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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
{
constexpr size_t kMinReadPixelsBufferSize = 128000;
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->getImageExtents();
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;
}
}
} // 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);
// This command buffer is only started once.
vk::CommandBuffer *commandBuffer = nullptr;
const gl::FramebufferAttachment *depthAttachment = mState.getDepthAttachment();
bool clearDepth = (depthAttachment && (mask & GL_DEPTH_BUFFER_BIT) != 0);
ASSERT(!clearDepth || depthAttachment->isAttached());
// If depth write is disabled, pretend that GL_DEPTH_BUFFER_BIT is not specified altogether.
clearDepth = clearDepth && contextVk->getState().getDepthStencilState().depthMask;
const gl::FramebufferAttachment *stencilAttachment = mState.getStencilAttachment();
bool clearStencil = (stencilAttachment && (mask & GL_STENCIL_BUFFER_BIT) != 0);
ASSERT(!clearStencil || stencilAttachment->isAttached());
bool clearColor = IsMaskFlagSet(static_cast<int>(mask), GL_COLOR_BUFFER_BIT);
const gl::State &glState = context->getState();
VkClearDepthStencilValue clearDepthStencilValue =
contextVk->getClearDepthStencilValue().depthStencil;
// Apply the stencil mask to the clear value.
clearDepthStencilValue.stencil &= contextVk->getState().getDepthStencilState().stencilWritemask;
// If the depth or stencil is being cleared, and the image was originally requested to have a
// single aspect, but it's emulated with a depth/stencil format, clear both aspects, setting the
// other aspect to 0.
if (clearStencil || clearDepth)
{
RenderTargetVk *depthStencil = mRenderTargetCache.getDepthStencil();
const vk::Format &format = depthStencil->getImageFormat();
// GL_DEPTH_COMPONENT24 is always emulated with a format that has stencil.
if (format.angleFormat().stencilBits == 0)
{
clearStencil = true;
clearDepthStencilValue.stencil = 0;
}
// GL_STENCIL_INDEX8 may or may not be emulated.
else if (format.angleFormat().depthBits == 0 && format.vkTextureFormat != VK_FORMAT_S8_UINT)
{
clearDepth = true;
clearDepthStencilValue.depth = 0;
}
}
// The most costly clear mode is when we need to mask out specific color channels. This can
// only be done with a draw call. The scissor region however can easily be integrated with
// this method. Similarly for depth/stencil clear.
VkColorComponentFlags colorMaskFlags = contextVk->getClearColorMask();
if (clearColor && (mActiveColorComponents & colorMaskFlags) != mActiveColorComponents)
{
ANGLE_TRY(clearWithDraw(contextVk, colorMaskFlags));
// Stencil clears must be handled separately. The only way to write out a stencil value from
// a fragment shader in Vulkan is with VK_EXT_shader_stencil_export. Support for this
// extension is sparse. Hence, we call into the RenderPass clear path. We similarly clear
// depth to keep the code simple, but depth clears could be combined with the masked color
// clears as an optimization.
if (clearDepth || clearStencil)
{
ANGLE_TRY(clearWithClearAttachments(contextVk, false, clearDepth, clearStencil,
clearDepthStencilValue));
}
return angle::Result::Continue;
}
if (glState.isScissorTestEnabled())
{
// With scissor test enabled, we clear very differently and we don't need to access
// the image inside each attachment we can just use clearCmdAttachments with our
// scissor region instead.
ANGLE_TRY(clearWithClearAttachments(contextVk, clearColor, clearDepth, clearStencil,
clearDepthStencilValue));
return angle::Result::Continue;
}
// Standard Depth/stencil clear without scissor.
