage(), VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
dstImage->getImage(), VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &blit,
gl_vk::GetFilter(filter));
return angle::Result::Continue;
}
angle::Result FramebufferVk::blit(const gl::Context *context,
const gl::Rectangle &sourceAreaIn,
const gl::Rectangle &destAreaIn,
GLbitfield mask,
GLenum filter)
{
ContextVk *contextVk = vk::GetImpl(context);
RendererVk *renderer = contextVk->getRenderer();
UtilsVk &utilsVk = contextVk->getUtils();
// We can sometimes end up in a blit with some clear commands saved. Ensure all clear commands
// are issued before we issue the blit command.
ANGLE_TRY(flushDeferredClears(contextVk, getCompleteRenderArea()));
const gl::State &glState = contextVk->getState();
const gl::Framebuffer *srcFramebuffer = glState.getReadFramebuffer();
const bool blitColorBuffer = (mask & GL_COLOR_BUFFER_BIT) != 0;
const bool blitDepthBuffer = (mask & GL_DEPTH_BUFFER_BIT) != 0;
const bool blitStencilBuffer = (mask & GL_STENCIL_BUFFER_BIT) != 0;
const bool isResolve =
srcFramebuffer->getCachedSamples(context, gl::AttachmentSampleType::Resource) > 1;
FramebufferVk *srcFramebufferVk = vk::GetImpl(srcFramebuffer);
const bool srcFramebufferFlippedY = contextVk->isViewportFlipEnabledForReadFBO();
const bool destFramebufferFlippedY = contextVk->isViewportFlipEnabledForDrawFBO();
gl::Rectangle sourceArea = sourceAreaIn;
gl::Rectangle destArea = destAreaIn;
// Note: GLES (all 3.x versions) require source and dest area to be identical when
// resolving.
ASSERT(!isResolve ||
(sourceArea.x == destArea.x && sourceArea.y == destArea.y &&
sourceArea.width == destArea.width && sourceArea.height == destArea.height));
const gl::Rectangle srcFramebufferDimensions =
srcFramebufferVk->mState.getDimensions().toRect();
// If the destination is flipped in either direction, we will flip the source instead so that
// the destination area is always unflipped.
sourceArea = sourceArea.flip(destArea.isReversedX(), destArea.isReversedY());
destArea = destArea.removeReversal();
// Calculate the stretch factor prior to any clipping, as it needs to remain constant.
const float stretch[2] = {
std::abs(sourceArea.width / static_cast<float>(destArea.width)),
std::abs(sourceArea.height / static_cast<float>(destArea.height)),
};
// First, clip the source area to framebuffer. That requires transforming the dest area to
// match the clipped source.
gl::Rectangle absSourceArea = sourceArea.removeReversal();
gl::Rectangle clippedSourceArea;
if (!gl::ClipRectangle(srcFramebufferDimensions, absSourceArea, &clippedSourceArea))
{
return angle::Result::Continue;
}
// Resize the destination area based on the new size of source. Note again that stretch is
// calculated as SrcDimension/DestDimension.
gl::Rectangle srcClippedDestArea;
if (isResolve)
{
// Source and dest areas are identical in resolve.
srcClippedDestArea = clippedSourceArea;
}
else if (clippedSourceArea == absSourceArea)
{
// If there was no clipping, keep dest area as is.
srcClippedDestArea = destArea;
}
else
{
// Shift dest area's x0,y0,x1,y1 by as much as the source area's got shifted (taking
// stretching into account)
float x0Shift = std::round((clippedSourceArea.x - absSourceArea.x) / stretch[0]);
float y0Shift = std::round((clippedSourceArea.y - absSourceArea.y) / stretch[1]);
float x1Shift = std::round((absSourceArea.x1() - clippedSourceArea.x1()) / stretch[0]);
float y1Shift = std::round((absSourceArea.y1() - clippedSourceArea.y1()) / stretch[1]);
// If the source area was reversed in any direction, the shift should be applied in the
// opposite direction as well.
if (sourceArea.isReversedX())
{
std::swap(x0Shift, x1Shift);
}
if (sourceArea.isReversedY())
{
std::swap(y0Shift, y1Shift);
}
srcClippedDestArea.x = destArea.x0() + static_cast<int>(x0Shift);
srcClippedDestArea.y = destArea.y0() + static_cast<int>(y0Shift);
int x1 = destArea.x1() - static_cast<int>(x1Shift);
int y1 = destArea.y1() - static_cast<int>(y1Shift);
srcClippedDestArea.width = x1 - srcClippedDestArea.x;
srcClippedDestArea.height = y1 - srcClippedDestArea.y;
}
// If framebuffers are flipped in Y, flip the source and dest area (which define the
// transformation regardless of clipping), as well as the blit area (which is the clipped
// dest area).
if (srcFramebufferFlippedY)
{
sourceArea.y = srcFramebufferDimensions.height - sourceArea.y;
sourceArea.height = -sourceArea.height;
}
if (destFramebufferFlippedY)
{
destArea.y = mState.getDimensions().height - destArea.y;
destArea.height = -destArea.height;
srcClippedDestArea.y =
mState.getDimensions().height - srcClippedDestArea.y - srcClippedDestArea.height;
}
const bool flipX = sourceArea.isReversedX() != destArea.isReversedX();
const bool flipY = sourceArea.isReversedY() != destArea.isReversedY();
// GLES doesn't allow flipping the parameters of glBlitFramebuffer if performing a resolve.
ASSERT(!isResolve ||
(flipX == false && flipY == (srcFramebufferFlippedY != destFramebufferFlippedY)));
// Again, transfer the destination flip to source, so dest is unflipped. Note that destArea
// was not reversed until the final possible Y-flip.
