Hash :
08f8fa66
Author :
Date :
2019-01-10T14:25:47
Vulkan: Merge the PixelBuffer logic into ImageHelper. To support EGL images efficiently, the pixel buffer needs to be tightly coupled with the image it will upload data to allowing textures to upload data to EGL images sourced from renderbuffers. The data will be uploaded to the image in the correct order if it comes from multiple sources and the check for pending uploads does not need to traverse EGL image siblings. BUG=angleproject:2668 Change-Id: Iebf59ed1e358ddc76843b8bcfac39b0363f66a3f Reviewed-on: https://chromium-review.googlesource.com/c/1405710 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@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.
//
// TextureVk.cpp:
// Implements the class methods for TextureVk.
//
#include "libANGLE/renderer/vulkan/TextureVk.h"
#include "common/debug.h"
#include "image_util/generatemip.inl"
#include "libANGLE/Context.h"
#include "libANGLE/renderer/vulkan/ContextVk.h"
#include "libANGLE/renderer/vulkan/FramebufferVk.h"
#include "libANGLE/renderer/vulkan/RendererVk.h"
#include "libANGLE/renderer/vulkan/vk_format_utils.h"
namespace rx
{
namespace
{
constexpr VkImageUsageFlags kStagingImageFlags =
VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
constexpr VkFormatFeatureFlags kBlitFeatureFlags =
VK_FORMAT_FEATURE_BLIT_SRC_BIT | VK_FORMAT_FEATURE_BLIT_DST_BIT;
bool CanCopyWithDraw(RendererVk *renderer,
const vk::Format &srcFormat,
const vk::Format &destFormat)
{
return renderer->hasTextureFormatFeatureBits(srcFormat.vkTextureFormat,
VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT) &&
renderer->hasTextureFormatFeatureBits(destFormat.vkTextureFormat,
VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT);
}
bool ForceCpuPathForCopy(RendererVk *renderer, vk::ImageHelper *image)
{
return image->getLayerCount() > 1 && renderer->getFeatures().forceCpuPathForCubeMapCopy;
}
gl::TextureType Get2DTextureType(uint32_t layerCount, GLint samples)
{
if (layerCount > 1)
{
if (samples > 1)
{
return gl::TextureType::_2DMultisampleArray;
}
else
{
return gl::TextureType::_2DArray;
}
}
else
{
if (samples > 1)
{
return gl::TextureType::_2DMultisample;
}
else
{
return gl::TextureType::_2D;
}
}
}
} // anonymous namespace
angle::Result TextureVk::generateMipmapLevelsWithCPU(ContextVk *contextVk,
const angle::Format &sourceFormat,
GLuint layer,
GLuint firstMipLevel,
GLuint maxMipLevel,
const size_t sourceWidth,
const size_t sourceHeight,
const size_t sourceRowPitch,
uint8_t *sourceData)
{
size_t previousLevelWidth = sourceWidth;
size_t previousLevelHeight = sourceHeight;
uint8_t *previousLevelData = sourceData;
size_t previousLevelRowPitch = sourceRowPitch;
for (GLuint currentMipLevel = firstMipLevel; currentMipLevel <= maxMipLevel; currentMipLevel++)
{
// Compute next level width and height.
size_t mipWidth = std::max<size_t>(1, previousLevelWidth >> 1);
size_t mipHeight = std::max<size_t>(1, previousLevelHeight >> 1);
// With the width and height of the next mip, we can allocate the next buffer we need.
uint8_t *destData = nullptr;
size_t destRowPitch = mipWidth * sourceFormat.pixelBytes;
size_t mipAllocationSize = destRowPitch * mipHeight;
gl::Extents mipLevelExtents(static_cast<int>(mipWidth), static_cast<int>(mipHeight), 1);
ANGLE_TRY(mImage.stageSubresourceUpdateAndGetData(
contextVk, mipAllocationSize,
gl::ImageIndex::MakeFromType(mState.getType(), currentMipLevel, layer), mipLevelExtents,
gl::Offset(), &destData));
// Generate the mipmap into that new buffer
sourceFormat.mipGenerationFunction(previousLevelWidth, previousLevelHeight, 1,
previousLevelData, previousLevelRowPitch, 0, destData,
destRowPitch, 0);
// Swap for the next iteration
previousLevelWidth = mipWidth;
previousLevelHeight = mipHeight;
previousLevelData = destData;
previousLevelRowPitch = destRowPitch;
}
return angle::Result::Continue;
}
// TextureVk implementation.
