blob: 4dc09ce31e08d497ad8a1e0bc6fc389602e83c06 [file] [log] [blame]
//
// 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.
//
// TextureVk.cpp:
// Implements the class methods for TextureVk.
//
#include "libANGLE/renderer/vulkan/TextureVk.h"
#include "common/debug.h"
#include "image_util/generatemip.inc"
#include "libANGLE/Config.h"
#include "libANGLE/Context.h"
#include "libANGLE/Image.h"
#include "libANGLE/MemoryObject.h"
#include "libANGLE/Surface.h"
#include "libANGLE/renderer/vulkan/ContextVk.h"
#include "libANGLE/renderer/vulkan/FramebufferVk.h"
#include "libANGLE/renderer/vulkan/ImageVk.h"
#include "libANGLE/renderer/vulkan/MemoryObjectVk.h"
#include "libANGLE/renderer/vulkan/RendererVk.h"
#include "libANGLE/renderer/vulkan/SurfaceVk.h"
#include "libANGLE/renderer/vulkan/vk_format_utils.h"
#include "libANGLE/trace.h"
namespace rx
{
namespace
{
constexpr VkImageUsageFlags kDrawStagingImageFlags =
VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
constexpr VkImageUsageFlags kTransferStagingImageFlags =
VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT;
constexpr VkFormatFeatureFlags kBlitFeatureFlags =
VK_FORMAT_FEATURE_BLIT_SRC_BIT | VK_FORMAT_FEATURE_BLIT_DST_BIT;
bool CanCopyWithTransfer(RendererVk *renderer,
const vk::Format &srcFormat,
const vk::Format &destFormat)
{
// NOTE(syoussefi): technically, you can transfer between formats as long as they have the same
// size and are compatible, but for now, let's just support same-format copies with transfer.
return srcFormat.internalFormat == destFormat.internalFormat &&
renderer->hasImageFormatFeatureBits(srcFormat.vkImageFormat,
VK_FORMAT_FEATURE_TRANSFER_SRC_BIT) &&
renderer->hasImageFormatFeatureBits(destFormat.vkImageFormat,
VK_FORMAT_FEATURE_TRANSFER_DST_BIT);
}
bool CanCopyWithDraw(RendererVk *renderer,
const vk::Format &srcFormat,
const vk::Format &destFormat)
{
return renderer->hasImageFormatFeatureBits(srcFormat.vkImageFormat,
VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT) &&
renderer->hasImageFormatFeatureBits(destFormat.vkImageFormat,
VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT);
}
bool ForceCPUPathForCopy(RendererVk *renderer, const vk::ImageHelper &image)
{
return image.getLayerCount() > 1 && renderer->getFeatures().forceCPUPathForCubeMapCopy.enabled;
}
uint32_t GetImageLayerCountForView(const vk::ImageHelper &image)
{
// Depth > 1 means this is a 3D texture and depth is our layer count
return image.getExtents().depth > 1 ? image.getExtents().depth : image.getLayerCount();
}
void GetRenderTargetLayerCountAndIndex(vk::ImageHelper *image,
const gl::ImageIndex &index,
GLuint *layerCount,
GLuint *layerIndex)
{
switch (index.getType())
{
case gl::TextureType::CubeMap:
*layerIndex = index.cubeMapFaceIndex();
*layerCount = gl::kCubeFaceCount;
return;
case gl::TextureType::_3D:
*layerIndex = index.hasLayer() ? index.getLayerIndex() : 0;
*layerCount = image->getExtents().depth;
return;
case gl::TextureType::_2DArray:
*layerIndex = index.hasLayer() ? index.getLayerIndex() : 0;
*layerCount = image->getLayerCount();
return;
default:
UNREACHABLE();
}
}
bool HasBothDepthAndStencilAspects(VkImageAspectFlags aspectFlags)
{
constexpr VkImageAspectFlags kDepthStencilAspects =
VK_IMAGE_ASPECT_STENCIL_BIT | VK_IMAGE_ASPECT_DEPTH_BIT;
return (aspectFlags & kDepthStencilAspects) == kDepthStencilAspects;
}
} // anonymous namespace
// TextureVk implementation.
TextureVk::TextureVk(const gl::TextureState &state, RendererVk *renderer)
: TextureImpl(state),
mOwnsImage(false),
mImageNativeType(gl::TextureType::InvalidEnum),
mImageLayerOffset(0),
mImageLevelOffset(0),
mImage(nullptr),
mStagingBufferInitialSize(vk::kStagingBufferSize)
{}
TextureVk::~TextureVk() = default;
void TextureVk::onDestroy(const gl::Context *context)
{
ContextVk *contextVk = vk::GetImpl(context);
releaseAndDeleteImage(contextVk);
contextVk->addGarbage(&mSampler);
}
angle::Result TextureVk::setImage(const gl::Context *context,
const gl::ImageIndex &index,
GLenum internalFormat,
const gl::Extents &size,
GLenum format,
GLenum type,
const gl::PixelUnpackState &unpack,
const uint8_t *pixels)
{
const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(internalFormat, type);
return setImageImpl(context, index, formatInfo, size, type, unpack, pixels);
}
angle::Result TextureVk::setSubImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Box &area,
GLenum format,
GLenum type,
const gl::PixelUnpackState &unpack,
gl::Buffer *unpackBuffer,
const uint8_t *pixels)
{
const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(format, type);
ContextVk *contextVk = vk::GetImpl(context);
const gl::ImageDesc &levelDesc = mState.getImageDesc(index);
const vk::Format &vkFormat =
contextVk->getRenderer()->getFormat(levelDesc.format.info->sizedInternalFormat);
return setSubImageImpl(context, index, area, formatInfo, type, unpack, pixels, vkFormat);
}
angle::Result TextureVk::setCompressedImage(const gl::Context *context,
const gl::ImageIndex &index,
GLenum internalFormat,
const gl::Extents &size,
const gl::PixelUnpackState &unpack,
size_t imageSize,
const uint8_t *pixels)
{
const gl::InternalFormat &formatInfo = gl::GetSizedInternalFormatInfo(internalFormat);
return setImageImpl(context, index, formatInfo, size, GL_UNSIGNED_BYTE, unpack, pixels);
}
angle::Result TextureVk::setCompressedSubImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Box &area,
GLenum format,
const gl::PixelUnpackState &unpack,
size_t imageSize,
const uint8_t *pixels)
{
const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(format, GL_UNSIGNED_BYTE);
ContextVk *contextVk = vk::GetImpl(context);
const gl::ImageDesc &levelDesc = mState.getImageDesc(index);
const vk::Format &vkFormat =
contextVk->getRenderer()->getFormat(levelDesc.format.info->sizedInternalFormat);
return setSubImageImpl(context, index, area, formatInfo, GL_UNSIGNED_BYTE, unpack, pixels,
vkFormat);
}
angle::Result TextureVk::setImageImpl(const gl::Context *context,
const gl::ImageIndex &index,
const gl::InternalFormat &formatInfo,
const gl::Extents &size,
GLenum type,
const gl::PixelUnpackState &unpack,
const uint8_t *pixels)
{
ContextVk *contextVk = vk::GetImpl(context);
RendererVk *renderer = contextVk->getRenderer();
const vk::Format &vkFormat = renderer->getFormat(formatInfo.sizedInternalFormat);
ANGLE_TRY(redefineImage(context, index, vkFormat, size));
// Early-out on empty textures, don't create a zero-sized storage.
