1 //
2 // Copyright 2016 The ANGLE Project Authors. All rights reserved.
3 // Use of this source code is governed by a BSD-style license that can be
4 // found in the LICENSE file.
5 //
6 // FramebufferVk.cpp:
7 // Implements the class methods for FramebufferVk.
8 //
9
10 #include "libANGLE/renderer/vulkan/FramebufferVk.h"
11
12 #include <array>
13 #include "volk.h"
14
15 #include "common/debug.h"
16 #include "libANGLE/Context.h"
17 #include "libANGLE/Display.h"
18 #include "libANGLE/formatutils.h"
19 #include "libANGLE/renderer/renderer_utils.h"
20 #include "libANGLE/renderer/vulkan/ContextVk.h"
21 #include "libANGLE/renderer/vulkan/DisplayVk.h"
22 #include "libANGLE/renderer/vulkan/RenderTargetVk.h"
23 #include "libANGLE/renderer/vulkan/RendererVk.h"
24 #include "libANGLE/renderer/vulkan/ResourceVk.h"
25 #include "libANGLE/renderer/vulkan/SurfaceVk.h"
26 #include "libANGLE/renderer/vulkan/vk_format_utils.h"
27 #include "libANGLE/trace.h"
28
29 namespace rx
30 {
31
32 namespace
33 {
34 constexpr size_t kMinReadPixelsBufferSize = 128000;
35
36 // Alignment value to accommodate the largest known, for now, uncompressed Vulkan format
37 // VK_FORMAT_R64G64B64A64_SFLOAT, while supporting 3-component types such as
38 // VK_FORMAT_R16G16B16_SFLOAT.
39 constexpr size_t kReadPixelsBufferAlignment = 32 * 3;
40
41 // Clear values are only used when loadOp=Clear is set in clearWithRenderPassOp. When starting a
42 // new render pass, the clear value is set to an unlikely value (bright pink) to stand out better
43 // in case of a bug.
44 constexpr VkClearValue kUninitializedClearValue = {{{0.95, 0.05, 0.95, 0.95}}};
45
HasSrcBlitFeature(RendererVk * renderer,RenderTargetVk * srcRenderTarget)46 bool HasSrcBlitFeature(RendererVk *renderer, RenderTargetVk *srcRenderTarget)
47 {
48 const VkFormat srcFormat = srcRenderTarget->getImageFormat().vkImageFormat;
49 return renderer->hasImageFormatFeatureBits(srcFormat, VK_FORMAT_FEATURE_BLIT_SRC_BIT);
50 }
51
HasDstBlitFeature(RendererVk * renderer,RenderTargetVk * dstRenderTarget)52 bool HasDstBlitFeature(RendererVk *renderer, RenderTargetVk *dstRenderTarget)
53 {
54 const VkFormat dstFormat = dstRenderTarget->getImageFormat().vkImageFormat;
55 return renderer->hasImageFormatFeatureBits(dstFormat, VK_FORMAT_FEATURE_BLIT_DST_BIT);
56 }
57
58 // Returns false if destination has any channel the source doesn't. This means that channel was
59 // emulated and using the Vulkan blit command would overwrite that emulated channel.
AreSrcAndDstColorChannelsBlitCompatible(RenderTargetVk * srcRenderTarget,RenderTargetVk * dstRenderTarget)60 bool AreSrcAndDstColorChannelsBlitCompatible(RenderTargetVk *srcRenderTarget,
61 RenderTargetVk *dstRenderTarget)
62 {
63 const angle::Format &srcFormat = srcRenderTarget->getImageFormat().intendedFormat();
64 const angle::Format &dstFormat = dstRenderTarget->getImageFormat().intendedFormat();
65
66 // Luminance/alpha formats are not renderable, so they can't have ended up in a framebuffer to
67 // participate in a blit.
68 ASSERT(!dstFormat.isLUMA() && !srcFormat.isLUMA());
69
70 // All color formats have the red channel.
71 ASSERT(dstFormat.redBits > 0 && srcFormat.redBits > 0);
72
73 return (dstFormat.greenBits > 0 || srcFormat.greenBits == 0) &&
74 (dstFormat.blueBits > 0 || srcFormat.blueBits == 0) &&
75 (dstFormat.alphaBits > 0 || srcFormat.alphaBits == 0);
76 }
77
AreSrcAndDstDepthStencilChannelsBlitCompatible(RenderTargetVk * srcRenderTarget,RenderTargetVk * dstRenderTarget)78 bool AreSrcAndDstDepthStencilChannelsBlitCompatible(RenderTargetVk *srcRenderTarget,
79 RenderTargetVk *dstRenderTarget)
80 {
81 const angle::Format &srcFormat = srcRenderTarget->getImageFormat().intendedFormat();
82 const angle::Format &dstFormat = dstRenderTarget->getImageFormat().intendedFormat();
83
84 return (dstFormat.depthBits > 0 || srcFormat.depthBits == 0) &&
85 (dstFormat.stencilBits > 0 || srcFormat.stencilBits == 0);
86 }
87 } // anonymous namespace
88
89 // static
CreateUserFBO(RendererVk * renderer,const gl::FramebufferState & state)90 FramebufferVk *FramebufferVk::CreateUserFBO(RendererVk *renderer, const gl::FramebufferState &state)
91 {
92 return new FramebufferVk(renderer, state, nullptr);
93 }
94
95 // static
CreateDefaultFBO(RendererVk * renderer,const gl::FramebufferState & state,WindowSurfaceVk * backbuffer)96 FramebufferVk *FramebufferVk::CreateDefaultFBO(RendererVk *renderer,
97 const gl::FramebufferState &state,
98 WindowSurfaceVk *backbuffer)
99 {
100 return new FramebufferVk(renderer, state, backbuffer);
101 }
102
FramebufferVk(RendererVk * renderer,const gl::FramebufferState & state,WindowSurfaceVk * backbuffer)103 FramebufferVk::FramebufferVk(RendererVk *renderer,
104 const gl::FramebufferState &state,
105 WindowSurfaceVk *backbuffer)
106 : FramebufferImpl(state),
107 mBackbuffer(backbuffer),
108 mFramebuffer(nullptr),
109 mActiveColorComponents(0),
110 mSupportDepthStencilFeedbackLoops(
111 renderer->getFeatures().supportDepthStencilRenderingFeedbackLoops.enabled)
112 {
113 mReadPixelBuffer.init(renderer, VK_BUFFER_USAGE_TRANSFER_DST_BIT, kReadPixelsBufferAlignment,
114 kMinReadPixelsBufferSize, true);
115 }
116
117 FramebufferVk::~FramebufferVk() = default;
118
clearCache(ContextVk * contextVk)119 void FramebufferVk::clearCache(ContextVk *contextVk)
120 {
121 for (auto &entry : mFramebufferCache)
122 {
123 vk::FramebufferHelper &tmpFB = entry.second;
124 tmpFB.release(contextVk);
125 }
126 mFramebufferCache.clear();
127 }
128
destroy(const gl::Context * context)129 void FramebufferVk::destroy(const gl::Context *context)
130 {
131 ContextVk *contextVk = vk::GetImpl(context);
132
133 mReadPixelBuffer.release(contextVk->getRenderer());
134 clearCache(contextVk);
135 }
136
discard(const gl::Context * context,size_t count,const GLenum * attachments)137 angle::Result FramebufferVk::discard(const gl::Context *context,
138 size_t count,
139 const GLenum *attachments)
140 {
141 return invalidate(context, count, attachments);
142 }
143
invalidate(const gl::Context * context,size_t count,const GLenum * attachments)144 angle::Result FramebufferVk::invalidate(const gl::Context *context,
145 size_t count,
146 const GLenum *attachments)
147 {
148 // TODO(jmadill): Re-enable. See http://anglebug.com/4444
149 return angle::Result::Continue;
150 }
151
invalidateSub(const gl::Context * context,size_t count,const GLenum * attachments,const gl::Rectangle & area)152 angle::Result FramebufferVk::invalidateSub(const gl::Context *context,
153 size_t count,
154 const GLenum *attachments,
155 const gl::Rectangle &area)
156 {
157 // TODO(jmadill): Re-enable. See http://anglebug.com/4444
158 return angle::Result::Continue;
159 }
160
clear(const gl::Context * context,GLbitfield mask)161 angle::Result FramebufferVk::clear(const gl::Context *context, GLbitfield mask)
162 {
163 ContextVk *contextVk = vk::GetImpl(context);
164
165 bool clearColor = IsMaskFlagSet(mask, static_cast<GLbitfield>(GL_COLOR_BUFFER_BIT));
166 bool clearDepth = IsMaskFlagSet(mask, static_cast<GLbitfield>(GL_DEPTH_BUFFER_BIT));
167 bool clearStencil = IsMaskFlagSet(mask, static_cast<GLbitfield>(GL_STENCIL_BUFFER_BIT));
168 gl::DrawBufferMask clearColorBuffers;
169 if (clearColor)
170 {
171 clearColorBuffers = mState.getEnabledDrawBuffers();
172 }
173
174 const VkClearColorValue &clearColorValue = contextVk->getClearColorValue().color;
175 const VkClearDepthStencilValue &clearDepthStencilValue =
176 contextVk->getClearDepthStencilValue().depthStencil;
177
178 return clearImpl(context, clearColorBuffers, clearDepth, clearStencil, clearColorValue,
179 clearDepthStencilValue);
180 }
181
clearImpl(const gl::Context * context,gl::DrawBufferMask clearColorBuffers,bool clearDepth,bool clearStencil,const VkClearColorValue & clearColorValue,const VkClearDepthStencilValue & clearDepthStencilValue)182 angle::Result FramebufferVk::clearImpl(const gl::Context *context,
183 gl::DrawBufferMask clearColorBuffers,
184 bool clearDepth,
185 bool clearStencil,
186 const VkClearColorValue &clearColorValue,
187 const VkClearDepthStencilValue &clearDepthStencilValue)
188 {
189 ContextVk *contextVk = vk::GetImpl(context);
190
191 const gl::Rectangle scissoredRenderArea = getScissoredRenderArea(contextVk);
192
193 // Discard clear altogether if scissor has 0 width or height.
