vk: finer-grain barrier at renderpass end (#7808)
- At the end of a renderpass we use a more fine-grained barrier for each of the attachments in the render target - Make sure that buffer update are barrier'd from previous reads - Remove previous Mali workaround barriers. Seems to be fine without them on pixels + Mali.
This commit is contained in:
@@ -27,8 +27,8 @@ VulkanBuffer::VulkanBuffer(VmaAllocator allocator, VulkanStagePool& stagePool,
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VkBufferUsageFlags usage, uint32_t numBytes)
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: mAllocator(allocator),
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mStagePool(stagePool),
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mUsage(usage) {
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mUsage(usage),
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mUpdatedBytes(0) {
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// for now make sure that only 1 bit is set in usage
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// (because loadFromCpu() assumes that somewhat)
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assert_invariant(usage && !(usage & (usage - 1)));
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@@ -49,7 +49,7 @@ VulkanBuffer::~VulkanBuffer() {
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}
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void VulkanBuffer::loadFromCpu(VkCommandBuffer cmdbuf, const void* cpuData, uint32_t byteOffset,
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uint32_t numBytes) const {
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uint32_t numBytes) {
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assert_invariant(byteOffset == 0);
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VulkanStage const* stage = mStagePool.acquireStage(numBytes);
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void* mapped;
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@@ -58,15 +58,47 @@ void VulkanBuffer::loadFromCpu(VkCommandBuffer cmdbuf, const void* cpuData, uint
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vmaUnmapMemory(mAllocator, stage->memory);
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vmaFlushAllocation(mAllocator, stage->memory, byteOffset, numBytes);
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// If there was a previous update, then we need to make sure the following write is properly
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// synced with the previous read.
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if (mUpdatedBytes > 0) {
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VkAccessFlags srcAccess = 0;
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VkPipelineStageFlags srcStage = 0;
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if (mUsage & VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT) {
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srcAccess = VK_ACCESS_SHADER_READ_BIT;
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srcStage = VK_PIPELINE_STAGE_VERTEX_SHADER_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
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} else if (mUsage & VK_BUFFER_USAGE_VERTEX_BUFFER_BIT) {
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srcAccess = VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT;
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srcStage = VK_PIPELINE_STAGE_VERTEX_INPUT_BIT;
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} else if (mUsage & VK_BUFFER_USAGE_INDEX_BUFFER_BIT) {
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srcAccess = VK_ACCESS_INDEX_READ_BIT;
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srcStage = VK_PIPELINE_STAGE_VERTEX_INPUT_BIT;
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}
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VkBufferMemoryBarrier barrier{
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.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER,
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.srcAccessMask = srcAccess,
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.dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT,
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.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
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.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
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.buffer = mGpuBuffer,
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.size = mUpdatedBytes,
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};
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vkCmdPipelineBarrier(cmdbuf, srcStage, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, nullptr, 1,
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&barrier, 0, nullptr);
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}
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VkBufferCopy region{ .size = numBytes };
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vkCmdCopyBuffer(cmdbuf, stage->buffer, mGpuBuffer, 1, ®ion);
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mUpdatedBytes = numBytes;
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// Firstly, ensure that the copy finishes before the next draw call.
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// Secondly, in case the user decides to upload another chunk (without ever using the first one)
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// we need to ensure that this upload completes first (hence
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// dstStageMask=VK_PIPELINE_STAGE_TRANSFER_BIT).
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VkAccessFlags dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
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VkPipelineStageFlags dstStageMask = VK_PIPELINE_STAGE_TRANSFER_BIT;
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if (mUsage & VK_BUFFER_USAGE_VERTEX_BUFFER_BIT) {
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dstAccessMask |= VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT;
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dstStageMask |= VK_PIPELINE_STAGE_VERTEX_INPUT_BIT;
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@@ -75,26 +107,24 @@ void VulkanBuffer::loadFromCpu(VkCommandBuffer cmdbuf, const void* cpuData, uint
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dstStageMask |= VK_PIPELINE_STAGE_VERTEX_INPUT_BIT;
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} else if (mUsage & VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT) {
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dstAccessMask |= VK_ACCESS_UNIFORM_READ_BIT;
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// NOTE: ideally dstStageMask would include VERTEX_SHADER_BIT | FRAGMENT_SHADER_BIT, but
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// this seems to be insufficient on Mali devices. To work around this we are using a more
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// aggressive ALL_GRAPHICS_BIT barrier.
