Ejemplo n.º 1
0
void GrVkGpuRTCommandBuffer::executeDrawable(std::unique_ptr<SkDrawable::GpuDrawHandler> drawable) {
    GrVkRenderTarget* target = static_cast<GrVkRenderTarget*>(fRenderTarget);

    GrVkImage* targetImage = target->msaaImage() ? target->msaaImage() : target;

    CommandBufferInfo& cbInfo = fCommandBufferInfos[fCurrentCmdInfo];
    VkRect2D bounds;
    bounds.offset = { 0, 0 };
    bounds.extent = { 0, 0 };

    GrVkDrawableInfo vkInfo;
    vkInfo.fSecondaryCommandBuffer = cbInfo.currentCmdBuf()->vkCommandBuffer();
    vkInfo.fCompatibleRenderPass = cbInfo.fRenderPass->vkRenderPass();
    SkAssertResult(cbInfo.fRenderPass->colorAttachmentIndex(&vkInfo.fColorAttachmentIndex));
    vkInfo.fFormat = targetImage->imageFormat();
    vkInfo.fDrawBounds = &bounds;
#ifdef SK_BUILD_FOR_ANDROID_FRAMEWORK
    vkInfo.fImage = targetImage->image();
#else
    vkInfo.fImage = VK_NULL_HANDLE;
#endif //SK_BUILD_FOR_ANDROID_FRAMEWORK

    GrBackendDrawableInfo info(vkInfo);

    // After we draw into the command buffer via the drawable, cached state we have may be invalid.
    cbInfo.currentCmdBuf()->invalidateState();
    // Also assume that the drawable produced output.
    cbInfo.fIsEmpty = false;

    drawable->draw(info);
    fGpu->addDrawable(std::move(drawable));

    if (bounds.extent.width == 0 || bounds.extent.height == 0) {
        cbInfo.fBounds.join(target->getBoundsRect());
    } else {
        cbInfo.fBounds.join(SkRect::MakeXYWH(bounds.offset.x, bounds.offset.y,
                                             bounds.extent.width, bounds.extent.height));
    }
}
Ejemplo n.º 2
0
void GrVkGpuCommandBuffer::onSubmit(const SkIRect& bounds) {
    // TODO: We can't add this optimization yet since many things create a scratch texture which
    // adds the discard immediately, but then don't draw to it right away. This causes the discard
    // to be ignored and we get yelled at for loading uninitialized data. However, once MDP lands,
    // the discard will get reordered with the rest of the draw commands and we can re-enable this.
#if 0
    if (fIsEmpty && !fStartsWithClear) {
        // We have sumbitted no actual draw commands to the command buffer and we are not using
        // the render pass to do a clear so there is no need to submit anything.
        return;
    }
#endif

    // Change layout of our render target so it can be used as the color attachment. Currently
    // we don't attach the resolve to the framebuffer so no need to change its layout.
    GrVkImage* targetImage = fRenderTarget->msaaImage() ? fRenderTarget->msaaImage()
                                                        : fRenderTarget;

    // Change layout of our render target so it can be used as the color attachment
    targetImage->setImageLayout(fGpu,
                                VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
                                VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
                                VK_PIPELINE_STAGE_ALL_GRAPHICS_BIT,
                                false);

    // If we are using a stencil attachment we also need to update its layout
    if (GrStencilAttachment* stencil = fRenderTarget->renderTargetPriv().getStencilAttachment()) {
        GrVkStencilAttachment* vkStencil = (GrVkStencilAttachment*)stencil;
        vkStencil->setImageLayout(fGpu,
                                  VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
                                  VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT |
                                  VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT,
                                  VK_PIPELINE_STAGE_ALL_GRAPHICS_BIT,
                                  false);
    }

    fGpu->submitSecondaryCommandBuffer(fCommandBuffer, fRenderPass, &fColorClearValue,
                                       fRenderTarget, bounds);
}
Ejemplo n.º 3
0
void GrVkPrimaryCommandBuffer::resolveImage(GrVkGpu* gpu,
                                            const GrVkImage& srcImage,
                                            const GrVkImage& dstImage,
                                            uint32_t regionCount,
                                            const VkImageResolve* regions) {
    SkASSERT(fIsActive);
    SkASSERT(!fActiveRenderPass);

    this->addResource(srcImage.resource());
    this->addResource(dstImage.resource());

