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kc3-lang/angle/src/libANGLE/renderer/vulkan/FramebufferVk.cpp

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  • Author : Shahbaz Youssefi
    Date : 2021-06-15 17:37:45
    Hash : 5b314268
    Message : Vulkan: Support OVR_multiview and OVR_multiview2 Multiview is supported in Vulkan simply by specifying the number of views in the render pass, and creating the appropriate image views. A number of changes to the way image views and render targets are stored are made to support those that don't cover the entire range of layers. One particular detail that is not implemented in this change is the use of queries in combination with multiview. Vulkan specifies that N queries are actually produced (N being the number of views) which must be summed by the application, but this is not currently done. Bug: angleproject:6048 Change-Id: I1d4a9894c232d3a93d7a97c9fa0eedc334e57469 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2967625 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Charlie Lao <cclao@google.com>

  • src/libANGLE/renderer/vulkan/FramebufferVk.cpp
  • //
    // 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 "common/vulkan/vk_headers.h"
    #include "libANGLE/Context.h"
    #include "libANGLE/Display.h"
    #include "libANGLE/ErrorStrings.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/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)
    {
        angle::FormatID srcFormat = srcRenderTarget->getImageFormat().actualImageFormatID;
        return renderer->hasImageFormatFeatureBits(srcFormat, VK_FORMAT_FEATURE_BLIT_SRC_BIT);
    }
    
    bool HasDstBlitFeature(RendererVk *renderer, RenderTargetVk *dstRenderTarget)
    {
        angle::FormatID dstFormat = dstRenderTarget->getImageFormat().actualImageFormatID;
        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);
    }
    
    // Returns false if formats are not identical.  vkCmdResolveImage and resolve attachments both
    // require identical formats between source and destination.  vkCmdBlitImage additionally requires
    // the same for depth/stencil formats.
    bool AreSrcAndDstFormatsIdentical(RenderTargetVk *srcRenderTarget, RenderTargetVk *dstRenderTarget)
    {
        const vk::Format &srcFormat = srcRenderTarget->getImageFormat();
        const vk::Format &dstFormat = dstRenderTarget->getImageFormat();
    
        return srcFormat.actualImageFormatID == dstFormat.actualImageFormatID;
    }
    
    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);
    }
    
    void EarlyAdjustFlipYForPreRotation(SurfaceRotation blitAngleIn,
                                        SurfaceRotation *blitAngleOut,
                                        bool *blitFlipYOut)
    {
        switch (blitAngleIn)
        {
            case SurfaceRotation::Identity:
                // No adjustments needed
                break;
            case SurfaceRotation::Rotated90Degrees:
                *blitAngleOut = SurfaceRotation::Rotated90Degrees;
                *blitFlipYOut = false;
                break;
            case SurfaceRotation::Rotated180Degrees:
                *blitAngleOut = SurfaceRotation::Rotated180Degrees;
                break;
            case SurfaceRotation::Rotated270Degrees:
                *blitAngleOut = SurfaceRotation::Rotated270Degrees;
                *blitFlipYOut = false;
                break;
            default:
                UNREACHABLE();
                break;
        }
    }
    
    void AdjustBlitAreaForPreRotation(SurfaceRotation framebufferAngle,
                                      const gl::Rectangle &blitAreaIn,
                                      const gl::Rectangle &framebufferDimensions,
                                      gl::Rectangle *blitAreaOut)
    {
        switch (framebufferAngle)
        {
            case SurfaceRotation::Identity:
                // No adjustments needed
                break;
            case SurfaceRotation::Rotated90Degrees:
                blitAreaOut->x = blitAreaIn.y;
                blitAreaOut->y = blitAreaIn.x;
                std::swap(blitAreaOut->width, blitAreaOut->height);
                break;
            case SurfaceRotation::Rotated180Degrees:
                blitAreaOut->x = framebufferDimensions.width - blitAreaIn.x - blitAreaIn.width;
                blitAreaOut->y = framebufferDimensions.height - blitAreaIn.y - blitAreaIn.height;
                break;
            case SurfaceRotation::Rotated270Degrees:
                blitAreaOut->x = framebufferDimensions.height - blitAreaIn.y - blitAreaIn.height;
                blitAreaOut->y = framebufferDimensions.width - blitAreaIn.x - blitAreaIn.width;
                std::swap(blitAreaOut->width, blitAreaOut->height);
                break;
            default:
                UNREACHABLE();
                break;
        }
    }
    
    void AdjustDimensionsAndFlipForPreRotation(SurfaceRotation framebufferAngle,
                                               gl::Rectangle *framebufferDimensions,
                                               bool *flipX,
                                               bool *flipY)
    {
        switch (framebufferAngle)
        {
            case SurfaceRotation::Identity:
                // No adjustments needed
                break;
            case SurfaceRotation::Rotated90Degrees:
                std::swap(framebufferDimensions->width, framebufferDimensions->height);
                std::swap(*flipX, *flipY);
                break;
            case SurfaceRotation::Rotated180Degrees:
                break;
            case SurfaceRotation::Rotated270Degrees:
                std::swap(framebufferDimensions->width, framebufferDimensions->height);
                std::swap(*flipX, *flipY);
                break;
            default:
                UNREACHABLE();
                break;
        }
    }
    
    // When blitting, the source and destination areas are viewed like UVs.  For example, a 64x64
    // texture if flipped should have an offset of 64 in either X or Y which corresponds to U or V of 1.
    // On the other hand, when resolving, the source and destination areas are used as fragment
    // coordinates to fetch from.  In that case, when flipped, the texture in the above example must
    // have an offset of 63.
    void AdjustBlitResolveParametersForResolve(const gl::Rectangle &sourceArea,
                                               const gl::Rectangle &destArea,
                                               UtilsVk::BlitResolveParameters *params)
    {
        params->srcOffset[0]  = sourceArea.x;
        params->srcOffset[1]  = sourceArea.y;
        params->destOffset[0] = destArea.x;
        params->destOffset[1] = destArea.y;
    
        if (sourceArea.isReversedX())
        {
            ASSERT(sourceArea.x > 0);
            --params->srcOffset[0];
        }
        if (sourceArea.isReversedY())
        {
            ASSERT(sourceArea.y > 0);
            --params->srcOffset[1];
        }
        if (destArea.isReversedX())
        {
            ASSERT(destArea.x > 0);
            --params->destOffset[0];
        }
        if (destArea.isReversedY())
        {
            ASSERT(destArea.y > 0);
            --params->destOffset[1];
        }
    }
    
    // Potentially make adjustments for pre-rotatation.  Depending on the angle some of the params need
    // to be swapped and/or changes made to which axis are flipped.
    void AdjustBlitResolveParametersForPreRotation(SurfaceRotation framebufferAngle,
                                                   SurfaceRotation srcFramebufferAngle,
                                                   UtilsVk::BlitResolveParameters *params)
    {
        switch (framebufferAngle)
        {
            case SurfaceRotation::Identity:
                break;
            case SurfaceRotation::Rotated90Degrees:
                std::swap(params->stretch[0], params->stretch[1]);
                std::swap(params->srcOffset[0], params->srcOffset[1]);
                std::swap(params->rotatedOffsetFactor[0], params->rotatedOffsetFactor[1]);
                std::swap(params->flipX, params->flipY);
                if (srcFramebufferAngle == framebufferAngle)
                {
                    std::swap(params->destOffset[0], params->destOffset[1]);
                    std::swap(params->stretch[0], params->stretch[1]);
                }
                break;
            case SurfaceRotation::Rotated180Degrees:
                // Combine flip info with api flip.
                params->flipX = !params->flipX;
                params->flipY = !params->flipY;
                break;
            case SurfaceRotation::Rotated270Degrees:
                std::swap(params->stretch[0], params->stretch[1]);
                std::swap(params->srcOffset[0], params->srcOffset[1]);
                std::swap(params->rotatedOffsetFactor[0], params->rotatedOffsetFactor[1]);
                if (srcFramebufferAngle == framebufferAngle)
                {
                    std::swap(params->stretch[0], params->stretch[1]);
                }
                // Combine flip info with api flip.
                params->flipX = !params->flipX;
                params->flipY = !params->flipY;
                std::swap(params->flipX, params->flipY);
    
                break;
            default:
                UNREACHABLE();
                break;
        }
    }
    
    bool HasResolveAttachment(const gl::AttachmentArray<RenderTargetVk *> &colorRenderTargets,
                              const gl::DrawBufferMask &getEnabledDrawBuffers)
    {
        for (size_t colorIndexGL : getEnabledDrawBuffers)
        {
            RenderTargetVk *colorRenderTarget = colorRenderTargets[colorIndexGL];
            if (colorRenderTarget->hasResolveAttachment())
            {
                return true;
            }
        }
        return false;
    }
    
    vk::FramebufferNonResolveAttachmentMask MakeUnresolveAttachmentMask(const vk::RenderPassDesc &desc)
    {
        vk::FramebufferNonResolveAttachmentMask unresolveMask(
            desc.getColorUnresolveAttachmentMask().bits());
        if (desc.hasDepthUnresolveAttachment())
        {
            unresolveMask.set(vk::kUnpackedDepthIndex);
        }
        if (desc.hasStencilUnresolveAttachment())
        {
            unresolveMask.set(vk::kUnpackedStencilIndex);
        }
        return unresolveMask;
    }
    
    bool IsAnyAttachment3DWithoutAllLayers(const RenderTargetCache<RenderTargetVk> &renderTargetCache,
                                           gl::DrawBufferMask colorAttachmentsMask,
                                           uint32_t framebufferLayerCount)
    {
        const auto &colorRenderTargets = renderTargetCache.getColors();
        for (size_t colorIndexGL : colorAttachmentsMask)
        {
            RenderTargetVk *colorRenderTarget = colorRenderTargets[colorIndexGL];
            ASSERT(colorRenderTarget);
    
            const vk::ImageHelper &image = colorRenderTarget->getImageForRenderPass();
    
            if (image.getType() == VK_IMAGE_TYPE_3D && image.getExtents().depth > framebufferLayerCount)
            {
                return true;
            }
        }
    
        // Depth/stencil attachments cannot be 3D.
        ASSERT(renderTargetCache.getDepthStencil() == nullptr ||
               renderTargetCache.getDepthStencil()->getImageForRenderPass().getType() !=
                   VK_IMAGE_TYPE_3D);
    
        return false;
    }
    }  // 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),
          mActiveColorComponentMasksForClear(0),
          mReadOnlyDepthFeedbackLoopMode(false)
    {
        mReadPixelBuffer.init(renderer, VK_BUFFER_USAGE_TRANSFER_DST_BIT, kReadPixelsBufferAlignment,
                              kMinReadPixelsBufferSize, true, vk::DynamicBufferPolicy::OneShotUse);
    }
    
    FramebufferVk::~FramebufferVk() = default;
    
    void FramebufferVk::destroy(const gl::Context *context)
    {
        ContextVk *contextVk   = vk::GetImpl(context);
        RendererVk *rendererVk = contextVk->getRenderer();
    
        mReadPixelBuffer.release(rendererVk);
        mFramebufferCache.clear(contextVk);
        mFramebufferCache.destroy(rendererVk);
    }
    
    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)
    {
        ContextVk *contextVk = vk::GetImpl(context);
    
        ANGLE_TRY(invalidateImpl(contextVk, count, attachments, false,
                                 getRotatedCompleteRenderArea(contextVk)));
        return angle::Result::Continue;
    }
    
    angle::Result FramebufferVk::invalidateSub(const gl::Context *context,
                                               size_t count,
                                               const GLenum *attachments,
                                               const gl::Rectangle &area)
    {
        ContextVk *contextVk = vk::GetImpl(context);
    
        const gl::Rectangle nonRotatedCompleteRenderArea = getNonRotatedCompleteRenderArea();
        gl::Rectangle rotatedInvalidateArea;
        RotateRectangle(contextVk->getRotationDrawFramebuffer(),
                        contextVk->isViewportFlipEnabledForDrawFBO(),
                        nonRotatedCompleteRenderArea.width, nonRotatedCompleteRenderArea.height, area,
                        &rotatedInvalidateArea);
    