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dstStageMask |= VK_PIPELINE_STAGE_ALL_GRAPHICS_BIT;
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dstStageMask |=
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(VK_PIPELINE_STAGE_VERTEX_SHADER_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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} else if (mUsage & VK_BUFFER_USAGE_STORAGE_BUFFER_BIT) {
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// TODO: implement me
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}
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VkBufferMemoryBarrier barrier{
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.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER,
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.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT,
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.dstAccessMask = dstAccessMask,
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.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
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.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
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.buffer = mGpuBuffer,
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.size = VK_WHOLE_SIZE,
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.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER,
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.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT,
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.dstAccessMask = dstAccessMask,
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.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
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.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
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.buffer = mGpuBuffer,
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.size = VK_WHOLE_SIZE,
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};
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vkCmdPipelineBarrier(cmdbuf, VK_PIPELINE_STAGE_TRANSFER_BIT, dstStageMask, 0, 0, nullptr, 1,
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&barrier, 0, nullptr);
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&barrier, 0, nullptr);
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}
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} // namespace filament::backend
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@@ -30,7 +30,7 @@ public:
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uint32_t numBytes);
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~VulkanBuffer();
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void loadFromCpu(VkCommandBuffer cmdbuf, const void* cpuData, uint32_t byteOffset,
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uint32_t numBytes) const;
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uint32_t numBytes);
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VkBuffer getGpuBuffer() const {
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return mGpuBuffer;
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}
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@@ -42,6 +42,7 @@ private:
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VmaAllocation mGpuMemory = VK_NULL_HANDLE;
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VkBuffer mGpuBuffer = VK_NULL_HANDLE;
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VkBufferUsageFlags mUsage = {};
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uint32_t mUpdatedBytes = 0;
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};
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} // namespace filament::backend
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@@ -1236,12 +1236,7 @@ void VulkanDriver::beginRenderPass(Handle<HwRenderTarget> rth, const RenderPassP
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}
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}
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VulkanLayout const currentDepthLayout = depth.getLayout();
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VulkanLayout const renderPassDepthLayout = VulkanLayout::DEPTH_ATTACHMENT;
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// We need to keep the final layout as an attachment because the implicit transition does not
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// have any barrier guarrantees, meaning that if we want to sample from the output in the next
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// pass, then we'd have a race-condition/validation error.
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VulkanLayout const finalDepthLayout = renderPassDepthLayout;
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VulkanLayout currentDepthLayout = depth.getLayout();
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TargetBufferFlags clearVal = params.flags.clear;
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TargetBufferFlags discardEndVal = params.flags.discardEnd;
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@@ -1250,16 +1245,20 @@ void VulkanDriver::beginRenderPass(Handle<HwRenderTarget> rth, const RenderPassP
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discardEndVal &= ~TargetBufferFlags::DEPTH;
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clearVal &= ~TargetBufferFlags::DEPTH;
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}
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auto const attachmentSubresourceRange = depth.getSubresourceRange();
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depth.texture->setLayout(attachmentSubresourceRange, VulkanLayout::DEPTH_ATTACHMENT);
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// If the depth attachment texture was previously sampled, then we need to manually
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// transition it to an attachment. This is necessary to also set up a barrier between the
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// previous read and the potentially coming write.
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if (currentDepthLayout == VulkanLayout::DEPTH_SAMPLER) {
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depth.texture->transitionLayout(cmdbuffer, depth.getSubresourceRange(),
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VulkanLayout::DEPTH_ATTACHMENT);
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currentDepthLayout = VulkanLayout::DEPTH_ATTACHMENT;
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}
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}
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// Create the VkRenderPass or fetch it from cache.
