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//
// Copyright 2018 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.
//
// UtilsVk.cpp:
// Implements the UtilsVk class.
//
#include "libANGLE/renderer/vulkan/UtilsVk.h"
#include "libANGLE/renderer/vulkan/ContextVk.h"
#include "libANGLE/renderer/vulkan/FramebufferVk.h"
#include "libANGLE/renderer/vulkan/RendererVk.h"
namespace rx
{
namespace BufferUtils_comp = vk::InternalShader::BufferUtils_comp;
namespace ConvertVertex_comp = vk::InternalShader::ConvertVertex_comp;
namespace ImageCopy_frag = vk::InternalShader::ImageCopy_frag;
namespace
{
// All internal shaders assume there is only one descriptor set, indexed at 0
constexpr uint32_t kSetIndex = 0;
constexpr uint32_t kBufferClearOutputBinding = 0;
constexpr uint32_t kBufferCopyDestinationBinding = 0;
constexpr uint32_t kBufferCopySourceBinding = 1;
constexpr uint32_t kConvertVertexDestinationBinding = 0;
constexpr uint32_t kConvertVertexSourceBinding = 1;
constexpr uint32_t kImageCopySourceBinding = 0;
uint32_t GetBufferUtilsFlags(size_t dispatchSize, const vk::Format &format)
{
uint32_t flags = dispatchSize % 64 == 0 ? BufferUtils_comp::kIsAligned : 0;
const angle::Format &bufferFormat = format.bufferFormat();
flags |= bufferFormat.isInt()
? BufferUtils_comp::kIsInt
: bufferFormat.isUint() ? BufferUtils_comp::kIsUint : BufferUtils_comp::kIsFloat;
return flags;
}
uint32_t GetConvertVertexFlags(const UtilsVk::ConvertVertexParameters &params)
{
bool srcIsInt = params.srcFormat->isInt();
bool srcIsUint = params.srcFormat->isUint();
bool srcIsSnorm = params.srcFormat->isSnorm();
bool srcIsUnorm = params.srcFormat->isUnorm();
bool srcIsFixed = params.srcFormat->isFixed;
bool srcIsFloat = params.srcFormat->isFloat();
bool destIsInt = params.destFormat->isInt();
bool destIsUint = params.destFormat->isUint();
bool destIsFloat = params.destFormat->isFloat();
// Assert on the types to make sure the shader supports its. These are based on
// ConvertVertex_comp::Conversion values.
ASSERT(!destIsInt || srcIsInt); // If destination is int, src must be int too
ASSERT(!destIsUint || srcIsUint); // If destination is uint, src must be uint too
ASSERT(!srcIsFixed || destIsFloat); // If source is fixed, dest must be float
// One of each bool set must be true
ASSERT(srcIsInt || srcIsUint || srcIsSnorm || srcIsUnorm || srcIsFixed || srcIsFloat);
ASSERT(destIsInt || destIsUint || destIsFloat);
// We currently don't have any big-endian devices in the list of supported platforms. The
// shader is capable of supporting big-endian architectures, but the relevant flag (IsBigEndian)
// is not added to the build configuration file (to reduce binary size). If necessary, add
// IsBigEndian to ConvertVertex.comp.json and select the appropriate flag based on the
// endian-ness test here.