TextureVk::TextureVk(const gl::TextureState &state, RendererVk *renderer)
: TextureImpl(state), mRenderTarget(&mImage, &mDrawBaseLevelImageView, 0, this)
{
mImage.initStagingBuffer(renderer);
}
TextureVk::~TextureVk() = default;
void TextureVk::onDestroy(const gl::Context *context)
{
ContextVk *contextVk = vk::GetImpl(context);
RendererVk *renderer = contextVk->getRenderer();
releaseImage(renderer);
releaseStagingBuffer(renderer);
renderer->releaseObject(renderer->getCurrentQueueSerial(), &mSampler);
}
angle::Result TextureVk::setImage(const gl::Context *context,
const gl::ImageIndex &index,
GLenum internalFormat,
const gl::Extents &size,
GLenum format,
GLenum type,
const gl::PixelUnpackState &unpack,
const uint8_t *pixels)
{
ContextVk *contextVk = vk::GetImpl(context);
RendererVk *renderer = contextVk->getRenderer();
// Convert internalFormat to sized internal format.
const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(internalFormat, type);
ANGLE_TRY(redefineImage(context, index, formatInfo, size));
// Early-out on empty textures, don't create a zero-sized storage.
if (size.empty())
{
return angle::Result::Continue;
}
// Create a new graph node to store image initialization commands.
mImage.finishCurrentCommands(renderer);
// Handle initial data.
if (pixels)
{
ANGLE_TRY(mImage.stageSubresourceUpdate(contextVk, index, size, gl::Offset(), formatInfo,
unpack, type, pixels));
}
return angle::Result::Continue;
}
angle::Result TextureVk::setSubImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Box &area,
GLenum format,
GLenum type,
const gl::PixelUnpackState &unpack,
gl::Buffer *unpackBuffer,
const uint8_t *pixels)
{
ContextVk *contextVk = vk::GetImpl(context);
const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(format, type);
ANGLE_TRY(mImage.stageSubresourceUpdate(
contextVk, index, gl::Extents(area.width, area.height, area.depth),
gl::Offset(area.x, area.y, area.z), formatInfo, unpack, type, pixels));
// Create a new graph node to store image initialization commands.
mImage.finishCurrentCommands(contextVk->getRenderer());
return angle::Result::Continue;
}
angle::Result TextureVk::setCompressedImage(const gl::Context *context,
const gl::ImageIndex &index,
GLenum internalFormat,
const gl::Extents &size,
const gl::PixelUnpackState &unpack,
size_t imageSize,
const uint8_t *pixels)
{
ANGLE_VK_UNREACHABLE(vk::GetImpl(context));
return angle::Result::Stop;
}
angle::Result TextureVk::setCompressedSubImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Box &area,
GLenum format,
const gl::PixelUnpackState &unpack,
size_t imageSize,
const uint8_t *pixels)
{
ANGLE_VK_UNREACHABLE(vk::GetImpl(context));
return angle::Result::Stop;
}
angle::Result TextureVk::copyImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Rectangle &sourceArea,
GLenum internalFormat,
gl::Framebuffer *source)
{
gl::Extents newImageSize(sourceArea.width, sourceArea.height, 1);
const gl::InternalFormat &internalFormatInfo =
gl::GetInternalFormatInfo(internalFormat, GL_UNSIGNED_BYTE);
ANGLE_TRY(redefineImage(context, index, internalFormatInfo, newImageSize));
return copySubImageImpl(context, index, gl::Offset(0, 0, 0), sourceArea, internalFormatInfo,
source);
}
angle::Result TextureVk::copySubImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Offset &destOffset,
const gl::Rectangle &sourceArea,
gl::Framebuffer *source)
{
const gl::InternalFormat ¤tFormat = *mState.getBaseLevelDesc().format.info;
return copySubImageImpl(context, index, destOffset, sourceArea, currentFormat, source);
}
angle::Result TextureVk::copyTexture(const gl::Context *context,
const gl::ImageIndex &index,
GLenum internalFormat,
GLenum type,
size_t sourceLevel,
bool unpackFlipY,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha,
const gl::Texture *source)
{
TextureVk *sourceVk = vk::GetImpl(source);
const gl::ImageDesc &sourceImageDesc =
sourceVk->mState.getImageDesc(NonCubeTextureTypeToTarget(source->getType()), sourceLevel);
