// // 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 "common/spirv/spirv_instruction_builder_autogen.h" #include "libANGLE/renderer/glslang_wrapper_utils.h" #include "libANGLE/renderer/vulkan/ContextVk.h" #include "libANGLE/renderer/vulkan/FramebufferVk.h" #include "libANGLE/renderer/vulkan/RenderTargetVk.h" #include "libANGLE/renderer/vulkan/RendererVk.h" #include "libANGLE/renderer/vulkan/SurfaceVk.h" #include "libANGLE/renderer/vulkan/vk_utils.h" namespace rx { namespace ConvertVertex_comp = vk::InternalShader::ConvertVertex_comp; namespace ImageClear_frag = vk::InternalShader::ImageClear_frag; namespace ImageCopy_frag = vk::InternalShader::ImageCopy_frag; namespace BlitResolve_frag = vk::InternalShader::BlitResolve_frag; namespace BlitResolveStencilNoExport_comp = vk::InternalShader::BlitResolveStencilNoExport_comp; namespace ConvertIndexIndirectLineLoop_comp = vk::InternalShader::ConvertIndexIndirectLineLoop_comp; namespace GenerateMipmap_comp = vk::InternalShader::GenerateMipmap_comp; namespace spirv = angle::spirv; namespace { constexpr uint32_t kConvertIndexDestinationBinding = 0; constexpr uint32_t kConvertVertexDestinationBinding = 0; constexpr uint32_t kConvertVertexSourceBinding = 1; constexpr uint32_t kImageCopySourceBinding = 0; constexpr uint32_t kBlitResolveColorOrDepthBinding = 0; constexpr uint32_t kBlitResolveStencilBinding = 1; constexpr uint32_t kBlitResolveSamplerBinding = 2; constexpr uint32_t kBlitResolveStencilNoExportDestBinding = 0; constexpr uint32_t kBlitResolveStencilNoExportSrcBinding = 1; constexpr uint32_t kBlitResolveStencilNoExportSamplerBinding = 2; constexpr uint32_t kOverlayDrawTextWidgetsBinding = 0; constexpr uint32_t kOverlayDrawGraphWidgetsBinding = 1; constexpr uint32_t kOverlayDrawFontBinding = 2; constexpr uint32_t kGenerateMipmapDestinationBinding = 0; constexpr uint32_t kGenerateMipmapSourceBinding = 1; bool ValidateFloatOneAsUint() { union { uint32_t asUint; float asFloat; } one; one.asUint = gl::Float32One; return one.asFloat == 1.0f; } uint32_t GetConvertVertexFlags(const UtilsVk::ConvertVertexParameters ¶ms) { bool srcIsSint = params.srcFormat->isSint(); 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 srcIsHalfFloat = params.srcFormat->isVertexTypeHalfFloat(); bool dstIsSint = params.dstFormat->isSint(); bool dstIsUint = params.dstFormat->isUint(); bool dstIsSnorm = params.dstFormat->isSnorm(); bool dstIsUnorm = params.dstFormat->isUnorm(); bool dstIsFloat = params.dstFormat->isFloat(); bool dstIsHalfFloat = params.dstFormat->isVertexTypeHalfFloat(); // Assert on the types to make sure the shader supports its. These are based on // ConvertVertex_comp::Conversion values. ASSERT(!dstIsSint || srcIsSint); // If destination is sint, src must be sint too ASSERT(!dstIsUint || srcIsUint); // If destination is uint, src must be uint too ASSERT(!srcIsFixed || dstIsFloat); // If source is fixed, dst must be float // One of each bool set must be true ASSERT(srcIsSint || srcIsUint || srcIsSnorm || srcIsUnorm || srcIsFixed || srcIsFloat); ASSERT(dstIsSint || dstIsUint || dstIsSnorm || dstIsUnorm || dstIsFloat || dstIsHalfFloat); // 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. ASSERT(IsLittleEndian()); uint32_t flags = 0; if (srcIsHalfFloat && dstIsHalfFloat) { // Note that HalfFloat conversion uses the same shader as Uint. flags = ConvertVertex_comp::kUintToUint; } else if ((srcIsSnorm && dstIsSnorm) || (srcIsUnorm && dstIsUnorm)) { // Do snorm->snorm and unorm->unorm copies using the uint->uint shader. Currently only // supported for same-width formats, so it's only used when adding channels. ASSERT(params.srcFormat->redBits == params.dstFormat->redBits); flags = ConvertVertex_comp::kUintToUint; } else if (srcIsSint && dstIsSint) { flags = ConvertVertex_comp::kSintToSint; } else if (srcIsUint && dstIsUint) { flags = ConvertVertex_comp::kUintToUint; } else if (srcIsSint) { flags = ConvertVertex_comp::kSintToFloat; } 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 GetImageClearFlags(const angle::Format &format, uint32_t attachmentIndex, bool clearDepth) { constexpr uint32_t kAttachmentFlagStep = ImageClear_frag::kAttachment1 - ImageClear_frag::kAttachment0; static_assert(gl::IMPLEMENTATION_MAX_DRAW_BUFFERS == 8, "ImageClear shader assumes maximum 8 draw buffers"); static_assert( ImageClear_frag::kAttachment0 + 7 * kAttachmentFlagStep == ImageClear_frag::kAttachment7, "ImageClear AttachmentN flag calculation needs correction"); uint32_t flags = ImageClear_frag::kAttachment0 + attachmentIndex * kAttachmentFlagStep; if (format.isSint()) { flags |= ImageClear_frag::kIsSint; } else if (format.isUint()) { flags |= ImageClear_frag::kIsUint; } else { flags |= ImageClear_frag::kIsFloat; } if (clearDepth) { flags |= ImageClear_frag::kClearDepth; } return flags; } uint32_t GetFormatFlags(const angle::Format &format, uint32_t intFlag, uint32_t uintFlag, uint32_t floatFlag) { if (format.isSint()) { return intFlag; } if (format.isUint()) { return uintFlag; } return floatFlag; } uint32_t GetImageCopyFlags(const angle::Format &srcIntendedFormat, const angle::Format &dstIntendedFormat) { uint32_t flags = 0; flags |= GetFormatFlags(srcIntendedFormat, ImageCopy_frag::kSrcIsSint, ImageCopy_frag::kSrcIsUint, ImageCopy_frag::kSrcIsFloat); flags |= GetFormatFlags(dstIntendedFormat, ImageCopy_frag::kDestIsSint, ImageCopy_frag::kDestIsUint, ImageCopy_frag::kDestIsFloat); return flags; } uint32_t GetBlitResolveFlags(bool blitColor, bool blitDepth, bool blitStencil, const angle::Format &intendedFormat) { if (blitColor) { return GetFormatFlags(intendedFormat, BlitResolve_frag::kBlitColorInt, BlitResolve_frag::kBlitColorUint, BlitResolve_frag::kBlitColorFloat); } if (blitDepth) { if (blitStencil) { return BlitResolve_frag::kBlitDepthStencil; } else { return BlitResolve_frag::kBlitDepth; } } else { return BlitResolve_frag::kBlitStencil; } } uint32_t GetConvertIndexIndirectLineLoopFlag(uint32_t indicesBitsWidth) { switch (indicesBitsWidth) { case 8: return ConvertIndexIndirectLineLoop_comp::kIs8Bits; case 16: return ConvertIndexIndirectLineLoop_comp::kIs16Bits; case 32: return ConvertIndexIndirectLineLoop_comp::kIs32Bits; default: UNREACHABLE(); return 0; } } uint32_t GetGenerateMipmapFlags(ContextVk *contextVk, const angle::Format &actualFormat) { uint32_t flags = 0; // Note: If bits-per-component is 8 or 16 and float16 is supported in the shader, use that for // faster math. const bool hasShaderFloat16 = contextVk->getRenderer()->getFeatures().supportsShaderFloat16.enabled; if (actualFormat.redBits <= 8) { flags = hasShaderFloat16 ? GenerateMipmap_comp::kIsRGBA8_UseHalf : GenerateMipmap_comp::kIsRGBA8; } else if (actualFormat.redBits <= 16) { flags = hasShaderFloat16 ? GenerateMipmap_comp::kIsRGBA16_UseHalf : GenerateMipmap_comp::kIsRGBA16; } else { flags = GenerateMipmap_comp::kIsRGBA32F; } flags |= UtilsVk::GetGenerateMipmapMaxLevels(contextVk) == UtilsVk::kGenerateMipmapMaxLevels ? GenerateMipmap_comp::kDestSize6 : GenerateMipmap_comp::kDestSize4; return flags; } enum UnresolveColorAttachmentType { kUnresolveTypeUnused = 0, kUnresolveTypeFloat = 1, kUnresolveTypeSint = 2, kUnresolveTypeUint = 3, }; uint32_t GetUnresolveFlags(uint32_t colorAttachmentCount, const gl::DrawBuffersArray &colorSrc, bool unresolveDepth, bool unresolveStencil, gl::DrawBuffersArray *attachmentTypesOut) { uint32_t flags = 0; for (uint32_t attachmentIndex = 0; attachmentIndex < colorAttachmentCount; ++attachmentIndex) { const angle::Format &format = colorSrc[attachmentIndex]->getIntendedFormat(); UnresolveColorAttachmentType type = kUnresolveTypeFloat; if (format.isSint()) { type = kUnresolveTypeSint; } else if (format.isUint()) { type = kUnresolveTypeUint; } (*attachmentTypesOut)[attachmentIndex] = type; // |flags| is comprised of |colorAttachmentCount| values from // |UnresolveColorAttachmentType|, each taking up 2 bits. flags |= type << (2 * attachmentIndex); } // Additionally, two bits are used for depth and stencil unresolve. constexpr uint32_t kDepthUnresolveFlagBit = 2 * gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; constexpr uint32_t kStencilUnresolveFlagBit = kDepthUnresolveFlagBit + 1; if (unresolveDepth) { flags |= 1 << kDepthUnresolveFlagBit; } if (unresolveStencil) { flags |= 1 << kStencilUnresolveFlagBit; } return flags; } uint32_t GetFormatDefaultChannelMask(const angle::Format &intendedImageFormat, const angle::Format &actualImageFormat) { uint32_t mask = 0; // Red can never be introduced due to format emulation (except for luma which is handled // especially) ASSERT(((intendedImageFormat.redBits > 0) == (actualImageFormat.redBits > 0)) || intendedImageFormat.isLUMA()); mask |= intendedImageFormat.greenBits == 0 && actualImageFormat.greenBits > 0 ? 2 : 0; mask |= intendedImageFormat.blueBits == 0 && actualImageFormat.blueBits > 0 ? 4 : 0; mask |= intendedImageFormat.alphaBits == 0 && actualImageFormat.alphaBits > 0 ? 8 : 0; return mask; } // Calculate the transformation offset for blit/resolve. See BlitResolve.frag for details on how // these values are derived. void CalculateBlitOffset(const UtilsVk::BlitResolveParameters ¶ms, float offset[2]) { int srcOffsetFactorX = params.flipX ? -1 : 1; int srcOffsetFactorY = params.flipY ? -1 : 1; offset[0] = params.dstOffset[0] * params.stretch[0] - params.srcOffset[0] * srcOffsetFactorX; offset[1] = params.dstOffset[1] * params.stretch[1] - params.srcOffset[1] * srcOffsetFactorY; } void CalculateResolveOffset(const UtilsVk::BlitResolveParameters ¶ms, int32_t offset[2]) { int srcOffsetFactorX = params.flipX ? -1 : 1; int srcOffsetFactorY = params.flipY ? -1 : 1; // There's no stretching in resolve. offset[0] = params.dstOffset[0] - params.srcOffset[0] * srcOffsetFactorX; offset[1] = params.dstOffset[1] - params.srcOffset[1] * srcOffsetFactorY; } // Sets the appropriate settings in the pipeline for the shader to output stencil. Requires the // shader stencil export extension. void SetStencilForShaderExport(ContextVk *contextVk, vk::GraphicsPipelineDesc *desc) { ASSERT(contextVk->getRenderer()->getFeatures().supportsShaderStencilExport.enabled); const uint8_t completeMask = 0xFF; const uint8_t unusedReference = 0x00; desc->setStencilTestEnabled(true); desc->setStencilFrontFuncs(unusedReference, VK_COMPARE_OP_ALWAYS, completeMask); desc->setStencilBackFuncs(unusedReference, VK_COMPARE_OP_ALWAYS, completeMask); desc->setStencilFrontOps(VK_STENCIL_OP_REPLACE, VK_STENCIL_OP_REPLACE, VK_STENCIL_OP_REPLACE); desc->setStencilBackOps(VK_STENCIL_OP_REPLACE, VK_STENCIL_OP_REPLACE, VK_STENCIL_OP_REPLACE); desc->setStencilFrontWriteMask(completeMask); desc->setStencilBackWriteMask(completeMask); } namespace unresolve { // The unresolve shader looks like the following, based on the number and types of unresolve // attachments. // // #version 450 core // #extension GL_ARB_shader_stencil_export : require // // layout(location = 0) out vec4 colorOut0; // layout(location = 1) out ivec4 colorOut1; // layout(location = 2) out uvec4 colorOut2; // layout(input_attachment_index = 0, set = 0, binding = 0) uniform subpassInput colorIn0; // layout(input_attachment_index = 1, set = 0, binding = 1) uniform isubpassInput colorIn1; // layout(input_attachment_index = 2, set = 0, binding = 2) uniform usubpassInput colorIn2; // layout(input_attachment_index = 3, set = 0, binding = 3) uniform subpassInput depthIn; // layout(input_attachment_index = 3, set = 0, binding = 4) uniform usubpassInput stencilIn; // // void main() // { // colorOut0 = subpassLoad(colorIn0); // colorOut1 = subpassLoad(colorIn1); // colorOut2 = subpassLoad(colorIn2); // gl_FragDepth = subpassLoad(depthIn).x; // gl_FragStencilRefARB = int(subpassLoad(stencilIn).x); // } // // This shader compiles to the following SPIR-V: // // OpCapability Shader \ // OpCapability InputAttachment \ // OpCapability StencilExportEXT \ Preamble. Mostly fixed, except // OpExtension "SPV_EXT_shader_stencil_export" \ OpEntryPoint should enumerate // %1 = OpExtInstImport "GLSL.std.450" \ out variables, stencil export // OpMemoryModel Logical GLSL450 / is conditional to stencil // OpEntryPoint Fragment %4 "main" %26 %27 %28 %29 %30 / unresolve, and depth replacing // OpExecutionMode %4 OriginUpperLeft / conditional to depth unresolve. // OpExecutionMode %4 DepthReplacing / // OpSource GLSL 450 / // // OpName %4 "main" \ // OpName %26 "colorOut0" \ // OpName %27 "colorOut1" \ // OpName %28 "colorOut2" \ // OpName %29 "gl_FragDepth" \ Debug information. Not generated here. // OpName %30 "gl_FragStencilRefARB" / // OpName %31 "colorIn0" / // OpName %32 "colorIn1" / // OpName %33 "colorIn2" / // OpName %34 "depthIn" / // OpName %35 "stencilIn" / // // OpDecorate %26 Location 0 \ // OpDecorate %27 Location 1 \ Location decoration of out variables. // OpDecorate %28 Location 2 / // // OpDecorate %29 BuiltIn FragDepth \ Builtin outputs, conditional to depth // OpDecorate %30 BuiltIn FragStencilRefEXT / and stencil unresolve. // // OpDecorate %31 DescriptorSet 0 \ // OpDecorate %31 Binding 0 \ // OpDecorate %31 InputAttachmentIndex 0 \ // OpDecorate %32 DescriptorSet 0 \ // OpDecorate %32 Binding 1 \ // OpDecorate %32 InputAttachmentIndex 1 \ // OpDecorate %33 DescriptorSet 0 \ set, binding and input_attachment // OpDecorate %33 Binding 2 \ decorations of the subpassInput // OpDecorate %33 InputAttachmentIndex 2 / variables. // OpDecorate %34 DescriptorSet 0 / // OpDecorate %34 Binding 3 / // OpDecorate %34 InputAttachmentIndex 3 / // OpDecorate %35 DescriptorSet 0 / // OpDecorate %35 Binding 4 / // OpDecorate %35 InputAttachmentIndex 3 / // // %2 = OpTypeVoid \ Type of main(). Fixed. // %3 = OpTypeFunction %2 / // // %6 = OpTypeFloat 32 \ // %7 = OpTypeVector %6 4 \ // %8 = OpTypePointer Output %7 \ Type declaration for "out vec4" // %9 = OpTypeImage %6 SubpassData 0 0 0 2 Unknown / and "subpassInput". Fixed. // %10 = OpTypePointer UniformConstant %9 / // // %11 = OpTypeInt 32 1 \ // %12 = OpTypeVector %11 4 \ // %13 = OpTypePointer Output %12 \ Type declaration for "out ivec4" // %14 = OpTypeImage %11 SubpassData 0 0 0 2 Unknown / and "isubpassInput". Fixed. // %15 = OpTypePointer UniformConstant %14 / // // %16 = OpTypeInt 32 0 \ // %17 = OpTypeVector %16 4 \ // %18 = OpTypePointer Output %17 \ Type declaration for "out uvec4" // %19 = OpTypeImage %16 SubpassData 0 0 0 2 Unknown / and "usubpassInput". Fixed. // %20 = OpTypePointer UniformConstant %19 / // // %21 = OpTypePointer Output %6 \ Type declaraions for depth and stencil. Fixed. // %22 = OpTypePointer Output %11 / // // %23 = OpConstant %11 0 \ // %24 = OpTypeVector %11 2 \ ivec2(0) for OpImageRead. subpassLoad // %25 = OpConstantComposite %22 %21 %21 / doesn't require coordinates. Fixed. // // %26 = OpVariable %8 Output \ // %27 = OpVariable %13 Output \ // %28 = OpVariable %18 Output \ // %29 = OpVariable %21 Output \ // %30 = OpVariable %22 Output \ Actual "out" and "*subpassInput" // %31 = OpVariable %10 UniformConstant / variable declarations. // %32 = OpVariable %15 UniformConstant / // %33 = OpVariable %20 UniformConstant / // %34 = OpVariable %10 UniformConstant / // %35 = OpVariable %20 UniformConstant / // // %4 = OpFunction %2 None %3 \ Top of main(). Fixed. // %5 = OpLabel / // // %36 = OpLoad %9 %31 \ // %37 = OpImageRead %7 %36 %23 \ colorOut0 = subpassLoad(colorIn0); // OpStore %26 %37 / // // %38 = OpLoad %14 %32 \ // %39 = OpImageRead %12 %38 %23 \ colorOut1 = subpassLoad(colorIn1); // OpStore %27 %39 / // // %40 = OpLoad %19 %33 \ // %41 = OpImageRead %17 %40 %23 \ colorOut2 = subpassLoad(colorIn2); // OpStore %28 %41 / // // %42 = OpLoad %9 %34 \ // %43 = OpImageRead %7 %42 %23 \ gl_FragDepth = subpassLoad(depthIn).x; // %44 = OpCompositeExtract %6 %43 0 / // OpStore %29 %44 / // // %45 = OpLoad %19 %35 \ // %46 = OpImageRead %17 %45 %23 \ // %47 = OpCompositeExtract %16 %46 0 \ gl_FragStencilRefARB = int(subpassLoad(stencilIn).x); // %48 = OpBitcast %11 %47 / // OpStore %30 %48 / // // OpReturn \ Bottom of main(). Fixed. // OpFunctionEnd / // // What makes the generation of this shader manageable is that the majority of it is constant // between the different variations of the shader. The rest are repeating patterns with different // ids or indices. enum { // main() ids kIdExtInstImport = 1, kIdVoid, kIdMainType, kIdMain, kIdMainLabel, // Types for "out vec4" and "subpassInput" kIdFloatType, kIdFloat4Type, kIdFloat4OutType, kIdFloatSubpassImageType, kIdFloatSubpassInputType, // Types for "out ivec4" and "isubpassInput" kIdSIntType, kIdSInt4Type, kIdSInt4OutType, kIdSIntSubpassImageType, kIdSIntSubpassInputType, // Types for "out uvec4" and "usubpassInput" kIdUIntType, kIdUInt4Type, kIdUInt4OutType, kIdUIntSubpassImageType, kIdUIntSubpassInputType, // Types for gl_FragDepth && gl_FragStencilRefARB kIdFloatOutType, kIdSIntOutType, // ivec2(0) constant kIdSIntZero, kIdSInt2Type, kIdSInt2Zero, // Output variable ids kIdColor0Out, kIdDepthOut = kIdColor0Out + gl::IMPLEMENTATION_MAX_DRAW_BUFFERS, kIdStencilOut, // Input variable ids kIdColor0In, kIdDepthIn = kIdColor0In + gl::IMPLEMENTATION_MAX_DRAW_BUFFERS, kIdStencilIn, // Ids for temp variables kIdColor0Load, // 2 temp ids per color unresolve kIdDepthLoad = kIdColor0Load + gl::IMPLEMENTATION_MAX_DRAW_BUFFERS * 2, // 3 temp ids for depth unresolve kIdStencilLoad = kIdDepthLoad + 3, // Total number of ids used // 4 temp ids for stencil unresolve kIdCount = kIdStencilLoad + 4, }; void InsertPreamble(uint32_t colorAttachmentCount, bool unresolveDepth, bool unresolveStencil, angle::spirv::Blob *blobOut) { spirv::WriteCapability(blobOut, spv::CapabilityShader); spirv::WriteCapability(blobOut, spv::CapabilityInputAttachment); if (unresolveStencil) { spirv::WriteCapability(blobOut, spv::CapabilityStencilExportEXT); spirv::WriteExtension(blobOut, "SPV_EXT_shader_stencil_export"); } // OpExtInstImport is actually not needed by this shader. We don't use any instructions from // GLSL.std.450. spirv::WriteMemoryModel(blobOut, spv::AddressingModelLogical, spv::MemoryModelGLSL450); // Create the list of entry point ids, including only the out variables. spirv::IdRefList entryPointIds; for (uint32_t colorIndex = 0; colorIndex < colorAttachmentCount; ++colorIndex) { entryPointIds.push_back(spirv::IdRef(kIdColor0Out + colorIndex)); } if (unresolveDepth) { entryPointIds.push_back(spirv::IdRef(kIdDepthOut)); } if (unresolveStencil) { entryPointIds.push_back(spirv::IdRef(kIdStencilOut)); } spirv::WriteEntryPoint(blobOut, spv::ExecutionModelFragment, spirv::IdRef(kIdMain), "main", entryPointIds); spirv::WriteExecutionMode(blobOut, spirv::IdRef(kIdMain), spv::ExecutionModeOriginUpperLeft, {}); if (unresolveDepth) { spirv::WriteExecutionMode(blobOut, spirv::IdRef(kIdMain), spv::ExecutionModeDepthReplacing, {}); } spirv::WriteSource(blobOut, spv::SourceLanguageGLSL, spirv::LiteralInteger(450), nullptr, nullptr); } void InsertInputDecorations(spirv::IdRef id, uint32_t attachmentIndex, uint32_t binding, angle::spirv::Blob *blobOut) { spirv::WriteDecorate(blobOut, id, spv::DecorationDescriptorSet, {spirv::LiteralInteger(ToUnderlying(DescriptorSetIndex::Internal))}); spirv::WriteDecorate(blobOut, id, spv::DecorationBinding, {spirv::LiteralInteger(binding)}); spirv::WriteDecorate(blobOut, id, spv::DecorationInputAttachmentIndex, {spirv::LiteralInteger(attachmentIndex)}); } void InsertColorDecorations(uint32_t colorIndex, angle::spirv::Blob *blobOut) { // Decorate the output color attachment with Location spirv::WriteDecorate(blobOut, spirv::IdRef(kIdColor0Out + colorIndex), spv::DecorationLocation, {spirv::LiteralInteger(colorIndex)}); // Decorate the subpasss input color attachment with Set/Binding/InputAttachmentIndex. InsertInputDecorations(spirv::IdRef(kIdColor0In + colorIndex), colorIndex, colorIndex, blobOut); } void InsertDepthStencilDecorations(uint32_t depthStencilInputIndex, uint32_t depthStencilBindingIndex, bool unresolveDepth, bool unresolveStencil, angle::spirv::Blob *blobOut) { if (unresolveDepth) { // Decorate the output depth attachment with Location spirv::WriteDecorate(blobOut, spirv::IdRef(kIdDepthOut), spv::DecorationBuiltIn, {spirv::LiteralInteger(spv::BuiltInFragDepth)}); // Decorate the subpasss input depth attachment with Set/Binding/InputAttachmentIndex. InsertInputDecorations(spirv::IdRef(kIdDepthIn), depthStencilInputIndex, depthStencilBindingIndex, blobOut); // Advance the binding. Note that the depth/stencil attachment has the same input // attachment index (it's the same attachment in the subpass), but different bindings (one // aspect per image view). ++depthStencilBindingIndex; } if (unresolveStencil) { // Decorate the output stencil attachment with Location spirv::WriteDecorate(blobOut, spirv::IdRef(kIdStencilOut), spv::DecorationBuiltIn, {spirv::LiteralInteger(spv::BuiltInFragStencilRefEXT)}); // Decorate the subpasss input stencil attachment with Set/Binding/InputAttachmentIndex. InsertInputDecorations(spirv::IdRef(kIdStencilIn), depthStencilInputIndex, depthStencilBindingIndex, blobOut); } } void InsertDerivativeTypes(spirv::IdRef baseId, spirv::IdRef vec4Id, spirv::IdRef vec4OutId, spirv::IdRef imageTypeId, spirv::IdRef inputTypeId, angle::spirv::Blob *blobOut) { spirv::WriteTypeVector(blobOut, vec4Id, baseId, spirv::LiteralInteger(4)); spirv::WriteTypePointer(blobOut, vec4OutId, spv::StorageClassOutput, vec4Id); spirv::WriteTypeImage(blobOut, imageTypeId, baseId, spv::DimSubpassData, // Unused with subpass inputs spirv::LiteralInteger(0), // Not arrayed spirv::LiteralInteger(0), // Not multisampled spirv::LiteralInteger(0), // Used without a sampler spirv::LiteralInteger(2), spv::ImageFormatUnknown, nullptr); spirv::WriteTypePointer(blobOut, inputTypeId, spv::StorageClassUniformConstant, imageTypeId); } void InsertCommonTypes(angle::spirv::Blob *blobOut) { // Types to support main(). spirv::WriteTypeVoid(blobOut, spirv::IdRef(kIdVoid)); spirv::WriteTypeFunction(blobOut, spirv::IdRef(kIdMainType), spirv::IdRef(kIdVoid), {}); // Float types spirv::WriteTypeFloat(blobOut, spirv::IdRef(kIdFloatType), spirv::LiteralInteger(32)); InsertDerivativeTypes(spirv::IdRef(kIdFloatType), spirv::IdRef(kIdFloat4Type), spirv::IdRef(kIdFloat4OutType), spirv::IdRef(kIdFloatSubpassImageType), spirv::IdRef(kIdFloatSubpassInputType), blobOut); // Int types spirv::WriteTypeInt(blobOut, spirv::IdRef(kIdSIntType), spirv::LiteralInteger(32), spirv::LiteralInteger(1)); InsertDerivativeTypes(spirv::IdRef(kIdSIntType), spirv::IdRef(kIdSInt4Type), spirv::IdRef(kIdSInt4OutType), spirv::IdRef(kIdSIntSubpassImageType), spirv::IdRef(kIdSIntSubpassInputType), blobOut); // Unsigned int types spirv::WriteTypeInt(blobOut, spirv::IdRef(kIdUIntType), spirv::LiteralInteger(32), spirv::LiteralInteger(0)); InsertDerivativeTypes(spirv::IdRef(kIdUIntType), spirv::IdRef(kIdUInt4Type), spirv::IdRef(kIdUInt4OutType), spirv::IdRef(kIdUIntSubpassImageType), spirv::IdRef(kIdUIntSubpassInputType), blobOut); // Types to support depth/stencil spirv::WriteTypePointer(blobOut, spirv::IdRef(kIdFloatOutType), spv::StorageClassOutput, spirv::IdRef(kIdFloatType)); spirv::WriteTypePointer(blobOut, spirv::IdRef(kIdSIntOutType), spv::StorageClassOutput, spirv::IdRef(kIdSIntType)); // Constants used to load from subpass inputs spirv::WriteConstant(blobOut, spirv::IdRef(kIdSIntType), spirv::IdRef(kIdSIntZero), spirv::LiteralInteger(0)); spirv::WriteTypeVector(blobOut, spirv::IdRef(kIdSInt2Type), spirv::IdRef(kIdSIntType), spirv::LiteralInteger(2)); spirv::WriteConstantComposite(blobOut, spirv::IdRef(kIdSInt2Type), spirv::IdRef(kIdSInt2Zero), {spirv::IdRef(kIdSIntZero), spirv::IdRef(kIdSIntZero)}); } void InsertVariableDecl(spirv::IdRef outType, spirv::IdRef outId, spirv::IdRef inType, spirv::IdRef inId, angle::spirv::Blob *blobOut) { // Declare both the output and subpass input variables. spirv::WriteVariable(blobOut, outType, outId, spv::StorageClassOutput, nullptr); spirv::WriteVariable(blobOut, inType, inId, spv::StorageClassUniformConstant, nullptr); } void InsertColorVariableDecl(uint32_t colorIndex, UnresolveColorAttachmentType type, angle::spirv::Blob *blobOut) { // Find the correct types for color variable declarations. spirv::IdRef outType(kIdFloat4OutType); spirv::IdRef outId(kIdColor0Out + colorIndex); spirv::IdRef inType(kIdFloatSubpassInputType); spirv::IdRef inId(kIdColor0In + colorIndex); switch (type) { case kUnresolveTypeSint: outType = spirv::IdRef(kIdSInt4OutType); inType = spirv::IdRef(kIdSIntSubpassInputType); break; case kUnresolveTypeUint: outType = spirv::IdRef(kIdUInt4OutType); inType = spirv::IdRef(kIdUIntSubpassInputType); break; default: break; } InsertVariableDecl(outType, outId, inType, inId, blobOut); } void InsertDepthStencilVariableDecl(bool unresolveDepth, bool unresolveStencil, angle::spirv::Blob *blobOut) { if (unresolveDepth) { InsertVariableDecl(spirv::IdRef(kIdFloatOutType), spirv::IdRef(kIdDepthOut), spirv::IdRef(kIdFloatSubpassInputType), spirv::IdRef(kIdDepthIn), blobOut); } if (unresolveStencil) { InsertVariableDecl(spirv::IdRef(kIdSIntOutType), spirv::IdRef(kIdStencilOut), spirv::IdRef(kIdUIntSubpassInputType), spirv::IdRef(kIdStencilIn), blobOut); } } void InsertTopOfMain(angle::spirv::Blob *blobOut) { spirv::WriteFunction(blobOut, spirv::IdRef(kIdVoid), spirv::IdRef(kIdMain), spv::FunctionControlMaskNone, spirv::IdRef(kIdMainType)); spirv::WriteLabel(blobOut, spirv::IdRef(kIdMainLabel)); } void InsertColorUnresolveLoadStore(uint32_t colorIndex, UnresolveColorAttachmentType type, angle::spirv::Blob *blobOut) { spirv::IdRef loadResult(kIdColor0Load + colorIndex * 2); spirv::IdRef imageReadResult(loadResult + 1); // Find the correct types for load/store. spirv::IdRef loadType(kIdFloatSubpassImageType); spirv::IdRef readType(kIdFloat4Type); spirv::IdRef inId(kIdColor0In + colorIndex); spirv::IdRef outId(kIdColor0Out + colorIndex); switch (type) { case kUnresolveTypeSint: loadType = spirv::IdRef(kIdSIntSubpassImageType); readType = spirv::IdRef(kIdSInt4Type); break; case kUnresolveTypeUint: loadType = spirv::IdRef(kIdUIntSubpassImageType); readType = spirv::IdRef(kIdUInt4Type); break; default: break; } // Load the subpass input image, read from it, and store in output. spirv::WriteLoad(blobOut, loadType, loadResult, inId, nullptr); spirv::WriteImageRead(blobOut, readType, imageReadResult, loadResult, spirv::IdRef(kIdSInt2Zero), nullptr, {}); spirv::WriteStore(blobOut, outId, imageReadResult, nullptr); } void InsertDepthStencilUnresolveLoadStore(bool unresolveDepth, bool unresolveStencil, angle::spirv::Blob *blobOut) { if (unresolveDepth) { spirv::IdRef loadResult(kIdDepthLoad); spirv::IdRef imageReadResult(loadResult + 1); spirv::IdRef extractResult(imageReadResult + 1); spirv::IdRef loadType(kIdFloatSubpassImageType); spirv::IdRef readType(kIdFloat4Type); spirv::IdRef inId(kIdDepthIn); spirv::IdRef outId(kIdDepthOut); // Load the subpass input image, read from it, select .x, and store in output. spirv::WriteLoad(blobOut, loadType, loadResult, inId, nullptr); spirv::WriteImageRead(blobOut, readType, imageReadResult, loadResult, spirv::IdRef(kIdSInt2Zero), nullptr, {}); spirv::WriteCompositeExtract(blobOut, spirv::IdRef(kIdFloatType), extractResult, imageReadResult, {spirv::LiteralInteger(0)}); spirv::WriteStore(blobOut, outId, extractResult, nullptr); } if (unresolveStencil) { spirv::IdRef loadResult(kIdStencilLoad); spirv::IdRef imageReadResult(loadResult + 1); spirv::IdRef extractResult(imageReadResult + 1); spirv::IdRef bitcastResult(extractResult + 1); spirv::IdRef loadType(kIdUIntSubpassImageType); spirv::IdRef readType(kIdUInt4Type); spirv::IdRef inId(kIdStencilIn); spirv::IdRef outId(kIdStencilOut); // Load the subpass input image, read from it, select .x, and store in output. There's a // bitcast involved since the stencil subpass input has unsigned type, while // gl_FragStencilRefARB is signed! spirv::WriteLoad(blobOut, loadType, loadResult, inId, nullptr); spirv::WriteImageRead(blobOut, readType, imageReadResult, loadResult, spirv::IdRef(kIdSInt2Zero), nullptr, {}); spirv::WriteCompositeExtract(blobOut, spirv::IdRef(kIdUIntType), extractResult, imageReadResult, {spirv::LiteralInteger(0)}); spirv::WriteBitcast(blobOut, spirv::IdRef(kIdSIntType), bitcastResult, extractResult); spirv::WriteStore(blobOut, outId, bitcastResult, nullptr); } } void InsertBottomOfMain(angle::spirv::Blob *blobOut) { spirv::WriteReturn(blobOut); spirv::WriteFunctionEnd(blobOut); } angle::spirv::Blob MakeFragShader( uint32_t colorAttachmentCount, gl::DrawBuffersArray &colorAttachmentTypes, bool unresolveDepth, bool unresolveStencil) { angle::spirv::Blob code; // Reserve a sensible amount of memory. A single-attachment shader is 169 words. code.reserve(169); // Header spirv::WriteSpirvHeader(&code, kIdCount); // The preamble InsertPreamble(colorAttachmentCount, unresolveDepth, unresolveStencil, &code); // Color attachment decorations for (uint32_t colorIndex = 0; colorIndex < colorAttachmentCount; ++colorIndex) { InsertColorDecorations(colorIndex, &code); } const uint32_t depthStencilInputIndex = colorAttachmentCount; uint32_t depthStencilBindingIndex = colorAttachmentCount; InsertDepthStencilDecorations(depthStencilInputIndex, depthStencilBindingIndex, unresolveDepth, unresolveStencil, &code); // Common types InsertCommonTypes(&code); // Attachment declarations for (uint32_t colorIndex = 0; colorIndex < colorAttachmentCount; ++colorIndex) { InsertColorVariableDecl(colorIndex, colorAttachmentTypes[colorIndex], &code); } InsertDepthStencilVariableDecl(unresolveDepth, unresolveStencil, &code); // Top of main InsertTopOfMain(&code); // Load and store for each attachment for (uint32_t colorIndex = 0; colorIndex < colorAttachmentCount; ++colorIndex) { InsertColorUnresolveLoadStore(colorIndex, colorAttachmentTypes[colorIndex], &code); } InsertDepthStencilUnresolveLoadStore(unresolveDepth, unresolveStencil, &code); // Bottom of main InsertBottomOfMain(&code); return code; } } // namespace unresolve angle::Result GetUnresolveFrag( vk::Context *context, uint32_t colorAttachmentCount, gl::DrawBuffersArray &colorAttachmentTypes, bool unresolveDepth, bool unresolveStencil, vk::RefCounted *shader) { if (shader->get().valid()) { return angle::Result::Continue; } angle::spirv::Blob shaderCode = unresolve::MakeFragShader( colorAttachmentCount, colorAttachmentTypes, unresolveDepth, unresolveStencil); ASSERT(spirv::Validate(shaderCode)); // Create shader