Hash :
3dfaeeb0
Author :
Date :
2020-10-30T16:57:44
Vulkan: Don't flush deferred clears on READ framebuffer sync
Deferred clears are not collected when syncing the READ framebuffer.
Prior to this change, we had in FramebufferVk::syncState:
if (READ && deferredClears.any())
{
flushDeferredClears();
}
However, this is impossible / unnecessary:
- Every operation whose syncState (for the DRAW framebuffer) collects
deferred clears will flush the deferred clears. In fact, it's an
error for the next operation's syncState to encounter pre-existing
deferred clears.
- The READ framebuffer is synced before the DRAW framebuffer. This
makes it impossible for there to be deferred clears when READ is
synced.
It may be necessary to swap the order in which the READ and DRAW
framebuffers are synced. See http://anglebug.com/5266. In that case,
if the READ and DRAW framebuffers are identical:
- The DRAW framebuffer's sync will collect deferred clears. The READ
framebuffer's sync will see deferred clears, but it must not flush
them!
Bug: angleproject:4988
Change-Id: I179002d739608ccb8bda95d4379dc6d54e2bf4bb
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2511372
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Tim Van Patten <timvp@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
ANGLE’s Vulkan back-end implementation lives in this folder.
Vulkan is an explicit graphics API. It has a lot in common with other explicit APIs such as Microsoft’s D3D12 and Apple’s Metal. Compared to APIs like OpenGL or D3D11 explicit APIs can offer a number of significant benefits:
The RendererVk class represents an EGLDisplay. RendererVk owns shared global
resources like the VkDevice, VkQueue, the Vulkan format tables
and internal Vulkan shaders. The ContextVk class implements the back-end
of a front-end OpenGL Context. ContextVk processes state changes and handles action commands like
glDrawArrays and glDrawElements.
The back-end records commands into command buffers via the the following ContextVk APIs:
getOutsideRenderPassCommandBuffer: returns a secondary command buffer outside a RenderPass instance. flushAndBeginRenderPass: returns a secondary command buffer inside a RenderPass instance.
Note: All of these commands may write out (aka flush) prior pending commands into a primary
command buffer. When a RenderPass is open getOutsideRenderPassCommandBuffer will flush the
pending RenderPass commands. flushAndBeginRenderPass will flush out pending commands outside a
RenderPass to a primary buffer. On submit ANGLE submits the primary command buffer to a VkQueue.
If you need to record inside a RenderPass, use flushAndBeginRenderPass. Otherwise, use
getOutsideRenderPassCommandBuffer.
The back-end (mostly) records Image and Buffer barriers through additional ContextVk APIs:
onBufferTransferRead and onBufferComputeShaderRead accumulate VkBuffer read barriers. onBufferTransferWrite and onBufferComputeShaderWrite accumulate VkBuffer write barriers. onBuffferSelfCopy is a special case for VkBuffer self copies. It behaves the same as write. onImageTransferRead and onImageComputerShadeRead accumulate VkImage read barriers. onImageTransferWrite and onImageComputerShadeWrite accumulate VkImage write barriers. onImageRenderPassRead and onImageRenderPassWrite accumulate VkImage barriers inside a started RenderPass.
After the back-end records commands to the primary buffer we flush (e.g. on swap) or when we call
ContextVk::finishToSerial.
See the code for more details.
In this example we’ll be recording a buffer copy command:
# Ensure that ANGLE sets proper read and write barriers for the Buffers.
ANGLE_TRY(contextVk->onBufferTransferWrite(destBuffer));
ANGLE_TRY(contextVk->onBufferTransferRead(srcBuffer));
# Get a pointer to a secondary command buffer for command recording. May "flush" the RP.
vk::CommandBuffer *commandBuffer;
ANGLE_TRY(contextVk->getOutsideRenderPassCommandBuffer(&commandBuffer));
# Record the copy command into the secondary buffer. We're done!
commandBuffer->copyBuffer(srcBuffer->getBuffer(), destBuffer->getBuffer(), copyCount, copies);
More implementation details can be found in the doc directory: