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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.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 "third_party/trace_event/trace_event.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;
// 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().textureFormat().fboImplementationInternalFormat;
return gl::GetSizedInternalFormatInfo(implFormat);
}
bool ClipToRenderTarget(const gl::Rectangle &area,
RenderTargetVk *renderTarget,
gl::Rectangle *rectOut)
{
const gl::Extents renderTargetExtents = renderTarget->getExtents();
gl::Rectangle renderTargetRect(0, 0, renderTargetExtents.width, renderTargetExtents.height);
return ClipRectangle(area, renderTargetRect, rectOut);
}
bool HasSrcAndDstBlitProperties(RendererVk *renderer,
RenderTargetVk *srcRenderTarget,
RenderTargetVk *dstRenderTarget)
{
const VkFormat srcFormat = srcRenderTarget->getImageFormat().vkTextureFormat;
const VkFormat dstFormat = dstRenderTarget->getImageFormat().vkTextureFormat;
// Verifies if the draw and read images have the necessary prerequisites for blitting.
return renderer->hasTextureFormatFeatureBits(srcFormat, VK_FORMAT_FEATURE_BLIT_SRC_BIT) &&
renderer->hasTextureFormatFeatureBits(dstFormat, VK_FORMAT_FEATURE_BLIT_DST_BIT);
}
// Special rules apply to VkBufferImageCopy with depth/stencil. The components are tightly packed
// into a depth or stencil section of the destination buffer. See the spec:
// https://www.khronos.org/registry/vulkan/specs/1.1-extensions/man/html/VkBufferImageCopy.html
const angle::Format &GetDepthStencilImageToBufferFormat(const angle::Format &imageFormat,
VkImageAspectFlagBits copyAspect)
{
if (copyAspect == VK_IMAGE_ASPECT_STENCIL_BIT)
{
ASSERT(imageFormat.id == angle::FormatID::D24_UNORM_S8_UINT ||
imageFormat.id == angle::FormatID::D32_FLOAT_S8X24_UINT ||
imageFormat.id == angle::FormatID::S8_UINT);
return angle::Format::Get(angle::FormatID::S8_UINT);
}
ASSERT(copyAspect == VK_IMAGE_ASPECT_DEPTH_BIT);
switch (imageFormat.id)
{
case angle::FormatID::D16_UNORM:
return imageFormat;
case angle::FormatID::D24_UNORM_X8_UINT:
return imageFormat;
case angle::FormatID::D24_UNORM_S8_UINT:
return angle::Format::Get(angle::FormatID::D24_UNORM_X8_UINT);
case angle::FormatID::D32_FLOAT:
return imageFormat;
case angle::FormatID::D32_FLOAT_S8X24_UINT:
return angle::Format::Get(angle::FormatID::D32_FLOAT);
default:
UNREACHABLE();
return imageFormat;
}
}
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(VK_BUFFER_USAGE_TRANSFER_DST_BIT, kMinReadPixelsBufferSize, true),
mBlitPixelBuffer(VK_BUFFER_USAGE_TRANSFER_SRC_BIT, kMinReadPixelsBufferSize, true)
{
mBlitPixelBuffer.init(1, renderer);
mReadPixelBuffer.init(4, renderer);
}
FramebufferVk::~FramebufferVk() = default;
void FramebufferVk::destroy(const gl::Context *context)
{
ContextVk *contextVk = vk::GetImpl(context);
RendererVk *renderer = contextVk->getRenderer();
mFramebuffer.release(renderer);
mReadPixelBuffer.release(renderer);
mBlitPixelBuffer.release(renderer);
}
angle::Result FramebufferVk::discard(const gl::Context *context,
size_t count,
const GLenum *attachments)
{
ANGLE_VK_UNREACHABLE(vk::GetImpl(context));
return angle::Result::Stop;
}
angle::Result FramebufferVk::invalidate(const gl::Context *context,
size_t count,
const GLenum *attachments)
{
ANGLE_VK_UNREACHABLE(vk::GetImpl(context));
return angle::Result::Stop;
}
angle::Result FramebufferVk::invalidateSub(const gl::Context *context,
size_t count,
const GLenum *attachments,
const gl::Rectangle &area)
{
ANGLE_VK_UNREACHABLE(vk::GetImpl(context));
return angle::Result::Stop;
}
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.updateQueueSerial(contextVk->getRenderer()->getCurrentQueueSerial());
// 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)
{
mFramebuffer.finishCurrentCommands(contextVk->getRenderer());
}
// 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: if no driver bug workaround is necessary, the clearDepth feature of
// clearWithDraw can be removed.
