| OLD | NEW |
| 1 /* | 1 /* |
| 2 * Copyright 2016 Google Inc. | 2 * Copyright 2016 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 "GrVkGpuCommandBuffer.h" | 8 #include "GrVkGpuCommandBuffer.h" |
| 9 | 9 |
| 10 #include "GrMesh.h" | 10 #include "GrMesh.h" |
| (...skipping 100 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
| 111 if (GrStencilAttachment* stencil = fRenderTarget->renderTargetPriv().getSten
cilAttachment()) { | 111 if (GrStencilAttachment* stencil = fRenderTarget->renderTargetPriv().getSten
cilAttachment()) { |
| 112 GrVkStencilAttachment* vkStencil = (GrVkStencilAttachment*)stencil; | 112 GrVkStencilAttachment* vkStencil = (GrVkStencilAttachment*)stencil; |
| 113 vkStencil->setImageLayout(fGpu, | 113 vkStencil->setImageLayout(fGpu, |
| 114 VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIM
AL, | 114 VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIM
AL, |
| 115 VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT | | 115 VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT | |
| 116 VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT, | 116 VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT, |
| 117 VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, | 117 VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, |
| 118 false); | 118 false); |
| 119 } | 119 } |
| 120 | 120 |
| 121 if (GrVkImage* msaaImage = fRenderTarget->msaaImage()) { |
| 122 msaaImage->setImageLayout(fGpu, |
| 123 VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, |
| 124 VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT, |
| 125 VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, |
| 126 false); |
| 127 } |
| 128 |
| 121 for (int i = 0; i < fSampledImages.count(); ++i) { | 129 for (int i = 0; i < fSampledImages.count(); ++i) { |
| 122 fSampledImages[i]->setImageLayout(fGpu, | 130 fSampledImages[i]->setImageLayout(fGpu, |
| 123 VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIM
AL, | 131 VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIM
AL, |
| 124 VK_ACCESS_SHADER_READ_BIT, | 132 VK_ACCESS_SHADER_READ_BIT, |
| 125 VK_PIPELINE_STAGE_ALL_GRAPHICS_BIT, | 133 VK_PIPELINE_STAGE_ALL_GRAPHICS_BIT, |
| 126 false); | 134 false); |
| 127 } | 135 } |
| 128 | 136 |
| 129 fGpu->submitSecondaryCommandBuffer(fCommandBuffer, fRenderPass, &fColorClear
Value, | 137 fGpu->submitSecondaryCommandBuffer(fCommandBuffer, fRenderPass, &fColorClear
Value, |
| 130 fRenderTarget, bounds); | 138 fRenderTarget, bounds); |
| 131 } | 139 } |
| 132 | 140 |
| 141 void GrVkGpuCommandBuffer::discard(GrRenderTarget* target) { |
| 142 if (fIsEmpty) { |
| 143 // We will change the render pass to do a clear load instead |
| 144 GrVkRenderPass::LoadStoreOps vkColorOps(VK_ATTACHMENT_LOAD_OP_DONT_CARE, |
| 145 VK_ATTACHMENT_STORE_OP_STORE); |
| 146 GrVkRenderPass::LoadStoreOps vkStencilOps(VK_ATTACHMENT_LOAD_OP_DONT_CAR
E, |
| 147 VK_ATTACHMENT_STORE_OP_STORE); |
| 148 GrVkRenderPass::LoadStoreOps vkResolveOps(VK_ATTACHMENT_LOAD_OP_DONT_CAR
E, |
| 149 VK_ATTACHMENT_STORE_OP_STORE); |
| 150 |
| 151 const GrVkRenderPass* oldRP = fRenderPass; |
| 152 |
| 153 GrVkRenderTarget* vkRT = static_cast<GrVkRenderTarget*>(target); |
| 154 const GrVkResourceProvider::CompatibleRPHandle& rpHandle = |
| 155 vkRT->compatibleRenderPassHandle(); |
| 156 if (rpHandle.isValid()) { |
| 157 fRenderPass = fGpu->resourceProvider().findRenderPass(rpHandle, |
| 158 vkColorOps, |
| 159 vkResolveOps, |
| 160 vkStencilOps); |
| 161 } else { |
| 162 fRenderPass = fGpu->resourceProvider().findRenderPass(*vkRT, |
| 163 vkColorOps, |
| 164 vkResolveOps, |
| 165 vkStencilOps); |
| 166 } |
| 167 |
| 168 SkASSERT(fRenderPass->isCompatible(*oldRP)); |
| 169 oldRP->unref(fGpu); |
| 170 } |
| 171 } |
| 172 |
| 133 void GrVkGpuCommandBuffer::onClearStencilClip(GrRenderTarget* target, | 173 void GrVkGpuCommandBuffer::onClearStencilClip(GrRenderTarget* target, |
| 134 const SkIRect& rect, | 174 const SkIRect& rect, |
| 135 bool insideClip) { | 175 bool insideClip) { |
| 136 SkASSERT(target); | 176 SkASSERT(target); |
| 137 | 177 |
| 138 GrVkRenderTarget* vkRT = static_cast<GrVkRenderTarget*>(target); | 178 GrVkRenderTarget* vkRT = static_cast<GrVkRenderTarget*>(target); |
| 139 GrStencilAttachment* sb = target->renderTargetPriv().getStencilAttachment(); | 179 GrStencilAttachment* sb = target->renderTargetPriv().getStencilAttachment(); |
| 140 // this should only be called internally when we know we have a | 180 // this should only be called internally when we know we have a |
| 141 // stencil buffer. | 181 // stencil buffer. |
| 142 SkASSERT(sb); | 182 SkASSERT(sb); |
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| 388 fGpu->stats()->incNumDraws(); | 428 fGpu->stats()->incNumDraws(); |
| 389 } while ((nonIdxMesh = iter.next())); | 429 } while ((nonIdxMesh = iter.next())); |
| 390 } | 430 } |
| 391 | 431 |
| 392 // Technically we don't have to call this here (since there is a safety chec
k in | 432 // Technically we don't have to call this here (since there is a safety chec
k in |
| 393 // pipelineState:setData but this will allow for quicker freeing of resource
s if the | 433 // pipelineState:setData but this will allow for quicker freeing of resource
s if the |
| 394 // pipelineState sits in a cache for a while. | 434 // pipelineState sits in a cache for a while. |
| 395 pipelineState->freeTempResources(fGpu); | 435 pipelineState->freeTempResources(fGpu); |
| 396 } | 436 } |
| 397 | 437 |
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