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1 /* | 1 /* |
2 * Copyright 2015 Google Inc. | 2 * Copyright 2015 Google Inc. |
3 * | 3 * |
4 * Use of this source code is governed by a BSD-style license that can be | 4 * Use of this source code is governed by a BSD-style license that can be |
5 * found in the LICENSE file. | 5 * found in the LICENSE file. |
6 */ | 6 */ |
7 | 7 |
8 #include "GrVkGpu.h" | 8 #include "GrVkGpu.h" |
9 | 9 |
10 #include "GrContextOptions.h" | 10 #include "GrContextOptions.h" |
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164 #ifdef ENABLE_VK_LAYERS | 164 #ifdef ENABLE_VK_LAYERS |
165 if (fCallback) { | 165 if (fCallback) { |
166 VK_CALL(DestroyDebugReportCallbackEXT(fBackendContext->fInstance, fCallb
ack, nullptr)); | 166 VK_CALL(DestroyDebugReportCallbackEXT(fBackendContext->fInstance, fCallb
ack, nullptr)); |
167 fCallback = VK_NULL_HANDLE; | 167 fCallback = VK_NULL_HANDLE; |
168 } | 168 } |
169 #endif | 169 #endif |
170 } | 170 } |
171 | 171 |
172 /////////////////////////////////////////////////////////////////////////////// | 172 /////////////////////////////////////////////////////////////////////////////// |
173 | 173 |
174 GrGpuCommandBuffer* GrVkGpu::createCommandBuffer(const GrRenderTarget& target, | 174 GrGpuCommandBuffer* GrVkGpu::createCommandBuffer(GrRenderTarget* target, |
175 GrGpuCommandBuffer::LoadAndStor
eOp colorOp, | 175 GrGpuCommandBuffer::LoadAndStor
eOp colorOp, |
176 GrColor colorClear, | 176 GrColor colorClear, |
177 GrGpuCommandBuffer::LoadAndStor
eOp stencilOp, | 177 GrGpuCommandBuffer::LoadAndStor
eOp stencilOp, |
178 GrColor stencilClear) { | 178 GrColor stencilClear) { |
179 const GrVkRenderTarget& vkRT = static_cast<const GrVkRenderTarget&>(target); | 179 GrVkRenderTarget* vkRT = static_cast<GrVkRenderTarget*>(target); |
180 return new GrVkGpuCommandBuffer(this, vkRT, colorOp, colorClear, stencilOp,
stencilClear); | 180 return new GrVkGpuCommandBuffer(this, vkRT, colorOp, colorClear, stencilOp,
stencilClear); |
181 } | 181 } |
182 | 182 |
183 void GrVkGpu::submitCommandBuffer(SyncQueue sync) { | 183 void GrVkGpu::submitCommandBuffer(SyncQueue sync) { |
184 SkASSERT(fCurrentCmdBuffer); | 184 SkASSERT(fCurrentCmdBuffer); |
185 fCurrentCmdBuffer->end(this); | 185 fCurrentCmdBuffer->end(this); |
186 | 186 |
187 fCurrentCmdBuffer->submitToQueue(this, fQueue, sync); | 187 fCurrentCmdBuffer->submitToQueue(this, fQueue, sync); |
188 fResourceProvider.checkCommandBuffers(); | 188 fResourceProvider.checkCommandBuffers(); |
189 | 189 |
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809 *tex, | 809 *tex, |
810 1, | 810 1, |
811 &blitRegion, | 811 &blitRegion, |
812 VK_FILTER_LINEAR); | 812 VK_FILTER_LINEAR); |
813 ++mipLevel; | 813 ++mipLevel; |
814 } | 814 } |
815 | 815 |
816 oldResource->unref(this); | 816 oldResource->unref(this); |
817 } | 817 } |
818 | 818 |
819 | |
820 //////////////////////////////////////////////////////////////////////////////// | |
821 | |
822 void GrVkGpu::bindGeometry(const GrPrimitiveProcessor& primProc, | |
823 const GrNonInstancedMesh& mesh) { | |
824 // There is no need to put any memory barriers to make sure host writes have
finished here. | |
825 // When a command buffer is submitted to a queue, there is an implicit memor
y barrier that | |
826 // occurs for all host writes. Additionally, BufferMemoryBarriers are not al
lowed inside of | |
827 // an active RenderPass. | |
828 GrVkVertexBuffer* vbuf; | |
829 vbuf = (GrVkVertexBuffer*)mesh.vertexBuffer(); | |
830 SkASSERT(vbuf); | |
831 SkASSERT(!vbuf->isMapped()); | |
832 | |
833 fCurrentCmdBuffer->bindVertexBuffer(this, vbuf); | |
834 | |
835 if (mesh.isIndexed()) { | |
836 GrVkIndexBuffer* ibuf = (GrVkIndexBuffer*)mesh.indexBuffer(); | |
837 SkASSERT(ibuf); | |