        // If invalidateSub() covers the whole framebuffer area, make it behave as invalidate().
        // The invalidate area is clipped to the render area for use inside invalidateImpl.
        const gl::Rectangle completeRenderArea = getRotatedCompleteRenderArea(contextVk);
        if (ClipRectangle(rotatedInvalidateArea, completeRenderArea, &rotatedInvalidateArea) &&
            rotatedInvalidateArea == completeRenderArea)
        {
            return invalidate(context, count, attachments);
        }
    
        // If there are deferred clears, flush them.  syncState may have accumulated deferred clears,
        // but if the framebuffer's attachments are used after this call not through the framebuffer,
        // those clears wouldn't get flushed otherwise (for example as the destination of
        // glCopyTex[Sub]Image, shader storage image, etc).
        ANGLE_TRY(flushDeferredClears(contextVk));
    
        if (contextVk->hasStartedRenderPass() &&
            rotatedInvalidateArea.encloses(contextVk->getStartedRenderPassCommands().getRenderArea()))
        {
            // Because the render pass's render area is within the invalidated area, it is fine for
            // invalidateImpl() to use a storeOp of DONT_CARE (i.e. fine to not store the contents of
            // the invalidated area).
            ANGLE_TRY(invalidateImpl(contextVk, count, attachments, true, rotatedInvalidateArea));
        }
        else
        {
            ANGLE_PERF_WARNING(
                contextVk->getDebug(), GL_DEBUG_SEVERITY_LOW,
                "InvalidateSubFramebuffer ignored due to area not covering the render area");
        }
    
        return angle::Result::Continue;
    }
    
    angle::Result FramebufferVk::clear(const gl::Context *context, GLbitfield mask)
    {
        ANGLE_TRACE_EVENT0("gpu.angle", "FramebufferVk::clear");
        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 = getRotatedScissoredRenderArea(contextVk);
        ASSERT(scissoredRenderArea.width != 0 && scissoredRenderArea.height != 0);
    
        // This function assumes that only enabled attachments are asked to be cleared.
        ASSERT((clearColorBuffers & mState.getEnabledDrawBuffers()) == clearColorBuffers);
        ASSERT(!clearDepth || mState.getDepthAttachment() != nullptr);
        ASSERT(!clearStencil || mState.getStencilAttachment() != nullptr);
    
        gl::BlendStateExt::ColorMaskStorage::Type colorMasks = contextVk->getClearColorMasks();
        bool clearColor                                      = clearColorBuffers.any();
    
        // When this function is called, there should always be something to clear.
        ASSERT(clearColor || clearDepth || clearStencil);
    
        const 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 || colorMasks != 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);
    
        const bool scissoredClear = scissoredRenderArea != getRotatedCompleteRenderArea(contextVk);
    
        // We use the draw path if scissored clear, or color or stencil are masked.  Note that depth
        // clearing is already disabled if there's a depth mask.
        const bool maskedClearColor = clearColor && (mActiveColorComponentMasksForClear & colorMasks) !=
                                                        mActiveColorComponentMasksForClear;
        const bool maskedClearStencil = clearStencil && stencilMask != 0xFF;
    
        bool clearColorWithDraw   = clearColor && (maskedClearColor || scissoredClear);
        bool clearDepthWithDraw   = clearDepth && scissoredClear;
        bool clearStencilWithDraw = clearStencil && (maskedClearStencil || scissoredClear);
    
        const bool isMidRenderPassClear = contextVk->hasStartedRenderPassWithCommands();
    
        if (isMidRenderPassClear)
        {
            // If a render pass is open with commands, it must be for this framebuffer.  Otherwise,
            // either FramebufferVk::syncState() or ContextVk::syncState() would have closed it.
            vk::Framebuffer *currentFramebuffer = nullptr;
            ANGLE_TRY(getFramebuffer(contextVk, &currentFramebuffer, nullptr));
            ASSERT(contextVk->hasStartedRenderPassWithFramebuffer(currentFramebuffer));
    
            // Emit debug-util markers for this mid-render-pass clear
            ANGLE_TRY(
                contextVk->handleGraphicsEventLog(rx::GraphicsEventCmdBuf::InRenderPassCmdBufQueryCmd));
        }
        else
        {
            // Emit debug-util markers for this outside-render-pass clear
            ANGLE_TRY(
                contextVk->handleGraphicsEventLog(rx::GraphicsEventCmdBuf::InOutsideCmdBufQueryCmd));
        }
    
        const bool preferDrawOverClearAttachments =
            contextVk->getRenderer()->getFeatures().preferDrawClearOverVkCmdClearAttachments.enabled;
    
        // Merge current clears with the deferred clears, then proceed with only processing deferred
        // clears.  This simplifies the clear paths such that they don't need to consider both the
        // current and deferred clears.  Additionally, it avoids needing to undo an unresolve
        // operation; say attachment A is deferred cleared and multisampled-render-to-texture
        // attachment B is currently cleared.  Assuming a render pass needs to start (because for
        // example attachment C needs to clear with a draw path), starting one with only deferred
        // clears and then applying the current clears won't work as attachment B is unresolved, and
        // there are no facilities to undo that.
        if (preferDrawOverClearAttachments && isMidRenderPassClear)
        {
            // On buggy hardware, prefer to clear with a draw call instead of vkCmdClearAttachments.
            // Note that it's impossible to have deferred clears in the middle of the render pass.
            ASSERT(!mDeferredClears.any());
    
            clearColorWithDraw   = clearColor;
            clearDepthWithDraw   = clearDepth;
            clearStencilWithDraw = clearStencil;
        }
        else
        {
            gl::DrawBufferMask clearColorDrawBuffersMask;
            if (clearColor && !clearColorWithDraw)
            {
                clearColorDrawBuffersMask = clearColorBuffers;
            }
    
            mergeClearsWithDeferredClears(clearColorDrawBuffersMask, clearDepth && !clearDepthWithDraw,
                                          clearStencil && !clearStencilWithDraw, clearColorValue,
                                          clearDepthStencilValue);
        }
    
        // If any deferred clears, we can further defer them, clear them with vkCmdClearAttachments or
        // flush them if necessary.
        if (mDeferredClears.any())
        {
            const bool clearAnyWithDraw =
                clearColorWithDraw || clearDepthWithDraw || clearStencilWithDraw;
    
            // If we are in an active renderpass that has recorded commands and the framebuffer hasn't
            // changed, inline the clear.
            if (isMidRenderPassClear)
            {
                ANGLE_PERF_WARNING(
                    contextVk->getDebug(), GL_DEBUG_SEVERITY_LOW,
                    "Clear effectively discarding previous draw call results. Suggest earlier Clear "
                    "followed by masked color or depth/stencil draw calls instead");
    
                ASSERT(!preferDrawOverClearAttachments);
    
                // clearWithCommand will operate on deferred clears.
                ANGLE_TRY(clearWithCommand(contextVk, &contextVk->getStartedRenderPassCommands(),
                                           scissoredRenderArea));
            }
            else
            {
                ASSERT(!contextVk->hasStartedRenderPass());
    
                // This path will defer the current clears along with deferred clears.  This won't work
                // if any attachment needs to be subsequently cleared with a draw call.  In that case,
                // flush deferred clears, which will start a render pass with deferred clear values.
                // The subsequent draw call will then operate on the cleared attachments.
                //
                // Additionally, if the framebuffer is layered, any attachment is 3D and it has a larger
                // depth than the framebuffer layers, clears cannot be deferred.  This is because the
                // clear may later need to be flushed with vkCmdClearColorImage, which cannot partially
                // clear the 3D texture.  In that case, the clears are flushed immediately too.
                bool isAnyAttachment3DWithoutAllLayers = IsAnyAttachment3DWithoutAllLayers(
                    mRenderTargetCache, mState.getColorAttachmentsMask(),
                    mCurrentFramebufferDesc.getLayerCount());
    
                if (clearAnyWithDraw || isAnyAttachment3DWithoutAllLayers)
                {
                    ANGLE_TRY(flushDeferredClears(contextVk));
                }
                else
                {
                    redeferClears(contextVk);
                }
            }
    
            // If nothing left to clear, early out.
            if (!clearAnyWithDraw)
            {
                ASSERT(mDeferredClears.empty());
                return angle::Result::Continue;
            }
        }
    
        if (!clearColorWithDraw)
        {
            clearColorBuffers.reset();
        }
    
        // 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, clearDepthWithDraw,
                             clearStencilWithDraw, colorMasks, 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 = static_cast<uint8_t>(values[0]);
        }
        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 = static_cast<uint8_t>(stencil);
    
        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,
                                            const gl::PixelPackState &pack,
                                            gl::Buffer *packBuffer,
                                            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));
    
        GLuint outputSkipBytes = 0;
        PackPixelsParams params;
        ANGLE_TRY(vk::ImageHelper::GetReadPixelsParams(contextVk, pack, packBuffer, format, type, area,
                                                       clippedArea, &params, &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
    {
        return mRenderTargetCache.getDepthStencil();
    }
    
    RenderTargetVk *FramebufferVk::getColorDrawRenderTarget(size_t colorIndex) const
    {
        RenderTargetVk *renderTarget = mRenderTargetCache.getColorDraw(mState, colorIndex);
        ASSERT(renderTarget && renderTarget->getImageForRenderPass().valid());
        return renderTarget;
    }
    
    RenderTargetVk *FramebufferVk::getColorReadRenderTarget() const
    {
        RenderTargetVk *renderTarget = mRenderTargetCache.getColorRead(mState);
        ASSERT(renderTarget && renderTarget->getImageForRenderPass().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->getImageForCopy();
        vk::ImageHelper *dstImage = &drawRenderTarget->getImageForWrite();
    
        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::CommandBufferAccess access;
        access.onImageTransferRead(imageAspectMask, srcImage);
        access.onImageTransferWrite(drawRenderTarget->getLevelIndex(), 1,
                                    drawRenderTarget->getLayerIndex(), 1, imageAspectMask, dstImage);
        vk::CommandBuffer *commandBuffer;
        ANGLE_TRY(contextVk->getOutsideRenderPassCommandBuffer(access, &commandBuffer));
    
        VkImageBlit blit               = {};
        blit.srcSubresource.aspectMask = blitAspectMask;
        blit.srcSubresource.mipLevel   = srcImage->toVkLevel(readRenderTarget->getLevelIndex()).get();
        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 = dstImage->toVkLevel(drawRenderTarget->getLevelIndex()).get();
        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));
    
        const gl::State &glState              = contextVk->getState();
        const gl::Framebuffer *srcFramebuffer = glState.getReadFramebuffer();
        FramebufferVk *srcFramebufferVk       = vk::GetImpl(srcFramebuffer);
    
        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;
    
        // If a framebuffer contains a mixture of multisampled and multisampled-render-to-texture
        // attachments, this function could be simultaneously doing a blit on one attachment and resolve
        // on another.  For the most part, this means resolve semantics apply.  However, as the resolve
        // path cannot be taken for multisampled-render-to-texture attachments, the distinction of
        // whether resolve is done for each attachment or blit is made.
        const bool isColorResolve =
            blitColorBuffer &&
            srcFramebufferVk->getColorReadRenderTarget()->getImageForCopy().getSamples() > 1;
        const bool isDepthStencilResolve =
            (blitDepthBuffer || blitStencilBuffer) &&
            srcFramebufferVk->getDepthStencilRenderTarget()->getImageForCopy().getSamples() > 1;
        const bool isResolve = isColorResolve || isDepthStencilResolve;
    
        bool srcFramebufferFlippedY  = contextVk->isViewportFlipEnabledForReadFBO();
        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));
    
        gl::Rectangle srcFramebufferDimensions  = srcFramebufferVk->getNonRotatedCompleteRenderArea();
        gl::Rectangle destFramebufferDimensions = getNonRotatedCompleteRenderArea();
    