if (size.empty())
{
return angle::Result::Continue;
}
return setSubImageImpl(context, index, gl::Box(0, 0, 0, size.width, size.height, size.depth),
formatInfo, type, unpack, pixels, vkFormat);
}
angle::Result TextureVk::setSubImageImpl(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Box &area,
const gl::InternalFormat &formatInfo,
GLenum type,
const gl::PixelUnpackState &unpack,
const uint8_t *pixels,
const vk::Format &vkFormat)
{
ContextVk *contextVk = vk::GetImpl(context);
const gl::State &glState = contextVk->getState();
gl::Buffer *unpackBuffer = glState.getTargetBuffer(gl::BufferBinding::PixelUnpack);
if (unpackBuffer)
{
BufferVk *unpackBufferVk = vk::GetImpl(unpackBuffer);
void *mapPtr = nullptr;
ANGLE_TRY(unpackBufferVk->mapImpl(contextVk, &mapPtr));
const uint8_t *source =
static_cast<const uint8_t *>(mapPtr) + reinterpret_cast<ptrdiff_t>(pixels);
ANGLE_TRY(mImage->stageSubresourceUpdate(
contextVk, getNativeImageIndex(index), gl::Extents(area.width, area.height, area.depth),
gl::Offset(area.x, area.y, area.z), formatInfo, unpack, type, source, vkFormat));
unpackBufferVk->unmapImpl(contextVk);
onStagingBufferChange();
}
else if (pixels)
{
ANGLE_TRY(mImage->stageSubresourceUpdate(
contextVk, getNativeImageIndex(index), gl::Extents(area.width, area.height, area.depth),
gl::Offset(area.x, area.y, area.z), formatInfo, unpack, type, pixels, vkFormat));
onStagingBufferChange();
}
return angle::Result::Continue;
}
angle::Result TextureVk::copyImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Rectangle &sourceArea,
GLenum internalFormat,
gl::Framebuffer *source)
{
RendererVk *renderer = vk::GetImpl(context)->getRenderer();
gl::Extents newImageSize(sourceArea.width, sourceArea.height, 1);
const gl::InternalFormat &internalFormatInfo =
gl::GetInternalFormatInfo(internalFormat, GL_UNSIGNED_BYTE);
const vk::Format &vkFormat = renderer->getFormat(internalFormatInfo.sizedInternalFormat);
ANGLE_TRY(redefineImage(context, index, vkFormat, newImageSize));
return copySubImageImpl(context, index, gl::Offset(0, 0, 0), sourceArea, internalFormatInfo,
source);
}
angle::Result TextureVk::copySubImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Offset &destOffset,
const gl::Rectangle &sourceArea,
gl::Framebuffer *source)
{
const gl::InternalFormat &currentFormat = *mState.getImageDesc(index).format.info;
return copySubImageImpl(context, index, destOffset, sourceArea, currentFormat, source);
}
angle::Result TextureVk::copyTexture(const gl::Context *context,
const gl::ImageIndex &index,
GLenum internalFormat,
GLenum type,
size_t sourceLevel,
bool unpackFlipY,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha,
const gl::Texture *source)
{
RendererVk *renderer = vk::GetImpl(context)->getRenderer();
TextureVk *sourceVk = vk::GetImpl(source);
const gl::ImageDesc &sourceImageDesc =
sourceVk->mState.getImageDesc(NonCubeTextureTypeToTarget(source->getType()), sourceLevel);
gl::Rectangle sourceArea(0, 0, sourceImageDesc.size.width, sourceImageDesc.size.height);
const gl::InternalFormat &destFormatInfo = gl::GetInternalFormatInfo(internalFormat, type);
const vk::Format &destVkFormat = renderer->getFormat(destFormatInfo.sizedInternalFormat);
ANGLE_TRY(redefineImage(context, index, destVkFormat, sourceImageDesc.size));
return copySubTextureImpl(vk::GetImpl(context), index, gl::kOffsetZero, destFormatInfo,
sourceLevel, sourceArea, unpackFlipY, unpackPremultiplyAlpha,
unpackUnmultiplyAlpha, sourceVk);
}
angle::Result TextureVk::copySubTexture(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Offset &destOffset,
size_t sourceLevel,
const gl::Box &sourceBox,
bool unpackFlipY,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha,
const gl::Texture *source)
{
gl::TextureTarget target = index.getTarget();
size_t level = static_cast<size_t>(index.getLevelIndex());
const gl::InternalFormat &destFormatInfo = *mState.getImageDesc(target, level).format.info;
return copySubTextureImpl(vk::GetImpl(context), index, destOffset, destFormatInfo, sourceLevel,
sourceBox.toRect(), unpackFlipY, unpackPremultiplyAlpha,
unpackUnmultiplyAlpha, vk::GetImpl(source));
}
angle::Result TextureVk::copyCompressedTexture(const gl::Context *context,
const gl::Texture *source)
{
ContextVk *contextVk = vk::GetImpl(context);
TextureVk *sourceVk = vk::GetImpl(source);
gl::TextureTarget sourceTarget = NonCubeTextureTypeToTarget(source->getType());
constexpr GLint sourceLevel = 0;
constexpr GLint destLevel = 0;
const gl::InternalFormat &internalFormat = *source->getFormat(sourceTarget, sourceLevel).info;
const vk::Format &vkFormat =
contextVk->getRenderer()->getFormat(internalFormat.sizedInternalFormat);
const gl::Extents size(static_cast<int>(source->getWidth(sourceTarget, sourceLevel)),
static_cast<int>(source->getHeight(sourceTarget, sourceLevel)), 1);
const gl::ImageIndex destIndex = gl::ImageIndex::MakeFromTarget(sourceTarget, destLevel, 1);
ANGLE_TRY(redefineImage(context, destIndex, vkFormat, size));
ANGLE_TRY(sourceVk->ensureImageInitialized(contextVk));
return copySubImageImplWithTransfer(
contextVk, destIndex, gl::Offset(0, 0, 0), vkFormat, sourceLevel, 0,
gl::Rectangle(0, 0, size.width, size.height), &sourceVk->getImage());
}
angle::Result TextureVk::copySubImageImpl(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Offset &destOffset,
const gl::Rectangle &sourceArea,
const gl::InternalFormat &internalFormat,
gl::Framebuffer *source)
{
gl::Extents fbSize = source->getReadColorAttachment()->getSize();
gl::Rectangle clippedSourceArea;
if (!ClipRectangle(sourceArea, gl::Rectangle(0, 0, fbSize.width, fbSize.height),
&clippedSourceArea))
{
return angle::Result::Continue;
}
ContextVk *contextVk = vk::GetImpl(context);
RendererVk *renderer = contextVk->getRenderer();
FramebufferVk *framebufferVk = vk::GetImpl(source);
const gl::ImageIndex offsetImageIndex = getNativeImageIndex(index);
// If negative offsets are given, clippedSourceArea ensures we don't read from those offsets.
// However, that changes the sourceOffset->destOffset mapping. Here, destOffset is shifted by
// the same amount as clipped to correct the error.
VkImageType imageType = gl_vk::GetImageType(mState.getType());
int zOffset = (imageType == VK_IMAGE_TYPE_3D) ? destOffset.z : 0;
const gl::Offset modifiedDestOffset(destOffset.x + clippedSourceArea.x - sourceArea.x,
destOffset.y + clippedSourceArea.y - sourceArea.y, zOffset);
RenderTargetVk *colorReadRT = framebufferVk->getColorReadRenderTarget();
const vk::Format &srcFormat = colorReadRT->getImageFormat();
const vk::Format &destFormat = renderer->getFormat(internalFormat.sizedInternalFormat);
bool isViewportFlipY = contextVk->isViewportFlipEnabledForReadFBO();
// If it's possible to perform the copy with a transfer, that's the best option.
if (!isViewportFlipY && CanCopyWithTransfer(renderer, srcFormat, destFormat))
{
return copySubImageImplWithTransfer(contextVk, offsetImageIndex, modifiedDestOffset,
destFormat, colorReadRT->getLevelIndex(),
colorReadRT->getLayerIndex(), clippedSourceArea,
&colorReadRT->getImage());
}
bool forceCPUPath = ForceCPUPathForCopy(renderer, *mImage);
// If it's possible to perform the copy with a draw call, do that.
if (CanCopyWithDraw(renderer, srcFormat, destFormat) && !forceCPUPath)
{
// Layer count can only be 1 as the source is a framebuffer.
ASSERT(offsetImageIndex.getLayerCount() == 1);
return copySubImageImplWithDraw(contextVk, offsetImageIndex, modifiedDestOffset, destFormat,
0, clippedSourceArea, isViewportFlipY, false, false, false,
&colorReadRT->getImage(), colorReadRT->getReadImageView());
}
// Do a CPU readback that does the conversion, and then stage the change to the pixel buffer.
