/*
* Copyright 2015 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrVkCommandBuffer_DEFINED
#define GrVkCommandBuffer_DEFINED
#include "GrVkGpu.h"
#include "GrVkResource.h"
#include "GrVkSemaphore.h"
#include "GrVkUtil.h"
#include "vk/GrVkDefines.h"
class GrVkFramebuffer;
class GrVkPipeline;
class GrVkRenderPass;
class GrVkRenderTarget;
class GrVkTransferBuffer;
class GrVkCommandBuffer : public GrVkResource {
public:
void invalidateState();
////////////////////////////////////////////////////////////////////////////
// CommandBuffer commands
////////////////////////////////////////////////////////////////////////////
enum BarrierType {
kMemory_BarrierType,
kBufferMemory_BarrierType,
kImageMemory_BarrierType
};
void pipelineBarrier(const GrVkGpu* gpu,
VkPipelineStageFlags srcStageMask,
VkPipelineStageFlags dstStageMask,
bool byRegion,
BarrierType barrierType,
void* barrier) const;
void bindVertexBuffer(GrVkGpu* gpu, GrVkVertexBuffer* vbuffer) {
VkBuffer vkBuffer = vbuffer->buffer();
// TODO: once vbuffer->offset() no longer always returns 0, we will need to track the offset
// to know if we can skip binding or not.
if (!fBoundVertexBufferIsValid || vkBuffer != fBoundVertexBuffer) {
VkDeviceSize offset = vbuffer->offset();
GR_VK_CALL(gpu->vkInterface(), CmdBindVertexBuffers(fCmdBuffer,
0,
1,
&vkBuffer,
&offset));
fBoundVertexBufferIsValid = true;
fBoundVertexBuffer = vkBuffer;
addResource(vbuffer->resource());
}
}
void bindIndexBuffer(GrVkGpu* gpu, GrVkIndexBuffer* ibuffer) {
VkBuffer vkBuffer = ibuffer->buffer();
// TODO: once ibuffer->offset() no longer always returns 0, we will need to track the offset
// to know if we can skip binding or not.
if (!fBoundIndexBufferIsValid || vkBuffer != fBoundIndexBuffer) {
GR_VK_CALL(gpu->vkInterface(), CmdBindIndexBuffer(fCmdBuffer,
vkBuffer,
ibuffer->offset(),
VK_INDEX_TYPE_UINT16));
fBoundIndexBufferIsValid = true;
fBoundIndexBuffer = vkBuffer;
addResource(ibuffer->resource());
}
}
void bindPipeline(const GrVkGpu* gpu, const GrVkPipeline* pipeline);
void bindDescriptorSets(const GrVkGpu* gpu,
GrVkPipelineState*,
VkPipelineLayout layout,
uint32_t firstSet,
uint32_t setCount,
const VkDescriptorSet* descriptorSets,
uint32_t dynamicOffsetCount,
const uint32_t* dynamicOffsets);
void bindDescriptorSets(const GrVkGpu* gpu,
const SkTArray<const GrVkRecycledResource*>&,
const SkTArray<const GrVkResource*>&,
VkPipelineLayout layout,
uint32_t firstSet,
uint32_t setCount,
const VkDescriptorSet* descriptorSets,
uint32_t dynamicOffsetCount,
const uint32_t* dynamicOffsets);
void setViewport(const GrVkGpu* gpu,
uint32_t firstViewport,
uint32_t viewportCount,
const VkViewport* viewports);
void setScissor(const GrVkGpu* gpu,
uint32_t firstScissor,
uint32_t scissorCount,
const VkRect2D* scissors);
void setBlendConstants(const GrVkGpu* gpu, const float blendConstants[4]);
// Commands that only work inside of a render pass
void clearAttachments(const GrVkGpu* gpu,
int numAttachments,
const VkClearAttachment* attachments,
int numRects,
const VkClearRect* clearRects) const;
void drawIndexed(const GrVkGpu* gpu,
uint32_t indexCount,
uint32_t instanceCount,
uint32_t firstIndex,
int32_t vertexOffset,
uint32_t firstInstance) const;
void draw(const GrVkGpu* gpu,
uint32_t vertexCount,
uint32_t instanceCount,
uint32_t firstVertex,
uint32_t firstInstance) const;
// Add ref-counted resource that will be tracked and released when this
// command buffer finishes execution
void addResource(const GrVkResource* resource) {
resource->ref();
fTrackedResources.append(1, &resource);
}
// Add ref-counted resource that will be tracked and released when this command buffer finishes
// execution. When it is released, it will signal that the resource can be recycled for reuse.
