| // |
| // 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.h: |
| // Defines the class interface for FramebufferVk, implementing FramebufferImpl. |
| // |
| |
| #ifndef LIBANGLE_RENDERER_VULKAN_FRAMEBUFFERVK_H_ |
| #define LIBANGLE_RENDERER_VULKAN_FRAMEBUFFERVK_H_ |
| |
| #include "libANGLE/angletypes.h" |
| #include "libANGLE/renderer/FramebufferImpl.h" |
| #include "libANGLE/renderer/RenderTargetCache.h" |
| #include "libANGLE/renderer/vulkan/BufferVk.h" |
| #include "libANGLE/renderer/vulkan/ResourceVk.h" |
| #include "libANGLE/renderer/vulkan/SurfaceVk.h" |
| #include "libANGLE/renderer/vulkan/UtilsVk.h" |
| #include "libANGLE/renderer/vulkan/vk_cache_utils.h" |
| #include "libANGLE/renderer/vulkan/vk_helpers.h" |
| |
| namespace rx |
| { |
| class RendererVk; |
| class RenderTargetVk; |
| class WindowSurfaceVk; |
| |
| // FramebufferVk Cache |
| class FramebufferCache final : angle::NonCopyable |
| { |
| public: |
| FramebufferCache() = default; |
| ~FramebufferCache() { ASSERT(mPayload.empty()); } |
| |
| void destroy(RendererVk *rendererVk); |
| |
| bool get(ContextVk *contextVk, |
| const vk::FramebufferDesc &desc, |
| vk::FramebufferHelper **framebufferOut); |
| void insert(const vk::FramebufferDesc &desc, vk::FramebufferHelper &&framebufferHelper); |
| void clear(ContextVk *contextVk); |
| |
| private: |
| angle::HashMap<vk::FramebufferDesc, vk::FramebufferHelper> mPayload; |
| CacheStats mCacheStats; |
| }; |
| |
| class FramebufferVk : public FramebufferImpl |
| { |
| public: |
| // Factory methods so we don't have to use constructors with overloads. |
| static FramebufferVk *CreateUserFBO(RendererVk *renderer, const gl::FramebufferState &state); |
| |
| // The passed-in SurfaceVk must be destroyed after this FBO is destroyed. Our Surface code is |
| // ref-counted on the number of 'current' contexts, so we shouldn't get any dangling surface |
| // references. See Surface::setIsCurrent(bool). |
| static FramebufferVk *CreateDefaultFBO(RendererVk *renderer, |
| const gl::FramebufferState &state, |
| WindowSurfaceVk *backbuffer); |
| |
| ~FramebufferVk() override; |
| void destroy(const gl::Context *context) override; |
| |
| angle::Result discard(const gl::Context *context, |
| size_t count, |
| const GLenum *attachments) override; |
| angle::Result invalidate(const gl::Context *context, |
| size_t count, |
| const GLenum *attachments) override; |
| angle::Result invalidateSub(const gl::Context *context, |
| size_t count, |
| const GLenum *attachments, |
| const gl::Rectangle &area) override; |
| |
| angle::Result clear(const gl::Context *context, GLbitfield mask) override; |
| angle::Result clearBufferfv(const gl::Context *context, |
| GLenum buffer, |
| GLint drawbuffer, |
| const GLfloat *values) override; |
| angle::Result clearBufferuiv(const gl::Context *context, |
| GLenum buffer, |
| GLint drawbuffer, |
| const GLuint *values) override; |
| angle::Result clearBufferiv(const gl::Context *context, |
| GLenum buffer, |
| GLint drawbuffer, |
| const GLint *values) override; |
| angle::Result clearBufferfi(const gl::Context *context, |
| GLenum buffer, |
| GLint drawbuffer, |
| GLfloat depth, |
| GLint stencil) override; |
| |
| const gl::InternalFormat &getImplementationColorReadFormat( |
| const gl::Context *context) const override; |
| angle::Result readPixels(const gl::Context *context, |
| const gl::Rectangle &area, |
| GLenum format, |
| GLenum type, |
| const gl::PixelPackState &pack, |
| gl::Buffer *packBuffer, |
| void *pixels) override; |
| |
