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//
// Copyright 2016 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// FramebufferVk.cpp:
// Implements the class methods for FramebufferVk.
//
#include "libANGLE/renderer/vulkan/FramebufferVk.h"
#include <vulkan/vulkan.h>
#include <array>
#include "common/debug.h"
#include "image_util/imageformats.h"
#include "libANGLE/Context.h"
#include "libANGLE/Display.h"
#include "libANGLE/formatutils.h"
#include "libANGLE/renderer/renderer_utils.h"
#include "libANGLE/renderer/vulkan/CommandGraph.h"
#include "libANGLE/renderer/vulkan/ContextVk.h"
#include "libANGLE/renderer/vulkan/DisplayVk.h"
#include "libANGLE/renderer/vulkan/RenderTargetVk.h"
#include "libANGLE/renderer/vulkan/RendererVk.h"
#include "libANGLE/renderer/vulkan/SurfaceVk.h"
#include "libANGLE/renderer/vulkan/vk_format_utils.h"
namespace rx
{
namespace
{
const gl::InternalFormat &GetReadAttachmentInfo(const gl::Context *context,
RenderTargetVk *renderTarget)
{
GLenum implFormat =
renderTarget->image->getFormat().textureFormat().fboImplementationInternalFormat;
return gl::GetSizedInternalFormatInfo(implFormat);
}
} // anonymous namespace
// static
FramebufferVk *FramebufferVk::CreateUserFBO(const gl::FramebufferState &state)
{
return new FramebufferVk(state);
}
// static
FramebufferVk *FramebufferVk::CreateDefaultFBO(const gl::FramebufferState &state,
WindowSurfaceVk *backbuffer)
{
return new FramebufferVk(state, backbuffer);
}
FramebufferVk::FramebufferVk(const gl::FramebufferState &state)
: FramebufferImpl(state), mBackbuffer(nullptr), mRenderPassDesc(), mFramebuffer()
{
}
FramebufferVk::FramebufferVk(const gl::FramebufferState &state, WindowSurfaceVk *backbuffer)
: FramebufferImpl(state), mBackbuffer(backbuffer), mRenderPassDesc(), mFramebuffer()
{
}
FramebufferVk::~FramebufferVk()
{
}
void FramebufferVk::destroy(const gl::Context *context)
{
RendererVk *renderer = vk::GetImpl(context)->getRenderer();
renderer->releaseResource(*this, &mFramebuffer);
}
void FramebufferVk::destroyDefault(const egl::Display *display)
{
VkDevice device = vk::GetImpl(display)->getRenderer()->getDevice();
mFramebuffer.destroy(device);
}
gl::Error FramebufferVk::discard(const gl::Context *context,
size_t count,
const GLenum *attachments)
{
UNIMPLEMENTED();
return gl::InternalError();
}
gl::Error FramebufferVk::invalidate(const gl::Context *context,
size_t count,
const GLenum *attachments)
{
UNIMPLEMENTED();
return gl::InternalError();
}
gl::Error FramebufferVk::invalidateSub(const gl::Context *context,
size_t count,
const GLenum *attachments,
const gl::Rectangle &area)
{
UNIMPLEMENTED();
return gl::InternalError();
}
gl::Error FramebufferVk::clear(const gl::Context *context, GLbitfield mask)
{
ContextVk *contextVk = vk::GetImpl(context);
RendererVk *renderer = contextVk->getRenderer();
Serial currentSerial = renderer->getCurrentQueueSerial();
// This command buffer is only started once.