gl::Rectangle sourceArea(0, 0, sourceImageDesc.size.width, sourceImageDesc.size.height);
const gl::InternalFormat &destFormatInfo = gl::GetInternalFormatInfo(internalFormat, type);
ANGLE_TRY(redefineImage(context, index, destFormatInfo, sourceImageDesc.size));
return copySubTextureImpl(vk::GetImpl(context), index, gl::kOffsetZero, destFormatInfo,
sourceLevel, sourceArea, unpackFlipY, unpackPremultiplyAlpha,
unpackUnmultiplyAlpha, sourceVk);
}
angle::Result TextureVk::copySubTexture(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Offset &destOffset,
size_t sourceLevel,
const gl::Box &sourceBox,
bool unpackFlipY,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha,
const gl::Texture *source)
{
gl::TextureTarget target = index.getTarget();
size_t level = static_cast<size_t>(index.getLevelIndex());
const gl::InternalFormat &destFormatInfo = *mState.getImageDesc(target, level).format.info;
return copySubTextureImpl(vk::GetImpl(context), index, destOffset, destFormatInfo, sourceLevel,
sourceBox.toRect(), unpackFlipY, unpackPremultiplyAlpha,
unpackUnmultiplyAlpha, vk::GetImpl(source));
}
angle::Result TextureVk::copySubImageImpl(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Offset &destOffset,
const gl::Rectangle &sourceArea,
const gl::InternalFormat &internalFormat,
gl::Framebuffer *source)
{
gl::Extents fbSize = source->getReadColorbuffer()->getSize();
gl::Rectangle clippedSourceArea;
if (!ClipRectangle(sourceArea, gl::Rectangle(0, 0, fbSize.width, fbSize.height),
&clippedSourceArea))
{
return angle::Result::Continue;
}
gl::Rectangle destArea(destOffset.x, destOffset.y, clippedSourceArea.width,
clippedSourceArea.height);
ContextVk *contextVk = vk::GetImpl(context);
RendererVk *renderer = contextVk->getRenderer();
FramebufferVk *framebufferVk = vk::GetImpl(source);
const gl::Offset modifiedDestOffset(destOffset.x, destOffset.y, 0);
const vk::Format &srcFormat = framebufferVk->getColorReadRenderTarget()->getImageFormat();
const vk::Format &destFormat = renderer->getFormat(internalFormat.sizedInternalFormat);
bool forceCpuPath = ForceCpuPathForCopy(renderer, &mImage);
// If it's possible to perform the copy with a draw call, do that.
if (CanCopyWithDraw(renderer, srcFormat, destFormat) && !forceCpuPath)
{
RenderTargetVk *colorReadRT = framebufferVk->getColorReadRenderTarget();
bool isViewportFlipY = contextVk->isViewportFlipEnabledForDrawFBO();
// Layer count can only be 1 as the source is a framebuffer.
ASSERT(index.getLayerCount() == 1);
ANGLE_TRY(copySubImageImplWithDraw(
contextVk, index, modifiedDestOffset, destFormat, 0, clippedSourceArea, isViewportFlipY,
false, false, false, &colorReadRT->getImage(), colorReadRT->getReadImageView()));
return angle::Result::Continue;
}
// Do a CPU readback that does the conversion, and then stage the change to the pixel buffer.
ANGLE_TRY(mImage.stageSubresourceUpdateFromFramebuffer(
context, index, clippedSourceArea, modifiedDestOffset,
gl::Extents(clippedSourceArea.width, clippedSourceArea.height, 1), internalFormat,
framebufferVk));
mImage.finishCurrentCommands(renderer);
framebufferVk->getFramebuffer()->addReadDependency(&mImage);
return angle::Result::Continue;
}
angle::Result TextureVk::copySubTextureImpl(ContextVk *contextVk,
const gl::ImageIndex &index,
const gl::Offset &destOffset,
const gl::InternalFormat &destFormat,
size_t sourceLevel,
const gl::Rectangle &sourceArea,
bool unpackFlipY,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha,
TextureVk *source)
{
RendererVk *renderer = contextVk->getRenderer();
ANGLE_TRY(source->ensureImageInitialized(contextVk));
const vk::Format &sourceVkFormat = source->getImage().getFormat();
const vk::Format &destVkFormat = renderer->getFormat(destFormat.sizedInternalFormat);
bool forceCpuPath = ForceCpuPathForCopy(renderer, &mImage);
// If it's possible to perform the copy with a draw call, do that.
