Hash :
3712b2e4
Author :
Date :
2020-01-24T17:08:30
Vulkan: Command graph linearization (Step 1). This initial prototype introduces a new feature to the Vulkan back-end that disables the deferred command recording. The intent is to have a lower CPU overhead during submission calls which currently walk a DAG. The feature is not complete. Currently it only passes the ANGLE SimpleOperationTests. Moreover it is extremely simple and only allows use of one command buffer at a time. In the future we'll allow open command buffers for recording outside and inside render pass commands at the same time. We'll also support collapsing RenderPasses together for some use cases. Currently the prototype only passes "SimpleOperationTest". There are quite a few unimplemented features like queries, XFB, etc. Bug: angleproject:4029 Change-Id: I82760986683f55e37ac4ea559de6f4cffb6ef84e Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1953485 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Tobin Ehlis <tobine@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.
//
// RenderTargetVk:
// Wrapper around a Vulkan renderable resource, using an ImageView.
//
#include "libANGLE/renderer/vulkan/RenderTargetVk.h"
#include "libANGLE/renderer/vulkan/CommandGraph.h"
#include "libANGLE/renderer/vulkan/ContextVk.h"
#include "libANGLE/renderer/vulkan/TextureVk.h"
#include "libANGLE/renderer/vulkan/vk_format_utils.h"
#include "libANGLE/renderer/vulkan/vk_helpers.h"
namespace rx
{
RenderTargetVk::RenderTargetVk()
: mImage(nullptr), mImageViews(nullptr), mLevelIndex(0), mLayerIndex(0)
{}
RenderTargetVk::~RenderTargetVk() {}
RenderTargetVk::RenderTargetVk(RenderTargetVk &&other)
: mImage(other.mImage),
mImageViews(other.mImageViews),
mLevelIndex(other.mLevelIndex),
mLayerIndex(other.mLayerIndex)
{
other.mImage = nullptr;
other.mImageViews = nullptr;
other.mLevelIndex = 0;
other.mLayerIndex = 0;
}
void RenderTargetVk::init(vk::ImageHelper *image,
vk::ImageViewHelper *imageViews,
uint32_t levelIndex,
uint32_t layerIndex)
{
mImage = image;
mImageViews = imageViews;
mLevelIndex = levelIndex;
mLayerIndex = layerIndex;
}
void RenderTargetVk::reset()
{
mImage = nullptr;
mImageViews = nullptr;
mLevelIndex = 0;
mLayerIndex = 0;
}
angle::Result RenderTargetVk::onColorDraw(ContextVk *contextVk,
vk::FramebufferHelper *framebufferVk,
vk::CommandBuffer *commandBuffer)
{
ASSERT(commandBuffer->valid());
ASSERT(!mImage->getFormat().actualImageFormat().hasDepthOrStencilBits());
// TODO(jmadill): Use automatic layout transition. http://anglebug.com/2361
mImage->changeLayout(VK_IMAGE_ASPECT_COLOR_BIT, vk::ImageLayout::ColorAttachment,
commandBuffer);
if (contextVk->commandGraphEnabled())
{
// Set up dependencies between the RT resource and the Framebuffer.
mImage->addWriteDependency(contextVk, framebufferVk);
}
onImageViewAccess(contextVk);
return angle::Result::Continue;
}
angle::Result RenderTargetVk::onDepthStencilDraw(ContextVk *contextVk,
vk::FramebufferHelper *framebufferVk,
vk::CommandBuffer *commandBuffer)
{
ASSERT(commandBuffer->valid());
ASSERT(mImage->getFormat().actualImageFormat().hasDepthOrStencilBits());
// TODO(jmadill): Use automatic layout transition. http://anglebug.com/2361
const angle::Format &format = mImage->getFormat().actualImageFormat();
VkImageAspectFlags aspectFlags = vk::GetDepthStencilAspectFlags(format);
mImage->changeLayout(aspectFlags, vk::ImageLayout::DepthStencilAttachment, commandBuffer);
// Set up dependencies between the RT resource and the Framebuffer.
mImage->addWriteDependency(contextVk, framebufferVk);
onImageViewAccess(contextVk);
return angle::Result::Continue;
}
vk::ImageHelper &RenderTargetVk::getImage()
{
ASSERT(mImage && mImage->valid());
return *mImage;
}
const vk::ImageHelper &RenderTargetVk::getImage() const
{
ASSERT(mImage && mImage->valid());
return *mImage;
}
angle::Result RenderTargetVk::getImageView(ContextVk *contextVk,
const vk::ImageView **imageViewOut) const
{
ASSERT(mImage && mImage->valid() && mImageViews);
return mImageViews->getLevelLayerDrawImageView(contextVk, *mImage, mLevelIndex, mLayerIndex,
imageViewOut);
}
const vk::Format &RenderTargetVk::getImageFormat() const
{
ASSERT(mImage && mImage->valid());
return mImage->getFormat();
}
gl::Extents RenderTargetVk::getExtents() const
{
ASSERT(mImage && mImage->valid());
return mImage->getLevelExtents2D(static_cast<uint32_t>(mLevelIndex));
}
void RenderTargetVk::updateSwapchainImage(vk::ImageHelper *image, vk::ImageViewHelper *imageViews)
{
ASSERT(image && image->valid() && imageViews);
mImage = image;
mImageViews = imageViews;
}
vk::ImageHelper *RenderTargetVk::getImageForRead(ContextVk *contextVk,
vk::CommandGraphResource *readingResource,
vk::ImageLayout layout,
vk::CommandBuffer *commandBuffer)
{
ASSERT(mImage && mImage->valid());
// TODO(jmadill): Better simultaneous resource access. http://anglebug.com/2679
//
// A better alternative would be:
//
// if (mImage->isLayoutChangeNecessary(layout)
// {
// vk::CommandBuffer *srcLayoutChange;
// ANGLE_TRY(mImage->recordCommands(contextVk, &srcLayoutChange));
// mImage->changeLayout(mImage->getAspectFlags(), layout, srcLayoutChange);
// }
// mImage->addReadDependency(readingResource);
//
// I.e. the transition should happen on a node generated from mImage itself.
// However, this needs context to be available here, or all call sites changed
// to perform the layout transition and set the dependency.
mImage->addWriteDependency(contextVk, readingResource);
mImage->changeLayout(mImage->getAspectFlags(), layout, commandBuffer);
onImageViewAccess(contextVk);
return mImage;
}
vk::ImageHelper *RenderTargetVk::getImageForWrite(ContextVk *contextVk,
vk::CommandGraphResource *writingResource) const
{
ASSERT(mImage && mImage->valid());
mImage->addWriteDependency(contextVk, writingResource);
onImageViewAccess(contextVk);
return mImage;
}
angle::Result RenderTargetVk::flushStagedUpdates(ContextVk *contextVk)
{
ASSERT(mImage->valid());
if (!mImage->hasStagedUpdates())
return angle::Result::Continue;
vk::CommandBuffer *commandBuffer;
ANGLE_TRY(mImage->recordCommands(contextVk, &commandBuffer));
return mImage->flushStagedUpdates(contextVk, mLevelIndex, mLevelIndex + 1, mLayerIndex,
mLayerIndex + 1, commandBuffer);
}
void RenderTargetVk::onImageViewAccess(ContextVk *contextVk) const
{
mImageViews->onResourceAccess(&contextVk->getResourceUseList());
}
} // namespace rx