// // Copyright 2018 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // UtilsVk.cpp: // Implements the UtilsVk class. // #include "libANGLE/renderer/vulkan/UtilsVk.h" #include "libANGLE/renderer/vulkan/ContextVk.h" #include "libANGLE/renderer/vulkan/FramebufferVk.h" #include "libANGLE/renderer/vulkan/RendererVk.h" namespace rx { namespace BufferUtils_comp = vk::InternalShader::BufferUtils_comp; namespace ConvertVertex_comp = vk::InternalShader::ConvertVertex_comp; namespace ImageCopy_frag = vk::InternalShader::ImageCopy_frag; namespace { // All internal shaders assume there is only one descriptor set, indexed at 0 constexpr uint32_t kSetIndex = 0; constexpr uint32_t kBufferClearOutputBinding = 0; constexpr uint32_t kBufferCopyDestinationBinding = 0; constexpr uint32_t kBufferCopySourceBinding = 1; constexpr uint32_t kConvertVertexDestinationBinding = 0; constexpr uint32_t kConvertVertexSourceBinding = 1; constexpr uint32_t kImageCopySourceBinding = 0; uint32_t GetBufferUtilsFlags(size_t dispatchSize, const vk::Format &format) { uint32_t flags = dispatchSize % 64 == 0 ? BufferUtils_comp::kIsAligned : 0; const angle::Format &bufferFormat = format.bufferFormat(); flags |= bufferFormat.isInt() ? BufferUtils_comp::kIsInt : bufferFormat.isUint() ? BufferUtils_comp::kIsUint : BufferUtils_comp::kIsFloat; return flags; } uint32_t GetConvertVertexFlags(const UtilsVk::ConvertVertexParameters ¶ms) { bool srcIsInt = params.srcFormat->isInt(); bool srcIsUint = params.srcFormat->isUint(); bool srcIsSnorm = params.srcFormat->isSnorm(); bool srcIsUnorm = params.srcFormat->isUnorm(); bool srcIsFixed = params.srcFormat->isFixed; bool srcIsFloat = params.srcFormat->isFloat(); bool destIsInt = params.destFormat->isInt(); bool destIsUint = params.destFormat->isUint(); bool destIsFloat = params.destFormat->isFloat(); // Assert on the types to make sure the shader supports its. These are based on // ConvertVertex_comp::Conversion values. ASSERT(!destIsInt || srcIsInt); // If destination is int, src must be int too ASSERT(!destIsUint || srcIsUint); // If destination is uint, src must be uint too ASSERT(!srcIsFixed || destIsFloat); // If source is fixed, dest must be float // One of each bool set must be true ASSERT(srcIsInt || srcIsUint || srcIsSnorm || srcIsUnorm || srcIsFixed || srcIsFloat); ASSERT(destIsInt || destIsUint || destIsFloat); // We currently don't have any big-endian devices in the list of supported platforms. The // shader is capable of supporting big-endian architectures, but the relevant flag (IsBigEndian) // is not added to the build configuration file (to reduce binary size). If necessary, add // IsBigEndian to ConvertVertex.comp.json and select the appropriate flag based on the // endian-ness test here. uint32_t endiannessTest = 0; *reinterpret_cast(&endiannessTest) = 1; ASSERT(endiannessTest == 1); uint32_t flags = 0; if (srcIsInt && destIsInt) { flags |= ConvertVertex_comp::kIntToInt; } else if (srcIsUint && destIsUint) { flags |= ConvertVertex_comp::kUintToUint; } else if (srcIsInt) { flags |= ConvertVertex_comp::kIntToFloat; } else if (srcIsUint) { flags |= ConvertVertex_comp::kUintToFloat; } else if (srcIsSnorm) { flags |= ConvertVertex_comp::kSnormToFloat; } else if (srcIsUnorm) { flags |= ConvertVertex_comp::kUnormToFloat; } else if (srcIsFixed) { flags |= ConvertVertex_comp::kFixedToFloat; } else if (srcIsFloat) { flags |= ConvertVertex_comp::kFloatToFloat; } else { UNREACHABLE(); } return flags; } uint32_t GetImageCopyFlags(const vk::Format &srcFormat, const vk::Format &destFormat) { const angle::Format &srcAngleFormat = srcFormat.angleFormat(); const angle::Format &destAngleFormat = destFormat.angleFormat(); uint32_t flags = 0; flags |= srcAngleFormat.isInt() ? ImageCopy_frag::kSrcIsInt : srcAngleFormat.isUint() ? ImageCopy_frag::kSrcIsUint : ImageCopy_frag::kSrcIsFloat; flags |= destAngleFormat.isInt() ? ImageCopy_frag::kDestIsInt : destAngleFormat.isUint() ? ImageCopy_frag::kDestIsUint : ImageCopy_frag::kDestIsFloat; return flags; } uint32_t GetFormatDefaultChannelMask(const vk::Format &format) { uint32_t mask = 0; const angle::Format &angleFormat = format.angleFormat(); const angle::Format &textureFormat = format.textureFormat(); // Red can never be introduced due to format emulation (except for luma which is handled // especially) ASSERT(((angleFormat.redBits > 0) == (textureFormat.redBits > 0)) || angleFormat.isLUMA()); mask |= angleFormat.greenBits == 0 && textureFormat.greenBits > 0 ? 2 : 0; mask |= angleFormat.blueBits == 0 && textureFormat.blueBits > 0 ? 4 : 0; mask |= angleFormat.alphaBits == 0 && textureFormat.alphaBits > 0 ? 8 : 0; return mask; } } // namespace UtilsVk::ConvertVertexShaderParams::ConvertVertexShaderParams() = default; UtilsVk::ImageCopyShaderParams::ImageCopyShaderParams() = default; UtilsVk::UtilsVk() = default; UtilsVk::~UtilsVk() = default; void UtilsVk::destroy(VkDevice device) { for (Function f : angle::AllEnums()) { for (auto &descriptorSetLayout : mDescriptorSetLayouts[f]) { descriptorSetLayout.reset(); } mPipelineLayouts[f].reset(); mDescriptorPools[f].destroy(device); } for (vk::ShaderProgramHelper &program : mBufferUtilsPrograms) { program.destroy(device); } for (vk::ShaderProgramHelper &program : mConvertVertexPrograms) { program.destroy(device); } mImageClearProgram.destroy(device); for (vk::ShaderProgramHelper &program : mImageCopyPrograms) { program.destroy(device); } } angle::Result UtilsVk::ensureResourcesInitialized(vk::Context *context, Function function, VkDescriptorPoolSize *setSizes, size_t setSizesCount, size_t pushConstantsSize) { RendererVk *renderer = context->getRenderer(); vk::DescriptorSetLayoutDesc descriptorSetDesc; uint32_t currentBinding = 0; for (size_t i = 0; i < setSizesCount; ++i) { descriptorSetDesc.update(currentBinding, setSizes[i].type, setSizes[i].descriptorCount); currentBinding += setSizes[i].descriptorCount; } ANGLE_TRY(renderer->getDescriptorSetLayout(context, descriptorSetDesc, &mDescriptorSetLayouts[function][kSetIndex])); gl::ShaderType pushConstantsShaderStage = function >= Function::ComputeStartIndex ? gl::ShaderType::Compute : gl::ShaderType::Fragment; // Corresponding pipeline layouts: vk::PipelineLayoutDesc pipelineLayoutDesc; pipelineLayoutDesc.updateDescriptorSetLayout(kSetIndex, descriptorSetDesc); pipelineLayoutDesc.updatePushConstantRange(pushConstantsShaderStage, 0, pushConstantsSize); ANGLE_TRY(renderer->getPipelineLayout( context, pipelineLayoutDesc, mDescriptorSetLayouts[function], &mPipelineLayouts[function])); if (setSizesCount > 0) { ANGLE_TRY(mDescriptorPools[function].init(context, setSizes, setSizesCount)); } return angle::Result::Continue; } angle::Result