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//
// Copyright 2016 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.
//
// FramebufferVk.cpp:
// Implements the class methods for FramebufferVk.
//
#include "libANGLE/renderer/vulkan/FramebufferVk.h"
#include <vulkan/vulkan.h>
#include <array>
#include "common/debug.h"
#include "image_util/imageformats.h"
#include "libANGLE/Context.h"
#include "libANGLE/Display.h"
#include "libANGLE/formatutils.h"
#include "libANGLE/renderer/renderer_utils.h"
#include "libANGLE/renderer/vulkan/CommandBufferNode.h"
#include "libANGLE/renderer/vulkan/ContextVk.h"
#include "libANGLE/renderer/vulkan/DisplayVk.h"
#include "libANGLE/renderer/vulkan/RenderTargetVk.h"
#include "libANGLE/renderer/vulkan/RendererVk.h"
#include "libANGLE/renderer/vulkan/SurfaceVk.h"
#include "libANGLE/renderer/vulkan/vk_format_utils.h"
namespace rx
{
namespace
{
gl::ErrorOrResult<const gl::InternalFormat *> GetReadAttachmentInfo(
const gl::Context *context,
const gl::FramebufferAttachment *readAttachment)
{
RenderTargetVk *renderTarget = nullptr;
ANGLE_TRY(readAttachment->getRenderTarget(context, &renderTarget));
GLenum implFormat = renderTarget->format->textureFormat().fboImplementationInternalFormat;
return &gl::GetSizedInternalFormatInfo(implFormat);
}
} // anonymous namespace
// static
FramebufferVk *FramebufferVk::CreateUserFBO(const gl::FramebufferState &state)
{
return new FramebufferVk(state);
}
// static
FramebufferVk *FramebufferVk::CreateDefaultFBO(const gl::FramebufferState &state,
WindowSurfaceVk *backbuffer)
{
return new FramebufferVk(state, backbuffer);
}
FramebufferVk::FramebufferVk(const gl::FramebufferState &state)
: FramebufferImpl(state),
mBackbuffer(nullptr),
mRenderPassDesc(),
mFramebuffer(),
mLastRenderNodeSerial()
{
}
FramebufferVk::FramebufferVk(const gl::FramebufferState &state, WindowSurfaceVk *backbuffer)
: FramebufferImpl(state),
mBackbuffer(backbuffer),
mRenderPassDesc(),
mFramebuffer(),
mLastRenderNodeSerial()
{
}
FramebufferVk::~FramebufferVk()
{
}
void FramebufferVk::destroy(const gl::Context *context)
{
RendererVk *renderer = vk::GetImpl(context)->getRenderer();
renderer->releaseResource(*this, &mFramebuffer);
}
void FramebufferVk::destroyDefault(const egl::Display *display)
{
VkDevice device = vk::GetImpl(display)->getRenderer()->getDevice();
mFramebuffer.destroy(device);
}
gl::Error FramebufferVk::discard(const gl::Context *context,
size_t count,
const GLenum *attachments)
{
UNIMPLEMENTED();
return gl::InternalError();
}
gl::Error FramebufferVk::invalidate(const gl::Context *context,
size_t count,
const GLenum *attachments)
{
UNIMPLEMENTED();
return gl::InternalError();
}
gl::Error FramebufferVk::invalidateSub(const gl::Context *context,
size_t count,
const GLenum *attachments,
const gl::Rectangle &area)
{
UNIMPLEMENTED();
return gl::InternalError();
}
gl::Error FramebufferVk::clear(const gl::Context *context, GLbitfield mask)
{
if (mState.getDepthAttachment() && (mask & GL_DEPTH_BUFFER_BIT) != 0)
{
// TODO(jmadill): Depth clear
UNIMPLEMENTED();
}
if (mState.getStencilAttachment() && (mask & GL_STENCIL_BUFFER_BIT) != 0)
{
// TODO(jmadill): Stencil clear
UNIMPLEMENTED();
}
if ((mask & GL_COLOR_BUFFER_BIT) == 0)
{
return gl::NoError();
}
const auto &glState = context->getGLState();
const auto &clearColor = glState.getColorClearValue();
VkClearColorValue clearColorValue;
clearColorValue.float32[0] = clearColor.red;
clearColorValue.float32[1] = clearColor.green;
clearColorValue.float32[2] = clearColor.blue;
clearColorValue.float32[3] = clearColor.alpha;
// TODO(jmadill): Scissored clears.
