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kc3-lang/angle/src/libANGLE/renderer/vulkan/FramebufferVk.cpp

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  • Author : Jamie Madill
    Date : 2019-10-29 17:17:04
    Hash : bb35bb4e
    Message : Vulkan: Implement simple case ANGLE_get_image. A couple cases are left unimplemented: Incomplete/unused Textures. This leads to a slightly more tricky implementation. Since we need to read back from the staging buffer we will need to flush the Image contents to a temporary buffer. Depth/stencil readback. Requires a more complex pixel packing step. 3D/Cube/2D Array readback. Also requires a more complex packing step. Bug: angleproject:3944 Change-Id: Ic5d9a606177ba7e3e5ab945feb5f555afa11741f Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1879964 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Cody Northrop <cnorthrop@google.com>

  • src/libANGLE/renderer/vulkan/FramebufferVk.cpp
  • //
    // 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.cpp:
    //    Implements the class methods for FramebufferVk.
    //
    
    #include "libANGLE/renderer/vulkan/FramebufferVk.h"
    
    #include <vulkan/vulkan.h>
    #include <array>
    
    #include "common/debug.h"
    #include "libANGLE/Context.h"
    #include "libANGLE/Display.h"
    #include "libANGLE/formatutils.h"
    #include "libANGLE/renderer/renderer_utils.h"
    #include "libANGLE/renderer/vulkan/CommandGraph.h"
    #include "libANGLE/renderer/vulkan/ContextVk.h"
    #include "libANGLE/renderer/vulkan/DisplayVk.h"
    #include "libANGLE/renderer/vulkan/RenderTargetVk.h"
    #include "libANGLE/renderer/vulkan/RendererVk.h"
    #include "libANGLE/renderer/vulkan/SurfaceVk.h"
    #include "libANGLE/renderer/vulkan/vk_format_utils.h"
    #include "libANGLE/trace.h"
    
    namespace rx
    {
    
    namespace
    {
    // The value to assign an alpha channel that's emulated.  The type is unsigned int, though it will
    // automatically convert to the actual data type.
    constexpr unsigned int kEmulatedAlphaValue = 1;
    
    constexpr size_t kMinReadPixelsBufferSize = 128000;
    
    // Alignment value to accommodate the largest known, for now, uncompressed Vulkan format
    // VK_FORMAT_R64G64B64A64_SFLOAT, while supporting 3-component types such as
    // VK_FORMAT_R16G16B16_SFLOAT.
    constexpr size_t kReadPixelsBufferAlignment = 32 * 3;
    
    // Clear values are only used when loadOp=Clear is set in clearWithRenderPassOp.  When starting a
    // new render pass, the clear value is set to an unlikely value (bright pink) to stand out better
    // in case of a bug.
    constexpr VkClearValue kUninitializedClearValue = {{{0.95, 0.05, 0.95, 0.95}}};
    
    const gl::InternalFormat &GetReadAttachmentInfo(const gl::Context *context,
                                                    RenderTargetVk *renderTarget)
    {
        GLenum implFormat =
            renderTarget->getImageFormat().actualImageFormat().fboImplementationInternalFormat;
        return gl::GetSizedInternalFormatInfo(implFormat);
    }
    
    bool HasSrcBlitFeature(RendererVk *renderer, RenderTargetVk *srcRenderTarget)
    {
        const VkFormat srcFormat = srcRenderTarget->getImageFormat().vkImageFormat;
        return renderer->hasImageFormatFeatureBits(srcFormat, VK_FORMAT_FEATURE_BLIT_SRC_BIT);
    }
    
    bool HasDstBlitFeature(RendererVk *renderer, RenderTargetVk *dstRenderTarget)
    {
        const VkFormat dstFormat = dstRenderTarget->getImageFormat().vkImageFormat;
        return renderer->hasImageFormatFeatureBits(dstFormat, VK_FORMAT_FEATURE_BLIT_DST_BIT);
    }
    
    // Returns false if destination has any channel the source doesn't.  This means that channel was
    // emulated and using the Vulkan blit command would overwrite that emulated channel.
    bool areSrcAndDstColorChannelsBlitCompatible(RenderTargetVk *srcRenderTarget,
                                                 RenderTargetVk *dstRenderTarget)
    {
        const angle::Format &srcFormat = srcRenderTarget->getImageFormat().intendedFormat();
        const angle::Format &dstFormat = dstRenderTarget->getImageFormat().intendedFormat();
    
        // Luminance/alpha formats are not renderable, so they can't have ended up in a framebuffer to
        // participate in a blit.
        ASSERT(!dstFormat.isLUMA() && !srcFormat.isLUMA());
    
        // All color formats have the red channel.
        ASSERT(dstFormat.redBits > 0 && srcFormat.redBits > 0);
    
        return (dstFormat.greenBits > 0 || srcFormat.greenBits == 0) &&
               (dstFormat.blueBits > 0 || srcFormat.blueBits == 0) &&
               (dstFormat.alphaBits > 0 || srcFormat.alphaBits == 0);
    }
    
    bool areSrcAndDstDepthStencilChannelsBlitCompatible(RenderTargetVk *srcRenderTarget,
                                                        RenderTargetVk *dstRenderTarget)
    {
        const angle::Format &srcFormat = srcRenderTarget->getImageFormat().intendedFormat();
        const angle::Format &dstFormat = dstRenderTarget->getImageFormat().intendedFormat();
    
        return (dstFormat.depthBits > 0 || srcFormat.depthBits == 0) &&
               (dstFormat.stencilBits > 0 || srcFormat.stencilBits == 0);
    }
    
    void SetEmulatedAlphaValue(const vk::Format &format, VkClearColorValue *value)
    {
        if (format.vkFormatIsInt)
        {
            if (format.vkFormatIsUnsigned)
            {
                value->uint32[3] = kEmulatedAlphaValue;
            }
            else
            {
                value->int32[3] = kEmulatedAlphaValue;
            }
        }
        else
        {
            value->float32[3] = kEmulatedAlphaValue;
        }
    }
    }  // anonymous namespace
    
    // static
    FramebufferVk *FramebufferVk::CreateUserFBO(RendererVk *renderer, const gl::FramebufferState &state)
    {
        return new FramebufferVk(renderer, state, nullptr);
    }
    
    // static
    FramebufferVk *FramebufferVk::CreateDefaultFBO(RendererVk *renderer,
                                                   const gl::FramebufferState &state,
                                                   WindowSurfaceVk *backbuffer)
    {
        return new FramebufferVk(renderer, state, backbuffer);
    }
    
    FramebufferVk::FramebufferVk(RendererVk *renderer,
                                 const gl::FramebufferState &state,
                                 WindowSurfaceVk *backbuffer)
        : FramebufferImpl(state), mBackbuffer(backbuffer), mActiveColorComponents(0)
    {
        mReadPixelBuffer.init(renderer, VK_BUFFER_USAGE_TRANSFER_DST_BIT, kReadPixelsBufferAlignment,
                              kMinReadPixelsBufferSize, true);
    }
    
    FramebufferVk::~FramebufferVk() = default;
    
    void FramebufferVk::destroy(const gl::Context *context)
    {
        ContextVk *contextVk = vk::GetImpl(context);
        mFramebuffer.release(contextVk);
    
        mReadPixelBuffer.release(contextVk->getRenderer());
    }
    
    angle::Result FramebufferVk::discard(const gl::Context *context,
                                         size_t count,
                                         const GLenum *attachments)
    {
        return invalidate(context, count, attachments);
    }
    
    angle::Result FramebufferVk::invalidate(const gl::Context *context,
                                            size_t count,
                                            const GLenum *attachments)
    {
        ContextVk *contextVk = vk::GetImpl(context);
        mFramebuffer.onGraphAccess(contextVk->getCommandGraph());
    
        if (mFramebuffer.valid() && mFramebuffer.hasStartedRenderPass())
        {
            invalidateImpl(contextVk, count, attachments);
        }
    
        return angle::Result::Continue;
    }
    
    angle::Result FramebufferVk::invalidateSub(const gl::Context *context,
                                               size_t count,
                                               const GLenum *attachments,
                                               const gl::Rectangle &area)
    {
        ContextVk *contextVk = vk::GetImpl(context);
        mFramebuffer.onGraphAccess(contextVk->getCommandGraph());
    