ASSERT(!destArea.isReversedX());
sourceArea = sourceArea.flip(false, destArea.isReversedY());
destArea = destArea.removeReversal();
// Clip the destination area to the framebuffer size and scissor. Note that we don't care
// about the source area anymore. The offset translation is done based on the original source
// and destination rectangles. The stretch factor is already calculated as well.
gl::Rectangle blitArea;
if (!gl::ClipRectangle(getScissoredRenderArea(contextVk), srcClippedDestArea, &blitArea))
{
return angle::Result::Continue;
}
bool noClip = blitArea == destArea && stretch[0] == 1.0f && stretch[1] == 1.0f;
bool noFlip = !flipX && !flipY;
bool disableFlippingBlitWithCommand =
contextVk->getRenderer()->getFeatures().disableFlippingBlitWithCommand.enabled;
UtilsVk::BlitResolveParameters params;
params.srcOffset[0] = sourceArea.x;
params.srcOffset[1] = sourceArea.y;
params.destOffset[0] = destArea.x;
params.destOffset[1] = destArea.y;
params.stretch[0] = stretch[0];
params.stretch[1] = stretch[1];
params.srcExtents[0] = srcFramebufferDimensions.width;
params.srcExtents[1] = srcFramebufferDimensions.height;
params.blitArea = blitArea;
params.linear = filter == GL_LINEAR;
params.flipX = flipX;
params.flipY = flipY;
if (blitColorBuffer)
{
RenderTargetVk *readRenderTarget = srcFramebufferVk->getColorReadRenderTarget();
params.srcLayer = readRenderTarget->getLayerIndex();
// Multisampled images are not allowed to have mips.
ASSERT(!isResolve || readRenderTarget->getLevelIndex() == 0);
// If there was no clipping and the format capabilities allow us, use Vulkan's builtin blit.
// The reason clipping is prohibited in this path is that due to rounding errors, it would
// be hard to guarantee the image stretching remains perfect. That also allows us not to
// have to transform back the dest clipping to source.
//
// For simplicity, we either blit all render targets with a Vulkan command, or none.
bool canBlitWithCommand = !isResolve && noClip &&
(noFlip || !disableFlippingBlitWithCommand) &&
HasSrcBlitFeature(renderer, readRenderTarget);
bool areChannelsBlitCompatible = true;
for (size_t colorIndexGL : mState.getEnabledDrawBuffers())
{
RenderTargetVk *drawRenderTarget = mRenderTargetCache.getColors()[colorIndexGL];
canBlitWithCommand =
canBlitWithCommand && HasDstBlitFeature(renderer, drawRenderTarget);
areChannelsBlitCompatible =
areChannelsBlitCompatible &&
AreSrcAndDstColorChannelsBlitCompatible(readRenderTarget, drawRenderTarget);
}
if (canBlitWithCommand && areChannelsBlitCompatible)
{
for (size_t colorIndexGL : mState.getEnabledDrawBuffers())
{
RenderTargetVk *drawRenderTarget = mRenderTargetCache.getColors()[colorIndexGL];
ANGLE_TRY(blitWithCommand(contextVk, sourceArea, destArea, readRenderTarget,
drawRenderTarget, filter, true, false, false, flipX,
flipY));
}
}
// If we're not flipping, use Vulkan's builtin resolve.
else if (isResolve && !flipX && !flipY && areChannelsBlitCompatible)
{
ANGLE_TRY(resolveColorWithCommand(contextVk, params, &readRenderTarget->getImage()));
}
// Otherwise use a shader to do blit or resolve.
else
{
const vk::ImageView *readImageView = nullptr;
ANGLE_TRY(readRenderTarget->getImageView(contextVk, &readImageView));
readRenderTarget->retainImageViews(contextVk);
ANGLE_TRY(utilsVk.colorBlitResolve(contextVk, this, &readRenderTarget->getImage(),
readImageView, params));
}
}
if (blitDepthBuffer || blitStencilBuffer)
{
RenderTargetVk *readRenderTarget = srcFramebufferVk->getDepthStencilRenderTarget();
RenderTargetVk *drawRenderTarget = mRenderTargetCache.getDepthStencil(true);
params.srcLayer = readRenderTarget->getLayerIndex();
// Multisampled images are not allowed to have mips.
ASSERT(!isResolve || readRenderTarget->getLevelIndex() == 0);
// Similarly, only blit if there's been no clipping.
bool canBlitWithCommand = !isResolve && noClip &&
(noFlip || !disableFlippingBlitWithCommand) &&
HasSrcBlitFeature(renderer, readRenderTarget) &&
HasDstBlitFeature(renderer, drawRenderTarget);
bool areChannelsBlitCompatible =
AreSrcAndDstDepthStencilChannelsBlitCompatible(readRenderTarget, drawRenderTarget);
if (canBlitWithCommand && areChannelsBlitCompatible)
{
ANGLE_TRY(blitWithCommand(contextVk, sourceArea, destArea, readRenderTarget,
drawRenderTarget, filter, false, blitDepthBuffer,
blitStencilBuffer, flipX, flipY));
}
else
{
// Create depth- and stencil-only views for reading.