const auto *attachment = mState.getFirstNonNullAttachment();
ASSERT(attachment && attachment->isAttached());
const auto &size = attachment->getSize();
const gl::Rectangle renderArea(0, 0, size.width, size.height);
RendererVk *renderer = vk::GetImpl(context)->getRenderer();
vk::CommandBuffer *commandBuffer = nullptr;
ANGLE_TRY(recordWriteCommands(renderer, &commandBuffer));
Serial currentSerial = renderer->getCurrentQueueSerial();
for (const auto &colorAttachment : mState.getColorAttachments())
{
if (colorAttachment.isAttached())
{
RenderTargetVk *renderTarget = nullptr;
ANGLE_TRY(colorAttachment.getRenderTarget(context, &renderTarget));
renderTarget->resource->setWriteNode(getCurrentWriteNode(currentSerial), currentSerial);
renderTarget->image->changeLayoutWithStages(
VK_IMAGE_ASPECT_COLOR_BIT, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, commandBuffer);
commandBuffer->clearSingleColorImage(*renderTarget->image, clearColorValue);
}
}
// TODO(jmadill): Depth/stencil clear.
return gl::NoError();
}
gl::Error FramebufferVk::clearBufferfv(const gl::Context *context,
GLenum buffer,
GLint drawbuffer,
const GLfloat *values)
{
UNIMPLEMENTED();
return gl::InternalError();
}
gl::Error FramebufferVk::clearBufferuiv(const gl::Context *context,
GLenum buffer,
GLint drawbuffer,
const GLuint *values)
{
UNIMPLEMENTED();
return gl::InternalError();
}
gl::Error FramebufferVk::clearBufferiv(const gl::Context *context,
GLenum buffer,
GLint drawbuffer,
const GLint *values)
{
UNIMPLEMENTED();
return gl::InternalError();
}
gl::Error FramebufferVk::clearBufferfi(const gl::Context *context,
GLenum buffer,
GLint drawbuffer,
GLfloat depth,
GLint stencil)
{
UNIMPLEMENTED();
return gl::InternalError();
}
GLenum FramebufferVk::getImplementationColorReadFormat(const gl::Context *context) const
{
auto errOrResult = GetReadAttachmentInfo(context, mState.getReadAttachment());
// TODO(jmadill): Handle getRenderTarget error.
if (errOrResult.isError())
{
ERR() << "Internal error in FramebufferVk::getImplementationColorReadFormat.";
return GL_NONE;
}
return errOrResult.getResult()->format;
}
GLenum FramebufferVk::getImplementationColorReadType(const gl::Context *context) const
{
auto errOrResult = GetReadAttachmentInfo(context, mState.getReadAttachment());
// TODO(jmadill): Handle getRenderTarget error.
if (errOrResult.isError())
{
ERR() << "Internal error in FramebufferVk::getImplementationColorReadFormat.";
return GL_NONE;
}
return errOrResult.getResult()->type;
}
gl::Error FramebufferVk::readPixels(const gl::Context *context,
const gl::Rectangle &area,
GLenum format,
GLenum type,
void *pixels)
{
const auto &glState = context->getGLState();
const auto *readFramebuffer = glState.getReadFramebuffer();
const auto *readAttachment = readFramebuffer->getReadColorbuffer();
RenderTargetVk *renderTarget = nullptr;
ANGLE_TRY(readAttachment->getRenderTarget(context, &renderTarget));
ContextVk *contextVk = vk::GetImpl(context);
RendererVk *renderer = contextVk->getRenderer();
VkDevice device = renderer->getDevice();
vk::Image *readImage = renderTarget->image;
vk::StagingImage stagingImage;
ANGLE_TRY(renderer->createStagingImage(TextureDimension::TEX_2D, *renderTarget->format,
renderTarget->extents, vk::StagingUsage::Read,
&stagingImage));
vk::CommandBuffer *commandBuffer = nullptr;
ANGLE_TRY(recordWriteCommands(renderer, &commandBuffer));
stagingImage.getImage().changeLayoutTop(VK_IMAGE_ASPECT_COLOR_BIT, VK_IMAGE_LAYOUT_GENERAL,
commandBuffer);
readImage->changeLayoutWithStages(
VK_IMAGE_ASPECT_COLOR_BIT, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, commandBuffer);
VkImageCopy region;
region.srcSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
region.srcSubresource.mipLevel = 0;
region.srcSubresource.baseArrayLayer = 0;
region.srcSubresource.layerCount = 1;
region.srcOffset.x = area.x;
region.srcOffset.y = area.y;
region.srcOffset.z = 0;
region.dstSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
region.dstSubresource.mipLevel = 0;
region.dstSubresource.baseArrayLayer = 0;
region.dstSubresource.layerCount = 1;
region.dstOffset.x = 0;
region.dstOffset.y = 0;
region.dstOffset.z = 0;
region.extent.width = area.width;
region.extent.height = area.height;
region.extent.depth = 1;
commandBuffer->copyImage(*readImage, stagingImage.getImage(), 1, &region);
// Triggers a full finish.
