/* * 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 "GrVkGpuCommandBuffer.h" #include "GrFixedClip.h" #include "GrMesh.h" #include "GrOpFlushState.h" #include "GrPipeline.h" #include "GrRenderTargetPriv.h" #include "GrTexturePriv.h" #include "GrVkCommandBuffer.h" #include "GrVkGpu.h" #include "GrVkPipeline.h" #include "GrVkRenderPass.h" #include "GrVkRenderTarget.h" #include "GrVkResourceProvider.h" #include "GrVkTexture.h" #include "SkRect.h" void get_vk_load_store_ops(const GrGpuCommandBuffer::LoadAndStoreInfo& info, VkAttachmentLoadOp* loadOp, VkAttachmentStoreOp* storeOp) { switch (info.fLoadOp) { case GrGpuCommandBuffer::LoadOp::kLoad: *loadOp = VK_ATTACHMENT_LOAD_OP_LOAD; break; case GrGpuCommandBuffer::LoadOp::kClear: *loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR; break; case GrGpuCommandBuffer::LoadOp::kDiscard: *loadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE; break; default: SK_ABORT("Invalid LoadOp"); *loadOp = VK_ATTACHMENT_LOAD_OP_LOAD; } switch (info.fStoreOp) { case GrGpuCommandBuffer::StoreOp::kStore: *storeOp = VK_ATTACHMENT_STORE_OP_STORE; break; case GrGpuCommandBuffer::StoreOp::kDiscard: *storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE; break; default: SK_ABORT("Invalid StoreOp"); *storeOp = VK_ATTACHMENT_STORE_OP_STORE; } } GrVkGpuCommandBuffer::GrVkGpuCommandBuffer(GrVkGpu* gpu, const LoadAndStoreInfo& colorInfo, const LoadAndStoreInfo& stencilInfo) : fGpu(gpu) , fRenderTarget(nullptr) , fClearColor(GrColor4f::FromGrColor(colorInfo.fClearColor)) , fLastPipelineState(nullptr) { get_vk_load_store_ops(colorInfo, &fVkColorLoadOp, &fVkColorStoreOp); get_vk_load_store_ops(stencilInfo, &fVkStencilLoadOp, &fVkStencilStoreOp); fCurrentCmdInfo = -1; } void GrVkGpuCommandBuffer::init(GrVkRenderTarget* target) { SkASSERT(!fRenderTarget); fRenderTarget = target; GrVkRenderPass::LoadStoreOps vkColorOps(fVkColorLoadOp, fVkColorStoreOp); GrVkRenderPass::LoadStoreOps vkStencilOps(fVkStencilLoadOp, fVkStencilStoreOp); CommandBufferInfo& cbInfo = fCommandBufferInfos.push_back(); SkASSERT(fCommandBufferInfos.count() == 1); fCurrentCmdInfo = 0; const GrVkResourceProvider::CompatibleRPHandle& rpHandle = target->compatibleRenderPassHandle(); if (rpHandle.isValid()) { cbInfo.fRenderPass = fGpu->resourceProvider().findRenderPass(rpHandle, vkColorOps, vkStencilOps); } else { cbInfo.fRenderPass = fGpu->resourceProvider().findRenderPass(*target, vkColorOps, vkStencilOps); } cbInfo.fColorClearValue.color.float32[0] = fClearColor.fRGBA[0]; cbInfo.fColorClearValue.color.float32[1] = fClearColor.fRGBA[1]; cbInfo.fColorClearValue.color.float32[2] = fClearColor.fRGBA[2]; cbInfo.fColorClearValue.color.float32[3] = fClearColor.fRGBA[3]; cbInfo.fBounds.setEmpty(); cbInfo.fIsEmpty = true; cbInfo.fStartsWithClear = false; cbInfo.fCommandBuffers.push_back(fGpu->resourceProvider().findOrCreateSecondaryCommandBuffer()); cbInfo.currentCmdBuf()->begin(fGpu, target->framebuffer(), cbInfo.fRenderPass); } GrVkGpuCommandBuffer::~GrVkGpuCommandBuffer() { for (int i = 0; i < fCommandBufferInfos.count(); ++i) { CommandBufferInfo& cbInfo = fCommandBufferInfos[i]; for (int j = 0; j < cbInfo.fCommandBuffers.count(); ++j) { cbInfo.fCommandBuffers[j]->unref(fGpu); } cbInfo.fRenderPass->unref(fGpu); } } GrGpu* GrVkGpuCommandBuffer::gpu() { return