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. The scissor region however can easily be
// integrated with this method.
//
// Since we have to have a draw call for the sake of masked color or stencil, we can make sure
// everything else is cleared with the draw call at the same time as well.
return clearWithDraw(contextVk, scissoredRenderArea, clearColorBuffers, clearDepth,
clearStencil, colorMaskFlags, stencilMask, clearColorValue,
modifiedDepthStencilValue);
}
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
{
return GetReadAttachmentInfo(context, mRenderTargetCache.getColorRead(mState)).type;
}
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);
RendererVk *renderer = contextVk->getRenderer();
gl::Rectangle clippedArea;
if (!ClipRectangle(area, fbRect, &clippedArea))
{
// nothing to read
return angle::Result::Continue;
}
gl::Rectangle flippedArea = clippedArea;
if (contextVk->isViewportFlipEnabledForReadFBO())
{
flippedArea.y = fbRect.height - flippedArea.y - flippedArea.height;
}
const gl::State &glState = context->getState();
const gl::PixelPackState &packState = glState.getPackState();
const gl::InternalFormat &sizedFormatInfo = gl::GetInternalFormatInfo(format, type);
GLuint outputPitch = 0;
ANGLE_VK_CHECK_MATH(contextVk,
sizedFormatInfo.computeRowPitch(type, area.width, packState.alignment,
packState.rowLength, &outputPitch));
GLuint outputSkipBytes = 0;
ANGLE_VK_CHECK_MATH(contextVk, sizedFormatInfo.computeSkipBytes(type, outputPitch, 0, packState,
false, &outputSkipBytes));
outputSkipBytes += (clippedArea.x - area.x) * sizedFormatInfo.pixelBytes +
(clippedArea.y - area.y) * outputPitch;
const angle::Format &angleFormat = GetFormatFromFormatType(format, type);
PackPixelsParams params(flippedArea, angleFormat, outputPitch, packState.reverseRowOrder,
glState.getTargetBuffer(gl::BufferBinding::PixelPack), 0);
if (contextVk->isViewportFlipEnabledForReadFBO())
{
params.reverseRowOrder = !params.reverseRowOrder;
}
ANGLE_TRY(readPixelsImpl(contextVk, flippedArea, params, VK_IMAGE_ASPECT_COLOR_BIT,
getColorReadRenderTarget(),
static_cast<uint8_t *>(pixels) + outputSkipBytes));
mReadPixelBuffer.releaseRetainedBuffers(renderer);
return angle::Result::Continue;
}
RenderTargetVk *FramebufferVk::getDepthStencilRenderTarget() const
{
return mRenderTargetCache.getDepthStencil();
}
angle::Result FramebufferVk::blitWithCopy(ContextVk *contextVk,
const gl::Rectangle &copyArea,
RenderTargetVk *readRenderTarget,
RenderTargetVk *drawRenderTarget,
bool blitDepthBuffer,
bool blitStencilBuffer)
{
VkImageAspectFlags aspectMask =
vk::GetDepthStencilAspectFlagsForCopy(blitDepthBuffer, blitStencilBuffer);
vk::CommandBuffer *commandBuffer = nullptr;
ANGLE_TRY(mFramebuffer.recordCommands(contextVk, &commandBuffer));
vk::ImageHelper *writeImage = drawRenderTarget->getImageForWrite(&mFramebuffer);
writeImage->changeLayout(writeImage->getAspectFlags(), vk::ImageLayout::TransferDst,
commandBuffer);
vk::ImageHelper *readImage = readRenderTarget->getImageForRead(
&mFramebuffer, vk::ImageLayout::TransferSrc, commandBuffer);
