| /* |
| * Copyright 2016 Google Inc. |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #include "src/gpu/vk/GrVkOpsRenderPass.h" |
| |
| #include "include/core/SkDrawable.h" |
| #include "include/core/SkRect.h" |
| #include "include/gpu/GrBackendDrawableInfo.h" |
| #include "src/gpu/GrContextPriv.h" |
| #include "src/gpu/GrFixedClip.h" |
| #include "src/gpu/GrMesh.h" |
| #include "src/gpu/GrOpFlushState.h" |
| #include "src/gpu/GrPipeline.h" |
| #include "src/gpu/GrRenderTargetPriv.h" |
| #include "src/gpu/vk/GrVkCommandBuffer.h" |
| #include "src/gpu/vk/GrVkCommandPool.h" |
| #include "src/gpu/vk/GrVkGpu.h" |
| #include "src/gpu/vk/GrVkPipeline.h" |
| #include "src/gpu/vk/GrVkRenderPass.h" |
| #include "src/gpu/vk/GrVkRenderTarget.h" |
| #include "src/gpu/vk/GrVkResourceProvider.h" |
| #include "src/gpu/vk/GrVkSemaphore.h" |
| #include "src/gpu/vk/GrVkTexture.h" |
| |
| ///////////////////////////////////////////////////////////////////////////// |
| |
| void get_vk_load_store_ops(GrLoadOp loadOpIn, GrStoreOp storeOpIn, |
| VkAttachmentLoadOp* loadOp, VkAttachmentStoreOp* storeOp) { |
| switch (loadOpIn) { |
| case GrLoadOp::kLoad: |
| *loadOp = VK_ATTACHMENT_LOAD_OP_LOAD; |
| break; |
| case GrLoadOp::kClear: |
| *loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR; |
| break; |
| case GrLoadOp::kDiscard: |
| *loadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE; |
| break; |
| default: |
| SK_ABORT("Invalid LoadOp"); |
| *loadOp = VK_ATTACHMENT_LOAD_OP_LOAD; |
| } |
| |
| switch (storeOpIn) { |
| case GrStoreOp::kStore: |
| *storeOp = VK_ATTACHMENT_STORE_OP_STORE; |
| break; |
| case GrStoreOp::kDiscard: |
| *storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE; |
| break; |
| default: |
| SK_ABORT("Invalid StoreOp"); |
| *storeOp = VK_ATTACHMENT_STORE_OP_STORE; |
| } |
| } |
| |
| GrVkOpsRenderPass::GrVkOpsRenderPass(GrVkGpu* gpu) : fGpu(gpu) {} |
| |
| void GrVkOpsRenderPass::init(const GrOpsRenderPass::LoadAndStoreInfo& colorInfo, |
| const GrOpsRenderPass::StencilLoadAndStoreInfo& stencilInfo, |
| const SkPMColor4f& clearColor) { |
| |
| VkAttachmentLoadOp loadOp; |
| VkAttachmentStoreOp storeOp; |
| get_vk_load_store_ops(colorInfo.fLoadOp, colorInfo.fStoreOp, |
| &loadOp, &storeOp); |
| GrVkRenderPass::LoadStoreOps vkColorOps(loadOp, storeOp); |
| |
| get_vk_load_store_ops(stencilInfo.fLoadOp, stencilInfo.fStoreOp, |
| &loadOp, &storeOp); |
| GrVkRenderPass::LoadStoreOps vkStencilOps(loadOp, storeOp); |
| |
| GrVkRenderTarget* vkRT = static_cast<GrVkRenderTarget*>(fRenderTarget); |
| GrVkImage* targetImage = vkRT->msaaImage() ? vkRT->msaaImage() : vkRT; |
| |
| // Change layout of our render target so it can be used as the color attachment. |
| // TODO: If we know that we will never be blending or loading the attachment we could drop the |
| // VK_ACCESS_COLOR_ATTACHMENT_READ_BIT. |
| targetImage->setImageLayout(fGpu, |
| VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, |
| VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | |
| VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT, |
| VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, |
| false); |
| |