uint32_t endiannessTest = 0;
*reinterpret_cast<uint8_t *>(&endiannessTest) = 1;
ASSERT(endiannessTest == 1);
uint32_t flags = 0;
if (srcIsInt && destIsInt)
{
flags |= ConvertVertex_comp::kIntToInt;
}
else if (srcIsUint && destIsUint)
{
flags |= ConvertVertex_comp::kUintToUint;
}
else if (srcIsInt)
{
flags |= ConvertVertex_comp::kIntToFloat;
}
else if (srcIsUint)
{
flags |= ConvertVertex_comp::kUintToFloat;
}
else if (srcIsSnorm)
{
flags |= ConvertVertex_comp::kSnormToFloat;
}
else if (srcIsUnorm)
{
flags |= ConvertVertex_comp::kUnormToFloat;
}
else if (srcIsFixed)
{
flags |= ConvertVertex_comp::kFixedToFloat;
}
else if (srcIsFloat)
{
flags |= ConvertVertex_comp::kFloatToFloat;
}
else
{
UNREACHABLE();
}
return flags;
}
uint32_t GetImageCopyFlags(const vk::Format &srcFormat, const vk::Format &destFormat)
{
const angle::Format &srcAngleFormat = srcFormat.angleFormat();
const angle::Format &destAngleFormat = destFormat.angleFormat();
uint32_t flags = 0;
flags |= srcAngleFormat.isInt() ? ImageCopy_frag::kSrcIsInt
: srcAngleFormat.isUint() ? ImageCopy_frag::kSrcIsUint
: ImageCopy_frag::kSrcIsFloat;
flags |= destAngleFormat.isInt() ? ImageCopy_frag::kDestIsInt
: destAngleFormat.isUint() ? ImageCopy_frag::kDestIsUint
: ImageCopy_frag::kDestIsFloat;
return flags;
}
uint32_t GetFormatDefaultChannelMask(const vk::Format &format)
{
uint32_t mask = 0;
const angle::Format &angleFormat = format.angleFormat();
const angle::Format &textureFormat = format.textureFormat();
// Red can never be introduced due to format emulation (except for luma which is handled
// especially)
ASSERT(((angleFormat.redBits > 0) == (textureFormat.redBits > 0)) || angleFormat.isLUMA());
mask |= angleFormat.greenBits == 0 && textureFormat.greenBits > 0 ? 2 : 0;
mask |= angleFormat.blueBits == 0 && textureFormat.blueBits > 0 ? 4 : 0;
mask |= angleFormat.alphaBits == 0 && textureFormat.alphaBits > 0 ? 8 : 0;
return mask;
}
} // namespace
UtilsVk::UtilsVk() = default;
UtilsVk::~UtilsVk() = default;
void UtilsVk::destroy(VkDevice device)
{
for (Function f : angle::AllEnums<Function>())
{
for (auto &descriptorSetLayout : mDescriptorSetLayouts[f])
{
descriptorSetLayout.reset();
}
mPipelineLayouts[f].reset();
mDescriptorPools[f].destroy(device);
}
for (vk::ShaderProgramHelper &program : mBufferUtilsPrograms)
{
program.destroy(device);
}
for (vk::ShaderProgramHelper &program : mConvertVertexPrograms)
{
program.destroy(device);
}
mImageClearProgram.destroy(device);
for (vk::ShaderProgramHelper &program : mImageCopyPrograms)
{
program.destroy(device);
}
}
angle::Result UtilsVk::ensureResourcesInitialized(vk::Context *context,
Function function,
VkDescriptorPoolSize *setSizes,
size_t setSizesCount,
size_t pushConstantsSize)
{
RendererVk *renderer = context->getRenderer();
vk::DescriptorSetLayoutDesc descriptorSetDesc;
uint32_t currentBinding = 0;
for (size_t i = 0; i < setSizesCount; ++i)
{
descriptorSetDesc.update(currentBinding, setSizes[i].type, setSizes[i].descriptorCount);
currentBinding += setSizes[i].descriptorCount;
}
ANGLE_TRY(renderer->getDescriptorSetLayout(context, descriptorSetDesc,
&mDescriptorSetLayouts[function][kSetIndex]));
gl::ShaderType pushConstantsShaderStage = function >= Function::ComputeStartIndex
? gl::ShaderType::Compute
: gl::ShaderType::Fragment;
// Corresponding pipeline layouts:
vk::PipelineLayoutDesc pipelineLayoutDesc;