        // RenderPass' storeOp cannot be made conditional to a specific region, so we only apply this
        // hint if the requested area encompasses the render area.
        if (mFramebuffer.valid() && mFramebuffer.hasStartedRenderPass() &&
            area.encloses(mFramebuffer.getRenderPassRenderArea()))
        {
            invalidateImpl(contextVk, count, attachments);
        }
    
        return angle::Result::Continue;
    }
    
    angle::Result FramebufferVk::clear(const gl::Context *context, GLbitfield mask)
    {
        ContextVk *contextVk = vk::GetImpl(context);
    
        bool clearColor   = IsMaskFlagSet(mask, static_cast<GLbitfield>(GL_COLOR_BUFFER_BIT));
        bool clearDepth   = IsMaskFlagSet(mask, static_cast<GLbitfield>(GL_DEPTH_BUFFER_BIT));
        bool clearStencil = IsMaskFlagSet(mask, static_cast<GLbitfield>(GL_STENCIL_BUFFER_BIT));
        gl::DrawBufferMask clearColorBuffers;
        if (clearColor)
        {
            clearColorBuffers = mState.getEnabledDrawBuffers();
        }
    
        const VkClearColorValue &clearColorValue = contextVk->getClearColorValue().color;
        const VkClearDepthStencilValue &clearDepthStencilValue =
            contextVk->getClearDepthStencilValue().depthStencil;
    
        return clearImpl(context, clearColorBuffers, clearDepth, clearStencil, clearColorValue,
                         clearDepthStencilValue);
    }
    
    angle::Result FramebufferVk::clearImpl(const gl::Context *context,
                                           gl::DrawBufferMask clearColorBuffers,
                                           bool clearDepth,
                                           bool clearStencil,
                                           const VkClearColorValue &clearColorValue,
                                           const VkClearDepthStencilValue &clearDepthStencilValue)
    {
        ContextVk *contextVk = vk::GetImpl(context);
    
        const gl::Rectangle scissoredRenderArea = getScissoredRenderArea(contextVk);
    
        // Discard clear altogether if scissor has 0 width or height.
        if (scissoredRenderArea.width == 0 || scissoredRenderArea.height == 0)
        {
            return angle::Result::Continue;
        }
    
        mFramebuffer.updateCurrentAccessNodes();
    
        // This function assumes that only enabled attachments are asked to be cleared.
        ASSERT((clearColorBuffers & mState.getEnabledDrawBuffers()) == clearColorBuffers);
    
        // Adjust clear behavior based on whether the respective attachments are present; if asked to
        // clear a non-existent attachment, don't attempt to clear it.
    
        VkColorComponentFlags colorMaskFlags = contextVk->getClearColorMask();
        bool clearColor                      = clearColorBuffers.any();
    
        const gl::FramebufferAttachment *depthAttachment = mState.getDepthAttachment();
        clearDepth                                       = clearDepth && depthAttachment;
        ASSERT(!clearDepth || depthAttachment->isAttached());
    
        const gl::FramebufferAttachment *stencilAttachment = mState.getStencilAttachment();
        clearStencil                                       = clearStencil && stencilAttachment;
        ASSERT(!clearStencil || stencilAttachment->isAttached());
    
        uint8_t stencilMask =
            static_cast<uint8_t>(contextVk->getState().getDepthStencilState().stencilWritemask);
    
        // The front-end should ensure we don't attempt to clear color if all channels are masked.
        ASSERT(!clearColor || colorMaskFlags != 0);
        // The front-end should ensure we don't attempt to clear depth if depth write is disabled.
        ASSERT(!clearDepth || contextVk->getState().getDepthStencilState().depthMask);
        // The front-end should ensure we don't attempt to clear stencil if all bits are masked.
        ASSERT(!clearStencil || stencilMask != 0);
    
        // If there is nothing to clear, return right away (for example, if asked to clear depth, but
        // there is no depth attachment).
        if (!clearColor && !clearDepth && !clearStencil)
        {
            return angle::Result::Continue;
        }
    
        VkClearDepthStencilValue modifiedDepthStencilValue = clearDepthStencilValue;
    
        // We can use render pass load ops if clearing depth, unmasked color or unmasked stencil.  If
        // there's a depth mask, depth clearing is already disabled.
        bool maskedClearColor =
            clearColor && (mActiveColorComponents & colorMaskFlags) != mActiveColorComponents;
        bool maskedClearStencil = stencilMask != 0xFF;
    
        bool clearColorWithRenderPassLoadOp   = clearColor && !maskedClearColor;
        bool clearStencilWithRenderPassLoadOp = clearStencil && !maskedClearStencil;
    
        // At least one of color, depth or stencil should be clearable with render pass loadOp for us
        // to use this clear path.
        bool clearAnyWithRenderPassLoadOp =
            clearColorWithRenderPassLoadOp || clearDepth || clearStencilWithRenderPassLoadOp;
    
        if (clearAnyWithRenderPassLoadOp)
        {
            // Clearing color is indicated by the set bits in this mask.  If not clearing colors with
            // render pass loadOp, the default value of all-zeros means the clear is not done in
            // clearWithRenderPassOp below.  In that case, only clear depth/stencil with render pass
            // loadOp.
            gl::DrawBufferMask clearBuffersWithRenderPassLoadOp;
            if (clearColorWithRenderPassLoadOp)
            {
                clearBuffersWithRenderPassLoadOp = clearColorBuffers;
            }
            ANGLE_TRY(clearWithRenderPassOp(
                contextVk, scissoredRenderArea, clearBuffersWithRenderPassLoadOp, clearDepth,
                clearStencilWithRenderPassLoadOp, clearColorValue, modifiedDepthStencilValue));
    
            // On some hardware, having inline commands at this point results in corrupted output.  In
            // that case, end the render pass immediately.  http://anglebug.com/2361
            if (contextVk->getRenderer()->getFeatures().restartRenderPassAfterLoadOpClear.enabled)
            {
                mFramebuffer.finishCurrentCommands(contextVk);
            }
    
            // Fallback to other methods for whatever isn't cleared here.
            clearDepth = false;
            if (clearColorWithRenderPassLoadOp)
            {
                clearColorBuffers.reset();
                clearColor = false;
            }
            if (clearStencilWithRenderPassLoadOp)
            {
                clearStencil = false;
            }
    
            // If nothing left to clear, early out.
            if (!clearColor && !clearStencil)
            {
                return angle::Result::Continue;
            }
        }
    
        // Note: depth clear is always done through render pass loadOp.
        ASSERT(clearDepth == false);
    
        // The most costly clear mode is when we need to mask out specific color channels or stencil
        // bits. This can only be done with a draw call.
        return clearWithDraw(contextVk, scissoredRenderArea, clearColorBuffers, clearStencil,
                             colorMaskFlags, stencilMask, clearColorValue,
                             static_cast<uint8_t>(modifiedDepthStencilValue.stencil));
    }
    
    angle::Result FramebufferVk::clearBufferfv(const gl::Context *context,
                                               GLenum buffer,
                                               GLint drawbuffer,
                                               const GLfloat *values)
    {
        VkClearValue clearValue = {};
    
        bool clearDepth = false;
        gl::DrawBufferMask clearColorBuffers;
    
        if (buffer == GL_DEPTH)
        {
            clearDepth                    = true;
            clearValue.depthStencil.depth = values[0];
        }
        else
        {
            clearColorBuffers.set(drawbuffer);
            clearValue.color.float32[0] = values[0];
            clearValue.color.float32[1] = values[1];
            clearValue.color.float32[2] = values[2];
            clearValue.color.float32[3] = values[3];
        }
    
        return clearImpl(context, clearColorBuffers, clearDepth, false, clearValue.color,
                         clearValue.depthStencil);
    }
    