VkImageSubresourceLayers readSubresource = {};
readSubresource.aspectMask = aspectMask;
readSubresource.mipLevel = 0;
readSubresource.baseArrayLayer = 0;
readSubresource.layerCount = 1;
VkImageSubresourceLayers writeSubresource = readSubresource;
vk::ImageHelper::Copy(readImage, writeImage, gl::Offset(), gl::Offset(),
gl::Extents(copyArea.width, copyArea.height, 1), readSubresource,
writeSubresource, commandBuffer);
return angle::Result::Continue;
}
RenderTargetVk *FramebufferVk::getColorReadRenderTarget() const
{
RenderTargetVk *renderTarget = mRenderTargetCache.getColorRead(mState);
ASSERT(renderTarget && renderTarget->getImage().valid());
return renderTarget;
}
angle::Result FramebufferVk::blitWithReadback(ContextVk *contextVk,
const gl::Rectangle &copyArea,
VkImageAspectFlagBits aspect,
RenderTargetVk *readRenderTarget,
RenderTargetVk *drawRenderTarget)
{
RendererVk *renderer = contextVk->getRenderer();
const angle::Format &readFormat = readRenderTarget->getImageFormat().textureFormat();
ASSERT(aspect == VK_IMAGE_ASPECT_DEPTH_BIT || aspect == VK_IMAGE_ASPECT_STENCIL_BIT);
// This path is only currently used for y-flipping depth/stencil blits.
PackPixelsParams packPixelsParams;
packPixelsParams.reverseRowOrder = true;
packPixelsParams.area.width = copyArea.width;
packPixelsParams.area.height = copyArea.height;
packPixelsParams.area.x = copyArea.x;
packPixelsParams.area.y = copyArea.y;
// Read back depth values into the destination buffer.
const angle::Format &copyFormat = GetDepthStencilImageToBufferFormat(readFormat, aspect);
packPixelsParams.destFormat = &copyFormat;
packPixelsParams.outputPitch = copyFormat.pixelBytes * copyArea.width;
// Allocate a space in the destination buffer to write to.
size_t blitAllocationSize = copyFormat.pixelBytes * copyArea.width * copyArea.height;
uint8_t *destPtr = nullptr;
VkBuffer destBufferHandle = VK_NULL_HANDLE;
VkDeviceSize destOffset = 0;
ANGLE_TRY(mBlitPixelBuffer.allocate(contextVk, blitAllocationSize, &destPtr, &destBufferHandle,
&destOffset, nullptr));
ANGLE_TRY(
readPixelsImpl(contextVk, copyArea, packPixelsParams, aspect, readRenderTarget, destPtr));
VkBufferImageCopy copyRegion = {};
copyRegion.bufferOffset = destOffset;
copyRegion.bufferImageHeight = copyArea.height;
copyRegion.bufferRowLength = copyArea.width;
copyRegion.imageExtent.width = copyArea.width;
copyRegion.imageExtent.height = copyArea.height;
copyRegion.imageExtent.depth = 1;
copyRegion.imageSubresource.mipLevel = 0;
copyRegion.imageSubresource.aspectMask = aspect;
copyRegion.imageSubresource.baseArrayLayer = 0;
copyRegion.imageSubresource.layerCount = 1;
copyRegion.imageOffset.x = copyArea.x;
copyRegion.imageOffset.y = copyArea.y;
copyRegion.imageOffset.z = 0;
ANGLE_TRY(mBlitPixelBuffer.flush(contextVk));
// Reinitialize the commandBuffer after a read pixels because it calls
// renderer->finish which makes command buffers obsolete.
vk::CommandBuffer *commandBuffer = nullptr;
ANGLE_TRY(mFramebuffer.recordCommands(contextVk, &commandBuffer));
// We read the bytes of the image in a buffer, now we have to copy them into the
// destination target.