pipelineLayoutDesc.updateDescriptorSetLayout(kSetIndex, descriptorSetDesc);
pipelineLayoutDesc.updatePushConstantRange(pushConstantsShaderStage, 0, pushConstantsSize);
ANGLE_TRY(renderer->getPipelineLayout(
context, pipelineLayoutDesc, mDescriptorSetLayouts[function], &mPipelineLayouts[function]));
if (setSizesCount > 0)
{
ANGLE_TRY(mDescriptorPools[function].init(context, setSizes, setSizesCount));
}
return angle::Result::Continue;
}
angle::Result UtilsVk::ensureBufferClearResourcesInitialized(vk::Context *context)
{
if (mPipelineLayouts[Function::BufferClear].valid())
{
return angle::Result::Continue;
}
VkDescriptorPoolSize setSizes[1] = {
{VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER, 1},
};
return ensureResourcesInitialized(context, Function::BufferClear, setSizes, ArraySize(setSizes),
sizeof(BufferUtilsShaderParams));
}
angle::Result UtilsVk::ensureBufferCopyResourcesInitialized(vk::Context *context)
{
if (mPipelineLayouts[Function::BufferCopy].valid())
{
return angle::Result::Continue;
}
VkDescriptorPoolSize setSizes[2] = {
{VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER, 1},
{VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER, 1},
};
return ensureResourcesInitialized(context, Function::BufferCopy, setSizes, ArraySize(setSizes),
sizeof(BufferUtilsShaderParams));
}
angle::Result UtilsVk::ensureConvertVertexResourcesInitialized(vk::Context *context)
{
if (mPipelineLayouts[Function::ConvertVertexBuffer].valid())
{
return angle::Result::Continue;
}
VkDescriptorPoolSize setSizes[2] = {
{VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1},
{VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1},
};
return ensureResourcesInitialized(context, Function::ConvertVertexBuffer, setSizes,
ArraySize(setSizes), sizeof(ConvertVertexShaderParams));
}
angle::Result UtilsVk::ensureImageClearResourcesInitialized(vk::Context *context)
{
if (mPipelineLayouts[Function::ImageClear].valid())
{
return angle::Result::Continue;
}
// The shader does not use any descriptor sets.
return ensureResourcesInitialized(context, Function::ImageClear, nullptr, 0,
sizeof(ImageClearShaderParams));
}
angle::Result UtilsVk::ensureImageCopyResourcesInitialized(vk::Context *context)
{
if (mPipelineLayouts[Function::ImageCopy].valid())
{
return angle::Result::Continue;
}
VkDescriptorPoolSize setSizes[1] = {
{VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 1},
};
return ensureResourcesInitialized(context, Function::ImageCopy, setSizes, ArraySize(setSizes),
sizeof(ImageCopyShaderParams));
}
angle::Result UtilsVk::setupProgram(vk::Context *context,
Function function,
vk::RefCounted<vk::ShaderAndSerial> *fsCsShader,
vk::RefCounted<vk::ShaderAndSerial> *vsShader,
vk::ShaderProgramHelper *program,
const vk::GraphicsPipelineDesc *pipelineDesc,
const VkDescriptorSet descriptorSet,
const void *pushConstants,
size_t pushConstantsSize,
vk::CommandBuffer *commandBuffer)
{
RendererVk *renderer = context->getRenderer();
bool isCompute = function >= Function::ComputeStartIndex;
VkPipelineBindPoint bindPoint =
isCompute ? VK_PIPELINE_BIND_POINT_COMPUTE : VK_PIPELINE_BIND_POINT_GRAPHICS;
VkShaderStageFlags pushConstantsShaderStage =
isCompute ? VK_SHADER_STAGE_COMPUTE_BIT : VK_SHADER_STAGE_FRAGMENT_BIT;
// If compute, vsShader and pipelineDesc should be nullptr, and if not compute they shouldn't
// be.
