Hash :
9f2a8613
Author :
Date :
2017-11-30T12:43:09
Vulkan: Implement a RenderPass cache. This cache replaces the RenderPass-per-Framebuffer approach. Although the concepts of a RenderPass are closely associated with rendering to a Framebuffer, there can be multiple RenderPasses used with a single FBO, especially considering the nature of Load and Store operations. This code will then lend itself to the implementation of the deferred RenderPasses, which are created on flush. These RenderPasses won't be owned by a Framebuffer. Bug: angleproject:2264 Change-Id: I4dce07c302118f7e05f5225e2a3b0569ad1e52bf Reviewed-on: https://chromium-review.googlesource.com/789534 Reviewed-by: Frank Henigman <fjhenigman@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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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.
//
// RendererVk.h:
// Defines the class interface for RendererVk.
//
#ifndef LIBANGLE_RENDERER_VULKAN_RENDERERVK_H_
#define LIBANGLE_RENDERER_VULKAN_RENDERERVK_H_
#include <memory>
#include <vulkan/vulkan.h>
#include "common/angleutils.h"
#include "libANGLE/Caps.h"
#include "libANGLE/renderer/vulkan/formatutilsvk.h"
#include "libANGLE/renderer/vulkan/renderervk_utils.h"
namespace egl
{
class AttributeMap;
}
namespace rx
{
class FramebufferVk;
class GlslangWrapper;
namespace vk
{
struct Format;
}
// TODO(jmadill): Add cache trimming.
class RenderPassCache
{
public:
RenderPassCache();
~RenderPassCache();
void destroy(VkDevice device);
vk::Error getCompatibleRenderPass(VkDevice device,
Serial serial,
const vk::RenderPassDesc &desc,
vk::RenderPass **renderPassOut);
vk::Error getMatchingRenderPass(VkDevice device,
Serial serial,
const vk::RenderPassDesc &desc,
vk::RenderPass **renderPassOut);
private:
std::unordered_map<vk::RenderPassDesc, vk::RenderPassAndSerial> mPayload;
};
class RendererVk : angle::NonCopyable
{
public:
RendererVk();
~RendererVk();
vk::Error initialize(const egl::AttributeMap &attribs, const char *wsiName);
std::string getVendorString() const;
std::string getRendererDescription() const;
VkInstance getInstance() const { return mInstance; }
VkPhysicalDevice getPhysicalDevice() const { return mPhysicalDevice; }
VkQueue getQueue() const { return mQueue; }
VkDevice getDevice() const { return mDevice; }
vk::ErrorOrResult<uint32_t> selectPresentQueueForSurface(VkSurfaceKHR surface);
// TODO(jmadill): Use ContextImpl for command buffers to enable threaded contexts.
vk::Error getStartedCommandBuffer(vk::CommandBufferAndState **commandBufferOut);
vk::Error submitCommandBuffer(vk::CommandBufferAndState *commandBuffer);
vk::Error submitAndFinishCommandBuffer(vk::CommandBufferAndState *commandBuffer);
vk::Error submitCommandsWithSync(vk::CommandBufferAndState *commandBuffer,
const vk::Semaphore &waitSemaphore,
const vk::Semaphore &signalSemaphore);
vk::Error finish();
const gl::Caps &getNativeCaps() const;
const gl::TextureCapsMap &getNativeTextureCaps() const;
const gl::Extensions &getNativeExtensions() const;
const gl::Limitations &getNativeLimitations() const;
vk::Error createStagingImage(TextureDimension dimension,
const vk::Format &format,
const gl::Extents &extent,
vk::StagingUsage usage,
vk::StagingImage *imageOut);
GlslangWrapper *getGlslangWrapper();
Serial getCurrentQueueSerial() const;
bool isResourceInUse(const ResourceVk &resource);
bool isSerialInUse(Serial serial);
template <typename T>
void releaseResource(const ResourceVk &resource, T *object)
{
Serial resourceSerial = resource.getQueueSerial();
releaseObject(resourceSerial, object);
}
template <typename T>
void releaseObject(Serial resourceSerial, T *object)
{
if (!isSerialInUse(resourceSerial))
{
object->destroy(mDevice);
}
else
{
object->dumpResources(resourceSerial, &mGarbage);
}
}
uint32_t getQueueFamilyIndex() const { return mCurrentQueueFamilyIndex; }
const vk::MemoryProperties &getMemoryProperties() const { return mMemoryProperties; }
// TODO(jmadill): Don't keep a single renderpass in the Renderer.
gl::Error ensureInRenderPass(const gl::Context *context, FramebufferVk *framebufferVk);
void endRenderPass();
// This is necessary to update the cached current RenderPass Framebuffer.
void onReleaseRenderPass(const FramebufferVk *framebufferVk);
// TODO(jmadill): We could pass angle::Format::ID here.
const vk::Format &getFormat(GLenum internalFormat) const
{
return mFormatTable[internalFormat];
}
vk::Error getCompatibleRenderPass(const vk::RenderPassDesc &desc,
vk::RenderPass **renderPassOut);
vk::Error getMatchingRenderPass(const vk::RenderPassDesc &desc, vk::RenderPass **renderPassOut);
private:
void ensureCapsInitialized() const;
void generateCaps(gl::Caps *outCaps,
gl::TextureCapsMap *outTextureCaps,
gl::Extensions *outExtensions,
gl::Limitations *outLimitations) const;
vk::Error submit(const VkSubmitInfo &submitInfo);
vk::Error submitFrame(const VkSubmitInfo &submitInfo);
vk::Error checkInFlightCommands();
void freeAllInFlightResources();
mutable bool mCapsInitialized;
mutable gl::Caps mNativeCaps;
mutable gl::TextureCapsMap mNativeTextureCaps;
mutable gl::Extensions mNativeExtensions;
mutable gl::Limitations mNativeLimitations;
vk::Error initializeDevice(uint32_t queueFamilyIndex);
VkInstance mInstance;
bool mEnableValidationLayers;
VkDebugReportCallbackEXT mDebugReportCallback;
VkPhysicalDevice mPhysicalDevice;
VkPhysicalDeviceProperties mPhysicalDeviceProperties;
std::vector<VkQueueFamilyProperties> mQueueFamilyProperties;
VkQueue mQueue;
uint32_t mCurrentQueueFamilyIndex;
VkDevice mDevice;
vk::CommandPool mCommandPool;
vk::CommandBufferAndState mCommandBuffer;
GlslangWrapper *mGlslangWrapper;
SerialFactory mQueueSerialFactory;
Serial mLastCompletedQueueSerial;
Serial mCurrentQueueSerial;
std::vector<vk::CommandBufferAndSerial> mInFlightCommands;
std::vector<vk::FenceAndSerial> mInFlightFences;
std::vector<vk::GarbageObject> mGarbage;
vk::MemoryProperties mMemoryProperties;
vk::FormatTable mFormatTable;
// TODO(jmadill): Don't keep a single renderpass in the Renderer.
FramebufferVk *mCurrentRenderPassFramebuffer;
RenderPassCache mRenderPassCache;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_VULKAN_RENDERERVK_H_