// TODO(jmadill): Don't block on asynchronous readback.
ANGLE_TRY(renderer->finish(context));
// TODO(jmadill): parameters
uint8_t *mapPointer = nullptr;
ANGLE_TRY(
stagingImage.getDeviceMemory().map(device, 0, stagingImage.getSize(), 0, &mapPointer));
const auto &angleFormat = renderTarget->format->textureFormat();
// TODO(jmadill): Use pixel bytes from the ANGLE format directly.
const auto &glFormat = gl::GetSizedInternalFormatInfo(angleFormat.glInternalFormat);
int inputPitch = glFormat.pixelBytes * area.width;
PackPixelsParams params;
params.area = area;
params.format = format;
params.type = type;
params.outputPitch = inputPitch;
params.packBuffer = glState.getTargetBuffer(gl::BufferBinding::PixelPack);
params.pack = glState.getPackState();
PackPixels(params, angleFormat, inputPitch, mapPointer, reinterpret_cast<uint8_t *>(pixels));
stagingImage.getDeviceMemory().unmap(device);
renderer->releaseObject(renderer->getCurrentQueueSerial(), &stagingImage);
return vk::NoError();
}
gl::Error FramebufferVk::blit(const gl::Context *context,
const gl::Rectangle &sourceArea,
const gl::Rectangle &destArea,
GLbitfield mask,
GLenum filter)
{
UNIMPLEMENTED();
return gl::InternalError();
}
bool FramebufferVk::checkStatus(const gl::Context *context) const
{
return true;
}
void FramebufferVk::syncState(const gl::Context *context,
const gl::Framebuffer::DirtyBits &dirtyBits)
{
ContextVk *contextVk = vk::GetImpl(context);
RendererVk *renderer = contextVk->getRenderer();
ASSERT(dirtyBits.any());
// TODO(jmadill): Smarter update.
mRenderPassDesc.reset();
renderer->releaseResource(*this, &mFramebuffer);
// Trigger a new set of secondary commands next time we render to this FBO,.
mLastRenderNodeSerial = Serial();
contextVk->invalidateCurrentPipeline();
}
const vk::RenderPassDesc &FramebufferVk::getRenderPassDesc(const gl::Context *context)
{
if (mRenderPassDesc.valid())
{
return mRenderPassDesc.value();
}
vk::RenderPassDesc desc;
const auto &colorAttachments = mState.getColorAttachments();
for (size_t attachmentIndex = 0; attachmentIndex < colorAttachments.size(); ++attachmentIndex)
{
const auto &colorAttachment = colorAttachments[attachmentIndex];
if (colorAttachment.isAttached())
{
RenderTargetVk *renderTarget = nullptr;
ANGLE_SWALLOW_ERR(colorAttachment.getRenderTarget(context, &renderTarget));
desc.packColorAttachment(*renderTarget->format, colorAttachment.getSamples());
}
}
const auto *depthStencilAttachment = mState.getDepthStencilAttachment();
if (depthStencilAttachment && depthStencilAttachment->isAttached())
{
RenderTargetVk *renderTarget = nullptr;
ANGLE_SWALLOW_ERR(depthStencilAttachment->getRenderTarget(context, &renderTarget));
desc.packDepthStencilAttachment(*renderTarget->format,
depthStencilAttachment->getSamples());
}
mRenderPassDesc = desc;
return mRenderPassDesc.value();
}
gl::ErrorOrResult<vk::Framebuffer *> FramebufferVk::getFramebuffer(const gl::Context *context,
RendererVk *rendererVk)
{
// If we've already created our cached Framebuffer, return it.
if (mFramebuffer.valid())
{
return &mFramebuffer;
}
const vk::RenderPassDesc &desc = getRenderPassDesc(context);
vk::RenderPass *renderPass = nullptr;
ANGLE_TRY(rendererVk->getCompatibleRenderPass(desc, &renderPass));
// If we've a Framebuffer provided by a Surface (default FBO/backbuffer), query it.