lazily. Access will need to be locked for multi-threading. return vk::InitShaderAndSerial(context, &shader->get(), shaderCode.data(), shaderCode.size() * 4); } gl::DrawBufferMask MakeColorBufferMask(uint32_t colorAttachmentIndexGL) { gl::DrawBufferMask mask; mask.set(colorAttachmentIndexGL); return mask; } void UpdateColorAccess(ContextVk *contextVk, gl::DrawBufferMask colorAttachmentMask, gl::DrawBufferMask colorEnabledMask) { vk::RenderPassCommandBufferHelper *renderPassCommands = &contextVk->getStartedRenderPassCommands(); // Explicitly mark a color write because we are modifying the color buffer. vk::PackedAttachmentIndex colorIndexVk(0); for (size_t colorIndexGL : colorAttachmentMask) { if (colorEnabledMask.test(colorIndexGL)) { renderPassCommands->onColorAccess(colorIndexVk, vk::ResourceAccess::Write); } ++colorIndexVk; } } void UpdateDepthStencilAccess(ContextVk *contextVk, FramebufferVk *framebuffer, bool depthWrite, bool stencilWrite) { vk::RenderPassCommandBufferHelper *renderPassCommands = &contextVk->getStartedRenderPassCommands(); if (depthWrite) { // Explicitly mark a depth write because we are modifying the depth buffer. renderPassCommands->onDepthAccess(vk::ResourceAccess::Write); } if (stencilWrite) { // Explicitly mark a stencil write because we are modifying the stencil buffer. renderPassCommands->onStencilAccess(vk::ResourceAccess::Write); } if (depthWrite || stencilWrite) { // Because we may have changed the depth stencil access mode, update read only depth mode // now. framebuffer->updateRenderPassReadOnlyDepthMode(contextVk, renderPassCommands); } } } // namespace UtilsVk::ConvertVertexShaderParams::ConvertVertexShaderParams() = default; UtilsVk::ImageCopyShaderParams::ImageCopyShaderParams() = default; uint32_t UtilsVk::GetGenerateMipmapMaxLevels(ContextVk *contextVk) { RendererVk *renderer = contextVk->getRenderer(); uint32_t maxPerStageDescriptorStorageImages = renderer->getPhysicalDeviceProperties().limits.maxPerStageDescriptorStorageImages; // Vulkan requires that there be support for at least 4 storage images per stage. constexpr uint32_t kMinimumStorageImagesLimit = 4; ASSERT(maxPerStageDescriptorStorageImages >= kMinimumStorageImagesLimit); // If fewer than max-levels are supported, use 4 levels (which is the minimum required number // of storage image bindings). return maxPerStageDescriptorStorageImages < kGenerateMipmapMaxLevels ? kMinimumStorageImagesLimit : kGenerateMipmapMaxLevels; } UtilsVk::UtilsVk() = default; UtilsVk::~UtilsVk() = default; void UtilsVk::destroy(RendererVk *renderer) { VkDevice device = renderer->getDevice(); for (Function f : angle::AllEnums()) { for (auto &descriptorSetLayout : mDescriptorSetLayouts[f]) { descriptorSetLayout.reset(); } mPipelineLayouts[f].reset(); mDescriptorPools[f].destroy(device); } for (vk::ShaderProgramHelper &program : mConvertIndexPrograms) { program.destroy(renderer); } for (vk::ShaderProgramHelper &program : mConvertIndirectLineLoopPrograms) { program.destroy(renderer); } for (vk::ShaderProgramHelper &program : mConvertIndexIndirectLineLoopPrograms) { program.destroy(renderer); } for (vk::ShaderProgramHelper &program : mConvertVertexPrograms) { program.destroy(renderer); } mImageClearProgramVSOnly.destroy(renderer); for (vk::ShaderProgramHelper &program : mImageClearPrograms) { program.destroy(renderer); } for (vk::ShaderProgramHelper &program : mImageCopyPrograms) { program.destroy(renderer); } for (vk::ShaderProgramHelper &program : mBlitResolvePrograms) { program.destroy(renderer); } for (vk::ShaderProgramHelper &program : mBlitResolveStencilNoExportPrograms) { program.destroy(renderer); } mOverlayDrawProgram.destroy(renderer); for (vk::ShaderProgramHelper &program : mGenerateMipmapPrograms) { program.destroy(renderer); } for (auto &programIter : mUnresolvePrograms) { vk::ShaderProgramHelper &program = programIter.second; program.destroy(renderer); } mUnresolvePrograms.clear(); for (auto &shaderIter : mUnresolveFragShaders) { vk::RefCounted &shader = shaderIter.second; shader.get().destroy(device); } mUnresolveFragShaders.clear(); mPointSampler.destroy(device); mLinearSampler.destroy(device); } angle::Result UtilsVk::ensureResourcesInitialized(ContextVk *contextVk, Function function, VkDescriptorPoolSize *setSizes, size_t setSizesCount, size_t pushConstantsSize) { vk::DescriptorSetLayoutDesc descriptorSetDesc; bool isCompute = function >= Function::ComputeStartIndex; VkShaderStageFlags descStages = isCompute ? VK_SHADER_STAGE_COMPUTE_BIT : VK_SHADER_STAGE_FRAGMENT_BIT; if (function == Function::OverlayDraw) { descStages |= VK_SHADER_STAGE_VERTEX_BIT; } uint32_t currentBinding = 0; for (size_t i = 0; i < setSizesCount; ++i) { descriptorSetDesc.update(currentBinding, setSizes[i].type, setSizes[i].descriptorCount, descStages, nullptr); ++currentBinding; } ANGLE_TRY(contextVk->getDescriptorSetLayoutCache().getDescriptorSetLayout( contextVk, descriptorSetDesc, &mDescriptorSetLayouts[function][DescriptorSetIndex::Internal])); vk::DescriptorSetLayoutBindingVector bindingVector; std::vector immutableSamplers; descriptorSetDesc.unpackBindings(&bindingVector, &immutableSamplers); std::vector descriptorPoolSizes; for (const VkDescriptorSetLayoutBinding &binding : bindingVector) { if (binding.descriptorCount > 0) { VkDescriptorPoolSize poolSize = {}; poolSize.type = binding.descriptorType; poolSize.descriptorCount = binding.descriptorCount; descriptorPoolSizes.emplace_back(poolSize); } } if (!descriptorPoolSizes.empty()) { ANGLE_TRY(mDescriptorPools[function].init( contextVk, descriptorPoolSizes.data(), descriptorPoolSizes.size(), mDescriptorSetLayouts[function][DescriptorSetIndex::Internal].get().getHandle())); } // Corresponding pipeline layouts: vk::PipelineLayoutDesc pipelineLayoutDesc; pipelineLayoutDesc.updateDescriptorSetLayout(DescriptorSetIndex::Internal, descriptorSetDesc); if (pushConstantsSize) { pipelineLayoutDesc.updatePushConstantRange(descStages, 0, static_cast(pushConstantsSize)); } ANGLE_TRY(contextVk->getPipelineLayoutCache().getPipelineLayout(contextVk, pipelineLayoutDesc, mDescriptorSetLayouts[function], &mPipelineLayouts[function])); return angle::Result::Continue; } angle::Result UtilsVk::ensureConvertIndexResourcesInitialized(ContextVk *contextVk) { if (mPipelineLayouts[Function::ConvertIndexBuffer].valid()) { return angle::Result::Continue; } VkDescriptorPoolSize setSizes[2] = { {VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1}, {VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1}, }; return ensureResourcesInitialized(contextVk, Function::ConvertIndexBuffer, setSizes, ArraySize(setSizes), sizeof(ConvertIndexShaderParams)); } angle::Result UtilsVk::ensureConvertIndexIndirectResourcesInitialized(ContextVk *contextVk) { if (mPipelineLayouts[Function::ConvertIndexIndirectBuffer].valid()) { return angle::Result::Continue; } VkDescriptorPoolSize setSizes[4] = { {VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1}, // dst index buffer {VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1}, // source index buffer {VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1}, // src indirect buffer {VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1}, // dst indirect buffer }; return ensureResourcesInitialized(contextVk, Function::ConvertIndexIndirectBuffer, setSizes, ArraySize(setSizes), sizeof(ConvertIndexIndirectShaderParams)); } angle::Result UtilsVk::ensureConvertIndexIndirectLineLoopResourcesInitialized(ContextVk *contextVk) { if (mPipelineLayouts[Function::ConvertIndexIndirectLineLoopBuffer].valid()) { return angle::Result::Continue; } VkDescriptorPoolSize setSizes[4] = { {VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1}, // cmd buffer {VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1}, // dst cmd buffer {VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1}, // source index buffer {VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1}, // dst index buffer }; return ensureResourcesInitialized(contextVk, Function::ConvertIndexIndirectLineLoopBuffer, setSizes, ArraySize(setSizes), sizeof(ConvertIndexIndirectLineLoopShaderParams)); } angle::Result UtilsVk::ensureConvertIndirectLineLoopResourcesInitialized(ContextVk *contextVk) { if (mPipelineLayouts[Function::ConvertIndirectLineLoopBuffer].valid()) { return angle::Result::Continue; } VkDescriptorPoolSize setSizes[3] = { {VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1}, // cmd buffer {VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1}, // dst cmd buffer {VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1}, // dst index buffer }; return ensureResourcesInitialized(contextVk, Function::ConvertIndirectLineLoopBuffer, setSizes, ArraySize(setSizes), sizeof(ConvertIndirectLineLoopShaderParams)); } angle::Result UtilsVk::ensureConvertVertexResourcesInitialized(ContextVk *contextVk) { 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(contextVk, Function::ConvertVertexBuffer, setSizes, ArraySize(setSizes), sizeof(ConvertVertexShaderParams)); } angle::Result UtilsVk::ensureImageClearResourcesInitialized(ContextVk *contextVk) { if (mPipelineLayouts[Function::ImageClear].valid()) { return angle::Result::Continue; } // The shader does not use any descriptor sets. return ensureResourcesInitialized(contextVk, Function::ImageClear, nullptr, 0, sizeof(ImageClearShaderParams)); } angle::Result UtilsVk::ensureImageCopyResourcesInitialized(ContextVk *contextVk) { if (mPipelineLayouts[Function::ImageCopy].valid()) { return angle::Result::Continue; } VkDescriptorPoolSize setSizes[1] = { {VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 1}, }; return ensureResourcesInitialized(contextVk, Function::ImageCopy, setSizes, ArraySize(setSizes), sizeof(ImageCopyShaderParams)); } angle::Result UtilsVk::ensureBlitResolveResourcesInitialized(ContextVk *contextVk) { if (!mPipelineLayouts[Function::BlitResolve].valid()) { VkDescriptorPoolSize setSizes[3] = { {VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 1}, {VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 1}, {VK_DESCRIPTOR_TYPE_SAMPLER, 1}, }; ANGLE_TRY(ensureResourcesInitialized(contextVk, Function::BlitResolve, setSizes, ArraySize(setSizes), sizeof(BlitResolveShaderParams))); } return ensureSamplersInitialized(contextVk); } angle::Result UtilsVk::ensureBlitResolveStencilNoExportResourcesInitialized(ContextVk *contextVk) { if (!mPipelineLayouts[Function::BlitResolveStencilNoExport].valid()) { VkDescriptorPoolSize setSizes[3] = { {VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1}, {VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 1}, {VK_DESCRIPTOR_TYPE_SAMPLER, 1}, }; ANGLE_TRY(ensureResourcesInitialized(contextVk, Function::BlitResolveStencilNoExport, setSizes, ArraySize(setSizes), sizeof(BlitResolveStencilNoExportShaderParams))); } return ensureSamplersInitialized(contextVk); } angle::Result UtilsVk::ensureOverlayDrawResourcesInitialized(ContextVk *contextVk) { if (!mPipelineLayouts[Function::OverlayDraw].valid()) { VkDescriptorPoolSize setSizes[3] = { {VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1}, {VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1}, {VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 1}, }; ANGLE_TRY(ensureResourcesInitialized(contextVk, Function::OverlayDraw, setSizes, ArraySize(setSizes), sizeof(OverlayDrawShaderParams))); } return ensureSamplersInitialized(contextVk); } angle::Result UtilsVk::ensureGenerateMipmapResourcesInitialized(ContextVk *contextVk) { if (mPipelineLayouts[Function::GenerateMipmap].valid()) { return angle::Result::Continue; } VkDescriptorPoolSize setSizes[2] = { {VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, GetGenerateMipmapMaxLevels(contextVk)}, {VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1}, }; return ensureResourcesInitialized(contextVk, Function::GenerateMipmap, setSizes, ArraySize(setSizes), sizeof(GenerateMipmapShaderParams)); } angle::Result UtilsVk::ensureUnresolveResourcesInitialized(ContextVk *contextVk, Function function, uint32_t attachmentCount) { ASSERT(static_cast(function) - static_cast(Function::Unresolve1Attachment) == attachmentCount - 1); if (mPipelineLayouts[function].valid()) { return angle::Result::Continue; } vk::FramebufferAttachmentArray setSizes; std::fill(setSizes.begin(), setSizes.end(), VkDescriptorPoolSize{VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT, 1}); return ensureResourcesInitialized(contextVk, function, setSizes.data(), attachmentCount, 0); } angle::Result UtilsVk::ensureSamplersInitialized(ContextVk *contextVk) { VkSamplerCreateInfo samplerInfo = {}; samplerInfo.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO; samplerInfo.flags = 0; samplerInfo.magFilter = VK_FILTER_NEAREST; samplerInfo.minFilter = VK_FILTER_NEAREST; samplerInfo.mipmapMode = VK_SAMPLER_MIPMAP_MODE_NEAREST; samplerInfo.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE; samplerInfo.addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE; samplerInfo.addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE; samplerInfo.mipLodBias = 0.0f; samplerInfo.anisotropyEnable = VK_FALSE; samplerInfo.maxAnisotropy = 1; samplerInfo.compareEnable = VK_FALSE; samplerInfo.compareOp = VK_COMPARE_OP_ALWAYS; samplerInfo.minLod = 0; samplerInfo.maxLod = 0; samplerInfo.borderColor = VK_BORDER_COLOR_INT_TRANSPARENT_BLACK; samplerInfo.unnormalizedCoordinates = VK_FALSE; if (!mPointSampler.valid()) { ANGLE_VK_TRY(contextVk, mPointSampler.init(contextVk->getDevice(), samplerInfo)); } samplerInfo.magFilter = VK_FILTER_LINEAR; samplerInfo.minFilter = VK_FILTER_LINEAR; if (!mLinearSampler.valid()) { ANGLE_VK_TRY(contextVk, mLinearSampler.init(contextVk->getDevice(), samplerInfo)); } return angle::Result::Continue; } angle::Result UtilsVk::setupComputeProgram(ContextVk *contextVk, Function function, vk::RefCounted *csShader, vk::ShaderProgramHelper *program, const VkDescriptorSet descriptorSet, const void *pushConstants, size_t pushConstantsSize, vk::OutsideRenderPassCommandBuffer *commandBuffer) { ASSERT(function >= Function::ComputeStartIndex); const vk::BindingPointer &pipelineLayout = mPipelineLayouts[function]; vk::PipelineHelper *pipeline; program->setShader(gl::ShaderType::Compute, csShader); ANGLE_TRY(program->getComputePipeline(contextVk, pipelineLayout.get(), &pipeline)); pipeline->retain(&contextVk->getResourceUseList()); commandBuffer->bindComputePipeline(pipeline->getPipeline()); contextVk->invalidateComputePipelineBinding(); if (descriptorSet != VK_NULL_HANDLE) { commandBuffer->bindDescriptorSets(pipelineLayout.get(), VK_PIPELINE_BIND_POINT_COMPUTE, DescriptorSetIndex::Internal, 1, &descriptorSet, 0, nullptr); contextVk->invalidateComputeDescriptorSet(DescriptorSetIndex::Internal); } if (pushConstants) { commandBuffer->pushConstants(pipelineLayout.get(), VK_SHADER_STAGE_COMPUTE_BIT, 0, static_cast(pushConstantsSize), pushConstants); } return angle::Result::Continue; } angle::Result UtilsVk::setupGraphicsProgram(ContextVk *contextVk, Function function, vk::RefCounted *vsShader, vk::RefCounted *fsShader, vk::ShaderProgramHelper *program, const vk::GraphicsPipelineDesc *pipelineDesc, const VkDescriptorSet descriptorSet, const void *pushConstants, size_t