838 SkASSERT(!ibuf->isMapped()); | |
839 | |
840 fCurrentCmdBuffer->bindIndexBuffer(this, ibuf); | |
841 } | |
842 } | |
843 | |
844 //////////////////////////////////////////////////////////////////////////////// | 819 //////////////////////////////////////////////////////////////////////////////// |
845 | 820 |
846 GrStencilAttachment* GrVkGpu::createStencilAttachmentForRenderTarget(const GrRen
derTarget* rt, | 821 GrStencilAttachment* GrVkGpu::createStencilAttachmentForRenderTarget(const GrRen
derTarget* rt, |
847 int width, | 822 int width, |
848 int height)
{ | 823 int height)
{ |
849 SkASSERT(width >= rt->width()); | 824 SkASSERT(width >= rt->width()); |
850 SkASSERT(height >= rt->height()); | 825 SkASSERT(height >= rt->height()); |
851 | 826 |
852 int samples = rt->numStencilSamples(); | 827 int samples = rt->numStencilSamples(); |
853 | 828 |
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1077 subRange.levelCount = 1; | 1052 subRange.levelCount = 1; |
1078 subRange.baseArrayLayer = 0; | 1053 subRange.baseArrayLayer = 0; |
1079 subRange.layerCount = 1; | 1054 subRange.layerCount = 1; |
1080 | 1055 |
1081 // TODO: I imagine that most times we want to clear a stencil it will be at
the beginning of a | 1056 // TODO: I imagine that most times we want to clear a stencil it will be at
the beginning of a |
1082 // draw. Thus we should look into using the load op functions on the render
pass to clear out | 1057 // draw. Thus we should look into using the load op functions on the render
pass to clear out |
1083 // the stencil there. | 1058 // the stencil there. |
1084 fCurrentCmdBuffer->clearDepthStencilImage(this, vkStencil, &vkStencilColor,
1, &subRange); | 1059 fCurrentCmdBuffer->clearDepthStencilImage(this, vkStencil, &vkStencilColor,
1, &subRange); |
1085 } | 1060 } |
1086 | 1061 |
1087 void GrVkGpu::onClearStencilClip(GrRenderTarget* target, const SkIRect& rect, bo
ol insideClip) { | |
1088 SkASSERT(target); | |
1089 | |
1090 GrVkRenderTarget* vkRT = static_cast<GrVkRenderTarget*>(target); | |
1091 GrStencilAttachment* sb = target->renderTargetPriv().getStencilAttachment(); | |
1092 GrVkStencilAttachment* vkStencil = (GrVkStencilAttachment*)sb; | |
1093 | |
1094 // this should only be called internally when we know we have a | |
1095 // stencil buffer. | |
1096 SkASSERT(sb); | |
1097 int stencilBitCount = sb->bits(); | |
1098 | |
1099 // The contract with the callers does not guarantee that we preserve all bit
s in the stencil | |
1100 // during this clear. Thus we will clear the entire stencil to the desired v
alue. | |
1101 | |
1102 VkClearDepthStencilValue vkStencilColor; | |
1103 memset(&vkStencilColor, 0, sizeof(VkClearDepthStencilValue)); | |
1104 if (insideClip) { | |
1105 vkStencilColor.stencil = (1 << (stencilBitCount - 1)); | |
1106 } else { | |
1107 vkStencilColor.stencil = 0; | |
1108 } | |
1109 | |
1110 vkStencil->setImageLayout(this, | |
1111 VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, | |
1112 VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT, | |
1113 VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, | |
1114 false); | |
1115 | |
1116 // Change layout of our render target so it can be used as the color attachm
ent. This is what | |
1117 // the render pass expects when it begins. | |
1118 vkRT->setImageLayout(this, | |
1119 VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, | |
1120 VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT, | |
1121 VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, | |
1122 false); | |
1123 | |
1124 VkClearRect clearRect; | |
1125 // Flip rect if necessary | |
1126 SkIRect vkRect = rect; | |
1127 | |
1128 if (kBottomLeft_GrSurfaceOrigin == vkRT->origin()) { | |
1129 vkRect.fTop = vkRT->height() - rect.fBottom; | |