ANGLE_TRY(mImage->stageSubresourceUpdateFromFramebuffer(
context, offsetImageIndex, clippedSourceArea, modifiedDestOffset,
gl::Extents(clippedSourceArea.width, clippedSourceArea.height, 1), internalFormat,
framebufferVk));
onStagingBufferChange();
return angle::Result::Continue;
}
angle::Result TextureVk::copySubTextureImpl(ContextVk *contextVk,
const gl::ImageIndex &index,
const gl::Offset &destOffset,
const gl::InternalFormat &destFormat,
size_t sourceLevel,
const gl::Rectangle &sourceArea,
bool unpackFlipY,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha,
TextureVk *source)
{
RendererVk *renderer = contextVk->getRenderer();
ANGLE_TRY(source->ensureImageInitialized(contextVk));
const vk::Format &sourceVkFormat = source->getImage().getFormat();
const vk::Format &destVkFormat = renderer->getFormat(destFormat.sizedInternalFormat);
const gl::ImageIndex offsetImageIndex = getNativeImageIndex(index);
// If it's possible to perform the copy with a transfer, that's the best option.
if (!unpackFlipY && !unpackPremultiplyAlpha && !unpackUnmultiplyAlpha &&
CanCopyWithTransfer(renderer, sourceVkFormat, destVkFormat))
{
return copySubImageImplWithTransfer(contextVk, offsetImageIndex, destOffset, destVkFormat,
sourceLevel, 0, sourceArea, &source->getImage());
}
bool forceCPUPath = ForceCPUPathForCopy(renderer, *mImage);
// If it's possible to perform the copy with a draw call, do that.
if (CanCopyWithDraw(renderer, sourceVkFormat, destVkFormat) && !forceCPUPath)
{
return copySubImageImplWithDraw(contextVk, offsetImageIndex, destOffset, destVkFormat,
sourceLevel, sourceArea, false, unpackFlipY,
unpackPremultiplyAlpha, unpackUnmultiplyAlpha,
&source->getImage(), &source->getFetchImageView());
}
if (sourceLevel != 0)
{
WARN() << "glCopyTextureCHROMIUM with sourceLevel != 0 not implemented.";
return angle::Result::Stop;
}
// Read back the requested region of the source texture
uint8_t *sourceData = nullptr;
ANGLE_TRY(source->copyImageDataToBufferAndGetData(contextVk, sourceLevel, 1, sourceArea,
&sourceData));
const angle::Format &sourceTextureFormat = sourceVkFormat.imageFormat();
const angle::Format &destTextureFormat = destVkFormat.imageFormat();
size_t destinationAllocationSize =
sourceArea.width * sourceArea.height * destTextureFormat.pixelBytes;
// Allocate memory in the destination texture for the copy/conversion
uint8_t *destData = nullptr;
ANGLE_TRY(mImage->stageSubresourceUpdateAndGetData(
contextVk, destinationAllocationSize, offsetImageIndex,
gl::Extents(sourceArea.width, sourceArea.height, 1), destOffset, &destData));
onStagingBufferChange();
// Source and dest data is tightly packed
GLuint sourceDataRowPitch = sourceArea.width * sourceTextureFormat.pixelBytes;
GLuint destDataRowPitch = sourceArea.width * destTextureFormat.pixelBytes;
rx::PixelReadFunction pixelReadFunction = sourceTextureFormat.pixelReadFunction;
rx::PixelWriteFunction pixelWriteFunction = destTextureFormat.pixelWriteFunction;
// Fix up the read/write functions for the sake of luminance/alpha that are emulated with
// formats whose channels don't correspond to the original format (alpha is emulated with red,
// and luminance/alpha is emulated with red/green).
if (sourceVkFormat.angleFormat().isLUMA())
{
pixelReadFunction = sourceVkFormat.angleFormat().pixelReadFunction;
}
if (destVkFormat.angleFormat().isLUMA())
{
pixelWriteFunction = destVkFormat.angleFormat().pixelWriteFunction;
}
CopyImageCHROMIUM(sourceData, sourceDataRowPitch, sourceTextureFormat.pixelBytes, 0,
pixelReadFunction, destData, destDataRowPitch, destTextureFormat.pixelBytes,
0, pixelWriteFunction, destFormat.format, destFormat.componentType,
sourceArea.width, sourceArea.height, 1, unpackFlipY, unpackPremultiplyAlpha,
unpackUnmultiplyAlpha);
return angle::Result::Continue;
}
angle::Result TextureVk::copySubImageImplWithTransfer(ContextVk *contextVk,
const gl::ImageIndex &index,
const gl::Offset &destOffset,
const vk::Format &destFormat,
size_t sourceLevel,
size_t sourceLayer,
const gl::Rectangle &sourceArea,
vk::ImageHelper *srcImage)
{
RendererVk *renderer = contextVk->getRenderer();
uint32_t level = index.getLevelIndex();
uint32_t baseLayer = index.hasLayer() ? index.getLayerIndex() : 0;
uint32_t layerCount = index.getLayerCount();
gl::Offset srcOffset = {sourceArea.x, sourceArea.y, 0};
gl::Extents extents = {sourceArea.width, sourceArea.height, 1};
// Change source layout if necessary
if (srcImage->isLayoutChangeNecessary(vk::ImageLayout::TransferSrc))
{
vk::CommandBuffer *srcLayoutChange;
ANGLE_TRY(srcImage->recordCommands(contextVk, &srcLayoutChange));
srcImage->changeLayout(VK_IMAGE_ASPECT_COLOR_BIT, vk::ImageLayout::TransferSrc,
srcLayoutChange);
}
VkImageSubresourceLayers srcSubresource = {};
srcSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
srcSubresource.mipLevel = static_cast<uint32_t>(sourceLevel);
srcSubresource.baseArrayLayer = static_cast<uint32_t>(sourceLayer);
srcSubresource.layerCount = layerCount;
// If destination is valid, copy the source directly into it.
if (mImage->valid())
{
// Make sure any updates to the image are already flushed.
ANGLE_TRY(ensureImageInitialized(contextVk));
vk::CommandBuffer *commandBuffer;
ANGLE_TRY(mImage->recordCommands(contextVk, &commandBuffer));
// Change the image layout before the transfer
mImage->changeLayout(VK_IMAGE_ASPECT_COLOR_BIT, vk::ImageLayout::TransferDst,
commandBuffer);
// Source's layout change should happen before the copy
srcImage->addReadDependency(contextVk, mImage);
VkImageSubresourceLayers destSubresource = srcSubresource;
destSubresource.mipLevel = level;
destSubresource.baseArrayLayer = baseLayer;
VkImageType imageType = gl_vk::GetImageType(mState.getType());
if (imageType == VK_IMAGE_TYPE_3D)
{
destSubresource.baseArrayLayer = 0;
destSubresource.layerCount = 1;
}
vk::ImageHelper::Copy(srcImage, mImage, srcOffset, destOffset, extents, srcSubresource,
destSubresource, commandBuffer);
}
else
{
std::unique_ptr<vk::ImageHelper> stagingImage;
// Create a temporary image to stage the copy
stagingImage = std::make_unique<vk::ImageHelper>();
ANGLE_TRY(stagingImage->init2DStaging(contextVk, renderer->getMemoryProperties(),
gl::Extents(sourceArea.width, sourceArea.height, 1),
destFormat, kTransferStagingImageFlags, layerCount));
vk::CommandBuffer *commandBuffer;
ANGLE_TRY(stagingImage->recordCommands(contextVk, &commandBuffer));
// Change the image layout before the transfer
stagingImage->changeLayout(VK_IMAGE_ASPECT_COLOR_BIT, vk::ImageLayout::TransferDst,
commandBuffer);
// Source's layout change should happen before the copy
srcImage->addReadDependency(contextVk, stagingImage.get());
VkImageSubresourceLayers destSubresource = srcSubresource;
destSubresource.mipLevel = 0;
destSubresource.baseArrayLayer = 0;
vk::ImageHelper::Copy(srcImage, stagingImage.get(), srcOffset, gl::Offset(), extents,
srcSubresource, destSubresource, commandBuffer);
// Stage the copy for when the image storage is actually created.
VkImageType imageType = gl_vk::GetImageType(mState.getType());
mImage->stageSubresourceUpdateFromImage(stagingImage.release(), index, destOffset, extents,
imageType);
onStagingBufferChange();
}
return angle::Result::Continue;
}
angle::Result TextureVk::copySubImageImplWithDraw(ContextVk *contextVk,
const gl::ImageIndex &index,
const gl::Offset &destOffset,
const vk::Format &destFormat,
size_t sourceLevel,
const gl::Rectangle &sourceArea,
bool isSrcFlipY,
bool unpackFlipY,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha,
vk::ImageHelper *srcImage,
const vk::ImageView *srcView)
{
RendererVk *renderer = contextVk->getRenderer();
UtilsVk &utilsVk = contextVk->getUtils();
UtilsVk::CopyImageParameters params;
params.srcOffset[0] = sourceArea.x;
params.srcOffset[1] = sourceArea.y;
params.srcExtents[0] = sourceArea.width;
params.srcExtents[1] = sourceArea.height;
params.destOffset[0] = destOffset.x;
params.destOffset[1] = destOffset.y;
params.srcMip = static_cast<uint32_t>(sourceLevel);
params.srcHeight = srcImage->getExtents().height;
params.srcPremultiplyAlpha = unpackPremultiplyAlpha && !unpackUnmultiplyAlpha;
params.srcUnmultiplyAlpha = unpackUnmultiplyAlpha && !unpackPremultiplyAlpha;
params.srcFlipY = isSrcFlipY;
params.destFlipY = unpackFlipY;
uint32_t level = index.getLevelIndex();
uint32_t baseLayer = index.hasLayer() ? index.getLayerIndex() : 0;
uint32_t layerCount = index.getLayerCount();
// If destination is valid, copy the source directly into it.
if (mImage->valid())
{
// Make sure any updates to the image are already flushed.