ASSERT(isCompute != (vsShader && pipelineDesc));
const vk::BindingPointer<vk::PipelineLayout> &pipelineLayout = mPipelineLayouts[function];
Serial serial = renderer->getCurrentQueueSerial();
vk::PipelineAndSerial *pipelineAndSerial;
if (isCompute)
{
program->setShader(gl::ShaderType::Compute, fsCsShader);
ANGLE_TRY(program->getComputePipeline(context, pipelineLayout.get(), &pipelineAndSerial));
}
else
{
program->setShader(gl::ShaderType::Vertex, vsShader);
program->setShader(gl::ShaderType::Fragment, fsCsShader);
ANGLE_TRY(program->getGraphicsPipeline(
context, &renderer->getRenderPassCache(), renderer->getPipelineCache(), serial,
pipelineLayout.get(), *pipelineDesc, gl::AttributesMask(), &pipelineAndSerial));
}
commandBuffer->bindPipeline(bindPoint, pipelineAndSerial->get());
pipelineAndSerial->updateSerial(serial);
if (descriptorSet != VK_NULL_HANDLE)
{
commandBuffer->bindDescriptorSets(bindPoint, pipelineLayout.get(), 0, 1, &descriptorSet, 0,
nullptr);
}
commandBuffer->pushConstants(pipelineLayout.get(), pushConstantsShaderStage, 0,
pushConstantsSize, pushConstants);
return angle::Result::Continue;
}
angle::Result UtilsVk::clearBuffer(vk::Context *context,
vk::BufferHelper *dest,
const ClearParameters &params)
{
RendererVk *renderer = context->getRenderer();
ANGLE_TRY(ensureBufferClearResourcesInitialized(context));
vk::CommandBuffer *commandBuffer;
ANGLE_TRY(dest->recordCommands(context, &commandBuffer));
// Tell dest it's being written to.
dest->onWrite(VK_ACCESS_SHADER_WRITE_BIT);
const vk::Format &destFormat = dest->getViewFormat();
uint32_t flags = BufferUtils_comp::kIsClear | GetBufferUtilsFlags(params.size, destFormat);
BufferUtilsShaderParams shaderParams;
shaderParams.destOffset = params.offset;
shaderParams.size = params.size;
shaderParams.clearValue = params.clearValue;
VkDescriptorSet descriptorSet;
vk::SharedDescriptorPoolBinding descriptorPoolBinding;
ANGLE_TRY(mDescriptorPools[Function::BufferClear].allocateSets(
context, mDescriptorSetLayouts[Function::BufferClear][kSetIndex].get().ptr(), 1,
&descriptorPoolBinding, &descriptorSet));
descriptorPoolBinding.get().updateSerial(context->getRenderer()->getCurrentQueueSerial());
VkWriteDescriptorSet writeInfo = {};
writeInfo.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writeInfo.dstSet = descriptorSet;
writeInfo.dstBinding = kBufferClearOutputBinding;
writeInfo.descriptorCount = 1;
writeInfo.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER;
writeInfo.pTexelBufferView = dest->getBufferView().ptr();
vkUpdateDescriptorSets(context->getDevice(), 1, &writeInfo, 0, nullptr);
vk::RefCounted<vk::ShaderAndSerial> *shader = nullptr;
ANGLE_TRY(renderer->getShaderLibrary().getBufferUtils_comp(context, flags, &shader));
ANGLE_TRY(setupProgram(context, Function::BufferClear, shader, nullptr,
&mBufferUtilsPrograms[flags], nullptr, descriptorSet, &shaderParams,
sizeof(shaderParams), commandBuffer));
commandBuffer->dispatch(UnsignedCeilDivide(params.size, 64), 1, 1);
descriptorPoolBinding.reset();
return angle::Result::Continue;
}
angle::Result UtilsVk::copyBuffer(vk::Context *context,
vk::BufferHelper *dest,
vk::BufferHelper *src,
const CopyParameters &params)
{
RendererVk *renderer = context->getRenderer();
ANGLE_TRY(ensureBufferCopyResourcesInitialized(context));
vk::CommandBuffer *commandBuffer;
ANGLE_TRY(dest->recordCommands(context, &commandBuffer));
// Tell src we are going to read from it.
src->onRead(dest, VK_ACCESS_SHADER_READ_BIT);
// Tell dest it's being written to.
