Пример #1
0
void GrVkProgram::writeSamplers(const GrVkGpu* gpu,
                                const SkTArray<const GrTextureAccess*>& textureBindings) {
    SkASSERT(fNumSamplers == textureBindings.count());

    for (int i = 0; i < textureBindings.count(); ++i) {
        fSamplers.push(GrVkSampler::Create(gpu, *textureBindings[i]));

        GrVkTexture* texture = static_cast<GrVkTexture*>(textureBindings[i]->getTexture());

        const GrVkImage::Resource* textureResource = texture->resource();
        textureResource->ref();
        fTextures.push(textureResource);

        const GrVkImageView* textureView = texture->textureView();
        textureView->ref();
        fTextureViews.push(textureView);

        // Change texture layout so it can be read in shader
        VkImageLayout layout = texture->currentLayout();
        VkPipelineStageFlags srcStageMask = GrVkMemory::LayoutToPipelineStageFlags(layout);
        VkPipelineStageFlags dstStageMask = VK_PIPELINE_STAGE_ALL_GRAPHICS_BIT;
        VkAccessFlags srcAccessMask = GrVkMemory::LayoutToSrcAccessMask(layout);
        VkAccessFlags dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
        texture->setImageLayout(gpu,
                                VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
                                srcAccessMask,
                                dstAccessMask,
                                srcStageMask,
                                dstStageMask,
                                false);

        VkDescriptorImageInfo imageInfo;
        memset(&imageInfo, 0, sizeof(VkDescriptorImageInfo));
        imageInfo.sampler = fSamplers[i]->sampler();
        imageInfo.imageView = texture->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 = fDescriptorSets[GrVkUniformHandler::kSamplerDescSet];
        writeInfo.dstBinding = i;
        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));
    }
}
Пример #2
0
void GrVkPipelineState::writeSamplers(GrVkGpu* gpu,
                                      const SkTArray<const GrTextureAccess*>& textureBindings,
                                      bool allowSRGBInputs) {
    SkASSERT(fNumSamplers == textureBindings.count());

    for (int i = 0; i < textureBindings.count(); ++i) {
        const GrTextureParams& params = textureBindings[i]->getParams();

        GrVkTexture* texture = static_cast<GrVkTexture*>(textureBindings[i]->getTexture());
        if (GrTextureParams::kMipMap_FilterMode == params.filterMode()) {
            if (texture->texturePriv().mipMapsAreDirty()) {
                gpu->generateMipmap(texture);
                texture->texturePriv().dirtyMipMaps(false);
            }
        }

        fSamplers.push(gpu->resourceProvider().findOrCreateCompatibleSampler(params,
                                                          texture->texturePriv().maxMipMapLevel()));

        const GrVkResource* textureResource = texture->resource();
        textureResource->ref();
        fTextures.push(textureResource);

        const GrVkImageView* textureView = texture->textureView(allowSRGBInputs);
        textureView->ref();
        fTextureViews.push(textureView);

        // Change texture layout so it can be read in shader
        texture->setImageLayout(gpu,
                                VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
                                VK_ACCESS_SHADER_READ_BIT,
                                VK_PIPELINE_STAGE_ALL_GRAPHICS_BIT,
                                false);

        VkDescriptorImageInfo imageInfo;
        memset(&imageInfo, 0, sizeof(VkDescriptorImageInfo));
        imageInfo.sampler = fSamplers[i]->sampler();
        imageInfo.imageView = 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 = fDescriptorSets[GrVkUniformHandler::kSamplerDescSet];
        writeInfo.dstBinding = i;
        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));
    }
}
Пример #3
0
void GrVkPipelineState::setAndBindTextures(GrVkGpu* gpu,
                                           const GrPrimitiveProcessor& primProc,
                                           const GrPipeline& pipeline,
                                           const GrTextureProxy* const primProcTextures[],
                                           GrVkCommandBuffer* commandBuffer) {
    SkASSERT(primProcTextures || !primProc.numTextureSamplers());

