Hash :
f0370a41
Author :
Date :
2025-09-09T19:44:57
Vulkan: Use the GENERAL layout if VK_KHR_unified_image_layouts This lets ANGLE simplify synchronization by generally being able to use memory barriers instead of listing image barriers separately. Although the more specific access masks from VK_KHR_synchronization2 is possibly necessary for some hardware to work optimally (VK_ACCESS_2_SHADER_SAMPLED_READ_BIT in particular). It also lets ANGLE optimize a very specific scenario. Take an image used in the following scenario: 1. Copy to image in a transfer operation 2. Sample from image in the fragment shader of render pass 1 3. Sample from image in the vertex shader of shader pass 2 When GENERAL is not used, there's a layout transition between steps 1 and 2, changing the layout from TRANSFER_DST to SHADER_READ_ONLY_OPTIMAL (with dst stage == fragment shader). Later, at step 3, we need to make sure the vertex shader at least waits for this layout transition to finish... a dependency which is not expressible in Vulkan: * There cannot be a dependency to step 1, because the layout transition is not necessarily done * There is no stage mask that signifies the end of a layout transition. Without GENERAL, ANGLE has no choice but to issue a fragment->vertex dependency before step 3, serializing render pass 2's vertex pass with render pass 1's fragment pass on tilers. When using the GENERAL layout instead, step 3 can issue a transfer->vertex memory barrier, including using a VkEvent, parallelizing the two render passes. The above optimization is possible after this change, but not yet implemented. Bug: angleproject:422982681 Change-Id: Ieaae6f92b8b7d1e9c80c810a759c64b1e81d2dc1 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6936485 Reviewed-by: Yuxin Hu <yuxinhu@google.com> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Charlie Lao <cclao@google.com>
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//
// Copyright 2025 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.
//
#include "libANGLE/renderer/vulkan/vk_barrier_data.h"
#include "libANGLE/renderer/vulkan/vk_renderer.h"
namespace rx
{
namespace vk
{
namespace
{
// clang-format off
constexpr angle::PackedEnumMap<PipelineStage, BufferMemoryBarrierData> kBufferMemoryBarrierData = {
{PipelineStage::TopOfPipe, {VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, EventStage::InvalidEnum}},
{PipelineStage::DrawIndirect, {VK_PIPELINE_STAGE_DRAW_INDIRECT_BIT, EventStage::VertexInput}},
{PipelineStage::VertexInput, {VK_PIPELINE_STAGE_VERTEX_INPUT_BIT, EventStage::VertexInput}},
{PipelineStage::VertexShader, {VK_PIPELINE_STAGE_VERTEX_SHADER_BIT, EventStage::VertexShader}},
{PipelineStage::TessellationControl, {VK_PIPELINE_STAGE_TESSELLATION_CONTROL_SHADER_BIT, EventStage::InvalidEnum}},
{PipelineStage::TessellationEvaluation, {VK_PIPELINE_STAGE_TESSELLATION_EVALUATION_SHADER_BIT, EventStage::InvalidEnum}},
{PipelineStage::GeometryShader, {VK_PIPELINE_STAGE_GEOMETRY_SHADER_BIT, EventStage::InvalidEnum}},
{PipelineStage::TransformFeedback, {VK_PIPELINE_STAGE_TRANSFORM_FEEDBACK_BIT_EXT, EventStage::TransformFeedbackWrite}},
{PipelineStage::FragmentShadingRate, {0, EventStage::InvalidEnum}},
{PipelineStage::EarlyFragmentTest, {0, EventStage::InvalidEnum}},
{PipelineStage::FragmentShader, {VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, EventStage::FragmentShader}},
{PipelineStage::LateFragmentTest, {0, EventStage::InvalidEnum}},
{PipelineStage::ColorAttachmentOutput, {0, EventStage::InvalidEnum}},
{PipelineStage::ComputeShader, {VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, EventStage::ComputeShader}},
{PipelineStage::Transfer, {VK_PIPELINE_STAGE_TRANSFER_BIT, EventStage::InvalidEnum}},
{PipelineStage::BottomOfPipe, BufferMemoryBarrierData{VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT, EventStage::InvalidEnum}},
{PipelineStage::Host, {VK_PIPELINE_STAGE_HOST_BIT, EventStage::InvalidEnum}},
};
constexpr ImageAccessToMemoryBarrierDataMap kImageMemoryBarrierData = {
{
ImageAccess::Undefined,
ImageMemoryBarrierData{
VK_IMAGE_LAYOUT_UNDEFINED,
VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT,
VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
// Transition to: we don't expect to transition into Undefined.