    angle::Result FramebufferVk::clearBufferuiv(const gl::Context *context,
                                                GLenum buffer,
                                                GLint drawbuffer,
                                                const GLuint *values)
    {
        VkClearValue clearValue = {};
    
        gl::DrawBufferMask clearColorBuffers;
        clearColorBuffers.set(drawbuffer);
    
        clearValue.color.uint32[0] = values[0];
        clearValue.color.uint32[1] = values[1];
        clearValue.color.uint32[2] = values[2];
        clearValue.color.uint32[3] = values[3];
    
        return clearImpl(context, clearColorBuffers, false, false, clearValue.color,
                         clearValue.depthStencil);
    }
    
    angle::Result FramebufferVk::clearBufferiv(const gl::Context *context,
                                               GLenum buffer,
                                               GLint drawbuffer,
                                               const GLint *values)
    {
        VkClearValue clearValue = {};
    
        bool clearStencil = false;
        gl::DrawBufferMask clearColorBuffers;
    
        if (buffer == GL_STENCIL)
        {
            clearStencil = true;
            clearValue.depthStencil.stencil =
                gl::clamp(values[0], 0, std::numeric_limits<uint8_t>::max());
        }
        else
        {
            clearColorBuffers.set(drawbuffer);
            clearValue.color.int32[0] = values[0];
            clearValue.color.int32[1] = values[1];
            clearValue.color.int32[2] = values[2];
            clearValue.color.int32[3] = values[3];
        }
    
        return clearImpl(context, clearColorBuffers, false, clearStencil, clearValue.color,
                         clearValue.depthStencil);
    }
    
    angle::Result FramebufferVk::clearBufferfi(const gl::Context *context,
                                               GLenum buffer,
                                               GLint drawbuffer,
                                               GLfloat depth,
                                               GLint stencil)
    {
        VkClearValue clearValue = {};
    
        clearValue.depthStencil.depth   = depth;
        clearValue.depthStencil.stencil = gl::clamp(stencil, 0, std::numeric_limits<uint8_t>::max());
    
        return clearImpl(context, gl::DrawBufferMask(), true, true, clearValue.color,
                         clearValue.depthStencil);
    }
    
    GLenum FramebufferVk::getImplementationColorReadFormat(const gl::Context *context) const
    {
        return GetReadAttachmentInfo(context, mRenderTargetCache.getColorRead(mState)).format;
    }
    
    GLenum FramebufferVk::getImplementationColorReadType(const gl::Context *context) const
    {
        GLenum readType = GetReadAttachmentInfo(context, mRenderTargetCache.getColorRead(mState)).type;
        if (context->getClientMajorVersion() < 3 && readType == GL_HALF_FLOAT)
        {
            // GL_HALF_FLOAT was not introduced until GLES 3.0, and has a different value from
            // GL_HALF_FLOAT_OES
            readType = GL_HALF_FLOAT_OES;
        }
        return readType;
    }
    
    angle::Result FramebufferVk::readPixels(const gl::Context *context,
                                            const gl::Rectangle &area,
                                            GLenum format,
                                            GLenum type,
                                            void *pixels)
    {
        // Clip read area to framebuffer.
        const gl::Extents &fbSize = getState().getReadAttachment()->getSize();
        const gl::Rectangle fbRect(0, 0, fbSize.width, fbSize.height);
        ContextVk *contextVk = vk::GetImpl(context);
    
        gl::Rectangle clippedArea;
        if (!ClipRectangle(area, fbRect, &clippedArea))
        {
            // nothing to read
            return angle::Result::Continue;
        }
    
        const gl::State &glState = contextVk->getState();
        gl::Buffer *packBuffer   = glState.getTargetBuffer(gl::BufferBinding::PixelPack);
    
        GLuint outputSkipBytes = 0;
        PackPixelsParams params;
        ANGLE_TRY(vk::ImageHelper::GetReadPixelsParams(contextVk, glState.getPackState(), packBuffer,
                                                       format, type, area, clippedArea, &params,
                                                       &outputSkipBytes));
    
        if (contextVk->isViewportFlipEnabledForReadFBO())
        {
            params.area.y          = fbRect.height - clippedArea.y - clippedArea.height;
            params.reverseRowOrder = !params.reverseRowOrder;
        }
    
        ANGLE_TRY(readPixelsImpl(contextVk, params.area, params, VK_IMAGE_ASPECT_COLOR_BIT,
                                 getColorReadRenderTarget(),
                                 static_cast<uint8_t *>(pixels) + outputSkipBytes));
        mReadPixelBuffer.releaseInFlightBuffers(contextVk);
        return angle::Result::Continue;
    }
    
    RenderTargetVk *FramebufferVk::getDepthStencilRenderTarget() const
    {
        return mRenderTargetCache.getDepthStencil();
    }
    
    RenderTargetVk *FramebufferVk::getColorDrawRenderTarget(size_t colorIndex) const
    {
        RenderTargetVk *renderTarget = mRenderTargetCache.getColorDraw(mState, colorIndex);
        ASSERT(renderTarget && renderTarget->getImage().valid());
        return renderTarget;
    }
    
    RenderTargetVk *FramebufferVk::getColorReadRenderTarget() const
    {
        RenderTargetVk *renderTarget = mRenderTargetCache.getColorRead(mState);
        ASSERT(renderTarget && renderTarget->getImage().valid());
        return renderTarget;
    }
    
    angle::Result FramebufferVk::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)
    {
        // Since blitRenderbufferRect is called for each render buffer that needs to be blitted,
        // it should never be the case that both color and depth/stencil need to be blitted at
        // at the same time.
        ASSERT(colorBlit != (depthBlit || stencilBlit));
    
        vk::ImageHelper *srcImage = &readRenderTarget->getImage();
        vk::ImageHelper *dstImage = drawRenderTarget->getImageForWrite(contextVk, &mFramebuffer);
    
        VkImageAspectFlags imageAspectMask = srcImage->getAspectFlags();
        VkImageAspectFlags blitAspectMask  = imageAspectMask;
    
        // Remove depth or stencil aspects if they are not requested to be blitted.
        if (!depthBlit)
        {
            blitAspectMask &= ~VK_IMAGE_ASPECT_DEPTH_BIT;
        }
        if (!stencilBlit)
        {
            blitAspectMask &= ~VK_IMAGE_ASPECT_STENCIL_BIT;
        }
    
        if (srcImage->isLayoutChangeNecessary(vk::ImageLayout::TransferSrc))
        {
            vk::CommandBuffer *srcLayoutChange;
            ANGLE_TRY(srcImage->recordCommands(contextVk, &srcLayoutChange));
            srcImage->changeLayout(imageAspectMask, vk::ImageLayout::TransferSrc, srcLayoutChange);
        }
    
        vk::CommandBuffer *commandBuffer = nullptr;
        ANGLE_TRY(mFramebuffer.recordCommands(contextVk, &commandBuffer));
    
        srcImage->addReadDependency(contextVk, &mFramebuffer);
    
        VkImageBlit blit                   = {};
        blit.srcSubresource.aspectMask     = blitAspectMask;
        blit.srcSubresource.mipLevel       = readRenderTarget->getLevelIndex();
        blit.srcSubresource.baseArrayLayer = readRenderTarget->getLayerIndex();
        blit.srcSubresource.layerCount     = 1;
        blit.srcOffsets[0]                 = {sourceArea.x0(), sourceArea.y0(), 0};
        blit.srcOffsets[1]                 = {sourceArea.x1(), sourceArea.y1(), 1};
        blit.dstSubresource.aspectMask     = blitAspectMask;
        blit.dstSubresource.mipLevel       = drawRenderTarget->getLevelIndex();
        blit.dstSubresource.baseArrayLayer = drawRenderTarget->getLayerIndex();
        blit.dstSubresource.layerCount     = 1;
        blit.dstOffsets[0]                 = {destArea.x0(), destArea.y0(), 0};
        blit.dstOffsets[1]                 = {destArea.x1(), destArea.y1(), 1};
    