194 if (scissoredRenderArea.width == 0 || scissoredRenderArea.height == 0)
195 {
196 return angle::Result::Continue;
197 }
198
199 // This function assumes that only enabled attachments are asked to be cleared.
200 ASSERT((clearColorBuffers & mState.getEnabledDrawBuffers()) == clearColorBuffers);
201
202 // Adjust clear behavior based on whether the respective attachments are present; if asked to
203 // clear a non-existent attachment, don't attempt to clear it.
204
205 VkColorComponentFlags colorMaskFlags = contextVk->getClearColorMask();
206 bool clearColor = clearColorBuffers.any();
207
208 const gl::FramebufferAttachment *depthAttachment = mState.getDepthAttachment();
209 clearDepth = clearDepth && depthAttachment;
210 ASSERT(!clearDepth || depthAttachment->isAttached());
211
212 const gl::FramebufferAttachment *stencilAttachment = mState.getStencilAttachment();
213 clearStencil = clearStencil && stencilAttachment;
214 ASSERT(!clearStencil || stencilAttachment->isAttached());
215
216 uint8_t stencilMask =
217 static_cast<uint8_t>(contextVk->getState().getDepthStencilState().stencilWritemask);
218
219 // The front-end should ensure we don't attempt to clear color if all channels are masked.
220 ASSERT(!clearColor || colorMaskFlags != 0);
221 // The front-end should ensure we don't attempt to clear depth if depth write is disabled.
222 ASSERT(!clearDepth || contextVk->getState().getDepthStencilState().depthMask);
223 // The front-end should ensure we don't attempt to clear stencil if all bits are masked.
224 ASSERT(!clearStencil || stencilMask != 0);
225
226 // Special case for rendering feedback loops: clears are always valid in GL since they don't
227 // sample from any textures.
228 if ((clearDepth || clearStencil) && mState.hasDepthStencilFeedbackLoop())
229 {
230 // We currently don't handle scissored clears with rendering feedback loops.
231 ANGLE_VK_CHECK(contextVk, scissoredRenderArea == getCompleteRenderArea(),
232 VK_ERROR_INCOMPATIBLE_DRIVER);
233
234 RenderTargetVk *depthStencilRT = mRenderTargetCache.getDepthStencil(true);
235 vk::ImageHelper &image = depthStencilRT->getImage();
236
237 vk::CommandBuffer *commandBuffer;
238 ANGLE_TRY(
239 contextVk->onImageWrite(image.getAspectFlags(), vk::ImageLayout::TransferDst, &image));
240 ANGLE_TRY(contextVk->endRenderPassAndGetCommandBuffer(&commandBuffer));
241
242 VkImageSubresourceRange range;
243 range.aspectMask = image.getAspectFlags();
244 range.baseMipLevel = depthStencilRT->getLevelIndex();
245 range.levelCount = 1;
246 range.baseArrayLayer = depthStencilRT->getLayerIndex();
247 range.layerCount = 1;
248
249 commandBuffer->clearDepthStencilImage(image.getImage(),
250 VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
251 clearDepthStencilValue, 1, &range);
252 clearDepth = false;
253 clearStencil = false;
254 }
255
256 // If there is nothing to clear, return right away (for example, if asked to clear depth, but
257 // there is no depth attachment).
258 if (!clearColor && !clearDepth && !clearStencil)
259 {
260 return angle::Result::Continue;
261 }
262
263 VkClearDepthStencilValue modifiedDepthStencilValue = clearDepthStencilValue;
264
265 // We can use render pass load ops if clearing depth, unmasked color or unmasked stencil. If
266 // there's a depth mask, depth clearing is already disabled.
267 bool maskedClearColor =
268 clearColor && (mActiveColorComponents & colorMaskFlags) != mActiveColorComponents;
269 bool maskedClearStencil = stencilMask != 0xFF;
270
271 bool clearColorWithRenderPassLoadOp = clearColor && !maskedClearColor;
272 bool clearStencilWithRenderPassLoadOp = clearStencil && !maskedClearStencil;
273
274 // At least one of color, depth or stencil should be clearable with render pass loadOp for us
275 // to use this clear path.
276 bool clearAnyWithRenderPassLoadOp =
277 clearColorWithRenderPassLoadOp || clearDepth || clearStencilWithRenderPassLoadOp;
278
279 if (clearAnyWithRenderPassLoadOp)
280 {
281 // Clearing color is indicated by the set bits in this mask. If not clearing colors with
282 // render pass loadOp, the default value of all-zeros means the clear is not done in
283 // clearWithRenderPassOp below. In that case, only clear depth/stencil with render pass
284 // loadOp.
285 gl::DrawBufferMask clearBuffersWithRenderPassLoadOp;
286 if (clearColorWithRenderPassLoadOp)
287 {
288 clearBuffersWithRenderPassLoadOp = clearColorBuffers;
289 }
290
291 ANGLE_TRY(contextVk->clearWithRenderPassOp(
292 scissoredRenderArea, clearBuffersWithRenderPassLoadOp, clearDepth,
293 clearStencilWithRenderPassLoadOp, clearColorValue, modifiedDepthStencilValue));
294
295 // Fallback to other methods for whatever isn't cleared here.
296 clearDepth = false;
297 if (clearColorWithRenderPassLoadOp)
298 {
299 clearColorBuffers.reset();
300 clearColor = false;
301 }
302 if (clearStencilWithRenderPassLoadOp)
303 {
304 clearStencil = false;
305 }
306
307 // If nothing left to clear, early out.
308 if (!clearColor && !clearStencil)
309 {
310 return angle::Result::Continue;
311 }
312 }
313
314 // Note: depth clear is always done through render pass loadOp.
315 ASSERT(clearDepth == false);
316
317 // The most costly clear mode is when we need to mask out specific color channels or stencil
318 // bits. This can only be done with a draw call.