0,
// Transition from: there's no data in the image to care about.
0,
ResourceAccess::ReadOnly,
PipelineStage::InvalidEnum,
// We do not directly use this layout in SetEvent. We transit to other layout before using
EventStage::InvalidEnum,
PipelineStageGroup::Other,
},
},
{
ImageAccess::ColorWrite,
ImageMemoryBarrierData{
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
// Transition to: all reads and writes must happen after barrier.
VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
// Transition from: all writes must finish before barrier.
VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
ResourceAccess::ReadWrite,
PipelineStage::ColorAttachmentOutput,
EventStage::Attachment,
PipelineStageGroup::FragmentOnly,
},
},
{
ImageAccess::ColorWriteAndInput,
ImageMemoryBarrierData{
VK_IMAGE_LAYOUT_RENDERING_LOCAL_READ,
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
// Transition to: all reads and writes must happen after barrier.
VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
// Transition from: all writes must finish before barrier.
VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
ResourceAccess::ReadWrite,
PipelineStage::ColorAttachmentOutput,
EventStage::Attachment,
PipelineStageGroup::FragmentOnly,
},
},
{
ImageAccess::MSRTTEmulationColorUnresolveAndResolve,
ImageMemoryBarrierData{
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
// Transition to: all reads and writes must happen after barrier.
VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | VK_ACCESS_SHADER_READ_BIT,
// Transition from: all writes must finish before barrier.
VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
ResourceAccess::ReadWrite,
PipelineStage::FragmentShader,
EventStage::AttachmentAndFragmentShader,
PipelineStageGroup::FragmentOnly,
},
},
{
ImageAccess::DepthWriteStencilWrite,
ImageMemoryBarrierData{
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
kAllDepthStencilPipelineStageFlags,
kAllDepthStencilPipelineStageFlags,
// Transition to: all reads and writes must happen after barrier.
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
// Transition from: all writes must finish before barrier.
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
ResourceAccess::ReadWrite,
PipelineStage::EarlyFragmentTest,
EventStage::Attachment,
PipelineStageGroup::FragmentOnly,
},
},
{
ImageAccess::DepthStencilWriteAndInput,
ImageMemoryBarrierData{
VK_IMAGE_LAYOUT_RENDERING_LOCAL_READ,
kAllDepthStencilPipelineStageFlags,
kAllDepthStencilPipelineStageFlags,
// Transition to: all reads and writes must happen after barrier.
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
// Transition from: all writes must finish before barrier.
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
ResourceAccess::ReadWrite,
PipelineStage::EarlyFragmentTest,
EventStage::Attachment,
PipelineStageGroup::FragmentOnly,
},
},
{
ImageAccess::DepthWriteStencilRead,
ImageMemoryBarrierData{
VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_STENCIL_READ_ONLY_OPTIMAL,
kAllDepthStencilPipelineStageFlags,
kAllDepthStencilPipelineStageFlags,
// Transition to: all reads and writes must happen after barrier.
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
// Transition from: all writes must finish before barrier.
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
ResourceAccess::ReadWrite,
PipelineStage::EarlyFragmentTest,
EventStage::Attachment,
PipelineStageGroup::FragmentOnly,
},
},
{
ImageAccess::DepthWriteStencilReadFragmentShaderStencilRead,
ImageMemoryBarrierData{
VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_STENCIL_READ_ONLY_OPTIMAL,
VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT | kAllDepthStencilPipelineStageFlags,
VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT | kAllDepthStencilPipelineStageFlags,
// Transition to: all reads and writes must happen after barrier.
VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
// Transition from: all writes must finish before barrier.
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
ResourceAccess::ReadWrite,
PipelineStage::EarlyFragmentTest,
EventStage::AttachmentAndFragmentShader,
PipelineStageGroup::FragmentOnly,
},
},
{
ImageAccess::DepthWriteStencilReadAllShadersStencilRead,
ImageMemoryBarrierData{
VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_STENCIL_READ_ONLY_OPTIMAL,
kAllShadersPipelineStageFlags | kAllDepthStencilPipelineStageFlags,
kAllShadersPipelineStageFlags | kAllDepthStencilPipelineStageFlags,
// Transition to: all reads and writes must happen after barrier.
VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
// Transition from: all writes must finish before barrier.
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
ResourceAccess::ReadWrite,
PipelineStage::VertexShader,
EventStage::AttachmentAndAllShaders,
PipelineStageGroup::Other,
},
},
{
ImageAccess::DepthReadStencilWrite,
ImageMemoryBarrierData{
VK_IMAGE_LAYOUT_DEPTH_READ_ONLY_STENCIL_ATTACHMENT_OPTIMAL,
kAllDepthStencilPipelineStageFlags,
kAllDepthStencilPipelineStageFlags,
// Transition to: all reads and writes must happen after barrier.
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
// Transition from: all writes must finish before barrier.
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
ResourceAccess::ReadWrite,
PipelineStage::EarlyFragmentTest,
EventStage::Attachment,
PipelineStageGroup::FragmentOnly,
},
},
{
ImageAccess::DepthReadStencilWriteFragmentShaderDepthRead,
ImageMemoryBarrierData{
VK_IMAGE_LAYOUT_DEPTH_READ_ONLY_STENCIL_ATTACHMENT_OPTIMAL,
VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT | kAllDepthStencilPipelineStageFlags,
VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT | kAllDepthStencilPipelineStageFlags,
// Transition to: all reads and writes must happen after barrier.
VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
// Transition from: all writes must finish before barrier.
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
ResourceAccess::ReadWrite,
PipelineStage::EarlyFragmentTest,
EventStage::AttachmentAndFragmentShader,
PipelineStageGroup::FragmentOnly,
},
},
{
ImageAccess::DepthReadStencilWriteAllShadersDepthRead,
ImageMemoryBarrierData{
VK_IMAGE_LAYOUT_DEPTH_READ_ONLY_STENCIL_ATTACHMENT_OPTIMAL,
kAllShadersPipelineStageFlags | kAllDepthStencilPipelineStageFlags,
kAllShadersPipelineStageFlags | kAllDepthStencilPipelineStageFlags,
// Transition to: all reads and writes must happen after barrier.
VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
// Transition from: all writes must finish before barrier.
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
ResourceAccess::ReadWrite,
PipelineStage::VertexShader,
EventStage::AttachmentAndAllShaders,
PipelineStageGroup::Other,
},
},
{
ImageAccess::DepthReadStencilRead,
ImageMemoryBarrierData{
VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL,
kAllDepthStencilPipelineStageFlags,
kAllDepthStencilPipelineStageFlags,
// Transition to: all reads must happen after barrier.
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT,
// Transition from: RAR and WAR don't need memory barrier.
0,
ResourceAccess::ReadOnly,
PipelineStage::EarlyFragmentTest,
EventStage::Attachment,
PipelineStageGroup::FragmentOnly,
},
},
{
ImageAccess::DepthReadStencilReadFragmentShaderRead,
ImageMemoryBarrierData{
VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL,
VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT | kAllDepthStencilPipelineStageFlags,
VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT | kAllDepthStencilPipelineStageFlags,
// Transition to: all reads must happen after barrier.
VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT,
// Transition from: RAR and WAR don't need memory barrier.
0,
ResourceAccess::ReadOnly,
PipelineStage::EarlyFragmentTest,
EventStage::AttachmentAndFragmentShader,
PipelineStageGroup::FragmentOnly,
},
},
{
ImageAccess::DepthReadStencilReadAllShadersRead,
ImageMemoryBarrierData{
VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL,
kAllShadersPipelineStageFlags | kAllDepthStencilPipelineStageFlags,
kAllShadersPipelineStageFlags | kAllDepthStencilPipelineStageFlags,
// Transition to: all reads must happen after barrier.
VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT,
// Transition from: RAR and WAR don't need memory barrier.
0,
ResourceAccess::ReadOnly,
PipelineStage::VertexShader,
EventStage::AttachmentAndAllShaders,
PipelineStageGroup::Other,
},
},
{
ImageAccess::ColorWriteFragmentShaderFeedback,
ImageMemoryBarrierData{
VK_IMAGE_LAYOUT_GENERAL,
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
// Transition to: all reads and writes must happen after barrier.
VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | VK_ACCESS_SHADER_READ_BIT,
// Transition from: all writes must finish before barrier.
VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
ResourceAccess::ReadWrite,
PipelineStage::FragmentShader,
EventStage::AttachmentAndFragmentShader,
PipelineStageGroup::FragmentOnly,
},
},
{
ImageAccess::ColorWriteAllShadersFeedback,
ImageMemoryBarrierData{
VK_IMAGE_LAYOUT_GENERAL,
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | kAllShadersPipelineStageFlags,
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | kAllShadersPipelineStageFlags,
// Transition to: all reads and writes must happen after barrier.
VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | VK_ACCESS_SHADER_READ_BIT,
// Transition from: all writes must finish before barrier.
VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
ResourceAccess::ReadWrite,
// In case of multiple destination stages, We barrier the earliest stage
PipelineStage::VertexShader,
EventStage::AttachmentAndAllShaders,
PipelineStageGroup::Other,
},
},
{
ImageAccess::DepthStencilFragmentShaderFeedback,
ImageMemoryBarrierData{
VK_IMAGE_LAYOUT_GENERAL,
kAllDepthStencilPipelineStageFlags | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
kAllDepthStencilPipelineStageFlags | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
// Transition to: all reads and writes must happen after barrier.
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT | VK_ACCESS_SHADER_READ_BIT,
// Transition from: all writes must finish before barrier.
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
ResourceAccess::ReadWrite,
PipelineStage::FragmentShader,
EventStage::AttachmentAndFragmentShader,
PipelineStageGroup::FragmentOnly,
},
},
{
ImageAccess::DepthStencilAllShadersFeedback,
ImageMemoryBarrierData{
VK_IMAGE_LAYOUT_GENERAL,
kAllDepthStencilPipelineStageFlags | kAllShadersPipelineStageFlags,
kAllDepthStencilPipelineStageFlags | kAllShadersPipelineStageFlags,
// Transition to: all reads and writes must happen after barrier.
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT | VK_ACCESS_SHADER_READ_BIT,
// Transition from: all writes must finish before barrier.
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
ResourceAccess::ReadWrite,
// In case of multiple destination stages, We barrier the earliest stage
PipelineStage::VertexShader,
EventStage::AttachmentAndAllShaders,
PipelineStageGroup::Other,
},
},
{
ImageAccess::DepthStencilResolve,
ImageMemoryBarrierData{
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
// Note: depth/stencil resolve uses color output stage and mask!
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
// Transition to: all reads and writes must happen after barrier.
VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
// Transition from: all writes must finish before barrier.
VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
ResourceAccess::ReadWrite,
PipelineStage::ColorAttachmentOutput,
EventStage::Attachment,
PipelineStageGroup::FragmentOnly,
},
},
{
ImageAccess::MSRTTEmulationDepthStencilUnresolveAndResolve,
ImageMemoryBarrierData{
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
// Note: depth/stencil resolve uses color output stage and mask!
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT |
VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT,
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
// Transition to: all reads and writes must happen after barrier.
VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | VK_ACCESS_SHADER_READ_BIT |
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT,
// Transition from: all writes must finish before barrier.
VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
ResourceAccess::ReadWrite,
PipelineStage::FragmentShader,
EventStage::AttachmentAndFragmentShader,
PipelineStageGroup::FragmentOnly,
},
},
{
ImageAccess::Present,
ImageMemoryBarrierData{
VK_IMAGE_LAYOUT_PRESENT_SRC_KHR,
// Transition to: do not delay execution of commands in the second synchronization
// scope. Allow layout transition to be delayed until present semaphore is signaled.
VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT,
// Transition from: use same stages as in Acquire Image Semaphore stage mask in order to
// build a dependency chain from the Acquire Image Semaphore to the layout transition's
// first synchronization scope.
kSwapchainAcquireImageWaitStageFlags,
// Transition to: vkQueuePresentKHR automatically performs the appropriate memory barriers:
//
// > Any writes to memory backing the images referenced by the pImageIndices and
// > pSwapchains members of pPresentInfo, that are available before vkQueuePresentKHR
// > is executed, are automatically made visible to the read access performed by the
// > presentation engine.
0,
// Transition from: RAR and WAR don't need memory barrier.
0,
ResourceAccess::ReadOnly,
PipelineStage::BottomOfPipe,
// We do not directly use this layout in SetEvent.
EventStage::InvalidEnum,
PipelineStageGroup::Other,
},
},
{
ImageAccess::SharedPresent,
ImageMemoryBarrierData{
VK_IMAGE_LAYOUT_SHARED_PRESENT_KHR,
// All currently possible stages for SharedPresent
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_TRANSFER_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_TRANSFER_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
// Transition to: all reads and writes must happen after barrier.
VK_ACCESS_MEMORY_READ_BIT | VK_ACCESS_MEMORY_WRITE_BIT,
// Transition from: all writes must finish before barrier.
VK_ACCESS_MEMORY_WRITE_BIT,
ResourceAccess::ReadWrite,
PipelineStage::BottomOfPipe,
EventStage::AttachmentAndFragmentShaderAndTransfer,
PipelineStageGroup::Other,
},
},
{
ImageAccess::ExternalPreInitialized,
ImageMemoryBarrierData{
// Binding a VkImage with an initial layout of VK_IMAGE_LAYOUT_UNDEFINED to external
// memory whose content has already been defined does not make the content undefined
// (see 12.8.1. External Resource Sharing).