    GR_VK_CALL(gpu->vkInterface(), CmdResolveImage(fCmdBuffer,
                                                   srcImage.image(),
                                                   srcImage.currentLayout(),
                                                   dstImage.image(),
                                                   dstImage.currentLayout(),
                                                   regionCount,
                                                   regions));
}
Ejemplo n.º 4
0
void GrVkGpuRTCommandBuffer::submit() {
    if (!fRenderTarget) {
        return;
    }

    GrVkRenderTarget* vkRT = static_cast<GrVkRenderTarget*>(fRenderTarget);
    GrVkImage* targetImage = vkRT->msaaImage() ? vkRT->msaaImage() : vkRT;
    GrStencilAttachment* stencil = fRenderTarget->renderTargetPriv().getStencilAttachment();
    auto currPreCmd = fPreCommandBufferTasks.begin();

    GrVkPrimaryCommandBufferTask::Args taskArgs{fGpu, fRenderTarget, fOrigin};
    for (int i = 0; i < fCommandBufferInfos.count(); ++i) {
        CommandBufferInfo& cbInfo = fCommandBufferInfos[i];

        for (int c = 0; c < cbInfo.fNumPreCmds; ++c, ++currPreCmd) {
            currPreCmd->execute(taskArgs);
        }

        // TODO: Many things create a scratch texture which adds the discard immediately, but then
        // don't draw to it right away. This causes the discard to be ignored and we get yelled at
        // for loading uninitialized data. However, once MDB lands with reordering, the discard will
        // get reordered with the rest of the draw commands and we can remove the discard check.
        if (cbInfo.fIsEmpty &&
            cbInfo.fLoadStoreState != LoadStoreState::kStartsWithClear &&
            cbInfo.fLoadStoreState != LoadStoreState::kStartsWithDiscard) {
            // We have sumbitted no actual draw commands to the command buffer and we are not using
            // the render pass to do a clear so there is no need to submit anything.
            continue;
        }

        // We don't want to actually submit the secondary command buffer if it is wrapped.
        if (this->wrapsSecondaryCommandBuffer()) {
            // If we have any sampled images set their layout now.
            for (int j = 0; j < cbInfo.fSampledTextures.count(); ++j) {
                cbInfo.fSampledTextures[j]->setImageLayout(
                        fGpu, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, VK_ACCESS_SHADER_READ_BIT,
                        VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, false);
            }

            // There should have only been one secondary command buffer in the wrapped case so it is
            // safe to just return here.
            SkASSERT(fCommandBufferInfos.count() == 1);
            return;
        }

        // Make sure if we only have a discard load that we execute the discard on the whole image.
        // TODO: Once we improve our tracking of discards so that we never end up flushing a discard
        // call with no actually ops, remove this.
        if (cbInfo.fIsEmpty && cbInfo.fLoadStoreState == LoadStoreState::kStartsWithDiscard) {
            cbInfo.fBounds = SkRect::MakeWH(vkRT->width(), vkRT->height());
        }

        if (cbInfo.fBounds.intersect(0, 0,
                                     SkIntToScalar(fRenderTarget->width()),
                                     SkIntToScalar(fRenderTarget->height()))) {
            // Make sure we do the following layout changes after all copies, uploads, or any other
            // pre-work is done since we may change the layouts in the pre-work. Also since the
            // draws will be submitted in different render passes, we need to guard againts write
            // and write issues.

            // Change layout of our render target so it can be used as the color attachment.
            // TODO: If we know that we will never be blending or loading the attachment we could
            // drop the VK_ACCESS_COLOR_ATTACHMENT_READ_BIT.
            targetImage->setImageLayout(fGpu,
                                        VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
                                        VK_ACCESS_COLOR_ATTACHMENT_READ_BIT |
                                        VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
                                        VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
                                        false);

            // If we are using a stencil attachment we also need to update its layout
            if (stencil) {
                GrVkStencilAttachment* vkStencil = (GrVkStencilAttachment*)stencil;
                // We need the write and read access bits since we may load and store the stencil.
                // The initial load happens in the VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT so we
                // wait there.
                vkStencil->setImageLayout(fGpu,
                                          VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
                                          VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT |
                                          VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT,
                                          VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT,
                                          false);
            }