        // 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 double stretch[2] = {
            std::abs(sourceArea.width / static_cast<double>(destArea.width)),
            std::abs(sourceArea.height / static_cast<double>(destArea.height)),
        };
    
        // Potentially make adjustments for pre-rotatation.  To handle various cases (e.g. clipping)
        // and to not interrupt the normal flow of the code, different adjustments are made in
        // different parts of the code.  These first adjustments are for whether or not to flip the
        // y-axis, and to note the overall rotation (regardless of whether it is the source or
        // destination that is rotated).
        SurfaceRotation srcFramebufferRotation  = contextVk->getRotationReadFramebuffer();
        SurfaceRotation destFramebufferRotation = contextVk->getRotationDrawFramebuffer();
        SurfaceRotation rotation                = SurfaceRotation::Identity;
        // Both the source and destination cannot be rotated (which would indicate both are the default
        // framebuffer (i.e. swapchain image).
        ASSERT((srcFramebufferRotation == SurfaceRotation::Identity) ||
               (destFramebufferRotation == SurfaceRotation::Identity));
        EarlyAdjustFlipYForPreRotation(srcFramebufferRotation, &rotation, &srcFramebufferFlippedY);
        EarlyAdjustFlipYForPreRotation(destFramebufferRotation, &rotation, &destFramebufferFlippedY);
    
        // 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 (except rotate it, if appropriate).
            srcClippedDestArea = clippedSourceArea;
            AdjustBlitAreaForPreRotation(destFramebufferRotation, clippedSourceArea,
                                         destFramebufferDimensions, &srcClippedDestArea);
        }
        else if (clippedSourceArea == absSourceArea)
        {
            // If there was no clipping, keep dest area as is (except rotate it, if appropriate).
            srcClippedDestArea = destArea;
            AdjustBlitAreaForPreRotation(destFramebufferRotation, destArea, destFramebufferDimensions,
                                         &srcClippedDestArea);
        }
        else
        {
            // Shift dest area's x0,y0,x1,y1 by as much as the source area's got shifted (taking
            // stretching into account).  Note that double is used as float doesn't have enough
            // precision near the end of int range.
            double x0Shift = std::round((clippedSourceArea.x - absSourceArea.x) / stretch[0]);
            double y0Shift = std::round((clippedSourceArea.y - absSourceArea.y) / stretch[1]);
            double x1Shift = std::round((absSourceArea.x1() - clippedSourceArea.x1()) / stretch[0]);
            double 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;
    
            // Rotate srcClippedDestArea if the destination is rotated
            if (destFramebufferRotation != SurfaceRotation::Identity)
            {
                gl::Rectangle originalSrcClippedDestArea = srcClippedDestArea;
                AdjustBlitAreaForPreRotation(destFramebufferRotation, originalSrcClippedDestArea,
                                             destFramebufferDimensions, &srcClippedDestArea);
            }
        }
    
        // 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      = destFramebufferDimensions.height - destArea.y;
            destArea.height = -destArea.height;
    
            srcClippedDestArea.y =
                destFramebufferDimensions.height - srcClippedDestArea.y - srcClippedDestArea.height;
        }
    
        bool flipX = sourceArea.isReversedX() != destArea.isReversedX();
        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();
    
        // Now that clipping and flipping is done, rotate certain values that will be used for
        // UtilsVk::BlitResolveParameters
        gl::Rectangle sourceAreaOld = sourceArea;
        gl::Rectangle destAreaOld   = destArea;
        if (srcFramebufferRotation == rotation)
        {
            AdjustBlitAreaForPreRotation(srcFramebufferRotation, sourceAreaOld,
                                         srcFramebufferDimensions, &sourceArea);
            AdjustDimensionsAndFlipForPreRotation(srcFramebufferRotation, &srcFramebufferDimensions,
                                                  &flipX, &flipY);
        }
        SurfaceRotation rememberDestFramebufferRotation = destFramebufferRotation;
        if (srcFramebufferRotation == SurfaceRotation::Rotated90Degrees)
        {
            destFramebufferRotation = rotation;
        }
        AdjustBlitAreaForPreRotation(destFramebufferRotation, destAreaOld, destFramebufferDimensions,
                                     &destArea);
        destFramebufferRotation = rememberDestFramebufferRotation;
    
        // 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(getRotatedScissoredRenderArea(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 commonParams;
        commonParams.srcOffset[0]           = sourceArea.x;
        commonParams.srcOffset[1]           = sourceArea.y;
        commonParams.destOffset[0]          = destArea.x;
        commonParams.destOffset[1]          = destArea.y;
        commonParams.rotatedOffsetFactor[0] = std::abs(sourceArea.width);
        commonParams.rotatedOffsetFactor[1] = std::abs(sourceArea.height);
        commonParams.stretch[0]             = static_cast<float>(stretch[0]);
        commonParams.stretch[1]             = static_cast<float>(stretch[1]);
        commonParams.srcExtents[0]          = srcFramebufferDimensions.width;
        commonParams.srcExtents[1]          = srcFramebufferDimensions.height;
        commonParams.blitArea               = blitArea;
        commonParams.linear                 = filter == GL_LINEAR;
        commonParams.flipX                  = flipX;
        commonParams.flipY                  = flipY;
        commonParams.rotation               = rotation;
    
        if (blitColorBuffer)
        {
            RenderTargetVk *readRenderTarget      = srcFramebufferVk->getColorReadRenderTarget();
            UtilsVk::BlitResolveParameters params = commonParams;
            params.srcLayer                       = readRenderTarget->getLayerIndex();
    
            // Multisampled images are not allowed to have mips.
            ASSERT(!isColorResolve || readRenderTarget->getLevelIndex() == gl::LevelIndex(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.
            //
            // Non-identity pre-rotation cases do not use Vulkan's builtin blit.
            //
            // For simplicity, we either blit all render targets with a Vulkan command, or none.
            bool canBlitWithCommand = !isColorResolve && noClip &&
                                      (noFlip || !disableFlippingBlitWithCommand) &&
                                      HasSrcBlitFeature(renderer, readRenderTarget) &&
                                      (rotation == SurfaceRotation::Identity);
            // If we need to reinterpret the colorspace then the blit must be done through a shader
            bool reinterpretsColorspace =
                mCurrentFramebufferDesc.getWriteControlMode() != gl::SrgbWriteControlMode::Default;
            bool areChannelsBlitCompatible = true;
            bool areFormatsIdentical       = true;
            for (size_t colorIndexGL : mState.getEnabledDrawBuffers())
            {
                RenderTargetVk *drawRenderTarget = mRenderTargetCache.getColors()[colorIndexGL];
                canBlitWithCommand =
                    canBlitWithCommand && HasDstBlitFeature(renderer, drawRenderTarget);
                areChannelsBlitCompatible =
                    areChannelsBlitCompatible &&
                    AreSrcAndDstColorChannelsBlitCompatible(readRenderTarget, drawRenderTarget);
                areFormatsIdentical = AreSrcAndDstFormatsIdentical(readRenderTarget, drawRenderTarget);
            }
    
            // Now that all flipping is done, adjust the offsets for resolve and prerotation
            if (isColorResolve)
            {
                AdjustBlitResolveParametersForResolve(sourceArea, destArea, &params);
            }
            AdjustBlitResolveParametersForPreRotation(rotation, srcFramebufferRotation, &params);
    
            if (canBlitWithCommand && areChannelsBlitCompatible && !reinterpretsColorspace)
            {
                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 or rotating, use Vulkan's builtin resolve.
            else if (isColorResolve && !flipX && !flipY && areChannelsBlitCompatible &&
                     areFormatsIdentical && rotation == SurfaceRotation::Identity &&
                     !reinterpretsColorspace)
            {
                // Resolving with a subpass resolve attachment has a few restrictions:
                // 1.) glBlitFramebuffer() needs to copy the read color attachment to all enabled
                // attachments in the draw framebuffer, but Vulkan requires a 1:1 relationship for
                // multisample attachments to resolve attachments in the render pass subpass.
                // Due to this, we currently only support using resolve attachments when there is a
                // single draw attachment enabled.
                // 2.) Using a subpass resolve attachment relies on using the render pass that performs
                // the draw to still be open, so it can be updated to use the resolve attachment to draw
                // into. If there's no render pass with commands, then the multisampled render pass is
                // already done and whose data is already flushed from the tile (in a tile-based
                // renderer), so there's no chance for the resolve attachment to take advantage of the
                // data already being present in the tile.
                vk::Framebuffer *srcVkFramebuffer = nullptr;
                ANGLE_TRY(srcFramebufferVk->getFramebuffer(contextVk, &srcVkFramebuffer, nullptr));
    
                // TODO(https://anglebug.com/4968): Support multiple open render passes so we can remove
                //  this hack to 'restore' the finished render pass.
                contextVk->restoreFinishedRenderPass(srcVkFramebuffer);
    
                if (mState.getEnabledDrawBuffers().count() == 1 &&
                    mCurrentFramebufferDesc.getLayerCount() == 1 &&
                    contextVk->hasStartedRenderPassWithFramebuffer(srcVkFramebuffer))
                {
                    // glBlitFramebuffer() needs to copy the read color attachment to all enabled
                    // attachments in the draw framebuffer, but Vulkan requires a 1:1 relationship for
                    // multisample attachments to resolve attachments in the render pass subpass.
                    // Due to this, we currently only support using resolve attachments when there is a
                    // single draw attachment enabled.
                    ANGLE_TRY(resolveColorWithSubpass(contextVk, params));
                }
                else
                {
                    ANGLE_TRY(resolveColorWithCommand(contextVk, params,
                                                      &readRenderTarget->getImageForCopy()));
                }
            }
            // Otherwise use a shader to do blit or resolve.
            else
            {
                const vk::ImageView *copyImageView = nullptr;
                ANGLE_TRY(readRenderTarget->getAndRetainCopyImageView(contextVk, &copyImageView));
                ANGLE_TRY(utilsVk.colorBlitResolve(
                    contextVk, this, &readRenderTarget->getImageForCopy(), copyImageView, params));
            }
        }
    
        if (blitDepthBuffer || blitStencilBuffer)
        {
            RenderTargetVk *readRenderTarget      = srcFramebufferVk->getDepthStencilRenderTarget();
            RenderTargetVk *drawRenderTarget      = mRenderTargetCache.getDepthStencil();
            UtilsVk::BlitResolveParameters params = commonParams;
            params.srcLayer                       = readRenderTarget->getLayerIndex();
    
            // Multisampled images are not allowed to have mips.
            ASSERT(!isDepthStencilResolve || readRenderTarget->getLevelIndex() == gl::LevelIndex(0));
    
            // Similarly, only blit if there's been no clipping or rotating.
            bool canBlitWithCommand = !isDepthStencilResolve && noClip &&
                                      (noFlip || !disableFlippingBlitWithCommand) &&
                                      HasSrcBlitFeature(renderer, readRenderTarget) &&
                                      HasDstBlitFeature(renderer, drawRenderTarget) &&
                                      (rotation == SurfaceRotation::Identity);
            bool areChannelsBlitCompatible =
                AreSrcAndDstDepthStencilChannelsBlitCompatible(readRenderTarget, drawRenderTarget);
    
            // glBlitFramebuffer requires that depth/stencil blits have matching formats.
            ASSERT(AreSrcAndDstFormatsIdentical(readRenderTarget, drawRenderTarget));
    
            if (canBlitWithCommand && areChannelsBlitCompatible)
            {
                ANGLE_TRY(blitWithCommand(contextVk, sourceArea, destArea, readRenderTarget,
                                          drawRenderTarget, filter, false, blitDepthBuffer,
                                          blitStencilBuffer, flipX, flipY));
            }
            else
            {
                // Now that all flipping is done, adjust the offsets for resolve and prerotation
                if (isDepthStencilResolve)
                {
                    AdjustBlitResolveParametersForResolve(sourceArea, destArea, &params);
                }
                AdjustBlitResolveParametersForPreRotation(rotation, srcFramebufferRotation, &params);
    
