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

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  • Author : Geoff Lang
    Date : 2021-05-11 13:53:05
    Hash : bccb0d56
    Message : Add messages for framebuffer completeness errors. This also creates a common code path for all framebuffer completeness errors (FramebufferStatus::Incomplete) which helps for adding a debug breakpoint. Bug: angleproject:5949 Change-Id: Ib102dbf86e020777e56c6dc6b78dda8ebdba2127 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2888110 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jonah Ryan-Davis <jonahr@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>

  • src/libANGLE/renderer/vulkan/FramebufferVk.h
  • //
    // 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.h:
    //    Defines the class interface for FramebufferVk, implementing FramebufferImpl.
    //
    
    #ifndef LIBANGLE_RENDERER_VULKAN_FRAMEBUFFERVK_H_
    #define LIBANGLE_RENDERER_VULKAN_FRAMEBUFFERVK_H_
    
    #include "libANGLE/angletypes.h"
    #include "libANGLE/renderer/FramebufferImpl.h"
    #include "libANGLE/renderer/RenderTargetCache.h"
    #include "libANGLE/renderer/vulkan/BufferVk.h"
    #include "libANGLE/renderer/vulkan/ResourceVk.h"
    #include "libANGLE/renderer/vulkan/UtilsVk.h"
    #include "libANGLE/renderer/vulkan/vk_cache_utils.h"
    #include "libANGLE/renderer/vulkan/vk_helpers.h"
    
    namespace rx
    {
    class RendererVk;
    class RenderTargetVk;
    class WindowSurfaceVk;
    
    // FramebufferVk Cache
    class FramebufferCache final : angle::NonCopyable
    {
      public:
        FramebufferCache() = default;
        ~FramebufferCache() { ASSERT(mPayload.empty()); }
    
        void destroy(RendererVk *rendererVk);
    
        bool get(ContextVk *contextVk,
                 const vk::FramebufferDesc &desc,
                 vk::FramebufferHelper **framebufferOut);
        void insert(const vk::FramebufferDesc &desc, vk::FramebufferHelper &&framebufferHelper);
        void clear(ContextVk *contextVk);
    
      private:
        angle::HashMap<vk::FramebufferDesc, vk::FramebufferHelper> mPayload;
        CacheStats mCacheStats;
    };
    
    class FramebufferVk : public FramebufferImpl
    {
      public:
        // Factory methods so we don't have to use constructors with overloads.
        static FramebufferVk *CreateUserFBO(RendererVk *renderer, const gl::FramebufferState &state);
    
        // The passed-in SurfaceVk must be destroyed after this FBO is destroyed. Our Surface code is
        // ref-counted on the number of 'current' contexts, so we shouldn't get any dangling surface
        // references. See Surface::setIsCurrent(bool).
        static FramebufferVk *CreateDefaultFBO(RendererVk *renderer,
                                               const gl::FramebufferState &state,
                                               WindowSurfaceVk *backbuffer);
    
        ~FramebufferVk() override;
        void destroy(const gl::Context *context) override;
    
        angle::Result discard(const gl::Context *context,
                              size_t count,
                              const GLenum *attachments) override;
        angle::Result invalidate(const gl::Context *context,
                                 size_t count,
                                 const GLenum *attachments) override;
        angle::Result invalidateSub(const gl::Context *context,
                                    size_t count,
                                    const GLenum *attachments,
                                    const gl::Rectangle &area) override;
    
        angle::Result clear(const gl::Context *context, GLbitfield mask) override;
        angle::Result clearBufferfv(const gl::Context *context,
                                    GLenum buffer,
                                    GLint drawbuffer,
                                    const GLfloat *values) override;
        angle::Result clearBufferuiv(const gl::Context *context,
                                     GLenum buffer,
                                     GLint drawbuffer,
                                     const GLuint *values) override;
        angle::Result clearBufferiv(const gl::Context *context,
                                    GLenum buffer,
                                    GLint drawbuffer,
                                    const GLint *values) override;
        angle::Result clearBufferfi(const gl::Context *context,
                                    GLenum buffer,
                                    GLint drawbuffer,
                                    GLfloat depth,
                                    GLint stencil) override;
    