vk::ImageHelper *imageForWrite = drawRenderTarget->getImageForWrite(&mFramebuffer);
imageForWrite->changeLayout(imageForWrite->getAspectFlags(), vk::ImageLayout::TransferDst,
commandBuffer);
commandBuffer->copyBufferToImage(destBufferHandle, imageForWrite->getImage(),
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &copyRegion);
mBlitPixelBuffer.releaseRetainedBuffers(renderer);
return angle::Result::Continue;
}
angle::Result FramebufferVk::blit(const gl::Context *context,
const gl::Rectangle &sourceArea,
const gl::Rectangle &destArea,
GLbitfield mask,
GLenum filter)
{
ContextVk *contextVk = vk::GetImpl(context);
RendererVk *renderer = contextVk->getRenderer();
const gl::State &glState = context->getState();
const gl::Framebuffer *sourceFramebuffer = glState.getReadFramebuffer();
bool blitColorBuffer = (mask & GL_COLOR_BUFFER_BIT) != 0;
bool blitDepthBuffer = (mask & GL_DEPTH_BUFFER_BIT) != 0;
bool blitStencilBuffer = (mask & GL_STENCIL_BUFFER_BIT) != 0;
FramebufferVk *sourceFramebufferVk = vk::GetImpl(sourceFramebuffer);
bool flipSource = contextVk->isViewportFlipEnabledForReadFBO();
bool flipDest = contextVk->isViewportFlipEnabledForDrawFBO();
gl::Rectangle readRect = sourceArea;
gl::Rectangle drawRect = destArea;
if (glState.isScissorTestEnabled())
{
const gl::Rectangle scissorRect = glState.getScissor();
if (!ClipRectangle(sourceArea, scissorRect, &readRect))
{
return angle::Result::Continue;
}
if (!ClipRectangle(destArea, scissorRect, &drawRect))
{
return angle::Result::Continue;
}
}
// After cropping for the scissor, we also want to crop for the size of the buffers.
if (blitColorBuffer)
{
RenderTargetVk *readRenderTarget = sourceFramebufferVk->getColorReadRenderTarget();
gl::Rectangle readRenderTargetRect;
if (!ClipToRenderTarget(readRect, readRenderTarget, &readRenderTargetRect))
{
return angle::Result::Continue;
}
for (size_t colorAttachment : mState.getEnabledDrawBuffers())
{
RenderTargetVk *drawRenderTarget = mRenderTargetCache.getColors()[colorAttachment];
ASSERT(drawRenderTarget);
ASSERT(HasSrcAndDstBlitProperties(renderer, readRenderTarget, drawRenderTarget));
gl::Rectangle drawRenderTargetRect;
if (!ClipToRenderTarget(drawRect, drawRenderTarget, &drawRenderTargetRect))
{
return angle::Result::Continue;
}
ANGLE_TRY(blitWithCommand(contextVk, readRenderTargetRect, drawRenderTargetRect,
readRenderTarget, drawRenderTarget, filter, true, false,
false, flipSource, flipDest));
}
}
if (blitDepthBuffer || blitStencilBuffer)
{
RenderTargetVk *readRenderTarget = sourceFramebufferVk->getDepthStencilRenderTarget();
ASSERT(readRenderTarget);
gl::Rectangle readRenderTargetRect;
if (!ClipToRenderTarget(readRect, readRenderTarget, &readRenderTargetRect))
{
return angle::Result::Continue;
}
RenderTargetVk *drawRenderTarget = mRenderTargetCache.getDepthStencil();
ASSERT(drawRenderTarget);
gl::Rectangle drawRenderTargetRect;
if (!ClipToRenderTarget(drawRect, drawRenderTarget, &drawRenderTargetRect))
{
return angle::Result::Continue;