                // 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->getImageForCopy();
                vk::LevelIndex levelIndex =
                    depthStencilImage->toVkLevel(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,
                        gl::SrgbWriteControlMode::Default));
                }
    
                if (blitStencilBuffer)
                {
                    ANGLE_TRY(depthStencilImage->initLayerImageView(
                        contextVk, textureType, VK_IMAGE_ASPECT_STENCIL_BIT, gl::SwizzleState(),
                        &stencilView.get(), levelIndex, 1, layerIndex, 1,
                        gl::SrgbWriteControlMode::Default));
                }
    
                // 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_PERF_WARNING(contextVk->getDebug(), GL_DEBUG_SEVERITY_LOW,
                                       "Inefficient BlitFramebuffer operation on the stencil aspect "
                                       "due to lack of shader stencil export support");
                    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
    
    void FramebufferVk::updateColorResolveAttachment(
        uint32_t colorIndexGL,
        vk::ImageOrBufferViewSubresourceSerial resolveImageViewSerial)
    {
        mCurrentFramebufferDesc.updateColorResolve(colorIndexGL, resolveImageViewSerial);
        mFramebuffer = nullptr;
        mRenderPassDesc.packColorResolveAttachment(colorIndexGL);
    }
    
    void FramebufferVk::removeColorResolveAttachment(uint32_t colorIndexGL)
    {
        mCurrentFramebufferDesc.updateColorResolve(colorIndexGL,
                                                   vk::kInvalidImageOrBufferViewSubresourceSerial);
        mFramebuffer = nullptr;
        mRenderPassDesc.removeColorResolveAttachment(colorIndexGL);
    }
    
    void FramebufferVk::updateLayerCount()
    {
        uint32_t layerCount = std::numeric_limits<uint32_t>::max();
    
        // Color attachments.
        const auto &colorRenderTargets = mRenderTargetCache.getColors();
        for (size_t colorIndexGL : mState.getColorAttachmentsMask())
        {
            RenderTargetVk *colorRenderTarget = colorRenderTargets[colorIndexGL];
            ASSERT(colorRenderTarget);
            layerCount = std::min(layerCount, colorRenderTarget->getLayerCount());
        }
    
        // Depth/stencil attachment.
        RenderTargetVk *depthStencilRenderTarget = getDepthStencilRenderTarget();
        if (depthStencilRenderTarget)
        {
            layerCount = std::min(layerCount, depthStencilRenderTarget->getLayerCount());
        }
    
        if (layerCount == std::numeric_limits<uint32_t>::max())
        {
            layerCount = mState.getDefaultLayers();
        }
    
        // While layer count and view count are mutually exclusive, they result in different render
        // passes (and thus framebuffers).  For multiview, layer count is set to view count and a flag
        // signifies that the framebuffer is multiview (as opposed to layered).
        const bool isMultiview = mState.isMultiview();
        if (isMultiview)
        {
            layerCount = mState.getNumViews();
        }
    
        mCurrentFramebufferDesc.updateLayerCount(layerCount);
        mCurrentFramebufferDesc.updateIsMultiview(isMultiview);
    }
    
    angle::Result FramebufferVk::resolveColorWithSubpass(ContextVk *contextVk,
                                                         const UtilsVk::BlitResolveParameters &params)
    {
        // Vulkan requires a 1:1 relationship for multisample attachments to resolve attachments in the
        // render pass subpass. Due to this, we currently only support using resolve attachments when
        // there is a single draw attachment enabled.
        ASSERT(mState.getEnabledDrawBuffers().count() == 1);
        uint32_t drawColorIndexGL = static_cast<uint32_t>(*mState.getEnabledDrawBuffers().begin());
    
        const gl::State &glState              = contextVk->getState();
        const gl::Framebuffer *srcFramebuffer = glState.getReadFramebuffer();
        FramebufferVk *srcFramebufferVk       = vk::GetImpl(srcFramebuffer);
        uint32_t readColorIndexGL             = srcFramebuffer->getState().getReadIndex();
    
        // Use the draw FBO's color attachments as resolve attachments in the read FBO.
        // - Assign the draw FBO's color attachment Serial to the read FBO's resolve attachment
        // - Deactivate the source Framebuffer, since the description changed
        // - Update the renderpass description to indicate there's a resolve attachment
        vk::ImageOrBufferViewSubresourceSerial resolveImageViewSerial =
            mCurrentFramebufferDesc.getColorImageViewSerial(drawColorIndexGL);
        ASSERT(resolveImageViewSerial.viewSerial.valid());
        srcFramebufferVk->updateColorResolveAttachment(readColorIndexGL, resolveImageViewSerial);
    
        // Since the source FBO was updated with a resolve attachment it didn't have when the render
        // pass was started, we need to:
        // 1. Get the new framebuffer
        //   - The draw framebuffer's ImageView will be used as the resolve attachment, so pass it along
        //   in case vkCreateFramebuffer() needs to be called to create a new vkFramebuffer with the new
        //   resolve attachment.
        RenderTargetVk *drawRenderTarget      = mRenderTargetCache.getColors()[drawColorIndexGL];
        const vk::ImageView *resolveImageView = nullptr;
        ANGLE_TRY(drawRenderTarget->getImageView(contextVk, &resolveImageView));
        vk::Framebuffer *newSrcFramebuffer = nullptr;
        ANGLE_TRY(srcFramebufferVk->getFramebuffer(contextVk, &newSrcFramebuffer, resolveImageView));
        // 2. Update the CommandBufferHelper with the new framebuffer and render pass
        vk::CommandBufferHelper &commandBufferHelper = contextVk->getStartedRenderPassCommands();
        commandBufferHelper.updateRenderPassForResolve(contextVk, newSrcFramebuffer,
                                                       srcFramebufferVk->getRenderPassDesc());
    
        // End the render pass now since we don't (yet) support subpass dependencies.
        drawRenderTarget->onColorResolve(contextVk, mCurrentFramebufferDesc.getLayerCount());
        ANGLE_TRY(contextVk->flushCommandsAndEndRenderPass());
    
        // Remove the resolve attachment from the source framebuffer.
        srcFramebufferVk->removeColorResolveAttachment(readColorIndexGL);
    
        return angle::Result::Continue;
    }
    
    angle::Result FramebufferVk::resolveColorWithCommand(ContextVk *contextVk,
                                                         const UtilsVk::BlitResolveParameters &params,
                                                         vk::ImageHelper *srcImage)
    {
        vk::CommandBufferAccess access;
        access.onImageTransferRead(VK_IMAGE_ASPECT_COLOR_BIT, srcImage);
    
        for (size_t colorIndexGL : mState.getEnabledDrawBuffers())
        {
            RenderTargetVk *drawRenderTarget = mRenderTargetCache.getColors()[colorIndexGL];
            vk::ImageHelper &dstImage        = drawRenderTarget->getImageForWrite();
    
            access.onImageTransferWrite(drawRenderTarget->getLevelIndex(), 1,
                                        drawRenderTarget->getLayerIndex(), 1, VK_IMAGE_ASPECT_COLOR_BIT,
                                        &dstImage);
        }
    
        vk::CommandBuffer *commandBuffer;
        ANGLE_TRY(contextVk->getOutsideRenderPassCommandBuffer(access, &commandBuffer));
    
        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;
    
        vk::PerfCounters &perfCounters = contextVk->getPerfCounters();
        for (size_t colorIndexGL : mState.getEnabledDrawBuffers())
        {
            RenderTargetVk *drawRenderTarget = mRenderTargetCache.getColors()[colorIndexGL];
            vk::ImageHelper &dstImage        = drawRenderTarget->getImageForWrite();
    
            vk::LevelIndex levelVk = dstImage.toVkLevel(drawRenderTarget->getLevelIndex());
            resolveRegion.dstSubresource.mipLevel       = levelVk.get();
            resolveRegion.dstSubresource.baseArrayLayer = drawRenderTarget->getLayerIndex();
    
            srcImage->resolve(&dstImage, resolveRegion, commandBuffer);
    
            perfCounters.resolveImageCommands++;
        }
    
        return angle::Result::Continue;
    }
    
    gl::FramebufferStatus 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 gl::FramebufferStatus::Incomplete(
                GL_FRAMEBUFFER_UNSUPPORTED,
                gl::err::kFramebufferIncompleteUnsupportedSeparateDepthStencilBuffers);
        }
    
        return gl::FramebufferStatus::Complete();
    }
    
    angle::Result FramebufferVk::invalidateImpl(ContextVk *contextVk,
                                                size_t count,
                                                const GLenum *attachments,
                                                bool isSubInvalidate,
                                                const gl::Rectangle &invalidateArea)
    {
        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));
            }
        }
    
        // Shouldn't try to issue deferred clears if invalidating sub framebuffer.
        ASSERT(mDeferredClears.empty() || !isSubInvalidate);
    
        // Remove deferred clears for the invalidated attachments.
        if (invalidateDepthBuffer)
        {
            mDeferredClears.reset(vk::kUnpackedDepthIndex);
        }
        if (invalidateStencilBuffer)
        {
            mDeferredClears.reset(vk::kUnpackedStencilIndex);
        }
        for (size_t colorIndexGL : mState.getEnabledDrawBuffers())
        {
            if (invalidateColorBuffers.test(colorIndexGL))
            {
                mDeferredClears.reset(colorIndexGL);
            }
        }
    
        // If there are still deferred clears, flush them.  See relevant comment in invalidateSub.
        ANGLE_TRY(flushDeferredClears(contextVk));
    
        const auto &colorRenderTargets           = mRenderTargetCache.getColors();
        RenderTargetVk *depthStencilRenderTarget = mRenderTargetCache.getDepthStencil();
    
        // To ensure we invalidate the right renderpass we require that the current framebuffer be the
        // same as the current renderpass' framebuffer. E.g. prevent sequence like:
        //- Bind FBO 1, draw
        //- Bind FBO 2, draw
        //- Bind FBO 1, invalidate D/S
        // to invalidate the D/S of FBO 2 since it would be the currently active renderpass.
        vk::Framebuffer *currentFramebuffer = nullptr;
        ANGLE_TRY(getFramebuffer(contextVk, &currentFramebuffer, nullptr));
    
        if (contextVk->hasStartedRenderPassWithFramebuffer(currentFramebuffer))
        {
            // Set the appropriate storeOp for attachments.
            vk::PackedAttachmentIndex colorIndexVk(0);
            for (size_t colorIndexGL : mState.getColorAttachmentsMask())
            {
                if (mState.getEnabledDrawBuffers()[colorIndexGL] &&
                    invalidateColorBuffers.test(colorIndexGL))
                {
                    contextVk->getStartedRenderPassCommands().invalidateRenderPassColorAttachment(
                        colorIndexVk);
                }
                ++colorIndexVk;
            }
    
            if (depthStencilRenderTarget)
            {
                const gl::DepthStencilState &dsState = contextVk->getState().getDepthStencilState();
                if (invalidateDepthBuffer)
                {
                    contextVk->getStartedRenderPassCommands().invalidateRenderPassDepthAttachment(
                        dsState, invalidateArea);
                }
    
                if (invalidateStencilBuffer)
                {
                    contextVk->getStartedRenderPassCommands().invalidateRenderPassStencilAttachment(
                        dsState, invalidateArea);
                }
            }
            if (invalidateColorBuffers.any())
            {
                // Only end the render pass if invalidating at least one color buffer.  Do not end the
                // render pass if only the depth and/or stencil buffer is invalidated.  At least one
                // application invalidates those every frame, disables depth, and then continues to
                // draw only to the color buffer.
                //
                // Since we are not aware of any application that invalidates a color buffer and
                // continues to draw to it, we leave that unoptimized.
                ANGLE_TRY(contextVk->flushCommandsAndEndRenderPass());
            }
        }
    