319 return clearWithDraw(contextVk, scissoredRenderArea, clearColorBuffers, clearStencil,
320 colorMaskFlags, stencilMask, clearColorValue,
321 static_cast<uint8_t>(modifiedDepthStencilValue.stencil));
322 }
323
clearBufferfv(const gl::Context * context,GLenum buffer,GLint drawbuffer,const GLfloat * values)324 angle::Result FramebufferVk::clearBufferfv(const gl::Context *context,
325 GLenum buffer,
326 GLint drawbuffer,
327 const GLfloat *values)
328 {
329 VkClearValue clearValue = {};
330
331 bool clearDepth = false;
332 gl::DrawBufferMask clearColorBuffers;
333
334 if (buffer == GL_DEPTH)
335 {
336 clearDepth = true;
337 clearValue.depthStencil.depth = values[0];
338 }
339 else
340 {
341 clearColorBuffers.set(drawbuffer);
342 clearValue.color.float32[0] = values[0];
343 clearValue.color.float32[1] = values[1];
344 clearValue.color.float32[2] = values[2];
345 clearValue.color.float32[3] = values[3];
346 }
347
348 return clearImpl(context, clearColorBuffers, clearDepth, false, clearValue.color,
349 clearValue.depthStencil);
350 }
351
clearBufferuiv(const gl::Context * context,GLenum buffer,GLint drawbuffer,const GLuint * values)352 angle::Result FramebufferVk::clearBufferuiv(const gl::Context *context,
353 GLenum buffer,
354 GLint drawbuffer,
355 const GLuint *values)
356 {
357 VkClearValue clearValue = {};
358
359 gl::DrawBufferMask clearColorBuffers;
360 clearColorBuffers.set(drawbuffer);
361
362 clearValue.color.uint32[0] = values[0];
363 clearValue.color.uint32[1] = values[1];
364 clearValue.color.uint32[2] = values[2];
365 clearValue.color.uint32[3] = values[3];
366
367 return clearImpl(context, clearColorBuffers, false, false, clearValue.color,
368 clearValue.depthStencil);
369 }
370
clearBufferiv(const gl::Context * context,GLenum buffer,GLint drawbuffer,const GLint * values)371 angle::Result FramebufferVk::clearBufferiv(const gl::Context *context,
372 GLenum buffer,
373 GLint drawbuffer,
374 const GLint *values)
375 {
376 VkClearValue clearValue = {};
377
378 bool clearStencil = false;
379 gl::DrawBufferMask clearColorBuffers;
380
381 if (buffer == GL_STENCIL)
382 {
383 clearStencil = true;
384 clearValue.depthStencil.stencil =
385 gl::clamp(values[0], 0, std::numeric_limits<uint8_t>::max());
386 }
387 else
388 {
389 clearColorBuffers.set(drawbuffer);
390 clearValue.color.int32[0] = values[0];
391 clearValue.color.int32[1] = values[1];
392 clearValue.color.int32[2] = values[2];
393 clearValue.color.int32[3] = values[3];
394 }
395
396 return clearImpl(context, clearColorBuffers, false, clearStencil, clearValue.color,
397 clearValue.depthStencil);
398 }
399
clearBufferfi(const gl::Context * context,GLenum buffer,GLint drawbuffer,GLfloat depth,GLint stencil)400 angle::Result FramebufferVk::clearBufferfi(const gl::Context *context,
401 GLenum buffer,
402 GLint drawbuffer,
403 GLfloat depth,
404 GLint stencil)
405 {
406 VkClearValue clearValue = {};
407
408 clearValue.depthStencil.depth = depth;
409 clearValue.depthStencil.stencil = gl::clamp(stencil, 0, std::numeric_limits<uint8_t>::max());
410
411 return clearImpl(context, gl::DrawBufferMask(), true, true, clearValue.color,
412 clearValue.depthStencil);
413 }
414
getImplementationColorReadFormat(const gl::Context * context) const415 const gl::InternalFormat &FramebufferVk::getImplementationColorReadFormat(
416 const gl::Context *context) const
417 {
418 ContextVk *contextVk = vk::GetImpl(context);
419 GLenum sizedFormat = mState.getReadAttachment()->getFormat().info->sizedInternalFormat;
420 const vk::Format &vkFormat = contextVk->getRenderer()->getFormat(sizedFormat);
421 GLenum implFormat = vkFormat.actualImageFormat().fboImplementationInternalFormat;
422 return gl::GetSizedInternalFormatInfo(implFormat);
423 }
424
readPixels(const gl::Context * context,const gl::Rectangle & area,GLenum format,GLenum type,void * pixels)425 angle::Result FramebufferVk::readPixels(const gl::Context *context,
426 const gl::Rectangle &area,
427 GLenum format,
428 GLenum type,
429 void *pixels)
430 {
431 // Clip read area to framebuffer.
432 const gl::Extents &fbSize = getState().getReadPixelsAttachment(format)->getSize();
433 const gl::Rectangle fbRect(0, 0, fbSize.width, fbSize.height);
434 ContextVk *contextVk = vk::GetImpl(context);
435
436 gl::Rectangle clippedArea;
437 if (!ClipRectangle(area, fbRect, &clippedArea))
438 {
439 // nothing to read
440 return angle::Result::Continue;
441 }
442
443 const gl::State &glState = contextVk->getState();
444 gl::Buffer *packBuffer = glState.getTargetBuffer(gl::BufferBinding::PixelPack);
445
446 GLuint outputSkipBytes = 0;
447 PackPixelsParams params;
448 ANGLE_TRY(vk::ImageHelper::GetReadPixelsParams(contextVk, glState.getPackState(), packBuffer,
449 format, type, area, clippedArea, ¶ms,
450 &outputSkipBytes));
451
452 if (contextVk->isViewportFlipEnabledForReadFBO())
453 {
454 params.area.y = fbRect.height - clippedArea.y - clippedArea.height;
455 params.reverseRowOrder = !params.reverseRowOrder;
456 }
457
458 ANGLE_TRY(readPixelsImpl(contextVk, params.area, params, getReadPixelsAspectFlags(format),
459 getReadPixelsRenderTarget(format),
460 static_cast<uint8_t *>(pixels) + outputSkipBytes));
461 mReadPixelBuffer.releaseInFlightBuffers(contextVk);
462 return angle::Result::Continue;
463 }
464
getDepthStencilRenderTarget() const465 RenderTargetVk *FramebufferVk::getDepthStencilRenderTarget() const
466 {
467 // If we mask out depth/stencil feedback loops, do not allow the user to access the looped DS
468 // render target. Passing "false" to getDepthStencil forces a return of "nullptr" for loops.
469 return mRenderTargetCache.getDepthStencil(!mSupportDepthStencilFeedbackLoops);
470 }
471
getColorDrawRenderTarget(size_t colorIndex) const472 RenderTargetVk *FramebufferVk::getColorDrawRenderTarget(size_t colorIndex) const
473 {
474 RenderTargetVk *renderTarget = mRenderTargetCache.getColorDraw(mState, colorIndex);
475 ASSERT(renderTarget && renderTarget->getImage().valid());
476 return renderTarget;
477 }
478
getColorReadRenderTarget() const479 RenderTargetVk *FramebufferVk::getColorReadRenderTarget() const
480 {
481 RenderTargetVk *renderTarget = mRenderTargetCache.getColorRead(mState);
482 ASSERT(renderTarget && renderTarget->getImage().valid());
483 return renderTarget;
484 }
485
getReadPixelsRenderTarget(GLenum format) const486 RenderTargetVk *FramebufferVk::getReadPixelsRenderTarget(GLenum format) const
487 {
488 switch (format)
489 {
490 case GL_DEPTH_COMPONENT:
491 case GL_STENCIL_INDEX_OES:
492 return getDepthStencilRenderTarget();
493 default:
494 return getColorReadRenderTarget();
495 }
496 }
497
getReadPixelsAspectFlags(GLenum format) const498 VkImageAspectFlagBits FramebufferVk::getReadPixelsAspectFlags(GLenum format) const
499 {
500 switch (format)
501 {
502 case GL_DEPTH_COMPONENT:
503 return VK_IMAGE_ASPECT_DEPTH_BIT;
504 case GL_STENCIL_INDEX_OES:
505 return VK_IMAGE_ASPECT_STENCIL_BIT;
506 default:
507 return VK_IMAGE_ASPECT_COLOR_BIT;
508 }
509 }
510
blitWithCommand(ContextVk * contextVk,const gl::Rectangle & sourceArea,const gl::Rectangle & destArea,RenderTargetVk * readRenderTarget,RenderTargetVk * drawRenderTarget,GLenum filter,bool colorBlit,bool depthBlit,bool stencilBlit,bool flipX,bool flipY)511 angle::Result FramebufferVk::blitWithCommand(ContextVk *contextVk,
512 const gl::Rectangle &sourceArea,
513 const gl::Rectangle &destArea,
514 RenderTargetVk *readRenderTarget,
515 RenderTargetVk *drawRenderTarget,
516 GLenum filter,
517 bool colorBlit,
518 bool depthBlit,
519 bool stencilBlit,
520 bool flipX,
521 bool flipY)
522 {
523 // Since blitRenderbufferRect is called for each render buffer that needs to be blitted,
524 // it should never be the case that both color and depth/stencil need to be blitted at
525 // at the same time.
526 ASSERT(colorBlit != (depthBlit || stencilBlit));
527
528 vk::ImageHelper *srcImage = &readRenderTarget->getImage();
529 vk::ImageHelper *dstImage = drawRenderTarget->getImageForWrite(contextVk);
530
531 VkImageAspectFlags imageAspectMask = srcImage->getAspectFlags();
532 VkImageAspectFlags blitAspectMask = imageAspectMask;
533
534 // Remove depth or stencil aspects if they are not requested to be blitted.