        const gl::InternalFormat &getImplementationColorReadFormat(
            const gl::Context *context) const override;
        angle::Result readPixels(const gl::Context *context,
                                 const gl::Rectangle &area,
                                 GLenum format,
                                 GLenum type,
                                 const gl::PixelPackState &pack,
                                 gl::Buffer *packBuffer,
                                 void *pixels) override;
    
        angle::Result blit(const gl::Context *context,
                           const gl::Rectangle &sourceArea,
                           const gl::Rectangle &destArea,
                           GLbitfield mask,
                           GLenum filter) override;
    
        gl::FramebufferStatus checkStatus(const gl::Context *context) const override;
    
        angle::Result syncState(const gl::Context *context,
                                GLenum binding,
                                const gl::Framebuffer::DirtyBits &dirtyBits,
                                gl::Command command) override;
    
        angle::Result getSamplePosition(const gl::Context *context,
                                        size_t index,
                                        GLfloat *xy) const override;
        RenderTargetVk *getDepthStencilRenderTarget() const;
    
        // Internal helper function for readPixels operations.
        angle::Result readPixelsImpl(ContextVk *contextVk,
                                     const gl::Rectangle &area,
                                     const PackPixelsParams &packPixelsParams,
                                     VkImageAspectFlagBits copyAspectFlags,
                                     RenderTargetVk *renderTarget,
                                     void *pixels);
    
        gl::Extents getReadImageExtents() const;
        gl::Rectangle getNonRotatedCompleteRenderArea() const;
        gl::Rectangle getRotatedCompleteRenderArea(ContextVk *contextVk) const;
        gl::Rectangle getRotatedScissoredRenderArea(ContextVk *contextVk) const;
    
        const gl::DrawBufferMask &getEmulatedAlphaAttachmentMask() const;
        RenderTargetVk *getColorDrawRenderTarget(size_t colorIndex) const;
        RenderTargetVk *getColorReadRenderTarget() const;
    
        angle::Result startNewRenderPass(ContextVk *contextVk,
                                         const gl::Rectangle &scissoredRenderArea,
                                         vk::CommandBuffer **commandBufferOut,
                                         bool *renderPassDescChangedOut);
    
        GLint getSamples() const;
    
        const vk::RenderPassDesc &getRenderPassDesc() const { return mRenderPassDesc; }
    
        angle::Result getFramebuffer(ContextVk *contextVk,
                                     vk::Framebuffer **framebufferOut,
                                     const vk::ImageView *resolveImageViewIn);
    
        bool hasDeferredClears() const { return !mDeferredClears.empty(); }
        angle::Result flushDeferredClears(ContextVk *contextVk);
        void setReadOnlyDepthFeedbackLoopMode(bool readOnlyDepthFeedbackModeEnabled)
        {
            mReadOnlyDepthFeedbackLoopMode = readOnlyDepthFeedbackModeEnabled;
        }
        bool isReadOnlyDepthFeedbackLoopMode() const { return mReadOnlyDepthFeedbackLoopMode; }
        void updateRenderPassReadOnlyDepthMode(ContextVk *contextVk,
                                               vk::CommandBufferHelper *renderPass);
    
        void onSwitchProgramFramebufferFetch(ContextVk *contextVk, bool programUsesFramebufferFetch);
    
      private:
        FramebufferVk(RendererVk *renderer,
                      const gl::FramebufferState &state,
                      WindowSurfaceVk *backbuffer);
    
        // The 'in' rectangles must be clipped to the scissor and FBO. The clipping is done in 'blit'.
        angle::Result 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);
    
        // Resolve color with subpass attachment
        angle::Result resolveColorWithSubpass(ContextVk *contextVk,
                                              const UtilsVk::BlitResolveParameters &params);
    