        // If not a partial invalidate, mark the contents of the invalidated attachments as undefined,
        // so their loadOp can be set to DONT_CARE in the following render pass.
        if (!isSubInvalidate)
        {
            for (size_t colorIndexGL : mState.getEnabledDrawBuffers())
            {
                if (invalidateColorBuffers.test(colorIndexGL))
                {
                    RenderTargetVk *colorRenderTarget = colorRenderTargets[colorIndexGL];
                    ASSERT(colorRenderTarget);
                    colorRenderTarget->invalidateEntireContent(contextVk);
                }
            }
    
            // If we have a depth / stencil render target, invalidate its aspects.
            if (depthStencilRenderTarget)
            {
                if (invalidateDepthBuffer)
                {
                    depthStencilRenderTarget->invalidateEntireContent(contextVk);
                }
                if (invalidateStencilBuffer)
                {
                    depthStencilRenderTarget->invalidateEntireStencilContent(contextVk);
                }
            }
        }
    
        return angle::Result::Continue;
    }
    
    angle::Result FramebufferVk::updateColorAttachment(const gl::Context *context,
                                                       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 &intendedFormat = renderTarget->getImageFormat().intendedFormat();
            mEmulatedAlphaAttachmentMask.set(
                colorIndexGL, intendedFormat.alphaBits == 0 && actualFormat.alphaBits > 0);
    
            contextVk->updateColorMasks(context->getState().getBlendStateExt());
        }
        else
        {
            updateActiveColorMasks(colorIndexGL, false, false, false, false);
        }
    
        const bool enabledColor =
            renderTarget && mState.getColorAttachments()[colorIndexGL].isAttached();
        const bool enabledResolve = enabledColor && renderTarget->hasResolveAttachment();
    
        if (enabledColor)
        {
            mCurrentFramebufferDesc.updateColor(colorIndexGL, renderTarget->getDrawSubresourceSerial());
        }
        else
        {
            mCurrentFramebufferDesc.updateColor(colorIndexGL,
                                                vk::kInvalidImageOrBufferViewSubresourceSerial);
        }
    
        if (enabledResolve)
        {
            mCurrentFramebufferDesc.updateColorResolve(colorIndexGL,
                                                       renderTarget->getResolveSubresourceSerial());
        }
        else
        {
            mCurrentFramebufferDesc.updateColorResolve(colorIndexGL,
                                                       vk::kInvalidImageOrBufferViewSubresourceSerial);
        }
    
        return angle::Result::Continue;
    }
    
    angle::Result FramebufferVk::updateDepthStencilAttachment(const gl::Context *context)
    {
        ANGLE_TRY(mRenderTargetCache.updateDepthStencilRenderTarget(context, mState));
    
        ContextVk *contextVk = vk::GetImpl(context);
        updateDepthStencilAttachmentSerial(contextVk);
    
        return angle::Result::Continue;
    }
    
    void FramebufferVk::updateDepthStencilAttachmentSerial(ContextVk *contextVk)
    {
        RenderTargetVk *depthStencilRT = getDepthStencilRenderTarget();
    
        if (depthStencilRT != nullptr)
        {
            mCurrentFramebufferDesc.updateDepthStencil(depthStencilRT->getDrawSubresourceSerial());
        }
        else
        {
            mCurrentFramebufferDesc.updateDepthStencil(vk::kInvalidImageOrBufferViewSubresourceSerial);
        }
    
        if (depthStencilRT != nullptr && depthStencilRT->hasResolveAttachment())
        {
            mCurrentFramebufferDesc.updateDepthStencilResolve(
                depthStencilRT->getResolveSubresourceSerial());
        }
        else
        {
            mCurrentFramebufferDesc.updateDepthStencilResolve(
                vk::kInvalidImageOrBufferViewSubresourceSerial);
        }
    }
    
    angle::Result FramebufferVk::flushColorAttachmentUpdates(const gl::Context *context,
                                                             bool deferClears,
                                                             uint32_t colorIndexGL)
    {
        ContextVk *contextVk = vk::GetImpl(context);
    
        RenderTargetVk *renderTarget = mRenderTargetCache.getColors()[colorIndexGL];
        if (renderTarget == nullptr)
        {
            return angle::Result::Continue;
        }
    
        if (deferClears && mState.getEnabledDrawBuffers().test(colorIndexGL))
        {
            return renderTarget->flushStagedUpdates(contextVk, &mDeferredClears, colorIndexGL,
                                                    mCurrentFramebufferDesc.getLayerCount());
        }
    
        return renderTarget->flushStagedUpdates(contextVk, nullptr, 0,
                                                mCurrentFramebufferDesc.getLayerCount());
    }
    
    angle::Result FramebufferVk::flushDepthStencilAttachmentUpdates(const gl::Context *context,
                                                                    bool deferClears)
    {
        ContextVk *contextVk = vk::GetImpl(context);
    
        RenderTargetVk *depthStencilRT = getDepthStencilRenderTarget();
        if (depthStencilRT == nullptr)
        {
            return angle::Result::Continue;
        }
    
        if (deferClears)
        {
            return depthStencilRT->flushStagedUpdates(contextVk, &mDeferredClears,
                                                      vk::kUnpackedDepthIndex,
                                                      mCurrentFramebufferDesc.getLayerCount());
        }
    
        return depthStencilRT->flushStagedUpdates(contextVk, nullptr, 0,
                                                  mCurrentFramebufferDesc.getLayerCount());
    }
    
    angle::Result FramebufferVk::syncState(const gl::Context *context,
                                           GLenum binding,
                                           const gl::Framebuffer::DirtyBits &dirtyBits,
                                           gl::Command command)
    {
        ContextVk *contextVk = vk::GetImpl(context);
    
        vk::FramebufferDesc priorFramebufferDesc = mCurrentFramebufferDesc;
    
        // Keep track of which attachments have dirty content and need their staged updates flushed.
        // The respective functions depend on |mCurrentFramebufferDesc::mLayerCount| which is updated
        // after all attachment render targets are updated.
        gl::DrawBufferMask dirtyColorAttachments;
        bool dirtyDepthStencilAttachment = false;
    
        bool shouldUpdateColorMask            = false;
        bool shouldUpdateLayerCount           = false;
        bool shouldUpdateSrgbWriteControlMode = false;
    
        // 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));
                    shouldUpdateLayerCount      = true;
                    dirtyDepthStencilAttachment = true;
                    break;
                case gl::Framebuffer::DIRTY_BIT_READ_BUFFER:
                    ANGLE_TRY(mRenderTargetCache.update(context, mState, dirtyBits));
                    break;
                case gl::Framebuffer::DIRTY_BIT_DRAW_BUFFERS:
                    shouldUpdateColorMask  = true;
                    shouldUpdateLayerCount = true;
                    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
                    mFramebufferCache.clear(contextVk);
                    break;
                case gl::Framebuffer::DIRTY_BIT_FRAMEBUFFER_SRGB_WRITE_CONTROL_MODE:
                    shouldUpdateSrgbWriteControlMode = true;
                    break;
                case gl::Framebuffer::DIRTY_BIT_DEFAULT_LAYERS:
                    shouldUpdateLayerCount = true;
                    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, colorIndexGL));
    
                    shouldUpdateColorMask  = true;
                    shouldUpdateLayerCount = true;
                    dirtyColorAttachments.set(colorIndexGL);
    
                    break;
                }
            }
        }
    
        if (shouldUpdateSrgbWriteControlMode)
        {
            // Framebuffer colorspace state has been modified, so refresh the current framebuffer
            // descriptor to reflect the new state, and notify the context of the state change.
            gl::SrgbWriteControlMode newSrgbWriteControlMode = mState.getWriteControlMode();
            mCurrentFramebufferDesc.setWriteControlMode(newSrgbWriteControlMode);
            mRenderPassDesc.setWriteControlMode(newSrgbWriteControlMode);
            mFramebuffer = nullptr;
    
            angle::Result result = contextVk->onFramebufferChange(this);
            ANGLE_UNUSED_VARIABLE(result);
        }
    
        if (shouldUpdateColorMask)
        {
            contextVk->updateColorMasks(context->getState().getBlendStateExt());
        }
    
        if (shouldUpdateLayerCount)
        {
            updateLayerCount();
        }
    
        // Only defer clears for draw framebuffer ops.  Note that this will result in a render area that
        // completely covers the framebuffer, even if the operation that follows is scissored.
        bool deferClears = binding == GL_DRAW_FRAMEBUFFER;
    
        // If we are notified that any attachment is dirty, but we have deferred clears for them, a
        // flushDeferredClears() call is missing somewhere.  ASSERT this to catch these bugs.
        vk::ClearValuesArray previousDeferredClears = mDeferredClears;
    
        for (size_t colorIndexGL : dirtyColorAttachments)
        {
            ASSERT(!previousDeferredClears.test(colorIndexGL));
            ANGLE_TRY(
                flushColorAttachmentUpdates(context, deferClears, static_cast<uint32_t>(colorIndexGL)));
        }
        if (dirtyDepthStencilAttachment)
        {
            ASSERT(!previousDeferredClears.testDepth());
            ASSERT(!previousDeferredClears.testStencil());
            ANGLE_TRY(flushDepthStencilAttachmentUpdates(context, deferClears));
        }
    
        // No-op redundant changes to prevent closing the RenderPass.
        if (mCurrentFramebufferDesc == priorFramebufferDesc)
        {
            return angle::Result::Continue;
        }
    
        if (command != gl::Command::Blit)
        {
            // Don't end the render pass when handling a blit to resolve, since we may be able to
            // optimize that path which requires modifying the current render pass.
            // We're deferring the resolve check to FramebufferVk::blit(), since if the read buffer is
            // multisampled-render-to-texture, then srcFramebuffer->getSamples(context) gives > 1, but
            // there's no resolve happening as the read buffer's singlesampled image will be used as
            // blit src. FramebufferVk::blit() will handle those details for us.
            ANGLE_TRY(contextVk->flushCommandsAndEndRenderPass());
        }
    
        updateRenderPassDesc(contextVk);
    
        // Deactivate Framebuffer
        mFramebuffer = nullptr;
    
        // Notify the ContextVk to update the pipeline desc.
        return contextVk->onFramebufferChange(this);
    }
    
    void FramebufferVk::updateRenderPassDesc(ContextVk *contextVk)
    {
        mRenderPassDesc = {};
        mRenderPassDesc.setSamples(getSamples());
        mRenderPassDesc.setViewCount(mState.isMultiview() ? mState.getNumViews() : 0);
    
        // Color attachments.
        const auto &colorRenderTargets               = mRenderTargetCache.getColors();
        const gl::DrawBufferMask colorAttachmentMask = mState.getColorAttachmentsMask();
        for (size_t colorIndexGL = 0; colorIndexGL < colorAttachmentMask.size(); ++colorIndexGL)
        {
            if (colorAttachmentMask[colorIndexGL])
            {
                RenderTargetVk *colorRenderTarget = colorRenderTargets[colorIndexGL];
                ASSERT(colorRenderTarget);
                mRenderPassDesc.packColorAttachment(
                    colorIndexGL,
                    colorRenderTarget->getImageForRenderPass().getFormat().intendedFormatID);
    
                // Add the resolve attachment, if any.
                if (colorRenderTarget->hasResolveAttachment())
                {
                    mRenderPassDesc.packColorResolveAttachment(colorIndexGL);
                }
            }
            else
            {
                mRenderPassDesc.packColorAttachmentGap(colorIndexGL);
            }
        }
    
        // Depth/stencil attachment.
        RenderTargetVk *depthStencilRenderTarget = getDepthStencilRenderTarget();
        if (depthStencilRenderTarget)
        {
            mRenderPassDesc.packDepthStencilAttachment(
                depthStencilRenderTarget->getImageForRenderPass().getFormat().intendedFormatID);
    