if (CanCopyWithDraw(renderer, sourceVkFormat, destVkFormat) && !forceCpuPath)
{
ANGLE_TRY(copySubImageImplWithDraw(contextVk, index, destOffset, destVkFormat, sourceLevel,
sourceArea, false, unpackFlipY, unpackPremultiplyAlpha,
unpackUnmultiplyAlpha, &source->getImage(),
&source->getReadImageView()));
return angle::Result::Continue;
}
if (sourceLevel != 0)
{
WARN() << "glCopyTextureCHROMIUM with sourceLevel != 0 not implemented.";
return angle::Result::Stop;
}
// Read back the requested region of the source texture
uint8_t *sourceData = nullptr;
ANGLE_TRY(source->copyImageDataToBuffer(contextVk, sourceLevel, 1, sourceArea, &sourceData));
const angle::Format &sourceTextureFormat = sourceVkFormat.textureFormat();
const angle::Format &destTextureFormat = destVkFormat.textureFormat();
size_t destinationAllocationSize =
sourceArea.width * sourceArea.height * destTextureFormat.pixelBytes;
// Allocate memory in the destination texture for the copy/conversion
uint8_t *destData = nullptr;
ANGLE_TRY(mImage.stageSubresourceUpdateAndGetData(
contextVk, destinationAllocationSize, index,
gl::Extents(sourceArea.width, sourceArea.height, 1), destOffset, &destData));
// Source and dest data is tightly packed
GLuint sourceDataRowPitch = sourceArea.width * sourceTextureFormat.pixelBytes;
GLuint destDataRowPitch = sourceArea.width * destTextureFormat.pixelBytes;
rx::PixelReadFunction pixelReadFunction = sourceTextureFormat.pixelReadFunction;
rx::PixelWriteFunction pixelWriteFunction = destTextureFormat.pixelWriteFunction;
// Fix up the read/write functions for the sake of luminance/alpha that are emulated with
// formats whose channels don't correspond to the original format (alpha is emulated with red,
// and luminance/alpha is emulated with red/green).
if (sourceVkFormat.angleFormat().isLUMA())
{
pixelReadFunction = sourceVkFormat.angleFormat().pixelReadFunction;
}
if (destVkFormat.angleFormat().isLUMA())
{
pixelWriteFunction = destVkFormat.angleFormat().pixelWriteFunction;
}
CopyImageCHROMIUM(sourceData, sourceDataRowPitch, sourceTextureFormat.pixelBytes, 0,
pixelReadFunction, destData, destDataRowPitch, destTextureFormat.pixelBytes,
0, pixelWriteFunction, destFormat.format, destFormat.componentType,
sourceArea.width, sourceArea.height, 1, unpackFlipY, unpackPremultiplyAlpha,
unpackUnmultiplyAlpha);
// Create a new graph node to store image initialization commands.
mImage.finishCurrentCommands(contextVk->getRenderer());
return angle::Result::Continue;
}
angle::Result TextureVk::copySubImageImplWithDraw(ContextVk *contextVk,
const gl::ImageIndex &index,
const gl::Offset &destOffset,
const vk::Format &destFormat,
size_t sourceLevel,
const gl::Rectangle &sourceArea,
bool isSrcFlipY,
bool unpackFlipY,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha,
vk::ImageHelper *srcImage,
const vk::ImageView *srcView)
{
RendererVk *renderer = contextVk->getRenderer();
UtilsVk &utilsVk = renderer->getUtils();
Serial currentQueueSerial = renderer->getCurrentQueueSerial();
UtilsVk::CopyImageParameters params;
params.srcOffset[0] = sourceArea.x;
params.srcOffset[1] = sourceArea.y;
params.srcExtents[0] = sourceArea.width;
params.srcExtents[1] = sourceArea.height;
params.destOffset[0] = destOffset.x;
params.destOffset[1] = destOffset.y;
params.srcMip = sourceLevel;
params.srcHeight = srcImage->getExtents().height;
params.srcPremultiplyAlpha = unpackPremultiplyAlpha && !unpackUnmultiplyAlpha;
params.srcUnmultiplyAlpha = unpackUnmultiplyAlpha && !unpackPremultiplyAlpha;
params.srcFlipY = isSrcFlipY;
params.destFlipY = unpackFlipY;
uint32_t level = index.getLevelIndex();
uint32_t baseLayer = index.hasLayer() ? index.getLayerIndex() : 0;
uint32_t layerCount = index.getLayerCount();
// If destination is valid, copy the source directly into it.
if (mImage.valid())
{
// Make sure any updates to the image are already flushed.
ANGLE_TRY(ensureImageInitialized(contextVk));
for (uint32_t layerIndex = 0; layerIndex < layerCount; ++layerIndex)
{
params.srcLayer = layerIndex;
vk::ImageView *destView;
ANGLE_TRY(
getLayerLevelDrawImageView(contextVk, baseLayer + layerIndex, level, &destView));
ANGLE_TRY(utilsVk.copyImage(contextVk, &mImage, destView, srcImage, srcView, params));
}
}
else
{
std::unique_ptr<vk::ImageHelper> stagingImage;
GLint samples = srcImage->getSamples();
gl::TextureType stagingTextureType = Get2DTextureType(layerCount, samples);
// Create a temporary image to stage the copy
stagingImage = std::make_unique<vk::ImageHelper>();
ANGLE_TRY(stagingImage->init2DStaging(contextVk, renderer->getMemoryProperties(),
gl::Extents(sourceArea.width, sourceArea.height, 1),
destFormat, kStagingImageFlags, layerCount));
params.destOffset[0] = 0;
params.destOffset[1] = 0;
for (uint32_t layerIndex = 0; layerIndex < layerCount; ++layerIndex)
{
params.srcLayer = layerIndex;
// Create a temporary view for this layer.