1130 vkRect.fBottom = vkRT->height() - rect.fTop; | |
1131 } | |
1132 | |
1133 clearRect.rect.offset = { vkRect.fLeft, vkRect.fTop }; | |
1134 clearRect.rect.extent = { (uint32_t)vkRect.width(), (uint32_t)vkRect.height(
) }; | |
1135 | |
1136 clearRect.baseArrayLayer = 0; | |
1137 clearRect.layerCount = 1; | |
1138 | |
1139 const GrVkRenderPass* renderPass = vkRT->simpleRenderPass(); | |
1140 SkASSERT(renderPass); | |
1141 fCurrentCmdBuffer->beginRenderPass(this, renderPass, *vkRT); | |
1142 | |
1143 uint32_t stencilIndex; | |
1144 SkAssertResult(renderPass->stencilAttachmentIndex(&stencilIndex)); | |
1145 | |
1146 VkClearAttachment attachment; | |
1147 attachment.aspectMask = VK_IMAGE_ASPECT_STENCIL_BIT; | |
1148 attachment.colorAttachment = 0; // this value shouldn't matter | |
1149 attachment.clearValue.depthStencil = vkStencilColor; | |
1150 | |
1151 fCurrentCmdBuffer->clearAttachments(this, 1, &attachment, 1, &clearRect); | |
1152 fCurrentCmdBuffer->endRenderPass(this); | |
1153 | |
1154 return; | |
1155 } | |
1156 | |
1157 void GrVkGpu::onClear(GrRenderTarget* target, const SkIRect& rect, GrColor color
) { | |
1158 // parent class should never let us get here with no RT | |
1159 SkASSERT(target); | |
1160 | |
1161 VkClearColorValue vkColor; | |
1162 GrColorToRGBAFloat(color, vkColor.float32); | |
1163 | |
1164 GrVkRenderTarget* vkRT = static_cast<GrVkRenderTarget*>(target); | |
1165 | |
1166 if (rect.width() != target->width() || rect.height() != target->height()) { | |
1167 vkRT->setImageLayout(this, | |
1168 VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, | |
1169 VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT, | |
1170 VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, | |
1171 false); | |
1172 | |
1173 // If we are using a stencil attachment we also need to change its layou
t to what the render | |
1174 // pass is expecting. | |
1175 if (GrStencilAttachment* stencil = vkRT->renderTargetPriv().getStencilAt
tachment()) { | |
1176 GrVkStencilAttachment* vkStencil = (GrVkStencilAttachment*)stencil; | |
1177 vkStencil->setImageLayout(this, | |
1178 VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_O
PTIMAL, | |
1179 VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_B
IT | | |
1180 VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BI
T, | |
1181 VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, | |
1182 false); | |
1183 } | |
1184 | |
1185 VkClearRect clearRect; | |
1186 // Flip rect if necessary | |
1187 SkIRect vkRect = rect; | |
1188 if (kBottomLeft_GrSurfaceOrigin == vkRT->origin()) { | |
1189 vkRect.fTop = vkRT->height() - rect.fBottom; | |
1190 vkRect.fBottom = vkRT->height() - rect.fTop; | |
1191 } | |
1192 clearRect.rect.offset = { vkRect.fLeft, vkRect.fTop }; | |
1193 clearRect.rect.extent = { (uint32_t)vkRect.width(), (uint32_t)vkRect.hei
ght() }; | |
1194 clearRect.baseArrayLayer = 0; | |
1195 clearRect.layerCount = 1; | |
1196 | |
1197 const GrVkRenderPass* renderPass = vkRT->simpleRenderPass(); | |
1198 SkASSERT(renderPass); | |
1199 fCurrentCmdBuffer->beginRenderPass(this, renderPass, *vkRT); | |
1200 | |
1201 uint32_t colorIndex; | |
1202 SkAssertResult(renderPass->colorAttachmentIndex(&colorIndex)); | |
1203 | |
1204 VkClearAttachment attachment; | |
1205 attachment.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; | |
1206 attachment.colorAttachment = colorIndex; | |
1207 attachment.clearValue.color = vkColor; | |
1208 | |
1209 fCurrentCmdBuffer->clearAttachments(this, 1, &attachment, 1, &clearRect)
; | |
1210 fCurrentCmdBuffer->endRenderPass(this); | |
1211 return; | |
1212 } | |
1213 | |
1214 vkRT->setImageLayout(this, | |
1215 VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, | |
1216 VK_ACCESS_TRANSFER_WRITE_BIT, | |
1217 VK_PIPELINE_STAGE_TRANSFER_BIT, | |