            // Add the resolve attachment, if any.
            if (depthStencilRenderTarget->hasResolveAttachment())
            {
                mRenderPassDesc.packDepthStencilResolveAttachment();
            }
        }
    
        // In case bound program uses shader framebuffer fetch and bound attachments are changed without
        // program change, we update framebuffer fetch mode in Renderpass here.
        bool programUsesFramebufferFetch        = false;
        const gl::State &glState                = contextVk->getState();
        const gl::ProgramExecutable *executable = glState.getProgramExecutable();
        if (executable)
        {
            programUsesFramebufferFetch = executable->usesFramebufferFetch();
        }
    
        if (programUsesFramebufferFetch != mRenderPassDesc.getFramebufferFetchMode())
        {
            mCurrentFramebufferDesc.updateFramebufferFetchMode(programUsesFramebufferFetch);
            mRenderPassDesc.setFramebufferFetchMode(programUsesFramebufferFetch);
        }
    
        if (contextVk->getFeatures().supportsMultisampledRenderToSingleSampled.enabled)
        {
            // Update descriptions regarding multisampled-render-to-texture use.
            bool isRenderToTexture = false;
            for (size_t colorIndexGL : mState.getEnabledDrawBuffers())
            {
                const gl::FramebufferAttachment *color = mState.getColorAttachment(colorIndexGL);
                ASSERT(color);
    
                if (color->isRenderToTexture())
                {
                    isRenderToTexture = true;
                    break;
                }
            }
            const gl::FramebufferAttachment *depthStencil = mState.getDepthStencilAttachment();
            if (depthStencil && depthStencil->isRenderToTexture())
            {
                isRenderToTexture = true;
            }
    
            mCurrentFramebufferDesc.updateRenderToTexture(isRenderToTexture);
            mRenderPassDesc.updateRenderToTexture(isRenderToTexture);
        }
    
        mCurrentFramebufferDesc.updateUnresolveMask({});
        mRenderPassDesc.setWriteControlMode(mCurrentFramebufferDesc.getWriteControlMode());
    }
    
    angle::Result FramebufferVk::getFramebuffer(ContextVk *contextVk,
                                                vk::Framebuffer **framebufferOut,
                                                const vk::ImageView *resolveImageViewIn)
    {
        // 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
        vk::FramebufferHelper *framebufferHelper = nullptr;
        if (mFramebufferCache.get(contextVk, mCurrentFramebufferDesc, &framebufferHelper))
        {
            *framebufferOut = &framebufferHelper->getFramebuffer();
            return angle::Result::Continue;
        }
    
        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 = mState.getExtents();
        ASSERT(attachmentsSize.width != 0 && attachmentsSize.height != 0);
    
        // Color attachments.
        const auto &colorRenderTargets = mRenderTargetCache.getColors();
        for (size_t colorIndexGL : mState.getColorAttachmentsMask())
        {
            RenderTargetVk *colorRenderTarget = colorRenderTargets[colorIndexGL];
            ASSERT(colorRenderTarget);
    
            const vk::ImageView *imageView = nullptr;
            ANGLE_TRY(colorRenderTarget->getImageViewWithColorspace(
                contextVk, mCurrentFramebufferDesc.getWriteControlMode(), &imageView));
    
            attachments.push_back(imageView->getHandle());
        }
    
        // Depth/stencil attachment.
        RenderTargetVk *depthStencilRenderTarget = getDepthStencilRenderTarget();
        if (depthStencilRenderTarget)
        {
            const vk::ImageView *imageView = nullptr;
            ANGLE_TRY(depthStencilRenderTarget->getImageView(contextVk, &imageView));
    
            attachments.push_back(imageView->getHandle());
        }
    
        // Color resolve attachments.
        if (resolveImageViewIn)
        {
            ASSERT(!HasResolveAttachment(colorRenderTargets, mState.getEnabledDrawBuffers()));
    
            // Need to use the passed in ImageView for the resolve attachment, since it came from
            // another Framebuffer.
            attachments.push_back(resolveImageViewIn->getHandle());
        }
        else
        {
            // This Framebuffer owns all of the ImageViews, including its own resolve ImageViews.
            for (size_t colorIndexGL : mState.getColorAttachmentsMask())
            {
                RenderTargetVk *colorRenderTarget = colorRenderTargets[colorIndexGL];
                ASSERT(colorRenderTarget);
    
                if (colorRenderTarget->hasResolveAttachment())
                {
                    const vk::ImageView *resolveImageView = nullptr;
                    ANGLE_TRY(colorRenderTarget->getResolveImageView(contextVk, &resolveImageView));
    
                    attachments.push_back(resolveImageView->getHandle());
                }
            }
        }
    
        // Depth/stencil resolve attachment.
        if (depthStencilRenderTarget && depthStencilRenderTarget->hasResolveAttachment())
        {
            const vk::ImageView *imageView = nullptr;
            ANGLE_TRY(depthStencilRenderTarget->getResolveImageView(contextVk, &imageView));
    
            attachments.push_back(imageView->getHandle());
        }
    
        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;
        if (!mCurrentFramebufferDesc.isMultiview())
        {
            framebufferInfo.layers = std::max(mCurrentFramebufferDesc.getLayerCount(), 1u);
        }
    
        vk::FramebufferHelper newFramebuffer;
        ANGLE_TRY(newFramebuffer.init(contextVk, framebufferInfo));
    
        // Check that our description matches our attachments. Can catch implementation bugs.
        ASSERT(static_cast<uint32_t>(attachments.size()) == mCurrentFramebufferDesc.attachmentCount());
    
        mFramebufferCache.insert(mCurrentFramebufferDesc, std::move(newFramebuffer));
        bool result = mFramebufferCache.get(contextVk, mCurrentFramebufferDesc, &mFramebuffer);
        ASSERT(result);
    
        *framebufferOut = &mFramebuffer->getFramebuffer();
        return angle::Result::Continue;
    }
    
    void FramebufferVk::mergeClearsWithDeferredClears(
        gl::DrawBufferMask clearColorBuffers,
        bool clearDepth,
        bool clearStencil,
        const VkClearColorValue &clearColorValue,
        const VkClearDepthStencilValue &clearDepthStencilValue)
    {
        // Apply clears to mDeferredClears.  Note that clears override deferred clears.
    
        // Color clears.
        for (size_t colorIndexGL : clearColorBuffers)
        {
            ASSERT(mState.getEnabledDrawBuffers().test(colorIndexGL));
            VkClearValue clearValue = getCorrectedColorClearValue(colorIndexGL, clearColorValue);
            mDeferredClears.store(static_cast<uint32_t>(colorIndexGL), VK_IMAGE_ASPECT_COLOR_BIT,
                                  clearValue);
        }
    
        // Depth and stencil clears.
        VkImageAspectFlags dsAspectFlags = 0;
        VkClearValue dsClearValue        = {};
        dsClearValue.depthStencil        = clearDepthStencilValue;
        if (clearDepth)
        {
            dsAspectFlags |= VK_IMAGE_ASPECT_DEPTH_BIT;
        }
        if (clearStencil)
        {
            dsAspectFlags |= VK_IMAGE_ASPECT_STENCIL_BIT;
        }
    
        if (dsAspectFlags != 0)
        {
            mDeferredClears.store(vk::kUnpackedDepthIndex, dsAspectFlags, dsClearValue);
        }
    }
    
    angle::Result FramebufferVk::clearWithDraw(ContextVk *contextVk,
                                               const gl::Rectangle &clearArea,
                                               gl::DrawBufferMask clearColorBuffers,
                                               bool clearDepth,
                                               bool clearStencil,
                                               gl::BlendStateExt::ColorMaskStorage::Type colorMasks,
                                               uint8_t stencilMask,
                                               const VkClearColorValue &clearColorValue,
                                               const VkClearDepthStencilValue &clearDepthStencilValue)
    {
        // All deferred clears should be handled already.
        ASSERT(mDeferredClears.empty());
    
        UtilsVk::ClearFramebufferParameters params = {};
        params.clearArea                           = clearArea;
        params.colorClearValue                     = clearColorValue;
        params.depthStencilClearValue              = clearDepthStencilValue;
        params.stencilMask                         = stencilMask;
    
        params.clearColor   = true;
        params.clearDepth   = clearDepth;
        params.clearStencil = clearStencil;
    
        const auto &colorRenderTargets = mRenderTargetCache.getColors();
        for (size_t colorIndexGL : clearColorBuffers)
        {
            const RenderTargetVk *colorRenderTarget = colorRenderTargets[colorIndexGL];
            ASSERT(colorRenderTarget);
    
            params.colorFormat =
                &colorRenderTarget->getImageForRenderPass().getFormat().actualImageFormat();
            params.colorAttachmentIndexGL = static_cast<uint32_t>(colorIndexGL);
            params.colorMaskFlags =
                gl::BlendStateExt::ColorMaskStorage::GetValueIndexed(colorIndexGL, colorMasks);
            if (mEmulatedAlphaAttachmentMask[colorIndexGL])
            {
                params.colorMaskFlags &= ~VK_COLOR_COMPONENT_A_BIT;
            }
    
            // TODO: implement clear of layered framebuffers.  UtilsVk::clearFramebuffer should add a
            // geometry shader that is instanced layerCount times (or loops layerCount times), each time
            // selecting a different layer.
            // http://anglebug.com/5453
            ASSERT(mCurrentFramebufferDesc.isMultiview() || colorRenderTarget->getLayerCount() == 1);
    
            ANGLE_TRY(contextVk->getUtils().clearFramebuffer(contextVk, this, params));
    
            // Clear depth/stencil only once!
            params.clearDepth   = false;
            params.clearStencil = false;
        }
    
        // If there was no color clear, clear depth/stencil alone.
        if (params.clearDepth || 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::redeferClears(ContextVk *contextVk)
    {
        ASSERT(!contextVk->hasStartedRenderPass());
    
        // Set the appropriate loadOp and clear values for depth and stencil.
        VkImageAspectFlags dsAspectFlags  = 0;
        VkClearValue dsClearValue         = {};
        dsClearValue.depthStencil.depth   = mDeferredClears.getDepthValue();
        dsClearValue.depthStencil.stencil = mDeferredClears.getStencilValue();
    
        if (mDeferredClears.testDepth())
        {
            dsAspectFlags |= VK_IMAGE_ASPECT_DEPTH_BIT;
            mDeferredClears.reset(vk::kUnpackedDepthIndex);
        }
    
        if (mDeferredClears.testStencil())
        {
            dsAspectFlags |= VK_IMAGE_ASPECT_STENCIL_BIT;
            mDeferredClears.reset(vk::kUnpackedStencilIndex);
        }
    
        // Go through deferred clears and stage the clears for future.
        for (size_t colorIndexGL : mDeferredClears.getColorMask())
        {
            ASSERT(mState.getEnabledDrawBuffers().test(colorIndexGL));
    
            RenderTargetVk *renderTarget = getColorDrawRenderTarget(colorIndexGL);
            gl::ImageIndex imageIndex =
                renderTarget->getImageIndexForClear(mCurrentFramebufferDesc.getLayerCount());
            renderTarget->getImageForWrite().stageClear(imageIndex, VK_IMAGE_ASPECT_COLOR_BIT,
                                                        mDeferredClears[colorIndexGL]);
            mDeferredClears.reset(colorIndexGL);
        }
    
        if (dsAspectFlags)
        {
            RenderTargetVk *renderTarget = getDepthStencilRenderTarget();
            ASSERT(renderTarget);
    
            gl::ImageIndex imageIndex =
                renderTarget->getImageIndexForClear(mCurrentFramebufferDesc.getLayerCount());
            renderTarget->getImageForWrite().stageClear(imageIndex, dsAspectFlags, dsClearValue);
        }
    }
    
    angle::Result FramebufferVk::clearWithCommand(ContextVk *contextVk,
                                                  vk::CommandBufferHelper *renderpassCommands,
                                                  const gl::Rectangle &scissoredRenderArea)
    {
        // Clear is not affected by viewport, so ContextVk::updateScissor may have decided on a smaller
        // render area.  Grow the render area to the full framebuffer size as this clear path is taken
        // when not scissored.
        contextVk->getStartedRenderPassCommands().growRenderArea(contextVk, scissoredRenderArea);
    
        gl::AttachmentVector<VkClearAttachment> attachments;
    