vk::DeviceScoped<vk::ImageView> depthView(contextVk->getDevice());
vk::DeviceScoped<vk::ImageView> stencilView(contextVk->getDevice());
vk::ImageHelper *depthStencilImage = &readRenderTarget->getImage();
uint32_t levelIndex = readRenderTarget->getLevelIndex();
uint32_t layerIndex = readRenderTarget->getLayerIndex();
gl::TextureType textureType = vk::Get2DTextureType(depthStencilImage->getLayerCount(),
depthStencilImage->getSamples());
if (blitDepthBuffer)
{
ANGLE_TRY(depthStencilImage->initLayerImageView(
contextVk, textureType, VK_IMAGE_ASPECT_DEPTH_BIT, gl::SwizzleState(),
&depthView.get(), levelIndex, 1, layerIndex, 1));
}
if (blitStencilBuffer)
{
ANGLE_TRY(depthStencilImage->initLayerImageView(
contextVk, textureType, VK_IMAGE_ASPECT_STENCIL_BIT, gl::SwizzleState(),
&stencilView.get(), levelIndex, 1, layerIndex, 1));
}
// If shader stencil export is not possible, defer stencil blit/stencil to another pass.
bool hasShaderStencilExport =
contextVk->getRenderer()->getFeatures().supportsShaderStencilExport.enabled;
// Blit depth. If shader stencil export is present, blit stencil as well.
if (blitDepthBuffer || (blitStencilBuffer && hasShaderStencilExport))
{
const vk::ImageView *depth = blitDepthBuffer ? &depthView.get() : nullptr;
const vk::ImageView *stencil =
blitStencilBuffer && hasShaderStencilExport ? &stencilView.get() : nullptr;
ANGLE_TRY(utilsVk.depthStencilBlitResolve(contextVk, this, depthStencilImage, depth,
stencil, params));
}
// If shader stencil export is not present, blit stencil through a different path.
if (blitStencilBuffer && !hasShaderStencilExport)
{
ANGLE_TRY(utilsVk.stencilBlitResolveNoShaderExport(
contextVk, this, depthStencilImage, &stencilView.get(), params));
}
vk::ImageView depthViewObject = depthView.release();
vk::ImageView stencilViewObject = stencilView.release();
contextVk->addGarbage(&depthViewObject);
contextVk->addGarbage(&stencilViewObject);
}
}
return angle::Result::Continue;
} // namespace rx
angle::Result FramebufferVk::resolveColorWithCommand(ContextVk *contextVk,
const UtilsVk::BlitResolveParameters ¶ms,
vk::ImageHelper *srcImage)
{
vk::CommandBuffer *commandBuffer = nullptr;
ANGLE_TRY(
contextVk->onImageRead(VK_IMAGE_ASPECT_COLOR_BIT, vk::ImageLayout::TransferSrc, srcImage));
VkImageResolve resolveRegion = {};
resolveRegion.srcSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
resolveRegion.srcSubresource.mipLevel = 0;
resolveRegion.srcSubresource.baseArrayLayer = params.srcLayer;
resolveRegion.srcSubresource.layerCount = 1;
resolveRegion.srcOffset.x = params.srcOffset[0];
resolveRegion.srcOffset.y = params.srcOffset[1];
resolveRegion.srcOffset.z = 0;
resolveRegion.dstSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
resolveRegion.dstSubresource.layerCount = 1;
resolveRegion.dstOffset.x = params.destOffset[0];
resolveRegion.dstOffset.y = params.destOffset[1];
resolveRegion.dstOffset.z = 0;
resolveRegion.extent.width = params.srcExtents[0];
resolveRegion.extent.height = params.srcExtents[1];
resolveRegion.extent.depth = 1;
for (size_t colorIndexGL : mState.getEnabledDrawBuffers())
{
RenderTargetVk *drawRenderTarget = mRenderTargetCache.getColors()[colorIndexGL];
ANGLE_TRY(contextVk->onImageWrite(VK_IMAGE_ASPECT_COLOR_BIT, vk::ImageLayout::TransferDst,
&drawRenderTarget->getImage()));
ANGLE_TRY(contextVk->endRenderPassAndGetCommandBuffer(&commandBuffer));
resolveRegion.dstSubresource.mipLevel = drawRenderTarget->getLevelIndex();
resolveRegion.dstSubresource.baseArrayLayer = drawRenderTarget->getLayerIndex();
srcImage->resolve(&drawRenderTarget->getImage(), resolveRegion, commandBuffer);
}
return angle::Result::Continue;
}
bool FramebufferVk::checkStatus(const gl::Context *context) const
{
// if we have both a depth and stencil buffer, they must refer to the same object
// since we only support packed_depth_stencil and not separate depth and stencil
if (mState.hasSeparateDepthAndStencilAttachments())
{
return false;
}
return true;
}
angle::Result FramebufferVk::invalidateImpl(ContextVk *contextVk,
size_t count,
const GLenum *attachments)
{
ASSERT(contextVk->hasStartedRenderPass());
gl::DrawBufferMask invalidateColorBuffers;
bool invalidateDepthBuffer = false;
bool invalidateStencilBuffer = false;
for (size_t i = 0; i < count; ++i)
{
const GLenum attachment = attachments[i];
switch (attachment)
{
case GL_DEPTH:
case GL_DEPTH_ATTACHMENT:
invalidateDepthBuffer = true;
break;
case GL_STENCIL:
case GL_STENCIL_ATTACHMENT:
invalidateStencilBuffer = true;
break;
case GL_DEPTH_STENCIL_ATTACHMENT:
invalidateDepthBuffer = true;
invalidateStencilBuffer = true;
break;
default:
ASSERT(
(attachment >= GL_COLOR_ATTACHMENT0 && attachment <= GL_COLOR_ATTACHMENT15) ||
(attachment == GL_COLOR));
invalidateColorBuffers.set(
attachment == GL_COLOR ? 0u : (attachment - GL_COLOR_ATTACHMENT0));
}
}
// Set the appropriate storeOp for attachments.
