コード例 #1
0
static void prepare_sampled_images(const GrProcessor& processor, GrVkGpu* gpu) {
    for (int i = 0; i < processor.numTextures(); ++i) {
        const GrTextureAccess& texAccess = processor.textureAccess(i);
        GrVkTexture* vkTexture = static_cast<GrVkTexture*>(processor.texture(i));
        SkASSERT(vkTexture);

        // We may need to resolve the texture first if it is also a render target
        GrVkRenderTarget* texRT = static_cast<GrVkRenderTarget*>(vkTexture->asRenderTarget());
        if (texRT) {
            gpu->onResolveRenderTarget(texRT);
        }

        const GrTextureParams& params = texAccess.getParams();
        // Check if we need to regenerate any mip maps
        if (GrTextureParams::kMipMap_FilterMode == params.filterMode()) {
            if (vkTexture->texturePriv().mipMapsAreDirty()) {
                gpu->generateMipmap(vkTexture);
                vkTexture->texturePriv().dirtyMipMaps(false);
            }
        }

        // TODO: If we ever decide to create the secondary command buffers ahead of time before we
        // are actually going to submit them, we will need to track the sampled images and delay
        // adding the layout change/barrier until we are ready to submit.
        vkTexture->setImageLayout(gpu,
                                  VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
                                  VK_ACCESS_SHADER_READ_BIT,
                                  VK_PIPELINE_STAGE_ALL_GRAPHICS_BIT,
                                  false);
    }
}
コード例 #2
0
void GrVkGpuRTCommandBuffer::onDraw(const GrPrimitiveProcessor& primProc,
                                    const GrPipeline& pipeline,
                                    const GrPipeline::FixedDynamicState* fixedDynamicState,
                                    const GrPipeline::DynamicStateArrays* dynamicStateArrays,
                                    const GrMesh meshes[],
                                    int meshCount,
                                    const SkRect& bounds) {
    if (!meshCount) {
        return;
    }

    CommandBufferInfo& cbInfo = fCommandBufferInfos[fCurrentCmdInfo];

    auto prepareSampledImage = [&](GrTexture* texture, GrSamplerState::Filter filter) {
        GrVkTexture* vkTexture = static_cast<GrVkTexture*>(texture);
        // We may need to resolve the texture first if it is also a render target
        GrVkRenderTarget* texRT = static_cast<GrVkRenderTarget*>(vkTexture->asRenderTarget());
        if (texRT) {
            fGpu->resolveRenderTargetNoFlush(texRT);
        }

        // Check if we need to regenerate any mip maps
        if (GrSamplerState::Filter::kMipMap == filter &&
            (vkTexture->width() != 1 || vkTexture->height() != 1)) {
            SkASSERT(vkTexture->texturePriv().mipMapped() == GrMipMapped::kYes);
            if (vkTexture->texturePriv().mipMapsAreDirty()) {
                fGpu->regenerateMipMapLevels(vkTexture);
            }
        }
        cbInfo.fSampledTextures.push_back(vkTexture);
    };

    if (dynamicStateArrays && dynamicStateArrays->fPrimitiveProcessorTextures) {
        for (int m = 0, i = 0; m < meshCount; ++m) {
            for (int s = 0; s < primProc.numTextureSamplers(); ++s, ++i) {
                auto texture = dynamicStateArrays->fPrimitiveProcessorTextures[i]->peekTexture();
                prepareSampledImage(texture, primProc.textureSampler(s).samplerState().filter());
            }
        }
    } else {
        for (int i = 0; i < primProc.numTextureSamplers(); ++i) {
            auto texture = fixedDynamicState->fPrimitiveProcessorTextures[i]->peekTexture();
            prepareSampledImage(texture, primProc.textureSampler(i).samplerState().filter());
        }
    }
    GrFragmentProcessor::Iter iter(pipeline);
    while (const GrFragmentProcessor* fp = iter.next()) {
        for (int i = 0; i < fp->numTextureSamplers(); ++i) {
            const GrFragmentProcessor::TextureSampler& sampler = fp->textureSampler(i);
            prepareSampledImage(sampler.peekTexture(), sampler.samplerState().filter());
        }
    }
    if (GrTexture* dstTexture = pipeline.peekDstTexture()) {
        cbInfo.fSampledTextures.push_back(sk_ref_sp(static_cast<GrVkTexture*>(dstTexture)));
    }

    GrPrimitiveType primitiveType = meshes[0].primitiveType();
    GrVkPipelineState* pipelineState = this->prepareDrawState(primProc, pipeline, fixedDynamicState,
                                                              dynamicStateArrays, primitiveType);
    if (!pipelineState) {
        return;
    }

    bool dynamicScissor =
            pipeline.isScissorEnabled() && dynamicStateArrays && dynamicStateArrays->fScissorRects;
    bool dynamicTextures = dynamicStateArrays && dynamicStateArrays->fPrimitiveProcessorTextures;

    for (int i = 0; i < meshCount; ++i) {
        const GrMesh& mesh = meshes[i];
        if (mesh.primitiveType() != primitiveType) {
            SkDEBUGCODE(pipelineState = nullptr);
            primitiveType = mesh.primitiveType();
            pipelineState = this->prepareDrawState(primProc, pipeline, fixedDynamicState,
                                                   dynamicStateArrays, primitiveType);
            if (!pipelineState) {
                return;
            }
        }

        if (dynamicScissor) {
            GrVkPipeline::SetDynamicScissorRectState(fGpu, cbInfo.currentCmdBuf(), fRenderTarget,
                                                     fOrigin,
                                                     dynamicStateArrays->fScissorRects[i]);
        }
        if (dynamicTextures) {
            GrTextureProxy* const* meshProxies = dynamicStateArrays->fPrimitiveProcessorTextures +
                                                 primProc.numTextureSamplers() * i;
            pipelineState->setAndBindTextures(fGpu, primProc, pipeline, meshProxies,
                                              cbInfo.currentCmdBuf());
        }
        SkASSERT(pipelineState);
        mesh.sendToGpu(this);
    }

    cbInfo.fBounds.join(bounds);
    cbInfo.fIsEmpty = false;
}
コード例 #3
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;
}