| // If we are using a stencil attachment we also need to update its layout |
| if (GrStencilAttachment* stencil = fRenderTarget->renderTargetPriv().getStencilAttachment()) { |
| GrVkStencilAttachment* vkStencil = (GrVkStencilAttachment*)stencil; |
| // We need the write and read access bits since we may load and store the stencil. |
| // The initial load happens in the VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT so we |
| // wait there. |
| vkStencil->setImageLayout(fGpu, |
| VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, |
| VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT | |
| VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT, |
| VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT, |
| false); |
| } |
| |
| const GrVkResourceProvider::CompatibleRPHandle& rpHandle = vkRT->compatibleRenderPassHandle(); |
| if (rpHandle.isValid()) { |
| fCurrentRenderPass = fGpu->resourceProvider().findRenderPass(rpHandle, |
| vkColorOps, |
| vkStencilOps); |
| } else { |
| fCurrentRenderPass = fGpu->resourceProvider().findRenderPass(*vkRT, |
| vkColorOps, |
| vkStencilOps); |
| } |
| SkASSERT(fCurrentRenderPass); |
| |
| VkClearValue vkClearColor; |
| vkClearColor.color.float32[0] = clearColor[0]; |
| vkClearColor.color.float32[1] = clearColor[1]; |
| vkClearColor.color.float32[2] = clearColor[2]; |
| vkClearColor.color.float32[3] = clearColor[3]; |
| |
| if (!fGpu->vkCaps().preferPrimaryOverSecondaryCommandBuffers()) { |
| fCurrentSecondaryCommandBuffer = fGpu->cmdPool()->findOrCreateSecondaryCommandBuffer(fGpu); |
| fCurrentSecondaryCommandBuffer->begin(fGpu, vkRT->framebuffer(), fCurrentRenderPass); |
| } |
| |
| fGpu->beginRenderPass(fCurrentRenderPass, &vkClearColor, vkRT, fOrigin, fBounds, |
| SkToBool(fCurrentSecondaryCommandBuffer)); |
| } |
| |
| void GrVkOpsRenderPass::initWrapped() { |
| GrVkRenderTarget* vkRT = static_cast<GrVkRenderTarget*>(fRenderTarget); |
| SkASSERT(vkRT->wrapsSecondaryCommandBuffer()); |
| fCurrentRenderPass = vkRT->externalRenderPass(); |
| SkASSERT(fCurrentRenderPass); |
| fCurrentRenderPass->ref(); |
| |
| fCurrentSecondaryCommandBuffer.reset( |
| GrVkSecondaryCommandBuffer::Create(vkRT->getExternalSecondaryCommandBuffer())); |
| fCurrentSecondaryCommandBuffer->begin(fGpu, nullptr, fCurrentRenderPass); |
| } |
| |
| GrVkOpsRenderPass::~GrVkOpsRenderPass() { |
| this->reset(); |
| } |
| |
| GrGpu* GrVkOpsRenderPass::gpu() { return fGpu; } |
| |
| GrVkCommandBuffer* GrVkOpsRenderPass::currentCommandBuffer() { |
| if (fCurrentSecondaryCommandBuffer) { |
| return fCurrentSecondaryCommandBuffer.get(); |
| } |
| return fGpu->currentCommandBuffer(); |
| } |
| |
| void GrVkOpsRenderPass::end() { |
| if (fCurrentSecondaryCommandBuffer) { |
| fCurrentSecondaryCommandBuffer->end(fGpu); |
| } |
| } |
| |
| void GrVkOpsRenderPass::submit() { |
| if (!fRenderTarget) { |
| return; |
| } |
| |
| // We don't want to actually submit the secondary command buffer if it is wrapped. |
| if (this->wrapsSecondaryCommandBuffer()) { |
| return; |
| } |
| |
| if (fCurrentSecondaryCommandBuffer) { |
| fGpu->submitSecondaryCommandBuffer(std::move(fCurrentSecondaryCommandBuffer)); |
| } |