        // Go through deferred clears and add them to the list of attachments to clear.
        for (size_t colorIndexGL : mDeferredClears.getColorMask())
        {
            ASSERT(mState.getEnabledDrawBuffers().test(colorIndexGL));
            ASSERT(getColorDrawRenderTarget(colorIndexGL)->hasDefinedContent());
    
            attachments.emplace_back(VkClearAttachment{VK_IMAGE_ASPECT_COLOR_BIT,
                                                       static_cast<uint32_t>(colorIndexGL),
                                                       mDeferredClears[colorIndexGL]});
            mDeferredClears.reset(colorIndexGL);
        }
    
        // Add depth and stencil to list of attachments as needed.
        VkImageAspectFlags dsAspectFlags  = 0;
        VkClearValue dsClearValue         = {};
        dsClearValue.depthStencil.depth   = mDeferredClears.getDepthValue();
        dsClearValue.depthStencil.stencil = mDeferredClears.getStencilValue();
        if (mDeferredClears.testDepth())
        {
            dsAspectFlags |= VK_IMAGE_ASPECT_DEPTH_BIT;
            // Explicitly mark a depth write because we are clearing the depth buffer.
            renderpassCommands->onDepthAccess(vk::ResourceAccess::Write);
            mDeferredClears.reset(vk::kUnpackedDepthIndex);
        }
    
        if (mDeferredClears.testStencil())
        {
            dsAspectFlags |= VK_IMAGE_ASPECT_STENCIL_BIT;
            // Explicitly mark a stencil write because we are clearing the stencil buffer.
            renderpassCommands->onStencilAccess(vk::ResourceAccess::Write);
            mDeferredClears.reset(vk::kUnpackedStencilIndex);
        }
    
        if (dsAspectFlags != 0)
        {
            attachments.emplace_back(VkClearAttachment{dsAspectFlags, 0, dsClearValue});
            // Because we may have changed the depth stencil access mode, update read only depth mode
            // now.
            updateRenderPassReadOnlyDepthMode(contextVk, renderpassCommands);
        }
    
        VkClearRect rect                           = {};
        rect.rect.extent.width                     = scissoredRenderArea.width;
        rect.rect.extent.height                    = scissoredRenderArea.height;
        rect.layerCount                            = mCurrentFramebufferDesc.getLayerCount();
        vk::CommandBuffer *renderPassCommandBuffer = &renderpassCommands->getCommandBuffer();
    
        renderPassCommandBuffer->clearAttachments(static_cast<uint32_t>(attachments.size()),
                                                  attachments.data(), 1, &rect);
        return angle::Result::Continue;
    }
    
    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 &scissoredRenderArea,
                                                    vk::CommandBuffer **commandBufferOut,
                                                    bool *renderPassDescChangedOut)
    {
        ANGLE_TRY(contextVk->flushCommandsAndEndRenderPass());
    
        // Initialize RenderPass info.
        vk::AttachmentOpsArray renderPassAttachmentOps;
        vk::PackedClearValuesArray packedClearValues;
        gl::DrawBufferMask previousUnresolveColorMask =
            mRenderPassDesc.getColorUnresolveAttachmentMask();
        const bool hasDeferredClears        = mDeferredClears.any();
        const bool previousUnresolveDepth   = mRenderPassDesc.hasDepthUnresolveAttachment();
        const bool previousUnresolveStencil = mRenderPassDesc.hasStencilUnresolveAttachment();
    
        // Make sure render pass and framebuffer are in agreement w.r.t unresolve attachments.
        ASSERT(mCurrentFramebufferDesc.getUnresolveAttachmentMask() ==
               MakeUnresolveAttachmentMask(mRenderPassDesc));
    
        // Color attachments.
        const auto &colorRenderTargets = mRenderTargetCache.getColors();
        vk::PackedAttachmentIndex colorIndexVk(0);
        for (size_t colorIndexGL : mState.getColorAttachmentsMask())
        {
            RenderTargetVk *colorRenderTarget = colorRenderTargets[colorIndexGL];
            ASSERT(colorRenderTarget);
    
            // Color render targets are never entirely transient.  Only depth/stencil
            // multisampled-render-to-texture textures can be so.
            ASSERT(!colorRenderTarget->isEntirelyTransient());
            const vk::RenderPassStoreOp storeOp = colorRenderTarget->isImageTransient()
                                                      ? vk::RenderPassStoreOp::DontCare
                                                      : vk::RenderPassStoreOp::Store;
    
            if (mDeferredClears.test(colorIndexGL))
            {
                renderPassAttachmentOps.setOps(colorIndexVk, VK_ATTACHMENT_LOAD_OP_CLEAR, storeOp);
                packedClearValues.store(colorIndexVk, VK_IMAGE_ASPECT_COLOR_BIT,
                                        mDeferredClears[colorIndexGL]);
                mDeferredClears.reset(colorIndexGL);
            }
            else
            {
                const VkAttachmentLoadOp loadOp = colorRenderTarget->hasDefinedContent()
                                                      ? VK_ATTACHMENT_LOAD_OP_LOAD
                                                      : VK_ATTACHMENT_LOAD_OP_DONT_CARE;
    
                if (loadOp == VK_ATTACHMENT_LOAD_OP_DONT_CARE &&
                    mEmulatedAlphaAttachmentMask[colorIndexGL])
                {
                    // This color attachment has a format with no alpha channel, but is emulated with a
                    // format that does have an alpha channel, which must be cleared to 1.0 in order to
                    // be visible.
                    renderPassAttachmentOps.setOps(colorIndexVk, VK_ATTACHMENT_LOAD_OP_CLEAR, storeOp);
                    VkClearValue emulatedAlphaClearValue =
                        getCorrectedColorClearValue(colorIndexGL, {});
                    packedClearValues.store(colorIndexVk, VK_IMAGE_ASPECT_COLOR_BIT,
                                            emulatedAlphaClearValue);
                }
                else
                {
                    renderPassAttachmentOps.setOps(colorIndexVk, loadOp, storeOp);
                    packedClearValues.store(colorIndexVk, VK_IMAGE_ASPECT_COLOR_BIT,
                                            kUninitializedClearValue);
                }
            }
            renderPassAttachmentOps.setStencilOps(colorIndexVk, VK_ATTACHMENT_LOAD_OP_DONT_CARE,
                                                  vk::RenderPassStoreOp::DontCare);
    
            // If there's a resolve attachment, and loadOp needs to be LOAD, the multisampled attachment
            // needs to take its value from the resolve attachment.  In this case, an initial subpass is
            // added for this very purpose which uses the resolve attachment as input attachment.  As a
            // result, loadOp of the multisampled attachment can remain DONT_CARE.
            //
            // Note that this only needs to be done if the multisampled image and the resolve attachment
            // come from the same source.  isImageTransient() indicates whether this should happen.
            if (colorRenderTarget->hasResolveAttachment() && colorRenderTarget->isImageTransient())
            {
                if (renderPassAttachmentOps[colorIndexVk].loadOp == VK_ATTACHMENT_LOAD_OP_LOAD)
                {
                    renderPassAttachmentOps[colorIndexVk].loadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
    
                    // Update the render pass desc to specify that this attachment should be unresolved.
                    mRenderPassDesc.packColorUnresolveAttachment(colorIndexGL);
                }
                else
                {
                    mRenderPassDesc.removeColorUnresolveAttachment(colorIndexGL);
                }
            }
            else
            {
                ASSERT(!mRenderPassDesc.getColorUnresolveAttachmentMask().test(colorIndexGL));
            }
    
            ++colorIndexVk;
        }
    
        // Depth/stencil attachment.
        vk::PackedAttachmentIndex depthStencilAttachmentIndex = vk::kAttachmentIndexInvalid;
        RenderTargetVk *depthStencilRenderTarget              = getDepthStencilRenderTarget();
        if (depthStencilRenderTarget)
        {
            const bool canExportStencil =
                contextVk->getRenderer()->getFeatures().supportsShaderStencilExport.enabled;
    
            // depth stencil attachment always immediately follows color attachment
            depthStencilAttachmentIndex = colorIndexVk;
    
            VkAttachmentLoadOp depthLoadOp       = VK_ATTACHMENT_LOAD_OP_LOAD;
            VkAttachmentLoadOp stencilLoadOp     = VK_ATTACHMENT_LOAD_OP_LOAD;
            vk::RenderPassStoreOp depthStoreOp   = vk::RenderPassStoreOp::Store;
            vk::RenderPassStoreOp stencilStoreOp = vk::RenderPassStoreOp::Store;
    
            // If the image data was previously discarded (with no update in between), don't attempt to
            // load the image.  Additionally, if the multisampled image data is transient and there is
            // no resolve attachment, there's no data to load.  The latter is the case with
            // depth/stencil texture attachments per GL_EXT_multisampled_render_to_texture2.
            if (!depthStencilRenderTarget->hasDefinedContent() ||
                depthStencilRenderTarget->isEntirelyTransient())
            {
                depthLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
            }
            if (!depthStencilRenderTarget->hasDefinedStencilContent() ||
                depthStencilRenderTarget->isEntirelyTransient())
            {
                stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
            }
    
            // If depth/stencil image is transient, no need to store its data at the end of the render
            // pass.  If shader stencil export is not supported, stencil data cannot be unresolved on
            // the next render pass, so it must be stored/loaded.  If the image is entirely transient,
            // there is no resolve/unresolve and the image data is never stored/loaded.
            if (depthStencilRenderTarget->isImageTransient())
            {
                depthStoreOp = vk::RenderPassStoreOp::DontCare;
    
                if (canExportStencil || depthStencilRenderTarget->isEntirelyTransient())
                {
                    stencilStoreOp = vk::RenderPassStoreOp::DontCare;
                }
            }
    
            if (mDeferredClears.testDepth() || mDeferredClears.testStencil())
            {
                VkClearValue clearValue = {};
    
                if (mDeferredClears.testDepth())
                {
                    depthLoadOp                   = VK_ATTACHMENT_LOAD_OP_CLEAR;
                    clearValue.depthStencil.depth = mDeferredClears.getDepthValue();
                    mDeferredClears.reset(vk::kUnpackedDepthIndex);
                }
    
                if (mDeferredClears.testStencil())
                {
                    stencilLoadOp                   = VK_ATTACHMENT_LOAD_OP_CLEAR;
                    clearValue.depthStencil.stencil = mDeferredClears.getStencilValue();
                    mDeferredClears.reset(vk::kUnpackedStencilIndex);
                }
    
                // Note the aspect is only depth here. That's intentional.
                packedClearValues.store(depthStencilAttachmentIndex, VK_IMAGE_ASPECT_DEPTH_BIT,
                                        clearValue);
            }
            else
            {
                // Note the aspect is only depth here. That's intentional.
                packedClearValues.store(depthStencilAttachmentIndex, VK_IMAGE_ASPECT_DEPTH_BIT,
                                        kUninitializedClearValue);
            }
    
            const vk::Format &format = depthStencilRenderTarget->getImageFormat();
            // 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::RenderPassStoreOp::DontCare;
            }
            if (format.intendedFormat().depthBits == 0)
            {
                depthLoadOp  = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
                depthStoreOp = vk::RenderPassStoreOp::DontCare;
            }
    