fGpu; } GrRenderTarget* GrVkGpuCommandBuffer::renderTarget() { return fRenderTarget; } void GrVkGpuCommandBuffer::end() { if (fCurrentCmdInfo >= 0) { fCommandBufferInfos[fCurrentCmdInfo].currentCmdBuf()->end(fGpu); } } void GrVkGpuCommandBuffer::onSubmit() { if (!fRenderTarget) { return; } // Change layout of our render target so it can be used as the color attachment. Currently // we don't attach the resolve to the framebuffer so no need to change its layout. GrVkImage* targetImage = fRenderTarget->msaaImage() ? fRenderTarget->msaaImage() : fRenderTarget; // Change layout of our render target so it can be used as the color attachment targetImage->setImageLayout(fGpu, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT, VK_PIPELINE_STAGE_ALL_GRAPHICS_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; 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_ALL_GRAPHICS_BIT, false); } for (int i = 0; i < fCommandBufferInfos.count(); ++i) { CommandBufferInfo& cbInfo = fCommandBufferInfos[i]; for (int j = 0; j < cbInfo.fPreDrawUploads.count(); ++j) { InlineUploadInfo& iuInfo = cbInfo.fPreDrawUploads[j]; iuInfo.fFlushState->doUpload(iuInfo.fUpload); } // TODO: We can't add this optimization yet since many things create a scratch texture which // adds the discard immediately, but then don't draw to it right away. This causes the // discard to be ignored and we get yelled at for loading uninitialized data. However, once // MDP lands, the discard will get reordered with the rest of the draw commands and we can // re-enable this. #if 0 if (cbInfo.fIsEmpty && !cbInfo.fStartsWithClear) { // We have sumbitted no actual draw commands to the command buffer and we are not using // the render pass to do a clear so there is no need to submit anything. continue; } #endif if (cbInfo.fBounds.intersect(0, 0, SkIntToScalar(fRenderTarget->width()), SkIntToScalar(fRenderTarget->height()))) { SkIRect iBounds; cbInfo.fBounds.roundOut(&iBounds); fGpu->submitSecondaryCommandBuffer(cbInfo.fCommandBuffers, cbInfo.fRenderPass, &cbInfo.fColorClearValue, fRenderTarget, iBounds); } } } void GrVkGpuCommandBuffer::discard(GrRenderTarget* rt) { GrVkRenderTarget* target = static_cast<GrVkRenderTarget*>(rt); if (!fRenderTarget) { this->init(target); } SkASSERT(target == fRenderTarget); CommandBufferInfo& cbInfo = fCommandBufferInfos[fCurrentCmdInfo]; if (cbInfo.fIsEmpty) { // We will change the render pass to do a clear load instead GrVkRenderPass::LoadStoreOps vkColorOps(VK_ATTACHMENT_LOAD_OP_DONT_CARE, VK_ATTACHMENT_STORE_OP_STORE); GrVkRenderPass::LoadStoreOps vkStencilOps(VK_ATTACHMENT_LOAD_OP_DONT_CARE, VK_ATTACHMENT_STORE_OP_STORE); const GrVkRenderPass* oldRP = cbInfo.fRenderPass; const GrVkResourceProvider::CompatibleRPHandle& rpHandle = fRenderTarget->compatibleRenderPassHandle(); if (rpHandle.isValid()) { cbInfo.fRenderPass = fGpu->resourceProvider().findRenderPass(rpHandle, vkColorOps, vkStencilOps); } else { cbInfo.fRenderPass = fGpu->resourceProvider().findRenderPass(*fRenderTarget, vkColorOps, vkStencilOps); } SkASSERT(cbInfo.fRenderPass->isCompatible(*oldRP)); oldRP->unref(fGpu); cbInfo.fBounds.join(fRenderTarget->getBoundsRect()); cbInfo.fStartsWithClear = false; } } void GrVkGpuCommandBuffer::onClearStencilClip(GrRenderTarget* rt, const