vk::CommandBuffer *commandBuffer = nullptr;
vk::CommandGraphNode *writingNode = nullptr;
const gl::FramebufferAttachment *depthAttachment = mState.getDepthAttachment();
bool clearDepth = (depthAttachment && (mask & GL_DEPTH_BUFFER_BIT) != 0);
ASSERT(!clearDepth || depthAttachment->isAttached());
const gl::FramebufferAttachment *stencilAttachment = mState.getStencilAttachment();
bool clearStencil = (stencilAttachment && (mask & GL_STENCIL_BUFFER_BIT) != 0);
ASSERT(!clearStencil || stencilAttachment->isAttached());
bool clearColor = IsMaskFlagSet(static_cast<int>(mask), GL_COLOR_BUFFER_BIT);
const gl::FramebufferAttachment *depthStencilAttachment = mState.getDepthStencilAttachment();
const gl::State &glState = context->getGLState();
// If we clear the depth OR the stencil but not both, and we have a packed depth stencil
// attachment, we need to use clearAttachment instead of clearDepthStencil since Vulkan won't
// allow us to clear one or the other separately.
bool isSingleClearOnPackedDepthStencilAttachment =
depthStencilAttachment && (clearDepth != clearStencil);
if (glState.isScissorTestEnabled() || isSingleClearOnPackedDepthStencilAttachment)
{
// With scissor test enabled, we clear very differently and we don't need to access
// the image inside each attachment we can just use clearCmdAttachments with our
// scissor region instead.
ANGLE_TRY(clearWithClearAttachments(contextVk, clearColor, clearDepth, clearStencil));
return gl::NoError();
}
// Standard Depth/stencil clear without scissor.
if (clearDepth || clearStencil)
{
ANGLE_TRY(beginWriteResource(renderer, &commandBuffer));
writingNode = getCurrentWritingNode();
const VkClearDepthStencilValue &clearDepthStencilValue =
contextVk->getClearDepthStencilValue().depthStencil;
// We only support packed depth/stencil, not separate.
ASSERT(!(clearDepth && clearStencil) || depthStencilAttachment);
const VkImageAspectFlags aspectFlags =
(depthAttachment ? VK_IMAGE_ASPECT_DEPTH_BIT : 0) |
(stencilAttachment ? VK_IMAGE_ASPECT_STENCIL_BIT : 0);
RenderTargetVk *renderTarget = mRenderTargetCache.getDepthStencil();
renderTarget->resource->onWriteResource(writingNode, currentSerial);
renderTarget->image->clearDepthStencil(aspectFlags, clearDepthStencilValue, commandBuffer);
if (!clearColor)
{
return gl::NoError();
}
}
ASSERT(clearColor);
const auto *attachment = mState.getFirstNonNullAttachment();
ASSERT(attachment && attachment->isAttached());
if (!commandBuffer)
{
ANGLE_TRY(beginWriteResource(renderer, &commandBuffer));
writingNode = getCurrentWritingNode();
}
// TODO(jmadill): Check for masked color clear. http://anglebug.com/2455
// TODO(jmadill): Support gaps in RenderTargets. http://anglebug.com/2394
const auto &colorRenderTargets = mRenderTargetCache.getColors();
for (size_t colorIndex : mState.getEnabledDrawBuffers())
{
RenderTargetVk *colorRenderTarget = colorRenderTargets[colorIndex];
ASSERT(colorRenderTarget);
colorRenderTarget->resource->onWriteResource(writingNode, currentSerial);
colorRenderTarget->image->clearColor(contextVk->getClearColorValue().color, commandBuffer);
}