size_t attachmentIndexVk = 0;
for (size_t colorIndexGL : mState.getEnabledDrawBuffers())
{
if (invalidateColorBuffers.test(colorIndexGL))
{
contextVk->getStartedRenderPassCommands().invalidateRenderPassColorAttachment(
attachmentIndexVk);
}
++attachmentIndexVk;
}
RenderTargetVk *depthStencilRenderTarget = mRenderTargetCache.getDepthStencil(true);
if (depthStencilRenderTarget)
{
if (invalidateDepthBuffer)
{
contextVk->getStartedRenderPassCommands().invalidateRenderPassDepthAttachment(
attachmentIndexVk);
}
if (invalidateStencilBuffer)
{
contextVk->getStartedRenderPassCommands().invalidateRenderPassStencilAttachment(
attachmentIndexVk);
}
}
// NOTE: Possible future optimization is to delay setting the storeOp and only do so if the
// render pass is closed by itself before another draw call. Otherwise, in a situation like
// this:
//
// draw()
// invalidate()
// draw()
//
// We would be discarding the attachments only to load them for the next draw (which is less
// efficient than keeping the render pass open and not do the discard at all). While dEQP tests
// this pattern, this optimization may not be necessary if no application does this. It is
// expected that an application would invalidate() when it's done with the framebuffer, so the
// render pass would have closed either way.
ANGLE_TRY(contextVk->endRenderPass());
return angle::Result::Continue;
}
angle::Result FramebufferVk::updateColorAttachment(const gl::Context *context,
bool deferClears,
uint32_t colorIndexGL)
{
ContextVk *contextVk = vk::GetImpl(context);
ANGLE_TRY(mRenderTargetCache.updateColorRenderTarget(context, mState, colorIndexGL));
// Update cached masks for masked clears.
RenderTargetVk *renderTarget = mRenderTargetCache.getColors()[colorIndexGL];
if (renderTarget)
{
const angle::Format &actualFormat = renderTarget->getImageFormat().actualImageFormat();
updateActiveColorMasks(colorIndexGL, actualFormat.redBits > 0, actualFormat.greenBits > 0,
actualFormat.blueBits > 0, actualFormat.alphaBits > 0);
const angle::Format &sourceFormat = renderTarget->getImageFormat().intendedFormat();
mEmulatedAlphaAttachmentMask.set(colorIndexGL,
sourceFormat.alphaBits == 0 && actualFormat.alphaBits > 0);
contextVk->updateColorMask(context->getState().getBlendState());
if (deferClears && mState.getEnabledDrawBuffers().test(colorIndexGL))
{
ANGLE_TRY(renderTarget->flushStagedUpdates(contextVk, &mDeferredClears, colorIndexGL));
}
else
{
ANGLE_TRY(renderTarget->flushStagedUpdates(contextVk, nullptr, 0));
}
}
else
{
updateActiveColorMasks(colorIndexGL, false, false, false, false);
}
if (renderTarget && mState.getEnabledDrawBuffers()[colorIndexGL])
{
mCurrentFramebufferDesc.update(colorIndexGL, renderTarget->getAssignSerial(contextVk));
}
else
{
mCurrentFramebufferDesc.update(colorIndexGL, vk::kZeroAttachmentSerial);
}
return angle::Result::Continue;
}
angle::Result FramebufferVk::updateDepthStencilAttachment(const gl::Context *context,
bool deferClears)
{
ANGLE_TRY(mRenderTargetCache.updateDepthStencilRenderTarget(context, mState));
ContextVk *contextVk = vk::GetImpl(context);
updateDepthStencilAttachmentSerial(contextVk);
RenderTargetVk *depthStencilRT = getDepthStencilRenderTarget();
if (depthStencilRT)
{
if (deferClears)
{
ANGLE_TRY(depthStencilRT->flushStagedUpdates(contextVk, &mDeferredClears,
vk::kClearValueDepthIndex));
}
else
{
ANGLE_TRY(depthStencilRT->flushStagedUpdates(contextVk, nullptr, 0));
}
}
return angle::Result::Continue;
}
void FramebufferVk::updateDepthStencilAttachmentSerial(ContextVk *contextVk)
{
RenderTargetVk *depthStencilRT = getDepthStencilRenderTarget();
if (depthStencilRT != nullptr)
{
mCurrentFramebufferDesc.update(vk::kFramebufferDescDepthStencilIndex,
depthStencilRT->getAssignSerial(contextVk));
}
else
{
mCurrentFramebufferDesc.update(vk::kFramebufferDescDepthStencilIndex,
vk::kZeroAttachmentSerial);
}
}
angle::Result FramebufferVk::syncState(const gl::Context *context,
GLenum binding,
const gl::Framebuffer::DirtyBits &dirtyBits)
{
ContextVk *contextVk = vk::GetImpl(context);
vk::FramebufferDesc priorFramebufferDesc = mCurrentFramebufferDesc;
// Only defer clears for whole draw framebuffer ops. If the scissor test is on and the scissor
// rect doesn't match the draw rect, forget it.
