Esempio n. 1
0
void GrVkGpuRTCommandBuffer::addAdditionalRenderPass() {
    GrVkRenderTarget* vkRT = static_cast<GrVkRenderTarget*>(fRenderTarget);

    fCommandBufferInfos[fCurrentCmdInfo].currentCmdBuf()->end(fGpu);

    CommandBufferInfo& cbInfo = fCommandBufferInfos.push_back();
    fCurrentCmdInfo++;

    GrVkRenderPass::LoadStoreOps vkColorOps(VK_ATTACHMENT_LOAD_OP_LOAD,
                                            VK_ATTACHMENT_STORE_OP_STORE);
    GrVkRenderPass::LoadStoreOps vkStencilOps(VK_ATTACHMENT_LOAD_OP_LOAD,
                                              VK_ATTACHMENT_STORE_OP_STORE);

    const GrVkResourceProvider::CompatibleRPHandle& rpHandle =
            vkRT->compatibleRenderPassHandle();
    if (rpHandle.isValid()) {
        cbInfo.fRenderPass = fGpu->resourceProvider().findRenderPass(rpHandle,
                                                                     vkColorOps,
                                                                     vkStencilOps);
    } else {
        cbInfo.fRenderPass = fGpu->resourceProvider().findRenderPass(*vkRT,
                                                                     vkColorOps,
                                                                     vkStencilOps);
    }
    cbInfo.fLoadStoreState = LoadStoreState::kLoadAndStore;

    cbInfo.fCommandBuffers.push_back(fGpu->cmdPool()->findOrCreateSecondaryCommandBuffer(fGpu));
    // It shouldn't matter what we set the clear color to here since we will assume loading of the
    // attachment.
    memset(&cbInfo.fColorClearValue, 0, sizeof(VkClearValue));
    cbInfo.fBounds.setEmpty();

    cbInfo.currentCmdBuf()->begin(fGpu, vkRT->framebuffer(), cbInfo.fRenderPass);
}
Esempio n. 2
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void GrVkGpuRTCommandBuffer::discard() {
    GrVkRenderTarget* vkRT = static_cast<GrVkRenderTarget*>(fRenderTarget);

    CommandBufferInfo& cbInfo = fCommandBufferInfos[fCurrentCmdInfo];
    if (cbInfo.fIsEmpty) {
        // Change the render pass to do a don't-care load for both color & stencil
        GrVkRenderPass::LoadStoreOps vkColorOps(VK_ATTACHMENT_LOAD_OP_DONT_CARE,
                                                VK_ATTACHMENT_STORE_OP_STORE);
        GrVkRenderPass::LoadStoreOps vkStencilOps(VK_ATTACHMENT_LOAD_OP_DONT_CARE,
                                                  VK_ATTACHMENT_STORE_OP_STORE);

        const GrVkRenderPass* oldRP = cbInfo.fRenderPass;

        const GrVkResourceProvider::CompatibleRPHandle& rpHandle =
            vkRT->compatibleRenderPassHandle();
        if (rpHandle.isValid()) {
            cbInfo.fRenderPass = fGpu->resourceProvider().findRenderPass(rpHandle,
                                                                         vkColorOps,
                                                                         vkStencilOps);
        } else {
            cbInfo.fRenderPass = fGpu->resourceProvider().findRenderPass(*vkRT,
                                                                         vkColorOps,
                                                                         vkStencilOps);
        }

        SkASSERT(cbInfo.fRenderPass->isCompatible(*oldRP));
        oldRP->unref(fGpu);
        cbInfo.fBounds.join(fRenderTarget->getBoundsRect());
        cbInfo.fLoadStoreState = LoadStoreState::kStartsWithDiscard;
    }
}
GrVkGpuCommandBuffer::GrVkGpuCommandBuffer(GrVkGpu* gpu,
                                           GrVkRenderTarget* target,
                                           const LoadAndStoreInfo& colorInfo,
                                           const LoadAndStoreInfo& stencilInfo)
    : fGpu(gpu)
    , fRenderTarget(target)
    , fIsEmpty(true)
    , fStartsWithClear(false) {
    VkAttachmentLoadOp vkLoadOp;
    VkAttachmentStoreOp vkStoreOp;

    get_vk_load_store_ops(colorInfo, &vkLoadOp, &vkStoreOp);
    GrVkRenderPass::LoadStoreOps vkColorOps(vkLoadOp, vkStoreOp);

    get_vk_load_store_ops(stencilInfo, &vkLoadOp, &vkStoreOp);
    GrVkRenderPass::LoadStoreOps vkStencilOps(vkLoadOp, vkStoreOp);

    const GrVkResourceProvider::CompatibleRPHandle& rpHandle = target->compatibleRenderPassHandle();
    if (rpHandle.isValid()) {
        fRenderPass = fGpu->resourceProvider().findRenderPass(rpHandle,
                                                              vkColorOps,
                                                              vkStencilOps);
    } else {
        fRenderPass = fGpu->resourceProvider().findRenderPass(*target,
                                                              vkColorOps,
                                                              vkStencilOps);
    }