return gl::NoError();
}
gl::Error FramebufferVk::clearBufferfv(const gl::Context *context,
GLenum buffer,
GLint drawbuffer,
const GLfloat *values)
{
UNIMPLEMENTED();
return gl::InternalError();
}
gl::Error FramebufferVk::clearBufferuiv(const gl::Context *context,
GLenum buffer,
GLint drawbuffer,
const GLuint *values)
{
UNIMPLEMENTED();
return gl::InternalError();
}
gl::Error FramebufferVk::clearBufferiv(const gl::Context *context,
GLenum buffer,
GLint drawbuffer,
const GLint *values)
{
UNIMPLEMENTED();
return gl::InternalError();
}
gl::Error FramebufferVk::clearBufferfi(const gl::Context *context,
GLenum buffer,
GLint drawbuffer,
GLfloat depth,
GLint stencil)
{
UNIMPLEMENTED();
return gl::InternalError();
}
GLenum FramebufferVk::getImplementationColorReadFormat(const gl::Context *context) const
{
return GetReadAttachmentInfo(context, mRenderTargetCache.getColorRead(mState)).format;
}
GLenum FramebufferVk::getImplementationColorReadType(const gl::Context *context) const
{
return GetReadAttachmentInfo(context, mRenderTargetCache.getColorRead(mState)).type;
}
gl::Error FramebufferVk::readPixels(const gl::Context *context,
const gl::Rectangle &area,
GLenum format,
GLenum type,
void *pixels)
{
const gl::State &glState = context->getGLState();
ContextVk *contextVk = vk::GetImpl(context);
RendererVk *renderer = contextVk->getRenderer();
VkDevice device = renderer->getDevice();
RenderTargetVk *renderTarget = mRenderTargetCache.getColorRead(mState);
ASSERT(renderTarget);
vk::ImageHelper stagingImage;
ANGLE_TRY(stagingImage.init2DStaging(
device, renderer->getMemoryProperties(), renderTarget->image->getFormat(),
gl::Extents(area.width, area.height, 1), vk::StagingUsage::Read));
vk::CommandBuffer *commandBuffer = nullptr;
ANGLE_TRY(beginWriteResource(renderer, &commandBuffer));
stagingImage.changeLayoutWithStages(VK_IMAGE_ASPECT_COLOR_BIT, VK_IMAGE_LAYOUT_GENERAL,
VK_PIPELINE_STAGE_ALL_COMMANDS_BIT,
VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, commandBuffer);
vk::ImageHelper::Copy(renderTarget->image, &stagingImage, gl::Offset(area.x, area.y, 0),
gl::Offset(), gl::Extents(area.width, area.height, 1),
VK_IMAGE_ASPECT_COLOR_BIT, commandBuffer);
// Triggers a full finish.
// TODO(jmadill): Don't block on asynchronous readback.
ANGLE_TRY(renderer->finish(context));
// TODO(jmadill): parameters
uint8_t *mapPointer = nullptr;
ANGLE_TRY(stagingImage.getDeviceMemory().map(device, 0, stagingImage.getAllocatedMemorySize(),
0, &mapPointer));
const angle::Format &angleFormat = renderTarget->image->getFormat().textureFormat();
GLuint outputPitch = angleFormat.pixelBytes * area.width;
// Get the staging image pitch and use it to pack the pixels later.
VkSubresourceLayout subresourceLayout;
stagingImage.getImage().getSubresourceLayout(device, VK_IMAGE_ASPECT_COLOR_BIT, 0, 0,
&subresourceLayout);
PackPixelsParams params;
params.area = area;
params.format = format;
params.type = type;
params.outputPitch = outputPitch;
params.packBuffer = glState.getTargetBuffer(gl::BufferBinding::PixelPack);
params.pack = glState.getPackState();