        // Requirement of the copyImageToBuffer, the dst image must be in
        // VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL layout.
        dstImage->changeLayout(imageAspectMask, vk::ImageLayout::TransferDst, commandBuffer);
    
        commandBuffer->blitImage(srcImage->getImage(), VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
                                 dstImage->getImage(), VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &blit,
                                 gl_vk::GetFilter(filter));
    
        return angle::Result::Continue;
    }
    
    angle::Result FramebufferVk::blit(const gl::Context *context,
                                      const gl::Rectangle &sourceAreaIn,
                                      const gl::Rectangle &destAreaIn,
                                      GLbitfield mask,
                                      GLenum filter)
    {
        ContextVk *contextVk = vk::GetImpl(context);
        RendererVk *renderer = contextVk->getRenderer();
        UtilsVk &utilsVk     = contextVk->getUtils();
    
        const gl::State &glState              = contextVk->getState();
        const gl::Framebuffer *srcFramebuffer = glState.getReadFramebuffer();
    
        const bool blitColorBuffer   = (mask & GL_COLOR_BUFFER_BIT) != 0;
        const bool blitDepthBuffer   = (mask & GL_DEPTH_BUFFER_BIT) != 0;
        const bool blitStencilBuffer = (mask & GL_STENCIL_BUFFER_BIT) != 0;
    
        const bool isResolve =
            srcFramebuffer->getCachedSamples(context, gl::AttachmentSampleType::Resource) > 1;
    
        FramebufferVk *srcFramebufferVk    = vk::GetImpl(srcFramebuffer);
        const bool srcFramebufferFlippedY  = contextVk->isViewportFlipEnabledForReadFBO();
        const bool destFramebufferFlippedY = contextVk->isViewportFlipEnabledForDrawFBO();
    
        gl::Rectangle sourceArea = sourceAreaIn;
        gl::Rectangle destArea   = destAreaIn;
    
        // Note: GLES (all 3.x versions) require source and dest area to be identical when
        // resolving.
        ASSERT(!isResolve ||
               (sourceArea.x == destArea.x && sourceArea.y == destArea.y &&
                sourceArea.width == destArea.width && sourceArea.height == destArea.height));
    
        const gl::Rectangle srcFramebufferDimensions =
            srcFramebufferVk->mState.getDimensions().toRect();
    
        // If the destination is flipped in either direction, we will flip the source instead so that
        // the destination area is always unflipped.
        sourceArea = sourceArea.flip(destArea.isReversedX(), destArea.isReversedY());
        destArea   = destArea.removeReversal();
    
        // Calculate the stretch factor prior to any clipping, as it needs to remain constant.
        const float stretch[2] = {
            std::abs(sourceArea.width / static_cast<float>(destArea.width)),
            std::abs(sourceArea.height / static_cast<float>(destArea.height)),
        };
    
        // First, clip the source area to framebuffer.  That requires transforming the dest area to
        // match the clipped source.
        gl::Rectangle absSourceArea = sourceArea.removeReversal();
        gl::Rectangle clippedSourceArea;
        if (!gl::ClipRectangle(srcFramebufferDimensions, absSourceArea, &clippedSourceArea))
        {
            return angle::Result::Continue;
        }
    
        // Resize the destination area based on the new size of source.  Note again that stretch is
        // calculated as SrcDimension/DestDimension.
        gl::Rectangle srcClippedDestArea;
        if (isResolve)
        {
            // Source and dest areas are identical in resolve.
            srcClippedDestArea = clippedSourceArea;
        }
        else if (clippedSourceArea == absSourceArea)
        {
            // If there was no clipping, keep dest area as is.
            srcClippedDestArea = destArea;
        }
        else
        {
            // Shift dest area's x0,y0,x1,y1 by as much as the source area's got shifted (taking
            // stretching into account)
            float x0Shift = std::round((clippedSourceArea.x - absSourceArea.x) / stretch[0]);
            float y0Shift = std::round((clippedSourceArea.y - absSourceArea.y) / stretch[1]);
            float x1Shift = std::round((absSourceArea.x1() - clippedSourceArea.x1()) / stretch[0]);
            float y1Shift = std::round((absSourceArea.y1() - clippedSourceArea.y1()) / stretch[1]);
    
            // If the source area was reversed in any direction, the shift should be applied in the
            // opposite direction as well.
            if (sourceArea.isReversedX())
            {
                std::swap(x0Shift, x1Shift);
            }
    
            if (sourceArea.isReversedY())
            {
                std::swap(y0Shift, y1Shift);
            }
    
            srcClippedDestArea.x = destArea.x0() + static_cast<int>(x0Shift);
            srcClippedDestArea.y = destArea.y0() + static_cast<int>(y0Shift);
            int x1               = destArea.x1() - static_cast<int>(x1Shift);
            int y1               = destArea.y1() - static_cast<int>(y1Shift);
    
            srcClippedDestArea.width  = x1 - srcClippedDestArea.x;
            srcClippedDestArea.height = y1 - srcClippedDestArea.y;
        }
    
        // If framebuffers are flipped in Y, flip the source and dest area (which define the
        // transformation regardless of clipping), as well as the blit area (which is the clipped
        // dest area).
        if (srcFramebufferFlippedY)
        {
            sourceArea.y      = srcFramebufferDimensions.height - sourceArea.y;
            sourceArea.height = -sourceArea.height;
        }
        if (destFramebufferFlippedY)
        {
            destArea.y      = mState.getDimensions().height - destArea.y;
            destArea.height = -destArea.height;
    
            srcClippedDestArea.y =
                mState.getDimensions().height - srcClippedDestArea.y - srcClippedDestArea.height;
        }
    
        const bool flipX = sourceArea.isReversedX() != destArea.isReversedX();
        const bool flipY = sourceArea.isReversedY() != destArea.isReversedY();
    
        // GLES doesn't allow flipping the parameters of glBlitFramebuffer if performing a resolve.
        ASSERT(!isResolve ||
               (flipX == false && flipY == (srcFramebufferFlippedY != destFramebufferFlippedY)));
    
        // Again, transfer the destination flip to source, so dest is unflipped.  Note that destArea
        // was not reversed until the final possible Y-flip.
        ASSERT(!destArea.isReversedX());
        sourceArea = sourceArea.flip(false, destArea.isReversedY());
        destArea   = destArea.removeReversal();
    
        // Clip the destination area to the framebuffer size and scissor.  Note that we don't care
        // about the source area anymore.  The offset translation is done based on the original source
        // and destination rectangles.  The stretch factor is already calculated as well.
        gl::Rectangle blitArea;
        if (!gl::ClipRectangle(getScissoredRenderArea(contextVk), srcClippedDestArea, &blitArea))
        {
            return angle::Result::Continue;
        }
    
        bool noClip = blitArea == destArea && stretch[0] == 1.0f && stretch[1] == 1.0f;
        bool noFlip = !flipX && !flipY;
        bool disableFlippingBlitWithCommand =
            contextVk->getRenderer()->getFeatures().disableFlippingBlitWithCommand.enabled;
    
        UtilsVk::BlitResolveParameters params;
        params.srcOffset[0]  = sourceArea.x;
        params.srcOffset[1]  = sourceArea.y;
        params.destOffset[0] = destArea.x;
        params.destOffset[1] = destArea.y;
        params.stretch[0]    = stretch[0];
        params.stretch[1]    = stretch[1];
        params.srcExtents[0] = srcFramebufferDimensions.width;
        params.srcExtents[1] = srcFramebufferDimensions.height;
        params.blitArea      = blitArea;
        params.linear        = filter == GL_LINEAR;
        params.flipX         = flipX;
        params.flipY         = flipY;
    
        if (blitColorBuffer)
        {
            RenderTargetVk *readRenderTarget = srcFramebufferVk->getColorReadRenderTarget();
            params.srcLayer                  = readRenderTarget->getLayerIndex();
    
            // Multisampled images are not allowed to have mips.
            ASSERT(!isResolve || readRenderTarget->getLevelIndex() == 0);
    