//
// Note that for external memory objects, if the content is already defined, the
// ownership rules imply that the first operation on the texture must be a call to
// glWaitSemaphoreEXT that grants ownership of the image and informs us of the true
// layout. If the content is not already defined, the first operation may not be a
// glWaitSemaphore, but in this case undefined layout is appropriate.
VK_IMAGE_LAYOUT_UNDEFINED,
VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT,
VK_PIPELINE_STAGE_HOST_BIT | VK_PIPELINE_STAGE_ALL_COMMANDS_BIT,
// Transition to: we don't expect to transition into PreInitialized.
0,
// Transition from: all writes must finish before barrier.
VK_ACCESS_MEMORY_WRITE_BIT,
ResourceAccess::ReadOnly,
PipelineStage::InvalidEnum,
// We do not directly use this layout in SetEvent. We transit to internal layout before using
EventStage::InvalidEnum,
PipelineStageGroup::Other,
},
},
{
ImageAccess::ExternalShadersReadOnly,
ImageMemoryBarrierData{
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
VK_PIPELINE_STAGE_ALL_COMMANDS_BIT,
VK_PIPELINE_STAGE_ALL_COMMANDS_BIT,
// Transition to: all reads must happen after barrier.
VK_ACCESS_SHADER_READ_BIT,
// Transition from: RAR and WAR don't need memory barrier.
0,
ResourceAccess::ReadOnly,
// In case of multiple destination stages, We barrier the earliest stage
PipelineStage::TopOfPipe,
// We do not directly use this layout in SetEvent. We transit to internal layout before using
EventStage::InvalidEnum,
PipelineStageGroup::Other,
},
},
{
ImageAccess::ExternalShadersWrite,
ImageMemoryBarrierData{
VK_IMAGE_LAYOUT_GENERAL,
VK_PIPELINE_STAGE_ALL_COMMANDS_BIT,
VK_PIPELINE_STAGE_ALL_COMMANDS_BIT,
// Transition to: all reads and writes must happen after barrier.
VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT,
// Transition from: all writes must finish before barrier.
VK_ACCESS_SHADER_WRITE_BIT,
ResourceAccess::ReadWrite,
// In case of multiple destination stages, We barrier the earliest stage
PipelineStage::TopOfPipe,
// We do not directly use this layout in SetEvent. We transit to internal layout before using
EventStage::InvalidEnum,
PipelineStageGroup::Other,
},
},
{
ImageAccess::ForeignAccess,
ImageMemoryBarrierData{
VK_IMAGE_LAYOUT_GENERAL,
// Transition to: we don't expect to transition into ForeignAccess, that's done at
// submission time by the CommandQueue; the following value doesn't matter.
VK_PIPELINE_STAGE_ALL_COMMANDS_BIT,
VK_PIPELINE_STAGE_HOST_BIT | VK_PIPELINE_STAGE_ALL_COMMANDS_BIT,
// Transition to: see dstStageMask
0,
// Transition from: all writes must finish before barrier; it is unknown how the foreign
// entity has access the memory.
VK_ACCESS_MEMORY_WRITE_BIT,
ResourceAccess::ReadWrite,
// In case of multiple destination stages, We barrier the earliest stage
PipelineStage::TopOfPipe,
// We do not directly use this layout in SetEvent. We transit to internal layout before using
EventStage::InvalidEnum,
PipelineStageGroup::Other,
},
},
{
ImageAccess::TransferSrc,
ImageMemoryBarrierData{
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
VK_PIPELINE_STAGE_TRANSFER_BIT,
VK_PIPELINE_STAGE_TRANSFER_BIT,
// Transition to: all reads must happen after barrier.
VK_ACCESS_TRANSFER_READ_BIT,
// Transition from: RAR and WAR don't need memory barrier.
0,
ResourceAccess::ReadOnly,
PipelineStage::Transfer,
EventStage::Transfer,
PipelineStageGroup::Other,
},
},
{
ImageAccess::TransferDst,
ImageMemoryBarrierData{
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
VK_PIPELINE_STAGE_TRANSFER_BIT,
VK_PIPELINE_STAGE_TRANSFER_BIT,
// Transition to: all writes must happen after barrier.
VK_ACCESS_TRANSFER_WRITE_BIT,
// Transition from: all writes must finish before barrier.