}
ASSERT(readRenderTargetRect == drawRenderTargetRect);
ASSERT(filter == GL_NEAREST);
if (HasSrcAndDstBlitProperties(renderer, readRenderTarget, drawRenderTarget))
{
ANGLE_TRY(blitWithCommand(contextVk, readRenderTargetRect, drawRenderTargetRect,
readRenderTarget, drawRenderTarget, filter, false,
blitDepthBuffer, blitStencilBuffer, flipSource, flipDest));
}
else
{
if (flipSource || flipDest)
{
if (blitDepthBuffer)
{
ANGLE_TRY(blitWithReadback(contextVk, readRenderTargetRect,
VK_IMAGE_ASPECT_DEPTH_BIT, readRenderTarget,
drawRenderTarget));
}
if (blitStencilBuffer)
{
ANGLE_TRY(blitWithReadback(contextVk, readRenderTargetRect,
VK_IMAGE_ASPECT_STENCIL_BIT, readRenderTarget,
drawRenderTarget));
}
}
else
{
ANGLE_TRY(blitWithCopy(contextVk, readRenderTargetRect, readRenderTarget,
drawRenderTarget, blitDepthBuffer, blitStencilBuffer));
}
}
}
return angle::Result::Continue;
}
angle::Result FramebufferVk::blitWithCommand(ContextVk *contextVk,
const gl::Rectangle &readRectIn,
const gl::Rectangle &drawRectIn,
RenderTargetVk *readRenderTarget,
RenderTargetVk *drawRenderTarget,
GLenum filter,
bool colorBlit,
bool depthBlit,
bool stencilBlit,
bool flipSource,
bool flipDest)
{
// 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 *dstImage = drawRenderTarget->getImageForWrite(&mFramebuffer);
vk::CommandBuffer *commandBuffer = nullptr;
ANGLE_TRY(mFramebuffer.recordCommands(contextVk, &commandBuffer));
const vk::Format &readImageFormat = readRenderTarget->getImageFormat();
VkImageAspectFlags aspectMask =
colorBlit ? VK_IMAGE_ASPECT_COLOR_BIT
: vk::GetDepthStencilAspectFlags(readImageFormat.textureFormat());
vk::ImageHelper *srcImage = readRenderTarget->getImageForRead(
&mFramebuffer, vk::ImageLayout::TransferSrc, commandBuffer);
const gl::Extents sourceFrameBufferExtents = readRenderTarget->getExtents();
gl::Rectangle readRect = readRectIn;
if (flipSource)
{
readRect.y = sourceFrameBufferExtents.height - readRect.y - readRect.height;
}
VkImageBlit blit = {};
blit.srcOffsets[0] = {readRect.x0(), flipSource ? readRect.y1() : readRect.y0(), 0};
blit.srcOffsets[1] = {readRect.x1(), flipSource ? readRect.y0() : readRect.y1(), 1};
blit.srcSubresource.aspectMask = aspectMask;
blit.srcSubresource.mipLevel = 0;
blit.srcSubresource.baseArrayLayer = 0;
blit.srcSubresource.layerCount = 1;
blit.dstSubresource.aspectMask = aspectMask;
blit.dstSubresource.mipLevel = 0;
blit.dstSubresource.baseArrayLayer = 0;
blit.dstSubresource.layerCount = 1;
const gl::Extents drawFrameBufferExtents = drawRenderTarget->getExtents();
gl::Rectangle drawRect = drawRectIn;
if (flipDest)
{
drawRect.y = drawFrameBufferExtents.height - drawRect.y - drawRect.height;
}
blit.dstOffsets[0] = {drawRect.x0(), flipDest ? drawRect.y1() : drawRect.y0(), 0};
blit.dstOffsets[1] = {drawRect.x1(), flipDest ? drawRect.y0() : drawRect.y1(), 1};
// Requirement of the copyImageToBuffer, the dst image must be in
// VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL layout.