UtilsVk::ensureBufferClearResourcesInitialized(vk::Context *context) { if (mPipelineLayouts[Function::BufferClear].valid()) { return angle::Result::Continue; } VkDescriptorPoolSize setSizes[1] = { {VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER, 1}, }; return ensureResourcesInitialized(context, Function::BufferClear, setSizes, ArraySize(setSizes), sizeof(BufferUtilsShaderParams)); } angle::Result UtilsVk::ensureBufferCopyResourcesInitialized(vk::Context *context) { if (mPipelineLayouts[Function::BufferCopy].valid()) { return angle::Result::Continue; } VkDescriptorPoolSize setSizes[2] = { {VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER, 1}, {VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER, 1}, }; return ensureResourcesInitialized(context, Function::BufferCopy, setSizes, ArraySize(setSizes), sizeof(BufferUtilsShaderParams)); } angle::Result UtilsVk::ensureConvertVertexResourcesInitialized(vk::Context *context) { if (mPipelineLayouts[Function::ConvertVertexBuffer].valid()) { return angle::Result::Continue; } VkDescriptorPoolSize setSizes[2] = { {VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1}, {VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1}, }; return ensureResourcesInitialized(context, Function::ConvertVertexBuffer, setSizes, ArraySize(setSizes), sizeof(ConvertVertexShaderParams)); } angle::Result UtilsVk::ensureImageClearResourcesInitialized(vk::Context *context) { if (mPipelineLayouts[Function::ImageClear].valid()) { return angle::Result::Continue; } // The shader does not use any descriptor sets. return ensureResourcesInitialized(context, Function::ImageClear, nullptr, 0, sizeof(ImageClearShaderParams)); } angle::Result UtilsVk::ensureImageCopyResourcesInitialized(vk::Context *context) { if (mPipelineLayouts[Function::ImageCopy].valid()) { return angle::Result::Continue; } VkDescriptorPoolSize setSizes[1] = { {VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 1}, }; return ensureResourcesInitialized(context, Function::ImageCopy, setSizes, ArraySize(setSizes), sizeof(ImageCopyShaderParams)); } angle::Result UtilsVk::setupProgram(vk::Context *context, Function function, vk::RefCounted *fsCsShader, vk::RefCounted *vsShader, vk::ShaderProgramHelper *program, const vk::GraphicsPipelineDesc *pipelineDesc, const VkDescriptorSet descriptorSet, const void *pushConstants, size_t pushConstantsSize, vk::CommandBuffer *commandBuffer) { RendererVk *renderer = context->getRenderer(); bool isCompute = function >= Function::ComputeStartIndex; VkPipelineBindPoint bindPoint = isCompute ? VK_PIPELINE_BIND_POINT_COMPUTE : VK_PIPELINE_BIND_POINT_GRAPHICS; VkShaderStageFlags pushConstantsShaderStage = isCompute ? VK_SHADER_STAGE_COMPUTE_BIT : VK_SHADER_STAGE_FRAGMENT_BIT; // If compute, vsShader and pipelineDesc should be nullptr, and if not compute they shouldn't // be. ASSERT(isCompute != (vsShader && pipelineDesc)); const vk::BindingPointer &pipelineLayout = mPipelineLayouts[function]; Serial serial = renderer->getCurrentQueueSerial(); if (isCompute) { vk::PipelineAndSerial *pipelineAndSerial; program->setShader(gl::ShaderType::Compute, fsCsShader); ANGLE_TRY(program->getComputePipeline(context, pipelineLayout.get(), &pipelineAndSerial)); pipelineAndSerial->updateSerial(serial); commandBuffer->bindPipeline(bindPoint, pipelineAndSerial->get()); } else { program->setShader(gl::ShaderType::Vertex, vsShader); program->setShader(gl::ShaderType::Fragment, fsCsShader); // This value is not used but is passed to getGraphicsPipeline to avoid a nullptr check. const vk::GraphicsPipelineDesc *descPtr; vk::PipelineHelper *helper; ANGLE_TRY(program->getGraphicsPipeline( context, &renderer->getRenderPassCache(), renderer->getPipelineCache(), serial, pipelineLayout.get(), *pipelineDesc, gl::AttributesMask(), &descPtr, &helper)); helper->updateSerial(serial); commandBuffer->bindPipeline(bindPoint, helper->getPipeline()); } if (descriptorSet != VK_NULL_HANDLE) { commandBuffer->bindDescriptorSets(bindPoint, pipelineLayout.get(), 0, 1, &descriptorSet, 0, nullptr); } commandBuffer->pushConstants(pipelineLayout.get(), pushConstantsShaderStage, 0, pushConstantsSize, pushConstants); return angle::Result::Continue; } angle::Result UtilsVk::clearBuffer(vk::Context *context, vk::BufferHelper *dest, const ClearParameters ¶ms) { RendererVk *renderer = context->getRenderer(); ANGLE_TRY(ensureBufferClearResourcesInitialized(context)); vk::CommandBuffer *commandBuffer; ANGLE_TRY(dest->recordCommands(context, &commandBuffer)); // Tell dest it's being written to. dest->onWrite(VK_ACCESS_SHADER_WRITE_BIT); const vk::Format &destFormat = dest->getViewFormat(); uint32_t flags = BufferUtils_comp::kIsClear | GetBufferUtilsFlags(params.size, destFormat); BufferUtilsShaderParams shaderParams; shaderParams.destOffset = params.offset; shaderParams.size = params.size; shaderParams.clearValue = params.clearValue; VkDescriptorSet descriptorSet; vk::RefCountedDescriptorPoolBinding descriptorPoolBinding; ANGLE_TRY(mDescriptorPools[Function::BufferClear].allocateSets( context, mDescriptorSetLayouts[Function::BufferClear][kSetIndex].get().ptr(), 1, &descriptorPoolBinding, &descriptorSet)); descriptorPoolBinding.get().updateSerial(context->getRenderer()->getCurrentQueueSerial()); VkWriteDescriptorSet writeInfo = {}; writeInfo.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; writeInfo.dstSet = descriptorSet; writeInfo.dstBinding = kBufferClearOutputBinding; writeInfo.descriptorCount = 1; writeInfo.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER; writeInfo.pTexelBufferView = dest->getBufferView().ptr(); vkUpdateDescriptorSets(context->getDevice(), 1, &writeInfo, 0, nullptr); vk::RefCounted *shader = nullptr; ANGLE_TRY(renderer->getShaderLibrary().getBufferUtils_comp(context, flags, &shader)); ANGLE_TRY(setupProgram(context, Function::BufferClear, shader, nullptr, &mBufferUtilsPrograms[flags], nullptr, descriptorSet, &shaderParams, sizeof(shaderParams), commandBuffer)); commandBuffer->dispatch(UnsignedCeilDivide(params.size, 64), 1, 1); descriptorPoolBinding.reset(); return angle::Result::Continue; } angle::Result UtilsVk::copyBuffer(vk::Context *context, vk::BufferHelper *dest, vk::BufferHelper *src, const CopyParameters ¶ms) { RendererVk *renderer = context->getRenderer(); ANGLE_TRY(ensureBufferCopyResourcesInitialized(context)); vk::CommandBuffer *commandBuffer; ANGLE_TRY(dest->recordCommands(context, &commandBuffer)); // Tell src we are going to read from it. src->onRead(dest, VK_ACCESS_SHADER_READ_BIT); // Tell dest it's being written to. dest->onWrite(VK_ACCESS_SHADER_WRITE_BIT); const vk::Format &destFormat = dest->getViewFormat(); const vk::Format &srcFormat = src->getViewFormat(); ASSERT(destFormat.vkFormatIsInt == srcFormat.vkFormatIsInt); ASSERT(destFormat.vkFormatIsUnsigned == srcFormat.vkFormatIsUnsigned); uint32_t flags = BufferUtils_comp::kIsCopy | GetBufferUtilsFlags(params.size, destFormat); BufferUtilsShaderParams shaderParams; shaderParams.destOffset = params.destOffset; shaderParams.size = params.size; shaderParams.srcOffset = params.srcOffset; VkDescriptorSet descriptorSet; vk::RefCountedDescriptorPoolBinding descriptorPoolBinding; ANGLE_TRY(mDescriptorPools[Function::BufferCopy].allocateSets( context, mDescriptorSetLayouts[Function::BufferCopy][kSetIndex].get().ptr(), 1, &descriptorPoolBinding, &descriptorSet)); descriptorPoolBinding.get().updateSerial(context->getRenderer()->getCurrentQueueSerial()); VkWriteDescriptorSet writeInfo[2] = {}; writeInfo[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; writeInfo[0].dstSet = descriptorSet; writeInfo[0].dstBinding = kBufferCopyDestinationBinding; writeInfo[0].descriptorCount = 1; writeInfo[0].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER; writeInfo[0].pTexelBufferView = dest->getBufferView().ptr(); writeInfo[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; writeInfo[1].dstSet = descriptorSet; writeInfo[1].dstBinding = kBufferCopySourceBinding; writeInfo[1].descriptorCount = 1; writeInfo[1].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER; writeInfo[1].pTexelBufferView = src->getBufferView().ptr(); vkUpdateDescriptorSets(context->getDevice(), 2, writeInfo, 0, nullptr); vk::RefCounted *shader = nullptr; ANGLE_TRY(renderer->getShaderLibrary().getBufferUtils_comp(context, flags, &shader)); ANGLE_TRY(setupProgram(context, Function::BufferCopy, shader, nullptr, &mBufferUtilsPrograms[flags], nullptr, descriptorSet, &shaderParams, sizeof(shaderParams), commandBuffer)); commandBuffer->dispatch(UnsignedCeilDivide(params.size, 64), 1, 1); descriptorPoolBinding.reset(); return angle::Result::Continue; } angle::Result UtilsVk::convertVertexBuffer(vk::Context *context, vk::BufferHelper *dest, vk::BufferHelper *src, const ConvertVertexParameters ¶ms) { RendererVk *renderer = context->getRenderer(); ANGLE_TRY(ensureConvertVertexResourcesInitialized(context)); vk::CommandBuffer *commandBuffer; ANGLE_TRY(dest->recordCommands(context, &commandBuffer)); // Tell src we are going to read from it. src->onRead(dest, VK_ACCESS_SHADER_READ_BIT); // Tell dest it's being written to. dest->onWrite(VK_ACCESS_SHADER_WRITE_BIT); ConvertVertexShaderParams shaderParams; shaderParams.Ns = params.srcFormat->channelCount(); shaderParams.Bs = params.srcFormat->pixelBytes / params.srcFormat->channelCount(); shaderParams.Ss = params.srcStride; shaderParams.Nd = params.destFormat->channelCount(); shaderParams.Bd = params.destFormat->pixelBytes / params.destFormat->channelCount(); shaderParams.Sd = shaderParams.Nd * shaderParams.Bd; // The component size is expected to either be 1, 2 or 4 bytes. ASSERT(4 % shaderParams.Bs == 0); ASSERT(4 % shaderParams.Bd == 0); shaderParams.Es = 4 / shaderParams.Bs; shaderParams.Ed = 4 / shaderParams.Bd; // Total number of output components is simply the number of vertices by number of components in // each. shaderParams.componentCount = params.vertexCount * shaderParams.Nd; // Total number of 4-byte outputs is the number of components