            // If there was no clipping and the format capabilities allow us, use Vulkan's builtin blit.
            // The reason clipping is prohibited in this path is that due to rounding errors, it would
            // be hard to guarantee the image stretching remains perfect.  That also allows us not to
            // have to transform back the dest clipping to source.
            //
            // For simplicity, we either blit all render targets with a Vulkan command, or none.
            bool canBlitWithCommand = !isResolve && noClip &&
                                      (noFlip || !disableFlippingBlitWithCommand) &&
                                      HasSrcBlitFeature(renderer, readRenderTarget);
            bool areChannelsBlitCompatible = true;
            for (size_t colorIndexGL : mState.getEnabledDrawBuffers())
            {
                RenderTargetVk *drawRenderTarget = mRenderTargetCache.getColors()[colorIndexGL];
                canBlitWithCommand =
                    canBlitWithCommand && HasDstBlitFeature(renderer, drawRenderTarget);
                areChannelsBlitCompatible =
                    areChannelsBlitCompatible &&
                    areSrcAndDstColorChannelsBlitCompatible(readRenderTarget, drawRenderTarget);
            }
    
            if (canBlitWithCommand && areChannelsBlitCompatible)
            {
                for (size_t colorIndexGL : mState.getEnabledDrawBuffers())
                {
                    RenderTargetVk *drawRenderTarget = mRenderTargetCache.getColors()[colorIndexGL];
                    ANGLE_TRY(blitWithCommand(contextVk, sourceArea, destArea, readRenderTarget,
                                              drawRenderTarget, filter, true, false, false, flipX,
                                              flipY));
                }
            }
            // If we're not flipping, use Vulkan's builtin resolve.
            else if (isResolve && !flipX && !flipY && areChannelsBlitCompatible)
            {
                ANGLE_TRY(resolveColorWithCommand(contextVk, params, &readRenderTarget->getImage()));
            }
            // Otherwise use a shader to do blit or resolve.
            else
            {
                const vk::ImageView *readImageView = nullptr;
                ANGLE_TRY(readRenderTarget->getImageView(contextVk, &readImageView));
                readRenderTarget->onImageViewGraphAccess(contextVk);
                ANGLE_TRY(utilsVk.colorBlitResolve(contextVk, this, &readRenderTarget->getImage(),
                                                   readImageView, params));
            }
        }
    
        if (blitDepthBuffer || blitStencilBuffer)
        {
            RenderTargetVk *readRenderTarget = srcFramebufferVk->getDepthStencilRenderTarget();
            RenderTargetVk *drawRenderTarget = mRenderTargetCache.getDepthStencil();
            params.srcLayer                  = readRenderTarget->getLayerIndex();
    
            // Multisampled images are not allowed to have mips.
            ASSERT(!isResolve || readRenderTarget->getLevelIndex() == 0);
    
            // Similarly, only blit if there's been no clipping.
            bool canBlitWithCommand = !isResolve && noClip &&
                                      (noFlip || !disableFlippingBlitWithCommand) &&
                                      HasSrcBlitFeature(renderer, readRenderTarget) &&
                                      HasDstBlitFeature(renderer, drawRenderTarget);
            bool areChannelsBlitCompatible =
                areSrcAndDstDepthStencilChannelsBlitCompatible(readRenderTarget, drawRenderTarget);
    
            if (canBlitWithCommand && areChannelsBlitCompatible)
            {
                ANGLE_TRY(blitWithCommand(contextVk, sourceArea, destArea, readRenderTarget,
                                          drawRenderTarget, filter, false, blitDepthBuffer,
                                          blitStencilBuffer, flipX, flipY));
            }
            else
            {
                // Create depth- and stencil-only views for reading.
                vk::DeviceScoped<vk::ImageView> depthView(contextVk->getDevice());
                vk::DeviceScoped<vk::ImageView> stencilView(contextVk->getDevice());
    
                vk::ImageHelper *depthStencilImage = &readRenderTarget->getImage();
                uint32_t levelIndex                = readRenderTarget->getLevelIndex();
                uint32_t layerIndex                = readRenderTarget->getLayerIndex();
                gl::TextureType textureType = vk::Get2DTextureType(depthStencilImage->getLayerCount(),
                                                                   depthStencilImage->getSamples());
    
                if (blitDepthBuffer)
                {
                    ANGLE_TRY(depthStencilImage->initLayerImageView(
                        contextVk, textureType, VK_IMAGE_ASPECT_DEPTH_BIT, gl::SwizzleState(),
                        &depthView.get(), levelIndex, 1, layerIndex, 1));
                }
    
                if (blitStencilBuffer)
                {
                    ANGLE_TRY(depthStencilImage->initLayerImageView(
                        contextVk, textureType, VK_IMAGE_ASPECT_STENCIL_BIT, gl::SwizzleState(),
                        &stencilView.get(), levelIndex, 1, layerIndex, 1));
                }
    
                // If shader stencil export is not possible, defer stencil blit/stencil to another pass.
                bool hasShaderStencilExport =
                    contextVk->getRenderer()->getFeatures().supportsShaderStencilExport.enabled;
    
                // Blit depth. If shader stencil export is present, blit stencil as well.
                if (blitDepthBuffer || (blitStencilBuffer && hasShaderStencilExport))
                {
                    const vk::ImageView *depth = blitDepthBuffer ? &depthView.get() : nullptr;
                    const vk::ImageView *stencil =
                        blitStencilBuffer && hasShaderStencilExport ? &stencilView.get() : nullptr;
    
                    ANGLE_TRY(utilsVk.depthStencilBlitResolve(contextVk, this, depthStencilImage, depth,
                                                              stencil, params));
                }
    
                // If shader stencil export is not present, blit stencil through a different path.
                if (blitStencilBuffer && !hasShaderStencilExport)
                {
                    ANGLE_TRY(utilsVk.stencilBlitResolveNoShaderExport(
                        contextVk, this, depthStencilImage, &stencilView.get(), params));
                }
    
                vk::ImageView depthViewObject   = depthView.release();
                vk::ImageView stencilViewObject = stencilView.release();
    
                contextVk->addGarbage(&depthViewObject);
                contextVk->addGarbage(&stencilViewObject);
            }
        }
    
        return angle::Result::Continue;
    }  // namespace rx
    
    angle::Result FramebufferVk::resolveColorWithCommand(ContextVk *contextVk,
                                                         const UtilsVk::BlitResolveParameters &params,
                                                         vk::ImageHelper *srcImage)
    {
        if (srcImage->isLayoutChangeNecessary(vk::ImageLayout::TransferSrc))
        {
            vk::CommandBuffer *srcLayoutChange;
            ANGLE_TRY(srcImage->recordCommands(contextVk, &srcLayoutChange));
            srcImage->changeLayout(VK_IMAGE_ASPECT_COLOR_BIT, vk::ImageLayout::TransferSrc,
                                   srcLayoutChange);
        }
    
        vk::CommandBuffer *commandBuffer = nullptr;
        ANGLE_TRY(mFramebuffer.recordCommands(contextVk, &commandBuffer));
    
        // Source's layout change should happen before rendering
        srcImage->addReadDependency(contextVk, &mFramebuffer);
    