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VulkanFboCache::RenderPassKey rpkey = {
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.initialColorLayoutMask = 0,
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.initialDepthLayout = currentDepthLayout,
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.renderPassDepthLayout = renderPassDepthLayout,
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.finalDepthLayout = finalDepthLayout,
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.depthFormat = depth.getFormat(),
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.clear = clearVal,
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.discardStart = discardStart,
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@@ -1296,19 +1295,30 @@ void VulkanDriver::beginRenderPass(Handle<HwRenderTarget> rth, const RenderPassP
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.layers = 1,
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.samples = rpkey.samples,
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};
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auto& renderPassAttachments = mRenderPassFboInfo.attachments;
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for (int i = 0; i < MRT::MAX_SUPPORTED_RENDER_TARGET_COUNT; i++) {
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if (!rt->getColor(i).texture) {
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fbkey.color[i] = VK_NULL_HANDLE;
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fbkey.resolve[i] = VK_NULL_HANDLE;
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} else if (fbkey.samples == 1) {
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fbkey.color[i] = rt->getColor(i).getImageView();
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auto& colorAttachment = rt->getColor(i);
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renderPassAttachments.insert(colorAttachment);
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fbkey.color[i] = colorAttachment.getImageView();
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fbkey.resolve[i] = VK_NULL_HANDLE;
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assert_invariant(fbkey.color[i]);
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} else {
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fbkey.color[i] = rt->getMsaaColor(i).getImageView();
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VulkanTexture* texture = (VulkanTexture*) rt->getColor(i).texture;
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auto& msaaColorAttachment = rt->getMsaaColor(i);
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renderPassAttachments.insert(msaaColorAttachment);
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auto& colorAttachment = rt->getColor(i);
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fbkey.color[i] = msaaColorAttachment.getImageView();
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VulkanTexture* texture = colorAttachment.texture;
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if (texture->samples == 1) {
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fbkey.resolve[i] = rt->getColor(i).getImageView();
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mRenderPassFboInfo.hasColorResolve = true;
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renderPassAttachments.insert(colorAttachment);
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fbkey.resolve[i] = colorAttachment.getImageView();
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assert_invariant(fbkey.resolve[i]);
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}
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assert_invariant(fbkey.color[i]);
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@@ -1317,6 +1327,10 @@ void VulkanDriver::beginRenderPass(Handle<HwRenderTarget> rth, const RenderPassP
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if (depth.texture) {
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fbkey.depth = depth.getImageView();
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assert_invariant(fbkey.depth);
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renderPassAttachments.insert(depth);
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UTILS_UNUSED_IN_RELEASE bool const depthDiscardEnd =
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any(rpkey.discardEnd & TargetBufferFlags::DEPTH);
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// Vulkan 1.1 does not support multisampled depth resolve, so let's check here
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// and assert if this is requested. (c.f. isAutoDepthResolveSupported)
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@@ -1325,7 +1339,7 @@ void VulkanDriver::beginRenderPass(Handle<HwRenderTarget> rth, const RenderPassP
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// - If the RT is MS then all SS attachments are auto resolved if not discarded.
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assert_invariant(!(rt->getSamples() > 1 &&
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rt->getDepth().texture->samples == 1 &&
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!any(rpkey.discardEnd & TargetBufferFlags::DEPTH)));
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!depthDiscardEnd));
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}
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VkFramebuffer vkfb = mFramebufferCache.getFramebuffer(fbkey);
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@@ -1338,16 +1352,10 @@ void VulkanDriver::beginRenderPass(Handle<HwRenderTarget> rth, const RenderPassP
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}
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#endif
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// The current command buffer now owns a reference to the render target and its attachments.
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// Note that we must acquire parent textures, not sidecars.
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// The current command buffer now has references to the render target and its attachments.