if (clearDepth || clearStencil)
{
ANGLE_TRY(mFramebuffer.recordCommands(contextVk, &commandBuffer));
RenderTargetVk *renderTarget = mRenderTargetCache.getDepthStencil();
const angle::Format &format = renderTarget->getImageFormat().textureFormat();
const VkImageAspectFlags aspectFlags = vk::GetDepthStencilAspectFlags(format);
VkImageAspectFlags clearAspects = aspectFlags;
if (!clearDepth)
{
clearAspects &= ~VK_IMAGE_ASPECT_DEPTH_BIT;
}
if (!clearStencil)
{
clearAspects &= ~VK_IMAGE_ASPECT_STENCIL_BIT;
}
vk::ImageHelper *image = renderTarget->getImageForWrite(&mFramebuffer);
image->clearDepthStencil(aspectFlags, clearAspects, clearDepthStencilValue, commandBuffer);
}
if (!clearColor)
{
return angle::Result::Continue;
}
const auto *attachment = mState.getFirstNonNullAttachment();
ASSERT(attachment && attachment->isAttached());
if (!commandBuffer)
{
ANGLE_TRY(mFramebuffer.recordCommands(contextVk, &commandBuffer));
}
// TODO(jmadill): Support gaps in RenderTargets. http://anglebug.com/2394
const auto &colorRenderTargets = mRenderTargetCache.getColors();
const VkClearColorValue &clearColorValue = contextVk->getClearColorValue().color;
for (size_t colorIndex : mState.getEnabledDrawBuffers())
{
VkClearColorValue modifiedClearColorValue = clearColorValue;
RenderTargetVk *colorRenderTarget = colorRenderTargets[colorIndex];
// It's possible we're clearing a render target that has no alpha channel but we represent
// it with a texture that has one. We must not affect its alpha channel no matter what the
// clear value is in that case.
if (mEmulatedAlphaAttachmentMask[colorIndex])
{
modifiedClearColorValue.float32[3] = 1.0;
}
ASSERT(colorRenderTarget);
vk::ImageHelper *image = colorRenderTarget->getImageForWrite(&mFramebuffer);
GLint mipLevelToClear = (attachment->type() == GL_TEXTURE) ? attachment->mipLevel() : 0;
// If we're clearing a cube map face ensure we only clear the selected layer.
image->clearColorLayer(modifiedClearColorValue, mipLevelToClear, 1,
colorRenderTarget->getLayerIndex(), 1, commandBuffer);
}
return angle::Result::Continue;
}
angle::Result FramebufferVk::clearBufferfv(const gl::Context *context,
GLenum buffer,
GLint drawbuffer,
const GLfloat *values)
{
ANGLE_VK_UNREACHABLE(vk::GetImpl(context));
return angle::Result::Stop;
}
angle::Result FramebufferVk::clearBufferuiv(const gl::Context *context,
GLenum buffer,
GLint drawbuffer,
const GLuint *values)
{
ANGLE_VK_UNREACHABLE(vk::GetImpl(context));
return angle::Result::Stop;
}
angle::Result FramebufferVk::clearBufferiv(const gl::Context *context,
GLenum buffer,
GLint drawbuffer,
const GLint *values)
{
ANGLE_VK_UNREACHABLE(vk::GetImpl(context));
return angle::Result::Stop;
}
angle::Result FramebufferVk::clearBufferfi(const gl::Context *context,
GLenum buffer,
GLint drawbuffer,
GLfloat depth,
GLint stencil)
{
ANGLE_VK_UNREACHABLE(vk::GetImpl(context));
return angle::Result::Stop;
}
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)
{
vk::ImageHelper *writeImage = drawRenderTarget->getImageForWrite(&mFramebuffer);
vk::CommandBuffer *commandBuffer;
ANGLE_TRY(mFramebuffer.recordCommands(contextVk, &commandBuffer));
vk::ImageHelper *readImage = readRenderTarget->getImageForRead(
&mFramebuffer, vk::ImageLayout::TransferSrc, commandBuffer);
VkImageAspectFlags aspectMask =
vk::GetDepthStencilAspectFlagsForCopy(blitDepthBuffer, blitStencilBuffer);
vk::ImageHelper::Copy(readImage, writeImage, gl::Offset(), gl::Offset(),
gl::Extents(copyArea.width, copyArea.height, 1), aspectMask,
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;
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;
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->getImageExtents();
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->getImageExtents();
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 *renderPass = nullptr;
ANGLE_TRY(
contextVk->getRenderer()->getCompatibleRenderPass(contextVk, mRenderPassDesc, &renderPass));
// If we've a Framebuffer provided by a Surface (default FBO/backbuffer), query it.