| fGpu->endRenderPass(fRenderTarget, fOrigin, fBounds); |
| } |
| |
| void GrVkOpsRenderPass::set(GrRenderTarget* rt, GrSurfaceOrigin origin, const SkIRect& bounds, |
| const GrOpsRenderPass::LoadAndStoreInfo& colorInfo, |
| const GrOpsRenderPass::StencilLoadAndStoreInfo& stencilInfo, |
| const SkTArray<GrTextureProxy*, true>& sampledProxies) { |
| SkASSERT(!fRenderTarget); |
| SkASSERT(fGpu == rt->getContext()->priv().getGpu()); |
| |
| #ifdef SK_DEBUG |
| fIsActive = true; |
| #endif |
| |
| this->INHERITED::set(rt, origin); |
| |
| for (int i = 0; i < sampledProxies.count(); ++i) { |
| if (sampledProxies[i]->isInstantiated()) { |
| GrVkTexture* vkTex = static_cast<GrVkTexture*>(sampledProxies[i]->peekTexture()); |
| SkASSERT(vkTex); |
| vkTex->setImageLayout( |
| fGpu, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, VK_ACCESS_SHADER_READ_BIT, |
| VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, false); |
| } |
| } |
| |
| SkASSERT(bounds.isEmpty() || SkIRect::MakeWH(rt->width(), rt->height()).contains(bounds)); |
| fBounds = bounds; |
| |
| if (this->wrapsSecondaryCommandBuffer()) { |
| this->initWrapped(); |
| return; |
| } |
| |
| this->init(colorInfo, stencilInfo, colorInfo.fClearColor); |
| } |
| |
| void GrVkOpsRenderPass::reset() { |
| if (fCurrentSecondaryCommandBuffer) { |
| fCurrentSecondaryCommandBuffer.release()->recycle(fGpu); |
| } |
| if (fCurrentRenderPass) { |
| fCurrentRenderPass->unref(fGpu); |
| fCurrentRenderPass = nullptr; |
| } |
| fCurrentCBIsEmpty = true; |
| |
| fRenderTarget = nullptr; |
| |
| #ifdef SK_DEBUG |
| fIsActive = false; |
| #endif |
| } |
| |
| bool GrVkOpsRenderPass::wrapsSecondaryCommandBuffer() const { |
| GrVkRenderTarget* vkRT = static_cast<GrVkRenderTarget*>(fRenderTarget); |
| return vkRT->wrapsSecondaryCommandBuffer(); |
| } |
| |
| //////////////////////////////////////////////////////////////////////////////// |
| |
| void GrVkOpsRenderPass::insertEventMarker(const char* msg) { |
| // TODO: does Vulkan have a correlate? |
| } |
| |
| void GrVkOpsRenderPass::onClearStencilClip(const GrFixedClip& clip, bool insideStencilMask) { |
| SkASSERT(!clip.hasWindowRectangles()); |
| |
| GrStencilAttachment* sb = fRenderTarget->renderTargetPriv().getStencilAttachment(); |
| // this should only be called internally when we know we have a |
| // stencil buffer. |
| SkASSERT(sb); |
| int stencilBitCount = sb->bits(); |
| |
| // The contract with the callers does not guarantee that we preserve all bits in the stencil |
| // during this clear. Thus we will clear the entire stencil to the desired value. |
| |
| VkClearDepthStencilValue vkStencilColor; |
| memset(&vkStencilColor, 0, sizeof(VkClearDepthStencilValue)); |
| if (insideStencilMask) { |
| vkStencilColor.stencil = (1 << (stencilBitCount - 1)); |
| } else { |
| vkStencilColor.stencil = 0; |
| } |
| |
| VkClearRect clearRect; |
| // Flip rect if necessary |
| SkIRect vkRect; |
| if (!clip.scissorEnabled()) { |
| vkRect.setXYWH(0, 0, fRenderTarget->width(), fRenderTarget->height()); |
| } else if (kBottomLeft_GrSurfaceOrigin != fOrigin) { |
| vkRect = clip.scissorRect(); |
| } else { |
| const SkIRect& scissor = clip.scissorRect(); |