            // If we have any sampled images set their layout now.
            for (int j = 0; j < cbInfo.fSampledTextures.count(); ++j) {
                cbInfo.fSampledTextures[j]->setImageLayout(
                        fGpu, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, VK_ACCESS_SHADER_READ_BIT,
                        VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, false);
            }

            SkIRect iBounds;
            cbInfo.fBounds.roundOut(&iBounds);

            fGpu->submitSecondaryCommandBuffer(cbInfo.fCommandBuffers, cbInfo.fRenderPass,
                                               &cbInfo.fColorClearValue, vkRT, fOrigin, iBounds);
        }
    }
    SkASSERT(currPreCmd == fPreCommandBufferTasks.end());
}
Ejemplo n.º 5
0
bool GrVkCopyManager::copySurfaceAsDraw(GrVkGpu* gpu,
                                        GrSurface* dst, GrSurfaceOrigin dstOrigin,
                                        GrSurface* src, GrSurfaceOrigin srcOrigin,
                                        const SkIRect& srcRect, const SkIPoint& dstPoint,
                                        bool canDiscardOutsideDstRect) {
    // None of our copy methods can handle a swizzle. TODO: Make copySurfaceAsDraw handle the
    // swizzle.
    if (gpu->caps()->shaderCaps()->configOutputSwizzle(src->config()) !=
        gpu->caps()->shaderCaps()->configOutputSwizzle(dst->config())) {
        return false;
    }

    GrVkRenderTarget* rt = static_cast<GrVkRenderTarget*>(dst->asRenderTarget());
    if (!rt) {
        return false;
    }

    GrVkTexture* srcTex = static_cast<GrVkTexture*>(src->asTexture());
    if (!srcTex) {
        return false;
    }

    if (VK_NULL_HANDLE == fVertShaderModule) {
        SkASSERT(VK_NULL_HANDLE == fFragShaderModule &&
                 nullptr == fPipelineLayout &&
                 nullptr == fVertexBuffer.get() &&
                 nullptr == fUniformBuffer.get());
        if (!this->createCopyProgram(gpu)) {
            SkDebugf("Failed to create copy program.\n");
            return false;
        }
    }
    SkASSERT(fPipelineLayout);

    GrVkResourceProvider& resourceProv = gpu->resourceProvider();

    GrVkCopyPipeline* pipeline = resourceProv.findOrCreateCopyPipeline(rt,
                                                                       fShaderStageInfo,
                                                                       fPipelineLayout->layout());
    if (!pipeline) {
        return false;
    }

    // UPDATE UNIFORM DESCRIPTOR SET
    int w = srcRect.width();
    int h = srcRect.height();

    // dst rect edges in NDC (-1 to 1)
    int dw = dst->width();
    int dh = dst->height();
    float dx0 = 2.f * dstPoint.fX / dw - 1.f;
    float dx1 = 2.f * (dstPoint.fX + w) / dw - 1.f;
    float dy0 = 2.f * dstPoint.fY / dh - 1.f;
    float dy1 = 2.f * (dstPoint.fY + h) / dh - 1.f;
    if (kBottomLeft_GrSurfaceOrigin == dstOrigin) {
        dy0 = -dy0;
        dy1 = -dy1;
    }


    float sx0 = (float)srcRect.fLeft;
    float sx1 = (float)(srcRect.fLeft + w);
    float sy0 = (float)srcRect.fTop;
    float sy1 = (float)(srcRect.fTop + h);
    int sh = src->height();
    if (kBottomLeft_GrSurfaceOrigin == srcOrigin) {
        sy0 = sh - sy0;
        sy1 = sh - sy1;
    }
    // src rect edges in normalized texture space (0 to 1).
    int sw = src->width();
    sx0 /= sw;
    sx1 /= sw;
    sy0 /= sh;
    sy1 /= sh;

    float uniData[] = { dx1 - dx0, dy1 - dy0, dx0, dy0,    // posXform
                        sx1 - sx0, sy1 - sy0, sx0, sy0 };  // texCoordXform

    fUniformBuffer->updateData(gpu, uniData, sizeof(uniData), nullptr);

    const GrVkDescriptorSet* uniformDS = resourceProv.getUniformDescriptorSet();
    SkASSERT(uniformDS);