PackPixels(params, angleFormat, static_cast<int>(subresourceLayout.rowPitch), mapPointer,
reinterpret_cast<uint8_t *>(pixels));
stagingImage.getDeviceMemory().unmap(device);
renderer->releaseObject(renderer->getCurrentQueueSerial(), &stagingImage);
return vk::NoError();
}
gl::Error FramebufferVk::blit(const gl::Context *context,
const gl::Rectangle &sourceArea,
const gl::Rectangle &destArea,
GLbitfield mask,
GLenum filter)
{
UNIMPLEMENTED();
return gl::InternalError();
}
bool FramebufferVk::checkStatus(const gl::Context *context) const
{
return true;
}
gl::Error FramebufferVk::syncState(const gl::Context *context,
const gl::Framebuffer::DirtyBits &dirtyBits)
{
ContextVk *contextVk = vk::GetImpl(context);
RendererVk *renderer = contextVk->getRenderer();
ASSERT(dirtyBits.any());
for (size_t dirtyBit : dirtyBits)
{
switch (dirtyBit)
{
case gl::Framebuffer::DIRTY_BIT_DEPTH_ATTACHMENT:
case gl::Framebuffer::DIRTY_BIT_STENCIL_ATTACHMENT:
ANGLE_TRY(mRenderTargetCache.updateDepthStencilRenderTarget(context, mState));
break;
case gl::Framebuffer::DIRTY_BIT_DRAW_BUFFERS:
case gl::Framebuffer::DIRTY_BIT_READ_BUFFER:
case gl::Framebuffer::DIRTY_BIT_DEFAULT_WIDTH:
case gl::Framebuffer::DIRTY_BIT_DEFAULT_HEIGHT:
case gl::Framebuffer::DIRTY_BIT_DEFAULT_SAMPLES:
case gl::Framebuffer::DIRTY_BIT_DEFAULT_FIXED_SAMPLE_LOCATIONS:
break;
default:
{
ASSERT(gl::Framebuffer::DIRTY_BIT_COLOR_ATTACHMENT_0 == 0 &&
dirtyBit < gl::Framebuffer::DIRTY_BIT_COLOR_ATTACHMENT_MAX);
size_t colorIndex =
static_cast<size_t>(dirtyBit - gl::Framebuffer::DIRTY_BIT_COLOR_ATTACHMENT_0);
ANGLE_TRY(mRenderTargetCache.updateColorRenderTarget(context, mState, colorIndex));
break;
}
}
}
mRenderPassDesc.reset();
renderer->releaseResource(*this, &mFramebuffer);
// Trigger a new set of secondary commands next time we render to this FBO.
getNewWritingNode(renderer);
contextVk->invalidateCurrentPipeline();
return gl::NoError();
}
const vk::RenderPassDesc &FramebufferVk::getRenderPassDesc()
{
if (mRenderPassDesc.valid())
{
return mRenderPassDesc.value();
}
vk::RenderPassDesc desc;
// TODO(jmadill): Support gaps in RenderTargets. http://anglebug.com/2394
const auto &colorRenderTargets = mRenderTargetCache.getColors();
for (size_t colorIndex : mState.getEnabledDrawBuffers())
{
RenderTargetVk *colorRenderTarget = colorRenderTargets[colorIndex];
ASSERT(colorRenderTarget);
desc.packColorAttachment(*colorRenderTarget->image);
}
RenderTargetVk *depthStencilRenderTarget = mRenderTargetCache.getDepthStencil();
if (depthStencilRenderTarget)
{
desc.packDepthStencilAttachment(*depthStencilRenderTarget->image);
}
mRenderPassDesc = desc;
return mRenderPassDesc.value();
}
gl::ErrorOrResult<vk::Framebuffer *> FramebufferVk::getFramebuffer(RendererVk *rendererVk)
{
// If we've already created our cached Framebuffer, return it.
if (mFramebuffer.valid())
{
return &mFramebuffer;
}
const vk::RenderPassDesc &desc = getRenderPassDesc();
vk::RenderPass *renderPass = nullptr;
ANGLE_TRY(rendererVk->getCompatibleRenderPass(desc, &renderPass));
// If we've a Framebuffer provided by a Surface (default FBO/backbuffer), query it.