    GrColorToRGBAFloat(colorInfo.fClearColor, fColorClearValue.color.float32);

    fCommandBuffer = gpu->resourceProvider().findOrCreateSecondaryCommandBuffer();
    fCommandBuffer->begin(gpu, target->framebuffer(), fRenderPass);
}
void GrVkGpuCommandBuffer::discard(GrRenderTarget* target) {
    if (fIsEmpty) {
        // We will change the render pass to do a clear load instead
        GrVkRenderPass::LoadStoreOps vkColorOps(VK_ATTACHMENT_LOAD_OP_DONT_CARE,
                                                VK_ATTACHMENT_STORE_OP_STORE);
        GrVkRenderPass::LoadStoreOps vkStencilOps(VK_ATTACHMENT_LOAD_OP_DONT_CARE,
                                                  VK_ATTACHMENT_STORE_OP_STORE);

        const GrVkRenderPass* oldRP = fRenderPass;

        GrVkRenderTarget* vkRT = static_cast<GrVkRenderTarget*>(target);
        const GrVkResourceProvider::CompatibleRPHandle& rpHandle =
            vkRT->compatibleRenderPassHandle();
        if (rpHandle.isValid()) {
            fRenderPass = fGpu->resourceProvider().findRenderPass(rpHandle,
                                                                  vkColorOps,
                                                                  vkStencilOps);
        } else {
            fRenderPass = fGpu->resourceProvider().findRenderPass(*vkRT,
                                                                  vkColorOps,
                                                                  vkStencilOps);
        }

        SkASSERT(fRenderPass->isCompatible(*oldRP));
        oldRP->unref(fGpu);
        fStartsWithClear = false;
    }
}
Esempio n. 5
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void GrVkGpuRTCommandBuffer::init() {
    GrVkRenderPass::LoadStoreOps vkColorOps(fVkColorLoadOp, fVkColorStoreOp);
    GrVkRenderPass::LoadStoreOps vkStencilOps(fVkStencilLoadOp, fVkStencilStoreOp);

    CommandBufferInfo& cbInfo = fCommandBufferInfos.push_back();
    SkASSERT(fCommandBufferInfos.count() == 1);
    fCurrentCmdInfo = 0;

    GrVkRenderTarget* vkRT = static_cast<GrVkRenderTarget*>(fRenderTarget);
    const GrVkResourceProvider::CompatibleRPHandle& rpHandle = vkRT->compatibleRenderPassHandle();
    if (rpHandle.isValid()) {
        cbInfo.fRenderPass = fGpu->resourceProvider().findRenderPass(rpHandle,
                                                                     vkColorOps,
                                                                     vkStencilOps);
    } else {
        cbInfo.fRenderPass = fGpu->resourceProvider().findRenderPass(*vkRT,
                                                                     vkColorOps,
                                                                     vkStencilOps);
    }

    cbInfo.fColorClearValue.color.float32[0] = fClearColor[0];
    cbInfo.fColorClearValue.color.float32[1] = fClearColor[1];
    cbInfo.fColorClearValue.color.float32[2] = fClearColor[2];
    cbInfo.fColorClearValue.color.float32[3] = fClearColor[3];

    if (VK_ATTACHMENT_LOAD_OP_CLEAR == fVkColorLoadOp) {
        cbInfo.fBounds = SkRect::MakeWH(vkRT->width(), vkRT->height());
    } else {
        cbInfo.fBounds.setEmpty();
    }

    if (VK_ATTACHMENT_LOAD_OP_CLEAR == fVkColorLoadOp) {
        cbInfo.fLoadStoreState = LoadStoreState::kStartsWithClear;
    } else if (VK_ATTACHMENT_LOAD_OP_LOAD == fVkColorLoadOp &&
               VK_ATTACHMENT_STORE_OP_STORE == fVkColorStoreOp) {
        cbInfo.fLoadStoreState = LoadStoreState::kLoadAndStore;
    } else if (VK_ATTACHMENT_LOAD_OP_DONT_CARE == fVkColorLoadOp) {
        cbInfo.fLoadStoreState = LoadStoreState::kStartsWithDiscard;
    }