GrFixedClip& clip, bool insideStencilMask) { SkASSERT(!clip.hasWindowRectangles()); GrVkRenderTarget* target = static_cast<GrVkRenderTarget*>(rt); if (!fRenderTarget) { this->init(target); } SkASSERT(target == fRenderTarget); CommandBufferInfo& cbInfo = fCommandBufferInfos[fCurrentCmdInfo]; 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 != fRenderTarget->origin()) { 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(cbInfo.fRenderPass->stencilAttachmentIndex(&stencilIndex)); VkClearAttachment attachment; attachment.aspectMask = VK_IMAGE_ASPECT_STENCIL_BIT; attachment.colorAttachment = 0; // this value shouldn't matter attachment.clearValue.depthStencil = vkStencilColor; cbInfo.currentCmdBuf()->clearAttachments(fGpu, 1, &attachment, 1, &clearRect); cbInfo.fIsEmpty = false; // Update command buffer bounds if (!clip.scissorEnabled()) { cbInfo.fBounds.join(fRenderTarget->getBoundsRect()); } else { cbInfo.fBounds.join(SkRect::Make(clip.scissorRect())); } } void GrVkGpuCommandBuffer::onClear(GrRenderTarget* rt, const GrFixedClip& clip, GrColor color) { // parent class should never let us get here with no RT SkASSERT(!clip.hasWindowRectangles()); GrVkRenderTarget* target = static_cast<GrVkRenderTarget*>(rt); if (!fRenderTarget) { this->init(target); } SkASSERT(target == fRenderTarget); CommandBufferInfo& cbInfo = fCommandBufferInfos[fCurrentCmdInfo]; VkClearColorValue vkColor; GrColorToRGBAFloat(color, vkColor.float32); if (cbInfo.fIsEmpty && !clip.scissorEnabled()) { // We will change the render pass to do a clear load instead GrVkRenderPass::LoadStoreOps vkColorOps(VK_ATTACHMENT_LOAD_OP_CLEAR, VK_ATTACHMENT_STORE_OP_STORE); GrVkRenderPass::LoadStoreOps vkStencilOps(VK_ATTACHMENT_LOAD_OP_LOAD, VK_ATTACHMENT_STORE_OP_STORE); const GrVkRenderPass* oldRP = cbInfo.fRenderPass; const GrVkResourceProvider::CompatibleRPHandle& rpHandle = fRenderTarget->compatibleRenderPassHandle(); if (rpHandle.isValid()) { cbInfo.fRenderPass = fGpu->resourceProvider().findRenderPass(rpHandle, vkColorOps, vkStencilOps); } else { cbInfo.fRenderPass = fGpu->resourceProvider().findRenderPass(*fRenderTarget, vkColorOps, vkStencilOps); } SkASSERT(cbInfo.fRenderPass->isCompatible(*oldRP)); oldRP->unref(fGpu); GrColorToRGBAFloat(color, cbInfo.fColorClearValue.color.float32); cbInfo.fStartsWithClear = true; // Update command buffer bounds cbInfo.fBounds.join(fRenderTarget->getBoundsRect()); return; } // 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 != fRenderTarget->origin()) { 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(cbInfo.fRenderPass->colorAttachmentIndex(&colorIndex)); VkClearAttachment attachment; attachment.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; attachment.colorAttachment = colorIndex; attachment.clearValue.color = vkColor; cbInfo.currentCmdBuf()->clearAttachments(fGpu, 1, &attachment, 1, &clearRect); cbInfo.fIsEmpty = false; // Update command buffer bounds if (!clip.scissorEnabled()) { cbInfo.fBounds.join(fRenderTarget->getBoundsRect()); } else { cbInfo.fBounds.join(SkRect::Make(clip.scissorRect())); } return; } void GrVkGpuCommandBuffer::addAdditionalCommandBuffer() { CommandBufferInfo& cbInfo = fCommandBufferInfos[fCurrentCmdInfo]; cbInfo.currentCmdBuf()->end(fGpu); cbInfo.fCommandBuffers.push_back(fGpu->resourceProvider().findOrCreateSecondaryCommandBuffer()); cbInfo.currentCmdBuf()->begin(fGpu, fRenderTarget->framebuffer(), cbInfo.fRenderPass); } void