VkDevice device = rendererVk->getDevice();
if (mBackbuffer)
{
return mBackbuffer->getCurrentFramebuffer(device, *renderPass);
}
// Gather VkImageViews over all FBO attachments, also size of attached region.
std::vector<VkImageView> attachments;
gl::Extents attachmentsSize;
// TODO(jmadill): Support gaps in RenderTargets. http://anglebug.com/2394
const auto &colorRenderTargets = mRenderTargetCache.getColors();
for (size_t colorIndex : mState.getEnabledDrawBuffers())
{
RenderTargetVk *colorRenderTarget = colorRenderTargets[colorIndex];
ASSERT(colorRenderTarget);
attachments.push_back(colorRenderTarget->imageView->getHandle());
ASSERT(attachmentsSize.empty() ||
attachmentsSize == colorRenderTarget->image->getExtents());
attachmentsSize = colorRenderTarget->image->getExtents();
}
RenderTargetVk *depthStencilRenderTarget = mRenderTargetCache.getDepthStencil();
if (depthStencilRenderTarget)
{
attachments.push_back(depthStencilRenderTarget->imageView->getHandle());
ASSERT(attachmentsSize.empty() ||
attachmentsSize == depthStencilRenderTarget->image->getExtents());
attachmentsSize = depthStencilRenderTarget->image->getExtents();
}
ASSERT(!attachments.empty());
VkFramebufferCreateInfo framebufferInfo;
framebufferInfo.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
framebufferInfo.pNext = nullptr;
framebufferInfo.flags = 0;
framebufferInfo.renderPass = renderPass->getHandle();
framebufferInfo.attachmentCount = static_cast<uint32_t>(attachments.size());
framebufferInfo.pAttachments = attachments.data();
framebufferInfo.width = static_cast<uint32_t>(attachmentsSize.width);
framebufferInfo.height = static_cast<uint32_t>(attachmentsSize.height);
framebufferInfo.layers = 1;
ANGLE_TRY(mFramebuffer.init(device, framebufferInfo));
return &mFramebuffer;
}
gl::Error FramebufferVk::clearWithClearAttachments(ContextVk *contextVk,
bool clearColor,
bool clearDepth,
bool clearStencil)
{
RendererVk *renderer = contextVk->getRenderer();
// This command can only happen inside a render pass, so obtain one if its already happening
// or create a new one if not.
vk::CommandGraphNode *node = nullptr;
vk::CommandBuffer *commandBuffer = nullptr;
ANGLE_TRY(getCommandGraphNodeForDraw(contextVk, &node));
if (node->getInsideRenderPassCommands()->valid())
{
commandBuffer = node->getInsideRenderPassCommands();
}
else
{
ANGLE_TRY(node->beginInsideRenderPassRecording(renderer, &commandBuffer));
}
// TODO(jmadill): Cube map attachments. http://anglebug.com/2470
// We assume for now that we always need to clear only 1 layer starting at the
// baseArrayLayer 0, this might need to change depending how we'll implement
// cube maps, 3d textures and array textures.
VkClearRect clearRect;
clearRect.baseArrayLayer = 0;
clearRect.layerCount = 1;
// When clearing, the scissor region must be clipped to the renderArea per the validation rules
// in Vulkan.
gl::Rectangle intersection;
if (!ClipRectangle(contextVk->getGLState().getScissor(), node->getRenderPassRenderArea(),
&intersection))
{
// There is nothing to clear since the scissor is outside of the render area.
return gl::NoError();
}
clearRect.rect = gl_vk::GetRect(intersection);
gl::AttachmentArray<VkClearAttachment> clearAttachments;
int clearAttachmentIndex = 0;
if (clearColor)
{
// TODO(jmadill): Support gaps in RenderTargets. http://anglebug.com/2394
for (size_t colorIndex : mState.getEnabledDrawBuffers())
{
VkClearAttachment &clearAttachment = clearAttachments[clearAttachmentIndex];
clearAttachment.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
clearAttachment.colorAttachment = static_cast<uint32_t>(colorIndex);
clearAttachment.clearValue = contextVk->getClearColorValue();
++clearAttachmentIndex;
}
}
if (clearDepth && clearStencil && mState.getDepthStencilAttachment() != nullptr)
{
// When we have a packed depth/stencil attachment we can do 1 clear for both when it
// applies.