    struct SamplerBindings {
        GrSamplerState fState;
        GrVkTexture* fTexture;
    };
    SkAutoSTMalloc<8, SamplerBindings> samplerBindings(fNumSamplers);
    int currTextureBinding = 0;

    fGeometryProcessor->setData(fDataManager, primProc,
                                GrFragmentProcessor::CoordTransformIter(pipeline));
    for (int i = 0; i < primProc.numTextureSamplers(); ++i) {
        const auto& sampler = primProc.textureSampler(i);
        auto texture = static_cast<GrVkTexture*>(primProcTextures[i]->peekTexture());
        samplerBindings[currTextureBinding++] = {sampler.samplerState(), texture};
    }

    GrFragmentProcessor::Iter iter(pipeline);
    GrGLSLFragmentProcessor::Iter glslIter(fFragmentProcessors.get(), fFragmentProcessorCnt);
    const GrFragmentProcessor* fp = iter.next();
    GrGLSLFragmentProcessor* glslFP = glslIter.next();
    while (fp && glslFP) {
        for (int i = 0; i < fp->numTextureSamplers(); ++i) {
            const auto& sampler = fp->textureSampler(i);
            samplerBindings[currTextureBinding++] =
                    {sampler.samplerState(), static_cast<GrVkTexture*>(sampler.peekTexture())};
        }
        fp = iter.next();
        glslFP = glslIter.next();
    }
    SkASSERT(!fp && !glslFP);

    if (GrTextureProxy* dstTextureProxy = pipeline.dstTextureProxy()) {
        samplerBindings[currTextureBinding++] = {
                GrSamplerState::ClampNearest(),
                static_cast<GrVkTexture*>(dstTextureProxy->peekTexture())};
    }

    // Get new descriptor set
    SkASSERT(fNumSamplers == currTextureBinding);
    if (fNumSamplers) {
        if (fSamplerDescriptorSet) {
            fSamplerDescriptorSet->recycle(gpu);
        }
        fSamplerDescriptorSet = gpu->resourceProvider().getSamplerDescriptorSet(fSamplerDSHandle);
        int samplerDSIdx = GrVkUniformHandler::kSamplerDescSet;
        fDescriptorSets[samplerDSIdx] = fSamplerDescriptorSet->descriptorSet();
        for (int i = 0; i < fNumSamplers; ++i) {
            const GrSamplerState& state = samplerBindings[i].fState;
            GrVkTexture* texture = samplerBindings[i].fTexture;

            const GrVkImageView* textureView = texture->textureView();
            const GrVkSampler* sampler = nullptr;
            if (fImmutableSamplers[i]) {
                sampler = fImmutableSamplers[i];
            } else {
                sampler = gpu->resourceProvider().findOrCreateCompatibleSampler(
                    state, texture->ycbcrConversionInfo());
            }
            SkASSERT(sampler);

            VkDescriptorImageInfo imageInfo;
            memset(&imageInfo, 0, sizeof(VkDescriptorImageInfo));
            imageInfo.sampler = sampler->sampler();
            imageInfo.imageView = 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 = fDescriptorSets[GrVkUniformHandler::kSamplerDescSet];
            writeInfo.dstBinding = i;
            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));
            commandBuffer->addResource(sampler);
            if (!fImmutableSamplers[i]) {
                sampler->unref(gpu);
            }
            commandBuffer->addResource(samplerBindings[i].fTexture->textureView());
            commandBuffer->addResource(samplerBindings[i].fTexture->resource());
        }

        commandBuffer->bindDescriptorSets(gpu, this, fPipelineLayout, samplerDSIdx, 1,
                                          &fDescriptorSets[samplerDSIdx], 0, nullptr);
        commandBuffer->addRecycledResource(fSamplerDescriptorSet);
    }
}
Пример #4
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;
}