| vkRect.setLTRB(scissor.fLeft, fRenderTarget->height() - scissor.fBottom, |
| scissor.fRight, fRenderTarget->height() - scissor.fTop); |
| } |
| |
| clearRect.rect.offset = { vkRect.fLeft, vkRect.fTop }; |
| clearRect.rect.extent = { (uint32_t)vkRect.width(), (uint32_t)vkRect.height() }; |
| |
| clearRect.baseArrayLayer = 0; |
| clearRect.layerCount = 1; |
| |
| uint32_t stencilIndex; |
| SkAssertResult(fCurrentRenderPass->stencilAttachmentIndex(&stencilIndex)); |
| |
| VkClearAttachment attachment; |
| attachment.aspectMask = VK_IMAGE_ASPECT_STENCIL_BIT; |
| attachment.colorAttachment = 0; // this value shouldn't matter |
| attachment.clearValue.depthStencil = vkStencilColor; |
| |
| this->currentCommandBuffer()->clearAttachments(fGpu, 1, &attachment, 1, &clearRect); |
| fCurrentCBIsEmpty = false; |
| } |
| |
| void GrVkOpsRenderPass::onClear(const GrFixedClip& clip, const SkPMColor4f& color) { |
| // parent class should never let us get here with no RT |
| SkASSERT(!clip.hasWindowRectangles()); |
| |
| VkClearColorValue vkColor = {{color.fR, color.fG, color.fB, color.fA}}; |
| |
| // If we end up in a situation where we are calling clear without a scissior then in general it |
| // means we missed an opportunity higher up the stack to set the load op to be a clear. However, |
| // there are situations where higher up we couldn't discard the previous ops and set a clear |
| // load op (e.g. if we needed to execute a wait op). Thus we also have the empty check here. |
| // TODO: Make the waitOp a RenderTask instead so we can clear out the GrOpsTask for a clear. We |
| // can then reenable this assert assuming we can't get messed up by a waitOp. |
| //SkASSERT(!fCurrentCBIsEmpty || clip.scissorEnabled()); |
| |
| // We always do a sub rect clear with clearAttachments since we are inside a render pass |
| VkClearRect clearRect; |
| // Flip rect if necessary |
| SkIRect vkRect; |
| if (!clip.scissorEnabled()) { |
| vkRect.setXYWH(0, 0, fRenderTarget->width(), fRenderTarget->height()); |
| } else if (kBottomLeft_GrSurfaceOrigin != fOrigin) { |
| vkRect = clip.scissorRect(); |
| } else { |
| const SkIRect& scissor = clip.scissorRect(); |
| vkRect.setLTRB(scissor.fLeft, fRenderTarget->height() - scissor.fBottom, |
| scissor.fRight, fRenderTarget->height() - scissor.fTop); |
| } |
| clearRect.rect.offset = { vkRect.fLeft, vkRect.fTop }; |
| clearRect.rect.extent = { (uint32_t)vkRect.width(), (uint32_t)vkRect.height() }; |
| clearRect.baseArrayLayer = 0; |
| clearRect.layerCount = 1; |
| |
| uint32_t colorIndex; |
| SkAssertResult(fCurrentRenderPass->colorAttachmentIndex(&colorIndex)); |
| |
| VkClearAttachment attachment; |
| attachment.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; |
| attachment.colorAttachment = colorIndex; |
| attachment.clearValue.color = vkColor; |
| |
| this->currentCommandBuffer()->clearAttachments(fGpu, 1, &attachment, 1, &clearRect); |
| fCurrentCBIsEmpty = false; |
| return; |
| } |
| |
| //////////////////////////////////////////////////////////////////////////////// |
| |
| void GrVkOpsRenderPass::addAdditionalRenderPass(bool mustUseSecondaryCommandBuffer) { |
| SkASSERT(!this->wrapsSecondaryCommandBuffer()); |