gl::Rectangle renderArea = getCompleteRenderArea();
gl::Rectangle scissoredRenderArea = ClipRectToScissor(context->getState(), renderArea, false);
bool deferClears = binding == GL_DRAW_FRAMEBUFFER && renderArea == scissoredRenderArea;
// For any updated attachments we'll update their Serials below
ASSERT(dirtyBits.any());
for (size_t dirtyBit : dirtyBits)
{
switch (dirtyBit)
{
case gl::Framebuffer::DIRTY_BIT_DEPTH_ATTACHMENT:
case gl::Framebuffer::DIRTY_BIT_DEPTH_BUFFER_CONTENTS:
case gl::Framebuffer::DIRTY_BIT_STENCIL_ATTACHMENT:
case gl::Framebuffer::DIRTY_BIT_STENCIL_BUFFER_CONTENTS:
ANGLE_TRY(updateDepthStencilAttachment(context, deferClears));
break;
case gl::Framebuffer::DIRTY_BIT_READ_BUFFER:
ANGLE_TRY(mRenderTargetCache.update(context, mState, dirtyBits));
break;
case gl::Framebuffer::DIRTY_BIT_DRAW_BUFFERS:
// Force update of serial for enabled draw buffers
mCurrentFramebufferDesc.reset();
for (size_t colorIndexGL : mState.getEnabledDrawBuffers())
{
mCurrentFramebufferDesc.update(
static_cast<uint32_t>(colorIndexGL),
mRenderTargetCache.getColors()[colorIndexGL]->getAssignSerial(contextVk));
}
updateDepthStencilAttachmentSerial(contextVk);
break;
case gl::Framebuffer::DIRTY_BIT_DEFAULT_WIDTH:
case gl::Framebuffer::DIRTY_BIT_DEFAULT_HEIGHT:
case gl::Framebuffer::DIRTY_BIT_DEFAULT_SAMPLES:
case gl::Framebuffer::DIRTY_BIT_DEFAULT_FIXED_SAMPLE_LOCATIONS:
// Invalidate the cache. If we have performance critical code hitting this path we
// can add related data (such as width/height) to the cache
clearCache(contextVk);
break;
default:
{
static_assert(gl::Framebuffer::DIRTY_BIT_COLOR_ATTACHMENT_0 == 0, "FB dirty bits");
uint32_t colorIndexGL;
if (dirtyBit < gl::Framebuffer::DIRTY_BIT_COLOR_ATTACHMENT_MAX)
{
colorIndexGL = static_cast<uint32_t>(
dirtyBit - gl::Framebuffer::DIRTY_BIT_COLOR_ATTACHMENT_0);
}
else
{
ASSERT(dirtyBit >= gl::Framebuffer::DIRTY_BIT_COLOR_BUFFER_CONTENTS_0 &&
dirtyBit < gl::Framebuffer::DIRTY_BIT_COLOR_BUFFER_CONTENTS_MAX);
colorIndexGL = static_cast<uint32_t>(
dirtyBit - gl::Framebuffer::DIRTY_BIT_COLOR_BUFFER_CONTENTS_0);
}
ANGLE_TRY(updateColorAttachment(context, deferClears, colorIndexGL));
break;
}
}
}
// In some cases we'll need to force a flush of deferred clears. When we're syncing the read
// framebuffer we might not get a RenderPass. Also when there are masked out cleared color
// channels.
if (binding == GL_READ_FRAMEBUFFER && !mDeferredClears.empty())
{
ANGLE_TRY(flushDeferredClears(contextVk, scissoredRenderArea));
}
// No-op redundant changes to prevent closing the RenderPass.
if (mCurrentFramebufferDesc == priorFramebufferDesc)
{
return angle::Result::Continue;
}
// The FBO's new attachment may have changed the renderable area
const gl::State &glState = context->getState();
ANGLE_TRY(contextVk->updateScissor(glState));
mActiveColorComponents = gl_vk::GetColorComponentFlags(
mActiveColorComponentMasksForClear[0].any(), mActiveColorComponentMasksForClear[1].any(),
mActiveColorComponentMasksForClear[2].any(), mActiveColorComponentMasksForClear[3].any());
ANGLE_TRY(contextVk->endRenderPass());
// Notify the ContextVk to update the pipeline desc.
updateRenderPassDesc();
FramebufferVk *currentDrawFramebuffer = vk::GetImpl(context->getState().getDrawFramebuffer());
if (currentDrawFramebuffer == this)
{
contextVk->onDrawFramebufferChange(this);
}
// Deactivate Framebuffer
mFramebuffer = nullptr;
return angle::Result::Continue;
}
void FramebufferVk::updateRenderPassDesc()
{
mRenderPassDesc = {};
mRenderPassDesc.setSamples(getSamples());
const auto &colorRenderTargets = mRenderTargetCache.getColors();
const gl::DrawBufferMask enabledDrawBuffers = mState.getEnabledDrawBuffers();
for (size_t colorIndexGL = 0; colorIndexGL < enabledDrawBuffers.size(); ++colorIndexGL)
{
if (enabledDrawBuffers[colorIndexGL])
{
RenderTargetVk *colorRenderTarget = colorRenderTargets[colorIndexGL];
ASSERT(colorRenderTarget);
mRenderPassDesc.packColorAttachment(
colorIndexGL, colorRenderTarget->getImage().getFormat().intendedFormatID);
}
else
{
mRenderPassDesc.packColorAttachmentGap(colorIndexGL);
}
}
RenderTargetVk *depthStencilRenderTarget = getDepthStencilRenderTarget();
if (depthStencilRenderTarget)
{
mRenderPassDesc.packDepthStencilAttachment(
depthStencilRenderTarget->getImage().getFormat().intendedFormatID);
}
}
angle::Result FramebufferVk::getFramebuffer(ContextVk *contextVk, vk::Framebuffer **framebufferOut)
{
// First return a presently valid Framebuffer
if (mFramebuffer != nullptr)
{
*framebufferOut = &mFramebuffer->getFramebuffer();
return angle::Result::Continue;
}
// No current FB, so now check for previously cached Framebuffer
auto iter = mFramebufferCache.find(mCurrentFramebufferDesc);
if (iter != mFramebufferCache.end())
{
if (contextVk->getRenderer()->getFeatures().enableFramebufferVkCache.enabled)
{
*framebufferOut = &iter->second.getFramebuffer();
return angle::Result::Continue;
}
else
{
// When cache is off just release previous entry, it will be recreated below
iter->second.release(contextVk);
}
}
vk::RenderPass *compatibleRenderPass = nullptr;
ANGLE_TRY(contextVk->getCompatibleRenderPass(mRenderPassDesc, &compatibleRenderPass));
// If we've a Framebuffer provided by a Surface (default FBO/backbuffer), query it.
