Hash :
c19ec948
Author :
Date :
2022-08-23T10:43:59
Vulkan: Implement imageless framebuffers
* Added the attachment image and create info objects to be used
for imageless framebuffers created in getFramebuffer().
* New helper class for framebuffers in RenderPassCommandBufferHelper:
MaybeImagelessFramebuffer, which includes a framebuffer object, if
the framebuffer is imageless, and the image views. This is to make
sure that the args for render pass begin info will be correctly set
up according to the status of the used framebuffer.
* Refactored the collection of attachments in getFramebuffer() into
a new function, getAttachmentsAndImagesFromRenderTargets(). It also
returns their corresponding ImageHelper* objects used to create the
framebuffer (from their image properties).
* New struct: RenderTargetInfo; which keeps track of render targets
and whether resolve image should be used for the render pass in the
form of the enum class RenderTargetImage.
* Added a new arg to getFramebuffer(): resolveRenderTargetIn; to use
when there is a valid resolveImageViewIn.
* Without using the framebuffer cache, we would require to handle
the framebuffer destruction by adding it to the garbage instead
of releasing it. For example, FramebufferVk::destroy() now adds
mCurrentFramebuffer to the garbage.
* Added new framebuffer unit tests.
* Added tests where two textures with different attributes are bound
to the same framebuffer before drawing, one after another.
* Added test where a blit occurs from a multisample texture into a
non-zero level of a resolve texture, each bound to a separate FBO.
* Added a new perf test to compare performance for enabled imageless
framebuffers vs disabled. (Credit: cclao)
Bug: angleproject:7553
Change-Id: Iacdbd73aaa01cbb0e37abf01ae4892bdfdd4b12f
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3827644
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Commit-Queue: Amirali Abdolrashidi <abdolrashidi@google.com>
Reviewed-by: Charlie Lao <cclao@google.com>
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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.
//
// 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/SurfaceVk.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;
class FramebufferVk : public FramebufferImpl
{
public:
FramebufferVk(RendererVk *renderer, const gl::FramebufferState &state);
~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::RenderPassCommandBuffer **commandBufferOut,
bool *renderPassDescChangedOut);
GLint getSamples() const;
const vk::RenderPassDesc &getRenderPassDesc() const { return mRenderPassDesc; }
void updateColorResolveAttachment(
uint32_t colorIndexGL,
vk::ImageOrBufferViewSubresourceSerial resolveImageViewSerial);
angle::Result getFramebuffer(ContextVk *contextVk,
vk::MaybeImagelessFramebuffer *framebufferOut,
RenderTargetVk *resolveRenderTargetIn,
const vk::ImageView *resolveImageViewIn,
const SwapchainResolveMode swapchainResolveMode);
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::RenderPassCommandBufferHelper *renderPass);
void switchToFramebufferFetchMode(ContextVk *contextVk, bool hasFramebufferFetch);
void removeColorResolveAttachment(uint32_t colorIndexGL);
void setBackbuffer(WindowSurfaceVk *backbuffer) { mBackbuffer = backbuffer; }
WindowSurfaceVk *getBackbuffer() const { return mBackbuffer; }
void releaseCurrentFramebuffer(ContextVk *contextVk);
vk::RenderPassSerial getLastRenderPassSerial() const { return mLastRenderPassSerial; }
enum class RenderTargetImage
{
AttachmentImage,
ResolveImage
};
struct RenderTargetInfo
{
RenderTargetInfo()
: renderTarget(nullptr), renderTargetImage(RenderTargetImage::AttachmentImage)
{}
RenderTargetInfo(RenderTargetVk *renderTarget, RenderTargetImage renderTargetImage)
: renderTarget(renderTarget), renderTargetImage(renderTargetImage)
{}
RenderTargetVk *renderTarget;
RenderTargetImage renderTargetImage;
};
angle::Result getAttachmentsAndRenderTargets(
ContextVk *contextVk,
const vk::ImageView *resolveImageViewIn,
RenderTargetVk *resolveRenderTargetIn,
vk::FramebufferAttachmentsVector<VkImageView> *attachments,
vk::FramebufferAttachmentsVector<RenderTargetInfo> *renderTargetsInfoOut);
private:
// 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 ¶ms);
// Resolve color with vkCmdResolveImage
angle::Result resolveColorWithCommand(ContextVk *contextVk,
const UtilsVk::BlitResolveParameters ¶ms,
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);
void redeferClearsForReadFramebuffer(ContextVk *contextVk);
void redeferClearsImpl(ContextVk *contextVk);
void clearWithCommand(ContextVk *contextVk, const gl::Rectangle &scissoredRenderArea);
void clearWithLoadOp(ContextVk *contextVk);
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 updateLayerCount();
void insertCache(ContextVk *contextVk,
const vk::FramebufferDesc &desc,
vk::FramebufferHelper &&newFramebuffer);
WindowSurfaceVk *mBackbuffer;
vk::RenderPassDesc mRenderPassDesc;
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;
// 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;
// mCurrentFramebufferDesc is used to detect framebuffer changes using its serials. Therefore,
// it must be maintained even when using the imageless framebuffer extension.
vk::FramebufferDesc mCurrentFramebufferDesc;
// The framebuffer cache actually owns the Framebuffer object and manages its lifetime. We just
// store the current VkFramebuffer handle here that associated with mCurrentFramebufferDesc.
vk::Framebuffer mCurrentFramebuffer;
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;
gl::DrawBufferMask mIsAHBColorAttachments;
bool mIsCurrentFramebufferCached;
// Serial of the render pass this framebuffer has opened, if any.
vk::RenderPassSerial mLastRenderPassSerial;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_VULKAN_FRAMEBUFFERVK_H_