| GrVkRenderTarget* vkRT = static_cast<GrVkRenderTarget*>(fRenderTarget); |
| |
| GrVkRenderPass::LoadStoreOps vkColorOps(VK_ATTACHMENT_LOAD_OP_LOAD, |
| VK_ATTACHMENT_STORE_OP_STORE); |
| GrVkRenderPass::LoadStoreOps vkStencilOps(VK_ATTACHMENT_LOAD_OP_LOAD, |
| VK_ATTACHMENT_STORE_OP_STORE); |
| |
| const GrVkResourceProvider::CompatibleRPHandle& rpHandle = |
| vkRT->compatibleRenderPassHandle(); |
| SkASSERT(fCurrentRenderPass); |
| fCurrentRenderPass->unref(fGpu); |
| if (rpHandle.isValid()) { |
| fCurrentRenderPass = fGpu->resourceProvider().findRenderPass(rpHandle, |
| vkColorOps, |
| vkStencilOps); |
| } else { |
| fCurrentRenderPass = fGpu->resourceProvider().findRenderPass(*vkRT, |
| vkColorOps, |
| vkStencilOps); |
| } |
| SkASSERT(fCurrentRenderPass); |
| |
| VkClearValue vkClearColor; |
| memset(&vkClearColor, 0, sizeof(VkClearValue)); |
| |
| if (!fGpu->vkCaps().preferPrimaryOverSecondaryCommandBuffers() || |
| mustUseSecondaryCommandBuffer) { |
| fCurrentSecondaryCommandBuffer = fGpu->cmdPool()->findOrCreateSecondaryCommandBuffer(fGpu); |
| fCurrentSecondaryCommandBuffer->begin(fGpu, vkRT->framebuffer(), fCurrentRenderPass); |
| } |
| |
| // We use the same fBounds as the whole GrVkOpsRenderPass since we have no way of tracking the |
| // bounds in GrOpsTask for parts before and after inline uploads separately. |
| fGpu->beginRenderPass(fCurrentRenderPass, &vkClearColor, vkRT, fOrigin, fBounds, |
| SkToBool(fCurrentSecondaryCommandBuffer)); |
| } |
| |
| void GrVkOpsRenderPass::inlineUpload(GrOpFlushState* state, GrDeferredTextureUploadFn& upload) { |
| if (fCurrentSecondaryCommandBuffer) { |
| fCurrentSecondaryCommandBuffer->end(fGpu); |
| fGpu->submitSecondaryCommandBuffer(std::move(fCurrentSecondaryCommandBuffer)); |
| } |
| fGpu->endRenderPass(fRenderTarget, fOrigin, fBounds); |
| |
| // We pass in true here to signal that after the upload we need to set the upload textures |
| // layout back to VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL. |
| state->doUpload(upload, true); |
| |
| this->addAdditionalRenderPass(false); |
| } |
| |
| //////////////////////////////////////////////////////////////////////////////// |
| |
| void GrVkOpsRenderPass::bindGeometry(const GrGpuBuffer* indexBuffer, |
| const GrGpuBuffer* vertexBuffer, |
| const GrGpuBuffer* instanceBuffer) { |
| GrVkCommandBuffer* currCmdBuf = this->currentCommandBuffer(); |
| // There is no need to put any memory barriers to make sure host writes have finished here. |
| // When a command buffer is submitted to a queue, there is an implicit memory barrier that |
| // occurs for all host writes. Additionally, BufferMemoryBarriers are not allowed inside of |
| // an active RenderPass. |
| |
| // Here our vertex and instance inputs need to match the same 0-based bindings they were |
| // assigned in GrVkPipeline. That is, vertex first (if any) followed by instance. |
| uint32_t binding = 0; |
| |
| if (vertexBuffer) { |
| SkASSERT(vertexBuffer); |
| SkASSERT(!vertexBuffer->isMapped()); |
| |
| currCmdBuf->bindInputBuffer(fGpu, binding++, |
| static_cast<const GrVkVertexBuffer*>(vertexBuffer)); |
| } |
| |
| if (instanceBuffer) { |