    VkDescriptorBufferInfo uniBufferInfo;
    uniBufferInfo.buffer = fUniformBuffer->buffer();
    uniBufferInfo.offset = fUniformBuffer->offset();
    uniBufferInfo.range = fUniformBuffer->size();

    VkWriteDescriptorSet descriptorWrites;
    descriptorWrites.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
    descriptorWrites.pNext = nullptr;
    descriptorWrites.dstSet = uniformDS->descriptorSet();
    descriptorWrites.dstBinding = GrVkUniformHandler::kGeometryBinding;
    descriptorWrites.dstArrayElement = 0;
    descriptorWrites.descriptorCount = 1;
    descriptorWrites.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
    descriptorWrites.pImageInfo = nullptr;
    descriptorWrites.pBufferInfo = &uniBufferInfo;
    descriptorWrites.pTexelBufferView = nullptr;

    GR_VK_CALL(gpu->vkInterface(), UpdateDescriptorSets(gpu->device(),
                                                        1,
                                                        &descriptorWrites,
                                                        0, nullptr));

    // UPDATE SAMPLER DESCRIPTOR SET
    const GrVkDescriptorSet* samplerDS =
        gpu->resourceProvider().getSamplerDescriptorSet(fSamplerDSHandle);

    GrSamplerState samplerState = GrSamplerState::ClampNearest();

    GrVkSampler* sampler = resourceProv.findOrCreateCompatibleSampler(
            samplerState, GrVkYcbcrConversionInfo());

    VkDescriptorImageInfo imageInfo;
    memset(&imageInfo, 0, sizeof(VkDescriptorImageInfo));
    imageInfo.sampler = sampler->sampler();
    imageInfo.imageView = srcTex->textureView()->imageView();
    imageInfo.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;

    VkWriteDescriptorSet writeInfo;
    memset(&writeInfo, 0, sizeof(VkWriteDescriptorSet));
    writeInfo.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
    writeInfo.pNext = nullptr;
    writeInfo.dstSet = samplerDS->descriptorSet();
    writeInfo.dstBinding = 0;
    writeInfo.dstArrayElement = 0;
    writeInfo.descriptorCount = 1;
    writeInfo.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
    writeInfo.pImageInfo = &imageInfo;
    writeInfo.pBufferInfo = nullptr;
    writeInfo.pTexelBufferView = nullptr;

    GR_VK_CALL(gpu->vkInterface(), UpdateDescriptorSets(gpu->device(),
                                                        1,
                                                        &writeInfo,
                                                        0, nullptr));

    VkDescriptorSet vkDescSets[] = { uniformDS->descriptorSet(), samplerDS->descriptorSet() };

    GrVkRenderTarget* texRT = static_cast<GrVkRenderTarget*>(srcTex->asRenderTarget());
    if (texRT) {
        gpu->resolveRenderTargetNoFlush(texRT);
    }

    // TODO: Make tighter bounds and then adjust bounds for origin and granularity if we see
    //       any perf issues with using the whole bounds
    SkIRect bounds = SkIRect::MakeWH(rt->width(), rt->height());

    // Change layouts of rt and texture. We aren't blending so we don't need color attachment read
    // access for blending.
    GrVkImage* targetImage = rt->msaaImage() ? rt->msaaImage() : rt;
    VkAccessFlags dstAccessFlags = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
    if (!canDiscardOutsideDstRect) {
        // We need to load the color attachment so need to be able to read it.
        dstAccessFlags |= VK_ACCESS_COLOR_ATTACHMENT_READ_BIT;
    }
    targetImage->setImageLayout(gpu,
                                VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
                                dstAccessFlags,
                                VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
                                false);

    srcTex->setImageLayout(gpu,
                           VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
                           VK_ACCESS_SHADER_READ_BIT,
                           VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
                           false);