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commands.acquire(rt);
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if (depth.texture) {
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commands.acquire((VulkanTexture*) depth.texture);
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}
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for (int i = 0; i < MRT::MAX_SUPPORTED_RENDER_TARGET_COUNT; i++) {
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if (rt->getColor(i).texture) {
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commands.acquire(rt->getColor(i).texture);
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}
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for (auto const& attachment: renderPassAttachments) {
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commands.acquire(attachment.texture);
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}
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// Populate the structures required for vkCmdBeginRenderPass.
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@@ -1433,27 +1441,51 @@ void VulkanDriver::endRenderPass(int) {
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// issue several of them when considering MRT. This would be very complex to set up and would
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// require more state tracking, so we've chosen to use a memory barrier for simplicity and
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// correctness.
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// NOTE: ideally dstStageMask would merely be VERTEX_SHADER_BIT | FRAGMENT_SHADER_BIT, but this
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// seems to be insufficient on Mali devices. To work around this we are adding a more aggressive
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// TOP_OF_PIPE barrier.
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if (!rt->isSwapChain()) {
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VkMemoryBarrier barrier{
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.sType = VK_STRUCTURE_TYPE_MEMORY_BARRIER,
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.srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
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.dstAccessMask = VK_ACCESS_SHADER_READ_BIT,
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};
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VkPipelineStageFlags srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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if (rt->hasDepth()) {
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barrier.srcAccessMask |= VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
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srcStageMask |= VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
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for (auto const& attachment: mRenderPassFboInfo.attachments) {
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bool const isDepth = attachment.isDepth();
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VkPipelineStageFlags srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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// This is a workaround around a validation issue (might not be an actual driver issue).
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if (mRenderPassFboInfo.hasColorResolve && !isDepth) {
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srcStageMask = VK_PIPELINE_STAGE_ALL_GRAPHICS_BIT;
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}
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VkPipelineStageFlags dstStageMask =
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VK_PIPELINE_STAGE_VERTEX_SHADER_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
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VkAccessFlags srcAccess = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
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VkAccessFlags dstAccess = VK_ACCESS_SHADER_READ_BIT;
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VulkanLayout layout = VulkanFboCache::FINAL_COLOR_ATTACHMENT_LAYOUT;
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if (isDepth) {
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srcAccess = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
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dstAccess = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT;
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srcStageMask = VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
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dstStageMask = VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT;
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layout = VulkanFboCache::FINAL_DEPTH_ATTACHMENT_LAYOUT;
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}
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auto const vkLayout = imgutil::getVkLayout(layout);
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auto const& range = attachment.getSubresourceRange();
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VkImageMemoryBarrier barrier = {
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.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER,
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.pNext = nullptr,
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.srcAccessMask = srcAccess,
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.dstAccessMask = dstAccess,
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.oldLayout = vkLayout,
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.newLayout = vkLayout,
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.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
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.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
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.image = attachment.getImage(),
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.subresourceRange = range,
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};
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attachment.texture->setLayout(range, layout);
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vkCmdPipelineBarrier(cmdbuffer, srcStageMask, dstStageMask, 0, 0, nullptr, 0, nullptr,
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1, &barrier);
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}
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vkCmdPipelineBarrier(cmdbuffer, srcStageMask,
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VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT | // <== For Mali
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VK_PIPELINE_STAGE_VERTEX_SHADER_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
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0, 1, &barrier, 0, nullptr, 0, nullptr);
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}
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mRenderPassFboInfo.clear();
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mDescriptorSetManager.clearState();
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mCurrentRenderPass.renderTarget = nullptr;
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mCurrentRenderPass.renderPass = VK_NULL_HANDLE;
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@@ -1818,7 +1850,6 @@ void VulkanDriver::bindPipeline(PipelineState pipelineState) {
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}
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VkSampler const vksampler = mSamplerCache.getSampler(boundSampler->s);
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#if FVK_ENABLED_DEBUG_SAMPLER_NAME
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VulkanDriver::DebugUtils::setName(VK_OBJECT_TYPE_SAMPLER,
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reinterpret_cast<uint64_t>(vksampler), bindingToName[binding].c_str());
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@@ -42,6 +42,25 @@ namespace filament::backend {
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class VulkanPlatform;
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struct VulkanSamplerGroup;
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// The maximum number of attachments for any renderpass (color + resolve + depth)
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constexpr uint8_t MAX_RENDERTARGET_ATTACHMENT_TEXTURES =
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MRT::MAX_SUPPORTED_RENDER_TARGET_COUNT * 2 + 1;
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// We need to store information about a render pass to enable better barriers at the end of a
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// renderpass.