        VkImageResolve resolveRegion                = {};
        resolveRegion.srcSubresource.aspectMask     = VK_IMAGE_ASPECT_COLOR_BIT;
        resolveRegion.srcSubresource.mipLevel       = 0;
        resolveRegion.srcSubresource.baseArrayLayer = params.srcLayer;
        resolveRegion.srcSubresource.layerCount     = 1;
        resolveRegion.srcOffset.x                   = params.srcOffset[0];
        resolveRegion.srcOffset.y                   = params.srcOffset[1];
        resolveRegion.srcOffset.z                   = 0;
        resolveRegion.dstSubresource.aspectMask     = VK_IMAGE_ASPECT_COLOR_BIT;
        resolveRegion.dstSubresource.layerCount     = 1;
        resolveRegion.dstOffset.x                   = params.destOffset[0];
        resolveRegion.dstOffset.y                   = params.destOffset[1];
        resolveRegion.dstOffset.z                   = 0;
        resolveRegion.extent.width                  = params.srcExtents[0];
        resolveRegion.extent.height                 = params.srcExtents[1];
        resolveRegion.extent.depth                  = 1;
    
        for (size_t colorIndexGL : mState.getEnabledDrawBuffers())
        {
            RenderTargetVk *drawRenderTarget = mRenderTargetCache.getColors()[colorIndexGL];
            vk::ImageHelper *drawImage = drawRenderTarget->getImageForWrite(contextVk, &mFramebuffer);
            drawImage->changeLayout(VK_IMAGE_ASPECT_COLOR_BIT, vk::ImageLayout::TransferDst,
                                    commandBuffer);
    
            resolveRegion.dstSubresource.mipLevel       = drawRenderTarget->getLevelIndex();
            resolveRegion.dstSubresource.baseArrayLayer = drawRenderTarget->getLayerIndex();
    
            srcImage->resolve(&drawRenderTarget->getImage(), resolveRegion, commandBuffer);
        }
    
        return angle::Result::Continue;
    }
    
    bool FramebufferVk::checkStatus(const gl::Context *context) const
    {
        // if we have both a depth and stencil buffer, they must refer to the same object
        // since we only support packed_depth_stencil and not separate depth and stencil
        if (mState.hasSeparateDepthAndStencilAttachments())
        {
            return false;
        }
    
        return true;
    }
    
    angle::Result FramebufferVk::updateColorAttachment(const gl::Context *context, size_t colorIndexGL)
    {
        ContextVk *contextVk = vk::GetImpl(context);
    
        ANGLE_TRY(mRenderTargetCache.updateColorRenderTarget(context, mState, colorIndexGL));
    
        // Update cached masks for masked clears.
        RenderTargetVk *renderTarget = mRenderTargetCache.getColors()[colorIndexGL];
        if (renderTarget)
        {
            const angle::Format &actualFormat = renderTarget->getImageFormat().actualImageFormat();
            updateActiveColorMasks(colorIndexGL, actualFormat.redBits > 0, actualFormat.greenBits > 0,
                                   actualFormat.blueBits > 0, actualFormat.alphaBits > 0);
    
            const angle::Format &sourceFormat = renderTarget->getImageFormat().intendedFormat();
            mEmulatedAlphaAttachmentMask.set(colorIndexGL,
                                             sourceFormat.alphaBits == 0 && actualFormat.alphaBits > 0);
    
            contextVk->updateColorMask(context->getState().getBlendState());
        }
        else
        {
            updateActiveColorMasks(colorIndexGL, false, false, false, false);
        }
    
        return angle::Result::Continue;
    }
    
    void FramebufferVk::invalidateImpl(ContextVk *contextVk, size_t count, const GLenum *attachments)
    {
        ASSERT(mFramebuffer.hasStartedRenderPass());
    
        gl::DrawBufferMask invalidateColorBuffers;
        bool invalidateDepthBuffer   = false;
        bool invalidateStencilBuffer = false;
    
        for (size_t i = 0; i < count; ++i)
        {
            const GLenum attachment = attachments[i];
    
            switch (attachment)
            {
                case GL_DEPTH:
                case GL_DEPTH_ATTACHMENT:
                    invalidateDepthBuffer = true;
                    break;
                case GL_STENCIL:
                case GL_STENCIL_ATTACHMENT:
                    invalidateStencilBuffer = true;
                    break;
                case GL_DEPTH_STENCIL_ATTACHMENT:
                    invalidateDepthBuffer   = true;
                    invalidateStencilBuffer = true;
                    break;
                default:
                    ASSERT(
                        (attachment >= GL_COLOR_ATTACHMENT0 && attachment <= GL_COLOR_ATTACHMENT15) ||
                        (attachment == GL_COLOR));
    
                    invalidateColorBuffers.set(
                        attachment == GL_COLOR ? 0u : (attachment - GL_COLOR_ATTACHMENT0));
            }
        }
    
        // Set the appropriate storeOp for attachments.
        size_t attachmentIndexVk = 0;
        for (size_t colorIndexGL : mState.getEnabledDrawBuffers())
        {
            if (invalidateColorBuffers.test(colorIndexGL))
            {
                mFramebuffer.invalidateRenderPassColorAttachment(attachmentIndexVk);
            }
            ++attachmentIndexVk;
        }
    
        RenderTargetVk *depthStencilRenderTarget = mRenderTargetCache.getDepthStencil();
        if (depthStencilRenderTarget)
        {
            if (invalidateDepthBuffer)
            {
                mFramebuffer.invalidateRenderPassDepthAttachment(attachmentIndexVk);
            }
    
            if (invalidateStencilBuffer)
            {
                mFramebuffer.invalidateRenderPassStencilAttachment(attachmentIndexVk);
            }
        }
    
        // NOTE: Possible future optimization is to delay setting the storeOp and only do so if the
        // render pass is closed by itself before another draw call.  Otherwise, in a situation like
        // this:
        //
        //     draw()
        //     invalidate()
        //     draw()
        //
        // We would be discarding the attachments only to load them for the next draw (which is less
        // efficient than keeping the render pass open and not do the discard at all).  While dEQP tests
        // this pattern, this optimization may not be necessary if no application does this.  It is
        // expected that an application would invalidate() when it's done with the framebuffer, so the
        // render pass would have closed either way.
        mFramebuffer.finishCurrentCommands(contextVk);
    }
    
    angle::Result FramebufferVk::syncState(const gl::Context *context,
                                           const gl::Framebuffer::DirtyBits &dirtyBits)
    {
        ContextVk *contextVk = vk::GetImpl(context);
    
        ASSERT(dirtyBits.any());
        for (size_t dirtyBit : dirtyBits)
        {
            switch (dirtyBit)
            {
                case gl::Framebuffer::DIRTY_BIT_DEPTH_ATTACHMENT:
                case gl::Framebuffer::DIRTY_BIT_STENCIL_ATTACHMENT:
                    ANGLE_TRY(mRenderTargetCache.updateDepthStencilRenderTarget(context, mState));
                    break;
                case gl::Framebuffer::DIRTY_BIT_DEPTH_BUFFER_CONTENTS:
                case gl::Framebuffer::DIRTY_BIT_STENCIL_BUFFER_CONTENTS:
                    ANGLE_TRY(mRenderTargetCache.getDepthStencil()->flushStagedUpdates(contextVk));
                    break;
                case gl::Framebuffer::DIRTY_BIT_READ_BUFFER:
                    ANGLE_TRY(mRenderTargetCache.update(context, mState, dirtyBits));
                    break;
                case gl::Framebuffer::DIRTY_BIT_DRAW_BUFFERS:
                case gl::Framebuffer::DIRTY_BIT_DEFAULT_WIDTH:
                case gl::Framebuffer::DIRTY_BIT_DEFAULT_HEIGHT:
                case gl::Framebuffer::DIRTY_BIT_DEFAULT_SAMPLES:
                case gl::Framebuffer::DIRTY_BIT_DEFAULT_FIXED_SAMPLE_LOCATIONS:
                    break;
                default:
                {
                    static_assert(gl::Framebuffer::DIRTY_BIT_COLOR_ATTACHMENT_0 == 0, "FB dirty bits");
                    if (dirtyBit < gl::Framebuffer::DIRTY_BIT_COLOR_ATTACHMENT_MAX)
                    {
                        size_t colorIndexGL = static_cast<size_t>(
                            dirtyBit - gl::Framebuffer::DIRTY_BIT_COLOR_ATTACHMENT_0);
                        ANGLE_TRY(updateColorAttachment(context, colorIndexGL));
                    }
                    else
                    {
                        ASSERT(dirtyBit >= gl::Framebuffer::DIRTY_BIT_COLOR_BUFFER_CONTENTS_0 &&
                               dirtyBit < gl::Framebuffer::DIRTY_BIT_COLOR_BUFFER_CONTENTS_MAX);
                        size_t colorIndexGL = static_cast<size_t>(
                            dirtyBit - gl::Framebuffer::DIRTY_BIT_COLOR_BUFFER_CONTENTS_0);
                        ANGLE_TRY(mRenderTargetCache.getColors()[colorIndexGL]->flushStagedUpdates(
                            contextVk));
                    }
                }
            }
        }
    
