Hash :
f618c9e5
Author :
Date :
2018-02-15T14:45:40
Vulkan: Add depth/stencil surfaces. This change lets us create egl::Surfaces from a D24S8 config. This is a bit hacky, because the spec only mandates 24 -or- 32 bit depth support, but not both or either individually. Will need follow-up work for proper EGL config setup. A single depth buffer is allocated for the entire set of swapchain images and is used with each. This also might be a problem if we're rendering to multiple frames at the same time. We'll likely have to revisit this in the future as well. This adds a new RenderTargetVk to the SurfaceVk class which points to the Depth/Stencil image. Since ImageViews must refer to either the depth or stencil, but not both, we'll need to address this when we get to implementing depth/stencil texture reads in shaders. Bug: angleproject:2357 Change-Id: Ibed0eed7e1d0efb272758dbfc79fa2c5aa93997f Reviewed-on: https://chromium-review.googlesource.com/919761 Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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//
// Copyright 2016 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// SurfaceVk.h:
// Defines the class interface for SurfaceVk, implementing SurfaceImpl.
//
#ifndef LIBANGLE_RENDERER_VULKAN_SURFACEVK_H_
#define LIBANGLE_RENDERER_VULKAN_SURFACEVK_H_
#include <vulkan/vulkan.h>
#include "libANGLE/renderer/SurfaceImpl.h"
#include "libANGLE/renderer/vulkan/RenderTargetVk.h"
#include "libANGLE/renderer/vulkan/vk_utils.h"
namespace rx
{
class RendererVk;
class OffscreenSurfaceVk : public SurfaceImpl
{
public:
OffscreenSurfaceVk(const egl::SurfaceState &surfaceState, EGLint width, EGLint height);
~OffscreenSurfaceVk() override;
egl::Error initialize(const egl::Display *display) override;
FramebufferImpl *createDefaultFramebuffer(const gl::FramebufferState &state) override;
egl::Error swap(const gl::Context *context) override;
egl::Error postSubBuffer(const gl::Context *context,
EGLint x,
EGLint y,
EGLint width,
EGLint height) override;
egl::Error querySurfacePointerANGLE(EGLint attribute, void **value) override;
egl::Error bindTexImage(gl::Texture *texture, EGLint buffer) override;
egl::Error releaseTexImage(EGLint buffer) override;
egl::Error getSyncValues(EGLuint64KHR *ust, EGLuint64KHR *msc, EGLuint64KHR *sbc) override;
void setSwapInterval(EGLint interval) override;
// width and height can change with client window resizing
EGLint getWidth() const override;
EGLint getHeight() const override;
EGLint isPostSubBufferSupported() const override;
EGLint getSwapBehavior() const override;
gl::Error getAttachmentRenderTarget(const gl::Context *context,
GLenum binding,
const gl::ImageIndex &imageIndex,
FramebufferAttachmentRenderTarget **rtOut) override;
gl::Error initializeContents(const gl::Context *context,
const gl::ImageIndex &imageIndex) override;
private:
EGLint mWidth;
EGLint mHeight;
};
class WindowSurfaceVk : public SurfaceImpl, public ResourceVk
{
public:
WindowSurfaceVk(const egl::SurfaceState &surfaceState,
EGLNativeWindowType window,
EGLint width,
EGLint height);
~WindowSurfaceVk() override;
void destroy(const egl::Display *display) override;
egl::Error initialize(const egl::Display *display) override;
FramebufferImpl *createDefaultFramebuffer(const gl::FramebufferState &state) override;
egl::Error swap(const gl::Context *context) override;
egl::Error postSubBuffer(const gl::Context *context,
EGLint x,
EGLint y,
EGLint width,
EGLint height) override;
egl::Error querySurfacePointerANGLE(EGLint attribute, void **value) override;
egl::Error bindTexImage(gl::Texture *texture, EGLint buffer) override;
egl::Error releaseTexImage(EGLint buffer) override;
egl::Error getSyncValues(EGLuint64KHR *ust, EGLuint64KHR *msc, EGLuint64KHR *sbc) override;
void setSwapInterval(EGLint interval) override;
// width and height can change with client window resizing
EGLint getWidth() const override;
EGLint getHeight() const override;
EGLint isPostSubBufferSupported() const override;
EGLint getSwapBehavior() const override;
gl::Error getAttachmentRenderTarget(const gl::Context *context,
GLenum binding,
const gl::ImageIndex &imageIndex,
FramebufferAttachmentRenderTarget **rtOut) override;
gl::Error initializeContents(const gl::Context *context,
const gl::ImageIndex &imageIndex) override;
gl::ErrorOrResult<vk::Framebuffer *> getCurrentFramebuffer(
VkDevice device,
const vk::RenderPass &compatibleRenderPass);
protected:
EGLNativeWindowType mNativeWindowType;
VkSurfaceKHR mSurface;
VkInstance mInstance;
private:
virtual vk::ErrorOrResult<gl::Extents> createSurfaceVk(RendererVk *renderer) = 0;
vk::Error initializeImpl(RendererVk *renderer);
vk::Error nextSwapchainImage(RendererVk *renderer);
VkSwapchainKHR mSwapchain;
RenderTargetVk mColorRenderTarget;
RenderTargetVk mDepthStencilRenderTarget;
uint32_t mCurrentSwapchainImageIndex;
// When acquiring a new image for rendering, we keep a 'spare' semaphore. We pass this extra
// semaphore to VkAcquireNextImage, then hand it to the next available SwapchainImage when
// the command completes. We then make the old semaphore in the new SwapchainImage the spare
// semaphore, since we know the image is no longer using it. This avoids the chicken and egg
// problem with needing to know the next available image index before we acquire it.
vk::Semaphore mAcquireNextImageSemaphore;
struct SwapchainImage
{
SwapchainImage();
SwapchainImage(SwapchainImage &&other);
~SwapchainImage();
vk::Image image;
vk::ImageView imageView;
vk::Framebuffer framebuffer;
vk::Semaphore imageAcquiredSemaphore;
vk::Semaphore commandsCompleteSemaphore;
};
std::vector<SwapchainImage> mSwapchainImages;
vk::Image mDepthStencilImage;
vk::DeviceMemory mDepthStencilDeviceMemory;
vk::ImageView mDepthStencilImageView;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_VULKAN_SURFACEVK_H_