1218 false); | |
1219 | |
1220 VkImageSubresourceRange subRange; | |
1221 memset(&subRange, 0, sizeof(VkImageSubresourceRange)); | |
1222 subRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; | |
1223 subRange.baseMipLevel = 0; | |
1224 subRange.levelCount = 1; | |
1225 subRange.baseArrayLayer = 0; | |
1226 subRange.layerCount = 1; | |
1227 | |
1228 // In the future we may not actually be doing this type of clear at all. If
we are inside a | |
1229 // render pass or doing a non full clear then we will use CmdClearColorAttac
hment. The more | |
1230 // common use case will be clearing an attachment at the start of a render p
ass, in which case | |
1231 // we will use the clear load ops. | |
1232 fCurrentCmdBuffer->clearColorImage(this, | |
1233 vkRT, | |
1234 &vkColor, | |
1235 1, &subRange); | |
1236 } | |
1237 | |
1238 inline bool can_copy_image(const GrSurface* dst, | 1062 inline bool can_copy_image(const GrSurface* dst, |
1239 const GrSurface* src, | 1063 const GrSurface* src, |
1240 const GrVkGpu* gpu) { | 1064 const GrVkGpu* gpu) { |
1241 // Currently we don't support msaa | 1065 // Currently we don't support msaa |
1242 if ((dst->asRenderTarget() && dst->asRenderTarget()->numColorSamples() > 1)
|| | 1066 if ((dst->asRenderTarget() && dst->asRenderTarget()->numColorSamples() > 1)
|| |
1243 (src->asRenderTarget() && src->asRenderTarget()->numColorSamples() > 1))
{ | 1067 (src->asRenderTarget() && src->asRenderTarget()->numColorSamples() > 1))
{ |
1244 return false; | 1068 return false; |
1245 } | 1069 } |
1246 | 1070 |
1247 // We require that all vulkan GrSurfaces have been created with transfer_dst
and transfer_src | 1071 // We require that all vulkan GrSurfaces have been created with transfer_dst
and transfer_src |
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1577 memcpy(top, bottom, tightRowBytes); | 1401 memcpy(top, bottom, tightRowBytes); |
1578 memcpy(bottom, tmpRow, tightRowBytes); | 1402 memcpy(bottom, tmpRow, tightRowBytes); |
1579 top += rowBytes; | 1403 top += rowBytes; |
1580 bottom -= rowBytes; | 1404 bottom -= rowBytes; |
1581 } | 1405 } |
1582 } | 1406 } |
1583 | 1407 |
1584 return true; | 1408 return true; |
1585 } | 1409 } |
1586 | 1410 |
1587 void GrVkGpu::submitSecondaryCommandBuffer(const GrVkSecondaryCommandBuffer* buf
fer) { | 1411 void GrVkGpu::submitSecondaryCommandBuffer(const GrVkSecondaryCommandBuffer* buf
fer, |
| 1412 const GrVkRenderPass* renderPass, |
| 1413 GrVkRenderTarget* target, |
| 1414 const SkIRect& bounds) { |
| 1415 fCurrentCmdBuffer->beginRenderPass(this, renderPass, *target, bounds, true); |
1588 fCurrentCmdBuffer->executeCommands(this, buffer); | 1416 fCurrentCmdBuffer->executeCommands(this, buffer); |
| 1417 fCurrentCmdBuffer->endRenderPass(this); |
1589 } | 1418 } |
1590 | 1419 |
1591 sk_sp<GrVkPipelineState> GrVkGpu::prepareDrawState(const GrPipeline& pipeline, | |
1592 const GrPrimitiveProcessor& p
rimProc, | |
1593 GrPrimitiveType primitiveType
, | |
1594 const GrVkRenderPass& renderP
ass) { | |
1595 sk_sp<GrVkPipelineState> pipelineState = | |
1596 fResourceProvider.findOrCreateCompatiblePipelineState(pipeline, | |
1597 primProc, | |
1598 primitiveType, | |
1599 renderPass); | |
1600 if (!pipelineState) { | |
1601 return pipelineState; | |
1602 } | |
1603 | |
1604 pipelineState->setData(this, primProc, pipeline); | |
1605 | |
1606 pipelineState->bind(this, fCurrentCmdBuffer); | |
1607 | |
1608 GrVkPipeline::SetDynamicState(this, fCurrentCmdBuffer, pipeline); | |
1609 | |
1610 return pipelineState; | |
1611 } | |
1612 | |
1613 void GrVkGpu::onDraw(const GrPipeline& pipeline, | |
1614 const GrPrimitiveProcessor& primProc, | |
1615 const GrMesh* meshes, | |
1616 int meshCount) { | |
1617 if (!meshCount) { | |
1618 return; | |
1619 } | |