if (mBackbuffer)
{
return mBackbuffer->getCurrentFramebuffer(contextVk, *compatibleRenderPass, framebufferOut);
}
// Gather VkImageViews over all FBO attachments, also size of attached region.
std::vector<VkImageView> attachments;
gl::Extents attachmentsSize;
const auto &colorRenderTargets = mRenderTargetCache.getColors();
for (size_t colorIndexGL : mState.getEnabledDrawBuffers())
{
RenderTargetVk *colorRenderTarget = colorRenderTargets[colorIndexGL];
ASSERT(colorRenderTarget);
const vk::ImageView *imageView = nullptr;
ANGLE_TRY(colorRenderTarget->getImageView(contextVk, &imageView));
attachments.push_back(imageView->getHandle());
ASSERT(attachmentsSize.empty() || attachmentsSize == colorRenderTarget->getExtents());
attachmentsSize = colorRenderTarget->getExtents();
}
RenderTargetVk *depthStencilRenderTarget = getDepthStencilRenderTarget();
if (depthStencilRenderTarget)
{
const vk::ImageView *imageView = nullptr;
ANGLE_TRY(depthStencilRenderTarget->getImageView(contextVk, &imageView));
attachments.push_back(imageView->getHandle());
ASSERT(attachmentsSize.empty() ||
attachmentsSize == depthStencilRenderTarget->getExtents());
attachmentsSize = depthStencilRenderTarget->getExtents();
}
if (attachmentsSize.empty())
{
// No attachments, so use the default values.
attachmentsSize.height = mState.getDefaultHeight();
attachmentsSize.width = mState.getDefaultWidth();
attachmentsSize.depth = 0;
}
VkFramebufferCreateInfo framebufferInfo = {};
framebufferInfo.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
framebufferInfo.flags = 0;
framebufferInfo.renderPass = compatibleRenderPass->getHandle();
framebufferInfo.attachmentCount = static_cast<uint32_t>(attachments.size());
framebufferInfo.pAttachments = attachments.data();
framebufferInfo.width = static_cast<uint32_t>(attachmentsSize.width);
framebufferInfo.height = static_cast<uint32_t>(attachmentsSize.height);
framebufferInfo.layers = 1;
vk::FramebufferHelper newFramebuffer;
ANGLE_TRY(newFramebuffer.init(contextVk, framebufferInfo));
// Sanity check that our description matches our attachments. Can catch implementation bugs.
ASSERT(static_cast<uint32_t>(attachments.size()) == mCurrentFramebufferDesc.attachmentCount());
mFramebufferCache[mCurrentFramebufferDesc] = std::move(newFramebuffer);
mFramebuffer = &mFramebufferCache[mCurrentFramebufferDesc];
*framebufferOut = &mFramebuffer->getFramebuffer();
return angle::Result::Continue;
}
angle::Result FramebufferVk::clearImmediatelyWithRenderPassOp(
ContextVk *contextVk,
const gl::Rectangle &clearArea,
gl::DrawBufferMask clearColorBuffers,
bool clearDepth,
bool clearStencil,
const VkClearColorValue &clearColorValue,
const VkClearDepthStencilValue &clearDepthStencilValue)
{
for (size_t colorIndexGL : clearColorBuffers)
{
VkClearValue clearValue = getCorrectedColorClearValue(colorIndexGL, clearColorValue);
mDeferredClears.store(static_cast<uint32_t>(colorIndexGL), VK_IMAGE_ASPECT_COLOR_BIT,
clearValue);
}
if (clearDepth)
{
VkClearValue clearValue;
clearValue.depthStencil = clearDepthStencilValue;
mDeferredClears.store(vk::kClearValueDepthIndex, VK_IMAGE_ASPECT_DEPTH_BIT, clearValue);
}
if (clearStencil)
{
VkClearValue clearValue;
clearValue.depthStencil = clearDepthStencilValue;
mDeferredClears.store(vk::kClearValueStencilIndex, VK_IMAGE_ASPECT_STENCIL_BIT, clearValue);
}
// Ensure the clear happens immediately.
return flushDeferredClears(contextVk, clearArea);
}
angle::Result FramebufferVk::clearWithDraw(ContextVk *contextVk,
const gl::Rectangle &clearArea,
gl::DrawBufferMask clearColorBuffers,
bool clearDepth,
bool clearStencil,
VkColorComponentFlags colorMaskFlags,
uint8_t stencilMask,
const VkClearColorValue &clearColorValue,
const VkClearDepthStencilValue &clearDepthStencilValue)
{
if (clearDepth)
{
VkClearValue clearValue;
clearValue.depthStencil = clearDepthStencilValue;
mDeferredClears.store(vk::kClearValueDepthIndex, VK_IMAGE_ASPECT_DEPTH_BIT, clearValue);
// Scissored-only clears are handled in clearImmediatelyWithRenderPassOp.