        // Resolve color with vkCmdResolveImage
        angle::Result resolveColorWithCommand(ContextVk *contextVk,
                                              const UtilsVk::BlitResolveParameters &params,
                                              vk::ImageHelper *srcImage);
    
        angle::Result clearImpl(const gl::Context *context,
                                gl::DrawBufferMask clearColorBuffers,
                                bool clearDepth,
                                bool clearStencil,
                                const VkClearColorValue &clearColorValue,
                                const VkClearDepthStencilValue &clearDepthStencilValue);
    
        void mergeClearsWithDeferredClears(gl::DrawBufferMask clearColorBuffers,
                                           bool clearDepth,
                                           bool clearStencil,
                                           const VkClearColorValue &clearColorValue,
                                           const VkClearDepthStencilValue &clearDepthStencilValue);
        angle::Result 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);
        void redeferClears(ContextVk *contextVk);
        angle::Result clearWithCommand(ContextVk *contextVk,
                                       vk::CommandBufferHelper *renderpassCommands,
                                       const gl::Rectangle &scissoredRenderArea);
        void updateActiveColorMasks(size_t colorIndex, bool r, bool g, bool b, bool a);
        void updateRenderPassDesc(ContextVk *contextVk);
        angle::Result updateColorAttachment(const gl::Context *context, uint32_t colorIndex);
        angle::Result updateDepthStencilAttachment(const gl::Context *context);
        void updateDepthStencilAttachmentSerial(ContextVk *contextVk);
        angle::Result flushColorAttachmentUpdates(const gl::Context *context,
                                                  bool deferClears,
                                                  uint32_t colorIndex);
        angle::Result flushDepthStencilAttachmentUpdates(const gl::Context *context, bool deferClears);
        angle::Result invalidateImpl(ContextVk *contextVk,
                                     size_t count,
                                     const GLenum *attachments,
                                     bool isSubInvalidate,
                                     const gl::Rectangle &invalidateArea);
    
        RenderTargetVk *getReadPixelsRenderTarget(GLenum format) const;
        VkImageAspectFlagBits getReadPixelsAspectFlags(GLenum format) const;
    
        VkClearValue getCorrectedColorClearValue(size_t colorIndexGL,
                                                 const VkClearColorValue &clearColor) const;
    
        void updateColorResolveAttachment(
            uint32_t colorIndexGL,
            vk::ImageOrBufferViewSubresourceSerial resolveImageViewSerial);
        void removeColorResolveAttachment(uint32_t colorIndexGL);
    
        void updateLayerCount();
    
        WindowSurfaceVk *mBackbuffer;
    
        vk::RenderPassDesc mRenderPassDesc;
        vk::FramebufferHelper *mFramebuffer;
        RenderTargetCache<RenderTargetVk> mRenderTargetCache;
    
        // This variable is used to quickly compute if we need to do a masked clear. If a color
        // channel is masked out, we check against the Framebuffer Attachments (RenderTargets) to see
        // if the masked out channel is present in any of the attachments.
        gl::BlendStateExt::ColorMaskStorage::Type mActiveColorComponentMasksForClear;
        vk::DynamicBuffer mReadPixelBuffer;
    
        // When we draw to the framebuffer, and the real format has an alpha channel but the format of
        // the framebuffer does not, we need to mask out the alpha channel. This DrawBufferMask will
        // contain the mask to apply to the alpha channel when drawing.
        gl::DrawBufferMask mEmulatedAlphaAttachmentMask;
    
        vk::FramebufferDesc mCurrentFramebufferDesc;
        FramebufferCache mFramebufferCache;
    
        vk::ClearValuesArray mDeferredClears;
    
        // Tracks if we are in depth feedback loop. Depth read only feedback loop is a special kind of
        // depth stencil read only mode. When we are in feedback loop, we must flush renderpass to exit
        // the loop instead of update the layout.
        bool mReadOnlyDepthFeedbackLoopMode;
    };
    }  // namespace rx
    
    #endif  // LIBANGLE_RENDERER_VULKAN_FRAMEBUFFERVK_H_