| SkASSERT(instanceBuffer); |
| SkASSERT(!instanceBuffer->isMapped()); |
| |
| currCmdBuf->bindInputBuffer(fGpu, binding++, |
| static_cast<const GrVkVertexBuffer*>(instanceBuffer)); |
| } |
| if (indexBuffer) { |
| SkASSERT(indexBuffer); |
| SkASSERT(!indexBuffer->isMapped()); |
| |
| currCmdBuf->bindIndexBuffer(fGpu, static_cast<const GrVkIndexBuffer*>(indexBuffer)); |
| } |
| } |
| |
| GrVkPipelineState* GrVkOpsRenderPass::prepareDrawState( |
| const GrProgramInfo& programInfo, |
| GrPrimitiveType primitiveType, |
| const SkIRect& renderPassScissorRect) { |
| GrVkCommandBuffer* currentCB = this->currentCommandBuffer(); |
| SkASSERT(fCurrentRenderPass); |
| |
| VkRenderPass compatibleRenderPass = fCurrentRenderPass->vkRenderPass(); |
| |
| GrVkPipelineState* pipelineState = |
| fGpu->resourceProvider().findOrCreateCompatiblePipelineState(fRenderTarget, |
| programInfo, |
| primitiveType, |
| compatibleRenderPass); |
| if (!pipelineState) { |
| return pipelineState; |
| } |
| |
| pipelineState->bindPipeline(fGpu, currentCB); |
| |
| // Both the 'programInfo' and this renderPass have an origin. Since they come from the |
| // same place (i.e., the target renderTargetProxy) that had best agree. |
| SkASSERT(programInfo.origin() == fOrigin); |
| |
| pipelineState->setAndBindUniforms(fGpu, fRenderTarget, programInfo, currentCB); |
| |
| // Check whether we need to bind textures between each GrMesh. If not we can bind them all now. |
| if (!programInfo.hasDynamicPrimProcTextures()) { |
| auto proxies = programInfo.hasFixedPrimProcTextures() ? programInfo.fixedPrimProcTextures() |
| : nullptr; |
| pipelineState->setAndBindTextures(fGpu, programInfo.primProc(), programInfo.pipeline(), |
| proxies, currentCB); |
| } |
| |
| if (!programInfo.pipeline().isScissorEnabled()) { |
| GrVkPipeline::SetDynamicScissorRectState(fGpu, currentCB, fRenderTarget, fOrigin, |
| renderPassScissorRect); |
| } else if (!programInfo.hasDynamicScissors()) { |
| SkASSERT(programInfo.hasFixedScissor()); |
| |
| SkIRect combinedScissorRect; |
| if (!combinedScissorRect.intersect(renderPassScissorRect, programInfo.fixedScissor())) { |
| combinedScissorRect = SkIRect::MakeEmpty(); |
| } |
| GrVkPipeline::SetDynamicScissorRectState(fGpu, currentCB, fRenderTarget, fOrigin, |
| combinedScissorRect); |
| } |
| GrVkPipeline::SetDynamicViewportState(fGpu, currentCB, fRenderTarget); |
| GrVkPipeline::SetDynamicBlendConstantState(fGpu, currentCB, |
| programInfo.pipeline().outputSwizzle(), |
| programInfo.pipeline().getXferProcessor()); |
| |
| return pipelineState; |
| } |
| |
| #ifdef SK_DEBUG |
| void check_sampled_texture(GrTexture* tex, GrRenderTarget* rt, GrVkGpu* gpu) { |
| SkASSERT(!tex->isProtected() || (rt->isProtected() && gpu->protectedContext())); |
| GrVkTexture* vkTex = static_cast<GrVkTexture*>(tex); |
| SkASSERT(vkTex->currentLayout() == VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL); |
| } |
| #endif |
| |
| |
| void GrVkOpsRenderPass::onDraw(const GrProgramInfo& programInfo, |
| const GrMesh meshes[], int meshCount, |
| const SkRect& bounds) { |
| |
| SkASSERT(meshCount); // guaranteed by GrOpsRenderPass::draw |
| |
