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

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  • Author : Tim Van Patten
    Date : 2021-04-23 13:02:43
    Hash : 54e99d36
    Message : Vulkan: Cleanup garbage when destroying EGL images SurfaceFlinger will optimistically create EGL images just in case it does need them in the future, since creating them can be slow and waiting until they're necessary can cause jank on 90hz+ devices. However, since the images are never actually used, ANGLE's garbage is never cleaned up so vkDestroyImage() and the memory is never freed. This can lead to exhausting the device's memory when many EGL images are allocated. For example, when running the CTS test CtsBiometricsTestCases. This CL adds a call to always cleanup the renderer's garbage when an EGL image is destroyed via eglDestroyImageKHR(), since we can't know if a draw will ever be performed in the future (which would normally cleanup the garbage). Bug: b/184388756 Test: atest CtsBiometricsTestCases Change-Id: I104c05c7be44f1e57123ac7eed23effaa982837a Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2848131 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jason Macnak <natsu@google.com> Reviewed-by: Charlie Lao <cclao@google.com> Commit-Queue: Tim Van Patten <timvp@google.com>

  • src/libANGLE/renderer/vulkan/ImageVk.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.
    //
    // ImageVk.cpp:
    //    Implements the class methods for ImageVk.
    //
    
    #include "libANGLE/renderer/vulkan/ImageVk.h"
    
    #include "common/debug.h"
    #include "libANGLE/Context.h"
    #include "libANGLE/Display.h"
    #include "libANGLE/renderer/vulkan/ContextVk.h"
    #include "libANGLE/renderer/vulkan/DisplayVk.h"
    #include "libANGLE/renderer/vulkan/RenderbufferVk.h"
    #include "libANGLE/renderer/vulkan/TextureVk.h"
    #include "libANGLE/renderer/vulkan/vk_utils.h"
    
    namespace rx
    {
    
    ImageVk::ImageVk(const egl::ImageState &state, const gl::Context *context)
        : ImageImpl(state), mImageLevel(0), mOwnsImage(false), mImage(nullptr), mContext(context)
    {}
    
    ImageVk::~ImageVk() {}
    
    void ImageVk::onDestroy(const egl::Display *display)
    {
        DisplayVk *displayVk = vk::GetImpl(display);
        RendererVk *renderer = displayVk->getRenderer();
    
        if (mImage != nullptr && mOwnsImage)
        {
            // TODO: We need to handle the case that EGLImage used in two context that aren't shared.
            // https://issuetracker.google.com/169868803
            mImage->releaseImage(renderer);
            mImage->releaseStagingBuffer(renderer);
            SafeDelete(mImage);
        }
        else if (egl::IsExternalImageTarget(mState.target))
        {
            ASSERT(mState.source != nullptr);
            ExternalImageSiblingVk *externalImageSibling =
                GetImplAs<ExternalImageSiblingVk>(GetAs<egl::ExternalImageSibling>(mState.source));
            externalImageSibling->release(renderer);
            mImage = nullptr;
    
            // This is called as a special case where resources may be allocated by the caller, without
            // the caller ever issuing a draw command to free them. Specifically, SurfaceFlinger
            // optimistically allocates EGLImages that it may never draw to.
            renderer->cleanupCompletedCommandsGarbage();
        }
    }
    
    egl::Error ImageVk::initialize(const egl::Display *display)
    {
        if (egl::IsTextureTarget(mState.target))
        {
            TextureVk *textureVk = GetImplAs<TextureVk>(GetAs<gl::Texture>(mState.source));
    
            // Make sure the texture has created its backing storage
            ASSERT(mContext != nullptr);
            ContextVk *contextVk = vk::GetImpl(mContext);
            ANGLE_TRY(ResultToEGL(
                textureVk->ensureImageInitialized(contextVk, ImageMipLevels::EnabledLevels)));
    
            mImage = &textureVk->getImage();
    
            // The staging buffer for a texture source should already be initialized
    
            mOwnsImage = false;
    
            mImageTextureType = mState.imageIndex.getType();
            mImageLevel       = gl::LevelIndex(mState.imageIndex.getLevelIndex());
            mImageLayer       = mState.imageIndex.hasLayer() ? mState.imageIndex.getLayerIndex() : 0;
        }
        else
        {
            RendererVk *renderer = nullptr;
            if (egl::IsRenderbufferTarget(mState.target))
            {
                RenderbufferVk *renderbufferVk =
                    GetImplAs<RenderbufferVk>(GetAs<gl::Renderbuffer>(mState.source));
                mImage = renderbufferVk->getImage();
    
                ASSERT(mContext != nullptr);
                renderer = vk::GetImpl(mContext)->getRenderer();
            }
            else if (egl::IsExternalImageTarget(mState.target))
            {
                const ExternalImageSiblingVk *externalImageSibling =
                    GetImplAs<ExternalImageSiblingVk>(GetAs<egl::ExternalImageSibling>(mState.source));
                mImage = externalImageSibling->getImage();
    
                ASSERT(mContext == nullptr);
                renderer = vk::GetImpl(display)->getRenderer();
            }
            else
            {
                UNREACHABLE();
                return egl::EglBadAccess();
            }
    
            // start with some reasonable alignment that's safe for the case where intendedFormatID is
            // FormatID::NONE
            size_t alignment = mImage->getFormat().getValidImageCopyBufferAlignment();
    
            // Make sure a staging buffer is ready to use to upload data
            mImage->initStagingBuffer(renderer, alignment, vk::kStagingBufferFlags,
                                      vk::kStagingBufferSize);
    
            mOwnsImage = false;
    
            mImageTextureType = gl::TextureType::_2D;
            mImageLevel       = gl::LevelIndex(0);
            mImageLayer       = 0;
        }
    
        // mContext is no longer needed, make sure it's not used by accident.
        mContext = nullptr;
    
        return egl::NoError();
    }
    
    angle::Result ImageVk::orphan(const gl::Context *context, egl::ImageSibling *sibling)
    {
        if (sibling == mState.source)
        {
            if (egl::IsTextureTarget(mState.target))
            {
                TextureVk *textureVk = GetImplAs<TextureVk>(GetAs<gl::Texture>(mState.source));
                ASSERT(mImage == &textureVk->getImage());
                textureVk->releaseOwnershipOfImage(context);
                mOwnsImage = true;
            }
            else if (egl::IsRenderbufferTarget(mState.target))
            {
                RenderbufferVk *renderbufferVk =
                    GetImplAs<RenderbufferVk>(GetAs<gl::Renderbuffer>(mState.source));
                ASSERT(mImage == renderbufferVk->getImage());
                renderbufferVk->releaseOwnershipOfImage(context);
                mOwnsImage = true;
            }
            else
            {
                ANGLE_VK_UNREACHABLE(vk::GetImpl(context));
                return angle::Result::Stop;
            }
        }
    
        // Grab a fence from the releasing context to know when the image is no longer used
        ASSERT(context != nullptr);
        ContextVk *contextVk = vk::GetImpl(context);
    
        // Flush the context to make sure the fence has been submitted.
        ANGLE_TRY(contextVk->flushImpl(nullptr));
    
        return angle::Result::Continue;
    }
    
    }  // namespace rx