ASSERT(clearColorBuffers.any() || clearStencil);
}
UtilsVk::ClearFramebufferParameters params = {};
params.clearArea = clearArea;
params.colorClearValue = clearColorValue;
params.stencilClearValue = static_cast<uint8_t>(clearDepthStencilValue.stencil);
params.stencilMask = stencilMask;
params.clearColor = true;
params.clearStencil = clearStencil;
const auto &colorRenderTargets = mRenderTargetCache.getColors();
for (size_t colorIndexGL : clearColorBuffers)
{
const RenderTargetVk *colorRenderTarget = colorRenderTargets[colorIndexGL];
ASSERT(colorRenderTarget);
params.colorFormat = &colorRenderTarget->getImage().getFormat().actualImageFormat();
params.colorAttachmentIndexGL = static_cast<uint32_t>(colorIndexGL);
params.colorMaskFlags = colorMaskFlags;
if (mEmulatedAlphaAttachmentMask[colorIndexGL])
{
params.colorMaskFlags &= ~VK_COLOR_COMPONENT_A_BIT;
}
ANGLE_TRY(contextVk->getUtils().clearFramebuffer(contextVk, this, params));
// Clear stencil only once!
params.clearStencil = false;
}
// If there was no color clear, clear stencil alone.
if (params.clearStencil)
{
params.clearColor = false;
ANGLE_TRY(contextVk->getUtils().clearFramebuffer(contextVk, this, params));
}
return angle::Result::Continue;
}
VkClearValue FramebufferVk::getCorrectedColorClearValue(size_t colorIndexGL,
const VkClearColorValue &clearColor) const
{
VkClearValue clearValue;
clearValue.color = clearColor;
if (!mEmulatedAlphaAttachmentMask[colorIndexGL])
{
return clearValue;
}
// If the render target doesn't have alpha, but its emulated format has it, clear the alpha
// to 1.
RenderTargetVk *renderTarget = getColorDrawRenderTarget(colorIndexGL);
const vk::Format &format = renderTarget->getImageFormat();
if (format.vkFormatIsInt)
{
if (format.vkFormatIsUnsigned)
{
clearValue.color.uint32[3] = kEmulatedAlphaValue;
}
else
{
clearValue.color.int32[3] = kEmulatedAlphaValue;
}
}
else
{
clearValue.color.float32[3] = kEmulatedAlphaValue;
}
return clearValue;
}
void FramebufferVk::clearWithRenderPassOp(gl::DrawBufferMask clearColorBuffers,
bool clearDepth,
bool clearStencil,
const VkClearColorValue &clearColorValue,
const VkClearDepthStencilValue &clearDepthStencilValue)
{
// Go through clearColorBuffers and set the appropriate loadOp and clear values.
for (size_t colorIndexGL : clearColorBuffers)
{
ASSERT(mState.getEnabledDrawBuffers().test(colorIndexGL));
RenderTargetVk *renderTarget = getColorDrawRenderTarget(colorIndexGL);
VkClearValue clearValue = getCorrectedColorClearValue(colorIndexGL, clearColorValue);
gl::ImageIndex imageIndex = renderTarget->getImageIndex();
renderTarget->getImage().stageClear(imageIndex, VK_IMAGE_ASPECT_COLOR_BIT, clearValue);
}
// Set the appropriate loadOp and clear values for depth and stencil.
VkImageAspectFlags dsAspectFlags = 0;
if (clearDepth)
{
dsAspectFlags |= VK_IMAGE_ASPECT_DEPTH_BIT;
}
if (clearStencil)
{
dsAspectFlags |= VK_IMAGE_ASPECT_STENCIL_BIT;
}
if (dsAspectFlags)
{
RenderTargetVk *renderTarget = getDepthStencilRenderTarget();
ASSERT(renderTarget);
VkClearValue clearValue;
clearValue.depthStencil = clearDepthStencilValue;
gl::ImageIndex imageIndex = renderTarget->getImageIndex();
renderTarget->getImage().stageClear(imageIndex, dsAspectFlags, clearValue);
}
}
angle::Result FramebufferVk::getSamplePosition(const gl::Context *context,
size_t index,
GLfloat *xy) const
{
int sampleCount = getSamples();
rx::GetSamplePosition(sampleCount, index, xy);
return angle::Result::Continue;
}
angle::Result FramebufferVk::startNewRenderPass(ContextVk *contextVk,
const gl::Rectangle &renderArea,
vk::CommandBuffer **commandBufferOut)
{
vk::Framebuffer *framebuffer = nullptr;
ANGLE_TRY(getFramebuffer(contextVk, &framebuffer));
vk::AttachmentOpsArray renderPassAttachmentOps;
vk::ClearValuesArray packedClearValues;
ANGLE_TRY(contextVk->endRenderPass());
// Initialize RenderPass info.
const auto &colorRenderTargets = mRenderTargetCache.getColors();
uint32_t currentAttachmentCount = 0;
for (size_t colorIndexGL : mState.getEnabledDrawBuffers())
{
RenderTargetVk *colorRenderTarget = colorRenderTargets[colorIndexGL];
ASSERT(colorRenderTarget);
renderPassAttachmentOps.setLayouts(currentAttachmentCount, vk::ImageLayout::ColorAttachment,
vk::ImageLayout::ColorAttachment);
if (mDeferredClears.test(colorIndexGL))
{
renderPassAttachmentOps.setOps(currentAttachmentCount, VK_ATTACHMENT_LOAD_OP_CLEAR,
VK_ATTACHMENT_STORE_OP_STORE);
packedClearValues.store(currentAttachmentCount, VK_IMAGE_ASPECT_COLOR_BIT,
mDeferredClears[colorIndexGL]);
mDeferredClears.reset(colorIndexGL);
}
else
{
renderPassAttachmentOps.setOps(currentAttachmentCount, VK_ATTACHMENT_LOAD_OP_LOAD,
VK_ATTACHMENT_STORE_OP_STORE);
packedClearValues.store(currentAttachmentCount, VK_IMAGE_ASPECT_COLOR_BIT,
kUninitializedClearValue);
}
ANGLE_TRY(colorRenderTarget->onColorDraw(contextVk));
currentAttachmentCount++;
}
RenderTargetVk *depthStencilRenderTarget = getDepthStencilRenderTarget();
if (depthStencilRenderTarget)
{
VkAttachmentLoadOp depthLoadOp = VK_ATTACHMENT_LOAD_OP_LOAD;
VkAttachmentLoadOp stencilLoadOp = VK_ATTACHMENT_LOAD_OP_LOAD;
VkAttachmentStoreOp depthStoreOp = VK_ATTACHMENT_STORE_OP_STORE;
VkAttachmentStoreOp stencilStoreOp = VK_ATTACHMENT_STORE_OP_STORE;
if (!depthStencilRenderTarget->hasDefinedContent())
{
depthLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
}
renderPassAttachmentOps.setLayouts(currentAttachmentCount,
vk::ImageLayout::DepthStencilAttachment,
vk::ImageLayout::DepthStencilAttachment);
if (mDeferredClears.testDepth() || mDeferredClears.testStencil())
{
VkClearValue clearValue;
if (mDeferredClears.testDepth())
{
depthLoadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
clearValue.depthStencil.depth = mDeferredClears.getDepthValue();
mDeferredClears.reset(vk::kClearValueDepthIndex);
}
if (mDeferredClears.testStencil())
{
stencilLoadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
clearValue.depthStencil.stencil = mDeferredClears.getStencilValue();
mDeferredClears.reset(vk::kClearValueStencilIndex);
}
// Note the aspect is only depth here. That's intentional.