    GrStencilAttachment* stencil = rt->renderTargetPriv().getStencilAttachment();
    if (stencil) {
        GrVkStencilAttachment* vkStencil = (GrVkStencilAttachment*)stencil;
        // We aren't actually using the stencil but we still load and store it so we need
        // appropriate barriers.
        // TODO: Once we refactor surface and how we conntect stencil to RTs, we should not even
        // have the stencil on this render pass if possible.
        vkStencil->setImageLayout(gpu,
                                  VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
                                  VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT |
                                  VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
                                  VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT,
                                  false);
    }

    VkAttachmentLoadOp loadOp = canDiscardOutsideDstRect ? VK_ATTACHMENT_LOAD_OP_DONT_CARE
                                                         : VK_ATTACHMENT_LOAD_OP_LOAD;
    GrVkRenderPass::LoadStoreOps vkColorOps(loadOp, VK_ATTACHMENT_STORE_OP_STORE);
    GrVkRenderPass::LoadStoreOps vkStencilOps(VK_ATTACHMENT_LOAD_OP_LOAD,
                                              VK_ATTACHMENT_STORE_OP_STORE);
    const GrVkRenderPass* renderPass;
    const GrVkResourceProvider::CompatibleRPHandle& rpHandle = rt->compatibleRenderPassHandle();
    if (rpHandle.isValid()) {
        renderPass = gpu->resourceProvider().findRenderPass(rpHandle,
                                                            vkColorOps,
                                                            vkStencilOps);
    } else {
        renderPass = gpu->resourceProvider().findRenderPass(*rt,
                                                            vkColorOps,
                                                            vkStencilOps);
    }

    SkASSERT(renderPass->isCompatible(*rt->simpleRenderPass()));

    GrVkPrimaryCommandBuffer* cmdBuffer = gpu->currentCommandBuffer();
    cmdBuffer->beginRenderPass(gpu, renderPass, nullptr, *rt, bounds, true);

    GrVkSecondaryCommandBuffer* secondary = gpu->cmdPool()->findOrCreateSecondaryCommandBuffer(gpu);
    if (!secondary) {
        return false;
    }
    secondary->begin(gpu, rt->framebuffer(), renderPass);

    secondary->bindPipeline(gpu, pipeline);

    // Uniform DescriptorSet, Sampler DescriptorSet, and vertex shader uniformBuffer
    SkSTArray<3, const GrVkRecycledResource*> descriptorRecycledResources;
    descriptorRecycledResources.push_back(uniformDS);
    descriptorRecycledResources.push_back(samplerDS);
    descriptorRecycledResources.push_back(fUniformBuffer->resource());

    // One sampler, texture view, and texture
    SkSTArray<3, const GrVkResource*> descriptorResources;
    descriptorResources.push_back(sampler);
    descriptorResources.push_back(srcTex->textureView());
    descriptorResources.push_back(srcTex->resource());

    secondary->bindDescriptorSets(gpu,
                                  descriptorRecycledResources,
                                  descriptorResources,
                                  fPipelineLayout,
                                  0,
                                  2,
                                  vkDescSets,
                                  0,
                                  nullptr);

    // Set Dynamic viewport and stencil
    // We always use one viewport the size of the RT
    VkViewport viewport;
    viewport.x = 0.0f;
    viewport.y = 0.0f;
    viewport.width = SkIntToScalar(rt->width());
    viewport.height = SkIntToScalar(rt->height());
    viewport.minDepth = 0.0f;
    viewport.maxDepth = 1.0f;
    secondary->setViewport(gpu, 0, 1, &viewport);

    // We assume the scissor is not enabled so just set it to the whole RT
    VkRect2D scissor;
    scissor.extent.width = rt->width();
    scissor.extent.height = rt->height();
    scissor.offset.x = 0;
    scissor.offset.y = 0;
    secondary->setScissor(gpu, 0, 1, &scissor);

    secondary->bindInputBuffer(gpu, 0, fVertexBuffer.get());
    secondary->draw(gpu, 4, 1, 0, 0);
    secondary->end(gpu);
    cmdBuffer->executeCommands(gpu, secondary);
    cmdBuffer->endRenderPass(gpu);
    secondary->unref(gpu);

    // Release all temp resources which should now be reffed by the cmd buffer
    pipeline->unref(gpu);
    uniformDS->unref(gpu);
    samplerDS->unref(gpu);
    sampler->unref(gpu);
    renderPass->unref(gpu);

    return true;
}