dstImage->changeLayout(aspectMask, 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;
}
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::syncState(const gl::Context *context,
const gl::Framebuffer::DirtyBits &dirtyBits)
{
ContextVk *contextVk = vk::GetImpl(context);
RendererVk *renderer = contextVk->getRenderer();
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_DRAW_BUFFERS:
case gl::Framebuffer::DIRTY_BIT_READ_BUFFER:
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:
{
ASSERT(gl::Framebuffer::DIRTY_BIT_COLOR_ATTACHMENT_0 == 0 &&
dirtyBit < gl::Framebuffer::DIRTY_BIT_COLOR_ATTACHMENT_MAX);
size_t colorIndex =
static_cast<size_t>(dirtyBit - gl::Framebuffer::DIRTY_BIT_COLOR_ATTACHMENT_0);
ANGLE_TRY(mRenderTargetCache.updateColorRenderTarget(context, mState, colorIndex));
// Update cached masks for masked clears.
RenderTargetVk *renderTarget = mRenderTargetCache.getColors()[colorIndex];
if (renderTarget)
{
const angle::Format &emulatedFormat =
renderTarget->getImageFormat().textureFormat();
updateActiveColorMasks(
colorIndex, emulatedFormat.redBits > 0, emulatedFormat.greenBits > 0,
emulatedFormat.blueBits > 0, emulatedFormat.alphaBits > 0);
const angle::Format &sourceFormat =
renderTarget->getImageFormat().angleFormat();
mEmulatedAlphaAttachmentMask.set(
colorIndex, sourceFormat.alphaBits == 0 && emulatedFormat.alphaBits > 0);
contextVk->updateColorMask(context->getState().getBlendState());
}
else
{
updateActiveColorMasks(colorIndex, false, false, false, false);
}
break;
}
}
}
mActiveColorComponents = gl_vk::GetColorComponentFlags(
mActiveColorComponentMasksForClear[0].any(), mActiveColorComponentMasksForClear[1].any(),
mActiveColorComponentMasksForClear[2].any(), mActiveColorComponentMasksForClear[3].any());
mFramebuffer.release(renderer);
// 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(renderer);
// Notify the ContextVk to update the pipeline desc.
updateRenderPassDesc();
contextVk->onFramebufferChange(mRenderPassDesc);
return angle::Result::Continue;
}
void FramebufferVk::updateRenderPassDesc()
{
mRenderPassDesc = {};
mRenderPassDesc.setSamples(getSamples());
// TODO(jmadill): Support gaps in RenderTargets. http://anglebug.com/2394
const auto &colorRenderTargets = mRenderTargetCache.getColors();
for (size_t colorIndex : mState.getEnabledDrawBuffers())
{
RenderTargetVk *colorRenderTarget = colorRenderTargets[colorIndex];
ASSERT(colorRenderTarget);
mRenderPassDesc.packAttachment(colorRenderTarget->getImage().getFormat());
}
RenderTargetVk *depthStencilRenderTarget = mRenderTargetCache.getDepthStencil();
if (depthStencilRenderTarget)
{
mRenderPassDesc.packAttachment(depthStencilRenderTarget->getImage().getFormat());
}
}
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->getRenderer()->getCompatibleRenderPass(contextVk, 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;
// TODO(jmadill): Support gaps in RenderTargets. http://anglebug.com/2394
const auto &colorRenderTargets = mRenderTargetCache.getColors();
for (size_t colorIndex : mState.getEnabledDrawBuffers())
{
RenderTargetVk *colorRenderTarget = colorRenderTargets[colorIndex];
ASSERT(colorRenderTarget);
attachments.push_back(colorRenderTarget->getDrawImageView()->getHandle());
ASSERT(attachmentsSize.empty() || attachmentsSize == colorRenderTarget->getExtents());
attachmentsSize = colorRenderTarget->getExtents();
}
RenderTargetVk *depthStencilRenderTarget = mRenderTargetCache.getDepthStencil();
if (depthStencilRenderTarget)
{
attachments.push_back(depthStencilRenderTarget->getDrawImageView()->getHandle());
ASSERT(attachmentsSize.empty() ||
attachmentsSize == depthStencilRenderTarget->getExtents());
attachmentsSize = depthStencilRenderTarget->getExtents();
}
ASSERT(!attachments.empty());
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 attachmentIndex = 0;
// Go through clearColorBuffers and set the appropriate loadOp and clear values.