    cbInfo.fCommandBuffers.push_back(fGpu->cmdPool()->findOrCreateSecondaryCommandBuffer(fGpu));
    cbInfo.currentCmdBuf()->begin(fGpu, vkRT->framebuffer(), cbInfo.fRenderPass);
}
Esempio n. 6
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void GrVkGpuRTCommandBuffer::copy(GrSurface* src, GrSurfaceOrigin srcOrigin, const SkIRect& srcRect,
                                  const SkIPoint& dstPoint) {
    CommandBufferInfo& cbInfo = fCommandBufferInfos[fCurrentCmdInfo];
    if (!cbInfo.fIsEmpty || LoadStoreState::kStartsWithClear == cbInfo.fLoadStoreState) {
        this->addAdditionalRenderPass();
    }

    fPreCommandBufferTasks.emplace<Copy>(
            src, srcOrigin, srcRect, dstPoint,
            LoadStoreState::kStartsWithDiscard == cbInfo.fLoadStoreState);
    ++fCommandBufferInfos[fCurrentCmdInfo].fNumPreCmds;

    if (LoadStoreState::kLoadAndStore != cbInfo.fLoadStoreState) {
        // Change the render pass to do a load and store so we don't lose the results of our copy
        GrVkRenderPass::LoadStoreOps vkColorOps(VK_ATTACHMENT_LOAD_OP_LOAD,
                                                VK_ATTACHMENT_STORE_OP_STORE);
        GrVkRenderPass::LoadStoreOps vkStencilOps(VK_ATTACHMENT_LOAD_OP_LOAD,
                                                  VK_ATTACHMENT_STORE_OP_STORE);

        const GrVkRenderPass* oldRP = cbInfo.fRenderPass;

        GrVkRenderTarget* vkRT = static_cast<GrVkRenderTarget*>(fRenderTarget);
        const GrVkResourceProvider::CompatibleRPHandle& rpHandle =
                vkRT->compatibleRenderPassHandle();
        if (rpHandle.isValid()) {
            cbInfo.fRenderPass = fGpu->resourceProvider().findRenderPass(rpHandle,
                                                                         vkColorOps,
                                                                         vkStencilOps);
        } else {
            cbInfo.fRenderPass = fGpu->resourceProvider().findRenderPass(*vkRT,
                                                                         vkColorOps,
                                                                         vkStencilOps);
        }
        SkASSERT(cbInfo.fRenderPass->isCompatible(*oldRP));
        oldRP->unref(fGpu);

        cbInfo.fLoadStoreState = LoadStoreState::kLoadAndStore;

    }
}
Esempio n. 7
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void GrVkGpuRTCommandBuffer::onClear(const GrFixedClip& clip, const SkPMColor4f& color) {
    GrVkRenderTarget* vkRT = static_cast<GrVkRenderTarget*>(fRenderTarget);

    // parent class should never let us get here with no RT
    SkASSERT(!clip.hasWindowRectangles());

    CommandBufferInfo& cbInfo = fCommandBufferInfos[fCurrentCmdInfo];

    VkClearColorValue vkColor = {{color.fR, color.fG, color.fB, color.fA}};

    if (cbInfo.fIsEmpty && !clip.scissorEnabled()) {
        // Change the render pass to do a clear load
        GrVkRenderPass::LoadStoreOps vkColorOps(VK_ATTACHMENT_LOAD_OP_CLEAR,
                                                VK_ATTACHMENT_STORE_OP_STORE);
        // Preserve the stencil buffer's load & store settings
        GrVkRenderPass::LoadStoreOps vkStencilOps(fVkStencilLoadOp, fVkStencilStoreOp);

        const GrVkRenderPass* oldRP = cbInfo.fRenderPass;

        const GrVkResourceProvider::CompatibleRPHandle& rpHandle =
            vkRT->compatibleRenderPassHandle();
        if (rpHandle.isValid()) {
            cbInfo.fRenderPass = fGpu->resourceProvider().findRenderPass(rpHandle,
                                                                         vkColorOps,
                                                                         vkStencilOps);
        } else {
            cbInfo.fRenderPass = fGpu->resourceProvider().findRenderPass(*vkRT,
                                                                         vkColorOps,
                                                                         vkStencilOps);
        }

        SkASSERT(cbInfo.fRenderPass->isCompatible(*oldRP));
        oldRP->unref(fGpu);

        cbInfo.fColorClearValue.color = {{color.fR, color.fG, color.fB, color.fA}};
        cbInfo.fLoadStoreState = LoadStoreState::kStartsWithClear;
        // Update command buffer bounds
        cbInfo.fBounds.join(fRenderTarget->getBoundsRect());
        return;
    }