vk::ImageView stagingView;
ANGLE_TRY(stagingImage->initLayerImageView(
contextVk, stagingTextureType, VK_IMAGE_ASPECT_COLOR_BIT, gl::SwizzleState(),
&stagingView, 0, 1, layerIndex, 1));
ANGLE_TRY(utilsVk.copyImage(contextVk, stagingImage.get(), &stagingView, srcImage,
srcView, params));
// Queue the resource for cleanup as soon as the copy above is finished. There's no
// need to keep it around.
renderer->releaseObject(currentQueueSerial, &stagingView);
}
// Stage the copy for when the image storage is actually created.
mImage.stageSubresourceUpdateFromImage(stagingImage.release(), index, destOffset,
gl::Extents(sourceArea.width, sourceArea.height, 1));
}
return angle::Result::Continue;
}
angle::Result TextureVk::setStorage(const gl::Context *context,
gl::TextureType type,
size_t levels,
GLenum internalFormat,
const gl::Extents &size)
{
ContextVk *contextVk = GetAs<ContextVk>(context->getImplementation());
RendererVk *renderer = contextVk->getRenderer();
const vk::Format &format = renderer->getFormat(internalFormat);
vk::CommandBuffer *commandBuffer = nullptr;
ANGLE_TRY(mImage.recordCommands(contextVk, &commandBuffer));
if (mImage.valid())
{
releaseImage(renderer);
}
ANGLE_TRY(initImage(contextVk, format, size, static_cast<uint32_t>(levels), commandBuffer));
return angle::Result::Continue;
}
angle::Result TextureVk::setEGLImageTarget(const gl::Context *context,
gl::TextureType type,
egl::Image *image)
{
ANGLE_VK_UNREACHABLE(vk::GetImpl(context));
return angle::Result::Stop;
}
angle::Result TextureVk::setImageExternal(const gl::Context *context,
gl::TextureType type,
egl::Stream *stream,
const egl::Stream::GLTextureDescription &desc)
{
ANGLE_VK_UNREACHABLE(vk::GetImpl(context));
return angle::Result::Stop;
}
angle::Result TextureVk::redefineImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::InternalFormat &internalFormat,
const gl::Extents &size)
{
ContextVk *contextVk = vk::GetImpl(context);
RendererVk *renderer = contextVk->getRenderer();
// If there is any staged changes for this index, we can remove them since we're going to
// override them with this call.
mImage.removeStagedUpdates(renderer, index);
if (mImage.valid())
{
const vk::Format &vkFormat = renderer->getFormat(internalFormat.sizedInternalFormat);
// Calculate the expected size for the index we are defining. If the size is different from
// the given size, or the format is different, we are redefining the image so we must
// release it.
if (mImage.getFormat() != vkFormat || size != mImage.getSize(index))
{
releaseImage(renderer);
}
}
return angle::Result::Continue;
}
angle::Result TextureVk::copyImageDataToBuffer(ContextVk *contextVk,
size_t sourceLevel,
uint32_t layerCount,
const gl::Rectangle &sourceArea,
uint8_t **outDataPtr)
{
// Make sure the source is initialized and it's images are flushed.
ANGLE_TRY(ensureImageInitialized(contextVk));
const angle::Format &imageFormat = getImage().getFormat().textureFormat();
size_t sourceCopyAllocationSize =
sourceArea.width * sourceArea.height * imageFormat.pixelBytes * layerCount;
vk::CommandBuffer *commandBuffer = nullptr;
ANGLE_TRY(mImage.recordCommands(contextVk, &commandBuffer));
// Requirement of the copyImageToBuffer, the source image must be in SRC_OPTIMAL layout.
mImage.changeLayoutWithStages(VK_IMAGE_ASPECT_COLOR_BIT, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
VK_PIPELINE_STAGE_ALL_COMMANDS_BIT,
VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, commandBuffer);
// Allocate enough memory to copy the sourceArea region of the source texture into its pixel
// buffer.
VkBuffer copyBufferHandle = VK_NULL_HANDLE;
VkDeviceSize sourceCopyOffset = 0;
ANGLE_TRY(mImage.allocateStagingMemory(contextVk, sourceCopyAllocationSize, outDataPtr,
©BufferHandle, &sourceCopyOffset, nullptr));
VkBufferImageCopy region = {};
region.bufferOffset = sourceCopyOffset;
region.bufferRowLength = 0;
region.bufferImageHeight = 0;
region.imageExtent.width = sourceArea.width;
region.imageExtent.height = sourceArea.height;
region.imageExtent.depth = 1;
region.imageOffset.x = sourceArea.x;
region.imageOffset.y = sourceArea.y;
region.imageOffset.z = 0;
region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
region.imageSubresource.baseArrayLayer = 0;
region.imageSubresource.layerCount = layerCount;
region.imageSubresource.mipLevel = static_cast<uint32_t>(sourceLevel);
commandBuffer->copyImageToBuffer(mImage.getImage(), mImage.getCurrentLayout(), copyBufferHandle,
1, ®ion);
// Explicitly finish. If new use cases arise where we don't want to block we can change this.