| angle::Result blit(const gl::Context *context, |
| const gl::Rectangle &sourceArea, |
| const gl::Rectangle &destArea, |
| GLbitfield mask, |
| GLenum filter) override; |
| |
| gl::FramebufferStatus checkStatus(const gl::Context *context) const override; |
| |
| angle::Result syncState(const gl::Context *context, |
| GLenum binding, |
| const gl::Framebuffer::DirtyBits &dirtyBits, |
| gl::Command command) override; |
| |
| angle::Result getSamplePosition(const gl::Context *context, |
| size_t index, |
| GLfloat *xy) const override; |
| RenderTargetVk *getDepthStencilRenderTarget() const; |
| |
| // Internal helper function for readPixels operations. |
| angle::Result readPixelsImpl(ContextVk *contextVk, |
| const gl::Rectangle &area, |
| const PackPixelsParams &packPixelsParams, |
| VkImageAspectFlagBits copyAspectFlags, |
| RenderTargetVk *renderTarget, |
| void *pixels); |
| |
| gl::Extents getReadImageExtents() const; |
| gl::Rectangle getNonRotatedCompleteRenderArea() const; |
| gl::Rectangle getRotatedCompleteRenderArea(ContextVk *contextVk) const; |
| gl::Rectangle getRotatedScissoredRenderArea(ContextVk *contextVk) const; |
| |
| const gl::DrawBufferMask &getEmulatedAlphaAttachmentMask() const; |
| RenderTargetVk *getColorDrawRenderTarget(size_t colorIndex) const; |
| RenderTargetVk *getColorReadRenderTarget() const; |
| |
| angle::Result startNewRenderPass(ContextVk *contextVk, |
| const gl::Rectangle &scissoredRenderArea, |
| vk::RenderPassCommandBuffer **commandBufferOut, |
| bool *renderPassDescChangedOut); |
| |
| GLint getSamples() const; |
| |
| const vk::RenderPassDesc &getRenderPassDesc() const { return mRenderPassDesc; } |
| |
| void updateColorResolveAttachment( |
| uint32_t colorIndexGL, |
| vk::ImageOrBufferViewSubresourceSerial resolveImageViewSerial); |
| |
| angle::Result getFramebuffer(ContextVk *contextVk, |
| vk::Framebuffer **framebufferOut, |
| const vk::ImageView *resolveImageViewIn, |
| const SwapchainResolveMode swapchainResolveMode); |
| |
| bool hasDeferredClears() const { return !mDeferredClears.empty(); } |
| angle::Result flushDeferredClears(ContextVk *contextVk); |
| void setReadOnlyDepthFeedbackLoopMode(bool readOnlyDepthFeedbackModeEnabled) |
| { |
| mReadOnlyDepthFeedbackLoopMode = readOnlyDepthFeedbackModeEnabled; |
| } |
| bool isReadOnlyDepthFeedbackLoopMode() const { return mReadOnlyDepthFeedbackLoopMode; } |
| void updateRenderPassReadOnlyDepthMode(ContextVk *contextVk, |
| vk::RenderPassCommandBufferHelper *renderPass); |
| |
| void onSwitchProgramFramebufferFetch(ContextVk *contextVk, bool programUsesFramebufferFetch); |
| bool hasFramebufferFetch() const { return mCurrentFramebufferDesc.hasFramebufferFetch(); } |
| |
| void removeColorResolveAttachment(uint32_t colorIndexGL); |
| |
| private: |
| FramebufferVk(RendererVk *renderer, |
| const gl::FramebufferState &state, |
| WindowSurfaceVk *backbuffer); |
| |
| // The 'in' rectangles must be clipped to the scissor and FBO. The clipping is done in 'blit'. |
| angle::Result blitWithCommand(ContextVk *contextVk, |
| const gl::Rectangle &sourceArea, |
| const gl::Rectangle &destArea, |
| RenderTargetVk *readRenderTarget, |
| RenderTargetVk *drawRenderTarget, |
| GLenum filter, |
| bool colorBlit, |
| bool depthBlit, |
| bool stencilBlit, |
| bool flipX, |
| bool flipY); |
| |
| // Resolve color with subpass attachment |
| angle::Result resolveColorWithSubpass(ContextVk *contextVk, |
| const UtilsVk::BlitResolveParameters ¶ms); |
| |
| // Resolve color with vkCmdResolveImage |
| angle::Result resolveColorWithCommand(ContextVk *contextVk, |