GrVkGpuCommandBuffer::addAdditionalRenderPass() { fCommandBufferInfos[fCurrentCmdInfo].currentCmdBuf()->end(fGpu); CommandBufferInfo& cbInfo = fCommandBufferInfos.push_back(); fCurrentCmdInfo++; 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 = fRenderTarget->compatibleRenderPassHandle(); if (rpHandle.isValid()) { cbInfo.fRenderPass = fGpu->resourceProvider().findRenderPass(rpHandle, vkColorOps, vkStencilOps); } else { cbInfo.fRenderPass = fGpu->resourceProvider().findRenderPass(*fRenderTarget, vkColorOps, vkStencilOps); } cbInfo.fCommandBuffers.push_back(fGpu->resourceProvider().findOrCreateSecondaryCommandBuffer()); // It shouldn't matter what we set the clear color to here since we will assume loading of the // attachment. memset(&cbInfo.fColorClearValue, 0, sizeof(VkClearValue)); cbInfo.fBounds.setEmpty(); cbInfo.fIsEmpty = true; cbInfo.fStartsWithClear = false; cbInfo.currentCmdBuf()->begin(fGpu, fRenderTarget->framebuffer(), cbInfo.fRenderPass); } void GrVkGpuCommandBuffer::inlineUpload(GrOpFlushState* state, GrDrawOp::DeferredUploadFn& upload, GrRenderTarget* rt) { GrVkRenderTarget* target = static_cast<GrVkRenderTarget*>(rt); if (!fRenderTarget) { this->init(target); } if (!fCommandBufferInfos[fCurrentCmdInfo].fIsEmpty) { this->addAdditionalRenderPass(); } fCommandBufferInfos[fCurrentCmdInfo].fPreDrawUploads.emplace_back(state, upload); } //////////////////////////////////////////////////////////////////////////////// void GrVkGpuCommandBuffer::bindGeometry(const GrPrimitiveProcessor& primProc, const GrNonInstancedMesh& mesh) { CommandBufferInfo& cbInfo = fCommandBufferInfos[fCurrentCmdInfo]; // 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. SkASSERT(!mesh.vertexBuffer()->isCPUBacked()); GrVkVertexBuffer* vbuf; vbuf = (GrVkVertexBuffer*)mesh.vertexBuffer(); SkASSERT(vbuf); SkASSERT(!vbuf->isMapped()); cbInfo.currentCmdBuf()->bindVertexBuffer(fGpu, vbuf); if (mesh.isIndexed()) { SkASSERT(!mesh.indexBuffer()->isCPUBacked()); GrVkIndexBuffer* ibuf = (GrVkIndexBuffer*)mesh.indexBuffer(); SkASSERT(ibuf); SkASSERT(!ibuf->isMapped()); cbInfo.currentCmdBuf()->bindIndexBuffer(fGpu, ibuf); } } sk_sp<GrVkPipelineState> GrVkGpuCommandBuffer::prepareDrawState( const GrPipeline& pipeline, const GrPrimitiveProcessor& primProc, GrPrimitiveType primitiveType) { CommandBufferInfo& cbInfo = fCommandBufferInfos[fCurrentCmdInfo]; SkASSERT(cbInfo.fRenderPass); sk_sp<GrVkPipelineState> pipelineState = fGpu->resourceProvider().findOrCreateCompatiblePipelineState(pipeline, primProc, primitiveType, *cbInfo.fRenderPass); if (!pipelineState) { return pipelineState; } if (!cbInfo.fIsEmpty && fLastPipelineState && fLastPipelineState != pipelineState.get() && fGpu->vkCaps().newSecondaryCBOnPipelineChange()) { this->addAdditionalCommandBuffer(); } fLastPipelineState = pipelineState.get(); pipelineState->setData(fGpu, primProc, pipeline); pipelineState->bind(fGpu, cbInfo.currentCmdBuf()); GrVkPipeline::SetDynamicState(fGpu, cbInfo.currentCmdBuf(), pipeline); return pipelineState; } static void prepare_sampled_images(const GrProcessor& processor, GrVkGpu* gpu) { for (int i = 0; i < processor.numTextureSamplers(); ++i) { const