// // 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/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 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::CommandBuffer **commandBufferOut, bool *renderPassDescChangedOut); GLint getSamples() const; const vk::RenderPassDesc &getRenderPassDesc() const { return mRenderPassDesc; } angle::Result getFramebuffer(ContextVk *contextVk, vk::Framebuffer **framebufferOut, const vk::ImageView *resolveImageViewIn); 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::CommandBufferHelper *renderPass); void onSwitchProgramFramebufferFetch(ContextVk *contextVk, bool programUsesFramebufferFetch); 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); angle::Result clearWithCommand(ContextVk *contextVk, vk::CommandBufferHelper *renderpassCommands, const gl::Rectangle &scissoredRenderArea); 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 updateColorResolveAttachment( uint32_t colorIndexGL, vk::ImageOrBufferViewSubresourceSerial resolveImageViewSerial); void removeColorResolveAttachment(uint32_t colorIndexGL); void updateLayerCount(); WindowSurfaceVk *mBackbuffer; vk::RenderPassDesc mRenderPassDesc; vk::FramebufferHelper *mFramebuffer; RenderTargetCache 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; vk::DynamicBuffer mReadPixelBuffer; // 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_