dest->onWrite(VK_ACCESS_SHADER_WRITE_BIT);
const vk::Format &destFormat = dest->getViewFormat();
const vk::Format &srcFormat = src->getViewFormat();
ASSERT(destFormat.vkFormatIsInt == srcFormat.vkFormatIsInt);
ASSERT(destFormat.vkFormatIsUnsigned == srcFormat.vkFormatIsUnsigned);
uint32_t flags = BufferUtils_comp::kIsCopy | GetBufferUtilsFlags(params.size, destFormat);
BufferUtilsShaderParams shaderParams;
shaderParams.destOffset = params.destOffset;
shaderParams.size = params.size;
shaderParams.srcOffset = params.srcOffset;
VkDescriptorSet descriptorSet;
vk::SharedDescriptorPoolBinding descriptorPoolBinding;
ANGLE_TRY(mDescriptorPools[Function::BufferCopy].allocateSets(
context, mDescriptorSetLayouts[Function::BufferCopy][kSetIndex].get().ptr(), 1,
&descriptorPoolBinding, &descriptorSet));
descriptorPoolBinding.get().updateSerial(context->getRenderer()->getCurrentQueueSerial());
VkWriteDescriptorSet writeInfo[2] = {};
writeInfo[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writeInfo[0].dstSet = descriptorSet;
writeInfo[0].dstBinding = kBufferCopyDestinationBinding;
writeInfo[0].descriptorCount = 1;
writeInfo[0].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER;
writeInfo[0].pTexelBufferView = dest->getBufferView().ptr();
writeInfo[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writeInfo[1].dstSet = descriptorSet;
writeInfo[1].dstBinding = kBufferCopySourceBinding;
writeInfo[1].descriptorCount = 1;
writeInfo[1].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER;
writeInfo[1].pTexelBufferView = src->getBufferView().ptr();
vkUpdateDescriptorSets(context->getDevice(), 2, writeInfo, 0, nullptr);
vk::RefCounted<vk::ShaderAndSerial> *shader = nullptr;
ANGLE_TRY(renderer->getShaderLibrary().getBufferUtils_comp(context, flags, &shader));
ANGLE_TRY(setupProgram(context, Function::BufferCopy, shader, nullptr,
&mBufferUtilsPrograms[flags], nullptr, descriptorSet, &shaderParams,
sizeof(shaderParams), commandBuffer));
commandBuffer->dispatch(UnsignedCeilDivide(params.size, 64), 1, 1);
descriptorPoolBinding.reset();
return angle::Result::Continue;
}
angle::Result UtilsVk::convertVertexBuffer(vk::Context *context,
vk::BufferHelper *dest,
vk::BufferHelper *src,
const ConvertVertexParameters &params)
{
RendererVk *renderer = context->getRenderer();
ANGLE_TRY(ensureConvertVertexResourcesInitialized(context));
vk::CommandBuffer *commandBuffer;
ANGLE_TRY(dest->recordCommands(context, &commandBuffer));
// Tell src we are going to read from it.
src->onRead(dest, VK_ACCESS_SHADER_READ_BIT);
// Tell dest it's being written to.
dest->onWrite(VK_ACCESS_SHADER_WRITE_BIT);
ConvertVertexShaderParams shaderParams;
shaderParams.Ns = params.srcFormat->channelCount();
shaderParams.Bs = params.srcFormat->pixelBytes / params.srcFormat->channelCount();
shaderParams.Ss = params.srcStride;
shaderParams.Nd = params.destFormat->channelCount();
shaderParams.Bd = params.destFormat->pixelBytes / params.destFormat->channelCount();
shaderParams.Sd = shaderParams.Nd * shaderParams.Bd;
// The component size is expected to either be 1, 2 or 4 bytes.