535 if (!depthBlit)
536 {
537 blitAspectMask &= ~VK_IMAGE_ASPECT_DEPTH_BIT;
538 }
539 if (!stencilBlit)
540 {
541 blitAspectMask &= ~VK_IMAGE_ASPECT_STENCIL_BIT;
542 }
543
544 vk::CommandBuffer *commandBuffer = nullptr;
545 ANGLE_TRY(contextVk->onImageRead(imageAspectMask, vk::ImageLayout::TransferSrc, srcImage));
546 ANGLE_TRY(contextVk->onImageWrite(imageAspectMask, vk::ImageLayout::TransferDst, dstImage));
547 ANGLE_TRY(contextVk->endRenderPassAndGetCommandBuffer(&commandBuffer));
548
549 VkImageBlit blit = {};
550 blit.srcSubresource.aspectMask = blitAspectMask;
551 blit.srcSubresource.mipLevel = readRenderTarget->getLevelIndex();
552 blit.srcSubresource.baseArrayLayer = readRenderTarget->getLayerIndex();
553 blit.srcSubresource.layerCount = 1;
554 blit.srcOffsets[0] = {sourceArea.x0(), sourceArea.y0(), 0};
555 blit.srcOffsets[1] = {sourceArea.x1(), sourceArea.y1(), 1};
556 blit.dstSubresource.aspectMask = blitAspectMask;
557 blit.dstSubresource.mipLevel = drawRenderTarget->getLevelIndex();
558 blit.dstSubresource.baseArrayLayer = drawRenderTarget->getLayerIndex();
559 blit.dstSubresource.layerCount = 1;
560 blit.dstOffsets[0] = {destArea.x0(), destArea.y0(), 0};
561 blit.dstOffsets[1] = {destArea.x1(), destArea.y1(), 1};
562
563 commandBuffer->blitImage(srcImage->getImage(), VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
564 dstImage->getImage(), VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &blit,
565 gl_vk::GetFilter(filter));
566
567 return angle::Result::Continue;
568 }
569
blit(const gl::Context * context,const gl::Rectangle & sourceAreaIn,const gl::Rectangle & destAreaIn,GLbitfield mask,GLenum filter)570 angle::Result FramebufferVk::blit(const gl::Context *context,
571 const gl::Rectangle &sourceAreaIn,
572 const gl::Rectangle &destAreaIn,
573 GLbitfield mask,
574 GLenum filter)
575 {
576 ContextVk *contextVk = vk::GetImpl(context);
577 RendererVk *renderer = contextVk->getRenderer();
578 UtilsVk &utilsVk = contextVk->getUtils();
579
580 const gl::State &glState = contextVk->getState();
581 const gl::Framebuffer *srcFramebuffer = glState.getReadFramebuffer();
582
583 const bool blitColorBuffer = (mask & GL_COLOR_BUFFER_BIT) != 0;
584 const bool blitDepthBuffer = (mask & GL_DEPTH_BUFFER_BIT) != 0;
585 const bool blitStencilBuffer = (mask & GL_STENCIL_BUFFER_BIT) != 0;
586
587 const bool isResolve =
588 srcFramebuffer->getCachedSamples(context, gl::AttachmentSampleType::Resource) > 1;
589
590 FramebufferVk *srcFramebufferVk = vk::GetImpl(srcFramebuffer);
591 const bool srcFramebufferFlippedY = contextVk->isViewportFlipEnabledForReadFBO();
592 const bool destFramebufferFlippedY = contextVk->isViewportFlipEnabledForDrawFBO();
593
594 gl::Rectangle sourceArea = sourceAreaIn;
595 gl::Rectangle destArea = destAreaIn;
596
597 // Note: GLES (all 3.x versions) require source and dest area to be identical when
598 // resolving.
599 ASSERT(!isResolve ||
600 (sourceArea.x == destArea.x && sourceArea.y == destArea.y &&
601 sourceArea.width == destArea.width && sourceArea.height == destArea.height));
602
603 const gl::Rectangle srcFramebufferDimensions =
604 srcFramebufferVk->mState.getDimensions().toRect();
605
606 // If the destination is flipped in either direction, we will flip the source instead so that
607 // the destination area is always unflipped.
608 sourceArea = sourceArea.flip(destArea.isReversedX(), destArea.isReversedY());
609 destArea = destArea.removeReversal();
610
611 // Calculate the stretch factor prior to any clipping, as it needs to remain constant.
612 const float stretch[2] = {
613 std::abs(sourceArea.width / static_cast<float>(destArea.width)),
614 std::abs(sourceArea.height / static_cast<float>(destArea.height)),
615 };
616
617 // First, clip the source area to framebuffer. That requires transforming the dest area to
618 // match the clipped source.
619 gl::Rectangle absSourceArea = sourceArea.removeReversal();
620 gl::Rectangle clippedSourceArea;
621 if (!gl::ClipRectangle(srcFramebufferDimensions, absSourceArea, &clippedSourceArea))
622 {
623 return angle::Result::Continue;
624 }
625
626 // Resize the destination area based on the new size of source. Note again that stretch is
627 // calculated as SrcDimension/DestDimension.
628 gl::Rectangle srcClippedDestArea;
629 if (isResolve)
630 {
631 // Source and dest areas are identical in resolve.
632 srcClippedDestArea = clippedSourceArea;
633 }
634 else if (clippedSourceArea == absSourceArea)
635 {
636 // If there was no clipping, keep dest area as is.
637 srcClippedDestArea = destArea;
638 }
639 else
640 {
641 // Shift dest area's x0,y0,x1,y1 by as much as the source area's got shifted (taking
642 // stretching into account)
643 float x0Shift = std::round((clippedSourceArea.x - absSourceArea.x) / stretch[0]);
644 float y0Shift = std::round((clippedSourceArea.y - absSourceArea.y) / stretch[1]);
645 float x1Shift = std::round((absSourceArea.x1() - clippedSourceArea.x1()) / stretch[0]);
646 float y1Shift = std::round((absSourceArea.y1() - clippedSourceArea.y1()) / stretch[1]);
647
648 // If the source area was reversed in any direction, the shift should be applied in the
649 // opposite direction as well.
650 if (sourceArea.isReversedX())
651 {
652 std::swap(x0Shift, x1Shift);
653 }
654
655 if (sourceArea.isReversedY())
656 {
657 std::swap(y0Shift, y1Shift);
658 }
659
660 srcClippedDestArea.x = destArea.x0() + static_cast<int>(x0Shift);
661 srcClippedDestArea.y = destArea.y0() + static_cast<int>(y0Shift);
662 int x1 = destArea.x1() - static_cast<int>(x1Shift);
663 int y1 = destArea.y1() - static_cast<int>(y1Shift);
664
665 srcClippedDestArea.width = x1 - srcClippedDestArea.x;
666 srcClippedDestArea.height = y1 - srcClippedDestArea.y;
667 }
668
669 // If framebuffers are flipped in Y, flip the source and dest area (which define the
670 // transformation regardless of clipping), as well as the blit area (which is the clipped
671 // dest area).
672 if (srcFramebufferFlippedY)
673 {
674 sourceArea.y = srcFramebufferDimensions.height - sourceArea.y;
675 sourceArea.height = -sourceArea.height;
676 }
677 if (destFramebufferFlippedY)
678 {
679 destArea.y = mState.getDimensions().height - destArea.y;
680 destArea.height = -destArea.height;
681
682 srcClippedDestArea.y =
683 mState.getDimensions().height - srcClippedDestArea.y - srcClippedDestArea.height;
684 }
685
686 const bool flipX = sourceArea.isReversedX() != destArea.isReversedX();
687 const bool flipY = sourceArea.isReversedY() != destArea.isReversedY();
688
689 // GLES doesn't allow flipping the parameters of glBlitFramebuffer if performing a resolve.
690 ASSERT(!isResolve ||
691 (flipX == false && flipY == (srcFramebufferFlippedY != destFramebufferFlippedY)));
692
693 // Again, transfer the destination flip to source, so dest is unflipped. Note that destArea
694 // was not reversed until the final possible Y-flip.
695 ASSERT(!destArea.isReversedX());
696 sourceArea = sourceArea.flip(false, destArea.isReversedY());
697 destArea = destArea.removeReversal();
698
699 // Clip the destination area to the framebuffer size and scissor. Note that we don't care
700 // about the source area anymore. The offset translation is done based on the original source
701 // and destination rectangles. The stretch factor is already calculated as well.
702 gl::Rectangle blitArea;
703 if (!gl::ClipRectangle(getScissoredRenderArea(contextVk), srcClippedDestArea, &blitArea))
704 {
705 return angle::Result::Continue;
706 }
707
708 bool noClip = blitArea == destArea && stretch[0] == 1.0f && stretch[1] == 1.0f;
709 bool noFlip = !flipX && !flipY;
710 bool disableFlippingBlitWithCommand =
711 contextVk->getRenderer()->getFeatures().disableFlippingBlitWithCommand.enabled;
712
713 UtilsVk::BlitResolveParameters params;
714 params.srcOffset[0] = sourceArea.x;
715 params.srcOffset[1] = sourceArea.y;
716 params.destOffset[0] = destArea.x;
717 params.destOffset[1] = destArea.y;
718 params.stretch[0] = stretch[0];
719 params.stretch[1] = stretch[1];
720 params.srcExtents[0] = srcFramebufferDimensions.width;
721 params.srcExtents[1] = srcFramebufferDimensions.height;
722 params.blitArea = blitArea;
723 params.linear = filter == GL_LINEAR;
724 params.flipX = flipX;
725 params.flipY = flipY;
726
727 if (blitColorBuffer)
728 {
729 RenderTargetVk *readRenderTarget = srcFramebufferVk->getColorReadRenderTarget();
730 params.srcLayer = readRenderTarget->getLayerIndex();
731
732 // Multisampled images are not allowed to have mips.
733 ASSERT(!isResolve || readRenderTarget->getLevelIndex() == 0);
734
735 // If there was no clipping and the format capabilities allow us, use Vulkan's builtin blit.