VK_ACCESS_TRANSFER_WRITE_BIT,
ResourceAccess::ReadWrite,
PipelineStage::Transfer,
EventStage::Transfer,
PipelineStageGroup::Other,
},
},
{
ImageAccess::TransferSrcDst,
ImageMemoryBarrierData{
VK_IMAGE_LAYOUT_GENERAL,
VK_PIPELINE_STAGE_TRANSFER_BIT,
VK_PIPELINE_STAGE_TRANSFER_BIT,
// Transition to: all reads and writes must happen after barrier.
VK_ACCESS_TRANSFER_READ_BIT | VK_ACCESS_TRANSFER_WRITE_BIT,
// Transition from: all writes must finish before barrier.
VK_ACCESS_TRANSFER_WRITE_BIT,
ResourceAccess::ReadWrite,
PipelineStage::Transfer,
EventStage::Transfer,
PipelineStageGroup::Other,
},
},
{
ImageAccess::HostCopy,
ImageMemoryBarrierData{
VK_IMAGE_LAYOUT_GENERAL,
VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT,
VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
// Transition to: we don't expect to transition into HostCopy on the GPU.
0,
// Transition from: the data was initialized in the image by the host. Note that we
// only transition to this layout if the image was previously in UNDEFINED, in which
// case it didn't contain any data prior to the host copy either.
0,
ResourceAccess::ReadOnly,
PipelineStage::InvalidEnum,
// We do not directly use this layout in SetEvent.
EventStage::InvalidEnum,
PipelineStageGroup::Other,
},
},
{
ImageAccess::VertexShaderReadOnly,
ImageMemoryBarrierData{
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
VK_PIPELINE_STAGE_VERTEX_SHADER_BIT,
VK_PIPELINE_STAGE_VERTEX_SHADER_BIT,
// Transition to: all reads must happen after barrier.
VK_ACCESS_SHADER_READ_BIT,
// Transition from: RAR and WAR don't need memory barrier.
0,
ResourceAccess::ReadOnly,
PipelineStage::VertexShader,
EventStage::VertexShader,
PipelineStageGroup::PreFragmentOnly,
},
},
{
ImageAccess::VertexShaderWrite,
ImageMemoryBarrierData{
VK_IMAGE_LAYOUT_GENERAL,
VK_PIPELINE_STAGE_VERTEX_SHADER_BIT,
VK_PIPELINE_STAGE_VERTEX_SHADER_BIT,
// Transition to: all reads and writes must happen after barrier.
VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT,
// Transition from: all writes must finish before barrier.
VK_ACCESS_SHADER_WRITE_BIT,
ResourceAccess::ReadWrite,
PipelineStage::VertexShader,
EventStage::VertexShader,
PipelineStageGroup::PreFragmentOnly,
},
},
{
ImageAccess::PreFragmentShadersReadOnly,
ImageMemoryBarrierData{
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
kPreFragmentStageFlags,
kPreFragmentStageFlags,
// Transition to: all reads must happen after barrier.
VK_ACCESS_SHADER_READ_BIT,
// Transition from: RAR and WAR don't need memory barrier.
0,
ResourceAccess::ReadOnly,
// In case of multiple destination stages, We barrier the earliest stage
PipelineStage::VertexShader,
EventStage::PreFragmentShaders,
PipelineStageGroup::PreFragmentOnly,
},
},
{
ImageAccess::PreFragmentShadersWrite,
ImageMemoryBarrierData{
VK_IMAGE_LAYOUT_GENERAL,
kPreFragmentStageFlags,
kPreFragmentStageFlags,
// Transition to: all reads and writes must happen after barrier.
VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT,
// Transition from: all writes must finish before barrier.
VK_ACCESS_SHADER_WRITE_BIT,
ResourceAccess::ReadWrite,
// In case of multiple destination stages, We barrier the earliest stage
PipelineStage::VertexShader,
EventStage::PreFragmentShaders,
PipelineStageGroup::PreFragmentOnly,
},
},
{
ImageAccess::FragmentShadingRateAttachmentReadOnly,
ImageMemoryBarrierData{
VK_IMAGE_LAYOUT_FRAGMENT_SHADING_RATE_ATTACHMENT_OPTIMAL_KHR,
VK_PIPELINE_STAGE_FRAGMENT_SHADING_RATE_ATTACHMENT_BIT_KHR,
VK_PIPELINE_STAGE_FRAGMENT_SHADING_RATE_ATTACHMENT_BIT_KHR,
// Transition to: all reads must happen after barrier.
VK_ACCESS_FRAGMENT_SHADING_RATE_ATTACHMENT_READ_BIT_KHR,
// Transition from: RAR and WAR don't need memory barrier.