pushConstantsSize, vk::RenderPassCommandBuffer *commandBuffer) { RendererVk *renderer = contextVk->getRenderer(); ASSERT(function < Function::ComputeStartIndex); const vk::BindingPointer &pipelineLayout = mPipelineLayouts[function]; program->setShader(gl::ShaderType::Vertex, vsShader); if (fsShader) { program->setShader(gl::ShaderType::Fragment, fsShader); } // This value is not used but is passed to getGraphicsPipeline to avoid a nullptr check. const vk::GraphicsPipelineDesc *descPtr; vk::PipelineHelper *helper; vk::PipelineCache *pipelineCache = nullptr; ANGLE_TRY(renderer->getPipelineCache(&pipelineCache)); ANGLE_TRY(program->getGraphicsPipeline(contextVk, &contextVk->getRenderPassCache(), *pipelineCache, pipelineLayout.get(), *pipelineDesc, gl::AttributesMask(), gl::ComponentTypeMask(), gl::DrawBufferMask(), &descPtr, &helper)); helper->retain(&contextVk->getResourceUseList()); commandBuffer->bindGraphicsPipeline(helper->getPipeline()); contextVk->invalidateGraphicsPipelineBinding(); if (descriptorSet != VK_NULL_HANDLE) { commandBuffer->bindDescriptorSets(pipelineLayout.get(), VK_PIPELINE_BIND_POINT_GRAPHICS, DescriptorSetIndex::Internal, 1, &descriptorSet, 0, nullptr); contextVk->invalidateGraphicsDescriptorSet(DescriptorSetIndex::Internal); } if (pushConstants) { commandBuffer->pushConstants(pipelineLayout.get(), VK_SHADER_STAGE_FRAGMENT_BIT, 0, static_cast(pushConstantsSize), pushConstants); } return angle::Result::Continue; } angle::Result UtilsVk::convertIndexBuffer(ContextVk *contextVk, vk::BufferHelper *dst, vk::BufferHelper *src, const ConvertIndexParameters ¶ms) { ANGLE_TRY(ensureConvertIndexResourcesInitialized(contextVk)); vk::CommandBufferAccess access; access.onBufferComputeShaderRead(src); access.onBufferComputeShaderWrite(dst); vk::OutsideRenderPassCommandBuffer *commandBuffer; ANGLE_TRY(contextVk->getOutsideRenderPassCommandBuffer(access, &commandBuffer)); VkDescriptorSet descriptorSet; vk::RefCountedDescriptorPoolBinding descriptorPoolBinding; ANGLE_TRY(allocateDescriptorSet(contextVk, Function::ConvertIndexBuffer, &descriptorPoolBinding, &descriptorSet)); std::array buffers = {{ {dst->getBuffer().getHandle(), dst->getOffset(), dst->getSize()}, {src->getBuffer().getHandle(), src->getOffset(), src->getSize()}, }}; VkWriteDescriptorSet writeInfo = {}; writeInfo.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; writeInfo.dstSet = descriptorSet; writeInfo.dstBinding = kConvertIndexDestinationBinding; writeInfo.descriptorCount = 2; writeInfo.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER; writeInfo.pBufferInfo = buffers.data(); vkUpdateDescriptorSets(contextVk->getDevice(), 1, &writeInfo, 0, nullptr); ConvertIndexShaderParams shaderParams = {params.srcOffset, params.dstOffset >> 2, params.maxIndex, 0}; uint32_t flags = 0; if (contextVk->getState().isPrimitiveRestartEnabled()) { flags |= vk::InternalShader::ConvertIndex_comp::kIsPrimitiveRestartEnabled; } vk::RefCounted *shader = nullptr; ANGLE_TRY(contextVk->getShaderLibrary().getConvertIndex_comp(contextVk, flags, &shader)); ANGLE_TRY(setupComputeProgram(contextVk, Function::ConvertIndexBuffer, shader, &mConvertIndexPrograms[flags], descriptorSet, &shaderParams, sizeof(ConvertIndexShaderParams), commandBuffer)); constexpr uint32_t kInvocationsPerGroup = 64; constexpr uint32_t kInvocationsPerIndex = 2; const uint32_t kIndexCount = params.maxIndex; const uint32_t kGroupCount = UnsignedCeilDivide(kIndexCount * kInvocationsPerIndex, kInvocationsPerGroup); commandBuffer->dispatch(kGroupCount, 1, 1); descriptorPoolBinding.reset(); return angle::Result::Continue; } angle::Result UtilsVk::convertIndexIndirectBuffer(ContextVk *contextVk, vk::BufferHelper *srcIndirectBuf, vk::BufferHelper *srcIndexBuf, vk::BufferHelper *dstIndirectBuf, vk::BufferHelper *dstIndexBuf, const ConvertIndexIndirectParameters ¶ms) { ANGLE_TRY(ensureConvertIndexIndirectResourcesInitialized(contextVk)); vk::CommandBufferAccess access; access.onBufferComputeShaderRead(srcIndirectBuf); access.onBufferComputeShaderRead(srcIndexBuf); access.onBufferComputeShaderWrite(dstIndirectBuf); access.onBufferComputeShaderWrite(dstIndexBuf); vk::OutsideRenderPassCommandBuffer *commandBuffer; ANGLE_TRY(contextVk->getOutsideRenderPassCommandBuffer(access, &commandBuffer)); VkDescriptorSet descriptorSet; vk::RefCountedDescriptorPoolBinding descriptorPoolBinding; ANGLE_TRY(allocateDescriptorSet(contextVk, Function::ConvertIndexIndirectBuffer, &descriptorPoolBinding, &descriptorSet)); std::array buffers = {{ {dstIndexBuf->getBuffer().getHandle(), dstIndexBuf->getOffset(), dstIndexBuf->getSize()}, {srcIndexBuf->getBuffer().getHandle(), srcIndexBuf->getOffset(), srcIndexBuf->getSize()}, {srcIndirectBuf->getBuffer().getHandle(), srcIndirectBuf->getOffset(), srcIndirectBuf->getSize()}, {dstIndirectBuf->getBuffer().getHandle(), dstIndirectBuf->getOffset(), dstIndirectBuf->getSize()}, }}; VkWriteDescriptorSet writeInfo = {}; writeInfo.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; writeInfo.dstSet = descriptorSet; writeInfo.dstBinding = kConvertIndexDestinationBinding; writeInfo.descriptorCount = 4; writeInfo.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER; writeInfo.pBufferInfo = buffers.data(); vkUpdateDescriptorSets(contextVk->getDevice(), 1, &writeInfo, 0, nullptr); ConvertIndexIndirectShaderParams shaderParams = { params.srcIndirectBufOffset >> 2, params.srcIndexBufOffset, params.dstIndexBufOffset >> 2, params.maxIndex, params.dstIndirectBufOffset >> 2}; uint32_t flags = vk::InternalShader::ConvertIndex_comp::kIsIndirect; if (contextVk->getState().isPrimitiveRestartEnabled()) { flags |= vk::InternalShader::ConvertIndex_comp::kIsPrimitiveRestartEnabled; } vk::RefCounted *shader = nullptr; ANGLE_TRY(contextVk->getShaderLibrary().getConvertIndex_comp(contextVk, flags, &shader)); ANGLE_TRY(setupComputeProgram(contextVk, Function::ConvertIndexIndirectBuffer, shader, &mConvertIndexPrograms[flags], descriptorSet, &shaderParams, sizeof(ConvertIndexIndirectShaderParams), commandBuffer)); constexpr uint32_t kInvocationsPerGroup = 64; constexpr uint32_t kInvocationsPerIndex = 2; const uint32_t kIndexCount = params.maxIndex; const uint32_t kGroupCount = UnsignedCeilDivide(kIndexCount * kInvocationsPerIndex, kInvocationsPerGroup); commandBuffer->dispatch(kGroupCount, 1, 1); descriptorPoolBinding.reset(); return angle::Result::Continue; } angle::Result UtilsVk::convertLineLoopIndexIndirectBuffer( ContextVk *contextVk, vk::BufferHelper *srcIndirectBuffer, vk::BufferHelper *dstIndirectBuffer, vk::BufferHelper *dstIndexBuffer, vk::BufferHelper *srcIndexBuffer, const ConvertLineLoopIndexIndirectParameters ¶ms) { ANGLE_TRY(ensureConvertIndexIndirectLineLoopResourcesInitialized(contextVk)); vk::CommandBufferAccess access; access.onBufferComputeShaderRead(srcIndirectBuffer); access.onBufferComputeShaderRead(srcIndexBuffer); access.onBufferComputeShaderWrite(dstIndirectBuffer); access.onBufferComputeShaderWrite(dstIndexBuffer); vk::OutsideRenderPassCommandBuffer *commandBuffer; ANGLE_TRY(contextVk->getOutsideRenderPassCommandBuffer(access, &commandBuffer)); VkDescriptorSet descriptorSet; vk::RefCountedDescriptorPoolBinding descriptorPoolBinding; ANGLE_TRY(allocateDescriptorSet(contextVk, Function::ConvertIndexIndirectLineLoopBuffer, &descriptorPoolBinding, &descriptorSet)); std::array buffers = {{ {dstIndexBuffer->getBuffer().getHandle(), dstIndexBuffer->getOffset(), dstIndexBuffer->getSize()}, {srcIndexBuffer->getBuffer().getHandle(), srcIndexBuffer->getOffset(), srcIndexBuffer->getSize()}, {srcIndirectBuffer->getBuffer().getHandle(), srcIndirectBuffer->getOffset(), srcIndirectBuffer->getSize()}, {dstIndirectBuffer->getBuffer().getHandle(), dstIndirectBuffer->getOffset(), dstIndirectBuffer->getSize()}, }}; VkWriteDescriptorSet writeInfo = {}; writeInfo.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; writeInfo.dstSet = descriptorSet; writeInfo.dstBinding = kConvertIndexDestinationBinding; writeInfo.descriptorCount = 4; writeInfo.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER; writeInfo.pBufferInfo = buffers.data(); vkUpdateDescriptorSets(contextVk->getDevice(), 1, &writeInfo, 0, nullptr); ConvertIndexIndirectLineLoopShaderParams shaderParams = { params.indirectBufferOffset >> 2, params.dstIndirectBufferOffset >> 2, params.srcIndexBufferOffset, params.dstIndexBufferOffset >> 2, contextVk->getState().isPrimitiveRestartEnabled()}; uint32_t flags = GetConvertIndexIndirectLineLoopFlag(params.indicesBitsWidth); vk::RefCounted *shader = nullptr; ANGLE_TRY(contextVk->getShaderLibrary().getConvertIndexIndirectLineLoop_comp(contextVk, flags, &shader)); ANGLE_TRY(setupComputeProgram(contextVk, Function::ConvertIndexIndirectLineLoopBuffer, shader, &mConvertIndexIndirectLineLoopPrograms[flags], descriptorSet, &shaderParams, sizeof(ConvertIndexIndirectLineLoopShaderParams), commandBuffer)); commandBuffer->dispatch(1, 1, 1); descriptorPoolBinding.reset(); return angle::Result::Continue; } angle::Result UtilsVk::convertLineLoopArrayIndirectBuffer( ContextVk *contextVk, vk::BufferHelper *srcIndirectBuffer, vk::BufferHelper *dstIndirectBuffer, vk::BufferHelper *dstIndexBuffer, const ConvertLineLoopArrayIndirectParameters ¶ms) { ANGLE_TRY(ensureConvertIndirectLineLoopResourcesInitialized(contextVk)); vk::CommandBufferAccess access; access.onBufferComputeShaderRead(srcIndirectBuffer); access.onBufferComputeShaderWrite(dstIndirectBuffer); access.onBufferComputeShaderWrite(dstIndexBuffer); vk::OutsideRenderPassCommandBuffer *commandBuffer; ANGLE_TRY(contextVk->getOutsideRenderPassCommandBuffer(access, &commandBuffer)); VkDescriptorSet descriptorSet; vk::RefCountedDescriptorPoolBinding descriptorPoolBinding; ANGLE_TRY(allocateDescriptorSet(contextVk, Function::ConvertIndirectLineLoopBuffer, &descriptorPoolBinding, &descriptorSet)); std::array buffers = {{ {srcIndirectBuffer->getBuffer().getHandle(), srcIndirectBuffer->getOffset(), srcIndirectBuffer->getSize()}, {dstIndirectBuffer->getBuffer().getHandle(), dstIndirectBuffer->getOffset(), dstIndirectBuffer->getSize()}, {dstIndexBuffer->getBuffer().getHandle(), dstIndexBuffer->getOffset(), dstIndexBuffer->getSize()}, }}; VkWriteDescriptorSet writeInfo = {}; writeInfo.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; writeInfo.dstSet = descriptorSet; writeInfo.dstBinding = kConvertIndexDestinationBinding; writeInfo.descriptorCount = 3; writeInfo.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER; writeInfo.pBufferInfo = buffers.data(); vkUpdateDescriptorSets(contextVk->getDevice(), 1, &writeInfo, 0, nullptr); ConvertIndirectLineLoopShaderParams shaderParams = {params.indirectBufferOffset >> 2, params.dstIndirectBufferOffset >> 2, params.dstIndexBufferOffset >> 2}; uint32_t flags = 0; vk::RefCounted *shader = nullptr; ANGLE_TRY( contextVk->getShaderLibrary().getConvertIndirectLineLoop_comp(contextVk, flags, &shader)); ANGLE_TRY(setupComputeProgram(contextVk, Function::ConvertIndirectLineLoopBuffer, shader, &mConvertIndirectLineLoopPrograms[flags], descriptorSet, &shaderParams, sizeof(ConvertIndirectLineLoopShaderParams), commandBuffer)); commandBuffer->dispatch(1, 1, 1); descriptorPoolBinding.reset(); return angle::Result::Continue; } angle::Result UtilsVk::convertVertexBuffer(ContextVk *contextVk, vk::BufferHelper *dst, vk::BufferHelper *src, const ConvertVertexParameters ¶ms) { vk::CommandBufferAccess access; access.onBufferComputeShaderRead(src); access.onBufferComputeShaderWrite(dst); vk::OutsideRenderPassCommandBuffer *commandBuffer; ANGLE_TRY(contextVk->getOutsideRenderPassCommandBuffer(access, &commandBuffer)); ConvertVertexShaderParams shaderParams; shaderParams.Ns = params.srcFormat->channelCount; shaderParams.Bs = params.srcFormat->pixelBytes / params.srcFormat->channelCount; shaderParams.Ss = static_cast(params.srcStride); shaderParams.Nd = params.dstFormat->channelCount; shaderParams.Bd = params.dstFormat->pixelBytes / params.dstFormat->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 = static_cast(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 = UnsignedCeilDivide(shaderParams.componentCount, shaderParams.Ed); shaderParams.srcOffset = static_cast(params.srcOffset); shaderParams.dstOffset = static_cast(params.dstOffset); bool isSrcA2BGR10 = params.srcFormat->vertexAttribType == gl::VertexAttribType::UnsignedInt2101010 || params.srcFormat->vertexAttribType == gl::VertexAttribType::Int2101010; bool isSrcRGB10A2 = params.srcFormat->vertexAttribType == gl::VertexAttribType::UnsignedInt1010102 || params.srcFormat->vertexAttribType == gl::VertexAttribType::Int1010102; shaderParams.isSrcHDR = isSrcA2BGR10 || isSrcRGB10A2; shaderParams.isSrcA2BGR10 = isSrcA2BGR10; uint32_t flags = GetConvertVertexFlags(params); // See GLES3.0 section 2.9.1 Transferring Array Elements const uint32_t srcValueBits = shaderParams.isSrcHDR ? 2 : shaderParams.Bs * 8; const uint32_t srcValueMask = srcValueBits == 32 ? 0xFFFFFFFFu : angle::BitMask(srcValueBits); switch (flags) { case ConvertVertex_comp::kSintToSint: case ConvertVertex_comp::kSintToFloat: case ConvertVertex_comp::kUintToFloat: // For integers, alpha should take a value of 1. shaderParams.srcEmulatedAlpha = 1; break; case ConvertVertex_comp::kUintToUint: // For integers, alpha should take a value of 1. However, uint->uint is also used to // add channels to RGB snorm, unorm and half formats. if (params.dstFormat->isSnorm()) { // See case ConvertVertex_comp::kSnormToFloat below. shaderParams.srcEmulatedAlpha = srcValueMask >> 1; } else if (params.dstFormat->isUnorm()) { // See case ConvertVertex_comp::kUnormToFloat below. shaderParams.srcEmulatedAlpha = srcValueMask; } else if (params.dstFormat->isVertexTypeHalfFloat()) { shaderParams.srcEmulatedAlpha = gl::Float16One; } else { shaderParams.srcEmulatedAlpha = 1; } break; case ConvertVertex_comp::kSnormToFloat: // The largest signed number with as many bits as the alpha channel of the source is // 0b011...1 which is srcValueMask >> 1 shaderParams.srcEmulatedAlpha = srcValueMask >> 1; break; case ConvertVertex_comp::kUnormToFloat: // The largest unsigned number with as many bits as the alpha channel of the source is // 0b11...1 which is srcValueMask shaderParams.srcEmulatedAlpha = srcValueMask; break; case ConvertVertex_comp::kFixedToFloat: // 1.0 in fixed point is 0x10000 shaderParams.srcEmulatedAlpha = 0x10000; break; case ConvertVertex_comp::kFloatToFloat: ASSERT(ValidateFloatOneAsUint()); shaderParams.srcEmulatedAlpha = gl::Float32One; break; default: UNREACHABLE(); } return convertVertexBufferImpl(contextVk, dst, src, flags, commandBuffer, shaderParams); } angle::Result UtilsVk::convertVertexBufferImpl(ContextVk *contextVk, vk::BufferHelper *dst, vk::BufferHelper *src, uint32_t flags, vk::OutsideRenderPassCommandBuffer *commandBuffer, const ConvertVertexShaderParams &shaderParams) { ANGLE_TRY(ensureConvertVertexResourcesInitialized(contextVk)); VkDescriptorSet descriptorSet; vk::RefCountedDescriptorPoolBinding descriptorPoolBinding; ANGLE_TRY(allocateDescriptorSet(contextVk, Function::ConvertVertexBuffer, &descriptorPoolBinding, &descriptorSet)); VkWriteDescriptorSet writeInfo = {}; VkDescriptorBufferInfo buffers[2] = { {dst->getBuffer().getHandle(), dst->getOffset(), dst->getSize()}, {src->getBuffer().getHandle(), src->getOffset(), src->getSize()}, }; 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(contextVk->getDevice(), 1, &writeInfo, 0, nullptr); vk::RefCounted *shader = nullptr; ANGLE_TRY(contextVk->getShaderLibrary().getConvertVertex_comp(contextVk, flags, &shader)); ANGLE_TRY(setupComputeProgram(contextVk, Function::ConvertVertexBuffer, shader, &mConvertVertexPrograms[flags], descriptorSet, &shaderParams, sizeof(shaderParams), commandBuffer)); commandBuffer->dispatch(UnsignedCeilDivide(shaderParams.outputCount, 64), 1, 1); descriptorPoolBinding.reset(); return angle::Result::Continue; } angle::Result UtilsVk::startRenderPass(ContextVk *contextVk, vk::ImageHelper *image, const vk::ImageView *imageView, const vk::RenderPassDesc &renderPassDesc, const gl::Rectangle &renderArea, vk::RenderPassCommandBuffer **commandBufferOut) { vk::RenderPass *compatibleRenderPass = nullptr; ANGLE_TRY(contextVk->getCompatibleRenderPass(renderPassDesc, &compatibleRenderPass)); VkFramebufferCreateInfo framebufferInfo = {}; // Minimize the framebuffer coverage to only cover up to the render area. framebufferInfo.