ASSERT(4 % shaderParams.Bs == 0);
ASSERT(4 % shaderParams.Bd == 0);
shaderParams.Es = 4 / shaderParams.Bs;
shaderParams.Ed = 4 / shaderParams.Bd;
// Total number of output components is simply the number of vertices by number of components in
// each.
shaderParams.componentCount = params.vertexCount * shaderParams.Nd;
// Total number of 4-byte outputs is the number of components divided by how many components can
// fit in a 4-byte value. Note that this value is also the invocation size of the shader.
shaderParams.outputCount = shaderParams.componentCount / shaderParams.Ed;
shaderParams.srcOffset = params.srcOffset;
shaderParams.destOffset = params.destOffset;
uint32_t flags = GetConvertVertexFlags(params);
bool isAligned =
shaderParams.outputCount % 64 == 0 && shaderParams.componentCount % shaderParams.Ed == 0;
flags |= isAligned ? ConvertVertex_comp::kIsAligned : 0;
VkDescriptorSet descriptorSet;
vk::SharedDescriptorPoolBinding descriptorPoolBinding;
ANGLE_TRY(mDescriptorPools[Function::ConvertVertexBuffer].allocateSets(
context, mDescriptorSetLayouts[Function::ConvertVertexBuffer][kSetIndex].get().ptr(), 1,
&descriptorPoolBinding, &descriptorSet));
descriptorPoolBinding.get().updateSerial(context->getRenderer()->getCurrentQueueSerial());
VkWriteDescriptorSet writeInfo = {};
VkDescriptorBufferInfo buffers[2] = {
{dest->getBuffer().getHandle(), 0, VK_WHOLE_SIZE},
{src->getBuffer().getHandle(), 0, VK_WHOLE_SIZE},
};
static_assert(kConvertVertexDestinationBinding + 1 == kConvertVertexSourceBinding,
"Update write info");
writeInfo.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writeInfo.dstSet = descriptorSet;
writeInfo.dstBinding = kConvertVertexDestinationBinding;
writeInfo.descriptorCount = 2;
writeInfo.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
writeInfo.pBufferInfo = buffers;
vkUpdateDescriptorSets(context->getDevice(), 1, &writeInfo, 0, nullptr);
vk::RefCounted<vk::ShaderAndSerial> *shader = nullptr;
ANGLE_TRY(renderer->getShaderLibrary().getConvertVertex_comp(context, flags, &shader));
ANGLE_TRY(setupProgram(context, Function::ConvertVertexBuffer, shader, nullptr,
&mConvertVertexPrograms[flags], nullptr, descriptorSet, &shaderParams,
sizeof(shaderParams), commandBuffer));
commandBuffer->dispatch(UnsignedCeilDivide(shaderParams.outputCount, 64), 1, 1);
descriptorPoolBinding.reset();
return angle::Result::Continue;
}
angle::Result UtilsVk::startRenderPass(vk::Context *context,
vk::ImageHelper *image,
const vk::ImageView *imageView,
const vk::RenderPassDesc &renderPassDesc,
const gl::Rectangle &renderArea,
vk::CommandBuffer **commandBufferOut)
{
RendererVk *renderer = context->getRenderer();
vk::RenderPass *renderPass = nullptr;
ANGLE_TRY(renderer->getCompatibleRenderPass(context, renderPassDesc, &renderPass));
VkFramebufferCreateInfo framebufferInfo = {};
framebufferInfo.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
framebufferInfo.flags = 0;
framebufferInfo.renderPass = renderPass->getHandle();
framebufferInfo.attachmentCount = 1;
framebufferInfo.pAttachments = imageView->ptr();
framebufferInfo.width = renderArea.x + renderArea.width;
framebufferInfo.height = renderArea.y + renderArea.height;
framebufferInfo.layers = 1;
vk::Framebuffer framebuffer;
ANGLE_VK_TRY(context, framebuffer.init(context->getDevice(), framebufferInfo));
// TODO(jmadill): Proper clear value implementation. http://anglebug.com/2361
std::vector<VkClearValue> clearValues = {{}};
ASSERT(clearValues.size() == 1);
ANGLE_TRY(image->beginRenderPass(context, framebuffer, renderArea, renderPassDesc, clearValues,
