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Side by Side Diff: src/gpu/vk/GrVkGpuCommandBuffer.cpp

Issue 2262473003: Define clear regions in terms of GrFixedClip (Closed) Base URL: https://skia.googlesource.com/skia.git@upload_fixedcliptosrc
Patch Set: Define clear regions in terms of GrFixedClip Created 4 years, 4 months ago
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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 "GrFixedClip.h"
10 #include "GrMesh.h" 11 #include "GrMesh.h"
11 #include "GrPipeline.h" 12 #include "GrPipeline.h"
12 #include "GrRenderTargetPriv.h" 13 #include "GrRenderTargetPriv.h"
13 #include "GrTextureAccess.h" 14 #include "GrTextureAccess.h"
14 #include "GrTexturePriv.h" 15 #include "GrTexturePriv.h"
15 #include "GrVkCommandBuffer.h" 16 #include "GrVkCommandBuffer.h"
16 #include "GrVkGpu.h" 17 #include "GrVkGpu.h"
17 #include "GrVkPipeline.h" 18 #include "GrVkPipeline.h"
18 #include "GrVkRenderPass.h" 19 #include "GrVkRenderPass.h"
19 #include "GrVkRenderTarget.h" 20 #include "GrVkRenderTarget.h"
(...skipping 144 matching lines...) Expand 10 before | Expand all | Expand 10 after
164 vkResolveOps, 165 vkResolveOps,
165 vkStencilOps); 166 vkStencilOps);
166 } 167 }
167 168
168 SkASSERT(fRenderPass->isCompatible(*oldRP)); 169 SkASSERT(fRenderPass->isCompatible(*oldRP));
169 oldRP->unref(fGpu); 170 oldRP->unref(fGpu);
170 } 171 }
171 } 172 }
172 173
173 void GrVkGpuCommandBuffer::onClearStencilClip(GrRenderTarget* target, 174 void GrVkGpuCommandBuffer::onClearStencilClip(GrRenderTarget* target,
174 const SkIRect& rect, 175 const GrFixedClip& clip,
175 bool insideClip) { 176 bool insideStencilMask) {
176 SkASSERT(target); 177 SkASSERT(target);
177 178
178 GrVkRenderTarget* vkRT = static_cast<GrVkRenderTarget*>(target); 179 GrVkRenderTarget* vkRT = static_cast<GrVkRenderTarget*>(target);
179 GrStencilAttachment* sb = target->renderTargetPriv().getStencilAttachment(); 180 GrStencilAttachment* sb = target->renderTargetPriv().getStencilAttachment();
180 // this should only be called internally when we know we have a 181 // this should only be called internally when we know we have a
181 // stencil buffer. 182 // stencil buffer.
182 SkASSERT(sb); 183 SkASSERT(sb);
183 int stencilBitCount = sb->bits(); 184 int stencilBitCount = sb->bits();
184 185
185 // The contract with the callers does not guarantee that we preserve all bit s in the stencil 186 // The contract with the callers does not guarantee that we preserve all bit s in the stencil
186 // during this clear. Thus we will clear the entire stencil to the desired v alue. 187 // during this clear. Thus we will clear the entire stencil to the desired v alue.
187 188
188 VkClearDepthStencilValue vkStencilColor; 189 VkClearDepthStencilValue vkStencilColor;
189 memset(&vkStencilColor, 0, sizeof(VkClearDepthStencilValue)); 190 memset(&vkStencilColor, 0, sizeof(VkClearDepthStencilValue));
190 if (insideClip) { 191 if (insideStencilMask) {
191 vkStencilColor.stencil = (1 << (stencilBitCount - 1)); 192 vkStencilColor.stencil = (1 << (stencilBitCount - 1));
192 } else { 193 } else {
193 vkStencilColor.stencil = 0; 194 vkStencilColor.stencil = 0;
194 } 195 }
195 196
196 VkClearRect clearRect; 197 VkClearRect clearRect;
197 // Flip rect if necessary 198 // Flip rect if necessary
198 SkIRect vkRect = rect; 199 SkIRect vkRect = clip.scissorEnabled() ? clip.scissorRect()
199 200 : SkIRect::MakeWH(vkRT->width(), vkRT ->height());
egdaniel 2016/08/19 20:09:37 For some minimal optimization, we don't need to do
csmartdalton 2016/08/19 20:46:49 Done. Looks better now.