            // Similar to color attachments, if there's a resolve attachment and the multisampled image
            // is transient, depth/stencil data need to be unresolved in an initial subpass.
            //
            // Note that stencil unresolve is currently only possible if shader stencil export is
            // supported.
            if (depthStencilRenderTarget->hasResolveAttachment() &&
                depthStencilRenderTarget->isImageTransient())
            {
                const bool unresolveDepth = depthLoadOp == VK_ATTACHMENT_LOAD_OP_LOAD;
                const bool unresolveStencil =
                    stencilLoadOp == VK_ATTACHMENT_LOAD_OP_LOAD && canExportStencil;
    
                if (unresolveDepth)
                {
                    depthLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
                }
    
                if (unresolveStencil)
                {
                    stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
                }
    
                if (unresolveDepth || unresolveStencil)
                {
                    mRenderPassDesc.packDepthStencilUnresolveAttachment(unresolveDepth,
                                                                        unresolveStencil);
                }
                else
                {
                    mRenderPassDesc.removeDepthStencilUnresolveAttachment();
                }
            }
    
            renderPassAttachmentOps.setOps(depthStencilAttachmentIndex, depthLoadOp, depthStoreOp);
            renderPassAttachmentOps.setStencilOps(depthStencilAttachmentIndex, stencilLoadOp,
                                                  stencilStoreOp);
        }
    
        // If render pass description is changed, the previous render pass desc is no longer compatible.
        // Tell the context so that the graphics pipelines can be recreated.
        //
        // Note that render passes are compatible only if the differences are in loadOp/storeOp values,
        // or the existence of resolve attachments in single subpass render passes.  The modification
        // here can add/remove a subpass, or modify its input attachments.
        gl::DrawBufferMask unresolveColorMask = mRenderPassDesc.getColorUnresolveAttachmentMask();
        const bool unresolveDepth             = mRenderPassDesc.hasDepthUnresolveAttachment();
        const bool unresolveStencil           = mRenderPassDesc.hasStencilUnresolveAttachment();
        const bool unresolveChanged           = previousUnresolveColorMask != unresolveColorMask ||
                                      previousUnresolveDepth != unresolveDepth ||
                                      previousUnresolveStencil != unresolveStencil;
        if (unresolveChanged)
        {
            // Make sure framebuffer is recreated.
            mFramebuffer = nullptr;
    
            mCurrentFramebufferDesc.updateUnresolveMask(MakeUnresolveAttachmentMask(mRenderPassDesc));
        }
    
        vk::Framebuffer *framebuffer = nullptr;
        ANGLE_TRY(getFramebuffer(contextVk, &framebuffer, nullptr));
    
        // If deferred clears were used in the render pass, expand the render area to the whole
        // framebuffer.
        gl::Rectangle renderArea = scissoredRenderArea;
        if (hasDeferredClears)
        {
            renderArea = getRotatedCompleteRenderArea(contextVk);
        }
    
        ANGLE_TRY(contextVk->beginNewRenderPass(
            *framebuffer, renderArea, mRenderPassDesc, renderPassAttachmentOps, colorIndexVk,
            depthStencilAttachmentIndex, packedClearValues, commandBufferOut));
    
        // Add the images to the renderpass tracking list  (through onColorDraw).
        vk::PackedAttachmentIndex colorAttachmentIndex(0);
        for (size_t colorIndexGL : mState.getColorAttachmentsMask())
        {
            RenderTargetVk *colorRenderTarget = colorRenderTargets[colorIndexGL];
            colorRenderTarget->onColorDraw(contextVk, mCurrentFramebufferDesc.getLayerCount(),
                                           colorAttachmentIndex);
            ++colorAttachmentIndex;
        }
    
        if (depthStencilRenderTarget)
        {
            // This must be called after hasDefined*Content() since it will set content to valid.  If
            // the attachment ends up not used in the render pass, contents will be marked undefined at
            // endRenderPass.  The actual layout determination is also deferred until the same time.
            depthStencilRenderTarget->onDepthStencilDraw(contextVk,
                                                         mCurrentFramebufferDesc.getLayerCount());
        }
    
        const bool anyUnresolve = unresolveColorMask.any() || unresolveDepth || unresolveStencil;
        if (anyUnresolve)
        {
            // Unresolve attachments if any.
            UtilsVk::UnresolveParameters params;
            params.unresolveColorMask = unresolveColorMask;
            params.unresolveDepth     = unresolveDepth;
            params.unresolveStencil   = unresolveStencil;
    
            ANGLE_TRY(contextVk->getUtils().unresolve(contextVk, this, params));
    
            // The unresolve subpass has only one draw call.
            contextVk->startNextSubpass();
        }
    
        if (unresolveChanged || anyUnresolve)
        {
            contextVk->onDrawFramebufferRenderPassDescChange(this, renderPassDescChangedOut);
        }
    
        return angle::Result::Continue;
    }
    
    void FramebufferVk::updateActiveColorMasks(size_t colorIndexGL, bool r, bool g, bool b, bool a)
    {
        gl::BlendStateExt::ColorMaskStorage::SetValueIndexed(
            colorIndexGL, gl::BlendStateExt::PackColorMask(r, g, b, a),
            &mActiveColorComponentMasksForClear);
    }
    
    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");
        gl::LevelIndex levelGL = renderTarget->getLevelIndex();
        uint32_t layer         = renderTarget->getLayerIndex();
        return renderTarget->getImageForCopy().readPixels(contextVk, area, packPixelsParams,
                                                          copyAspectFlags, levelGL, layer, pixels,
                                                          &mReadPixelBuffer);
    }
    
    gl::Extents FramebufferVk::getReadImageExtents() const
    {
        RenderTargetVk *readRenderTarget = mRenderTargetCache.getColorRead(mState);
        return readRenderTarget->getExtents();
    }
    
    // Return the framebuffer's non-rotated render area.  This is a gl::Rectangle that is based on the
    // dimensions of the framebuffer, IS NOT rotated, and IS NOT y-flipped
    gl::Rectangle FramebufferVk::getNonRotatedCompleteRenderArea() const
    {
        const gl::Box &dimensions = mState.getDimensions();
        return gl::Rectangle(0, 0, dimensions.width, dimensions.height);
    }
    
    // Return the framebuffer's rotated render area.  This is a gl::Rectangle that is based on the
    // dimensions of the framebuffer, IS ROTATED for the draw FBO, and IS NOT y-flipped
    //
    // Note: Since the rectangle is not scissored (i.e. x and y are guaranteed to be zero), only the
    // width and height must be swapped if the rotation is 90 or 270 degrees.
    gl::Rectangle FramebufferVk::getRotatedCompleteRenderArea(ContextVk *contextVk) const
    {
        gl::Rectangle renderArea = getNonRotatedCompleteRenderArea();
        if (contextVk->isRotatedAspectRatioForDrawFBO())
        {
            // The surface is rotated 90/270 degrees.  This changes the aspect ratio of the surface.
            std::swap(renderArea.width, renderArea.height);
        }
        return renderArea;
    }
    
    // Return the framebuffer's scissored and rotated render area.  This is a gl::Rectangle that is
    // based on the dimensions of the framebuffer, is clipped to the scissor, IS ROTATED and IS
    // Y-FLIPPED for the draw FBO.
    //
    // Note: Since the rectangle is scissored, it must be fully rotated, and not just have the width
    // and height swapped.
    gl::Rectangle FramebufferVk::getRotatedScissoredRenderArea(ContextVk *contextVk) const
    {
        const gl::Rectangle renderArea = getNonRotatedCompleteRenderArea();
        bool invertViewport            = contextVk->isViewportFlipEnabledForDrawFBO();
        gl::Rectangle scissoredArea    = ClipRectToScissor(contextVk->getState(), renderArea, false);
        gl::Rectangle rotatedScissoredArea;
        RotateRectangle(contextVk->getRotationDrawFramebuffer(), invertViewport, renderArea.width,
                        renderArea.height, scissoredArea, &rotatedScissoredArea);
        return rotatedScissoredArea;
    }
    
    GLint FramebufferVk::getSamples() const
    {
        const gl::FramebufferAttachment *lastAttachment = nullptr;
    
        for (size_t colorIndexGL : mState.getEnabledDrawBuffers())
        {
            const gl::FramebufferAttachment *color = mState.getColorAttachment(colorIndexGL);
            ASSERT(color);
    
            if (color->isRenderToTexture())
            {
                return color->getSamples();
            }
    
            lastAttachment = color;
        }
        const gl::FramebufferAttachment *depthStencil = mState.getDepthOrStencilAttachment();
        if (depthStencil)
        {
            if (depthStencil->isRenderToTexture())
            {
                return depthStencil->getSamples();
            }
            lastAttachment = depthStencil;
        }
    
        // If none of the attachments are multisampled-render-to-texture, take the sample count from the
        // last attachment (any would have worked, as they would all have the same sample count).
        return std::max(lastAttachment ? lastAttachment->getSamples() : 1, 1);
    }
    
    angle::Result FramebufferVk::flushDeferredClears(ContextVk *contextVk)
    {
        if (mDeferredClears.empty())
        {
            return angle::Result::Continue;
        }
    
        return contextVk->startRenderPass(getRotatedCompleteRenderArea(contextVk), nullptr, nullptr);
    }
    
    void FramebufferVk::updateRenderPassReadOnlyDepthMode(ContextVk *contextVk,
                                                          vk::CommandBufferHelper *renderPass)
    {
        bool readOnlyDepthStencilMode =
            getDepthStencilRenderTarget() && !getDepthStencilRenderTarget()->hasResolveAttachment() &&
            (mReadOnlyDepthFeedbackLoopMode || !renderPass->hasDepthStencilWriteOrClear());
    
        // If readOnlyDepthStencil is false, we are switching out of read only mode due to depth write.
        // We must not be in the read only feedback loop mode because the logic in
        // ContextVk::updateRenderPassDepthStencilAccess() should ensure we end the previous renderpass
        // and a new renderpass will start with feedback loop disabled.
        ASSERT(readOnlyDepthStencilMode || !mReadOnlyDepthFeedbackLoopMode);
    
        renderPass->updateStartedRenderPassWithDepthMode(readOnlyDepthStencilMode);
    }
    
    void FramebufferVk::onSwitchProgramFramebufferFetch(ContextVk *contextVk,
                                                        bool programUsesFramebufferFetch)
    {
        if (programUsesFramebufferFetch != mRenderPassDesc.getFramebufferFetchMode())
        {
            // Make sure framebuffer is recreated.
            mFramebuffer = nullptr;
            mCurrentFramebufferDesc.updateFramebufferFetchMode(programUsesFramebufferFetch);
    
            mRenderPassDesc.setFramebufferFetchMode(programUsesFramebufferFetch);
            contextVk->onDrawFramebufferRenderPassDescChange(this, nullptr);
        }
    }
    
    // FramebufferCache implementation.
    void FramebufferCache::destroy(RendererVk *rendererVk)
    {
        rendererVk->accumulateCacheStats(VulkanCacheType::Framebuffer, mCacheStats);
        mPayload.clear();
    }
    
    bool FramebufferCache::get(ContextVk *contextVk,
                               const vk::FramebufferDesc &desc,
                               vk::FramebufferHelper **framebufferHelperOut)
    {
        auto iter = mPayload.find(desc);
        if (iter != mPayload.end())
        {
            *framebufferHelperOut = &iter->second;
            mCacheStats.hit();
            return true;
        }
    
        mCacheStats.miss();
        return false;
    }
    
    void FramebufferCache::insert(const vk::FramebufferDesc &desc,
                                  vk::FramebufferHelper &&framebufferHelper)
    {
        mPayload.emplace(desc, std::move(framebufferHelper));
    }
    
    void FramebufferCache::clear(ContextVk *contextVk)
    {
        for (auto &entry : mPayload)
        {
            vk::FramebufferHelper &tmpFB = entry.second;
            tmpFB.release(contextVk);
        }
        mPayload.clear();
    }
    }  // namespace rx