commandBufferOut));
renderer->releaseObject(renderer->getCurrentQueueSerial(), &framebuffer);
return angle::Result::Continue;
}
angle::Result UtilsVk::clearImage(ContextVk *contextVk,
FramebufferVk *framebuffer,
const ClearImageParameters &params)
{
RendererVk *renderer = contextVk->getRenderer();
ANGLE_TRY(ensureImageClearResourcesInitialized(contextVk));
vk::CommandBuffer *commandBuffer;
if (!framebuffer->appendToStartedRenderPass(contextVk->getRenderer(), &commandBuffer))
{
ANGLE_TRY(framebuffer->startNewRenderPass(contextVk, &commandBuffer))
}
ImageClearShaderParams shaderParams;
shaderParams.clearValue = params.clearValue;
vk::GraphicsPipelineDesc pipelineDesc;
pipelineDesc.initDefaults();
pipelineDesc.updateColorWriteMask(params.colorMaskFlags, *params.alphaMask);
pipelineDesc.updateRenderPassDesc(*params.renderPassDesc);
vk::ShaderLibrary &shaderLibrary = renderer->getShaderLibrary();
vk::RefCounted<vk::ShaderAndSerial> *vertexShader = nullptr;
vk::RefCounted<vk::ShaderAndSerial> *fragmentShader = nullptr;
ANGLE_TRY(shaderLibrary.getFullScreenQuad_vert(contextVk, 0, &vertexShader));
ANGLE_TRY(shaderLibrary.getImageClear_frag(contextVk, 0, &fragmentShader));
ANGLE_TRY(setupProgram(contextVk, Function::ImageClear, fragmentShader, vertexShader,
&mImageClearProgram, &pipelineDesc, VK_NULL_HANDLE, &shaderParams,
sizeof(shaderParams), commandBuffer));
VkViewport viewport;
const gl::Rectangle &renderArea = framebuffer->getFramebuffer()->getRenderPassRenderArea();
bool invertViewport = contextVk->isViewportFlipEnabledForDrawFBO();
gl_vk::GetViewport(renderArea, 0.0f, 1.0f, invertViewport, params.renderAreaHeight, &viewport);
VkRect2D scissor;
const gl::State &glState = contextVk->getState();
gl_vk::GetScissor(glState, invertViewport, renderArea, &scissor);
commandBuffer->setViewport(0, 1, &viewport);
commandBuffer->setScissor(0, 1, &scissor);
commandBuffer->draw(6, 1, 0, 0);
return angle::Result::Continue;
}
angle::Result UtilsVk::copyImage(vk::Context *context,
vk::ImageHelper *dest,
const vk::ImageView *destView,
vk::ImageHelper *src,
const vk::ImageView *srcView,
const CopyImageParameters &params)
{
RendererVk *renderer = context->getRenderer();
ANGLE_TRY(ensureImageCopyResourcesInitialized(context));
const vk::Format &srcFormat = src->getFormat();
const vk::Format &destFormat = dest->getFormat();
ImageCopyShaderParams shaderParams;
shaderParams.flipY = params.srcFlipY || params.destFlipY;
shaderParams.premultiplyAlpha = params.srcPremultiplyAlpha;
shaderParams.unmultiplyAlpha = params.srcUnmultiplyAlpha;
shaderParams.destHasLuminance = destFormat.angleFormat().luminanceBits > 0;
shaderParams.destIsAlpha =
destFormat.angleFormat().isLUMA() && destFormat.angleFormat().alphaBits > 0;
shaderParams.destDefaultChannelsMask = GetFormatDefaultChannelMask(destFormat);
shaderParams.srcMip = params.srcMip;
shaderParams.srcLayer = params.srcLayer;
shaderParams.srcOffset[0] = params.srcOffset[0];
shaderParams.srcOffset[1] = params.srcOffset[1];
shaderParams.destOffset[0] = params.destOffset[0];
shaderParams.destOffset[1] = params.destOffset[1];
ASSERT(!(params.srcFlipY && params.destFlipY));
if (params.srcFlipY)
{
// If viewport is flipped, the shader expects srcOffset[1] to have the
// last row's index instead of the first's.
shaderParams.srcOffset[1] = params.srcHeight - params.srcOffset[1] - 1;
}
else if (params.destFlipY)
{
// If image is flipped during copy, the shader uses the same code path as above,
// with srcOffset being set to the last row's index instead of the first's.