ANGLE_TRY(ensureImageInitialized(contextVk));
for (uint32_t layerIndex = 0; layerIndex < layerCount; ++layerIndex)
{
params.srcLayer = layerIndex;
const vk::ImageView *destView;
ANGLE_TRY(
getLayerLevelDrawImageView(contextVk, baseLayer + layerIndex, level, &destView));
ANGLE_TRY(utilsVk.copyImage(contextVk, mImage, destView, srcImage, srcView, params));
}
}
else
{
std::unique_ptr<vk::ImageHelper> stagingImage;
GLint samples = srcImage->getSamples();
gl::TextureType stagingTextureType = vk::Get2DTextureType(layerCount, samples);
// Create a temporary image to stage the copy
stagingImage = std::make_unique<vk::ImageHelper>();
ANGLE_TRY(stagingImage->init2DStaging(contextVk, renderer->getMemoryProperties(),
gl::Extents(sourceArea.width, sourceArea.height, 1),
destFormat, kDrawStagingImageFlags, layerCount));
params.destOffset[0] = 0;
params.destOffset[1] = 0;
for (uint32_t layerIndex = 0; layerIndex < layerCount; ++layerIndex)
{
params.srcLayer = layerIndex;
// Create a temporary view for this layer.
vk::ImageView stagingView;
ANGLE_TRY(stagingImage->initLayerImageView(
contextVk, stagingTextureType, VK_IMAGE_ASPECT_COLOR_BIT, gl::SwizzleState(),
&stagingView, 0, 1, layerIndex, 1));
ANGLE_TRY(utilsVk.copyImage(contextVk, stagingImage.get(), &stagingView, srcImage,
srcView, params));
// Queue the resource for cleanup as soon as the copy above is finished. There's no
// need to keep it around.
contextVk->addGarbage(&stagingView);
}
// Stage the copy for when the image storage is actually created.
VkImageType imageType = gl_vk::GetImageType(mState.getType());
mImage->stageSubresourceUpdateFromImage(stagingImage.release(), index, destOffset,
gl::Extents(sourceArea.width, sourceArea.height, 1),
imageType);
onStagingBufferChange();
}
return angle::Result::Continue;
}
angle::Result TextureVk::setStorage(const gl::Context *context,
gl::TextureType type,
size_t levels,
GLenum internalFormat,
const gl::Extents &size)
{
ContextVk *contextVk = GetAs<ContextVk>(context->getImplementation());
RendererVk *renderer = contextVk->getRenderer();
if (!mOwnsImage)
{
releaseAndDeleteImage(contextVk);
}
const vk::Format &format = renderer->getFormat(internalFormat);
ANGLE_TRY(ensureImageAllocated(contextVk, format));
if (mImage->valid())
{
releaseImage(contextVk);
}
gl::Format glFormat(internalFormat);
ANGLE_TRY(
initImage(contextVk, format, glFormat.info->sized, size, static_cast<uint32_t>(levels)));
return angle::Result::Continue;
}
angle::Result TextureVk::setStorageExternalMemory(const gl::Context *context,
gl::TextureType type,
size_t levels,
GLenum internalFormat,
const gl::Extents &size,
gl::MemoryObject *memoryObject,
GLuint64 offset)
{
ContextVk *contextVk = vk::GetImpl(context);
RendererVk *renderer = contextVk->getRenderer();
MemoryObjectVk *memoryObjectVk = vk::GetImpl(memoryObject);
releaseAndDeleteImage(contextVk);
const vk::Format &format = renderer->getFormat(internalFormat);
setImageHelper(contextVk, new vk::ImageHelper(), mState.getType(), format, 0, 0, 0, true);
ANGLE_TRY(
memoryObjectVk->createImage(context, type, levels, internalFormat, size, offset, mImage));
gl::Format glFormat(internalFormat);
ANGLE_TRY(initImageViews(contextVk, format, glFormat.info->sized, static_cast<uint32_t>(levels),
mImage->getLayerCount()));
// TODO(spang): This needs to be reworked when semaphores are added.
// http://anglebug.com/3289
uint32_t rendererQueueFamilyIndex = renderer->getQueueFamilyIndex();
if (mImage->isQueueChangeNeccesary(rendererQueueFamilyIndex))
{
vk::CommandBuffer *commandBuffer = nullptr;
ANGLE_TRY(mImage->recordCommands(contextVk, &commandBuffer));
mImage->changeLayoutAndQueue(VK_IMAGE_ASPECT_COLOR_BIT,
vk::ImageLayout::AllGraphicsShadersReadOnly,
rendererQueueFamilyIndex, commandBuffer);
}
return angle::Result::Continue;
}
angle::Result TextureVk::setEGLImageTarget(const gl::Context *context,
gl::TextureType type,
egl::Image *image)
{
ContextVk *contextVk = vk::GetImpl(context);
RendererVk *renderer = contextVk->getRenderer();
releaseAndDeleteImage(contextVk);
const vk::Format &format = renderer->getFormat(image->getFormat().info->sizedInternalFormat);
ImageVk *imageVk = vk::GetImpl(image);
setImageHelper(contextVk, imageVk->getImage(), imageVk->getImageTextureType(), format,
imageVk->getImageLevel(), imageVk->getImageLayer(),
mState.getEffectiveBaseLevel(), false);
ASSERT(type != gl::TextureType::CubeMap);
ANGLE_TRY(initImageViews(contextVk, format, image->getFormat().info->sized, 1, 1));
// Transfer the image to this queue if needed
uint32_t rendererQueueFamilyIndex = renderer->getQueueFamilyIndex();
if (mImage->isQueueChangeNeccesary(rendererQueueFamilyIndex))
{
vk::CommandBuffer *commandBuffer = nullptr;
ANGLE_TRY(mImage->recordCommands(contextVk, &commandBuffer));
mImage->changeLayoutAndQueue(VK_IMAGE_ASPECT_COLOR_BIT,
vk::ImageLayout::AllGraphicsShadersReadOnly,
rendererQueueFamilyIndex, commandBuffer);
}
return angle::Result::Continue;
}
angle::Result TextureVk::setImageExternal(const gl::Context *context,
gl::TextureType type,
egl::Stream *stream,
const egl::Stream::GLTextureDescription &desc)
{
ANGLE_VK_UNREACHABLE(vk::GetImpl(context));
return angle::Result::Stop;
}
gl::ImageIndex TextureVk::getNativeImageIndex(const gl::ImageIndex &inputImageIndex) const
{
// The input index can be a specific layer (for cube maps, 2d arrays, etc) or mImageLayerOffset
// can be non-zero but both of these cannot be true at the same time. EGL images can source
// from a cube map or 3D texture but can only be a 2D destination.