divided by how many components can // fit in a 4-byte value. Note that this value is also the invocation size of the shader. shaderParams.outputCount = shaderParams.componentCount / shaderParams.Ed; shaderParams.srcOffset = params.srcOffset; shaderParams.destOffset = params.destOffset; uint32_t flags = GetConvertVertexFlags(params); bool isAligned = shaderParams.outputCount % 64 == 0 && shaderParams.componentCount % shaderParams.Ed == 0; flags |= isAligned ? ConvertVertex_comp::kIsAligned : 0; VkDescriptorSet descriptorSet; vk::RefCountedDescriptorPoolBinding descriptorPoolBinding; ANGLE_TRY(mDescriptorPools[Function::ConvertVertexBuffer].allocateSets( context, mDescriptorSetLayouts[Function::ConvertVertexBuffer][kSetIndex].get().ptr(), 1, &descriptorPoolBinding, &descriptorSet)); descriptorPoolBinding.get().updateSerial(context->getRenderer()->getCurrentQueueSerial()); VkWriteDescriptorSet writeInfo = {}; VkDescriptorBufferInfo buffers[2] = { {dest->getBuffer().getHandle(), 0, VK_WHOLE_SIZE}, {src->getBuffer().getHandle(), 0, VK_WHOLE_SIZE}, }; static_assert(kConvertVertexDestinationBinding + 1 == kConvertVertexSourceBinding, "Update write info"); writeInfo.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; writeInfo.dstSet = descriptorSet; writeInfo.dstBinding = kConvertVertexDestinationBinding; writeInfo.descriptorCount = 2; writeInfo.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER; writeInfo.pBufferInfo = buffers; vkUpdateDescriptorSets(context->getDevice(), 1, &writeInfo, 0, nullptr); vk::RefCounted *shader = nullptr; ANGLE_TRY(renderer->getShaderLibrary().getConvertVertex_comp(context, flags, &shader)); ANGLE_TRY(setupProgram(context, Function::ConvertVertexBuffer, shader, nullptr, &mConvertVertexPrograms[flags], nullptr, descriptorSet, &shaderParams, sizeof(shaderParams), commandBuffer)); commandBuffer->dispatch(UnsignedCeilDivide(shaderParams.outputCount, 64), 1, 1); descriptorPoolBinding.reset(); return angle::Result::Continue; } angle::Result UtilsVk::startRenderPass(ContextVk *contextVk, vk::ImageHelper *image, const vk::ImageView *imageView, const vk::RenderPassDesc &renderPassDesc, const gl::Rectangle &renderArea, vk::CommandBuffer **commandBufferOut) { RendererVk *renderer = contextVk->getRenderer(); vk::RenderPass *renderPass = nullptr; ANGLE_TRY(renderer->getCompatibleRenderPass(contextVk, renderPassDesc, &renderPass)); VkFramebufferCreateInfo framebufferInfo = {}; framebufferInfo.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO; framebufferInfo.flags = 0; framebufferInfo.renderPass = renderPass->getHandle(); framebufferInfo.attachmentCount = 1; framebufferInfo.pAttachments = imageView->ptr(); framebufferInfo.width = renderArea.x + renderArea.width; framebufferInfo.height = renderArea.y + renderArea.height; framebufferInfo.layers = 1; vk::Framebuffer framebuffer; ANGLE_VK_TRY(contextVk, framebuffer.init(contextVk->getDevice(), framebufferInfo)); // TODO(jmadill): Proper clear value implementation. http://anglebug.com/2361 std::vector clearValues = {{}}; ASSERT(clearValues.size() == 1); ANGLE_TRY(image->beginRenderPass(contextVk, framebuffer, renderArea, renderPassDesc, clearValues, commandBufferOut)); renderer->releaseObject(renderer->getCurrentQueueSerial(), &framebuffer); return angle::Result::Continue; } angle::Result UtilsVk::clearImage(ContextVk *contextVk, FramebufferVk *framebuffer, const ClearImageParameters ¶ms) { RendererVk *renderer = contextVk->getRenderer(); ANGLE_TRY(ensureImageClearResourcesInitialized(contextVk)); vk::CommandBuffer *commandBuffer; if (!framebuffer->appendToStartedRenderPass(renderer->getCurrentQueueSerial(), &commandBuffer)) { ANGLE_TRY(framebuffer->startNewRenderPass(contextVk, &commandBuffer)); } ImageClearShaderParams shaderParams; shaderParams.clearValue = params.clearValue; vk::GraphicsPipelineDesc pipelineDesc; pipelineDesc.initDefaults(); pipelineDesc.setColorWriteMask(params.colorMaskFlags, *params.alphaMask); pipelineDesc.setRenderPassDesc(*params.renderPassDesc); const gl::Rectangle &renderArea = framebuffer->getFramebuffer()->getRenderPassRenderArea(); bool invertViewport = contextVk->isViewportFlipEnabledForDrawFBO(); VkViewport viewport; gl_vk::GetViewport(renderArea, 0.0f, 1.0f, invertViewport, params.renderAreaHeight, &viewport); pipelineDesc.setViewport(viewport); VkRect2D scissor; const gl::State &glState = contextVk->getState(); gl_vk::GetScissor(glState, invertViewport, renderArea, &scissor); // TODO(courtneygo): workaround for scissor issue on some devices. http://anglebug.com/3114 if ((scissor.extent.width == 0) || (scissor.extent.height == 0)) { return angle::Result::Continue; } pipelineDesc.setScissor(scissor); vk::ShaderLibrary &shaderLibrary = renderer->getShaderLibrary(); vk::RefCounted *vertexShader = nullptr; vk::RefCounted *fragmentShader = nullptr; ANGLE_TRY(shaderLibrary.getFullScreenQuad_vert(contextVk, 0, &vertexShader)); ANGLE_TRY(shaderLibrary.getImageClear_frag(contextVk, 0, &fragmentShader)); ANGLE_TRY(setupProgram(contextVk, Function::ImageClear, fragmentShader, vertexShader, &mImageClearProgram, &pipelineDesc, VK_NULL_HANDLE, &shaderParams, sizeof(shaderParams), commandBuffer)); commandBuffer->draw(6, 1, 0, 0); return angle::Result::Continue; } angle::Result UtilsVk::copyImage(ContextVk *contextVk, vk::ImageHelper *dest, const vk::ImageView *destView, vk::ImageHelper *src, const vk::ImageView *srcView, const CopyImageParameters ¶ms) { RendererVk *renderer = contextVk->getRenderer(); ANGLE_TRY(ensureImageCopyResourcesInitialized(contextVk)); const vk::Format &srcFormat = src->getFormat(); const vk::Format &destFormat = dest->getFormat(); ImageCopyShaderParams shaderParams; shaderParams.flipY = params.srcFlipY || params.destFlipY; shaderParams.premultiplyAlpha = params.srcPremultiplyAlpha; shaderParams.unmultiplyAlpha = params.srcUnmultiplyAlpha; shaderParams.destHasLuminance = destFormat.angleFormat().luminanceBits > 0; shaderParams.destIsAlpha = destFormat.angleFormat().isLUMA() && destFormat.angleFormat().alphaBits > 0; shaderParams.destDefaultChannelsMask = GetFormatDefaultChannelMask(destFormat); shaderParams.srcMip = params.srcMip; shaderParams.srcLayer = params.srcLayer; shaderParams.srcOffset[0] = params.srcOffset[0]; shaderParams.srcOffset[1] = params.srcOffset[1]; shaderParams.destOffset[0] = params.destOffset[0]; shaderParams.destOffset[1] = params.destOffset[1]; ASSERT(!