200 if (kBottomLeft_GrSurfaceOrigin == vkRT->origin()) { 201 if (kBottomLeft_GrSurfaceOrigin == vkRT->origin()) {
201 vkRect.fTop = vkRT->height() - rect.fBottom; 202 SkTSwap(vkRect.fTop, vkRect.fBottom);
202 vkRect.fBottom = vkRT->height() - rect.fTop; 203 vkRect.fTop = vkRT->height() - vkRect.fTop;
204 vkRect.fBottom = vkRT->height() - vkRect.fBottom;
203 } 205 }
204 206
205 clearRect.rect.offset = { vkRect.fLeft, vkRect.fTop }; 207 clearRect.rect.offset = { vkRect.fLeft, vkRect.fTop };
206 clearRect.rect.extent = { (uint32_t)vkRect.width(), (uint32_t)vkRect.height( ) }; 208 clearRect.rect.extent = { (uint32_t)vkRect.width(), (uint32_t)vkRect.height( ) };
207 209
208 clearRect.baseArrayLayer = 0; 210 clearRect.baseArrayLayer = 0;
209 clearRect.layerCount = 1; 211 clearRect.layerCount = 1;
210 212
211 uint32_t stencilIndex; 213 uint32_t stencilIndex;
212 SkAssertResult(fRenderPass->stencilAttachmentIndex(&stencilIndex)); 214 SkAssertResult(fRenderPass->stencilAttachmentIndex(&stencilIndex));
213 215
214 VkClearAttachment attachment; 216 VkClearAttachment attachment;
215 attachment.aspectMask = VK_IMAGE_ASPECT_STENCIL_BIT; 217 attachment.aspectMask = VK_IMAGE_ASPECT_STENCIL_BIT;
216 attachment.colorAttachment = 0; // this value shouldn't matter 218 attachment.colorAttachment = 0; // this value shouldn't matter
217 attachment.clearValue.depthStencil = vkStencilColor; 219 attachment.clearValue.depthStencil = vkStencilColor;
218 220
219 fCommandBuffer->clearAttachments(fGpu, 1, &attachment, 1, &clearRect); 221 fCommandBuffer->clearAttachments(fGpu, 1, &attachment, 1, &clearRect);
220 fIsEmpty = false; 222 fIsEmpty = false;
221 } 223 }
222 224
223 void GrVkGpuCommandBuffer::onClear(GrRenderTarget* target, const SkIRect& rect, GrColor color) { 225 void GrVkGpuCommandBuffer::onClear(GrRenderTarget* target, const GrFixedClip& cl ip, GrColor color) {
224 // parent class should never let us get here with no RT 226 // parent class should never let us get here with no RT
225 SkASSERT(target); 227 SkASSERT(target);
226 228
227 VkClearColorValue vkColor; 229 VkClearColorValue vkColor;
228 GrColorToRGBAFloat(color, vkColor.float32); 230 GrColorToRGBAFloat(color, vkColor.float32);
229 231
230 GrVkRenderTarget* vkRT = static_cast<GrVkRenderTarget*>(target); 232 GrVkRenderTarget* vkRT = static_cast<GrVkRenderTarget*>(target);
231 233
232 if (fIsEmpty && rect.width() == target->width() && rect.height() == target-> height()) { 234 if (fIsEmpty && !clip.scissorEnabled()) {
233 // We will change the render pass to do a clear load instead 235 // We will change the render pass to do a clear load instead
234 GrVkRenderPass::LoadStoreOps vkColorOps(VK_ATTACHMENT_LOAD_OP_CLEAR, 236 GrVkRenderPass::LoadStoreOps vkColorOps(VK_ATTACHMENT_LOAD_OP_CLEAR,
235 VK_ATTACHMENT_STORE_OP_STORE); 237 VK_ATTACHMENT_STORE_OP_STORE);
236 GrVkRenderPass::LoadStoreOps vkStencilOps(VK_ATTACHMENT_LOAD_OP_LOAD, 238 GrVkRenderPass::LoadStoreOps vkStencilOps(VK_ATTACHMENT_LOAD_OP_LOAD,
237 VK_ATTACHMENT_STORE_OP_STORE); 239 VK_ATTACHMENT_STORE_OP_STORE);
