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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(),
mLastRenderNodeSerial()
{
}
FramebufferVk::FramebufferVk(const gl::FramebufferState &state, WindowSurfaceVk *backbuffer)
: FramebufferImpl(state),
mBackbuffer(backbuffer),
mRenderPassDesc(),
mFramebuffer(),
mLastRenderNodeSerial()
{
}
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());
// Depth/stencil clear.
if (clearDepth || clearStencil)
{
ANGLE_TRY(beginWriteResource(renderer, &commandBuffer));
writingNode = getCurrentWritingNode(currentSerial);
const VkClearDepthStencilValue &clearDepthStencilValue =
contextVk->getClearDepthStencilValue().depthStencil;
// We only support packed depth/stencil, not separate.
ASSERT(!(clearDepth && clearStencil) || mState.getDepthStencilAttachment());
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->getImage().changeLayoutWithStages(
aspectFlags, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, VK_PIPELINE_STAGE_ALL_COMMANDS_BIT,
VK_PIPELINE_STAGE_TRANSFER_BIT, commandBuffer);
commandBuffer->clearSingleDepthStencilImage(renderTarget->image->getImage(), aspectFlags,
clearDepthStencilValue);
if ((mask & GL_COLOR_BUFFER_BIT) == 0)
{
return gl::NoError();
}
}
if (context->getGLState().isScissorTestEnabled())
{
// With scissor test enabled, we clear very differently and we don't need to access
// the image inside each attachment we can just use clearCmdAttachments with our
// scissor region instead.
ANGLE_TRY(clearColorAttachmentsWithScissorRegion(context));
return gl::NoError();
}
const auto *attachment = mState.getFirstNonNullAttachment();
ASSERT(attachment && attachment->isAttached());
if (!commandBuffer)
{
ANGLE_TRY(beginWriteResource(renderer, &commandBuffer));
writingNode = getCurrentWritingNode(currentSerial);
}
// 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->getImage().changeLayoutWithStages(
VK_IMAGE_ASPECT_COLOR_BIT, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, commandBuffer);
commandBuffer->clearSingleColorImage(colorRenderTarget->image->getImage(),
contextVk->getClearColorValue().color);
}
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::Image &readImage = renderTarget->image->getImage();
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.getImage().changeLayoutTop(VK_IMAGE_ASPECT_COLOR_BIT, VK_IMAGE_LAYOUT_GENERAL,
commandBuffer);
readImage.changeLayoutWithStages(
VK_IMAGE_ASPECT_COLOR_BIT, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, commandBuffer);
VkImageCopy region;
region.srcSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
region.srcSubresource.mipLevel = 0;
region.srcSubresource.baseArrayLayer = 0;
region.srcSubresource.layerCount = 1;
region.srcOffset.x = area.x;
region.srcOffset.y = area.y;
region.srcOffset.z = 0;
region.dstSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
region.dstSubresource.mipLevel = 0;
region.dstSubresource.baseArrayLayer = 0;
region.dstSubresource.layerCount = 1;
region.dstOffset.x = 0;
region.dstOffset.y = 0;
region.dstOffset.z = 0;
region.extent.width = area.width;
region.extent.height = area.height;
region.extent.depth = 1;
commandBuffer->copyImage(readImage, stagingImage.getImage(), 1, &region);
// 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();
// TODO(jmadill): Use pixel bytes from the ANGLE format directly.
const auto &glFormat = gl::GetSizedInternalFormatInfo(angleFormat.glInternalFormat);
int outputPitch = glFormat.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());
ANGLE_TRY(mRenderTargetCache.update(context, mState, dirtyBits));
mRenderPassDesc.reset();
renderer->releaseResource(*this, &mFramebuffer);
// Trigger a new set of secondary commands next time we render to this FBO,.