ASSERT(!(inputImageIndex.hasLayer() && mImageLayerOffset > 0));
// handle the special-case where image index can represent a whole level of a texture
GLint resultImageLayer = inputImageIndex.getLayerIndex();
if (inputImageIndex.getType() != mImageNativeType)
{
ASSERT(!inputImageIndex.hasLayer());
resultImageLayer = mImageLayerOffset;
}
return gl::ImageIndex::MakeFromType(mImageNativeType,
getNativeImageLevel(inputImageIndex.getLevelIndex()),
resultImageLayer, inputImageIndex.getLayerCount());
}
uint32_t TextureVk::getNativeImageLevel(uint32_t frontendLevel) const
{
return mImageLevelOffset + frontendLevel;
}
uint32_t TextureVk::getNativeImageLayer(uint32_t frontendLayer) const
{
return mImageLayerOffset + frontendLayer;
}
void TextureVk::releaseAndDeleteImage(ContextVk *contextVk)
{
if (mImage)
{
releaseImage(contextVk);
releaseStagingBuffer(contextVk);
SafeDelete(mImage);
}
}
angle::Result TextureVk::ensureImageAllocated(ContextVk *contextVk, const vk::Format &format)
{
if (mImage == nullptr)
{
setImageHelper(contextVk, new vk::ImageHelper(), mState.getType(), format, 0, 0, 0, true);
}
else
{
updateImageHelper(contextVk, format);
}
return angle::Result::Continue;
}
void TextureVk::setImageHelper(ContextVk *contextVk,
vk::ImageHelper *imageHelper,
gl::TextureType imageType,
const vk::Format &format,
uint32_t imageLevelOffset,
uint32_t imageLayerOffset,
uint32_t imageBaseLevel,
bool selfOwned)
{
ASSERT(mImage == nullptr);
mOwnsImage = selfOwned;
mImageNativeType = imageType;
mImageLevelOffset = imageLevelOffset;
mImageLayerOffset = imageLayerOffset;
mImage = imageHelper;
mImage->initStagingBuffer(contextVk->getRenderer(), format, vk::kStagingBufferFlags,
mStagingBufferInitialSize);
mRenderTarget.init(mImage, &mDrawImageView, getNativeImageLevel(0), getNativeImageLayer(0));
// Force re-creation of layered render targets next time they are needed
mLayerRenderTargets.clear();
mSerial = contextVk->generateTextureSerial();
}
void TextureVk::updateImageHelper(ContextVk *contextVk, const vk::Format &format)
{
ASSERT(mImage != nullptr);
mImage->initStagingBuffer(contextVk->getRenderer(), format, vk::kStagingBufferFlags,
mStagingBufferInitialSize);
}
angle::Result TextureVk::redefineImage(const gl::Context *context,
const gl::ImageIndex &index,
const vk::Format &format,
const gl::Extents &size)
{
ContextVk *contextVk = vk::GetImpl(context);
if (!mOwnsImage)
{
releaseAndDeleteImage(contextVk);
}
if (mImage != nullptr)
{
// If there is any staged changes for this index, we can remove them since we're going to
// override them with this call.
mImage->removeStagedUpdates(contextVk, index);
if (mImage->valid())
{
// Calculate the expected size for the index we are defining. If the size is different
// from the given size, or the format is different, we are redefining the image so we
// must release it.
if (mImage->getFormat() != format || size != mImage->getSize(index))
{
releaseImage(contextVk);
}
}
}
if (!size.empty())
{
ANGLE_TRY(ensureImageAllocated(contextVk, format));
}
return angle::Result::Continue;
}
angle::Result TextureVk::copyImageDataToBufferAndGetData(ContextVk *contextVk,
size_t sourceLevel,
uint32_t layerCount,
const gl::Rectangle &sourceArea,
uint8_t **outDataPtr)
{
ANGLE_TRACE_EVENT0("gpu.angle", "TextureVk::copyImageDataToBufferAndGetData");
// Make sure the source is initialized and it's images are flushed.
ANGLE_TRY(ensureImageInitialized(contextVk));
gl::Box area(0, 0, 0, sourceArea.width, sourceArea.height, 1);
vk::BufferHelper *copyBuffer = nullptr;
VkDeviceSize sourceCopyOffset = 0;
ANGLE_TRY(copyImageDataToBuffer(contextVk, sourceLevel, layerCount, 0, area, &copyBuffer,
&sourceCopyOffset, outDataPtr));
// Explicitly finish. If new use cases arise where we don't want to block we can change this.
ANGLE_TRY(contextVk->finishImpl());
return angle::Result::Continue;
}
angle::Result TextureVk::copyImageDataToBuffer(ContextVk *contextVk,
size_t sourceLevel,
uint32_t layerCount,
uint32_t baseLayer,
const gl::Box &sourceArea,
vk::BufferHelper **bufferOut,
VkDeviceSize *bufferOffsetOut,
uint8_t **outDataPtr)
{
ANGLE_TRACE_EVENT0("gpu.angle", "TextureVk::copyImageDataToBuffer");
const angle::Format &imageFormat = getImage().getFormat().imageFormat();
size_t sourceCopyAllocationSize = sourceArea.width * sourceArea.height * sourceArea.depth *
imageFormat.pixelBytes * layerCount;
vk::CommandBuffer *commandBuffer = nullptr;
ANGLE_TRY(mImage->recordCommands(contextVk, &commandBuffer));
// Transition the image to readable layout
mImage->changeLayout(VK_IMAGE_ASPECT_COLOR_BIT, vk::ImageLayout::TransferSrc, commandBuffer);
// Allocate staging buffer data
ANGLE_TRY(mImage->allocateStagingMemory(contextVk, sourceCopyAllocationSize, outDataPtr,
bufferOut, bufferOffsetOut, nullptr));
VkBufferImageCopy region = {};
region.bufferOffset = *bufferOffsetOut;
region.bufferRowLength = 0;
region.bufferImageHeight = 0;
region.imageExtent.width = sourceArea.width;
region.imageExtent.height = sourceArea.height;
region.imageExtent.depth = sourceArea.depth;
region.imageOffset.x = sourceArea.x;
region.imageOffset.y = sourceArea.y;
region.imageOffset.z = sourceArea.z;
region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
region.imageSubresource.baseArrayLayer = baseLayer;
region.imageSubresource.layerCount = layerCount;
region.imageSubresource.mipLevel = static_cast<uint32_t>(sourceLevel);
commandBuffer->copyImageToBuffer(mImage->getImage(), mImage->getCurrentLayout(),
(*bufferOut)->getBuffer().getHandle(), 1, &region);
return angle::Result::Continue;
}
angle::Result TextureVk::generateMipmapsWithCPU(const gl::Context *context)
{
ContextVk *contextVk = vk::GetImpl(context);
const VkExtent3D baseLevelExtents = mImage->getExtents();
uint32_t imageLayerCount = mImage->getLayerCount();
uint8_t *imageData = nullptr;
gl::Rectangle imageArea(0, 0, baseLevelExtents.width, baseLevelExtents.height);
ANGLE_TRY(copyImageDataToBufferAndGetData(contextVk, mState.getEffectiveBaseLevel(),
imageLayerCount, imageArea, &imageData));
const angle::Format &angleFormat = mImage->getFormat().imageFormat();
GLuint sourceRowPitch = baseLevelExtents.width * angleFormat.pixelBytes;
size_t baseLevelAllocationSize = sourceRowPitch * baseLevelExtents.height;
// We now have the base level available to be manipulated in the imageData pointer. Generate all
// the missing mipmaps with the slow path. For each layer, use the copied data to generate all
// the mips.
for (GLuint layer = 0; layer < imageLayerCount; layer++)
{
size_t bufferOffset = layer * baseLevelAllocationSize;
ANGLE_TRY(generateMipmapLevelsWithCPU(
contextVk, angleFormat, layer, mState.getEffectiveBaseLevel() + 1,
mState.getMipmapMaxLevel(), baseLevelExtents.width, baseLevelExtents.height,
sourceRowPitch, imageData + bufferOffset));
}
vk::CommandBuffer *commandBuffer = nullptr;
ANGLE_TRY(mImage->recordCommands(contextVk, &commandBuffer));
return mImage->flushStagedUpdates(contextVk, getNativeImageLevel(0), mImage->getLevelCount(),
getNativeImageLayer(0), mImage->getLayerCount(),
commandBuffer);
}
angle::Result TextureVk::generateMipmap(const gl::Context *context)
{
ContextVk *contextVk = vk::GetImpl(context);
// Some data is pending, or the image has not been defined at all yet
if (!mImage->valid())
{
// Let's initialize the image so we can generate the next levels.
if (mImage->hasStagedUpdates())
{
ANGLE_TRY(ensureImageInitialized(contextVk));
ASSERT(mImage->valid());
}
else
{
// There is nothing to generate if there is nothing uploaded so far.
return angle::Result::Continue;
}
}
RendererVk *renderer = contextVk->getRenderer();
// Check if the image supports blit. If it does, we can do the mipmap generation on the gpu
// only.
if (renderer->hasImageFormatFeatureBits(mImage->getFormat().vkImageFormat, kBlitFeatureFlags))
{
ANGLE_TRY(ensureImageInitialized(contextVk));
ANGLE_TRY(mImage->generateMipmapsWithBlit(
contextVk, mState.getMipmapMaxLevel() - mState.getEffectiveBaseLevel()));
}
else
{
ANGLE_TRY(generateMipmapsWithCPU(context));
}
return angle::Result::Continue;
}
angle::Result TextureVk::setBaseLevel(const gl::Context *context, GLuint baseLevel)
{
return angle::Result::Continue;
}
angle::Result TextureVk::changeLevels(ContextVk *contextVk, GLuint baseLevel, GLuint maxLevel)
{
if (!mImage)
{
return angle::Result::Continue;
}
// Track the previous levels for use in update loop below
uint32_t previousBaseLevel = mImage->getBaseLevel();
bool baseLevelChanged = baseLevel != previousBaseLevel;
bool maxLevelChanged = (mImage->getLevelCount() + previousBaseLevel) != (maxLevel + 1);
if (!(baseLevelChanged || maxLevelChanged))
{
// This scenario is a noop, most likely maxLevel has been lowered to a level that already
// reflects the current state of the image
return angle::Result::Continue;
}
if (!mImage->valid())
{
// Track the levels in our ImageHelper
mImage->setBaseAndMaxLevels(baseLevel, maxLevel);
// No further work to do, let staged updates handle the new levels
return angle::Result::Continue;
}
// If we get here, we already have a valid image and it needs to be recreated
// to reflect new base or max levels.