if (mBackbuffer)
{
return mBackbuffer->getCurrentFramebuffer(contextVk, *renderPass, 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->getImageExtents());
attachmentsSize = colorRenderTarget->getImageExtents();
}
RenderTargetVk *depthStencilRenderTarget = mRenderTargetCache.getDepthStencil();
if (depthStencilRenderTarget)
{
attachments.push_back(depthStencilRenderTarget->getDrawImageView()->getHandle());
ASSERT(attachmentsSize.empty() ||
attachmentsSize == depthStencilRenderTarget->getImageExtents());
attachmentsSize = depthStencilRenderTarget->getImageExtents();
}
ASSERT(!attachments.empty());
VkFramebufferCreateInfo framebufferInfo = {};
framebufferInfo.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
framebufferInfo.flags = 0;
framebufferInfo.renderPass = renderPass->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::clearWithClearAttachments(
ContextVk *contextVk,
bool clearColor,
bool clearDepth,
bool clearStencil,
const VkClearDepthStencilValue &clearDepthStencilValue)
{
// Trigger a new command node to ensure overlapping writes happen sequentially.
mFramebuffer.finishCurrentCommands(contextVk->getRenderer());
// This command can only happen inside a render pass, so obtain one if its already happening
// or create a new one if not.
vk::CommandBuffer *commandBuffer = nullptr;
vk::RecordingMode mode = vk::RecordingMode::Start;
ANGLE_TRY(getCommandBufferForDraw(contextVk, &commandBuffer, &mode));
// The array layer is offset by the ImageView. So we shouldn't need to set a base array layer.
VkClearRect clearRect = {};
clearRect.baseArrayLayer = 0;
clearRect.layerCount = 1;
// When clearing, the scissor region must be clipped to the renderArea per the validation rules
// in Vulkan.
gl::Rectangle intersection;
if (!gl::ClipRectangle(contextVk->getState().getScissor(),
mFramebuffer.getRenderPassRenderArea(), &intersection))
{
// There is nothing to clear since the scissor is outside of the render area.
return angle::Result::Continue;
}
clearRect.rect = gl_vk::GetRect(intersection);
if (contextVk->isViewportFlipEnabledForDrawFBO())
{
clearRect.rect.offset.y = mFramebuffer.getRenderPassRenderArea().height -
clearRect.rect.offset.y - clearRect.rect.extent.height;
}
gl::AttachmentArray<VkClearAttachment> clearAttachments;
int clearAttachmentIndex = 0;
if (clearColor)
{
RenderTargetVk *renderTarget = getColorReadRenderTarget();
const vk::Format &format = renderTarget->getImageFormat();
VkClearValue modifiedClear = contextVk->getClearColorValue();
// We need to make sure we are not clearing the alpha channel if we are using a buffer
// format that doesn't have an alpha channel.
if (format.angleFormat().alphaBits == 0)
{
modifiedClear.color.float32[3] = 1.0;
}
// TODO(jmadill): Support gaps in RenderTargets. http://anglebug.com/2394
for (size_t colorIndex : mState.getEnabledDrawBuffers())
{
VkClearAttachment &clearAttachment = clearAttachments[clearAttachmentIndex];
clearAttachment.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
clearAttachment.colorAttachment = static_cast<uint32_t>(colorIndex);
clearAttachment.clearValue = modifiedClear;
++clearAttachmentIndex;
}
}
VkClearValue depthStencilClearValue = {};
depthStencilClearValue.depthStencil = clearDepthStencilValue;
if (clearDepth && clearStencil && mState.getDepthStencilAttachment() != nullptr)
{
// When we have a packed depth/stencil attachment we can do 1 clear for both when it
// applies.