238 GrVkRenderPass::LoadStoreOps vkResolveOps(VK_ATTACHMENT_LOAD_OP_LOAD, 240 GrVkRenderPass::LoadStoreOps vkResolveOps(VK_ATTACHMENT_LOAD_OP_LOAD,
239 VK_ATTACHMENT_STORE_OP_STORE); 241 VK_ATTACHMENT_STORE_OP_STORE);
240 242
241 const GrVkRenderPass* oldRP = fRenderPass; 243 const GrVkRenderPass* oldRP = fRenderPass;
242 244
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257 SkASSERT(fRenderPass->isCompatible(*oldRP)); 259 SkASSERT(fRenderPass->isCompatible(*oldRP));
258 oldRP->unref(fGpu); 260 oldRP->unref(fGpu);
259 261
260 GrColorToRGBAFloat(color, fColorClearValue.color.float32); 262 GrColorToRGBAFloat(color, fColorClearValue.color.float32);
261 return; 263 return;
262 } 264 }
263 265
264 // We always do a sub rect clear with clearAttachments since we are inside a render pass 266 // We always do a sub rect clear with clearAttachments since we are inside a render pass
265 VkClearRect clearRect; 267 VkClearRect clearRect;
266 // Flip rect if necessary 268 // Flip rect if necessary
267 SkIRect vkRect = rect; 269 SkIRect vkRect = clip.scissorEnabled() ? clip.scissorRect()
270 : SkIRect::MakeWH(vkRT->width(), vkRT ->height());
268 if (kBottomLeft_GrSurfaceOrigin == vkRT->origin()) { 271 if (kBottomLeft_GrSurfaceOrigin == vkRT->origin()) {
269 vkRect.fTop = vkRT->height() - rect.fBottom; 272 SkTSwap(vkRect.fTop, vkRect.fBottom);
270 vkRect.fBottom = vkRT->height() - rect.fTop; 273 vkRect.fTop = vkRT->height() - vkRect.fTop;
274 vkRect.fBottom = vkRT->height() - vkRect.fBottom;
271 } 275 }
272 clearRect.rect.offset = { vkRect.fLeft, vkRect.fTop }; 276 clearRect.rect.offset = { vkRect.fLeft, vkRect.fTop };
273 clearRect.rect.extent = { (uint32_t)vkRect.width(), (uint32_t)vkRect.height( ) }; 277 clearRect.rect.extent = { (uint32_t)vkRect.width(), (uint32_t)vkRect.height( ) };
274 clearRect.baseArrayLayer = 0; 278 clearRect.baseArrayLayer = 0;
275 clearRect.layerCount = 1; 279 clearRect.layerCount = 1;
276 280
277 uint32_t colorIndex; 281 uint32_t colorIndex;
278 SkAssertResult(fRenderPass->colorAttachmentIndex(&colorIndex)); 282 SkAssertResult(fRenderPass->colorAttachmentIndex(&colorIndex));
279 283
280 VkClearAttachment attachment; 284 VkClearAttachment attachment;
(...skipping 149 matching lines...) Expand 10 before | Expand all | Expand 10 after
430 fGpu->stats()->incNumDraws(); 434 fGpu->stats()->incNumDraws();
431 } while ((nonIdxMesh = iter.next())); 435 } while ((nonIdxMesh = iter.next()));
432 } 436 }
433 437
434 // Technically we don't have to call this here (since there is a safety chec k in 438 // Technically we don't have to call this here (since there is a safety chec k in
435 // pipelineState:setData but this will allow for quicker freeing of resource s if the 439 // pipelineState:setData but this will allow for quicker freeing of resource s if the
436 // pipelineState sits in a cache for a while. 440 // pipelineState sits in a cache for a while.
437 pipelineState->freeTempResources(fGpu); 441 pipelineState->freeTempResources(fGpu);
438 } 442 }
439 443
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