// First, flush any pending updates so we have good data in the existing vkImage
vk::CommandBuffer *commandBuffer = nullptr;
ANGLE_TRY(mImage->recordCommands(contextVk, &commandBuffer));
ANGLE_TRY(mImage->flushStagedUpdates(contextVk, getNativeImageLevel(0), mImage->getLevelCount(),
getNativeImageLayer(0), mImage->getLayerCount(),
commandBuffer));
// After flushing, track the new levels (they are used in the flush, hence the wait)
mImage->setBaseAndMaxLevels(baseLevel, maxLevel);
// Next, back up any data we need to preserve by staging it as updates to the new image.
// Stage updates for all levels in the GL texture, while preserving the data in the vkImage.
// This ensures we propagate all the current image data, even as max level moves around.
uint32_t updateCount =
std::max<GLuint>(mState.getMipmapMaxLevel() + 1, mImage->getLevelCount());
// The staged updates won't be applied until the image has the requisite mip levels
for (uint32_t layer = 0; layer < mImage->getLayerCount(); layer++)
{
for (uint32_t level = 0; level < updateCount; level++)
{
if (mImage->isUpdateStaged(level, layer))
{
// If there is still an update staged for the surface at the designated
// layer/level, we don't need to propagate any data from this image.
// This can happen for original texture levels that have never fit into
// the vkImage due to base/max level, and for vkImage data that has been
// staged by previous calls to changeLevels that didn't fit into the
// new vkImage.
continue;
}
// Pull data from the current image and stage it as an update for the new image
// First we populate the staging buffer with current level data
const gl::ImageDesc &desc =
mState.getImageDesc(gl::TextureTypeToTarget(mState.getType(), layer), level);
const gl::Extents &extents = desc.size;
const gl::InternalFormat &info = *desc.format.info;
// We need to adjust the source Vulkan level to reflect the previous base level.
// vk level 0 previously aligned with whatever the base level was.
uint32_t srcLevelVK = baseLevelChanged ? level - previousBaseLevel : level;
ASSERT(srcLevelVK <= mImage->getLevelCount());
// Adjust offset and depth based on our knowledge of image type here
gl::Box area(0, 0, 0, extents.width, extents.height, extents.depth);
if (gl::IsArrayTextureType(mState.getType()))
{
area.z = 0;
area.depth = 1;
}
// Now copy from the image to the staging buffer
vk::BufferHelper *stagingBuffer = nullptr;
VkDeviceSize stagingBufferOffset = 0;
ANGLE_TRY(copyImageDataToBuffer(contextVk, srcLevelVK, 1, layer, area, &stagingBuffer,
&stagingBufferOffset, nullptr));
// Stage an update to the new image that we will populate with existing mip levels
// We're providing the buffer handle and offset to use, since we *just* populated it
size_t bufferSize = extents.width * extents.height * extents.depth * info.pixelBytes;
ANGLE_TRY(mImage->stageSubresourceUpdateFromBuffer(contextVk, bufferSize, level, layer,
1, extents, gl::Offset(),
stagingBuffer, stagingBufferOffset));
}
}
// Inform the front end that we've updated the staging buffer
onStagingBufferChange();
// Now that we've staged all the updates, release the current image so that it will be
// recreated with the correct number of mip levels, base level, and max level.
releaseImage(contextVk);
return angle::Result::Continue;
}
angle::Result TextureVk::bindTexImage(const gl::Context *context, egl::Surface *surface)
{
ContextVk *contextVk = vk::GetImpl(context);
RendererVk *renderer = contextVk->getRenderer();
releaseAndDeleteImage(contextVk);
GLenum internalFormat = surface->getConfig()->renderTargetFormat;
const vk::Format &format = renderer->getFormat(internalFormat);
// eglBindTexImage can only be called with pbuffer (offscreen) surfaces
OffscreenSurfaceVk *offscreenSurface = GetImplAs<OffscreenSurfaceVk>(surface);
setImageHelper(contextVk, offscreenSurface->getColorAttachmentImage(), mState.getType(), format,
surface->getMipmapLevel(), 0, mState.getEffectiveBaseLevel(), false);
ASSERT(mImage->getLayerCount() == 1);
gl::Format glFormat(internalFormat);
return initImageViews(contextVk, format, glFormat.info->sized, 1, 1);
}
angle::Result TextureVk::releaseTexImage(const gl::Context *context)
{
ContextVk *contextVk = vk::GetImpl(context);
releaseImage(contextVk);
return angle::Result::Continue;
}
angle::Result TextureVk::getAttachmentRenderTarget(const gl::Context *context,
GLenum binding,
const gl::ImageIndex &imageIndex,
GLsizei samples,
FramebufferAttachmentRenderTarget **rtOut)
{
// Non-zero mip level attachments are an ES 3.0 feature.
ASSERT(imageIndex.getLevelIndex() == 0);
ContextVk *contextVk = vk::GetImpl(context);
ANGLE_TRY(ensureImageInitialized(contextVk));
GLuint layerIndex = 0, layerCount = 0;
switch (imageIndex.getType())
{
case gl::TextureType::_2D:
*rtOut = &mRenderTarget;
break;
case gl::TextureType::CubeMap:
case gl::TextureType::_2DArray:
case gl::TextureType::_3D:
// Special handling required for different types, grab the count and index
GetRenderTargetLayerCountAndIndex(mImage, imageIndex, &layerCount, &layerIndex);
ANGLE_TRY(initLayerRenderTargets(contextVk, layerCount));
*rtOut = &mLayerRenderTargets[layerIndex];
break;
default:
UNREACHABLE();
}
return angle::Result::Continue;
}
angle::Result TextureVk::ensureImageInitialized(ContextVk *contextVk)
{
const gl::ImageDesc &baseLevelDesc = mState.getBaseLevelDesc();
const gl::Extents &baseLevelExtents = baseLevelDesc.size;
const uint32_t levelCount = getLevelCount() - mState.getEffectiveBaseLevel();
const vk::Format &format =
contextVk->getRenderer()->getFormat(baseLevelDesc.format.info->sizedInternalFormat);
return ensureImageInitializedImpl(contextVk, baseLevelExtents, levelCount, format);
}
angle::Result TextureVk::ensureImageInitializedImpl(ContextVk *contextVk,
const gl::Extents &baseLevelExtents,
uint32_t levelCount,
const vk::Format &format)
{
if (mImage->valid() && !mImage->hasStagedUpdates())
{
return angle::Result::Continue;
}
if (!mImage->valid())
{
const gl::ImageDesc &baseLevelDesc = mState.getBaseLevelDesc();
ANGLE_TRY(initImage(contextVk, format, baseLevelDesc.format.info->sized, baseLevelExtents,
levelCount));
}
vk::CommandBuffer *commandBuffer = nullptr;
ANGLE_TRY(mImage->recordCommands(contextVk, &commandBuffer));
return mImage->flushStagedUpdates(contextVk, getNativeImageLevel(0), mImage->getLevelCount(),
getNativeImageLayer(0), mImage->getLayerCount(),
commandBuffer);
}
angle::Result TextureVk::initLayerRenderTargets(ContextVk *contextVk, GLuint layerCount)
{
// Lazy init. Check if already initialized.
if (!mLayerRenderTargets.empty())
return angle::Result::Continue;
mLayerRenderTargets.resize(layerCount);
for (uint32_t layerIndex = 0; layerIndex < layerCount; ++layerIndex)
{
const vk::ImageView *drawView;
ANGLE_TRY(getLayerLevelDrawImageView(contextVk, layerIndex, 0, &drawView));
mLayerRenderTargets[layerIndex].init(mImage, drawView, getNativeImageLevel(0),
getNativeImageLayer(layerIndex));
}
return angle::Result::Continue;
}
angle::Result TextureVk::syncState(const gl::Context *context,
const gl::Texture::DirtyBits &dirtyBits)
{
ContextVk *contextVk = vk::GetImpl(context);
// Set base and max level before initializing the image
if (dirtyBits.test(gl::Texture::DIRTY_BIT_MAX_LEVEL) ||
dirtyBits.test(gl::Texture::DIRTY_BIT_BASE_LEVEL))
{
ANGLE_TRY(
changeLevels(contextVk, mState.getEffectiveBaseLevel(), mState.getEffectiveMaxLevel()));
}
// Initialize the image storage and flush the pixel buffer.