ANGLE_TRY(contextVk->getRenderer()->finish(contextVk));
return angle::Result::Continue;
}
angle::Result TextureVk::generateMipmapsWithCPU(const gl::Context *context)
{
ContextVk *contextVk = vk::GetImpl(context);
const gl::Extents baseLevelExtents = mImage.getExtents();
uint32_t imageLayerCount = mImage.getLayerCount();
uint8_t *imageData = nullptr;
gl::Rectangle imageArea(0, 0, baseLevelExtents.width, baseLevelExtents.height);
ANGLE_TRY(copyImageDataToBuffer(contextVk, mState.getEffectiveBaseLevel(), imageLayerCount,
imageArea, &imageData));
const angle::Format &angleFormat = mImage.getFormat().textureFormat();
GLuint sourceRowPitch = baseLevelExtents.width * angleFormat.pixelBytes;
size_t baseLevelAllocationSize = sourceRowPitch * baseLevelExtents.height;
// We now have the base level available to be manipulated in the imageData pointer. Generate all
// the missing mipmaps with the slow path. For each layer, use the copied data to generate all
// the mips.
for (GLuint layer = 0; layer < imageLayerCount; layer++)
{
size_t bufferOffset = layer * baseLevelAllocationSize;
ANGLE_TRY(generateMipmapLevelsWithCPU(
contextVk, angleFormat, layer, mState.getEffectiveBaseLevel() + 1,
mState.getMipmapMaxLevel(), baseLevelExtents.width, baseLevelExtents.height,
sourceRowPitch, imageData + bufferOffset));
}
vk::CommandBuffer *commandBuffer;
ANGLE_TRY(mImage.recordCommands(contextVk, &commandBuffer));
return mImage.flushStagedUpdates(contextVk, getLevelCount(), commandBuffer);
}
angle::Result TextureVk::generateMipmap(const gl::Context *context)
{
ContextVk *contextVk = vk::GetImpl(context);
// Some data is pending, or the image has not been defined at all yet
if (!mImage.valid())
{
// lets initialize the image so we can generate the next levels.
if (mImage.hasStagedUpdates())
{
ANGLE_TRY(ensureImageInitialized(contextVk));
ASSERT(mImage.valid());
}
else
{
// There is nothing to generate if there is nothing uploaded so far.
return angle::Result::Continue;
}
}
RendererVk *renderer = contextVk->getRenderer();
// Check if the image supports blit. If it does, we can do the mipmap generation on the gpu
// only.
if (renderer->hasTextureFormatFeatureBits(mImage.getFormat().vkTextureFormat,
kBlitFeatureFlags))
{
ANGLE_TRY(ensureImageInitialized(contextVk));
ANGLE_TRY(mImage.generateMipmapsWithBlit(contextVk, mState.getMipmapMaxLevel()));
}
else
{
ANGLE_TRY(generateMipmapsWithCPU(context));
}
// We're changing this textureVk content, make sure we let the graph know.
mImage.finishCurrentCommands(renderer);
return angle::Result::Continue;
}
angle::Result TextureVk::setBaseLevel(const gl::Context *context, GLuint baseLevel)
{
ANGLE_VK_UNREACHABLE(vk::GetImpl(context));
return angle::Result::Stop;
}
angle::Result TextureVk::bindTexImage(const gl::Context *context, egl::Surface *surface)
{
ANGLE_VK_UNREACHABLE(vk::GetImpl(context));
return angle::Result::Stop;
}
angle::Result TextureVk::releaseTexImage(const gl::Context *context)
{
ANGLE_VK_UNREACHABLE(vk::GetImpl(context));
return angle::Result::Stop;
}
angle::Result TextureVk::getAttachmentRenderTarget(const gl::Context *context,
GLenum binding,
const gl::ImageIndex &imageIndex,
FramebufferAttachmentRenderTarget **rtOut)
{
// Non-zero mip level attachments are an ES 3.0 feature.