GrProcessor::TextureSampler& sampler = processor.textureSampler(i); GrVkTexture* vkTexture = static_cast<GrVkTexture*>(sampler.texture()); SkASSERT(vkTexture); // We may need to resolve the texture first if it is also a render target GrVkRenderTarget* texRT = static_cast<GrVkRenderTarget*>(vkTexture->asRenderTarget()); if (texRT) { gpu->onResolveRenderTarget(texRT); } const GrSamplerParams& params = sampler.params(); // Check if we need to regenerate any mip maps if (GrSamplerParams::kMipMap_FilterMode == params.filterMode()) { if (vkTexture->texturePriv().mipMapsAreDirty()) { gpu->generateMipmap(vkTexture); vkTexture->texturePriv().dirtyMipMaps(false); } } // TODO: If we ever decide to create the secondary command buffers ahead of time before we // are actually going to submit them, we will need to track the sampled images and delay // adding the layout change/barrier until we are ready to submit. vkTexture->setImageLayout(gpu, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, VK_ACCESS_SHADER_READ_BIT, VK_PIPELINE_STAGE_ALL_GRAPHICS_BIT, false); } } void GrVkGpuCommandBuffer::onDraw(const GrPipeline& pipeline, const GrPrimitiveProcessor& primProc, const GrMesh* meshes, int meshCount, const SkRect& bounds) { GrVkRenderTarget* target = static_cast<GrVkRenderTarget*>(pipeline.getRenderTarget()); if (!fRenderTarget) { this->init(target); } SkASSERT(target == fRenderTarget); if (!meshCount) { return; } prepare_sampled_images(primProc, fGpu); GrFragmentProcessor::Iter iter(pipeline); while (const GrFragmentProcessor* fp = iter.next()) { prepare_sampled_images(*fp, fGpu); } prepare_sampled_images(pipeline.getXferProcessor(), fGpu); GrPrimitiveType primitiveType = meshes[0].primitiveType(); sk_sp<GrVkPipelineState> pipelineState = this->prepareDrawState(pipeline, primProc, primitiveType); if (!pipelineState) { return; } CommandBufferInfo& cbInfo = fCommandBufferInfos[fCurrentCmdInfo]; for (int i = 0; i < meshCount; ++i) { const GrMesh& mesh = meshes[i]; GrMesh::Iterator iter; const GrNonInstancedMesh* nonIdxMesh = iter.init(mesh); do { if (nonIdxMesh->primitiveType() != primitiveType) { // Technically we don't have to call this here (since there is a safety check in // pipelineState:setData but this will allow for quicker freeing of resources if the // pipelineState sits in a cache for a while. pipelineState->freeTempResources(fGpu); SkDEBUGCODE(pipelineState = nullptr); primitiveType = nonIdxMesh->primitiveType(); pipelineState = this->prepareDrawState(pipeline, primProc, primitiveType); if (!pipelineState) { return; } } SkASSERT(pipelineState); this->bindGeometry(primProc, *nonIdxMesh); if (nonIdxMesh->isIndexed()) { cbInfo.currentCmdBuf()->drawIndexed(fGpu, nonIdxMesh->indexCount(), 1, nonIdxMesh->startIndex(), nonIdxMesh->startVertex(), 0); } else { cbInfo.currentCmdBuf()->draw(fGpu, nonIdxMesh->vertexCount(), 1, nonIdxMesh->startVertex(), 0); } cbInfo.fIsEmpty = false; fGpu->stats()->incNumDraws(); } while ((nonIdxMesh = iter.next())); } // Update command buffer bounds cbInfo.fBounds.join(bounds); // Technically we don't have to call this here (since there is a safety check in // pipelineState:setData but this will allow for quicker freeing of resources if the // pipelineState sits in a cache for a while. pipelineState->freeTempResources(fGpu); }