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struct RenderPassFboBundle {
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using AttachmentArray =
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CappedArray<VulkanAttachment, MAX_RENDERTARGET_ATTACHMENT_TEXTURES>;
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AttachmentArray attachments;
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bool hasColorResolve = false;
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void clear() {
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attachments.clear();
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hasColorResolve = false;
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}
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};
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class VulkanDriver final : public DriverBase {
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public:
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static Driver* create(VulkanPlatform* platform, VulkanContext const& context,
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@@ -141,6 +160,8 @@ private:
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VulkanDescriptorSetManager::GetPipelineLayoutFunction mGetPipelineFunction;
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RenderPassFboBundle mRenderPassFboInfo;
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bool const mIsSRGBSwapChainSupported;
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};
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@@ -33,8 +33,6 @@ bool VulkanFboCache::RenderPassEq::operator()(const RenderPassKey& k1,
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const RenderPassKey& k2) const {
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if (k1.initialColorLayoutMask != k2.initialColorLayoutMask) return false;
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if (k1.initialDepthLayout != k2.initialDepthLayout) return false;
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if (k1.renderPassDepthLayout != k2.renderPassDepthLayout) return false;
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if (k1.finalDepthLayout != k2.finalDepthLayout) return false;
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for (int i = 0; i < MRT::MAX_SUPPORTED_RENDER_TARGET_COUNT; i++) {
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if (k1.colorFormat[i] != k2.colorFormat[i]) return false;
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}
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@@ -243,7 +241,7 @@ VkRenderPass VulkanFboCache::getRenderPass(RenderPassKey config) noexcept {
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.initialLayout = ((!discard && config.initialColorLayoutMask & (1 << i)) || clear)
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? imgutil::getVkLayout(VulkanLayout::COLOR_ATTACHMENT)
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: imgutil::getVkLayout(VulkanLayout::UNDEFINED),
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.finalLayout = imgutil::getVkLayout(VulkanLayout::COLOR_ATTACHMENT),
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.finalLayout = imgutil::getVkLayout(FINAL_COLOR_ATTACHMENT_LAYOUT),
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};
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}
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@@ -281,7 +279,7 @@ VkRenderPass VulkanFboCache::getRenderPass(RenderPassKey config) noexcept {
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.stencilLoadOp = kDontCare,
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.stencilStoreOp = kDisableStore,
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.initialLayout = imgutil::getVkLayout(VulkanLayout::COLOR_ATTACHMENT),