ASSERT(imageIndex.getLevelIndex() == 0);
ContextVk *contextVk = vk::GetImpl(context);
ANGLE_TRY(ensureImageInitialized(contextVk));
switch (imageIndex.getType())
{
case gl::TextureType::_2D:
*rtOut = &mRenderTarget;
break;
case gl::TextureType::CubeMap:
ANGLE_TRY(initCubeMapRenderTargets(contextVk));
*rtOut = &mCubeMapRenderTargets[imageIndex.cubeMapFaceIndex()];
break;
default:
UNREACHABLE();
}
return angle::Result::Continue;
}
angle::Result TextureVk::ensureImageInitialized(ContextVk *contextVk)
{
const gl::ImageDesc &baseLevelDesc = mState.getBaseLevelDesc();
const gl::Extents &baseLevelExtents = baseLevelDesc.size;
const uint32_t levelCount = getLevelCount();
const vk::Format &format =
contextVk->getRenderer()->getFormat(baseLevelDesc.format.info->sizedInternalFormat);
return ensureImageInitializedImpl(contextVk, baseLevelExtents, levelCount, format);
}
angle::Result TextureVk::ensureImageInitializedImpl(ContextVk *contextVk,
const gl::Extents &baseLevelExtents,
uint32_t levelCount,
const vk::Format &format)
{
if (mImage.valid() && !mImage.hasStagedUpdates())
{
return angle::Result::Continue;
}
vk::CommandBuffer *commandBuffer = nullptr;
ANGLE_TRY(mImage.recordCommands(contextVk, &commandBuffer));
if (!mImage.valid())
{
ANGLE_TRY(initImage(contextVk, format, baseLevelExtents, levelCount, commandBuffer));
}
return mImage.flushStagedUpdates(contextVk, levelCount, commandBuffer);
}
angle::Result TextureVk::initCubeMapRenderTargets(ContextVk *contextVk)
{
// Lazy init. Check if already initialized.
if (!mCubeMapRenderTargets.empty())
return angle::Result::Continue;
for (size_t cubeMapFaceIndex = 0; cubeMapFaceIndex < gl::kCubeFaceCount; ++cubeMapFaceIndex)
{
vk::ImageView *imageView;
ANGLE_TRY(getLayerLevelDrawImageView(contextVk, cubeMapFaceIndex, 0, &imageView));
mCubeMapRenderTargets.emplace_back(&mImage, imageView, cubeMapFaceIndex, this);
}
return angle::Result::Continue;
}
angle::Result TextureVk::syncState(const gl::Context *context,
const gl::Texture::DirtyBits &dirtyBits)
{
if (dirtyBits.none() && mSampler.valid())
{
return angle::Result::Continue;
}
ContextVk *contextVk = vk::GetImpl(context);
RendererVk *renderer = contextVk->getRenderer();
if (mSampler.valid())
{
renderer->releaseObject(renderer->getCurrentQueueSerial(), &mSampler);
}
const gl::Extensions &extensions = renderer->getNativeExtensions();
const gl::SamplerState &samplerState = mState.getSamplerState();
float maxAnisotropy = samplerState.getMaxAnisotropy();
bool anisotropyEnable = extensions.textureFilterAnisotropic && maxAnisotropy > 1.0f;
// Create a simple sampler. Force basic parameter settings.
VkSamplerCreateInfo samplerInfo = {};
samplerInfo.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
samplerInfo.flags = 0;
samplerInfo.magFilter = gl_vk::GetFilter(samplerState.getMagFilter());
samplerInfo.minFilter = gl_vk::GetFilter(samplerState.getMinFilter());
samplerInfo.mipmapMode = gl_vk::GetSamplerMipmapMode(samplerState.getMinFilter());
samplerInfo.addressModeU = gl_vk::GetSamplerAddressMode(samplerState.getWrapS());
samplerInfo.addressModeV = gl_vk::GetSamplerAddressMode(samplerState.getWrapT());
samplerInfo.addressModeW = gl_vk::GetSamplerAddressMode(samplerState.getWrapR());
samplerInfo.mipLodBias = 0.0f;
samplerInfo.anisotropyEnable = anisotropyEnable;
samplerInfo.maxAnisotropy = maxAnisotropy;
samplerInfo.compareEnable = VK_FALSE;
samplerInfo.compareOp = VK_COMPARE_OP_ALWAYS;
samplerInfo.minLod = samplerState.getMinLod();
samplerInfo.maxLod = samplerState.getMaxLod();
samplerInfo.borderColor = VK_BORDER_COLOR_INT_TRANSPARENT_BLACK;
samplerInfo.unnormalizedCoordinates = VK_FALSE;
ANGLE_VK_TRY(contextVk, mSampler.init(contextVk->getDevice(), samplerInfo));
return angle::Result::Continue;
}
angle::Result TextureVk::setStorageMultisample(const gl::Context *context,
gl::TextureType type,
GLsizei samples,
GLint internalformat,
const gl::Extents &size,
bool fixedSampleLocations)
{
ANGLE_VK_UNREACHABLE(vk::GetImpl(context));
return angle::Result::Stop;
}
angle::Result TextureVk::initializeContents(const gl::Context *context,
const gl::ImageIndex &imageIndex)
{
UNIMPLEMENTED();
return angle::Result::Continue;
}
const vk::ImageView &TextureVk::getReadImageView() const
{
ASSERT(mImage.valid());
const GLenum minFilter = mState.getSamplerState().getMinFilter();
if (minFilter == GL_LINEAR || minFilter == GL_NEAREST)
{
return mReadBaseLevelImageView;
}
return mReadMipmapImageView;
}
angle::Result TextureVk::getLayerLevelDrawImageView(vk::Context *context,
size_t layer,
size_t level,
vk::ImageView **imageViewOut)
{
ASSERT(mImage.valid());
// Lazily allocate the storage for image views
if (mLayerLevelDrawImageViews.empty())
{
mLayerLevelDrawImageViews.resize(mImage.getLayerCount());
}
ASSERT(mLayerLevelDrawImageViews.size() > layer);
if (mLayerLevelDrawImageViews[layer].empty())
{
mLayerLevelDrawImageViews[layer].resize(mImage.getLevelCount());
}
ASSERT(mLayerLevelDrawImageViews[layer].size() > level);
*imageViewOut = &mLayerLevelDrawImageViews[layer][level];
if ((*imageViewOut)->valid())
{
return angle::Result::Continue;
}
// Lazily allocate the image view itself.