1620 GrRenderTarget* rt = pipeline.getRenderTarget(); | |
1621 GrVkRenderTarget* vkRT = static_cast<GrVkRenderTarget*>(rt); | |
1622 const GrVkRenderPass* renderPass = vkRT->simpleRenderPass(); | |
1623 SkASSERT(renderPass); | |
1624 | |
1625 GrPrimitiveType primitiveType = meshes[0].primitiveType(); | |
1626 sk_sp<GrVkPipelineState> pipelineState = this->prepareDrawState(pipeline, | |
1627 primProc, | |
1628 primitiveTyp
e, | |
1629 *renderPass)
; | |
1630 if (!pipelineState) { | |
1631 return; | |
1632 } | |
1633 | |
1634 // Change layout of our render target so it can be used as the color attachm
ent | |
1635 vkRT->setImageLayout(this, | |
1636 VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, | |
1637 VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT, | |
1638 VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, | |
1639 false); | |
1640 | |
1641 // If we are using a stencil attachment we also need to update its layout | |
1642 if (GrStencilAttachment* stencil = vkRT->renderTargetPriv().getStencilAttach
ment()) { | |
1643 GrVkStencilAttachment* vkStencil = (GrVkStencilAttachment*)stencil; | |
1644 vkStencil->setImageLayout(this, | |
1645 VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIM
AL, | |
1646 VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT | | |
1647 VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT, | |
1648 VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, | |
1649 false); | |
1650 } | |
1651 | |
1652 fCurrentCmdBuffer->beginRenderPass(this, renderPass, *vkRT); | |
1653 | |
1654 for (int i = 0; i < meshCount; ++i) { | |
1655 const GrMesh& mesh = meshes[i]; | |
1656 GrMesh::Iterator iter; | |
1657 const GrNonInstancedMesh* nonIdxMesh = iter.init(mesh); | |
1658 do { | |
1659 if (nonIdxMesh->primitiveType() != primitiveType) { | |
1660 // Technically we don't have to call this here (since there is a
safety check in | |
1661 // pipelineState:setData but this will allow for quicker freeing
of resources if the | |
1662 // pipelineState sits in a cache for a while. | |
1663 pipelineState->freeTempResources(this); | |
1664 SkDEBUGCODE(pipelineState = nullptr); | |
1665 primitiveType = nonIdxMesh->primitiveType(); | |
1666 pipelineState = this->prepareDrawState(pipeline, | |
1667 primProc, | |
1668 primitiveType, | |
1669 *renderPass); | |
1670 if (!pipelineState) { | |
1671 return; | |
1672 } | |
1673 } | |
1674 SkASSERT(pipelineState); | |
1675 this->bindGeometry(primProc, *nonIdxMesh); | |
1676 | |
1677 if (nonIdxMesh->isIndexed()) { | |
1678 fCurrentCmdBuffer->drawIndexed(this, | |
1679 nonIdxMesh->indexCount(), | |
1680 1, | |
1681 nonIdxMesh->startIndex(), | |
1682 nonIdxMesh->startVertex(), | |
1683 0); | |
1684 } else { | |
1685 fCurrentCmdBuffer->draw(this, | |
1686 nonIdxMesh->vertexCount(), | |
1687 1, | |
1688 nonIdxMesh->startVertex(), | |
1689 0); | |
1690 } | |
1691 | |
1692 fStats.incNumDraws(); | |
1693 } while ((nonIdxMesh = iter.next())); | |
1694 } | |
1695 | |
1696 fCurrentCmdBuffer->endRenderPass(this); | |
1697 | |
1698 // Technically we don't have to call this here (since there is a safety chec
k in | |
1699 // pipelineState:setData but this will allow for quicker freeing of resource
s if the | |
1700 // pipelineState sits in a cache for a while. | |
1701 pipelineState->freeTempResources(this); | |
1702 | |
1703 #if SWAP_PER_DRAW | |
1704 glFlush(); | |
1705 #if defined(SK_BUILD_FOR_MAC) | |
1706 aglSwapBuffers(aglGetCurrentContext()); | |
1707 int set_a_break_pt_here = 9; | |
1708 aglSwapBuffers(aglGetCurrentContext()); | |
1709 #elif defined(SK_BUILD_FOR_WIN32) | |
1710 SwapBuf(); | |
1711 int set_a_break_pt_here = 9; | |
1712 SwapBuf(); | |
1713 #endif | |
1714 #endif | |
1715 } | |
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