Index: src/gpu/vk/GrVkGpu.cpp |
diff --git a/src/gpu/vk/GrVkGpu.cpp b/src/gpu/vk/GrVkGpu.cpp |
index 28dce344be37659f0e18b4fbd768dc0b7164461f..88b9542a032c51753083d7c2b935e0959b30df5e 100644 |
--- a/src/gpu/vk/GrVkGpu.cpp |
+++ b/src/gpu/vk/GrVkGpu.cpp |
@@ -183,10 +183,12 @@ GrBuffer* GrVkGpu::onCreateBuffer(size_t size, GrBufferType type, GrAccessPatter |
kStatic_GrAccessPattern == accessPattern); |
return GrVkIndexBuffer::Create(this, size, kDynamic_GrAccessPattern == accessPattern); |
case kXferCpuToGpu_GrBufferType: |
- SkASSERT(kStream_GrAccessPattern == accessPattern); |
+ SkASSERT(kDynamic_GrAccessPattern == accessPattern || |
+ kStream_GrAccessPattern == accessPattern); |
return GrVkTransferBuffer::Create(this, size, GrVkBuffer::kCopyRead_Type); |
case kXferGpuToCpu_GrBufferType: |
- SkASSERT(kStream_GrAccessPattern == accessPattern); |
+ SkASSERT(kDynamic_GrAccessPattern == accessPattern || |
+ kStream_GrAccessPattern == accessPattern); |
return GrVkTransferBuffer::Create(this, size, GrVkBuffer::kCopyWrite_Type); |
default: |
SkFAIL("Unknown buffer type."); |
@@ -274,6 +276,100 @@ bool GrVkGpu::onWritePixels(GrSurface* surface, |
return false; |
} |
+ |
+bool GrVkGpu::onTransferPixels(GrSurface* surface, |
+ int left, int top, int width, int height, |
+ GrPixelConfig config, GrBuffer* transferBuffer, |
+ size_t bufferOffset, size_t rowBytes) { |
+ GrVkTexture* vkTex = static_cast<GrVkTexture*>(surface->asTexture()); |
+ if (!vkTex) { |
egdaniel
2016/04/18 16:46:34
why do you require that this is a texture for vulk
jvanverth1
2016/04/19 17:14:27
The expected use case for this is to transfer CPU-
egdaniel
2016/04/19 17:22:18
Well if we don't want to OpenGL and Vulkan be diff
bsalomon
2016/04/19 18:19:26
If we are only planning to use it with textures an
|
+ return false; |
+ } |
+ GrVkTransferBuffer* vkBuffer = static_cast<GrVkTransferBuffer*>(transferBuffer); |
+ if (!vkBuffer) { |
+ return false; |
+ } |
+ |
+ // We assume Vulkan doesn't do sRGB <-> linear conversions when reading and writing pixels. |
+ if (GrPixelConfigIsSRGB(surface->config()) != GrPixelConfigIsSRGB(config)) { |
+ return false; |
+ } |
+ |
+ // TODO: Not clear how to handle y axis flip |
egdaniel
2016/04/18 16:46:34
well I guess there are two options here. First wou
jvanverth1
2016/04/19 17:14:27
The temp image seems like the best bet -- I'm goin
|
+ if (kBottomLeft_GrSurfaceOrigin == vkTex->origin()) { |
+ return false; |
+ } |
+ |
+ bool success = false; |
+ if (GrPixelConfigIsCompressed(vkTex->desc().fConfig)) { |
+ // We check that config == desc.fConfig in GrGpu::getWritePixelsInfo() |
+ SkASSERT(config == vkTex->desc().fConfig); |
+ // TODO: add compressed texture support |
+ // delete the following two lines and uncomment the two after that when ready |
+ vkTex->unref(); |
+ return false; |
+ //success = this->uploadCompressedTexData(vkTex->desc(), buffer, false, left, top, width, |
+ // height); |
+ } else { |
+ // make sure the unmap has finished |
+ vkBuffer->addMemoryBarrier(this, |
+ VK_ACCESS_HOST_WRITE_BIT, |
+ VK_ACCESS_TRANSFER_READ_BIT, |
+ VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, |
+ VK_PIPELINE_STAGE_TRANSFER_BIT, |
+ false); |
+ |
+ // Set up copy region |
+ VkOffset3D offset = { |
egdaniel
2016/04/18 16:46:34
why not just inline this like subresource or exten
jvanverth1
2016/04/19 17:14:27
Done.
|
+ left, |
+ top, |
+ 0 |
+ }; |
+ size_t bpp = GrBytesPerPixel(config); |
+ |
+ VkBufferImageCopy region; |
+ memset(®ion, 0, sizeof(VkBufferImageCopy)); |
+ region.bufferOffset = bufferOffset; |
+ region.bufferRowLength = (uint32_t)(rowBytes/bpp); |
+ region.bufferImageHeight = 0; |
+ region.imageSubresource = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, 1 }; |
+ region.imageOffset = offset; |
+ region.imageExtent = { (uint32_t)width, (uint32_t)height, 1 }; |
+ |
+ // Change layout of our target so it can be copied to |
+ VkImageLayout layout = vkTex->currentLayout(); |
+ VkPipelineStageFlags srcStageMask = GrVkMemory::LayoutToPipelineStageFlags(layout); |
+ VkPipelineStageFlags dstStageMask = VK_PIPELINE_STAGE_TRANSFER_BIT; |
+ VkAccessFlags srcAccessMask = GrVkMemory::LayoutToSrcAccessMask(layout); |
+ VkAccessFlags dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT; |
+ vkTex->setImageLayout(this, |
+ VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, |
+ srcAccessMask, |
+ dstAccessMask, |
+ srcStageMask, |
+ dstStageMask, |
+ false); |
+ |
+ // Copy the buffer to the image |
+ fCurrentCmdBuffer->copyBufferToImage(this, |
egdaniel
2016/04/18 16:46:34
if the surface is linearly tiled should we not jus
jvanverth1
2016/04/19 17:14:27
That would copy the data from the GPU to the CPU,
egdaniel
2016/04/19 17:22:18
unless it is cached :), but we can punt on this fo
|
+ vkBuffer, |
+ vkTex, |
+ VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, |
+ 1, |
+ ®ion); |
+ |
+ // Submit the current command buffer to the Queue |
+ this->submitCommandBuffer(kSkip_SyncQueue); |
+ } |
+ |
+ if (success) { |
+ vkTex->texturePriv().dirtyMipMaps(true); |
+ return true; |
+ } |
+ |
+ return false; |
+} |
+ |
bool GrVkGpu::uploadTexData(GrVkTexture* tex, |
int left, int top, int width, int height, |
GrPixelConfig dataConfig, |