// TODO: Support gaps in RenderTargets. http://anglebug.com/2394
for (size_t colorIndex : mState.getEnabledDrawBuffers())
{
if (clearColorBuffers.test(colorIndex))
{
RenderTargetVk *renderTarget = getColorReadRenderTarget();
// If the render target doesn't have alpha, but its emulated format has it, clear the
// alpha to 1.
VkClearColorValue value = clearColorValue;
if (mEmulatedAlphaAttachmentMask[colorIndex])
{
SetEmulatedAlphaValue(renderTarget->getImageFormat(), &value);
}
mFramebuffer.clearRenderPassColorAttachment(attachmentIndex, value);
}
++attachmentIndex;
}
// Set the appropriate loadOp and clear values for depth and stencil.
RenderTargetVk *depthStencilRenderTarget = mRenderTargetCache.getDepthStencil();
if (depthStencilRenderTarget)
{
if (clearDepth)
{
mFramebuffer.clearRenderPassDepthAttachment(attachmentIndex,
clearDepthStencilValue.depth);
}
if (clearStencil)
{
mFramebuffer.clearRenderPassStencilAttachment(attachmentIndex,
clearDepthStencilValue.stencil);
}
}
return angle::Result::Continue;
}
angle::Result FramebufferVk::clearWithDraw(ContextVk *contextVk,
const gl::Rectangle &clearArea,
gl::DrawBufferMask clearColorBuffers,
bool clearDepth,
bool clearStencil,
VkColorComponentFlags colorMaskFlags,
uint8_t stencilMask,
const VkClearColorValue &clearColorValue,
const VkClearDepthStencilValue &clearDepthStencilValue)
{
RendererVk *renderer = contextVk->getRenderer();
UtilsVk::ClearFramebufferParameters params = {};
params.renderPassDesc = &getRenderPassDesc();
params.renderAreaHeight = mState.getDimensions().height;
params.clearArea = clearArea;
params.colorClearValue = clearColorValue;
params.depthStencilClearValue = clearDepthStencilValue;
params.stencilMask = stencilMask;
params.clearColor = true;
params.clearDepth = clearDepth;
params.clearStencil = clearStencil;
const auto &colorRenderTargets = mRenderTargetCache.getColors();
for (size_t colorIndex : clearColorBuffers)
{
const RenderTargetVk *colorRenderTarget = colorRenderTargets[colorIndex];
ASSERT(colorRenderTarget);
params.colorFormat = &colorRenderTarget->getImage().getFormat().textureFormat();
params.colorAttachmentIndex = colorIndex;
params.colorMaskFlags = colorMaskFlags;
if (mEmulatedAlphaAttachmentMask[colorIndex])
{
params.colorMaskFlags &= ~VK_COLOR_COMPONENT_A_BIT;
}
ANGLE_TRY(renderer->getUtils().clearFramebuffer(contextVk, this, params));
// Clear depth/stencil only once!
params.clearDepth = false;
params.clearStencil = false;
}
// If there was no color clear, clear depth/stencil alone.
if (params.clearDepth || params.clearStencil)
{
params.clearColor = false;
ANGLE_TRY(renderer->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));
vk::RenderPassDesc renderPassDesc;
// Initialize RenderPass info.