(params.srcFlipY && params.destFlipY)); if (params.srcFlipY) { // If viewport is flipped, the shader expects srcOffset[1] to have the // last row's index instead of the first's. shaderParams.srcOffset[1] = params.srcHeight - params.srcOffset[1] - 1; } else if (params.destFlipY) { // If image is flipped during copy, the shader uses the same code path as above, // with srcOffset being set to the last row's index instead of the first's. shaderParams.srcOffset[1] = params.srcOffset[1] + params.srcExtents[1] - 1; } uint32_t flags = GetImageCopyFlags(srcFormat, destFormat); flags |= src->getLayerCount() > 1 ? ImageCopy_frag::kSrcIsArray : 0; VkDescriptorSet descriptorSet; vk::RefCountedDescriptorPoolBinding descriptorPoolBinding; ANGLE_TRY(mDescriptorPools[Function::ImageCopy].allocateSets( contextVk, mDescriptorSetLayouts[Function::ImageCopy][kSetIndex].get().ptr(), 1, &descriptorPoolBinding, &descriptorSet)); descriptorPoolBinding.get().updateSerial(contextVk->getRenderer()->getCurrentQueueSerial()); vk::RenderPassDesc renderPassDesc; renderPassDesc.setSamples(dest->getSamples()); renderPassDesc.packAttachment(destFormat); vk::GraphicsPipelineDesc pipelineDesc; pipelineDesc.initDefaults(); pipelineDesc.setRenderPassDesc(renderPassDesc); gl::Rectangle renderArea; renderArea.x = params.destOffset[0]; renderArea.y = params.destOffset[1]; renderArea.width = params.srcExtents[0]; renderArea.height = params.srcExtents[1]; VkViewport viewport; gl_vk::GetViewport(renderArea, 0.0f, 1.0f, false, dest->getExtents().height, &viewport); pipelineDesc.setViewport(viewport); VkRect2D scissor = gl_vk::GetRect(renderArea); pipelineDesc.setScissor(scissor); // Change source layout outside render pass if (src->isLayoutChangeNecessary(vk::ImageLayout::FragmentShaderReadOnly)) { vk::CommandBuffer *srcLayoutChange; ANGLE_TRY(src->recordCommands(contextVk, &srcLayoutChange)); src->changeLayout(VK_IMAGE_ASPECT_COLOR_BIT, vk::ImageLayout::FragmentShaderReadOnly, srcLayoutChange); } // Change destination layout outside render pass as well vk::CommandBuffer *destLayoutChange; ANGLE_TRY(dest->recordCommands(contextVk, &destLayoutChange)); dest->changeLayout(VK_IMAGE_ASPECT_COLOR_BIT, vk::ImageLayout::ColorAttachment, destLayoutChange); vk::CommandBuffer *commandBuffer; ANGLE_TRY( startRenderPass(contextVk, dest, destView, renderPassDesc, renderArea, &commandBuffer)); // Source's layout change should happen before rendering src->addReadDependency(dest); VkDescriptorImageInfo imageInfo = {}; imageInfo.imageView = srcView->getHandle(); imageInfo.imageLayout = src->getCurrentLayout(); VkWriteDescriptorSet writeInfo = {}; writeInfo.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; writeInfo.dstSet = descriptorSet; writeInfo.dstBinding = kImageCopySourceBinding; writeInfo.descriptorCount = 1; writeInfo.descriptorType = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE; writeInfo.pImageInfo = &imageInfo; vkUpdateDescriptorSets(contextVk->getDevice(), 1, &writeInfo, 0, nullptr); vk::ShaderLibrary &shaderLibrary = renderer->getShaderLibrary(); vk::RefCounted *vertexShader = nullptr; vk::RefCounted *fragmentShader = nullptr; ANGLE_TRY(shaderLibrary.getFullScreenQuad_vert(contextVk, 0, &vertexShader)); ANGLE_TRY(shaderLibrary.getImageCopy_frag(contextVk, flags, &fragmentShader)); ANGLE_TRY(setupProgram(contextVk, Function::ImageCopy, fragmentShader, vertexShader, &mImageCopyPrograms[flags], &pipelineDesc, descriptorSet, &shaderParams, sizeof(shaderParams), commandBuffer)); commandBuffer->draw(6, 1, 0, 0); descriptorPoolBinding.reset(); return angle::Result::Continue; } } // namespace rx