| #ifdef SK_DEBUG |
| if (programInfo.hasDynamicPrimProcTextures()) { |
| for (int m = 0; m < meshCount; ++m) { |
| auto dynamicPrimProcTextures = programInfo.dynamicPrimProcTextures(m); |
| |
| for (int s = 0; s < programInfo.primProc().numTextureSamplers(); ++s) { |
| auto texture = dynamicPrimProcTextures[s]->peekTexture(); |
| check_sampled_texture(texture, fRenderTarget, fGpu); |
| } |
| } |
| } else if (programInfo.hasFixedPrimProcTextures()) { |
| auto fixedPrimProcTextures = programInfo.fixedPrimProcTextures(); |
| |
| for (int s = 0; s < programInfo.primProc().numTextureSamplers(); ++s) { |
| auto texture = fixedPrimProcTextures[s]->peekTexture(); |
| check_sampled_texture(texture, fRenderTarget, fGpu); |
| } |
| } |
| |
| GrFragmentProcessor::Iter iter(programInfo.pipeline()); |
| while (const GrFragmentProcessor* fp = iter.next()) { |
| for (int i = 0; i < fp->numTextureSamplers(); ++i) { |
| const GrFragmentProcessor::TextureSampler& sampler = fp->textureSampler(i); |
| check_sampled_texture(sampler.peekTexture(), fRenderTarget, fGpu); |
| } |
| } |
| if (GrTexture* dstTexture = programInfo.pipeline().peekDstTexture()) { |
| check_sampled_texture(dstTexture, fRenderTarget, fGpu); |
| } |
| |
| // Both the 'programInfo' and this renderPass have an origin. Since they come from the |
| // same place (i.e., the target renderTargetProxy) that had best agree. |
| SkASSERT(programInfo.origin() == fOrigin); |
| #endif |
| |
| SkRect scissorRect = SkRect::Make(fBounds); |
| SkIRect renderPassScissorRect = SkIRect::MakeEmpty(); |
| if (scissorRect.intersect(bounds)) { |
| scissorRect.roundOut(&renderPassScissorRect); |
| } |
| |
| GrPrimitiveType primitiveType = meshes[0].primitiveType(); |
| GrVkPipelineState* pipelineState = this->prepareDrawState(programInfo, primitiveType, |
| renderPassScissorRect); |
| if (!pipelineState) { |
| return; |
| } |
| |
| bool hasDynamicScissors = programInfo.hasDynamicScissors(); |
| bool hasDynamicTextures = programInfo.hasDynamicPrimProcTextures(); |
| |
| for (int i = 0; i < meshCount; ++i) { |
| const GrMesh& mesh = meshes[i]; |
| if (mesh.primitiveType() != primitiveType) { |
| SkDEBUGCODE(pipelineState = nullptr); |
| primitiveType = mesh.primitiveType(); |
| pipelineState = this->prepareDrawState(programInfo, primitiveType, |
| renderPassScissorRect); |
| if (!pipelineState) { |
| return; |
| } |
| } |
| |
| if (hasDynamicScissors) { |
| SkIRect combinedScissorRect; |
| if (!combinedScissorRect.intersect(renderPassScissorRect, |
| programInfo.dynamicScissor(i))) { |
| combinedScissorRect = SkIRect::MakeEmpty(); |
| } |
| GrVkPipeline::SetDynamicScissorRectState(fGpu, this->currentCommandBuffer(), |
| fRenderTarget, fOrigin, |
| combinedScissorRect); |
| } |
| if (hasDynamicTextures) { |
| auto meshProxies = programInfo.dynamicPrimProcTextures(i); |
| pipelineState->setAndBindTextures(fGpu, programInfo.primProc(), programInfo.pipeline(), |
| meshProxies, this->currentCommandBuffer()); |
| } |
| SkASSERT(pipelineState); |
| mesh.sendToGpu(this); |
| } |
| |
| fCurrentCBIsEmpty = false; |
| } |
| |
| void GrVkOpsRenderPass::sendInstancedMeshToGpu(GrPrimitiveType, |
| const GrBuffer* vertexBuffer, |