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO; framebufferInfo.flags = 0; framebufferInfo.renderPass = compatibleRenderPass->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(contextVk, framebuffer.init(contextVk->getDevice(), framebufferInfo)); vk::AttachmentOpsArray renderPassAttachmentOps; vk::PackedClearValuesArray clearValues; clearValues.store(vk::kAttachmentIndexZero, VK_IMAGE_ASPECT_COLOR_BIT, {}); renderPassAttachmentOps.initWithLoadStore(vk::kAttachmentIndexZero, vk::ImageLayout::ColorAttachment, vk::ImageLayout::ColorAttachment); ANGLE_TRY(contextVk->beginNewRenderPass( framebuffer, renderArea, renderPassDesc, renderPassAttachmentOps, vk::PackedAttachmentCount(1), vk::kAttachmentIndexInvalid, clearValues, commandBufferOut)); contextVk->addGarbage(&framebuffer); return angle::Result::Continue; } angle::Result UtilsVk::clearFramebuffer(ContextVk *contextVk, FramebufferVk *framebuffer, const ClearFramebufferParameters ¶ms) { ANGLE_TRY(ensureImageClearResourcesInitialized(contextVk)); const gl::Rectangle &scissoredRenderArea = params.clearArea; vk::Framebuffer *currentFramebuffer = nullptr; vk::RenderPassCommandBuffer *commandBuffer; // Start a new render pass if not already started ANGLE_TRY(framebuffer->getFramebuffer(contextVk, ¤tFramebuffer, nullptr, SwapchainResolveMode::Disabled)); if (contextVk->hasStartedRenderPassWithFramebuffer(currentFramebuffer)) { commandBuffer = &contextVk->getStartedRenderPassCommands().getCommandBuffer(); } else { ANGLE_TRY(contextVk->startRenderPass(scissoredRenderArea, &commandBuffer, nullptr)); } UpdateColorAccess(contextVk, framebuffer->getState().getColorAttachmentsMask(), MakeColorBufferMask(params.colorAttachmentIndexGL)); UpdateDepthStencilAccess(contextVk, framebuffer, params.clearDepth, params.clearStencil); ImageClearShaderParams shaderParams; shaderParams.clearValue = params.colorClearValue; shaderParams.clearDepth = params.depthStencilClearValue.depth; vk::GraphicsPipelineDesc pipelineDesc; pipelineDesc.initDefaults(contextVk); pipelineDesc.setCullMode(VK_CULL_MODE_NONE); pipelineDesc.setColorWriteMasks(0, gl::DrawBufferMask(), gl::DrawBufferMask()); pipelineDesc.setSingleColorWriteMask(params.colorAttachmentIndexGL, params.colorMaskFlags); pipelineDesc.setRasterizationSamples(framebuffer->getSamples()); pipelineDesc.setRenderPassDesc(framebuffer->getRenderPassDesc()); // Note: depth test is disabled by default so this should be unnecessary, but works around an // Intel bug on windows. http://anglebug.com/3348 pipelineDesc.setDepthWriteEnabled(false); // Clears can be done on a currently open render pass, so make sure the correct subpass index is // used. pipelineDesc.setSubpass(contextVk->getCurrentSubpassIndex()); // Clear depth by enabling depth clamping and setting the viewport depth range to the clear // value if possible. Otherwise use the shader to export depth. const bool supportsDepthClamp = contextVk->getRenderer()->getPhysicalDeviceFeatures().depthClamp == VK_TRUE; if (params.clearDepth) { pipelineDesc.setDepthTestEnabled(true); pipelineDesc.setDepthWriteEnabled(true); pipelineDesc.setDepthFunc(VK_COMPARE_OP_ALWAYS); if (supportsDepthClamp) { // Note: this path requires the depthClamp Vulkan feature. pipelineDesc.setDepthClampEnabled(true); } } // Clear stencil by enabling stencil write with the right mask. if (params.clearStencil) { const uint8_t compareMask = 0xFF; const uint8_t clearStencilValue = static_cast(params.depthStencilClearValue.stencil); pipelineDesc.setStencilTestEnabled(true); pipelineDesc.setStencilFrontFuncs(clearStencilValue, VK_COMPARE_OP_ALWAYS, compareMask); pipelineDesc.setStencilBackFuncs(clearStencilValue, VK_COMPARE_OP_ALWAYS, compareMask); pipelineDesc.setStencilFrontOps(VK_STENCIL_OP_REPLACE, VK_STENCIL_OP_REPLACE, VK_STENCIL_OP_REPLACE); pipelineDesc.setStencilBackOps(VK_STENCIL_OP_REPLACE, VK_STENCIL_OP_REPLACE, VK_STENCIL_OP_REPLACE); pipelineDesc.setStencilFrontWriteMask(params.stencilMask); pipelineDesc.setStencilBackWriteMask(params.stencilMask); } VkViewport viewport; gl::Rectangle completeRenderArea = framebuffer->getRotatedCompleteRenderArea(contextVk); bool invertViewport = contextVk->isViewportFlipEnabledForDrawFBO(); bool clipSpaceOriginUpperLeft = contextVk->getState().getClipSpaceOrigin() == gl::ClipSpaceOrigin::UpperLeft; // Set depth range to clear value. If clearing depth, the vertex shader depth output is clamped // to this value, thus clearing the depth buffer to the desired clear value. const float clearDepthValue = params.depthStencilClearValue.depth; gl_vk::GetViewport(completeRenderArea, clearDepthValue, clearDepthValue, invertViewport, clipSpaceOriginUpperLeft, completeRenderArea.height, &viewport); commandBuffer->setViewport(0, 1, &viewport); const VkRect2D scissor = gl_vk::GetRect(params.clearArea); commandBuffer->setScissor(0, 1, &scissor); contextVk->invalidateViewportAndScissor(); vk::ShaderLibrary &shaderLibrary = contextVk->getShaderLibrary(); vk::RefCounted *vertexShader = nullptr; vk::RefCounted *fragmentShader = nullptr; vk::ShaderProgramHelper *imageClearProgram = &mImageClearProgramVSOnly; ANGLE_TRY(shaderLibrary.getFullScreenTri_vert(contextVk, 0, &vertexShader)); if (params.clearColor) { const uint32_t flags = GetImageClearFlags(*params.colorFormat, params.colorAttachmentIndexGL, params.clearDepth && !supportsDepthClamp); ANGLE_TRY(shaderLibrary.getImageClear_frag(contextVk, flags, &fragmentShader)); imageClearProgram = &mImageClearPrograms[flags]; } // Make sure transform feedback is paused. Needs to be done before binding the pipeline as // that's not allowed in Vulkan. const bool isTransformFeedbackActiveUnpaused = contextVk->getStartedRenderPassCommands().isTransformFeedbackActiveUnpaused(); contextVk->pauseTransformFeedbackIfActiveUnpaused(); ANGLE_TRY(setupGraphicsProgram(contextVk, Function::ImageClear, vertexShader, fragmentShader, imageClearProgram, &pipelineDesc, VK_NULL_HANDLE, &shaderParams, sizeof(shaderParams), commandBuffer)); // Make sure this draw call doesn't count towards occlusion query results. contextVk->pauseRenderPassQueriesIfActive(); commandBuffer->draw(3, 0); ANGLE_TRY(contextVk->resumeRenderPassQueriesIfActive()); // If transform feedback was active, we can't pause and resume it in the same render pass // because we can't insert a memory barrier for the counter buffers. In that case, break the // render pass. if (isTransformFeedbackActiveUnpaused) { ANGLE_TRY(contextVk->flushCommandsAndEndRenderPass( RenderPassClosureReason::XfbResumeAfterDrawBasedClear)); } return angle::Result::Continue; } angle::Result UtilsVk::clearImage(ContextVk *contextVk, vk::ImageHelper *dst, const ClearImageParameters ¶ms) { ANGLE_TRY(ensureImageClearResourcesInitialized(contextVk)); const angle::Format &dstActualFormat = dst->getActualFormat(); // Currently, this function is only used to clear emulated channels of color images. ASSERT(!dstActualFormat.hasDepthOrStencilBits()); // TODO: currently this function is only implemented for images that are drawable. If needed, // for images that are not drawable, the following algorithm can be used. // // - Copy image to temp buffer // - Use convertVertexBufferImpl to overwrite the alpha channel // - Copy the result back to the image // // Note that the following check is not enough; if the image is AHB-imported, then the draw path // cannot be taken if AHARDWAREBUFFER_USAGE_GPU_FRAMEBUFFER hasn't been specified, even if the // format is renderable. // // http://anglebug.com/6151 if (!vk::FormatHasNecessaryFeature(contextVk->getRenderer(), dstActualFormat.id, dst->getTilingMode(), VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT)) { UNIMPLEMENTED(); return angle::Result::Continue; } vk::DeviceScoped destView(contextVk->getDevice()); const gl::TextureType destViewType = vk::Get2DTextureType(1, dst->getSamples()); ANGLE_TRY(dst->initLayerImageView(contextVk, destViewType, VK_IMAGE_ASPECT_COLOR_BIT, gl::SwizzleState(), &destView.get(), params.dstMip, 1, params.dstLayer, 1, gl::SrgbWriteControlMode::Default)); const gl::Rectangle &renderArea = params.clearArea; ImageClearShaderParams shaderParams; shaderParams.clearValue = params.colorClearValue; shaderParams.clearDepth = 0; vk::RenderPassDesc renderPassDesc; renderPassDesc.setSamples(dst->getSamples()); renderPassDesc.packColorAttachment(0, dstActualFormat.id); vk::GraphicsPipelineDesc pipelineDesc; pipelineDesc.initDefaults(contextVk); pipelineDesc.setCullMode(VK_CULL_MODE_NONE); pipelineDesc.setSingleColorWriteMask(0, params.colorMaskFlags); pipelineDesc.setRasterizationSamples(dst->getSamples()); pipelineDesc.setRenderPassDesc(renderPassDesc); vk::RenderPassCommandBuffer *commandBuffer; ANGLE_TRY(startRenderPass(contextVk, dst, &destView.get(), renderPassDesc, renderArea, &commandBuffer)); UpdateColorAccess(contextVk, MakeColorBufferMask(0), MakeColorBufferMask(0)); VkViewport viewport; gl_vk::GetViewport(renderArea, 0.0f, 1.0f, false, false, dst->getExtents().height, &viewport); commandBuffer->setViewport(0, 1, &viewport); VkRect2D scissor = gl_vk::GetRect(renderArea); commandBuffer->setScissor(0, 1, &scissor); contextVk->invalidateViewportAndScissor(); contextVk->onImageRenderPassWrite(dst->toGLLevel(params.dstMip), params.dstLayer, 1, VK_IMAGE_ASPECT_COLOR_BIT, vk::ImageLayout::ColorAttachment, dst); const uint32_t flags = GetImageClearFlags(dstActualFormat, 0, false); vk::ShaderLibrary &shaderLibrary = contextVk->getShaderLibrary(); vk::RefCounted *vertexShader = nullptr; vk::RefCounted *fragmentShader = nullptr; ANGLE_TRY(shaderLibrary.getFullScreenTri_vert(contextVk, 0, &vertexShader)); ANGLE_TRY(shaderLibrary.getImageClear_frag(contextVk, flags, &fragmentShader)); ANGLE_TRY(setupGraphicsProgram(contextVk, Function::ImageClear, vertexShader, fragmentShader, &mImageClearPrograms[flags], &pipelineDesc, VK_NULL_HANDLE, &shaderParams, sizeof(shaderParams), commandBuffer)); // Note: this utility creates its own framebuffer, thus bypassing ContextVk::startRenderPass. // As such, occlusion queries are not enabled. commandBuffer->draw(3, 0); vk::ImageView destViewObject = destView.release(); contextVk->addGarbage(&destViewObject); // Close the render pass for this temporary framebuffer. return contextVk->flushCommandsAndEndRenderPass( RenderPassClosureReason::TemporaryForImageClear); } angle::Result UtilsVk::colorBlitResolve(ContextVk *contextVk, FramebufferVk *framebuffer, vk::ImageHelper *src, const vk::ImageView *srcView, const BlitResolveParameters ¶ms) { // The views passed to this function are already retained, so a render pass cannot be already // open. Otherwise, this function closes the render pass, which may incur a vkQueueSubmit and // then the views are used in a new command buffer without having been retained for it. // http://crbug.com/1272266#c22 // // Note that depth/stencil views for blit are not derived from a ResourceVk object and are // retained differently. ASSERT(!contextVk->hasStartedRenderPass()); return blitResolveImpl(contextVk, framebuffer, src, srcView, nullptr, nullptr, params); } angle::Result UtilsVk::depthStencilBlitResolve(ContextVk *contextVk, FramebufferVk *framebuffer, vk::ImageHelper *src, const vk::ImageView *srcDepthView, const vk::ImageView *srcStencilView, const BlitResolveParameters ¶ms) { return blitResolveImpl(contextVk, framebuffer, src, nullptr, srcDepthView, srcStencilView, params); } angle::Result UtilsVk::blitResolveImpl(ContextVk *contextVk, FramebufferVk *framebuffer, vk::ImageHelper *src, const vk::ImageView *srcColorView, const vk::ImageView *srcDepthView, const vk::ImageView *srcStencilView, const BlitResolveParameters ¶ms) { // Possible ways to resolve color are: // // - vkCmdResolveImage: This is by far the easiest method, but lacks the ability to flip // images during resolve. // - Manual resolve: A shader can read all samples from input, average them and output. // - Using subpass resolve attachment: A shader can transform the sample colors from source to // destination coordinates and the subpass resolve would finish the job. // // The first method is unable to handle flipping, so it's not generally applicable. The last // method would have been great were we able to modify the last render pass that rendered into // source, but still wouldn't be able to handle flipping. The second method is implemented in // this function for complete control. // Possible ways to resolve depth/stencil are: // // - Manual resolve: A shader can read a samples from input and choose that for output. // - Using subpass resolve attachment through VkSubpassDescriptionDepthStencilResolveKHR: This // requires an extension that's not very well supported. // // The first method is implemented in this function. // Possible ways to blit color, depth or stencil are: // // - vkCmdBlitImage: This function works if the source and destination formats have the blit // feature. // - Manual blit: A shader can sample from the source image and write it to the destination. // // The first method has a serious shortcoming. GLES allows blit parameters to exceed the // source or destination boundaries. The actual blit is clipped to these limits, but the // scaling applied is determined solely by the input areas. Vulkan requires the blit parameters // to be within the source and destination bounds. This makes it hard to keep the scaling // constant. // // The second method is implemented in this function, which shares code with the resolve method. ANGLE_TRY(ensureBlitResolveResourcesInitialized(contextVk)); bool isResolve = src->getSamples() > 1; BlitResolveShaderParams shaderParams; // Note: adjustments made for pre-rotatation in FramebufferVk::blit() affect these // Calculate*Offset() functions. if (isResolve) { CalculateResolveOffset(params, shaderParams.offset.resolve); } else { CalculateBlitOffset(params, shaderParams.offset.blit); } shaderParams.stretch[0] = params.stretch[0]; shaderParams.stretch[1] = params.stretch[1]; shaderParams.invSrcExtent[0] = 1.0f / params.srcExtents[0]; shaderParams.invSrcExtent[1] = 1.0f / params.srcExtents[1]; shaderParams.srcLayer = params.srcLayer; shaderParams.samples = src->getSamples(); shaderParams.invSamples = 1.0f / shaderParams.samples; shaderParams.outputMask = framebuffer->getState().getEnabledDrawBuffers().bits(); shaderParams.flipX = params.flipX; shaderParams.flipY = params.flipY; shaderParams.rotateXY = 0; // Potentially make adjustments for pre-rotation. Depending on the angle some of the // shaderParams need to be adjusted. switch (params.rotation) { case SurfaceRotation::Identity: break; case SurfaceRotation::Rotated90Degrees: shaderParams.rotateXY = 1; break; case SurfaceRotation::Rotated180Degrees: if (isResolve) { shaderParams.offset.resolve[0] += params.rotatedOffsetFactor[0]; shaderParams.offset.resolve[1] += params.rotatedOffsetFactor[1]; } else { shaderParams.offset.blit[0] += params.rotatedOffsetFactor[0]; shaderParams.offset.blit[1] += params.rotatedOffsetFactor[1]; } break; case SurfaceRotation::Rotated270Degrees: if (isResolve) { shaderParams.offset.resolve[0] += params.rotatedOffsetFactor[0]; shaderParams.offset.resolve[1] += params.rotatedOffsetFactor[1]; } else { shaderParams.offset.blit[0] += params.rotatedOffsetFactor[0]; shaderParams.offset.blit[1] += params.rotatedOffsetFactor[1]; } shaderParams.rotateXY = 1; break; default: UNREACHABLE(); break; } bool blitColor = srcColorView != nullptr; bool blitDepth = srcDepthView != nullptr; bool blitStencil = srcStencilView != nullptr; // Either color is blitted/resolved or depth/stencil, but not both. ASSERT(blitColor != (blitDepth || blitStencil)); // Linear sampling is only valid with color blitting. ASSERT((blitColor && !isResolve) || !params.linear); uint32_t flags = GetBlitResolveFlags(blitColor, blitDepth, blitStencil, src->getIntendedFormat()); flags |= src->getLayerCount() > 1 ? BlitResolve_frag::kSrcIsArray : 0; flags |= isResolve ? BlitResolve_frag::kIsResolve : 0; VkDescriptorSet descriptorSet; vk::RefCountedDescriptorPoolBinding descriptorPoolBinding; ANGLE_TRY(allocateDescriptorSet(contextVk, Function::BlitResolve, &descriptorPoolBinding, &descriptorSet)); constexpr VkColorComponentFlags kAllColorComponents = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT; vk::GraphicsPipelineDesc pipelineDesc; pipelineDesc.initDefaults(contextVk); if (blitColor) { pipelineDesc.setColorWriteMasks( gl::BlendStateExt::ColorMaskStorage::GetReplicatedValue( kAllColorComponents, gl::BlendStateExt::ColorMaskStorage::GetMask( framebuffer->getRenderPassDesc().colorAttachmentRange())), framebuffer->getEmulatedAlphaAttachmentMask(), ~gl::DrawBufferMask()); } else { pipelineDesc.setColorWriteMasks(0, gl::DrawBufferMask(), gl::DrawBufferMask()); } pipelineDesc.setCullMode(VK_CULL_MODE_NONE); pipelineDesc.setRenderPassDesc(framebuffer->getRenderPassDesc()); pipelineDesc.setDepthTestEnabled(blitDepth); pipelineDesc.setDepthWriteEnabled(blitDepth); pipelineDesc.setDepthFunc(VK_COMPARE_OP_ALWAYS); if (blitStencil) { SetStencilForShaderExport(contextVk, &pipelineDesc); } vk::RenderPassCommandBuffer *commandBuffer; ANGLE_TRY(framebuffer->startNewRenderPass(contextVk, params.blitArea, &commandBuffer, nullptr)); VkViewport viewport; gl::Rectangle completeRenderArea = framebuffer->getRotatedCompleteRenderArea(contextVk); gl_vk::GetViewport(completeRenderArea, 0.0f, 1.0f, false, false, completeRenderArea.height, &viewport); commandBuffer->setViewport(0, 1, &viewport); VkRect2D scissor = gl_vk::GetRect(params.blitArea); commandBuffer->setScissor(0, 1, &scissor); contextVk->invalidateViewportAndScissor(); contextVk->onImageRenderPassRead(src->getAspectFlags(), vk::ImageLayout::FragmentShaderReadOnly, src); UpdateColorAccess(contextVk, framebuffer->getState().getColorAttachmentsMask(), framebuffer->getState().getEnabledDrawBuffers()); UpdateDepthStencilAccess(contextVk, framebuffer, blitDepth, blitStencil); VkDescriptorImageInfo imageInfos[2] = {}; if (blitColor) { imageInfos[0].imageView = srcColorView->getHandle(); imageInfos[0].imageLayout = src->getCurrentLayout(); } if (blitDepth) { imageInfos[0].imageView = srcDepthView->getHandle(); imageInfos[0].imageLayout = src->getCurrentLayout(); } if (blitStencil) { imageInfos[1].imageView = srcStencilView->getHandle(); imageInfos[1].imageLayout = src->getCurrentLayout(); } VkDescriptorImageInfo samplerInfo = {}; samplerInfo.sampler = params.linear ? mLinearSampler.getHandle() : mPointSampler.getHandle(); VkWriteDescriptorSet writeInfos[3] = {}; writeInfos[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; writeInfos[0].dstSet = descriptorSet; writeInfos[0].dstBinding = kBlitResolveColorOrDepthBinding; writeInfos[0].descriptorCount = 1; writeInfos[0].descriptorType = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE; writeInfos[0].pImageInfo = &imageInfos[0]; writeInfos[1] = writeInfos[0]; writeInfos[1].dstBinding = kBlitResolveStencilBinding; writeInfos[1].pImageInfo = &imageInfos[1]; writeInfos[2].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; writeInfos[2].dstSet = descriptorSet; writeInfos[2].dstBinding = kBlitResolveSamplerBinding; writeInfos[2].descriptorCount = 1; writeInfos[2].descriptorType = VK_DESCRIPTOR_TYPE_SAMPLER; writeInfos[2].pImageInfo = &samplerInfo; // If resolving color, there's one write info; index 0 // If resolving depth, write info index 0 must be written // If resolving stencil, write info index 1 must also be written // // Note again that resolving color and depth/stencil are mutually exclusive here. uint32_t writeInfoOffset = blitDepth || blitColor ? 0 : 1; uint32_t writeInfoCount = blitColor + blitDepth + blitStencil; vkUpdateDescriptorSets(contextVk->getDevice(), writeInfoCount, writeInfos + writeInfoOffset, 0, nullptr); vkUpdateDescriptorSets(contextVk->getDevice(), 1, &writeInfos[2], 0, nullptr); vk::ShaderLibrary &shaderLibrary = contextVk->getShaderLibrary(); vk::RefCounted *vertexShader = nullptr; vk::RefCounted *fragmentShader = nullptr; ANGLE_TRY(shaderLibrary.getFullScreenTri_vert(contextVk, 0, &vertexShader)); ANGLE_TRY(shaderLibrary.getBlitResolve_frag(contextVk, flags, &fragmentShader)); ANGLE_TRY(setupGraphicsProgram(contextVk, Function::BlitResolve, vertexShader, fragmentShader, &mBlitResolvePrograms[flags], &pipelineDesc, descriptorSet, &shaderParams, sizeof(shaderParams), commandBuffer)); // Note: this utility starts the render pass directly, thus bypassing // ContextVk::startRenderPass. As such, occlusion queries are not enabled. commandBuffer->draw(3, 0); descriptorPoolBinding.reset(); return angle::Result::Continue; } angle::Result UtilsVk::stencilBlitResolveNoShaderExport(ContextVk *contextVk, FramebufferVk *framebuffer, vk::ImageHelper *src, const vk::ImageView *srcStencilView, const BlitResolveParameters ¶ms) { // When VK_EXT_shader_stencil_export is not available, stencil is blitted/resolved into a // temporary buffer which is then copied into the stencil aspect of the image. ANGLE_TRY(ensureBlitResolveStencilNoExportResourcesInitialized(contextVk)); bool isResolve = src->getSamples() > 1; VkDescriptorSet descriptorSet; vk::RefCountedDescriptorPoolBinding descriptorPoolBinding; ANGLE_TRY(allocateDescriptorSet(contextVk, Function::BlitResolveStencilNoExport, &descriptorPoolBinding, &descriptorSet)); // Create a temporary buffer to blit/resolve stencil into. vk::RendererScoped blitBuffer(contextVk->getRenderer()); uint32_t bufferRowLengthInUints = UnsignedCeilDivide(params.blitArea.width, sizeof(uint32_t)); VkDeviceSize bufferSize = bufferRowLengthInUints * sizeof(uint32_t) * params.blitArea.height; VkBufferCreateInfo blitBufferInfo = {}; blitBufferInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO; blitBufferInfo.flags = 0; blitBufferInfo.size = bufferSize; blitBufferInfo.usage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_SRC_BIT; blitBufferInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE; blitBufferInfo.queueFamilyIndexCount = 0; blitBufferInfo.pQueueFamilyIndices = nullptr; ANGLE_TRY(blitBuffer.get().initSuballocation( contextVk, contextVk->getRenderer()->getDeviceLocalMemoryTypeIndex(), static_cast(bufferSize), contextVk->getRenderer()->getDefaultBufferAlignment())); blitBuffer.get().retainReadWrite(&contextVk->getResourceUseList()); BlitResolveStencilNoExportShaderParams shaderParams; // Note: adjustments made for pre-rotatation in FramebufferVk::blit() affect these // Calculate*Offset() functions. if (isResolve) { CalculateResolveOffset(params, shaderParams.offset.resolve); } else { CalculateBlitOffset(params, shaderParams.offset.blit); } shaderParams.stretch[0] = params.stretch[0]; shaderParams.stretch[1] = params.stretch[1]; shaderParams.invSrcExtent[0] = 1.0f / params.srcExtents[0]; shaderParams.invSrcExtent[1] = 1.0f / params.srcExtents[1]; shaderParams.srcLayer = params.srcLayer; shaderParams.srcWidth = params.srcExtents[0]; shaderParams.dstPitch = bufferRowLengthInUints; shaderParams.blitArea[0] = params.blitArea.x; shaderParams.blitArea[1] = params.blitArea.y; shaderParams.blitArea[2] = params.blitArea.width; shaderParams.blitArea[3] = params.blitArea.height; shaderParams.flipX = params.flipX; shaderParams.flipY = params.flipY; shaderParams.rotateXY = 0; // Potentially make adjustments for pre-rotatation. Depending on the angle some of the // shaderParams need to be adjusted. switch (params.rotation) { case SurfaceRotation::Identity: break; case SurfaceRotation::Rotated90Degrees: shaderParams.rotateXY = 1; break; case SurfaceRotation::Rotated180Degrees: if (isResolve) { // Align the offset with minus 1, or the sample position near the edge will be // wrong. shaderParams.offset.resolve[0] += params.rotatedOffsetFactor[0] - 1; shaderParams.offset.resolve[1] += params.rotatedOffsetFactor[1]; } else { shaderParams.offset.blit[0] += params.rotatedOffsetFactor[0] - 1; shaderParams.offset.blit[1] += params.rotatedOffsetFactor[1]; } break; case SurfaceRotation::Rotated270Degrees: if (isResolve) { shaderParams.offset.resolve[0] += params.rotatedOffsetFactor[0] - 1; shaderParams.offset.resolve[1] += params.rotatedOffsetFactor[1] - 1; } else { shaderParams.offset.blit[0] += params.rotatedOffsetFactor[0] - 1; shaderParams.offset.blit[1] += params.rotatedOffsetFactor[1] - 1; } shaderParams.rotateXY = 1; break; default: UNREACHABLE(); break; } // Linear sampling is only valid with color blitting. ASSERT(!params.linear); uint32_t flags = src->getLayerCount() > 1 ? BlitResolveStencilNoExport_comp::kSrcIsArray : 0; flags |= isResolve ? BlitResolve_frag::kIsResolve : 0; RenderTargetVk *depthStencilRenderTarget = framebuffer->getDepthStencilRenderTarget(); ASSERT(depthStencilRenderTarget != nullptr); vk::ImageHelper *depthStencilImage = &depthStencilRenderTarget->getImageForWrite(); // Change layouts prior to computation. vk::CommandBufferAccess access; access.onImageComputeShaderRead(src->getAspectFlags(), src); access.onImageTransferWrite(depthStencilRenderTarget->getLevelIndex(), 1, depthStencilRenderTarget->getLayerIndex(), 1, depthStencilImage->getAspectFlags(), depthStencilImage); vk::OutsideRenderPassCommandBuffer *commandBuffer; ANGLE_TRY(contextVk->getOutsideRenderPassCommandBuffer(access, &commandBuffer)); // Blit/resolve stencil into the buffer. VkDescriptorImageInfo imageInfo = {}; imageInfo.imageView = srcStencilView->getHandle(); imageInfo.imageLayout = src->getCurrentLayout(); VkDescriptorBufferInfo bufferInfo = {}; bufferInfo.buffer = blitBuffer.get().getBuffer().getHandle(); bufferInfo.offset = blitBuffer.get().getOffset(); bufferInfo.range = blitBuffer.get().getSize(); VkDescriptorImageInfo samplerInfo = {}; samplerInfo.sampler = params.linear ? mLinearSampler.getHandle() : mPointSampler.getHandle(); VkWriteDescriptorSet writeInfos[3] = {}; writeInfos[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; writeInfos[0].dstSet = descriptorSet; writeInfos[0].dstBinding = kBlitResolveStencilNoExportDestBinding; writeInfos[0].descriptorCount = 1; writeInfos[0].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER; writeInfos[0].pBufferInfo = &bufferInfo; writeInfos[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; writeInfos[1].dstSet = descriptorSet; writeInfos[1].dstBinding = kBlitResolveStencilNoExportSrcBinding; writeInfos[1].descriptorCount = 1; writeInfos[1].descriptorType = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE; writeInfos[1].pImageInfo = &imageInfo; writeInfos[2].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; writeInfos[2].dstSet = descriptorSet; writeInfos[2].dstBinding = kBlitResolveStencilNoExportSamplerBinding; writeInfos[2].descriptorCount = 1; writeInfos[2].descriptorType = VK_DESCRIPTOR_TYPE_SAMPLER; writeInfos[2].pImageInfo = &samplerInfo; vkUpdateDescriptorSets(contextVk->getDevice(), 3, writeInfos, 0, nullptr); vk::RefCounted *shader = nullptr; ANGLE_TRY(contextVk->getShaderLibrary().getBlitResolveStencilNoExport_comp(contextVk, flags, &shader)); ANGLE_TRY(setupComputeProgram(contextVk, Function::BlitResolveStencilNoExport, shader, &mBlitResolveStencilNoExportPrograms[flags], descriptorSet, &shaderParams, sizeof(shaderParams), commandBuffer)); commandBuffer->dispatch(UnsignedCeilDivide(bufferRowLengthInUints, 8), UnsignedCeilDivide(params.blitArea.height, 8), 1); descriptorPoolBinding.reset(); // Add a barrier prior to copy. VkMemoryBarrier memoryBarrier = {}; memoryBarrier.sType = VK_STRUCTURE_TYPE_MEMORY_BARRIER; memoryBarrier.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT; memoryBarrier.dstAccessMask = VK_ACCESS_TRANSFER_READ_BIT; commandBuffer->memoryBarrier(VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, &memoryBarrier); // Copy the resulting buffer into dst. VkBufferImageCopy region = {}; region.bufferOffset = blitBuffer.get().getOffset(); region.bufferRowLength = bufferRowLengthInUints * sizeof(uint32_t); region.bufferImageHeight = params.blitArea.height; region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_STENCIL_BIT; region.imageSubresource.mipLevel = depthStencilImage->toVkLevel(depthStencilRenderTarget->getLevelIndex()).get(); region.imageSubresource.baseArrayLayer = depthStencilRenderTarget->getLayerIndex(); region.imageSubresource.layerCount = 1; region.imageOffset.x = params.blitArea.x; region.imageOffset.y = params.blitArea.y; region.imageOffset.z = 0; region.imageExtent.width = params.blitArea.width; region.imageExtent.height = params.blitArea.height; region.imageExtent.depth = 1; commandBuffer->copyBufferToImage(blitBuffer.get().getBuffer().getHandle(), depthStencilImage->getImage(), depthStencilImage->getCurrentLayout(), 1, ®ion); return angle::Result::Continue; } angle::Result UtilsVk::copyImage(ContextVk *contextVk, vk::ImageHelper *dst, const vk::ImageView *destView, vk::ImageHelper *src, const vk::ImageView *srcView, const CopyImageParameters ¶ms) { // The views passed to this function are already retained, so a render pass cannot be already // open. Otherwise, this function closes the render pass, which may incur a vkQueueSubmit and // then the views are used in a new command buffer without having been retained for it. // http://crbug.com/1272266#c22 ASSERT(!contextVk->hasStartedRenderPass()); ANGLE_TRY(ensureImageCopyResourcesInitialized(contextVk)); const angle::Format &srcIntendedFormat = src->getIntendedFormat(); const angle::Format &dstIntendedFormat = dst->getIntendedFormat(); ImageCopyShaderParams shaderParams; shaderParams.flipX = 0; shaderParams.flipY = params.srcFlipY || params.dstFlipY; shaderParams.premultiplyAlpha = params.srcPremultiplyAlpha; shaderParams.unmultiplyAlpha = params.srcUnmultiplyAlpha; shaderParams.dstHasLuminance = dstIntendedFormat.luminanceBits > 0; shaderParams.dstIsAlpha = dstIntendedFormat.isLUMA() && dstIntendedFormat.alphaBits > 0; shaderParams.dstDefaultChannelsMask = GetFormatDefaultChannelMask(dst->getIntendedFormat(), dst->getActualFormat()); shaderParams.srcMip = params.srcMip; shaderParams.srcLayer = params.srcLayer; shaderParams.srcOffset[0] = params.srcOffset[0]; shaderParams.srcOffset[1] = params.srcOffset[1]; shaderParams.dstOffset[0] = params.dstOffset[0]; shaderParams.dstOffset[1] = params.dstOffset[1]; shaderParams.rotateXY = 0; shaderParams.srcIsSRGB = params.srcColorEncoding == GL_SRGB; shaderParams.dstIsSRGB = params.dstColorEncoding == GL_SRGB; // If both src and dst are sRGB, and there is no alpha multiplication/division necessary, then // the shader can work with sRGB data and pretend they are linear. if (shaderParams.srcIsSRGB && shaderParams.dstIsSRGB && !shaderParams.premultiplyAlpha && !shaderParams.unmultiplyAlpha) { shaderParams.srcIsSRGB = false; shaderParams.dstIsSRGB = false; } ASSERT(!