shaderParams.srcOffset[1] = params.srcOffset[1] + params.srcExtents[1] - 1;
}
uint32_t flags = GetImageCopyFlags(srcFormat, destFormat);
flags |= src->getLayerCount() > 1 ? ImageCopy_frag::kSrcIsArray : 0;
VkDescriptorSet descriptorSet;
vk::SharedDescriptorPoolBinding descriptorPoolBinding;
ANGLE_TRY(mDescriptorPools[Function::ImageCopy].allocateSets(
context, mDescriptorSetLayouts[Function::ImageCopy][kSetIndex].get().ptr(), 1,
&descriptorPoolBinding, &descriptorSet));
descriptorPoolBinding.get().updateSerial(context->getRenderer()->getCurrentQueueSerial());
vk::RenderPassDesc renderPassDesc;
renderPassDesc.setSamples(dest->getSamples());
renderPassDesc.packAttachment(destFormat);
vk::GraphicsPipelineDesc pipelineDesc;
pipelineDesc.initDefaults();
pipelineDesc.updateRenderPassDesc(renderPassDesc);
gl::Rectangle renderArea;
renderArea.x = params.destOffset[0];
renderArea.y = params.destOffset[1];
renderArea.width = params.srcExtents[0];
renderArea.height = params.srcExtents[1];
// Change source layout outside render pass
if (src->getCurrentLayout() != VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL)
{
vk::CommandBuffer *srcLayoutChange;
ANGLE_TRY(src->recordCommands(context, &srcLayoutChange));
src->changeLayoutWithStages(VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
VK_PIPELINE_STAGE_ALL_COMMANDS_BIT,
VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, srcLayoutChange);
}
// Change destination layout outside render pass as well
vk::CommandBuffer *destLayoutChange;
ANGLE_TRY(dest->recordCommands(context, &destLayoutChange));
dest->changeLayoutWithStages(VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
VK_PIPELINE_STAGE_ALL_COMMANDS_BIT,
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, destLayoutChange);
vk::CommandBuffer *commandBuffer;
ANGLE_TRY(startRenderPass(context, dest, destView, renderPassDesc, renderArea, &commandBuffer));
// Source's layout change should happen before rendering
src->addReadDependency(dest);
VkDescriptorImageInfo imageInfo = {};
imageInfo.imageView = srcView->getHandle();
imageInfo.imageLayout = src->getCurrentLayout();
VkWriteDescriptorSet writeInfo = {};
writeInfo.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writeInfo.dstSet = descriptorSet;
writeInfo.dstBinding = kImageCopySourceBinding;
writeInfo.descriptorCount = 1;
writeInfo.descriptorType = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE;
writeInfo.pImageInfo = &imageInfo;
vkUpdateDescriptorSets(context->getDevice(), 1, &writeInfo, 0, nullptr);
vk::ShaderLibrary &shaderLibrary = renderer->getShaderLibrary();
vk::RefCounted<vk::ShaderAndSerial> *vertexShader = nullptr;
vk::RefCounted<vk::ShaderAndSerial> *fragmentShader = nullptr;
ANGLE_TRY(shaderLibrary.getFullScreenQuad_vert(context, 0, &vertexShader));
ANGLE_TRY(shaderLibrary.getImageCopy_frag(context, flags, &fragmentShader));
ANGLE_TRY(setupProgram(context, Function::ImageCopy, fragmentShader, vertexShader,
&mImageCopyPrograms[flags], &pipelineDesc, descriptorSet, &shaderParams,
sizeof(shaderParams), commandBuffer));
VkViewport viewport;
gl_vk::GetViewport(renderArea, 0.0f, 1.0f, false, dest->getExtents().height, &viewport);
VkRect2D scissor = gl_vk::GetRect(renderArea);
commandBuffer->setViewport(0, 1, &viewport);
commandBuffer->setScissor(0, 1, &scissor);
commandBuffer->draw(6, 1, 0, 0);
descriptorPoolBinding.reset();
return angle::Result::Continue;
}
} // namespace rx