void addRecycledResource(const GrVkRecycledResource* resource) {
resource->ref();
fTrackedRecycledResources.append(1, &resource);
}
void reset(GrVkGpu* gpu);
protected:
GrVkCommandBuffer(VkCommandBuffer cmdBuffer, const GrVkRenderPass* rp = VK_NULL_HANDLE)
: fIsActive(false)
, fActiveRenderPass(rp)
, fCmdBuffer(cmdBuffer)
, fBoundVertexBufferIsValid(false)
, fBoundIndexBufferIsValid(false)
, fNumResets(0) {
fTrackedResources.setReserve(kInitialTrackedResourcesCount);
fTrackedRecycledResources.setReserve(kInitialTrackedResourcesCount);
this->invalidateState();
}
SkTDArray<const GrVkResource*> fTrackedResources;
SkTDArray<const GrVkRecycledResource*> fTrackedRecycledResources;
// Tracks whether we are in the middle of a command buffer begin/end calls and thus can add
// new commands to the buffer;
bool fIsActive;
// Stores a pointer to the current active render pass (i.e. begin has been called but not
// end). A nullptr means there is no active render pass. The GrVKCommandBuffer does not own
// the render pass.
const GrVkRenderPass* fActiveRenderPass;
VkCommandBuffer fCmdBuffer;
private:
static const int kInitialTrackedResourcesCount = 32;
void freeGPUData(const GrVkGpu* gpu) const override;
virtual void onFreeGPUData(const GrVkGpu* gpu) const = 0;
void abandonSubResources() const override;
virtual void onReset(GrVkGpu* gpu) {}
VkBuffer fBoundVertexBuffer;
bool fBoundVertexBufferIsValid;
VkBuffer fBoundIndexBuffer;
bool fBoundIndexBufferIsValid;
// When resetting the command buffer, we remove the tracked resources from their arrays, and
// we prefer to not free all the memory every time so usually we just rewind. However, to avoid
// all arrays growing to the max size, after so many resets we'll do a full reset of the tracked
// resource arrays.
static const int kNumRewindResetsBeforeFullReset = 8;
int fNumResets;
// Cached values used for dynamic state updates
VkViewport fCachedViewport;
VkRect2D fCachedScissor;
float fCachedBlendConstant[4];
};
class GrVkSecondaryCommandBuffer;
class GrVkPrimaryCommandBuffer : public GrVkCommandBuffer {
public:
~GrVkPrimaryCommandBuffer() override;
static GrVkPrimaryCommandBuffer* Create(const GrVkGpu* gpu, VkCommandPool cmdPool);
void begin(const GrVkGpu* gpu);
void end(const GrVkGpu* gpu);
// Begins render pass on this command buffer. The framebuffer from GrVkRenderTarget will be used
// in the render pass.
void beginRenderPass(const GrVkGpu* gpu,
const GrVkRenderPass* renderPass,
const VkClearValue* clearValues,
const GrVkRenderTarget& target,
const SkIRect& bounds,
bool forSecondaryCB);
void endRenderPass(const GrVkGpu* gpu);
// Submits the SecondaryCommandBuffer into this command buffer. It is required that we are
// currently inside a render pass that is compatible with the one used to create the
// SecondaryCommandBuffer.