packedClearValues.store(currentAttachmentCount, VK_IMAGE_ASPECT_DEPTH_BIT, clearValue);
}
else
{
// Note the aspect is only depth here. That's intentional.
packedClearValues.store(currentAttachmentCount, VK_IMAGE_ASPECT_DEPTH_BIT,
kUninitializedClearValue);
}
const vk::Format &format = depthStencilRenderTarget->getImageFormat();
if (format.hasEmulatedImageChannels())
{
// If the format we picked has stencil but user did not ask for it due to hardware
// limitations, use DONT_CARE for load/store. The same logic for depth follows.
if (format.intendedFormat().stencilBits == 0)
{
stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
}
if (format.intendedFormat().depthBits == 0)
{
depthLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
depthStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
}
}
renderPassAttachmentOps.setOps(currentAttachmentCount, depthLoadOp, depthStoreOp);
renderPassAttachmentOps.setStencilOps(currentAttachmentCount, stencilLoadOp,
stencilStoreOp);
// This must be called after hasDefinedContent() since it will set content to valid. We are
// tracking content valid very loosely here that as long as it is attached, it assumes will
// have valid content. The only time it has undefined content is between swap and
// startNewRenderPass
ANGLE_TRY(depthStencilRenderTarget->onDepthStencilDraw(contextVk));
currentAttachmentCount++;
}
return contextVk->flushAndBeginRenderPass(*framebuffer, renderArea, mRenderPassDesc,
renderPassAttachmentOps, packedClearValues,
commandBufferOut);
}
void FramebufferVk::updateActiveColorMasks(size_t colorIndexGL, bool r, bool g, bool b, bool a)
{
mActiveColorComponentMasksForClear[0].set(colorIndexGL, r);
mActiveColorComponentMasksForClear[1].set(colorIndexGL, g);
mActiveColorComponentMasksForClear[2].set(colorIndexGL, b);
mActiveColorComponentMasksForClear[3].set(colorIndexGL, a);
}
const gl::DrawBufferMask &FramebufferVk::getEmulatedAlphaAttachmentMask() const
{
return mEmulatedAlphaAttachmentMask;
}
angle::Result FramebufferVk::readPixelsImpl(ContextVk *contextVk,
const gl::Rectangle &area,
const PackPixelsParams &packPixelsParams,
VkImageAspectFlagBits copyAspectFlags,
RenderTargetVk *renderTarget,
void *pixels)
{
ANGLE_TRACE_EVENT0("gpu.angle", "FramebufferVk::readPixelsImpl");
uint32_t level = renderTarget->getLevelIndex();
uint32_t layer = renderTarget->getLayerIndex();
return renderTarget->getImage().readPixels(contextVk, area, packPixelsParams, copyAspectFlags,
level, layer, pixels, &mReadPixelBuffer);
}
gl::Extents FramebufferVk::getReadImageExtents() const
{
RenderTargetVk *readRenderTarget = mRenderTargetCache.getColorRead(mState);
ASSERT(readRenderTarget->getExtents().width == mState.getDimensions().width);
ASSERT(readRenderTarget->getExtents().height == mState.getDimensions().height);
return readRenderTarget->getExtents();
}
gl::Rectangle FramebufferVk::getCompleteRenderArea() const
{
const gl::Box &dimensions = mState.getDimensions();
return gl::Rectangle(0, 0, dimensions.width, dimensions.height);
}
gl::Rectangle FramebufferVk::getScissoredRenderArea(ContextVk *contextVk) const
{
const gl::Rectangle renderArea = getCompleteRenderArea();
bool invertViewport = contextVk->isViewportFlipEnabledForDrawFBO();
return ClipRectToScissor(contextVk->getState(), renderArea, invertViewport);
}
RenderTargetVk *FramebufferVk::getFirstRenderTarget() const
{
for (auto *renderTarget : mRenderTargetCache.getColors())
{
if (renderTarget)
{
return renderTarget;
}
}
return getDepthStencilRenderTarget();
}
GLint FramebufferVk::getSamples() const
{
RenderTargetVk *firstRT = getFirstRenderTarget();
return firstRT ? firstRT->getImage().getSamples() : 0;
}
angle::Result FramebufferVk::flushDeferredClears(ContextVk *contextVk,
const gl::Rectangle &renderArea)
{
if (mDeferredClears.empty())
return angle::Result::Continue;
return contextVk->startRenderPass(renderArea, nullptr);
}
} // namespace rx