VkDevice device = rendererVk->getDevice();
if (mBackbuffer)
{
return mBackbuffer->getCurrentFramebuffer(device, *renderPass);
}
// Gather VkImageViews over all FBO attachments, also size of attached region.
std::vector<VkImageView> attachments;
gl::Extents attachmentsSize;
const auto &colorAttachments = mState.getColorAttachments();
for (size_t attachmentIndex = 0; attachmentIndex < colorAttachments.size(); ++attachmentIndex)
{
const auto &colorAttachment = colorAttachments[attachmentIndex];
if (colorAttachment.isAttached())
{
RenderTargetVk *renderTarget = nullptr;
ANGLE_TRY(colorAttachment.getRenderTarget(context, &renderTarget));
attachments.push_back(renderTarget->imageView->getHandle());
ASSERT(attachmentsSize.empty() || attachmentsSize == colorAttachment.getSize());
attachmentsSize = colorAttachment.getSize();
}
}
const auto *depthStencilAttachment = mState.getDepthStencilAttachment();
if (depthStencilAttachment && depthStencilAttachment->isAttached())
{
RenderTargetVk *renderTarget = nullptr;
ANGLE_TRY(depthStencilAttachment->getRenderTarget(context, &renderTarget));
attachments.push_back(renderTarget->imageView->getHandle());
ASSERT(attachmentsSize.empty() || attachmentsSize == depthStencilAttachment->getSize());
attachmentsSize = depthStencilAttachment->getSize();
}
ASSERT(!attachments.empty());
VkFramebufferCreateInfo framebufferInfo;
framebufferInfo.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
framebufferInfo.pNext = nullptr;
framebufferInfo.flags = 0;
framebufferInfo.renderPass = renderPass->getHandle();
framebufferInfo.attachmentCount = static_cast<uint32_t>(attachments.size());
framebufferInfo.pAttachments = attachments.data();
framebufferInfo.width = static_cast<uint32_t>(attachmentsSize.width);
framebufferInfo.height = static_cast<uint32_t>(attachmentsSize.height);
framebufferInfo.layers = 1;
ANGLE_TRY(mFramebuffer.init(device, framebufferInfo));
return &mFramebuffer;
}
gl::Error FramebufferVk::getSamplePosition(size_t index, GLfloat *xy) const
{
UNIMPLEMENTED();
return gl::InternalError() << "getSamplePosition is unimplemented.";
}
gl::Error FramebufferVk::getRenderNode(const gl::Context *context, vk::CommandBufferNode **nodeOut)
{
ContextVk *contextVk = vk::GetImpl(context);
RendererVk *renderer = contextVk->getRenderer();
Serial currentSerial = renderer->getCurrentQueueSerial();
if (isCurrentlyRecording(currentSerial) && mLastRenderNodeSerial == currentSerial)
{
*nodeOut = getCurrentWriteNode(currentSerial);
ASSERT((*nodeOut)->getInsideRenderPassCommands()->valid());
return gl::NoError();
}
vk::CommandBufferNode *node = getNewWriteNode(renderer);
vk::Framebuffer *framebuffer = nullptr;
ANGLE_TRY_RESULT(getFramebuffer(context, renderer), framebuffer);
const gl::State &glState = context->getGLState();
// Hard-code RenderPass to clear the first render target to the current clear value.
// TODO(jmadill): Proper clear value implementation.
VkClearColorValue colorClear;
memset(&colorClear, 0, sizeof(VkClearColorValue));
colorClear.float32[0] = glState.getColorClearValue().red;
colorClear.float32[1] = glState.getColorClearValue().green;
colorClear.float32[2] = glState.getColorClearValue().blue;
colorClear.float32[3] = glState.getColorClearValue().alpha;
std::vector<VkClearValue> attachmentClearValues;
attachmentClearValues.push_back({colorClear});
node->storeRenderPassInfo(*framebuffer, glState.getViewport(), attachmentClearValues);
// Initialize RenderPass info.
// TODO(jmadill): Could cache this info, would require dependent state change messaging.
const auto &colorAttachments = mState.getColorAttachments();
for (size_t attachmentIndex = 0; attachmentIndex < colorAttachments.size(); ++attachmentIndex)
{
const auto &colorAttachment = colorAttachments[attachmentIndex];
if (colorAttachment.isAttached())
{
RenderTargetVk *renderTarget = nullptr;
ANGLE_SWALLOW_ERR(colorAttachment.getRenderTarget(context, &renderTarget));
// TODO(jmadill): May need layout transition.
renderTarget->image->updateLayout(VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
node->appendColorRenderTarget(currentSerial, renderTarget);
}
}
const gl::FramebufferAttachment *depthStencilAttachment = mState.getDepthOrStencilAttachment();
if (depthStencilAttachment && depthStencilAttachment->isAttached())
{
RenderTargetVk *renderTarget = nullptr;
ANGLE_SWALLOW_ERR(depthStencilAttachment->getRenderTarget(context, &renderTarget));
// TODO(jmadill): May need layout transition.
renderTarget->image->updateLayout(VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
node->appendDepthStencilRenderTarget(currentSerial, renderTarget);
}
mLastRenderNodeSerial = currentSerial;
*nodeOut = node;
return gl::NoError();
}
} // namespace rx