0,
ResourceAccess::ReadOnly,
PipelineStage::FragmentShadingRate,
EventStage::FragmentShadingRate,
PipelineStageGroup::Other,
},
},
{
ImageAccess::FragmentShaderReadOnly,
ImageMemoryBarrierData{
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
// Transition to: all reads must happen after barrier.
VK_ACCESS_SHADER_READ_BIT,
// Transition from: RAR and WAR don't need memory barrier.
0,
ResourceAccess::ReadOnly,
PipelineStage::FragmentShader,
EventStage::FragmentShader,
PipelineStageGroup::FragmentOnly,
},
},
{
ImageAccess::FragmentShaderWrite,
ImageMemoryBarrierData{
VK_IMAGE_LAYOUT_GENERAL,
VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
// Transition to: all reads and writes must happen after barrier.
VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT,
// Transition from: all writes must finish before barrier.
VK_ACCESS_SHADER_WRITE_BIT,
ResourceAccess::ReadWrite,
PipelineStage::FragmentShader,
EventStage::FragmentShader,
PipelineStageGroup::FragmentOnly,
},
},
{
ImageAccess::ComputeShaderReadOnly,
ImageMemoryBarrierData{
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
// Transition to: all reads must happen after barrier.
VK_ACCESS_SHADER_READ_BIT,
// Transition from: RAR and WAR don't need memory barrier.
0,
ResourceAccess::ReadOnly,
PipelineStage::ComputeShader,
EventStage::ComputeShader,
PipelineStageGroup::ComputeOnly,
},
},
{
ImageAccess::ComputeShaderWrite,
ImageMemoryBarrierData{
VK_IMAGE_LAYOUT_GENERAL,
VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
// Transition to: all reads and writes must happen after barrier.
VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT,
// Transition from: all writes must finish before barrier.
VK_ACCESS_SHADER_WRITE_BIT,
ResourceAccess::ReadWrite,
PipelineStage::ComputeShader,
EventStage::ComputeShader,
PipelineStageGroup::ComputeOnly,
},
},
{
ImageAccess::AllGraphicsShadersReadOnly,
ImageMemoryBarrierData{
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
kAllShadersPipelineStageFlags,
kAllShadersPipelineStageFlags,
// Transition to: all reads must happen after barrier.
VK_ACCESS_SHADER_READ_BIT,
// Transition from: RAR and WAR don't need memory barrier.
0,
ResourceAccess::ReadOnly,
// In case of multiple destination stages, We barrier the earliest stage
PipelineStage::VertexShader,
EventStage::AllShaders,
PipelineStageGroup::Other,
},
},
{
ImageAccess::AllGraphicsShadersWrite,
ImageMemoryBarrierData{
VK_IMAGE_LAYOUT_GENERAL,
kAllShadersPipelineStageFlags,
kAllShadersPipelineStageFlags,
// Transition to: all reads and writes must happen after barrier.
VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT,
// Transition from: all writes must finish before barrier.
VK_ACCESS_SHADER_WRITE_BIT,
ResourceAccess::ReadWrite,
// In case of multiple destination stages, We barrier the earliest stage
PipelineStage::VertexShader,
EventStage::AllShaders,
PipelineStageGroup::Other,
},
},
{
ImageAccess::TransferDstAndComputeWrite,
ImageMemoryBarrierData{
VK_IMAGE_LAYOUT_GENERAL,
VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT | VK_PIPELINE_STAGE_TRANSFER_BIT,
VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT | VK_PIPELINE_STAGE_TRANSFER_BIT,
// Transition to: all reads and writes must happen after barrier.
VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT | VK_ACCESS_TRANSFER_WRITE_BIT | VK_ACCESS_TRANSFER_READ_BIT,
// Transition from: all writes must finish before barrier.