mLastRenderNodeSerial = Serial();
contextVk->invalidateCurrentPipeline();
return gl::NoError();
}
const vk::RenderPassDesc &FramebufferVk::getRenderPassDesc(const gl::Context *context)
{
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(const gl::Context *context,
RendererVk *rendererVk)
{
// If we've already created our cached Framebuffer, return it.
if (mFramebuffer.valid())
{
return &mFramebuffer;
}
const vk::RenderPassDesc &desc = getRenderPassDesc(context);
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::clearColorAttachmentsWithScissorRegion(const gl::Context *context)
{
ContextVk *contextVk = vk::GetImpl(context);
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(context, &node));
if (node->getInsideRenderPassCommands()->valid())
{
commandBuffer = node->getInsideRenderPassCommands();
}
else
{
ANGLE_TRY(node->beginInsideRenderPassRecording(renderer, &commandBuffer));
}
const std::vector<gl::FramebufferAttachment> &colorAttachments = mState.getColorAttachments();
gl::AttachmentArray<VkClearAttachment> clearAttachments;
int clearAttachmentIndex = 0;
for (auto 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;
}
// 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;
clearRect.rect = contextVk->getScissor();
commandBuffer->clearAttachments(static_cast<uint32_t>(colorAttachments.size()),
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(const gl::Context *context,
vk::CommandGraphNode **nodeOut)
{
ContextVk *contextVk = vk::GetImpl(context);
RendererVk *renderer = contextVk->getRenderer();
Serial currentSerial = renderer->getCurrentQueueSerial();
if (hasCurrentWritingNode(currentSerial) && mLastRenderNodeSerial == currentSerial)
{
*nodeOut = getCurrentWritingNode(currentSerial);
ASSERT((*nodeOut)->getInsideRenderPassCommands()->valid());
return gl::NoError();
}
vk::CommandGraphNode *node = getNewWritingNode(renderer);
vk::Framebuffer *framebuffer = nullptr;
ANGLE_TRY_RESULT(getFramebuffer(context, renderer), framebuffer);
std::vector<VkClearValue> attachmentClearValues;
vk::CommandBuffer *commandBuffer = nullptr;
ANGLE_TRY(node->beginOutsideRenderPassRecording(renderer->getDevice(),
renderer->getCommandPool(), &commandBuffer));
// 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);
// TODO(jmadill): Use automatic layout transition. http://anglebug.com/2361
colorRenderTarget->image->getImage().changeLayoutWithStages(
VK_IMAGE_ASPECT_COLOR_BIT, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
commandBuffer);
node->appendColorRenderTarget(currentSerial, colorRenderTarget);
attachmentClearValues.emplace_back(contextVk->getClearColorValue());
}
RenderTargetVk *depthStencilRenderTarget = mRenderTargetCache.getDepthStencil();
if (depthStencilRenderTarget)
{
// TODO(jmadill): Use automatic layout transition. http://anglebug.com/2361
const angle::Format &format = depthStencilRenderTarget->image->getFormat().textureFormat();
VkImageAspectFlags aspectFlags = (format.depthBits > 0 ? VK_IMAGE_ASPECT_DEPTH_BIT : 0) |
(format.stencilBits > 0 ? VK_IMAGE_ASPECT_STENCIL_BIT : 0);
depthStencilRenderTarget->image->getImage().changeLayoutWithStages(
aspectFlags, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
commandBuffer);
node->appendDepthStencilRenderTarget(currentSerial, depthStencilRenderTarget);
attachmentClearValues.emplace_back(contextVk->getClearDepthStencilValue());
}
// Hard-code RenderPass to clear the first render target to the current clear value.
// TODO(jmadill): Proper clear value implementation. http://anglebug.com/2361
const gl::State &glState = context->getGLState();
node->storeRenderPassInfo(*framebuffer, glState.getViewport(), attachmentClearValues);
mLastRenderNodeSerial = currentSerial;
*nodeOut = node;
return gl::NoError();
}
} // namespace rx