| int vertexCount, |
| int baseVertex, |
| const GrBuffer* instanceBuffer, |
| int instanceCount, |
| int baseInstance) { |
| SkASSERT(!vertexBuffer || !vertexBuffer->isCpuBuffer()); |
| SkASSERT(!instanceBuffer || !instanceBuffer->isCpuBuffer()); |
| auto gpuVertexBuffer = static_cast<const GrGpuBuffer*>(vertexBuffer); |
| auto gpuInstanceBuffer = static_cast<const GrGpuBuffer*>(instanceBuffer); |
| this->bindGeometry(nullptr, gpuVertexBuffer, gpuInstanceBuffer); |
| this->currentCommandBuffer()->draw(fGpu, vertexCount, instanceCount, baseVertex, baseInstance); |
| fGpu->stats()->incNumDraws(); |
| } |
| |
| void GrVkOpsRenderPass::sendIndexedInstancedMeshToGpu(GrPrimitiveType, |
| const GrBuffer* indexBuffer, |
| int indexCount, |
| int baseIndex, |
| const GrBuffer* vertexBuffer, |
| int baseVertex, |
| const GrBuffer* instanceBuffer, |
| int instanceCount, |
| int baseInstance, |
| GrPrimitiveRestart restart) { |
| SkASSERT(restart == GrPrimitiveRestart::kNo); |
| SkASSERT(!vertexBuffer || !vertexBuffer->isCpuBuffer()); |
| SkASSERT(!instanceBuffer || !instanceBuffer->isCpuBuffer()); |
| SkASSERT(!indexBuffer->isCpuBuffer()); |
| auto gpuIndexxBuffer = static_cast<const GrGpuBuffer*>(indexBuffer); |
| auto gpuVertexBuffer = static_cast<const GrGpuBuffer*>(vertexBuffer); |
| auto gpuInstanceBuffer = static_cast<const GrGpuBuffer*>(instanceBuffer); |
| this->bindGeometry(gpuIndexxBuffer, gpuVertexBuffer, gpuInstanceBuffer); |
| this->currentCommandBuffer()->drawIndexed(fGpu, indexCount, instanceCount, |
| baseIndex, baseVertex, baseInstance); |
| fGpu->stats()->incNumDraws(); |
| } |
| |
| //////////////////////////////////////////////////////////////////////////////// |
| |
| void GrVkOpsRenderPass::executeDrawable(std::unique_ptr<SkDrawable::GpuDrawHandler> drawable) { |
| GrVkRenderTarget* target = static_cast<GrVkRenderTarget*>(fRenderTarget); |
| |
| GrVkImage* targetImage = target->msaaImage() ? target->msaaImage() : target; |
| |
| VkRect2D bounds; |
| bounds.offset = { 0, 0 }; |
| bounds.extent = { 0, 0 }; |
| |
| if (!fCurrentSecondaryCommandBuffer) { |
| fGpu->endRenderPass(fRenderTarget, fOrigin, fBounds); |
| this->addAdditionalRenderPass(true); |
| } |
| SkASSERT(fCurrentSecondaryCommandBuffer); |
| |
| GrVkDrawableInfo vkInfo; |
| vkInfo.fSecondaryCommandBuffer = fCurrentSecondaryCommandBuffer->vkCommandBuffer(); |
| vkInfo.fCompatibleRenderPass = fCurrentRenderPass->vkRenderPass(); |
| SkAssertResult(fCurrentRenderPass->colorAttachmentIndex(&vkInfo.fColorAttachmentIndex)); |
| vkInfo.fFormat = targetImage->imageFormat(); |
| vkInfo.fDrawBounds = &bounds; |
| #ifdef SK_BUILD_FOR_ANDROID_FRAMEWORK |
| vkInfo.fImage = targetImage->image(); |
| #else |
| vkInfo.fImage = VK_NULL_HANDLE; |
| #endif //SK_BUILD_FOR_ANDROID_FRAMEWORK |
| |
| GrBackendDrawableInfo info(vkInfo); |
| |
| // After we draw into the command buffer via the drawable, cached state we have may be invalid. |
| this->currentCommandBuffer()->invalidateState(); |
| // Also assume that the drawable produced output. |
| fCurrentCBIsEmpty = false; |
| |
| drawable->draw(info); |
| fGpu->addDrawable(std::move(drawable)); |
| } |
| |