736 // The reason clipping is prohibited in this path is that due to rounding errors, it would
737 // be hard to guarantee the image stretching remains perfect. That also allows us not to
738 // have to transform back the dest clipping to source.
739 //
740 // For simplicity, we either blit all render targets with a Vulkan command, or none.
741 bool canBlitWithCommand = !isResolve && noClip &&
742 (noFlip || !disableFlippingBlitWithCommand) &&
743 HasSrcBlitFeature(renderer, readRenderTarget);
744 bool areChannelsBlitCompatible = true;
745 for (size_t colorIndexGL : mState.getEnabledDrawBuffers())
746 {
747 RenderTargetVk *drawRenderTarget = mRenderTargetCache.getColors()[colorIndexGL];
748 canBlitWithCommand =
749 canBlitWithCommand && HasDstBlitFeature(renderer, drawRenderTarget);
750 areChannelsBlitCompatible =
751 areChannelsBlitCompatible &&
752 AreSrcAndDstColorChannelsBlitCompatible(readRenderTarget, drawRenderTarget);
753 }
754
755 if (canBlitWithCommand && areChannelsBlitCompatible)
756 {
757 for (size_t colorIndexGL : mState.getEnabledDrawBuffers())
758 {
759 RenderTargetVk *drawRenderTarget = mRenderTargetCache.getColors()[colorIndexGL];
760 ANGLE_TRY(blitWithCommand(contextVk, sourceArea, destArea, readRenderTarget,
761 drawRenderTarget, filter, true, false, false, flipX,
762 flipY));
763 }
764 }
765 // If we're not flipping, use Vulkan's builtin resolve.
766 else if (isResolve && !flipX && !flipY && areChannelsBlitCompatible)
767 {
768 ANGLE_TRY(resolveColorWithCommand(contextVk, params, &readRenderTarget->getImage()));
769 }
770 // Otherwise use a shader to do blit or resolve.
771 else
772 {
773 const vk::ImageView *readImageView = nullptr;
774 ANGLE_TRY(readRenderTarget->getImageView(contextVk, &readImageView));
775 readRenderTarget->retainImageViews(contextVk);
776 ANGLE_TRY(utilsVk.colorBlitResolve(contextVk, this, &readRenderTarget->getImage(),
777 readImageView, params));
778 }
779 }
780
781 if (blitDepthBuffer || blitStencilBuffer)
782 {
783 RenderTargetVk *readRenderTarget = srcFramebufferVk->getDepthStencilRenderTarget();
784 RenderTargetVk *drawRenderTarget = mRenderTargetCache.getDepthStencil(true);
785 params.srcLayer = readRenderTarget->getLayerIndex();
786
787 // Multisampled images are not allowed to have mips.
788 ASSERT(!isResolve || readRenderTarget->getLevelIndex() == 0);
789
790 // Similarly, only blit if there's been no clipping.
791 bool canBlitWithCommand = !isResolve && noClip &&
792 (noFlip || !disableFlippingBlitWithCommand) &&
793 HasSrcBlitFeature(renderer, readRenderTarget) &&
794 HasDstBlitFeature(renderer, drawRenderTarget);
795 bool areChannelsBlitCompatible =
796 AreSrcAndDstDepthStencilChannelsBlitCompatible(readRenderTarget, drawRenderTarget);
797
798 if (canBlitWithCommand && areChannelsBlitCompatible)
799 {
800 ANGLE_TRY(blitWithCommand(contextVk, sourceArea, destArea, readRenderTarget,
801 drawRenderTarget, filter, false, blitDepthBuffer,
802 blitStencilBuffer, flipX, flipY));
803 }
804 else
805 {
806 // Create depth- and stencil-only views for reading.
807 vk::DeviceScoped<vk::ImageView> depthView(contextVk->getDevice());
808 vk::DeviceScoped<vk::ImageView> stencilView(contextVk->getDevice());
809
810 vk::ImageHelper *depthStencilImage = &readRenderTarget->getImage();
811 uint32_t levelIndex = readRenderTarget->getLevelIndex();
812 uint32_t layerIndex = readRenderTarget->getLayerIndex();
813 gl::TextureType textureType = vk::Get2DTextureType(depthStencilImage->getLayerCount(),
814 depthStencilImage->getSamples());
815
816 if (blitDepthBuffer)
817 {
818 ANGLE_TRY(depthStencilImage->initLayerImageView(
819 contextVk, textureType, VK_IMAGE_ASPECT_DEPTH_BIT, gl::SwizzleState(),
820 &depthView.get(), levelIndex, 1, layerIndex, 1));
821 }
822
823 if (blitStencilBuffer)
824 {
825 ANGLE_TRY(depthStencilImage->initLayerImageView(
826 contextVk, textureType, VK_IMAGE_ASPECT_STENCIL_BIT, gl::SwizzleState(),
827 &stencilView.get(), levelIndex, 1, layerIndex, 1));
828 }
829
830 // If shader stencil export is not possible, defer stencil blit/stencil to another pass.
831 bool hasShaderStencilExport =
832 contextVk->getRenderer()->getFeatures().supportsShaderStencilExport.enabled;
833
834 // Blit depth. If shader stencil export is present, blit stencil as well.
835 if (blitDepthBuffer || (blitStencilBuffer && hasShaderStencilExport))
836 {
837 const vk::ImageView *depth = blitDepthBuffer ? &depthView.get() : nullptr;
838 const vk::ImageView *stencil =
839 blitStencilBuffer && hasShaderStencilExport ? &stencilView.get() : nullptr;
840
841 ANGLE_TRY(utilsVk.depthStencilBlitResolve(contextVk, this, depthStencilImage, depth,
842 stencil, params));
843 }
844
845 // If shader stencil export is not present, blit stencil through a different path.
846 if (blitStencilBuffer && !hasShaderStencilExport)
847 {
848 ANGLE_TRY(utilsVk.stencilBlitResolveNoShaderExport(
849 contextVk, this, depthStencilImage, &stencilView.get(), params));
850 }
851
852 vk::ImageView depthViewObject = depthView.release();
853 vk::ImageView stencilViewObject = stencilView.release();
854
855 contextVk->addGarbage(&depthViewObject);
856 contextVk->addGarbage(&stencilViewObject);
857 }
858 }
859
860 return angle::Result::Continue;
861 } // namespace rx
862
resolveColorWithCommand(ContextVk * contextVk,const UtilsVk::BlitResolveParameters & params,vk::ImageHelper * srcImage)863 angle::Result FramebufferVk::resolveColorWithCommand(ContextVk *contextVk,
864 const UtilsVk::BlitResolveParameters ¶ms,
865 vk::ImageHelper *srcImage)
866 {
867 vk::CommandBuffer *commandBuffer = nullptr;
868 ANGLE_TRY(
869 contextVk->onImageRead(VK_IMAGE_ASPECT_COLOR_BIT, vk::ImageLayout::TransferSrc, srcImage));
870
871 VkImageResolve resolveRegion = {};
872 resolveRegion.srcSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
873 resolveRegion.srcSubresource.mipLevel = 0;
874 resolveRegion.srcSubresource.baseArrayLayer = params.srcLayer;
875 resolveRegion.srcSubresource.layerCount = 1;
876 resolveRegion.srcOffset.x = params.srcOffset[0];
877 resolveRegion.srcOffset.y = params.srcOffset[1];
878 resolveRegion.srcOffset.z = 0;
879 resolveRegion.dstSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
880 resolveRegion.dstSubresource.layerCount = 1;
881 resolveRegion.dstOffset.x = params.destOffset[0];
882 resolveRegion.dstOffset.y = params.destOffset[1];
883 resolveRegion.dstOffset.z = 0;
884 resolveRegion.extent.width = params.srcExtents[0];
885 resolveRegion.extent.height = params.srcExtents[1];
886 resolveRegion.extent.depth = 1;
887
888 for (size_t colorIndexGL : mState.getEnabledDrawBuffers())
889 {
890 RenderTargetVk *drawRenderTarget = mRenderTargetCache.getColors()[colorIndexGL];
891 ANGLE_TRY(contextVk->onImageWrite(VK_IMAGE_ASPECT_COLOR_BIT, vk::ImageLayout::TransferDst,
892 &drawRenderTarget->getImage()));
893 ANGLE_TRY(contextVk->endRenderPassAndGetCommandBuffer(&commandBuffer));
894
895 resolveRegion.dstSubresource.mipLevel = drawRenderTarget->getLevelIndex();
896 resolveRegion.dstSubresource.baseArrayLayer = drawRenderTarget->getLayerIndex();
897
898 srcImage->resolve(&drawRenderTarget->getImage(), resolveRegion, commandBuffer);
899 }
900
901 return angle::Result::Continue;
902 }
903
checkStatus(const gl::Context * context) const904 bool FramebufferVk::checkStatus(const gl::Context *context) const
905 {
906 // if we have both a depth and stencil buffer, they must refer to the same object
907 // since we only support packed_depth_stencil and not separate depth and stencil
908 if (mState.hasSeparateDepthAndStencilAttachments())
909 {
910 return false;
911 }
912
913 return true;
914 }
915
updateColorAttachment(const gl::Context * context,size_t colorIndexGL)916 angle::Result FramebufferVk::updateColorAttachment(const gl::Context *context, size_t colorIndexGL)
917 {
918 ContextVk *contextVk = vk::GetImpl(context);
919
920 ANGLE_TRY(mRenderTargetCache.updateColorRenderTarget(context, mState, colorIndexGL));
921
922 // Update cached masks for masked clears.