void executeCommands(const GrVkGpu* gpu,
GrVkSecondaryCommandBuffer* secondaryBuffer);
// Commands that only work outside of a render pass
void clearColorImage(const GrVkGpu* gpu,
GrVkImage* image,
const VkClearColorValue* color,
uint32_t subRangeCount,
const VkImageSubresourceRange* subRanges);
void clearDepthStencilImage(const GrVkGpu* gpu,
GrVkImage* image,
const VkClearDepthStencilValue* color,
uint32_t subRangeCount,
const VkImageSubresourceRange* subRanges);
void copyImage(const GrVkGpu* gpu,
GrVkImage* srcImage,
VkImageLayout srcLayout,
GrVkImage* dstImage,
VkImageLayout dstLayout,
uint32_t copyRegionCount,
const VkImageCopy* copyRegions);
void blitImage(const GrVkGpu* gpu,
const GrVkResource* srcResource,
VkImage srcImage,
VkImageLayout srcLayout,
const GrVkResource* dstResource,
VkImage dstImage,
VkImageLayout dstLayout,
uint32_t blitRegionCount,
const VkImageBlit* blitRegions,
VkFilter filter);
void blitImage(const GrVkGpu* gpu,
const GrVkImage& srcImage,
const GrVkImage& dstImage,
uint32_t blitRegionCount,
const VkImageBlit* blitRegions,
VkFilter filter) {
this->blitImage(gpu,
srcImage.resource(),
srcImage.image(),
srcImage.currentLayout(),
dstImage.resource(),
dstImage.image(),
dstImage.currentLayout(),
blitRegionCount,
blitRegions,
filter);
}
void copyImageToBuffer(const GrVkGpu* gpu,
GrVkImage* srcImage,
VkImageLayout srcLayout,
GrVkTransferBuffer* dstBuffer,
uint32_t copyRegionCount,
const VkBufferImageCopy* copyRegions);
void copyBufferToImage(const GrVkGpu* gpu,
GrVkTransferBuffer* srcBuffer,
GrVkImage* dstImage,
VkImageLayout dstLayout,
uint32_t copyRegionCount,
const VkBufferImageCopy* copyRegions);
void updateBuffer(GrVkGpu* gpu,
GrVkBuffer* dstBuffer,
VkDeviceSize dstOffset,
VkDeviceSize dataSize,
const void* data);
void resolveImage(GrVkGpu* gpu,
const GrVkImage& srcImage,
const GrVkImage& dstImage,
uint32_t regionCount,
const VkImageResolve* regions);
void submitToQueue(const GrVkGpu* gpu, VkQueue queue, GrVkGpu::SyncQueue sync,
const GrVkSemaphore::Resource* signalSemaphore,
SkTArray<const GrVkSemaphore::Resource*>& waitSemaphores);
bool finished(const GrVkGpu* gpu) const;
#ifdef SK_TRACE_VK_RESOURCES
void dumpInfo() const override {
SkDebugf("GrVkPrimaryCommandBuffer: %d (%d refs)\n", fCmdBuffer, this->getRefCnt());
}
#endif
private:
explicit GrVkPrimaryCommandBuffer(VkCommandBuffer cmdBuffer)
: INHERITED(cmdBuffer)
, fSubmitFence(VK_NULL_HANDLE) {}
void onFreeGPUData(const GrVkGpu* gpu) const override;
void onReset(GrVkGpu* gpu) override;
SkTArray<GrVkSecondaryCommandBuffer*, true> fSecondaryCommandBuffers;
VkFence fSubmitFence;
typedef GrVkCommandBuffer INHERITED;
};
class GrVkSecondaryCommandBuffer : public GrVkCommandBuffer {
public:
static GrVkSecondaryCommandBuffer* Create(const GrVkGpu* gpu, VkCommandPool cmdPool);
void begin(const GrVkGpu* gpu, const GrVkFramebuffer* framebuffer,
const GrVkRenderPass* compatibleRenderPass);
void end(const GrVkGpu* gpu);
#ifdef SK_TRACE_VK_RESOURCES
void dumpInfo() const override {
SkDebugf("GrVkSecondaryCommandBuffer: %d (%d refs)\n", fCmdBuffer, this->getRefCnt());
}
#endif
private:
explicit GrVkSecondaryCommandBuffer(VkCommandBuffer cmdBuffer)
: INHERITED(cmdBuffer) {
}
void onFreeGPUData(const GrVkGpu* gpu) const override {}
friend class GrVkPrimaryCommandBuffer;
typedef GrVkCommandBuffer INHERITED;
};
#endif