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

Issue 2274663005: Add GrVkCopyPipeline to handle vulkan copies as draws (Closed) Base URL: https://skia.googlesource.com/skia.git@compatibleCopyDS
Patch Set: indent nits Created 4 years, 2 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 "GrFixedClip.h"
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111 // We have sumbitted no actual draw commands to the command buffer and w e are not using 111 // We have sumbitted no actual draw commands to the command buffer and w e are not using
112 // the render pass to do a clear so there is no need to submit anything. 112 // the render pass to do a clear so there is no need to submit anything.
113 return; 113 return;
114 } 114 }
115 #endif 115 #endif
116 116
117 // Change layout of our render target so it can be used as the color attachm ent. Currently 117 // Change layout of our render target so it can be used as the color attachm ent. Currently
118 // we don't attach the resolve to the framebuffer so no need to change its l ayout. 118 // we don't attach the resolve to the framebuffer so no need to change its l ayout.
119 GrVkImage* targetImage = fRenderTarget->msaaImage() ? fRenderTarget->msaaIma ge() 119 GrVkImage* targetImage = fRenderTarget->msaaImage() ? fRenderTarget->msaaIma ge()
120 : fRenderTarget; 120 : fRenderTarget;
121
122 // Change layout of our render target so it can be used as the color attachm ent
121 targetImage->setImageLayout(fGpu, 123 targetImage->setImageLayout(fGpu,
122 VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, 124 VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
123 VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT, 125 VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
124 VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, 126 VK_PIPELINE_STAGE_ALL_GRAPHICS_BIT,
125 false); 127 false);
126 128
127 // If we are using a stencil attachment we also need to update its layout 129 // If we are using a stencil attachment we also need to update its layout
128 if (GrStencilAttachment* stencil = fRenderTarget->renderTargetPriv().getSten cilAttachment()) { 130 if (GrStencilAttachment* stencil = fRenderTarget->renderTargetPriv().getSten cilAttachment()) {
129 GrVkStencilAttachment* vkStencil = (GrVkStencilAttachment*)stencil; 131 GrVkStencilAttachment* vkStencil = (GrVkStencilAttachment*)stencil;
130 vkStencil->setImageLayout(fGpu, 132 vkStencil->setImageLayout(fGpu,
131 VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIM AL, 133 VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIM AL,
132 VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT | 134 VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT |
133 VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT, 135 VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT,
134 VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, 136 VK_PIPELINE_STAGE_ALL_GRAPHICS_BIT,
135 false); 137 false);
136 } 138 }
137 139
138 fGpu->submitSecondaryCommandBuffer(fCommandBuffer, fRenderPass, &fColorClear Value, 140 fGpu->submitSecondaryCommandBuffer(fCommandBuffer, fRenderPass, &fColorClear Value,
139 fRenderTarget, bounds); 141 fRenderTarget, bounds);
140 } 142 }
141 143
142 void GrVkGpuCommandBuffer::discard(GrRenderTarget* target) { 144 void GrVkGpuCommandBuffer::discard(GrRenderTarget* target) {
143 if (fIsEmpty) { 145 if (fIsEmpty) {
144 // We will change the render pass to do a clear load instead 146 // We will change the render pass to do a clear load instead
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451 fGpu->stats()->incNumDraws(); 453 fGpu->stats()->incNumDraws();
452 } while ((nonIdxMesh = iter.next())); 454 } while ((nonIdxMesh = iter.next()));
453 } 455 }
454 456
455 // Technically we don't have to call this here (since there is a safety chec k in 457 // Technically we don't have to call this here (since there is a safety chec k in
456 // pipelineState:setData but this will allow for quicker freeing of resource s if the 458 // pipelineState:setData but this will allow for quicker freeing of resource s if the
457 // pipelineState sits in a cache for a while. 459 // pipelineState sits in a cache for a while.
458 pipelineState->freeTempResources(fGpu); 460 pipelineState->freeTempResources(fGpu);
459 } 461 }
460 462
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