// Note that these views are specifically made to be used as color attachments, and therefore
// don't have swizzle.
return mImage.initLayerImageView(context, mState.getType(), VK_IMAGE_ASPECT_COLOR_BIT,
gl::SwizzleState(), *imageViewOut, level, 1, layer, 1);
}
const vk::Sampler &TextureVk::getSampler() const
{
ASSERT(mSampler.valid());
return mSampler;
}
angle::Result TextureVk::initImage(ContextVk *contextVk,
const vk::Format &format,
const gl::Extents &extents,
const uint32_t levelCount,
vk::CommandBuffer *commandBuffer)
{
const RendererVk *renderer = contextVk->getRenderer();
const VkImageUsageFlags usage =
(VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT |
VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_SAMPLED_BIT);
ANGLE_TRY(mImage.init(contextVk, mState.getType(), extents, format, 1, usage, levelCount,
mState.getType() == gl::TextureType::CubeMap ? gl::kCubeFaceCount : 1));
const VkMemoryPropertyFlags flags = VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT;
ANGLE_TRY(mImage.initMemory(contextVk, renderer->getMemoryProperties(), flags));
gl::SwizzleState mappedSwizzle;
MapSwizzleState(format, mState.getSwizzleState(), &mappedSwizzle);
ANGLE_TRY(mImage.initImageView(contextVk, mState.getType(), VK_IMAGE_ASPECT_COLOR_BIT,
mappedSwizzle, &mReadMipmapImageView, levelCount));
ANGLE_TRY(mImage.initImageView(contextVk, mState.getType(), VK_IMAGE_ASPECT_COLOR_BIT,
mappedSwizzle, &mReadBaseLevelImageView, 1));
ANGLE_TRY(mImage.initImageView(contextVk, mState.getType(), VK_IMAGE_ASPECT_COLOR_BIT,
gl::SwizzleState(), &mDrawBaseLevelImageView, 1));
// TODO(jmadill): Fold this into the RenderPass load/store ops. http://anglebug.com/2361
VkClearColorValue black = {{0, 0, 0, 1.0f}};
mImage.clearColor(black, 0, levelCount, commandBuffer);
return angle::Result::Continue;
}
void TextureVk::releaseImage(RendererVk *renderer)
{
mImage.releaseImage(renderer);
Serial currentSerial = renderer->getCurrentQueueSerial();
renderer->releaseObject(currentSerial, &mDrawBaseLevelImageView);
renderer->releaseObject(currentSerial, &mReadBaseLevelImageView);
renderer->releaseObject(currentSerial, &mReadMipmapImageView);
for (auto &layerViews : mLayerLevelDrawImageViews)
{
for (vk::ImageView &imageView : layerViews)
{
if (imageView.valid())
{
renderer->releaseObject(currentSerial, &imageView);
}
}
}
mLayerLevelDrawImageViews.clear();
mCubeMapRenderTargets.clear();
}
void TextureVk::releaseStagingBuffer(RendererVk *renderer)
{
mImage.releaseStagingBuffer(renderer);
}
uint32_t TextureVk::getLevelCount() const
{
ASSERT(mState.getEffectiveBaseLevel() == 0);
// getMipmapMaxLevel will be 0 here if mipmaps are not used, so the levelCount is always +1.
return mState.getMipmapMaxLevel() + 1;
}
} // namespace rx