// TODO(jmadill): Support gaps in RenderTargets. http://anglebug.com/2394
const auto &colorRenderTargets = mRenderTargetCache.getColors();
for (size_t colorIndex : mState.getEnabledDrawBuffers())
{
RenderTargetVk *colorRenderTarget = colorRenderTargets[colorIndex];
ASSERT(colorRenderTarget);
ANGLE_TRY(colorRenderTarget->onColorDraw(contextVk, &mFramebuffer, writeCommands,
&renderPassDesc));
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, &renderPassDesc));
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 colorIndex, bool r, bool g, bool b, bool a)
{
mActiveColorComponentMasksForClear[0].set(colorIndex, r);
mActiveColorComponentMasksForClear[1].set(colorIndex, g);
mActiveColorComponentMasksForClear[2].set(colorIndex, b);
mActiveColorComponentMasksForClear[3].set(colorIndex, 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)
{
TRACE_EVENT0("gpu.angle", "FramebufferVk::readPixelsImpl");
ANGLE_TRY(renderTarget->ensureImageInitialized(contextVk));
vk::CommandBuffer *commandBuffer = nullptr;
ANGLE_TRY(mFramebuffer.recordCommands(contextVk, &commandBuffer));
// Note that although we're reading from the image, we need to update the layout below.
vk::ImageHelper *srcImage =
renderTarget->getImageForRead(&mFramebuffer, vk::ImageLayout::TransferSrc, commandBuffer);
const angle::Format *readFormat = &srcImage->getFormat().textureFormat();
if (copyAspectFlags != VK_IMAGE_ASPECT_COLOR_BIT)
{
readFormat = &GetDepthStencilImageToBufferFormat(*readFormat, copyAspectFlags);
}
VkBuffer bufferHandle = VK_NULL_HANDLE;
uint8_t *readPixelBuffer = nullptr;
VkDeviceSize stagingOffset = 0;
size_t allocationSize = readFormat->pixelBytes * area.width * area.height;
ANGLE_TRY(mReadPixelBuffer.allocate(contextVk, allocationSize, &readPixelBuffer, &bufferHandle,
&stagingOffset, nullptr));
VkBufferImageCopy region = {};
region.bufferImageHeight = area.height;
region.bufferOffset = stagingOffset;
region.bufferRowLength = area.width;
region.imageExtent.width = area.width;
region.imageExtent.height = area.height;
region.imageExtent.depth = 1;
region.imageOffset.x = area.x;
region.imageOffset.y = area.y;
region.imageOffset.z = 0;
region.imageSubresource.aspectMask = copyAspectFlags;
region.imageSubresource.baseArrayLayer = renderTarget->getLayerIndex();
region.imageSubresource.layerCount = 1;
region.imageSubresource.mipLevel = renderTarget->getLevelIndex();
commandBuffer->copyImageToBuffer(srcImage->getImage(), srcImage->getCurrentLayout(),
bufferHandle, 1, &region);
// Triggers a full finish.
// TODO(jmadill): Don't block on asynchronous readback.
ANGLE_TRY(contextVk->finishImpl());
// The buffer we copied to needs to be invalidated before we read from it because its not been
// created with the host coherent bit.
ANGLE_TRY(mReadPixelBuffer.invalidate(contextVk));
PackPixels(packPixelsParams, *readFormat, area.width * readFormat->pixelBytes, readPixelBuffer,
static_cast<uint8_t *>(pixels));
return angle::Result::Continue;
}
gl::Extents FramebufferVk::getReadImageExtents() const
{
ASSERT(getColorReadRenderTarget()->getExtents().width == mState.getDimensions().width);
ASSERT(getColorReadRenderTarget()->getExtents().height == mState.getDimensions().height);
return getColorReadRenderTarget()->getExtents();
}
gl::Rectangle FramebufferVk::getCompleteRenderArea() const
{
return gl::Rectangle(0, 0, mState.getDimensions().width, mState.getDimensions().height);
}
gl::Rectangle FramebufferVk::getScissoredRenderArea(ContextVk *contextVk) const
{
const gl::Rectangle renderArea(0, 0, mState.getDimensions().width,
mState.getDimensions().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.updateQueueSerial(contextVk->getRenderer()->getCurrentQueueSerial());
if (mFramebuffer.hasStartedRenderPass() &&
!mFramebuffer.getRenderPassRenderArea().encloses(scissoredRenderArea))
{
mFramebuffer.finishCurrentCommands(contextVk->getRenderer());
}
}
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