VK_ACCESS_SHADER_WRITE_BIT | VK_ACCESS_TRANSFER_WRITE_BIT,
ResourceAccess::ReadWrite,
// In case of multiple destination stages, We barrier the earliest stage
PipelineStage::ComputeShader,
EventStage::TransferAndComputeShader,
PipelineStageGroup::Other,
},
},
};
// clang-format on
PipelineStageGroup GetPipelineStageGroupFromStageFlags(VkPipelineStageFlags dstStageMask)
{
if ((dstStageMask & ~kFragmentAndAttachmentPipelineStageFlags) == 0)
{
return PipelineStageGroup::FragmentOnly;
}
else if (dstStageMask == VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT)
{
return PipelineStageGroup::ComputeOnly;
}
else if ((dstStageMask & ~kPreFragmentStageFlags) == 0)
{
return PipelineStageGroup::PreFragmentOnly;
}
return PipelineStageGroup::Other;
}
} // namespace
const BufferMemoryBarrierData &GetBufferMemoryBarrierData(PipelineStage stage)
{
return kBufferMemoryBarrierData[stage];
}
ImageAccess GetImageAccessFromGLImageLayout(ErrorContext *context, GLenum layout)
{
switch (layout)
{
case GL_NONE:
return ImageAccess::Undefined;
case GL_LAYOUT_GENERAL_EXT:
return ImageAccess::ExternalShadersWrite;
case GL_LAYOUT_COLOR_ATTACHMENT_EXT:
return ImageAccess::ColorWrite;
case GL_LAYOUT_DEPTH_STENCIL_ATTACHMENT_EXT:
return ImageAccess::DepthWriteStencilWrite;
case GL_LAYOUT_DEPTH_STENCIL_READ_ONLY_EXT:
return ImageAccess::DepthReadStencilRead;
case GL_LAYOUT_DEPTH_READ_ONLY_STENCIL_ATTACHMENT_EXT:
return ImageAccess::DepthReadStencilWrite;
case GL_LAYOUT_DEPTH_ATTACHMENT_STENCIL_READ_ONLY_EXT:
return ImageAccess::DepthWriteStencilRead;
case GL_LAYOUT_SHADER_READ_ONLY_EXT:
return ImageAccess::ExternalShadersReadOnly;
case GL_LAYOUT_TRANSFER_SRC_EXT:
return ImageAccess::TransferSrc;
case GL_LAYOUT_TRANSFER_DST_EXT:
return ImageAccess::TransferDst;
default:
UNREACHABLE();
return vk::ImageAccess::Undefined;
}
}
void InitializeEventStageToVkPipelineStageFlagsMap(
EventStageToVkPipelineStageFlagsMap *map,
VkPipelineStageFlags supportedVulkanPipelineStageMask)
{
map->fill(0);
for (const BufferMemoryBarrierData &bufferBarrierData : kBufferMemoryBarrierData)
{
const EventStage eventStage = bufferBarrierData.eventStage;
if (eventStage != EventStage::InvalidEnum)
{
(*map)[eventStage] |=
bufferBarrierData.pipelineStageFlags & supportedVulkanPipelineStageMask;
}
}
for (const ImageMemoryBarrierData &imageBarrierData : kImageMemoryBarrierData)
{
const EventStage eventStage = imageBarrierData.eventStage;
if (eventStage != EventStage::InvalidEnum)
{
(*map)[eventStage] |= imageBarrierData.dstStageMask & supportedVulkanPipelineStageMask;
}
}
}
void InitializeImageLayoutAndMemoryBarrierDataMap(
const angle::FeaturesVk &features,
ImageAccessToMemoryBarrierDataMap *map,
VkPipelineStageFlags supportedVulkanPipelineStageMask)
{
*map = kImageMemoryBarrierData;
for (ImageMemoryBarrierData &barrierData : *map)
{
barrierData.srcStageMask &= supportedVulkanPipelineStageMask;
barrierData.dstStageMask &= supportedVulkanPipelineStageMask;
ASSERT(barrierData.pipelineStageGroup ==
GetPipelineStageGroupFromStageFlags(barrierData.dstStageMask));
}
// Use the GENERAL layout if possible and efficient. By removing image layout transitions,
// we're able to issue more efficient synchronization.
if (features.supportsUnifiedImageLayouts.enabled)
{
for (ImageMemoryBarrierData &barrierData : *map)
{
if (barrierData.layout != VK_IMAGE_LAYOUT_UNDEFINED &&
barrierData.layout != VK_IMAGE_LAYOUT_PRESENT_SRC_KHR &&
barrierData.layout != VK_IMAGE_LAYOUT_SHARED_PRESENT_KHR)
{
ASSERT(barrierData.layout != VK_IMAGE_LAYOUT_PREINITIALIZED);
barrierData.layout = VK_IMAGE_LAYOUT_GENERAL;
}
}
}
// When dynamic rendering is not enabled, input attachments should use the GENERAL layout.
if (!features.preferDynamicRendering.enabled)
{
(*map)[ImageAccess::ColorWriteAndInput].layout = VK_IMAGE_LAYOUT_GENERAL;
(*map)[ImageAccess::DepthStencilWriteAndInput].layout = VK_IMAGE_LAYOUT_GENERAL;
}
}
} // namespace vk
} // namespace rx