        // The FBOs new attachment may have changed the renderable area
        const gl::State &glState = context->getState();
        contextVk->updateScissor(glState);
    
        mActiveColorComponents = gl_vk::GetColorComponentFlags(
            mActiveColorComponentMasksForClear[0].any(), mActiveColorComponentMasksForClear[1].any(),
            mActiveColorComponentMasksForClear[2].any(), mActiveColorComponentMasksForClear[3].any());
    
        mFramebuffer.release(contextVk);
    
        // Will freeze the current set of dependencies on this FBO. The next time we render we will
        // create a new entry in the command graph.
        mFramebuffer.finishCurrentCommands(contextVk);
    
        // Notify the ContextVk to update the pipeline desc.
        updateRenderPassDesc();
    
        FramebufferVk *currentDrawFramebuffer = vk::GetImpl(context->getState().getDrawFramebuffer());
        if (currentDrawFramebuffer == this)
        {
            contextVk->onDrawFramebufferChange(this);
        }
    
        return angle::Result::Continue;
    }
    
    void FramebufferVk::updateRenderPassDesc()
    {
        mRenderPassDesc = {};
        mRenderPassDesc.setSamples(getSamples());
    
        const auto &colorRenderTargets              = mRenderTargetCache.getColors();
        const gl::DrawBufferMask enabledDrawBuffers = mState.getEnabledDrawBuffers();
        for (size_t colorIndexGL = 0; colorIndexGL < enabledDrawBuffers.size(); ++colorIndexGL)
        {
            if (enabledDrawBuffers[colorIndexGL])
            {
                RenderTargetVk *colorRenderTarget = colorRenderTargets[colorIndexGL];
                ASSERT(colorRenderTarget);
                mRenderPassDesc.packColorAttachment(
                    colorIndexGL, colorRenderTarget->getImage().getFormat().intendedFormatID);
            }
            else
            {
                mRenderPassDesc.packColorAttachmentGap(colorIndexGL);
            }
        }
    
        RenderTargetVk *depthStencilRenderTarget = mRenderTargetCache.getDepthStencil();
        if (depthStencilRenderTarget)
        {
            mRenderPassDesc.packDepthStencilAttachment(
                depthStencilRenderTarget->getImage().getFormat().intendedFormatID);
        }
    }
    
    angle::Result FramebufferVk::getFramebuffer(ContextVk *contextVk, vk::Framebuffer **framebufferOut)
    {
        // If we've already created our cached Framebuffer, return it.
        if (mFramebuffer.valid())
        {
            *framebufferOut = &mFramebuffer.getFramebuffer();
            return angle::Result::Continue;
        }
    
        vk::RenderPass *compatibleRenderPass = nullptr;
        ANGLE_TRY(contextVk->getCompatibleRenderPass(mRenderPassDesc, &compatibleRenderPass));
    
        // If we've a Framebuffer provided by a Surface (default FBO/backbuffer), query it.
        if (mBackbuffer)
        {
            return mBackbuffer->getCurrentFramebuffer(contextVk, *compatibleRenderPass, framebufferOut);
        }
    
        // Gather VkImageViews over all FBO attachments, also size of attached region.
        std::vector<VkImageView> attachments;
        gl::Extents attachmentsSize;
    
        const auto &colorRenderTargets = mRenderTargetCache.getColors();
        for (size_t colorIndexGL : mState.getEnabledDrawBuffers())
        {
            RenderTargetVk *colorRenderTarget = colorRenderTargets[colorIndexGL];
            ASSERT(colorRenderTarget);
    
            const vk::ImageView *imageView = nullptr;
            ANGLE_TRY(colorRenderTarget->getImageView(contextVk, &imageView));
    
            attachments.push_back(imageView->getHandle());
    
            ASSERT(attachmentsSize.empty() || attachmentsSize == colorRenderTarget->getExtents());
            attachmentsSize = colorRenderTarget->getExtents();
        }
    
        RenderTargetVk *depthStencilRenderTarget = mRenderTargetCache.getDepthStencil();
        if (depthStencilRenderTarget)
        {
            const vk::ImageView *imageView = nullptr;
            ANGLE_TRY(depthStencilRenderTarget->getImageView(contextVk, &imageView));
    
            attachments.push_back(imageView->getHandle());
    
            ASSERT(attachmentsSize.empty() ||
                   attachmentsSize == depthStencilRenderTarget->getExtents());
            attachmentsSize = depthStencilRenderTarget->getExtents();
        }
    
        if (attachmentsSize.empty())
        {
            // No attachments, so use the default values.
            attachmentsSize.height = mState.getDefaultHeight();
            attachmentsSize.width  = mState.getDefaultWidth();
            attachmentsSize.depth  = 0;
        }
    
        VkFramebufferCreateInfo framebufferInfo = {};
    
        framebufferInfo.sType           = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
        framebufferInfo.flags           = 0;
        framebufferInfo.renderPass      = compatibleRenderPass->getHandle();
        framebufferInfo.attachmentCount = static_cast<uint32_t>(attachments.size());
        framebufferInfo.pAttachments    = attachments.data();
        framebufferInfo.width           = static_cast<uint32_t>(attachmentsSize.width);
        framebufferInfo.height          = static_cast<uint32_t>(attachmentsSize.height);
        framebufferInfo.layers          = 1;
    
        ANGLE_TRY(mFramebuffer.init(contextVk, framebufferInfo));
    
        *framebufferOut = &mFramebuffer.getFramebuffer();
        return angle::Result::Continue;
    }
    
    angle::Result FramebufferVk::clearWithRenderPassOp(
        ContextVk *contextVk,
        const gl::Rectangle &clearArea,
        gl::DrawBufferMask clearColorBuffers,
        bool clearDepth,
        bool clearStencil,
        const VkClearColorValue &clearColorValue,
        const VkClearDepthStencilValue &clearDepthStencilValue)
    {
        // Start a new render pass if:
        //
        // - no render pass has started,
        // - there is a render pass started but it contains commands; we cannot modify its ops, so new
        // render pass is needed,
        // - the current render area doesn't match the clear area.  We need the render area to be
        // exactly as specified by the scissor for the loadOp to clear only that area.  See
        // onScissorChange for more information.
    
        if (!mFramebuffer.valid() || !mFramebuffer.renderPassStartedButEmpty() ||
            mFramebuffer.getRenderPassRenderArea() != clearArea)
        {
            vk::CommandBuffer *commandBuffer;
            ANGLE_TRY(startNewRenderPass(contextVk, clearArea, &commandBuffer));
        }
    
        size_t attachmentIndexVk = 0;
    
        // Go through clearColorBuffers and set the appropriate loadOp and clear values.
        for (size_t colorIndexGL : mState.getEnabledDrawBuffers())
        {
            if (clearColorBuffers.test(colorIndexGL))
            {
                RenderTargetVk *renderTarget = getColorDrawRenderTarget(colorIndexGL);
    
                // If the render target doesn't have alpha, but its emulated format has it, clear the
                // alpha to 1.
                VkClearColorValue value = clearColorValue;
                if (mEmulatedAlphaAttachmentMask[colorIndexGL])
                {
                    SetEmulatedAlphaValue(renderTarget->getImageFormat(), &value);
                }
    
                mFramebuffer.clearRenderPassColorAttachment(attachmentIndexVk, value);
            }
            ++attachmentIndexVk;
        }
    