VkClearAttachment &clearAttachment = clearAttachments[clearAttachmentIndex];
clearAttachment.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
clearAttachment.colorAttachment = VK_ATTACHMENT_UNUSED;
clearAttachment.clearValue = depthStencilClearValue;
++clearAttachmentIndex;
}
else
{
if (clearDepth)
{
VkClearAttachment &clearAttachment = clearAttachments[clearAttachmentIndex];
clearAttachment.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT;
clearAttachment.colorAttachment = VK_ATTACHMENT_UNUSED;
clearAttachment.clearValue = depthStencilClearValue;
++clearAttachmentIndex;
}
if (clearStencil)
{
VkClearAttachment &clearAttachment = clearAttachments[clearAttachmentIndex];
clearAttachment.aspectMask = VK_IMAGE_ASPECT_STENCIL_BIT;
clearAttachment.colorAttachment = VK_ATTACHMENT_UNUSED;
clearAttachment.clearValue = depthStencilClearValue;
++clearAttachmentIndex;
}
}
commandBuffer->clearAttachments(static_cast<uint32_t>(clearAttachmentIndex),
clearAttachments.data(), 1, &clearRect);
return angle::Result::Continue;
}
angle::Result FramebufferVk::clearWithDraw(ContextVk *contextVk,
VkColorComponentFlags colorMaskFlags)
{
RendererVk *renderer = contextVk->getRenderer();
// If the format of the framebuffer does not have an alpha channel, we need to make sure we do
// not affect the alpha channel of the type we're using to emulate the format.
// TODO(jmadill): Implement EXT_draw_buffers http://anglebug.com/2394
RenderTargetVk *renderTarget = mRenderTargetCache.getColors()[0];
ASSERT(renderTarget);
UtilsVk::ClearImageParameters params = {};
params.colorMaskFlags = colorMaskFlags;
params.alphaMask = &getEmulatedAlphaAttachmentMask();
params.renderPassDesc = &getRenderPassDesc();
const vk::Format &imageFormat = renderTarget->getImageFormat();
params.clearValue = contextVk->getClearColorValue().color;
bool overrideAlphaWithOne =
imageFormat.textureFormat().alphaBits > 0 && imageFormat.angleFormat().alphaBits == 0;
params.clearValue.float32[3] = overrideAlphaWithOne ? 1.0f : params.clearValue.float32[3];
params.renderAreaHeight = mState.getDimensions().height;
return renderer->getUtils().clearImage(contextVk, this, params);
}
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::getCommandBufferForDraw(ContextVk *contextVk,
vk::CommandBuffer **commandBufferOut,
vk::RecordingMode *modeOut)
{
RendererVk *renderer = contextVk->getRenderer();
// This will clear the current write operation if it is complete.
if (appendToStartedRenderPass(renderer->getCurrentQueueSerial(), commandBufferOut))
{
*modeOut = vk::RecordingMode::Append;
return angle::Result::Continue;
}
return startNewRenderPass(contextVk, commandBufferOut);
}
angle::Result FramebufferVk::startNewRenderPass(ContextVk *contextVk,
vk::CommandBuffer **commandBufferOut)
{
vk::Framebuffer *framebuffer = nullptr;
ANGLE_TRY(getFramebuffer(contextVk, &framebuffer));
// TODO(jmadill): Proper clear value implementation. http://anglebug.com/2361
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);
colorRenderTarget->onColorDraw(&mFramebuffer, writeCommands, &renderPassDesc);
attachmentClearValues.emplace_back(contextVk->getClearColorValue());
}
RenderTargetVk *depthStencilRenderTarget = mRenderTargetCache.getDepthStencil();
if (depthStencilRenderTarget)
{
depthStencilRenderTarget->onDepthStencilDraw(&mFramebuffer, writeCommands, &renderPassDesc);
attachmentClearValues.emplace_back(contextVk->getClearDepthStencilValue());
}
gl::Rectangle renderArea =
gl::Rectangle(0, 0, mState.getDimensions().width, mState.getDimensions().height);
return mFramebuffer.beginRenderPass(contextVk, *framebuffer, renderArea, mRenderPassDesc,
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");
RendererVk *renderer = contextVk->getRenderer();
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 = 0;
commandBuffer->copyImageToBuffer(srcImage->getImage(), srcImage->getCurrentLayout(),
bufferHandle, 1, &region);
// Triggers a full finish.
// TODO(jmadill): Don't block on asynchronous readback.
ANGLE_TRY(renderer->finish(contextVk));
// 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;
}
const gl::Extents &FramebufferVk::getReadImageExtents() const
{
return getColorReadRenderTarget()->getImageExtents();
}
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