(params.srcFlipY && params.dstFlipY)); 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.dstFlipY) { // 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; } switch (params.srcRotation) { case SurfaceRotation::Identity: break; case SurfaceRotation::Rotated90Degrees: shaderParams.rotateXY = 1; break; case SurfaceRotation::Rotated180Degrees: shaderParams.flipX = true; ASSERT(shaderParams.flipY); shaderParams.flipY = false; shaderParams.srcOffset[0] += params.srcExtents[0]; shaderParams.srcOffset[1] -= params.srcExtents[1]; break; case SurfaceRotation::Rotated270Degrees: shaderParams.flipX = true; ASSERT(!shaderParams.flipY); shaderParams.flipY = true; shaderParams.srcOffset[0] += params.srcExtents[0]; shaderParams.srcOffset[1] += params.srcExtents[1]; shaderParams.rotateXY = 1; break; default: UNREACHABLE(); break; } uint32_t flags = GetImageCopyFlags(srcIntendedFormat, dstIntendedFormat); if (src->getType() == VK_IMAGE_TYPE_3D) { flags |= ImageCopy_frag::kSrcIs3D; } else if (src->getLayerCount() > 1) { flags |= ImageCopy_frag::kSrcIs2DArray; } else { flags |= ImageCopy_frag::kSrcIs2D; } VkDescriptorSet descriptorSet; vk::RefCountedDescriptorPoolBinding descriptorPoolBinding; ANGLE_TRY(allocateDescriptorSet(contextVk, Function::ImageCopy, &descriptorPoolBinding, &descriptorSet)); vk::RenderPassDesc renderPassDesc; renderPassDesc.setSamples(dst->getSamples()); renderPassDesc.packColorAttachment(0, dst->getActualFormatID()); // Copy from multisampled image is not supported. ASSERT(src->getSamples() == 1); vk::GraphicsPipelineDesc pipelineDesc; pipelineDesc.initDefaults(contextVk); pipelineDesc.setCullMode(VK_CULL_MODE_NONE); pipelineDesc.setRenderPassDesc(renderPassDesc); pipelineDesc.setRasterizationSamples(dst->getSamples()); gl::Rectangle renderArea; renderArea.x = params.dstOffset[0]; renderArea.y = params.dstOffset[1]; renderArea.width = params.srcExtents[0]; renderArea.height = params.srcExtents[1]; if ((params.srcRotation == SurfaceRotation::Rotated90Degrees) || (params.srcRotation == SurfaceRotation::Rotated270Degrees)) { // The surface is rotated 90/270 degrees. This changes the aspect ratio of the surface. std::swap(renderArea.x, renderArea.y); std::swap(renderArea.width, renderArea.height); } vk::RenderPassCommandBuffer *commandBuffer; ANGLE_TRY( startRenderPass(contextVk, dst, destView, renderPassDesc, renderArea, &commandBuffer)); UpdateColorAccess(contextVk, MakeColorBufferMask(0), MakeColorBufferMask(0)); VkViewport viewport; gl_vk::GetViewport(renderArea, 0.0f, 1.0f, false, false, dst->getExtents().height, &viewport); commandBuffer->setViewport(0, 1, &viewport); VkRect2D scissor = gl_vk::GetRect(renderArea); commandBuffer->setScissor(0, 1, &scissor); contextVk->invalidateViewportAndScissor(); // Change source layout inside render pass. contextVk->onImageRenderPassRead(VK_IMAGE_ASPECT_COLOR_BIT, vk::ImageLayout::FragmentShaderReadOnly, src); contextVk->onImageRenderPassWrite(params.dstMip, params.dstLayer, 1, VK_IMAGE_ASPECT_COLOR_BIT, vk::ImageLayout::ColorAttachment, dst); 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(contextVk->getDevice(), 1, &writeInfo, 0, nullptr); vk::ShaderLibrary &shaderLibrary = contextVk->getShaderLibrary(); vk::RefCounted *vertexShader = nullptr; vk::RefCounted *fragmentShader = nullptr; ANGLE_TRY(shaderLibrary.getFullScreenTri_vert(contextVk, 0, &vertexShader)); ANGLE_TRY(shaderLibrary.getImageCopy_frag(contextVk, flags, &fragmentShader)); ANGLE_TRY(setupGraphicsProgram(contextVk, Function::ImageCopy, vertexShader, fragmentShader, &mImageCopyPrograms[flags], &pipelineDesc, descriptorSet, &shaderParams, sizeof(shaderParams), commandBuffer)); // Note: this utility creates its own framebuffer, thus bypassing ContextVk::startRenderPass. // As such, occlusion queries are not enabled. commandBuffer->draw(3, 0); descriptorPoolBinding.reset(); // Close the render pass for this temporary framebuffer. return contextVk->flushCommandsAndEndRenderPass(RenderPassClosureReason::TemporaryForImageCopy); } angle::Result UtilsVk::copyImageBits(ContextVk *contextVk, vk::ImageHelper *dst, vk::ImageHelper *src, const CopyImageBitsParameters ¶ms) { // This function is used to copy the bit representation of an image to another, and is used to // support EXT_copy_image when a format is emulated. Currently, only RGB->RGBA emulation is // possible, and so this function is tailored to this specific kind of emulation. // // The copy can be done with various degrees of efficiency: // // - If the UINT reinterpretation format for src supports SAMPLED usage, texels can be read // directly from that. Otherwise vkCmdCopyImageToBuffer can be used and data then read from // the buffer. // - If the UINT reinterpretation format for dst supports STORAGE usage, texels can be written // directly to that. Otherwise conversion can be done to a buffer and then // vkCmdCopyBufferToImage used. // // This requires four different shaders. For simplicity, this function unconditionally copies // src to a temp buffer, transforms to another temp buffer and copies to the dst. No known // applications use EXT_copy_image on RGB formats, so no further optimization is currently // necessary. // // The conversion between buffers can be done with ConvertVertex.comp in UintToUint mode, so no // new shader is necessary. The srcEmulatedAlpha parameter is used to make sure the destination // alpha value is correct, if dst is RGBA. // This path should only be necessary for when RGBA is used as fallback for RGB. No other // format which can be used with EXT_copy_image has a fallback. ASSERT(src->getIntendedFormat().blueBits > 0 && src->getIntendedFormat().alphaBits == 0); ASSERT(dst->getIntendedFormat().blueBits > 0 && dst->getIntendedFormat().alphaBits == 0); const angle::Format &srcImageFormat = src->getActualFormat(); const angle::Format &dstImageFormat = dst->getActualFormat(); // Create temporary buffers. vk::RendererScoped srcBuffer(contextVk->getRenderer()); vk::RendererScoped dstBuffer(contextVk->getRenderer()); const uint32_t srcPixelBytes = srcImageFormat.pixelBytes; const uint32_t dstPixelBytes = dstImageFormat.pixelBytes; const uint32_t totalPixelCount = params.copyExtents[0] * params.copyExtents[1] * params.copyExtents[2]; // Note that buffer sizes are rounded up a multiple of uint size, as that the granularity in // which the compute shader accesses these buffers. const VkDeviceSize srcBufferSize = roundUpPow2(srcPixelBytes * totalPixelCount, sizeof(uint32_t)); const VkDeviceSize dstBufferSize = roundUpPow2(dstPixelBytes * totalPixelCount, sizeof(uint32_t)); VkBufferCreateInfo bufferInfo = {}; bufferInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO; bufferInfo.flags = 0; bufferInfo.size = srcBufferSize; bufferInfo.usage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT; bufferInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE; bufferInfo.queueFamilyIndexCount = 0; bufferInfo.pQueueFamilyIndices = nullptr; ANGLE_TRY(srcBuffer.get().init(contextVk, bufferInfo, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT)); bufferInfo.size = dstBufferSize; bufferInfo.usage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_SRC_BIT; ANGLE_TRY(dstBuffer.get().init(contextVk, bufferInfo, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT)); srcBuffer.get().retainReadOnly(&contextVk->getResourceUseList()); dstBuffer.get().retainReadWrite(&contextVk->getResourceUseList()); bool isSrc3D = src->getType() == VK_IMAGE_TYPE_3D; bool isDst3D = dst->getType() == VK_IMAGE_TYPE_3D; // Change layouts prior to computation. vk::CommandBufferAccess access; access.onImageTransferRead(src->getAspectFlags(), src); access.onImageTransferWrite(params.dstLevel, 1, isDst3D ? 0 : params.dstOffset[2], isDst3D ? 1 : params.copyExtents[2], VK_IMAGE_ASPECT_COLOR_BIT, dst); vk::OutsideRenderPassCommandBuffer *commandBuffer; ANGLE_TRY(contextVk->getOutsideRenderPassCommandBuffer(access, &commandBuffer)); // Copy src into buffer, completely packed. VkBufferImageCopy srcRegion = {}; srcRegion.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; srcRegion.imageSubresource.mipLevel = src->toVkLevel(params.srcLevel).get(); srcRegion.imageSubresource.baseArrayLayer = isSrc3D ? 0 : params.srcOffset[2]; srcRegion.imageSubresource.layerCount = isSrc3D ? 1 : params.copyExtents[2]; srcRegion.imageOffset.x = params.srcOffset[0]; srcRegion.imageOffset.y = params.srcOffset[1]; srcRegion.imageOffset.z = isSrc3D ? params.srcOffset[2] : 0; srcRegion.imageExtent.width = params.copyExtents[0]; srcRegion.imageExtent.height = params.copyExtents[1]; srcRegion.imageExtent.depth = isSrc3D ? params.copyExtents[2] : 1; commandBuffer->copyImageToBuffer(src->getImage(), src->getCurrentLayout(), srcBuffer.get().getBuffer().getHandle(), 1, &srcRegion); // Add a barrier prior to dispatch call. VkMemoryBarrier memoryBarrier = {}; memoryBarrier.sType = VK_STRUCTURE_TYPE_MEMORY_BARRIER; memoryBarrier.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT; memoryBarrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT; commandBuffer->memoryBarrier(VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, &memoryBarrier); // Set up ConvertVertex shader to convert between the formats. Only the following three cases // are possible: // // - RGB -> RGBA: Ns = 3, Ss = src.pixelBytes, // Nd = 4, Sd = dst.pixelBytes, use srcEmulatedAlpha // // - RGBA -> RGBA: Ns = 3, Ss = src.pixelBytes, // Nd = 4, Sd = dst.pixelBytes, use srcEmulatedAlpha // // - RGBA -> RGB: Ns = 3, Ss = src.pixelBytes, // Nd = 3, Sd = dst.pixelBytes // // The trick here is with RGBA -> RGBA, where Ns is specified as 3, so that the emulated alpha // from source is not taken (as uint), but rather one is provided such that the destination // alpha would contain the correct emulated alpha. // ConvertVertexShaderParams shaderParams; shaderParams.Ns = 3; shaderParams.Bs = srcImageFormat.pixelBytes / srcImageFormat.channelCount; shaderParams.Ss = srcImageFormat.pixelBytes; shaderParams.Nd = dstImageFormat.channelCount; shaderParams.Bd = dstImageFormat.pixelBytes / dstImageFormat.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 pixels by number of components in // each. shaderParams.componentCount = totalPixelCount * 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 = UnsignedCeilDivide(shaderParams.componentCount, shaderParams.Ed); shaderParams.srcOffset = 0; shaderParams.dstOffset = 0; shaderParams.isSrcHDR = 0; shaderParams.isSrcA2BGR10 = 0; // Due to the requirements of EXT_copy_image, the channel size of src and dst must be // identical. Usage of srcEmulatedAlpha relies on this as it's used to output an alpha value in // dst through the source. ASSERT(shaderParams.Bs == shaderParams.Bd); // The following RGB formats are allowed in EXT_copy_image: // // - RGB32F, RGB32UI, RGB32I // - RGB16F, RGB16UI, RGB16I // - RGB8, RGB8_SNORM, SRGB8, RGB8UI, RGB8I // // The value of emulated alpha is: // // - 1 for all RGB*I and RGB*UI formats // - bit representation of 1.0f for RGB32F // - bit representation of half-float 1.0f for RGB16F // - 0xFF for RGB8 and SRGB8 // - 0x7F for RGB8_SNORM if (dstImageFormat.isInt()) { shaderParams.srcEmulatedAlpha = 1; } else if (dstImageFormat.isUnorm()) { ASSERT(shaderParams.Bd == 1); shaderParams.srcEmulatedAlpha = 0xFF; } else if (dstImageFormat.isSnorm()) { ASSERT(shaderParams.Bd == 1); shaderParams.srcEmulatedAlpha = 0x7F; } else if (shaderParams.Bd == 2) { ASSERT(dstImageFormat.isFloat()); shaderParams.srcEmulatedAlpha = gl::Float16One; } else if (shaderParams.Bd == 4) { ASSERT(dstImageFormat.isFloat()); ASSERT(ValidateFloatOneAsUint()); shaderParams.srcEmulatedAlpha = gl::Float32One; } else { UNREACHABLE(); } // Use UintToUint conversion to preserve the bit pattern during transfer. const uint32_t flags = ConvertVertex_comp::kUintToUint; ANGLE_TRY(convertVertexBufferImpl(contextVk, &dstBuffer.get(), &srcBuffer.get(), flags, commandBuffer, shaderParams)); // Add a barrier prior to copy. memoryBarrier.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT; memoryBarrier.dstAccessMask = VK_ACCESS_TRANSFER_READ_BIT; commandBuffer->memoryBarrier(VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, &memoryBarrier); // Copy buffer into dst. It's completely packed. VkBufferImageCopy dstRegion = {}; dstRegion.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; dstRegion.imageSubresource.mipLevel = dst->toVkLevel(params.dstLevel).get(); dstRegion.imageSubresource.baseArrayLayer = isDst3D ? 0 : params.dstOffset[2]; dstRegion.imageSubresource.layerCount = isDst3D ? 