        // Set the appropriate loadOp and clear values for depth and stencil.
        RenderTargetVk *depthStencilRenderTarget = mRenderTargetCache.getDepthStencil();
        if (depthStencilRenderTarget)
        {
            if (clearDepth)
            {
                mFramebuffer.clearRenderPassDepthAttachment(attachmentIndexVk,
                                                            clearDepthStencilValue.depth);
            }
    
            if (clearStencil)
            {
                mFramebuffer.clearRenderPassStencilAttachment(attachmentIndexVk,
                                                              clearDepthStencilValue.stencil);
            }
        }
    
        return angle::Result::Continue;
    }
    
    angle::Result FramebufferVk::clearWithDraw(ContextVk *contextVk,
                                               const gl::Rectangle &clearArea,
                                               gl::DrawBufferMask clearColorBuffers,
                                               bool clearStencil,
                                               VkColorComponentFlags colorMaskFlags,
                                               uint8_t stencilMask,
                                               const VkClearColorValue &clearColorValue,
                                               uint8_t clearStencilValue)
    {
        UtilsVk::ClearFramebufferParameters params = {};
        params.clearArea                           = clearArea;
        params.colorClearValue                     = clearColorValue;
        params.stencilClearValue                   = clearStencilValue;
        params.stencilMask                         = stencilMask;
    
        params.clearColor   = true;
        params.clearStencil = clearStencil;
    
        const auto &colorRenderTargets = mRenderTargetCache.getColors();
        for (size_t colorIndexGL : clearColorBuffers)
        {
            const RenderTargetVk *colorRenderTarget = colorRenderTargets[colorIndexGL];
            ASSERT(colorRenderTarget);
    
            params.colorFormat = &colorRenderTarget->getImage().getFormat().actualImageFormat();
            params.colorAttachmentIndexGL = static_cast<uint32_t>(colorIndexGL);
            params.colorMaskFlags         = colorMaskFlags;
            if (mEmulatedAlphaAttachmentMask[colorIndexGL])
            {
                params.colorMaskFlags &= ~VK_COLOR_COMPONENT_A_BIT;
            }
    
            ANGLE_TRY(contextVk->getUtils().clearFramebuffer(contextVk, this, params));
    
            // Clear stencil only once!
            params.clearStencil = false;
        }
    
        // If there was no color clear, clear stencil alone.
        if (params.clearStencil)
        {
            params.clearColor = false;
            ANGLE_TRY(contextVk->getUtils().clearFramebuffer(contextVk, this, params));
        }
    
        return angle::Result::Continue;
    }
    
    angle::Result FramebufferVk::getSamplePosition(const gl::Context *context,
                                                   size_t index,
                                                   GLfloat *xy) const
    {
        ANGLE_VK_UNREACHABLE(vk::GetImpl(context));
        return angle::Result::Stop;
    }
    
    angle::Result FramebufferVk::startNewRenderPass(ContextVk *contextVk,
                                                    const gl::Rectangle &renderArea,
                                                    vk::CommandBuffer **commandBufferOut)
    {
        vk::Framebuffer *framebuffer = nullptr;
        ANGLE_TRY(getFramebuffer(contextVk, &framebuffer));
    
        vk::AttachmentOpsArray renderPassAttachmentOps;
        std::vector<VkClearValue> attachmentClearValues;
    
        vk::CommandBuffer *writeCommands = nullptr;
        ANGLE_TRY(mFramebuffer.recordCommands(contextVk, &writeCommands));
    
        // Initialize RenderPass info.
        const auto &colorRenderTargets = mRenderTargetCache.getColors();
        for (size_t colorIndexGL : mState.getEnabledDrawBuffers())
        {
            RenderTargetVk *colorRenderTarget = colorRenderTargets[colorIndexGL];
            ASSERT(colorRenderTarget);
    
            ANGLE_TRY(colorRenderTarget->onColorDraw(contextVk, &mFramebuffer, writeCommands));
    
            renderPassAttachmentOps.initWithLoadStore(attachmentClearValues.size(),
                                                      VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
                                                      VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
            attachmentClearValues.emplace_back(kUninitializedClearValue);
        }
    
        RenderTargetVk *depthStencilRenderTarget = mRenderTargetCache.getDepthStencil();
        if (depthStencilRenderTarget)
        {
            ANGLE_TRY(
                depthStencilRenderTarget->onDepthStencilDraw(contextVk, &mFramebuffer, writeCommands));
    
            renderPassAttachmentOps.initWithLoadStore(attachmentClearValues.size(),
                                                      VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
                                                      VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
            attachmentClearValues.emplace_back(kUninitializedClearValue);
        }
    
        return mFramebuffer.beginRenderPass(contextVk, *framebuffer, renderArea, mRenderPassDesc,
                                            renderPassAttachmentOps, attachmentClearValues,
                                            commandBufferOut);
    }
    
    void FramebufferVk::updateActiveColorMasks(size_t colorIndexGL, bool r, bool g, bool b, bool a)
    {
        mActiveColorComponentMasksForClear[0].set(colorIndexGL, r);
        mActiveColorComponentMasksForClear[1].set(colorIndexGL, g);
        mActiveColorComponentMasksForClear[2].set(colorIndexGL, b);
        mActiveColorComponentMasksForClear[3].set(colorIndexGL, a);
    }
    
    const gl::DrawBufferMask &FramebufferVk::getEmulatedAlphaAttachmentMask() const
    {
        return mEmulatedAlphaAttachmentMask;
    }
    
    angle::Result FramebufferVk::readPixelsImpl(ContextVk *contextVk,
                                                const gl::Rectangle &area,
                                                const PackPixelsParams &packPixelsParams,
                                                VkImageAspectFlagBits copyAspectFlags,
                                                RenderTargetVk *renderTarget,
                                                void *pixels)
    {
        ANGLE_TRACE_EVENT0("gpu.angle", "FramebufferVk::readPixelsImpl");
        uint32_t level = renderTarget->getLevelIndex();
        uint32_t layer = renderTarget->getLayerIndex();
        return renderTarget->getImage().readPixels(contextVk, area, packPixelsParams, copyAspectFlags,
                                                   level, layer, pixels, &mReadPixelBuffer);
    }
    
    gl::Extents FramebufferVk::getReadImageExtents() const
    {
        RenderTargetVk *readRenderTarget = mRenderTargetCache.getColorRead(mState);
    
        ASSERT(readRenderTarget->getExtents().width == mState.getDimensions().width);
        ASSERT(readRenderTarget->getExtents().height == mState.getDimensions().height);
    
        return readRenderTarget->getExtents();
    }
    
    gl::Rectangle FramebufferVk::getCompleteRenderArea() const
    {
        const gl::Box &dimensions = mState.getDimensions();
        return gl::Rectangle(0, 0, dimensions.width, dimensions.height);
    }
    
    gl::Rectangle FramebufferVk::getScissoredRenderArea(ContextVk *contextVk) const
    {
        const gl::Box &dimensions = mState.getDimensions();
        const gl::Rectangle renderArea(0, 0, dimensions.width, dimensions.height);
        bool invertViewport = contextVk->isViewportFlipEnabledForDrawFBO();
    
        return ClipRectToScissor(contextVk->getState(), renderArea, invertViewport);
    }
    
    void FramebufferVk::onScissorChange(ContextVk *contextVk)
    {
        gl::Rectangle scissoredRenderArea = getScissoredRenderArea(contextVk);
    
        // If the scissor has grown beyond the previous scissoredRenderArea, make sure the render pass
        // is restarted.  Otherwise, we can continue using the same renderpass area.
        //
        // Without a scissor, the render pass area covers the whole of the framebuffer.  With a
        // scissored clear, the render pass area could be smaller than the framebuffer size.  When the
        // scissor changes, if the scissor area is completely encompassed by the render pass area, it's
        // possible to continue using the same render pass.  However, if the current render pass area
        // is too small, we need to start a new one.  The latter can happen if a scissored clear starts
        // a render pass, the scissor is disabled and a draw call is issued to affect the whole
        // framebuffer.
        mFramebuffer.updateCurrentAccessNodes();
        if (mFramebuffer.hasStartedRenderPass() &&
            !mFramebuffer.getRenderPassRenderArea().encloses(scissoredRenderArea))
        {
            mFramebuffer.finishCurrentCommands(contextVk);
        }
    }
    
    RenderTargetVk *FramebufferVk::getFirstRenderTarget() const
    {
        for (auto *renderTarget : mRenderTargetCache.getColors())
        {
            if (renderTarget)
            {
                return renderTarget;
            }
        }
    
        return mRenderTargetCache.getDepthStencil();
    }
    
    GLint FramebufferVk::getSamples() const
    {
        RenderTargetVk *firstRT = getFirstRenderTarget();
        return firstRT ? firstRT->getImage().getSamples() : 0;
    }
    
    }  // namespace rx