ANGLE_TRY(ensureImageInitialized(contextVk));
if (dirtyBits.none() && mSampler.valid())
{
return angle::Result::Continue;
}
RendererVk *renderer = contextVk->getRenderer();
if (mSampler.valid())
{
contextVk->addGarbage(&mSampler);
}
if (dirtyBits.test(gl::Texture::DIRTY_BIT_SWIZZLE_RED) ||
dirtyBits.test(gl::Texture::DIRTY_BIT_SWIZZLE_GREEN) ||
dirtyBits.test(gl::Texture::DIRTY_BIT_SWIZZLE_BLUE) ||
dirtyBits.test(gl::Texture::DIRTY_BIT_SWIZZLE_ALPHA))
{
if (mImage && mImage->valid())
{
// We use a special layer count here to handle EGLImages. They might only be
// looking at one layer of a cube or 2D array texture.
uint32_t layerCount =
mState.getType() == gl::TextureType::_2D ? 1 : mImage->getLayerCount();
releaseImageViews(contextVk);
const gl::ImageDesc &baseLevelDesc = mState.getBaseLevelDesc();
ANGLE_TRY(initImageViews(contextVk, mImage->getFormat(),
baseLevelDesc.format.info->sized, mImage->getLevelCount(),
layerCount));
}
}
const gl::Extensions &extensions = renderer->getNativeExtensions();
const gl::SamplerState &samplerState = mState.getSamplerState();
float maxAnisotropy = samplerState.getMaxAnisotropy();
bool anisotropyEnable = extensions.textureFilterAnisotropic && maxAnisotropy > 1.0f;
bool compareEnable = samplerState.getCompareMode() == GL_COMPARE_REF_TO_TEXTURE;
VkCompareOp compareOp = gl_vk::GetCompareOp(samplerState.getCompareFunc());
// When sampling from stencil, deqp tests expect texture compare to have no effect
// dEQP - GLES31.functional.stencil_texturing.misc.compare_mode_effect
// states: NOTE: Texture compare mode has no effect when reading stencil values.
if (mState.isStencilMode())
{
compareEnable = VK_FALSE;
compareOp = VK_COMPARE_OP_ALWAYS;
}
// Create a simple sampler. Force basic parameter settings.
VkSamplerCreateInfo samplerInfo = {};
samplerInfo.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
samplerInfo.flags = 0;
samplerInfo.magFilter = gl_vk::GetFilter(samplerState.getMagFilter());
samplerInfo.minFilter = gl_vk::GetFilter(samplerState.getMinFilter());
samplerInfo.mipmapMode = gl_vk::GetSamplerMipmapMode(samplerState.getMinFilter());
samplerInfo.addressModeU = gl_vk::GetSamplerAddressMode(samplerState.getWrapS());
samplerInfo.addressModeV = gl_vk::GetSamplerAddressMode(samplerState.getWrapT());
samplerInfo.addressModeW = gl_vk::GetSamplerAddressMode(samplerState.getWrapR());
samplerInfo.mipLodBias = 0.0f;
samplerInfo.anisotropyEnable = anisotropyEnable;
samplerInfo.maxAnisotropy = maxAnisotropy;
samplerInfo.compareEnable = compareEnable;
samplerInfo.compareOp = compareOp;
samplerInfo.minLod = samplerState.getMinLod();
samplerInfo.maxLod = samplerState.getMaxLod();
samplerInfo.borderColor = VK_BORDER_COLOR_INT_TRANSPARENT_BLACK;
samplerInfo.unnormalizedCoordinates = VK_FALSE;
if (!gl::IsMipmapFiltered(samplerState))
{
// Per the Vulkan spec, GL_NEAREST and GL_LINEAR do not map directly to Vulkan, so
// they must be emulated (See "Mapping of OpenGL to Vulkan filter modes")
samplerInfo.mipmapMode = VK_SAMPLER_MIPMAP_MODE_NEAREST;
samplerInfo.minLod = 0.0f;
samplerInfo.maxLod = 0.25f;
}
ANGLE_VK_TRY(contextVk, mSampler.init(contextVk->getDevice(), samplerInfo));
// Regenerate the serial on a sampler change.
mSerial = contextVk->generateTextureSerial();
return angle::Result::Continue;
}
angle::Result TextureVk::setStorageMultisample(const gl::Context *context,
gl::TextureType type,
GLsizei samples,
GLint internalformat,
const gl::Extents &size,
bool fixedSampleLocations)
{
ANGLE_VK_UNREACHABLE(vk::GetImpl(context));
return angle::Result::Stop;
}
angle::Result TextureVk::initializeContents(const gl::Context *context,
const gl::ImageIndex &imageIndex)
{
const gl::ImageDesc &desc = mState.getImageDesc(imageIndex);
const vk::Format &format =
vk::GetImpl(context)->getRenderer()->getFormat(desc.format.info->sizedInternalFormat);
mImage->stageSubresourceRobustClear(imageIndex, format.angleFormat());
// Note that we cannot ensure the image is initialized because we might be calling subImage
// on a non-complete cube map.
return angle::Result::Continue;
}
void TextureVk::releaseOwnershipOfImage(const gl::Context *context)
{
ContextVk *contextVk = vk::GetImpl(context);
mOwnsImage = false;
releaseAndDeleteImage(contextVk);
}
const vk::ImageView &TextureVk::getReadImageView() const
{
ASSERT(mImage->valid());
if (mState.isStencilMode() && mStencilReadImageView.valid())
{
return mStencilReadImageView;
}
return mReadImageView;
}
const vk::ImageView &TextureVk::getFetchImageView() const
{
ASSERT(mImage->valid());
// We don't currently support fetch for depth/stencil cube map textures.
ASSERT(!mStencilReadImageView.valid() || !mFetchImageView.valid());
return (mFetchImageView.valid() ? mFetchImageView : mReadImageView);
}
vk::ImageView *TextureVk::getLayerLevelImageViewImpl(vk::LayerLevelImageViewVector *imageViews,
size_t layer,
size_t level)
{
ASSERT(mImage->valid());
ASSERT(!mImage->getFormat().imageFormat().isBlock);
uint32_t layerCount = GetImageLayerCountForView(*mImage);
// Lazily allocate the storage for image views
if (imageViews->empty())
{
imageViews->resize(layerCount);
}
ASSERT(imageViews->size() > layer);
return getLevelImageViewImpl(&(*imageViews)[layer], level);
}
vk::ImageView *TextureVk::getLevelImageViewImpl(vk::ImageViewVector *imageViews, size_t level)
{
// Lazily allocate the storage for image views
if (imageViews->empty())
{
imageViews->resize(mImage->getLevelCount());
}
ASSERT(imageViews->size() > level);
return &(*imageViews)[level];
}
angle::Result TextureVk::getLayerLevelDrawImageView(vk::Context *context,
size_t layer,
size_t level,
const vk::ImageView **imageViewOut)
{
vk::ImageView *imageView = getLayerLevelImageViewImpl(&mLayerLevelDrawImageViews, layer, level);
*imageViewOut = imageView;
if (imageView->valid())
{
return angle::Result::Continue;
}
// Lazily allocate the image view itself.