    // We always do a sub rect clear with clearAttachments since we are inside a render pass
    VkClearRect clearRect;
    // Flip rect if necessary
    SkIRect vkRect;
    if (!clip.scissorEnabled()) {
        vkRect.setXYWH(0, 0, fRenderTarget->width(), fRenderTarget->height());
    } else if (kBottomLeft_GrSurfaceOrigin != fOrigin) {
        vkRect = clip.scissorRect();
    } else {
        const SkIRect& scissor = clip.scissorRect();
        vkRect.setLTRB(scissor.fLeft, fRenderTarget->height() - scissor.fBottom,
                       scissor.fRight, fRenderTarget->height() - scissor.fTop);
    }
    clearRect.rect.offset = { vkRect.fLeft, vkRect.fTop };
    clearRect.rect.extent = { (uint32_t)vkRect.width(), (uint32_t)vkRect.height() };
    clearRect.baseArrayLayer = 0;
    clearRect.layerCount = 1;

    uint32_t colorIndex;
    SkAssertResult(cbInfo.fRenderPass->colorAttachmentIndex(&colorIndex));

    VkClearAttachment attachment;
    attachment.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
    attachment.colorAttachment = colorIndex;
    attachment.clearValue.color = vkColor;

    cbInfo.currentCmdBuf()->clearAttachments(fGpu, 1, &attachment, 1, &clearRect);
    cbInfo.fIsEmpty = false;

    // Update command buffer bounds
    if (!clip.scissorEnabled()) {
        cbInfo.fBounds.join(fRenderTarget->getBoundsRect());
    } else {
        cbInfo.fBounds.join(SkRect::Make(clip.scissorRect()));
    }
    return;
}
void GrVkGpuCommandBuffer::onClear(GrRenderTarget* target, const GrFixedClip& clip, GrColor color) {
    // parent class should never let us get here with no RT
    SkASSERT(target);
    SkASSERT(!clip.hasWindowRectangles());

    VkClearColorValue vkColor;
    GrColorToRGBAFloat(color, vkColor.float32);

    GrVkRenderTarget* vkRT = static_cast<GrVkRenderTarget*>(target);

    if (fIsEmpty && !clip.scissorEnabled()) {
        // We will change the render pass to do a clear load instead
        GrVkRenderPass::LoadStoreOps vkColorOps(VK_ATTACHMENT_LOAD_OP_CLEAR,
                                                VK_ATTACHMENT_STORE_OP_STORE);
        GrVkRenderPass::LoadStoreOps vkStencilOps(VK_ATTACHMENT_LOAD_OP_LOAD,
                                                  VK_ATTACHMENT_STORE_OP_STORE);

        const GrVkRenderPass* oldRP = fRenderPass;

        const GrVkResourceProvider::CompatibleRPHandle& rpHandle =
            vkRT->compatibleRenderPassHandle();
        if (rpHandle.isValid()) {
            fRenderPass = fGpu->resourceProvider().findRenderPass(rpHandle,
                                                                  vkColorOps,
                                                                  vkStencilOps);
        } else {
            fRenderPass = fGpu->resourceProvider().findRenderPass(*vkRT,
                                                                  vkColorOps,
                                                                  vkStencilOps);
        }

        SkASSERT(fRenderPass->isCompatible(*oldRP));
        oldRP->unref(fGpu);

        GrColorToRGBAFloat(color, fColorClearValue.color.float32);
        fStartsWithClear = true;
        return;
    }

    // We always do a sub rect clear with clearAttachments since we are inside a render pass
    VkClearRect clearRect;
    // Flip rect if necessary
    SkIRect vkRect;
    if (!clip.scissorEnabled()) {
        vkRect.setXYWH(0, 0, vkRT->width(), vkRT->height());
    } else if (kBottomLeft_GrSurfaceOrigin != vkRT->origin()) {
        vkRect = clip.scissorRect();
    } else {
        const SkIRect& scissor = clip.scissorRect();
        vkRect.setLTRB(scissor.fLeft, vkRT->height() - scissor.fBottom,
                       scissor.fRight, vkRT->height() - scissor.fTop);
    }
    clearRect.rect.offset = { vkRect.fLeft, vkRect.fTop };
    clearRect.rect.extent = { (uint32_t)vkRect.width(), (uint32_t)vkRect.height() };
    clearRect.baseArrayLayer = 0;
    clearRect.layerCount = 1;

    uint32_t colorIndex;
    SkAssertResult(fRenderPass->colorAttachmentIndex(&colorIndex));

    VkClearAttachment attachment;
    attachment.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
    attachment.colorAttachment = colorIndex;
    attachment.clearValue.color = vkColor;

    fCommandBuffer->clearAttachments(fGpu, 1, &attachment, 1, &clearRect);
    fIsEmpty = false;
    return;
}
Esempio n. 9
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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;
}