VkClearAttachment &clearAttachment = clearAttachments[clearAttachmentIndex];
clearAttachment.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
clearAttachment.colorAttachment = VK_ATTACHMENT_UNUSED;
clearAttachment.clearValue = contextVk->getClearDepthStencilValue();
++clearAttachmentIndex;
}
else
{
if (clearDepth)
{
VkClearAttachment &clearAttachment = clearAttachments[clearAttachmentIndex];
clearAttachment.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT;
clearAttachment.colorAttachment = VK_ATTACHMENT_UNUSED;
clearAttachment.clearValue = contextVk->getClearDepthStencilValue();
++clearAttachmentIndex;
}
if (clearStencil)
{
VkClearAttachment &clearAttachment = clearAttachments[clearAttachmentIndex];
clearAttachment.aspectMask = VK_IMAGE_ASPECT_STENCIL_BIT;
clearAttachment.colorAttachment = VK_ATTACHMENT_UNUSED;
clearAttachment.clearValue = contextVk->getClearDepthStencilValue();
++clearAttachmentIndex;
}
}
commandBuffer->clearAttachments(static_cast<uint32_t>(clearAttachmentIndex),
clearAttachments.data(), 1, &clearRect);
return gl::NoError();
}
gl::Error FramebufferVk::getSamplePosition(size_t index, GLfloat *xy) const
{
UNIMPLEMENTED();
return gl::InternalError() << "getSamplePosition is unimplemented.";
}
gl::Error FramebufferVk::getCommandGraphNodeForDraw(ContextVk *contextVk,
vk::CommandGraphNode **nodeOut)
{
RendererVk *renderer = contextVk->getRenderer();
Serial currentSerial = renderer->getCurrentQueueSerial();
// This will reset the current writing node if it has been completed.
updateQueueSerial(currentSerial);
if (hasChildlessWritingNode())
{
*nodeOut = getCurrentWritingNode();
}
else
{
*nodeOut = getNewWritingNode(renderer);
}
if ((*nodeOut)->getInsideRenderPassCommands()->valid())
{
return gl::NoError();
}
vk::Framebuffer *framebuffer = nullptr;
ANGLE_TRY_RESULT(getFramebuffer(renderer), framebuffer);
std::vector<VkClearValue> attachmentClearValues;
vk::CommandBuffer *commandBuffer = nullptr;
if (!(*nodeOut)->getOutsideRenderPassCommands()->valid())
{
ANGLE_TRY((*nodeOut)->beginOutsideRenderPassRecording(
renderer->getDevice(), renderer->getCommandPool(), &commandBuffer));
}
else
{
commandBuffer = (*nodeOut)->getOutsideRenderPassCommands();
}
// Initialize RenderPass info.
// TODO(jmadill): Support gaps in RenderTargets. http://anglebug.com/2394
const auto &colorRenderTargets = mRenderTargetCache.getColors();
for (size_t colorIndex : mState.getEnabledDrawBuffers())
{
RenderTargetVk *colorRenderTarget = colorRenderTargets[colorIndex];
ASSERT(colorRenderTarget);
(*nodeOut)->appendColorRenderTarget(currentSerial, colorRenderTarget);
attachmentClearValues.emplace_back(contextVk->getClearColorValue());
}
RenderTargetVk *depthStencilRenderTarget = mRenderTargetCache.getDepthStencil();
if (depthStencilRenderTarget)
{
(*nodeOut)->appendDepthStencilRenderTarget(currentSerial, depthStencilRenderTarget);
attachmentClearValues.emplace_back(contextVk->getClearDepthStencilValue());
}
gl::Rectangle renderArea =
gl::Rectangle(0, 0, mState.getDimensions().width, mState.getDimensions().height);
// Hard-code RenderPass to clear the first render target to the current clear value.
// TODO(jmadill): Proper clear value implementation. http://anglebug.com/2361
(*nodeOut)->storeRenderPassInfo(*framebuffer, renderArea, attachmentClearValues);
return gl::NoError();
}
} // namespace rx