Hash :
8ea87a67
Author :
Date :
2021-08-17T18:46:36
Vulkan: Avoid texture format fallback when possible Some texture formats are not renderable on some hardware. For example, R4G4B4A4 are not renderable on nvidia and not blendable on ARM. R5G5B5A1 are also not blendable on nvidia. Right now when we generate format table, we are being most conservative, picking an actual format that is always renderable and blendable. This means when R4G4B4A4 is used on one of these GPUs, we are always falling back to R8G8B8A8 regardless if the texture is actually being used as color attachment or not. This CL adds a actualRenderableImageFormatID field in vk::Format. Initially we will pick actualImageFormatID which only ensures texture sample capability. If later on the texture is being attached to FBO, then we will switch to actualRenderableImageFormatID and do data copy if necessary. This way we save memory and reduce texture bandwidth for most usage of these textures. For renderBuffer and surfaces and EGLImages, we always pick the renderable textures. Bug: b/196456356 Change-Id: I02eec3365c2a317b0d1bad6dbdc3e741114c5bba Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3104514 Reviewed-by: Ian Elliott <ianelliott@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Charlie Lao <cclao@google.com>
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168
//
// 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))
{
ASSERT(mContext != nullptr);
ContextVk *contextVk = vk::GetImpl(mContext);
TextureVk *textureVk = GetImplAs<TextureVk>(GetAs<gl::Texture>(mState.source));
// Make sure the texture uses renderable format
ANGLE_TRY(ResultToEGL(textureVk->ensureRenderable(contextVk)));
// Make sure the texture has created its backing storage
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 = vk::GetValidImageCopyBufferAlignment(mImage->getIntendedFormatID(),
mImage->getActualFormatID());
// 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