Hash :
be30c4fb
Author :
Date :
2018-06-21T09:43:08
Vulkan: Framebuffer blit support for depth/stencil cases Bug: angleproject:2643 Change-Id: Ib50e4051f5b3965c2a752cf2cd45d3470312cdcf Reviewed-on: https://chromium-review.googlesource.com/1115370 Commit-Queue: Luc Ferron <lucferron@chromium.org> Reviewed-by: Geoff Lang <geofflang@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.
//
// FramebufferVk.h:
// Defines the class interface for FramebufferVk, implementing FramebufferImpl.
//
#ifndef LIBANGLE_RENDERER_VULKAN_FRAMEBUFFERVK_H_
#define LIBANGLE_RENDERER_VULKAN_FRAMEBUFFERVK_H_
#include "libANGLE/renderer/FramebufferImpl.h"
#include "libANGLE/renderer/RenderTargetCache.h"
#include "libANGLE/renderer/vulkan/BufferVk.h"
#include "libANGLE/renderer/vulkan/CommandGraph.h"
#include "libANGLE/renderer/vulkan/vk_cache_utils.h"
namespace rx
{
class RendererVk;
class RenderTargetVk;
class WindowSurfaceVk;
class FramebufferVk : public FramebufferImpl, public vk::CommandGraphResource
{
public:
// Factory methods so we don't have to use constructors with overloads.
static FramebufferVk *CreateUserFBO(const gl::FramebufferState &state);
// The passed-in SurfaceVK must be destroyed after this FBO is destroyed. Our Surface code is
// ref-counted on the number of 'current' contexts, so we shouldn't get any dangling surface
// references. See Surface::setIsCurrent(bool).
static FramebufferVk *CreateDefaultFBO(const gl::FramebufferState &state,
WindowSurfaceVk *backbuffer);
~FramebufferVk() override;
void destroy(const gl::Context *context) override;
gl::Error discard(const gl::Context *context, size_t count, const GLenum *attachments) override;
gl::Error invalidate(const gl::Context *context,
size_t count,
const GLenum *attachments) override;
gl::Error invalidateSub(const gl::Context *context,
size_t count,
const GLenum *attachments,
const gl::Rectangle &area) override;
gl::Error clear(const gl::Context *context, GLbitfield mask) override;
gl::Error clearBufferfv(const gl::Context *context,
GLenum buffer,
GLint drawbuffer,
const GLfloat *values) override;
gl::Error clearBufferuiv(const gl::Context *context,
GLenum buffer,
GLint drawbuffer,
const GLuint *values) override;
gl::Error clearBufferiv(const gl::Context *context,
GLenum buffer,
GLint drawbuffer,
const GLint *values) override;
gl::Error clearBufferfi(const gl::Context *context,
GLenum buffer,
GLint drawbuffer,
GLfloat depth,
GLint stencil) override;
GLenum getImplementationColorReadFormat(const gl::Context *context) const override;
GLenum getImplementationColorReadType(const gl::Context *context) const override;
gl::Error readPixels(const gl::Context *context,
const gl::Rectangle &area,
GLenum format,
GLenum type,
void *pixels) override;
gl::Error blit(const gl::Context *context,
const gl::Rectangle &sourceArea,
const gl::Rectangle &destArea,
GLbitfield mask,
GLenum filter) override;
bool checkStatus(const gl::Context *context) const override;
gl::Error syncState(const gl::Context *context,
const gl::Framebuffer::DirtyBits &dirtyBits) override;
gl::Error getSamplePosition(const gl::Context *context,
size_t index,
GLfloat *xy) const override;
RenderTargetVk *getDepthStencilRenderTarget() const;
const vk::RenderPassDesc &getRenderPassDesc();
gl::Error getCommandBufferForDraw(ContextVk *contextVk,
vk::CommandBuffer **commandBufferOut,
vk::RecordingMode *modeOut);
// Internal helper function for readPixels operations.
gl::Error readPixelsImpl(const gl::Context *context,
const gl::Rectangle &area,
const PackPixelsParams &packPixelsParams,
void *pixels);
const gl::Extents &getReadImageExtents() const;
gl::DrawBufferMask getEmulatedAlphaAttachmentMask();
private:
FramebufferVk(const gl::FramebufferState &state);
FramebufferVk(const gl::FramebufferState &state, WindowSurfaceVk *backbuffer);
gl::Error blitUsingCopy(RendererVk *renderer,
vk::CommandBuffer *commandBuffer,
const gl::Rectangle &rectangle,
const gl::Rectangle &destArea,
RenderTargetVk *renderTargetVk,
RenderTargetVk *drawRenderTargetVk,
const gl::Rectangle *scissor,
bool blitDepthBuffer,
bool blitStencilBuffer);
gl::ErrorOrResult<vk::Framebuffer *> getFramebuffer(RendererVk *rendererVk);
gl::Error clearWithClearAttachments(ContextVk *contextVk,
bool clearColor,
bool clearDepth,
bool clearStencil);
gl::Error clearWithDraw(const gl::Context *context, VkColorComponentFlags colorMaskFlags);
void updateActiveColorMasks(size_t colorIndex, bool r, bool g, bool b, bool a);
gl::Error blitImpl(vk::CommandBuffer *commandBuffer,
const gl::Rectangle &readRectIn,
const gl::Rectangle &drawRectIn,
RenderTargetVk *readRenderTarget,
RenderTargetVk *drawRenderTarget,
GLenum filter,
const gl::Rectangle *scissor,
bool colorBlit,
bool depthBlit,
bool stencilBlit);
RenderTargetVk *getColorReadRenderTarget() const;
WindowSurfaceVk *mBackbuffer;
Optional<vk::RenderPassDesc> mRenderPassDesc;
vk::Framebuffer mFramebuffer;
RenderTargetCache<RenderTargetVk> mRenderTargetCache;
// These two variables are 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.
VkColorComponentFlags mActiveColorComponents;
gl::DrawBufferMask mActiveColorComponentMasksForClear[4];
vk::DynamicBuffer mReadPixelsBuffer;
// 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;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_VULKAN_FRAMEBUFFERVK_H_