923 RenderTargetVk *renderTarget = mRenderTargetCache.getColors()[colorIndexGL];
924 if (renderTarget)
925 {
926 const angle::Format &actualFormat = renderTarget->getImageFormat().actualImageFormat();
927 updateActiveColorMasks(colorIndexGL, actualFormat.redBits > 0, actualFormat.greenBits > 0,
928 actualFormat.blueBits > 0, actualFormat.alphaBits > 0);
929
930 const angle::Format &sourceFormat = renderTarget->getImageFormat().intendedFormat();
931 mEmulatedAlphaAttachmentMask.set(colorIndexGL,
932 sourceFormat.alphaBits == 0 && actualFormat.alphaBits > 0);
933
934 contextVk->updateColorMask(context->getState().getBlendState());
935 }
936 else
937 {
938 updateActiveColorMasks(colorIndexGL, false, false, false, false);
939 }
940
941 return angle::Result::Continue;
942 }
943
invalidateImpl(ContextVk * contextVk,size_t count,const GLenum * attachments)944 angle::Result FramebufferVk::invalidateImpl(ContextVk *contextVk,
945 size_t count,
946 const GLenum *attachments)
947 {
948 ASSERT(contextVk->hasStartedRenderPass());
949
950 gl::DrawBufferMask invalidateColorBuffers;
951 bool invalidateDepthBuffer = false;
952 bool invalidateStencilBuffer = false;
953
954 for (size_t i = 0; i < count; ++i)
955 {
956 const GLenum attachment = attachments[i];
957
958 switch (attachment)
959 {
960 case GL_DEPTH:
961 case GL_DEPTH_ATTACHMENT:
962 invalidateDepthBuffer = true;
963 break;
964 case GL_STENCIL:
965 case GL_STENCIL_ATTACHMENT:
966 invalidateStencilBuffer = true;
967 break;
968 case GL_DEPTH_STENCIL_ATTACHMENT:
969 invalidateDepthBuffer = true;
970 invalidateStencilBuffer = true;
971 break;
972 default:
973 ASSERT(
974 (attachment >= GL_COLOR_ATTACHMENT0 && attachment <= GL_COLOR_ATTACHMENT15) ||
975 (attachment == GL_COLOR));
976
977 invalidateColorBuffers.set(
978 attachment == GL_COLOR ? 0u : (attachment - GL_COLOR_ATTACHMENT0));
979 }
980 }
981
982 // Set the appropriate storeOp for attachments.
983 size_t attachmentIndexVk = 0;
984 for (size_t colorIndexGL : mState.getEnabledDrawBuffers())
985 {
986 if (invalidateColorBuffers.test(colorIndexGL))
987 {
988 contextVk->getStartedRenderPassCommands().invalidateRenderPassColorAttachment(
989 attachmentIndexVk);
990 }
991 ++attachmentIndexVk;
992 }
993
994 RenderTargetVk *depthStencilRenderTarget = mRenderTargetCache.getDepthStencil(true);
995 if (depthStencilRenderTarget)
996 {
997 if (invalidateDepthBuffer)
998 {
999 contextVk->getStartedRenderPassCommands().invalidateRenderPassDepthAttachment(
1000 attachmentIndexVk);
1001 }
1002
1003 if (invalidateStencilBuffer)
1004 {
1005 contextVk->getStartedRenderPassCommands().invalidateRenderPassStencilAttachment(
1006 attachmentIndexVk);
1007 }
1008 }
1009
1010 // NOTE: Possible future optimization is to delay setting the storeOp and only do so if the
1011 // render pass is closed by itself before another draw call. Otherwise, in a situation like
1012 // this:
1013 //
1014 // draw()
1015 // invalidate()
1016 // draw()
1017 //
1018 // We would be discarding the attachments only to load them for the next draw (which is less
1019 // efficient than keeping the render pass open and not do the discard at all). While dEQP tests
1020 // this pattern, this optimization may not be necessary if no application does this. It is
1021 // expected that an application would invalidate() when it's done with the framebuffer, so the
1022 // render pass would have closed either way.
1023 ANGLE_TRY(contextVk->endRenderPass());
1024
1025 return angle::Result::Continue;
1026 }
1027
updateDepthStencilAttachmentSerial(ContextVk * contextVk)1028 void FramebufferVk::updateDepthStencilAttachmentSerial(ContextVk *contextVk)
1029 {
1030 RenderTargetVk *depthStencilRT = getDepthStencilRenderTarget();
1031
1032 if (depthStencilRT != nullptr)
1033 {
1034 mCurrentFramebufferDesc.update(vk::kFramebufferDescDepthStencilIndex,
1035 depthStencilRT->getAssignSerial(contextVk));
1036 }
1037 else
1038 {
1039 mCurrentFramebufferDesc.update(vk::kFramebufferDescDepthStencilIndex,
1040 vk::kZeroAttachmentSerial);
1041 }
1042 }
1043
syncState(const gl::Context * context,GLenum binding,const gl::Framebuffer::DirtyBits & dirtyBits)1044 angle::Result FramebufferVk::syncState(const gl::Context *context,
1045 GLenum binding,
1046 const gl::Framebuffer::DirtyBits &dirtyBits)
1047 {
1048 ContextVk *contextVk = vk::GetImpl(context);
1049
1050 vk::FramebufferDesc priorFramebufferDesc = mCurrentFramebufferDesc;
1051
1052 // For any updated attachments we'll update their Serials below
1053 ASSERT(dirtyBits.any());
1054 for (size_t dirtyBit : dirtyBits)
1055 {
1056 switch (dirtyBit)
1057 {
1058 case gl::Framebuffer::DIRTY_BIT_DEPTH_ATTACHMENT:
1059 ANGLE_TRY(mRenderTargetCache.updateDepthStencilRenderTarget(context, mState));
1060 updateDepthStencilAttachmentSerial(contextVk);
1061 break;
1062 case gl::Framebuffer::DIRTY_BIT_STENCIL_ATTACHMENT:
1063 ANGLE_TRY(mRenderTargetCache.updateDepthStencilRenderTarget(context, mState));
1064 updateDepthStencilAttachmentSerial(contextVk);
1065 break;
1066 case gl::Framebuffer::DIRTY_BIT_DEPTH_BUFFER_CONTENTS:
1067 case gl::Framebuffer::DIRTY_BIT_STENCIL_BUFFER_CONTENTS:
1068 updateDepthStencilAttachmentSerial(contextVk);
1069 break;
1070 case gl::Framebuffer::DIRTY_BIT_READ_BUFFER:
1071 ANGLE_TRY(mRenderTargetCache.update(context, mState, dirtyBits));
1072 break;
1073 case gl::Framebuffer::DIRTY_BIT_DRAW_BUFFERS:
1074 // Force update of serial for enabled draw buffers
1075 mCurrentFramebufferDesc.reset();
1076 for (size_t colorIndexGL : mState.getEnabledDrawBuffers())
1077 {
1078 mCurrentFramebufferDesc.update(
1079 static_cast<uint32_t>(colorIndexGL),
1080 mRenderTargetCache.getColors()[colorIndexGL]->getAssignSerial(contextVk));
1081 }
1082 updateDepthStencilAttachmentSerial(contextVk);
1083 break;
1084 case gl::Framebuffer::DIRTY_BIT_DEFAULT_WIDTH:
1085 case gl::Framebuffer::DIRTY_BIT_DEFAULT_HEIGHT:
1086 case gl::Framebuffer::DIRTY_BIT_DEFAULT_SAMPLES:
1087 case gl::Framebuffer::DIRTY_BIT_DEFAULT_FIXED_SAMPLE_LOCATIONS:
1088 // Invalidate the cache. If we have performance critical code hitting this path we
1089 // can add related data (such as width/height) to the cache
1090 clearCache(contextVk);
1091 break;
1092 default:
1093 {
1094 static_assert(gl::Framebuffer::DIRTY_BIT_COLOR_ATTACHMENT_0 == 0, "FB dirty bits");
1095 uint32_t colorIndexGL;
1096 if (dirtyBit < gl::Framebuffer::DIRTY_BIT_COLOR_ATTACHMENT_MAX)
1097 {
1098 colorIndexGL = static_cast<uint32_t>(
1099 dirtyBit - gl::Framebuffer::DIRTY_BIT_COLOR_ATTACHMENT_0);
1100 ANGLE_TRY(updateColorAttachment(context, colorIndexGL));
1101 }
1102 else
1103 {
1104 ASSERT(dirtyBit >= gl::Framebuffer::DIRTY_BIT_COLOR_BUFFER_CONTENTS_0 &&
1105 dirtyBit < gl::Framebuffer::DIRTY_BIT_COLOR_BUFFER_CONTENTS_MAX);
1106 colorIndexGL = static_cast<uint32_t>(
1107 dirtyBit - gl::Framebuffer::DIRTY_BIT_COLOR_BUFFER_CONTENTS_0);
1108 ANGLE_TRY(mRenderTargetCache.getColors()[colorIndexGL]->flushStagedUpdates(
1109 contextVk));
1110 }
1111
1112 RenderTargetVk *renderTarget = mRenderTargetCache.getColors()[colorIndexGL];
1113
1114 if (renderTarget && mState.getEnabledDrawBuffers()[colorIndexGL])
1115 {
1116 mCurrentFramebufferDesc.update(colorIndexGL,
1117 renderTarget->getAssignSerial(contextVk));
1118 }
1119 else
1120 {
1121 mCurrentFramebufferDesc.update(colorIndexGL, vk::kZeroAttachmentSerial);
1122 }
1123 break;
1124 }
1125 }
1126 }
1127
1128 // No-op redundant changes to prevent closing the RenderPass.