// Note that these views are specifically made to be used as color attachments, and therefore
// don't have swizzle.
gl::TextureType viewType = vk::Get2DTextureType(1, mImage->getSamples());
return mImage->initLayerImageView(context, viewType, mImage->getAspectFlags(),
gl::SwizzleState(), imageView,
getNativeImageLevel(static_cast<uint32_t>(level)), 1,
getNativeImageLayer(static_cast<uint32_t>(layer)), 1);
}
angle::Result TextureVk::getLayerLevelStorageImageView(ContextVk *contextVk,
bool allLayers,
size_t singleLayer,
size_t level,
const vk::ImageView **imageViewOut)
{
gl::TextureType viewType = mState.getType();
uint32_t nativeLevel = getNativeImageLevel(static_cast<uint32_t>(level));
uint32_t nativeLayer = getNativeImageLayer(static_cast<uint32_t>(singleLayer));
uint32_t layerCount = 1;
vk::ImageView *imageView = nullptr;
if (allLayers)
{
// Ignore the layer parameter and create a view with all layers of the level.
imageView = getLevelImageViewImpl(&mLevelStorageImageViews, level);
// If layered, the view has the same type as the texture.
nativeLayer = getNativeImageLayer(0);
layerCount = mImage->getLayerCount();
}
else
{
return getLayerLevelDrawImageView(contextVk, singleLayer, level, imageViewOut);
}
*imageViewOut = imageView;
if (imageView->valid())
{
return angle::Result::Continue;
}
// Create the view. Note that storage images are not affected by swizzle parameters.
return mImage->initLayerImageView(contextVk, viewType, mImage->getAspectFlags(),
gl::SwizzleState(), imageView, nativeLevel, 1, nativeLayer,
layerCount);
}
const vk::Sampler &TextureVk::getSampler() const
{
ASSERT(mSampler.valid());
return mSampler;
}
angle::Result TextureVk::initImage(ContextVk *contextVk,
const vk::Format &format,
const bool sized,
const gl::Extents &extents,
const uint32_t levelCount)
{
RendererVk *renderer = contextVk->getRenderer();
VkImageUsageFlags imageUsageFlags = VK_IMAGE_USAGE_TRANSFER_DST_BIT |
VK_IMAGE_USAGE_TRANSFER_SRC_BIT |
VK_IMAGE_USAGE_SAMPLED_BIT;
// If the image has depth/stencil support, add those as possible usage.
if (renderer->hasImageFormatFeatureBits(format.vkImageFormat,
VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT))
{
imageUsageFlags |= VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
}
else if (renderer->hasImageFormatFeatureBits(format.vkImageFormat,
VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT))
{
imageUsageFlags |= VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
}
// If the image has storage support, add it for ES3.1 image support.
if (renderer->hasImageFormatFeatureBits(format.vkImageFormat,
VK_FORMAT_FEATURE_STORAGE_IMAGE_BIT))
{
imageUsageFlags |= VK_IMAGE_USAGE_STORAGE_BIT;
}
VkExtent3D vkExtent;
uint32_t layerCount;
gl_vk::GetExtentsAndLayerCount(mState.getType(), extents, &vkExtent, &layerCount);
ANGLE_TRY(mImage->init(contextVk, mState.getType(), vkExtent, format, 1, imageUsageFlags,
mState.getEffectiveBaseLevel(), mState.getEffectiveMaxLevel(),
levelCount, layerCount));
const VkMemoryPropertyFlags flags = VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT;
ANGLE_TRY(mImage->initMemory(contextVk, renderer->getMemoryProperties(), flags));
ANGLE_TRY(initImageViews(contextVk, format, sized, levelCount, layerCount));
// If the image has an emulated channel, always clear it. These channels will be masked out in
// future writes, and shouldn't contain uninitialized values.
if (format.hasEmulatedImageChannels())
{
uint32_t levelCount = mImage->getLevelCount();
for (uint32_t level = 0; level < levelCount; ++level)
{
gl::ImageIndex index = gl::ImageIndex::Make2DArrayRange(level, 0, layerCount);
mImage->stageSubresourceEmulatedClear(index, format.angleFormat());
onStagingBufferChange();
}
}
mSerial = contextVk->generateTextureSerial();
return angle::Result::Continue;
}
angle::Result TextureVk::initImageViews(ContextVk *contextVk,
const vk::Format &format,
const bool sized,
uint32_t levelCount,
uint32_t layerCount)
{
uint32_t baseLevel = getNativeImageLevel(0);
uint32_t baseLayer = getNativeImageLayer(0);
gl::SwizzleState mappedSwizzle;
MapSwizzleState(contextVk, format, sized, mState.getSwizzleState(), &mappedSwizzle);
const VkImageAspectFlags aspectFlags = vk::GetFormatAspectFlags(format.angleFormat());
if (HasBothDepthAndStencilAspects(aspectFlags))
{
ANGLE_TRY(mImage->initLayerImageView(contextVk, mState.getType(), VK_IMAGE_ASPECT_DEPTH_BIT,
mappedSwizzle, &mReadImageView, baseLevel, levelCount,
baseLayer, layerCount));
ANGLE_TRY(mImage->initLayerImageView(
contextVk, mState.getType(), VK_IMAGE_ASPECT_STENCIL_BIT, mappedSwizzle,
&mStencilReadImageView, baseLevel, levelCount, baseLayer, layerCount));
}
else
{
ANGLE_TRY(mImage->initLayerImageView(contextVk, mState.getType(), aspectFlags,
mappedSwizzle, &mReadImageView, baseLevel, levelCount,
baseLayer, layerCount));
}
if (mState.getType() == gl::TextureType::CubeMap ||
mState.getType() == gl::TextureType::_2DArray ||
mState.getType() == gl::TextureType::_2DMultisampleArray)
{
gl::TextureType arrayType = vk::Get2DTextureType(layerCount, mImage->getSamples());
ANGLE_TRY(mImage->initLayerImageView(contextVk, arrayType, aspectFlags, mappedSwizzle,
&mFetchImageView, baseLevel, levelCount, baseLayer,
layerCount));
}
if (!format.imageFormat().isBlock)
{
ANGLE_TRY(mImage->initLayerImageView(contextVk, mState.getType(), aspectFlags,
gl::SwizzleState(), &mDrawImageView, baseLevel, 1,
baseLayer, layerCount));
}
return angle::Result::Continue;
}
void TextureVk::releaseImage(ContextVk *contextVk)
{
if (mImage)
{
if (mOwnsImage)
{
mImage->releaseImage(contextVk->getRenderer());
}
else
{
mImage = nullptr;
}
}
releaseImageViews(contextVk);
mLayerRenderTargets.clear();
onStagingBufferChange();
}
void TextureVk::releaseImageViews(ContextVk *contextVk)
{
contextVk->addGarbage(&mReadImageView);
contextVk->addGarbage(&mFetchImageView);
contextVk->addGarbage(&mStencilReadImageView);
contextVk->addGarbage(&mDrawImageView);
for (vk::ImageViewVector &layerViews : mLayerLevelDrawImageViews)
{
for (vk::ImageView &imageView : layerViews)
{
contextVk->addGarbage(&imageView);
}
}
mLayerLevelDrawImageViews.clear();
for (vk::ImageView &imageView : mLevelStorageImageViews)
{
contextVk->addGarbage(&imageView);
}
mLevelStorageImageViews.clear();
}
void TextureVk::releaseStagingBuffer(ContextVk *contextVk)
{
if (mImage)
{
mImage->releaseStagingBuffer(contextVk->getRenderer());
}
}
uint32_t TextureVk::getLevelCount() const
{
// getMipmapMaxLevel will be 0 here if mipmaps are not used, so the levelCount is always +1.
return mState.getMipmapMaxLevel() + 1;
}
angle::Result TextureVk::generateMipmapLevelsWithCPU(ContextVk *contextVk,
const angle::Format &sourceFormat,
GLuint layer,
GLuint firstMipLevel,
GLuint maxMipLevel,
const size_t sourceWidth,
const size_t sourceHeight,
const size_t sourceRowPitch,
uint8_t *sourceData)
{
size_t previousLevelWidth = sourceWidth;
size_t previousLevelHeight = sourceHeight;
uint8_t *previousLevelData = sourceData;
size_t previousLevelRowPitch = sourceRowPitch;
for (GLuint currentMipLevel = firstMipLevel; currentMipLevel <= maxMipLevel; currentMipLevel++)
{
// Compute next level width and height.
size_t mipWidth = std::max<size_t>(1, previousLevelWidth >> 1);
size_t mipHeight = std::max<size_t>(1, previousLevelHeight >> 1);
// With the width and height of the next mip, we can allocate the next buffer we need.
uint8_t *destData = nullptr;
size_t destRowPitch = mipWidth * sourceFormat.pixelBytes;
size_t mipAllocationSize = destRowPitch * mipHeight;
gl::Extents mipLevelExtents(static_cast<int>(mipWidth), static_cast<int>(mipHeight), 1);
ANGLE_TRY(mImage->stageSubresourceUpdateAndGetData(
contextVk, mipAllocationSize,
gl::ImageIndex::MakeFromType(mState.getType(), currentMipLevel, layer), mipLevelExtents,
gl::Offset(), &destData));
onStagingBufferChange();
// Generate the mipmap into that new buffer
sourceFormat.mipGenerationFunction(previousLevelWidth, previousLevelHeight, 1,
previousLevelData, previousLevelRowPitch, 0, destData,
destRowPitch, 0);
// Swap for the next iteration
previousLevelWidth = mipWidth;
previousLevelHeight = mipHeight;
previousLevelData = destData;
previousLevelRowPitch = destRowPitch;
}
return angle::Result::Continue;
}
} // namespace rx