| const UtilsVk::BlitResolveParameters ¶ms, |
| vk::ImageHelper *srcImage); |
| |
| angle::Result clearImpl(const gl::Context *context, |
| gl::DrawBufferMask clearColorBuffers, |
| bool clearDepth, |
| bool clearStencil, |
| const VkClearColorValue &clearColorValue, |
| const VkClearDepthStencilValue &clearDepthStencilValue); |
| |
| void mergeClearsWithDeferredClears(gl::DrawBufferMask clearColorBuffers, |
| bool clearDepth, |
| bool clearStencil, |
| const VkClearColorValue &clearColorValue, |
| const VkClearDepthStencilValue &clearDepthStencilValue); |
| angle::Result clearWithDraw(ContextVk *contextVk, |
| const gl::Rectangle &clearArea, |
| gl::DrawBufferMask clearColorBuffers, |
| bool clearDepth, |
| bool clearStencil, |
| gl::BlendStateExt::ColorMaskStorage::Type colorMasks, |
| uint8_t stencilMask, |
| const VkClearColorValue &clearColorValue, |
| const VkClearDepthStencilValue &clearDepthStencilValue); |
| void redeferClears(ContextVk *contextVk); |
| void clearWithCommand(ContextVk *contextVk, const gl::Rectangle &scissoredRenderArea); |
| void clearWithLoadOp(ContextVk *contextVk); |
| void updateActiveColorMasks(size_t colorIndex, bool r, bool g, bool b, bool a); |
| void updateRenderPassDesc(ContextVk *contextVk); |
| angle::Result updateColorAttachment(const gl::Context *context, uint32_t colorIndex); |
| angle::Result updateDepthStencilAttachment(const gl::Context *context); |
| void updateDepthStencilAttachmentSerial(ContextVk *contextVk); |
| angle::Result flushColorAttachmentUpdates(const gl::Context *context, |
| bool deferClears, |
| uint32_t colorIndex); |
| angle::Result flushDepthStencilAttachmentUpdates(const gl::Context *context, bool deferClears); |
| angle::Result invalidateImpl(ContextVk *contextVk, |
| size_t count, |
| const GLenum *attachments, |
| bool isSubInvalidate, |
| const gl::Rectangle &invalidateArea); |
| |
| RenderTargetVk *getReadPixelsRenderTarget(GLenum format) const; |
| VkImageAspectFlagBits getReadPixelsAspectFlags(GLenum format) const; |
| |
| VkClearValue getCorrectedColorClearValue(size_t colorIndexGL, |
| const VkClearColorValue &clearColor) const; |
| |
| void updateLayerCount(); |
| |
| WindowSurfaceVk *mBackbuffer; |
| |
| vk::RenderPassDesc mRenderPassDesc; |
| vk::FramebufferHelper *mFramebuffer; |
| RenderTargetCache<RenderTargetVk> mRenderTargetCache; |
| |
| // This variable is used to quickly compute if we need to do a masked clear. If a color |
| // channel is masked out, we check against the Framebuffer Attachments (RenderTargets) to see |
| // if the masked out channel is present in any of the attachments. |
| gl::BlendStateExt::ColorMaskStorage::Type mActiveColorComponentMasksForClear; |
| |
| // When we draw to the framebuffer, and the real format has an alpha channel but the format of |
| // the framebuffer does not, we need to mask out the alpha channel. This DrawBufferMask will |
| // contain the mask to apply to the alpha channel when drawing. |
| gl::DrawBufferMask mEmulatedAlphaAttachmentMask; |
| |
| vk::FramebufferDesc mCurrentFramebufferDesc; |
| FramebufferCache mFramebufferCache; |
| |
| vk::ClearValuesArray mDeferredClears; |
| |
| // Tracks if we are in depth feedback loop. Depth read only feedback loop is a special kind of |
| // depth stencil read only mode. When we are in feedback loop, we must flush renderpass to exit |
| // the loop instead of update the layout. |
| bool mReadOnlyDepthFeedbackLoopMode; |
| }; |
| } // namespace rx |
| |
| #endif // LIBANGLE_RENDERER_VULKAN_FRAMEBUFFERVK_H_ |