1129 if (mCurrentFramebufferDesc == priorFramebufferDesc)
1130 {
1131 return angle::Result::Continue;
1132 }
1133
1134 // The FBO's new attachment may have changed the renderable area
1135 const gl::State &glState = context->getState();
1136 ANGLE_TRY(contextVk->updateScissor(glState));
1137
1138 mActiveColorComponents = gl_vk::GetColorComponentFlags(
1139 mActiveColorComponentMasksForClear[0].any(), mActiveColorComponentMasksForClear[1].any(),
1140 mActiveColorComponentMasksForClear[2].any(), mActiveColorComponentMasksForClear[3].any());
1141
1142 ANGLE_TRY(contextVk->endRenderPass());
1143
1144 // Notify the ContextVk to update the pipeline desc.
1145 updateRenderPassDesc();
1146
1147 FramebufferVk *currentDrawFramebuffer = vk::GetImpl(context->getState().getDrawFramebuffer());
1148 if (currentDrawFramebuffer == this)
1149 {
1150 contextVk->onDrawFramebufferChange(this);
1151 }
1152 // Deactivate Framebuffer
1153 mFramebuffer = nullptr;
1154
1155 return angle::Result::Continue;
1156 }
1157
updateRenderPassDesc()1158 void FramebufferVk::updateRenderPassDesc()
1159 {
1160 mRenderPassDesc = {};
1161 mRenderPassDesc.setSamples(getSamples());
1162
1163 const auto &colorRenderTargets = mRenderTargetCache.getColors();
1164 const gl::DrawBufferMask enabledDrawBuffers = mState.getEnabledDrawBuffers();
1165 for (size_t colorIndexGL = 0; colorIndexGL < enabledDrawBuffers.size(); ++colorIndexGL)
1166 {
1167 if (enabledDrawBuffers[colorIndexGL])
1168 {
1169 RenderTargetVk *colorRenderTarget = colorRenderTargets[colorIndexGL];
1170 ASSERT(colorRenderTarget);
1171 mRenderPassDesc.packColorAttachment(
1172 colorIndexGL, colorRenderTarget->getImage().getFormat().intendedFormatID);
1173 }
1174 else
1175 {
1176 mRenderPassDesc.packColorAttachmentGap(colorIndexGL);
1177 }
1178 }
1179
1180 RenderTargetVk *depthStencilRenderTarget = getDepthStencilRenderTarget();
1181 if (depthStencilRenderTarget)
1182 {
1183 mRenderPassDesc.packDepthStencilAttachment(
1184 depthStencilRenderTarget->getImage().getFormat().intendedFormatID);
1185 }
1186 }
1187
getFramebuffer(ContextVk * contextVk,vk::Framebuffer ** framebufferOut)1188 angle::Result FramebufferVk::getFramebuffer(ContextVk *contextVk, vk::Framebuffer **framebufferOut)
1189 {
1190 // First return a presently valid Framebuffer
1191 if (mFramebuffer != nullptr)
1192 {
1193 *framebufferOut = &mFramebuffer->getFramebuffer();
1194 return angle::Result::Continue;
1195 }
1196 // No current FB, so now check for previously cached Framebuffer
1197 auto iter = mFramebufferCache.find(mCurrentFramebufferDesc);
1198 if (iter != mFramebufferCache.end())
1199 {
1200 if (contextVk->getRenderer()->getFeatures().enableFramebufferVkCache.enabled)
1201 {
1202 *framebufferOut = &iter->second.getFramebuffer();
1203 return angle::Result::Continue;
1204 }
1205 else
1206 {
1207 // When cache is off just release previous entry, it will be recreated below
1208 iter->second.release(contextVk);
1209 }
1210 }
1211 vk::RenderPass *compatibleRenderPass = nullptr;
1212 ANGLE_TRY(contextVk->getCompatibleRenderPass(mRenderPassDesc, &compatibleRenderPass));
1213
1214 // If we've a Framebuffer provided by a Surface (default FBO/backbuffer), query it.
1215 if (mBackbuffer)
1216 {
1217 return mBackbuffer->getCurrentFramebuffer(contextVk, *compatibleRenderPass, framebufferOut);
1218 }
1219
1220 // Gather VkImageViews over all FBO attachments, also size of attached region.
1221 std::vector<VkImageView> attachments;
1222 gl::Extents attachmentsSize;
1223
1224 const auto &colorRenderTargets = mRenderTargetCache.getColors();
1225 for (size_t colorIndexGL : mState.getEnabledDrawBuffers())
1226 {
1227 RenderTargetVk *colorRenderTarget = colorRenderTargets[colorIndexGL];
1228 ASSERT(colorRenderTarget);
1229
1230 const vk::ImageView *imageView = nullptr;
1231 ANGLE_TRY(colorRenderTarget->getImageView(contextVk, &imageView));
1232
1233 attachments.push_back(imageView->getHandle());
1234
1235 ASSERT(attachmentsSize.empty() || attachmentsSize == colorRenderTarget->getExtents());
1236 attachmentsSize = colorRenderTarget->getExtents();
1237 }
1238
1239 RenderTargetVk *depthStencilRenderTarget = getDepthStencilRenderTarget();
1240 if (depthStencilRenderTarget)
1241 {
1242 const vk::ImageView *imageView = nullptr;
1243 ANGLE_TRY(depthStencilRenderTarget->getImageView(contextVk, &imageView));
1244
1245 attachments.push_back(imageView->getHandle());
1246
1247 ASSERT(attachmentsSize.empty() ||
1248 attachmentsSize == depthStencilRenderTarget->getExtents());
1249 attachmentsSize = depthStencilRenderTarget->getExtents();
1250 }
1251
1252 if (attachmentsSize.empty())
1253 {
1254 // No attachments, so use the default values.
1255 attachmentsSize.height = mState.getDefaultHeight();
1256 attachmentsSize.width = mState.getDefaultWidth();
1257 attachmentsSize.depth = 0;
1258 }
1259 VkFramebufferCreateInfo framebufferInfo = {};
1260
1261 framebufferInfo.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
1262 framebufferInfo.flags = 0;
1263 framebufferInfo.renderPass = compatibleRenderPass->getHandle();
1264 framebufferInfo.attachmentCount = static_cast<uint32_t>(attachments.size());
1265 framebufferInfo.pAttachments = attachments.data();
1266 framebufferInfo.width = static_cast<uint32_t>(attachmentsSize.width);
1267 framebufferInfo.height = static_cast<uint32_t>(attachmentsSize.height);
1268 framebufferInfo.layers = 1;
1269
1270 vk::FramebufferHelper newFramebuffer;
1271 ANGLE_TRY(newFramebuffer.init(contextVk, framebufferInfo));
1272
1273 // Sanity check that our description matches our attachments. Can catch implementation bugs.