1 : params.copyExtents[2]; dstRegion.imageOffset.x = params.dstOffset[0]; dstRegion.imageOffset.y = params.dstOffset[1]; dstRegion.imageOffset.z = isDst3D ? params.dstOffset[2] : 0; dstRegion.imageExtent.width = params.copyExtents[0]; dstRegion.imageExtent.height = params.copyExtents[1]; dstRegion.imageExtent.depth = isDst3D ? params.copyExtents[2] : 1; commandBuffer->copyBufferToImage(dstBuffer.get().getBuffer().getHandle(), dst->getImage(), dst->getCurrentLayout(), 1, &dstRegion); return angle::Result::Continue; } angle::Result UtilsVk::generateMipmap(ContextVk *contextVk, vk::ImageHelper *src, const vk::ImageView *srcLevelZeroView, vk::ImageHelper *dst, const GenerateMipmapDestLevelViews &destLevelViews, const vk::Sampler &sampler, const GenerateMipmapParameters ¶ms) { ANGLE_TRY(ensureGenerateMipmapResourcesInitialized(contextVk)); const gl::Extents &srcExtents = src->getLevelExtents(vk::LevelIndex(params.srcLevel)); ASSERT(srcExtents.depth == 1); // Each workgroup processes a 64x64 tile of the image. constexpr uint32_t kPixelWorkgroupRatio = 64; const uint32_t workGroupX = UnsignedCeilDivide(srcExtents.width, kPixelWorkgroupRatio); const uint32_t workGroupY = UnsignedCeilDivide(srcExtents.height, kPixelWorkgroupRatio); GenerateMipmapShaderParams shaderParams; shaderParams.invSrcExtent[0] = 1.0f / srcExtents.width; shaderParams.invSrcExtent[1] = 1.0f / srcExtents.height; shaderParams.levelCount = params.dstLevelCount; uint32_t flags = GetGenerateMipmapFlags(contextVk, src->getActualFormat()); VkDescriptorSet descriptorSet; vk::RefCountedDescriptorPoolBinding descriptorPoolBinding; ANGLE_TRY(allocateDescriptorSet(contextVk, Function::GenerateMipmap, &descriptorPoolBinding, &descriptorSet)); VkDescriptorImageInfo destImageInfos[kGenerateMipmapMaxLevels] = {}; for (uint32_t level = 0; level < kGenerateMipmapMaxLevels; ++level) { destImageInfos[level].imageView = destLevelViews[level]->getHandle(); destImageInfos[level].imageLayout = dst->getCurrentLayout(); } VkDescriptorImageInfo srcImageInfo = {}; srcImageInfo.imageView = srcLevelZeroView->getHandle(); srcImageInfo.imageLayout = src->getCurrentLayout(); srcImageInfo.sampler = sampler.getHandle(); VkWriteDescriptorSet writeInfos[2] = {}; writeInfos[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; writeInfos[0].dstSet = descriptorSet; writeInfos[0].dstBinding = kGenerateMipmapDestinationBinding; writeInfos[0].descriptorCount = GetGenerateMipmapMaxLevels(contextVk); writeInfos[0].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE; writeInfos[0].pImageInfo = destImageInfos; writeInfos[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; writeInfos[1].dstSet = descriptorSet; writeInfos[1].dstBinding = kGenerateMipmapSourceBinding; writeInfos[1].descriptorCount = 1; writeInfos[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; writeInfos[1].pImageInfo = &srcImageInfo; vkUpdateDescriptorSets(contextVk->getDevice(), 2, writeInfos, 0, nullptr); vk::RefCounted *shader = nullptr; ANGLE_TRY(contextVk->getShaderLibrary().getGenerateMipmap_comp(contextVk, flags, &shader)); // Note: onImageRead/onImageWrite is expected to be called by the caller. This avoids inserting // barriers between calls for each layer of the image. vk::OutsideRenderPassCommandBuffer *commandBuffer; ANGLE_TRY(contextVk->getOutsideRenderPassCommandBuffer({}, &commandBuffer)); ANGLE_TRY(setupComputeProgram(contextVk, Function::GenerateMipmap, shader, &mGenerateMipmapPrograms[flags], descriptorSet, &shaderParams, sizeof(shaderParams), commandBuffer)); commandBuffer->dispatch(workGroupX, workGroupY, 1); descriptorPoolBinding.reset(); return angle::Result::Continue; } angle::Result UtilsVk::unresolve(ContextVk *contextVk, const FramebufferVk *framebuffer, const UnresolveParameters ¶ms) { // Get attachment count and pointers to resolve images and views. gl::DrawBuffersArray colorSrc = {}; gl::DrawBuffersArray colorSrcView = {}; vk::DeviceScoped depthView(contextVk->getDevice()); vk::DeviceScoped stencilView(contextVk->getDevice()); const vk::ImageView *depthSrcView = nullptr; const vk::ImageView *stencilSrcView = nullptr; // The subpass that initializes the multisampled-render-to-texture attachments packs the // attachments that need to be unresolved, so the attachment indices of this subpass are not the // same. See InitializeUnresolveSubpass for details. vk::PackedAttachmentIndex colorIndexVk(0); for (size_t colorIndexGL : params.unresolveColorMask) { RenderTargetVk *colorRenderTarget = framebuffer->getColorDrawRenderTarget(colorIndexGL); ASSERT(colorRenderTarget->hasResolveAttachment()); ASSERT(colorRenderTarget->isImageTransient()); colorSrc[colorIndexVk.get()] = &colorRenderTarget->getResolveImageForRenderPass(); ANGLE_TRY( colorRenderTarget->getResolveImageView(contextVk, &colorSrcView[colorIndexVk.get()])); ++colorIndexVk; } if (params.unresolveDepth || params.unresolveStencil) { RenderTargetVk *depthStencilRenderTarget = framebuffer->getDepthStencilRenderTarget(); ASSERT(depthStencilRenderTarget->hasResolveAttachment()); ASSERT(depthStencilRenderTarget->isImageTransient()); vk::ImageHelper *depthStencilSrc = &depthStencilRenderTarget->getResolveImageForRenderPass(); // The resolved depth/stencil image is necessarily single-sampled. ASSERT(depthStencilSrc->getSamples() == 1); gl::TextureType textureType = vk::Get2DTextureType(depthStencilSrc->getLayerCount(), 1); const vk::LevelIndex levelIndex = depthStencilSrc->toVkLevel(depthStencilRenderTarget->getLevelIndex()); const uint32_t layerIndex = depthStencilRenderTarget->getLayerIndex(); if (params.unresolveDepth) { ANGLE_TRY(depthStencilSrc->initLayerImageView( contextVk, textureType, VK_IMAGE_ASPECT_DEPTH_BIT, gl::SwizzleState(), &depthView.get(), levelIndex, 1, layerIndex, 1, gl::SrgbWriteControlMode::Default)); depthSrcView = &depthView.get(); } if (params.unresolveStencil) { ANGLE_TRY(depthStencilSrc->initLayerImageView( contextVk, textureType, VK_IMAGE_ASPECT_STENCIL_BIT, gl::SwizzleState(), &stencilView.get(), levelIndex, 1, layerIndex, 1, gl::SrgbWriteControlMode::Default)); stencilSrcView = &stencilView.get(); } } const uint32_t colorAttachmentCount = colorIndexVk.get(); const uint32_t depthStencilBindingCount = (params.unresolveDepth ? 1 : 0) + (params.unresolveStencil ? 1 : 0); const uint32_t totalBindingCount = colorAttachmentCount + depthStencilBindingCount; ASSERT(totalBindingCount > 0); const Function function = static_cast( static_cast(Function::Unresolve1Attachment) + totalBindingCount - 1); ANGLE_TRY(ensureUnresolveResourcesInitialized(contextVk, function, totalBindingCount)); vk::GraphicsPipelineDesc pipelineDesc; pipelineDesc.initDefaults(contextVk); pipelineDesc.setCullMode(VK_CULL_MODE_NONE); pipelineDesc.setRasterizationSamples(framebuffer->getSamples()); pipelineDesc.setRenderPassDesc(framebuffer->getRenderPassDesc()); pipelineDesc.setDepthTestEnabled(params.unresolveDepth); pipelineDesc.setDepthWriteEnabled(params.unresolveDepth); pipelineDesc.setDepthFunc(VK_COMPARE_OP_ALWAYS); if (params.unresolveStencil) { SetStencilForShaderExport(contextVk, &pipelineDesc); } vk::RenderPassCommandBuffer *commandBuffer = &contextVk->getStartedRenderPassCommands().getCommandBuffer(); VkViewport viewport; gl::Rectangle completeRenderArea = framebuffer->getRotatedCompleteRenderArea(contextVk); bool invertViewport = contextVk->isViewportFlipEnabledForDrawFBO(); bool clipSpaceOriginUpperLeft = contextVk->getState().getClipSpaceOrigin() == gl::ClipSpaceOrigin::UpperLeft; gl_vk::GetViewport(completeRenderArea, 0.0f, 1.0f, invertViewport, clipSpaceOriginUpperLeft, completeRenderArea.height, &viewport); commandBuffer->setViewport(0, 1, &viewport); VkRect2D scissor = gl_vk::GetRect(completeRenderArea); commandBuffer->setScissor(0, 1, &scissor); contextVk->invalidateViewportAndScissor(); VkDescriptorSet descriptorSet; vk::RefCountedDescriptorPoolBinding descriptorPoolBinding; ANGLE_TRY(allocateDescriptorSet(contextVk, function, &descriptorPoolBinding, &descriptorSet)); vk::FramebufferAttachmentArray inputImageInfo = {}; for (uint32_t attachmentIndex = 0; attachmentIndex < colorAttachmentCount; ++attachmentIndex) { inputImageInfo[attachmentIndex].imageView = colorSrcView[attachmentIndex]->getHandle(); inputImageInfo[attachmentIndex].imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; } uint32_t depthStencilBindingIndex = colorAttachmentCount; if (params.unresolveDepth) { inputImageInfo[depthStencilBindingIndex].imageView = depthSrcView->getHandle(); inputImageInfo[depthStencilBindingIndex].imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; ++depthStencilBindingIndex; } if (params.unresolveStencil) { inputImageInfo[depthStencilBindingIndex].imageView = stencilSrcView->getHandle(); inputImageInfo[depthStencilBindingIndex].imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; } VkWriteDescriptorSet writeInfo = {}; writeInfo.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; writeInfo.dstSet = descriptorSet; writeInfo.dstBinding = 0; writeInfo.descriptorCount = totalBindingCount; writeInfo.descriptorType = VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT; writeInfo.pImageInfo = inputImageInfo.data(); vkUpdateDescriptorSets(contextVk->getDevice(), 1, &writeInfo, 0, nullptr); gl::DrawBuffersArray colorAttachmentTypes; uint32_t flags = GetUnresolveFlags(colorAttachmentCount, colorSrc, params.unresolveDepth, params.unresolveStencil, &colorAttachmentTypes); vk::ShaderLibrary &shaderLibrary = contextVk->getShaderLibrary(); vk::RefCounted *vertexShader = nullptr; vk::RefCounted *fragmentShader = &mUnresolveFragShaders[flags]; ANGLE_TRY(shaderLibrary.getFullScreenTri_vert(contextVk, 0, &vertexShader)); ANGLE_TRY(GetUnresolveFrag(contextVk, colorAttachmentCount, colorAttachmentTypes, params.unresolveDepth, params.unresolveStencil, fragmentShader)); ANGLE_TRY(setupGraphicsProgram(contextVk, function, vertexShader, fragmentShader, &mUnresolvePrograms[flags], &pipelineDesc, descriptorSet, nullptr, 0, commandBuffer)); // This draw call is made before ContextVk gets a chance to start the occlusion query. As such, // occlusion queries are not enabled. commandBuffer->draw(3, 0); // Release temporary views vk::ImageView depthViewObject = depthView.release(); vk::ImageView stencilViewObject = stencilView.release(); contextVk->addGarbage(&depthViewObject); contextVk->addGarbage(&stencilViewObject); return angle::Result::Continue; } angle::Result UtilsVk::drawOverlay(ContextVk *contextVk, vk::BufferHelper *textWidgetsBuffer, vk::BufferHelper *graphWidgetsBuffer, vk::ImageHelper *font, const vk::ImageView *fontView, vk::ImageHelper *dst, const vk::ImageView *destView, const OverlayDrawParameters ¶ms) { ANGLE_TRY(ensureOverlayDrawResourcesInitialized(contextVk)); OverlayDrawShaderParams shaderParams; shaderParams.viewportSize[0] = dst->getExtents().width; shaderParams.viewportSize[1] = dst->getExtents().height; shaderParams.isText = false; shaderParams.rotateXY = params.rotateXY; if (params.rotateXY) { std::swap(shaderParams.viewportSize[0], shaderParams.viewportSize[1]); } VkDescriptorSet descriptorSet; vk::RefCountedDescriptorPoolBinding descriptorPoolBinding; ANGLE_TRY(allocateDescriptorSet(contextVk, Function::OverlayDraw, &descriptorPoolBinding, &descriptorSet)); ASSERT(dst->getLevelCount() == 1 && dst->getLayerCount() == 1 && dst->getFirstAllocatedLevel() == gl::LevelIndex(0)); vk::RenderPassDesc renderPassDesc; renderPassDesc.setSamples(1); renderPassDesc.packColorAttachment(0, dst->getActualFormatID()); vk::GraphicsPipelineDesc pipelineDesc; pipelineDesc.initDefaults(contextVk); pipelineDesc.setRenderPassDesc(renderPassDesc); pipelineDesc.setTopology(gl::PrimitiveMode::TriangleStrip); pipelineDesc.setCullMode(VK_CULL_MODE_NONE); pipelineDesc.setSingleBlend(0, true, VK_BLEND_OP_ADD, VK_BLEND_FACTOR_SRC_ALPHA, VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA); gl::Rectangle renderArea; renderArea.x = 0; renderArea.y = 0; renderArea.width = shaderParams.viewportSize[0]; renderArea.height = shaderParams.viewportSize[1]; // A potential optimization is to reuse the already open render pass if it belongs to the // swapchain. vk::RenderPassCommandBuffer *commandBuffer; ANGLE_TRY( startRenderPass(contextVk, dst, destView, renderPassDesc, renderArea, &commandBuffer)); UpdateColorAccess(contextVk, MakeColorBufferMask(0), MakeColorBufferMask(0)); VkViewport viewport; gl_vk::GetViewport(renderArea, 0.0f, 1.0f, false, false, dst->getExtents().height, &viewport); commandBuffer->setViewport(0, 1, &viewport); VkRect2D scissor = gl_vk::GetRect(renderArea); commandBuffer->setScissor(0, 1, &scissor); contextVk->invalidateViewportAndScissor(); textWidgetsBuffer->retainReadOnly(&contextVk->getResourceUseList()); graphWidgetsBuffer->retainReadOnly(&contextVk->getResourceUseList()); contextVk->onImageRenderPassRead(VK_IMAGE_ASPECT_COLOR_BIT, vk::ImageLayout::FragmentShaderReadOnly, font); contextVk->onImageRenderPassWrite(gl::LevelIndex(0), 0, 1, VK_IMAGE_ASPECT_COLOR_BIT, vk::ImageLayout::ColorAttachment, dst); VkDescriptorImageInfo imageInfo = {}; imageInfo.imageView = fontView->getHandle(); imageInfo.imageLayout = font->getCurrentLayout(); VkDescriptorBufferInfo bufferInfos[2] = {}; bufferInfos[0].buffer = textWidgetsBuffer->getBuffer().getHandle(); bufferInfos[0].offset = textWidgetsBuffer->getOffset(); bufferInfos[0].range = textWidgetsBuffer->getSize(); bufferInfos[1].buffer = graphWidgetsBuffer->getBuffer().getHandle(); bufferInfos[1].offset = graphWidgetsBuffer->getOffset(); bufferInfos[1].range = graphWidgetsBuffer->getSize(); VkWriteDescriptorSet writeInfos[3] = {}; writeInfos[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; writeInfos[0].dstSet = descriptorSet; writeInfos[0].dstBinding = kOverlayDrawTextWidgetsBinding; writeInfos[0].descriptorCount = 1; writeInfos[0].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER; writeInfos[0].pBufferInfo = &bufferInfos[0]; writeInfos[1] = writeInfos[0]; writeInfos[1].dstBinding = kOverlayDrawGraphWidgetsBinding; writeInfos[1].pBufferInfo = &bufferInfos[1]; writeInfos[2].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; writeInfos[2].dstSet = descriptorSet; writeInfos[2].dstBinding = kOverlayDrawFontBinding; writeInfos[2].descriptorCount = 1; writeInfos[2].descriptorType = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE; writeInfos[2].pImageInfo = &imageInfo; vkUpdateDescriptorSets(contextVk->getDevice(), 3, writeInfos, 0, nullptr); vk::ShaderLibrary &shaderLibrary = contextVk->getShaderLibrary(); vk::RefCounted *vertexShader = nullptr; vk::RefCounted *fragmentShader = nullptr; ANGLE_TRY(shaderLibrary.getOverlayDraw_vert(contextVk, 0, &vertexShader)); ANGLE_TRY(shaderLibrary.getOverlayDraw_frag(contextVk, 0, &fragmentShader)); ANGLE_TRY(setupGraphicsProgram(contextVk, Function::OverlayDraw, vertexShader, fragmentShader, &mOverlayDrawProgram, &pipelineDesc, descriptorSet, nullptr, 0, commandBuffer)); // Draw all the graph widgets. if (params.graphWidgetCount > 0) { shaderParams.isText = false; commandBuffer->pushConstants(mPipelineLayouts[Function::OverlayDraw].get(), VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(shaderParams), &shaderParams); commandBuffer->drawInstanced(4, params.graphWidgetCount, 0); } // Draw all the text widgets. if (params.textWidgetCount > 0) { shaderParams.isText = true; commandBuffer->pushConstants(mPipelineLayouts[Function::OverlayDraw].get(), VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(shaderParams), &shaderParams); commandBuffer->drawInstanced(4, params.textWidgetCount, 0); } descriptorPoolBinding.reset(); // Close the render pass for this temporary framebuffer. return contextVk->flushCommandsAndEndRenderPass( RenderPassClosureReason::TemporaryForOverlayDraw); } angle::Result UtilsVk::allocateDescriptorSet(ContextVk *contextVk, Function function, vk::RefCountedDescriptorPoolBinding *bindingOut, VkDescriptorSet *descriptorSetOut) { ANGLE_TRY(mDescriptorPools[function].allocateDescriptorSets( contextVk, &contextVk->getResourceUseList(), mDescriptorSetLayouts[function][DescriptorSetIndex::Internal].get(), 1, bindingOut, descriptorSetOut)); return angle::Result::Continue; } UtilsVk::ClearFramebufferParameters::ClearFramebufferParameters() : clearColor(false), clearDepth(false), clearStencil(false), stencilMask(0), colorMaskFlags(0), colorAttachmentIndexGL(0), colorFormat(nullptr), colorClearValue{}, depthStencilClearValue{} {} } // namespace rx