1274 ASSERT(static_cast<uint32_t>(attachments.size()) == mCurrentFramebufferDesc.attachmentCount());
1275
1276 mFramebufferCache[mCurrentFramebufferDesc] = std::move(newFramebuffer);
1277 mFramebuffer = &mFramebufferCache[mCurrentFramebufferDesc];
1278 *framebufferOut = &mFramebuffer->getFramebuffer();
1279 return angle::Result::Continue;
1280 }
1281
clearWithDraw(ContextVk * contextVk,const gl::Rectangle & clearArea,gl::DrawBufferMask clearColorBuffers,bool clearStencil,VkColorComponentFlags colorMaskFlags,uint8_t stencilMask,const VkClearColorValue & clearColorValue,uint8_t clearStencilValue)1282 angle::Result FramebufferVk::clearWithDraw(ContextVk *contextVk,
1283 const gl::Rectangle &clearArea,
1284 gl::DrawBufferMask clearColorBuffers,
1285 bool clearStencil,
1286 VkColorComponentFlags colorMaskFlags,
1287 uint8_t stencilMask,
1288 const VkClearColorValue &clearColorValue,
1289 uint8_t clearStencilValue)
1290 {
1291 UtilsVk::ClearFramebufferParameters params = {};
1292 params.clearArea = clearArea;
1293 params.colorClearValue = clearColorValue;
1294 params.stencilClearValue = clearStencilValue;
1295 params.stencilMask = stencilMask;
1296
1297 params.clearColor = true;
1298 params.clearStencil = clearStencil;
1299
1300 const auto &colorRenderTargets = mRenderTargetCache.getColors();
1301 for (size_t colorIndexGL : clearColorBuffers)
1302 {
1303 const RenderTargetVk *colorRenderTarget = colorRenderTargets[colorIndexGL];
1304 ASSERT(colorRenderTarget);
1305
1306 params.colorFormat = &colorRenderTarget->getImage().getFormat().actualImageFormat();
1307 params.colorAttachmentIndexGL = static_cast<uint32_t>(colorIndexGL);
1308 params.colorMaskFlags = colorMaskFlags;
1309 if (mEmulatedAlphaAttachmentMask[colorIndexGL])
1310 {
1311 params.colorMaskFlags &= ~VK_COLOR_COMPONENT_A_BIT;
1312 }
1313
1314 ANGLE_TRY(contextVk->getUtils().clearFramebuffer(contextVk, this, params));
1315
1316 // Clear stencil only once!
1317 params.clearStencil = false;
1318 }
1319
1320 // If there was no color clear, clear stencil alone.
1321 if (params.clearStencil)
1322 {
1323 params.clearColor = false;
1324 ANGLE_TRY(contextVk->getUtils().clearFramebuffer(contextVk, this, params));
1325 }
1326
1327 return angle::Result::Continue;
1328 }
1329
getSamplePosition(const gl::Context * context,size_t index,GLfloat * xy) const1330 angle::Result FramebufferVk::getSamplePosition(const gl::Context *context,
1331 size_t index,
1332 GLfloat *xy) const
1333 {
1334 int sampleCount = getSamples();
1335 rx::GetSamplePosition(sampleCount, index, xy);
1336 return angle::Result::Continue;
1337 }
1338
startNewRenderPass(ContextVk * contextVk,const gl::Rectangle & renderArea,vk::CommandBuffer ** commandBufferOut)1339 angle::Result FramebufferVk::startNewRenderPass(ContextVk *contextVk,
1340 const gl::Rectangle &renderArea,
1341 vk::CommandBuffer **commandBufferOut)
1342 {
1343 vk::Framebuffer *framebuffer = nullptr;
1344 ANGLE_TRY(getFramebuffer(contextVk, &framebuffer));
1345
1346 vk::AttachmentOpsArray renderPassAttachmentOps;
1347 std::vector<VkClearValue> attachmentClearValues;
1348
1349 ANGLE_TRY(contextVk->endRenderPass());
1350
1351 // Initialize RenderPass info.
1352 const auto &colorRenderTargets = mRenderTargetCache.getColors();
1353 for (size_t colorIndexGL : mState.getEnabledDrawBuffers())
1354 {
1355 RenderTargetVk *colorRenderTarget = colorRenderTargets[colorIndexGL];
1356 ASSERT(colorRenderTarget);
1357
1358 ANGLE_TRY(colorRenderTarget->onColorDraw(contextVk));
1359
1360 renderPassAttachmentOps.initWithStore(
1361 attachmentClearValues.size(), VK_ATTACHMENT_LOAD_OP_LOAD,
1362 vk::ImageLayout::ColorAttachment, vk::ImageLayout::ColorAttachment);
1363 attachmentClearValues.emplace_back(kUninitializedClearValue);
1364 }
1365
1366 RenderTargetVk *depthStencilRenderTarget = getDepthStencilRenderTarget();
1367 if (depthStencilRenderTarget)
1368 {
1369 VkAttachmentLoadOp loadOp;
1370 if (depthStencilRenderTarget->hasDefinedContent())
1371 {
1372 loadOp = VK_ATTACHMENT_LOAD_OP_LOAD;
1373 }
1374 else
1375 {
1376 loadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
1377 }
1378 renderPassAttachmentOps.initWithStore(attachmentClearValues.size(), loadOp,
1379 vk::ImageLayout::DepthStencilAttachment,
1380 vk::ImageLayout::DepthStencilAttachment);
1381
1382 // This must be called after hasDefinedContent() since it will set content to valid. We are
1383 // tracking content valid very loosely here that as long as it is attached, it assumes will
1384 // have valid content. The only time it has undefined content is between swap and
1385 // startNewRenderPass
1386 ANGLE_TRY(depthStencilRenderTarget->onDepthStencilDraw(contextVk));
1387
1388 attachmentClearValues.emplace_back(kUninitializedClearValue);
1389 }
1390
1391 return contextVk->flushAndBeginRenderPass(*framebuffer, renderArea, mRenderPassDesc,
1392 renderPassAttachmentOps, attachmentClearValues,
1393 commandBufferOut);
1394 }
1395
updateActiveColorMasks(size_t colorIndexGL,bool r,bool g,bool b,bool a)1396 void FramebufferVk::updateActiveColorMasks(size_t colorIndexGL, bool r, bool g, bool b, bool a)
1397 {
1398 mActiveColorComponentMasksForClear[0].set(colorIndexGL, r);
1399 mActiveColorComponentMasksForClear[1].set(colorIndexGL, g);
1400 mActiveColorComponentMasksForClear[2].set(colorIndexGL, b);
1401 mActiveColorComponentMasksForClear[3].set(colorIndexGL, a);
1402 }
1403
getEmulatedAlphaAttachmentMask() const1404 const gl::DrawBufferMask &FramebufferVk::getEmulatedAlphaAttachmentMask() const
1405 {
1406 return mEmulatedAlphaAttachmentMask;
1407 }
1408
readPixelsImpl(ContextVk * contextVk,const gl::Rectangle & area,const PackPixelsParams & packPixelsParams,VkImageAspectFlagBits copyAspectFlags,RenderTargetVk * renderTarget,void * pixels)1409 angle::Result FramebufferVk::readPixelsImpl(ContextVk *contextVk,
1410 const gl::Rectangle &area,
1411 const PackPixelsParams &packPixelsParams,
1412 VkImageAspectFlagBits copyAspectFlags,
1413 RenderTargetVk *renderTarget,
1414 void *pixels)
1415 {
1416 ANGLE_TRACE_EVENT0("gpu.angle", "FramebufferVk::readPixelsImpl");
1417 uint32_t level = renderTarget->getLevelIndex();
1418 uint32_t layer = renderTarget->getLayerIndex();
1419 return renderTarget->getImage().readPixels(contextVk, area, packPixelsParams, copyAspectFlags,
1420 level, layer, pixels, &mReadPixelBuffer);
1421 }
1422
getReadImageExtents() const1423 gl::Extents FramebufferVk::getReadImageExtents() const
1424 {
1425 RenderTargetVk *readRenderTarget = mRenderTargetCache.getColorRead(mState);
1426
1427 ASSERT(readRenderTarget->getExtents().width == mState.getDimensions().width);
1428 ASSERT(readRenderTarget->getExtents().height == mState.getDimensions().height);
1429
1430 return readRenderTarget->getExtents();
1431 }
1432
getCompleteRenderArea() const1433 gl::Rectangle FramebufferVk::getCompleteRenderArea() const
1434 {
1435 const gl::Box &dimensions = mState.getDimensions();
1436 return gl::Rectangle(0, 0, dimensions.width, dimensions.height);
1437 }
1438
getScissoredRenderArea(ContextVk * contextVk) const1439 gl::Rectangle FramebufferVk::getScissoredRenderArea(ContextVk *contextVk) const
1440 {
1441 const gl::Box &dimensions = mState.getDimensions();
1442 const gl::Rectangle renderArea(0, 0, dimensions.width, dimensions.height);
1443 bool invertViewport = contextVk->isViewportFlipEnabledForDrawFBO();
1444
1445 return ClipRectToScissor(contextVk->getState(), renderArea, invertViewport);
1446 }
1447
getFirstRenderTarget() const1448 RenderTargetVk *FramebufferVk::getFirstRenderTarget() const
1449 {
1450 for (auto *renderTarget : mRenderTargetCache.getColors())
1451 {
1452 if (renderTarget)
1453 {
1454 return renderTarget;
1455 }
1456 }
1457
1458 return getDepthStencilRenderTarget();
1459 }
1460
getSamples() const1461 GLint FramebufferVk::getSamples() const
1462 {
1463 RenderTargetVk *firstRT = getFirstRenderTarget();
1464 return firstRT ? firstRT->getImage().getSamples() : 0;
1465 }
1466
1467 } // namespace rx
1468