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.finalLayout = imgutil::getVkLayout(VulkanLayout::COLOR_ATTACHMENT),
|
||||
.finalLayout = imgutil::getVkLayout(FINAL_COLOR_ATTACHMENT_LAYOUT),
|
||||
};
|
||||
}
|
||||
|
||||
@@ -290,7 +288,7 @@ VkRenderPass VulkanFboCache::getRenderPass(RenderPassKey config) noexcept {
|
||||
const bool clear = any(config.clear & TargetBufferFlags::DEPTH);
|
||||
const bool discardStart = any(config.discardStart & TargetBufferFlags::DEPTH);
|
||||
const bool discardEnd = any(config.discardEnd & TargetBufferFlags::DEPTH);
|
||||
depthAttachmentRef.layout = imgutil::getVkLayout(config.renderPassDepthLayout);
|
||||
depthAttachmentRef.layout = imgutil::getVkLayout(VulkanLayout::DEPTH_ATTACHMENT);
|
||||
depthAttachmentRef.attachment = attachmentIndex;
|
||||
attachments[attachmentIndex++] = {
|
||||
.format = config.depthFormat,
|
||||
@@ -300,7 +298,7 @@ VkRenderPass VulkanFboCache::getRenderPass(RenderPassKey config) noexcept {
|
||||
.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE,
|
||||
.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE,
|
||||
.initialLayout = imgutil::getVkLayout(config.initialDepthLayout),
|
||||
.finalLayout = imgutil::getVkLayout(config.finalDepthLayout),
|
||||
.finalLayout = imgutil::getVkLayout(FINAL_DEPTH_ATTACHMENT_LAYOUT),
|
||||
};
|
||||
}
|
||||
renderPassInfo.attachmentCount = attachmentIndex;
|
||||
|
||||
@@ -35,24 +35,25 @@ namespace filament::backend {
|
||||
//
|
||||
class VulkanFboCache {
|
||||
public:
|
||||
constexpr static VulkanLayout FINAL_COLOR_ATTACHMENT_LAYOUT = VulkanLayout::COLOR_ATTACHMENT;
|
||||
constexpr static VulkanLayout FINAL_RESOLVE_ATTACHMENT_LAYOUT = VulkanLayout::COLOR_ATTACHMENT;
|
||||
constexpr static VulkanLayout FINAL_DEPTH_ATTACHMENT_LAYOUT = VulkanLayout::DEPTH_ATTACHMENT;
|
||||
|
||||
// RenderPassKey is a small POD representing the immutable state that is used to construct
|
||||
// a VkRenderPass. It is hashed and used as a lookup key.
|
||||
// TODO: This struct can be reduced in size by using a subset of formats instead of VkFormat
|
||||
// and removing the "finalDepthLayout" field.
|
||||
struct alignas(8) RenderPassKey {
|
||||
// For each target, we need to know three image layouts: the layout BEFORE the pass, the
|
||||
// layout DURING the pass, and the layout AFTER the pass. Here are the rules:
|
||||
// - For depth, we explicitly specify all three layouts.
|
||||
// - Color targets have their initial image layout specified with a bitmask.
|
||||
// - For each color target, the pre-existing layout is either UNDEFINED (0) or GENERAL (1).
|
||||
// - The render pass and final images layout for color buffers is always GENERAL.
|
||||
// - The render pass and final images layout for color buffers is always
|
||||
// VulkanLayout::COLOR_ATTACHMENT.
|
||||
uint8_t initialColorLayoutMask;
|
||||
|
||||
// Note that if VulkanLayout grows beyond 16, we'd need to up this.
|
||||
VulkanLayout initialDepthLayout : 4;
|
||||
VulkanLayout renderPassDepthLayout : 4;
|
||||
VulkanLayout finalDepthLayout : 4;
|
||||
uint8_t padding0 : 4;
|
||||
VulkanLayout initialDepthLayout : 8;
|
||||
uint8_t padding0;
|
||||
uint8_t padding1;
|
||||
|
||||
VkFormat colorFormat[MRT::MAX_SUPPORTED_RENDER_TARGET_COUNT]; // 32 bytes
|
||||
@@ -63,7 +64,7 @@ public:
|
||||
uint8_t samples; // 1 byte
|
||||
uint8_t needsResolveMask; // 1 byte
|
||||
uint8_t subpassMask; // 1 byte
|
||||
bool padding2; // 1 byte
|
||||
uint8_t padding2; // 1 byte
|
||||
};
|
||||
struct RenderPassVal {
|
||||
VkRenderPass handle;
|
||||
|
||||
@@ -285,13 +285,13 @@ VulkanRenderTarget::VulkanRenderTarget(VkDevice device, VkPhysicalDevice physica
|
||||
|
||||
// Constrain the sample count according to both kinds of sample count masks obtained from
|
||||
// VkPhysicalDeviceProperties. This is consistent with the VulkanTexture constructor.
|
||||
const auto& limits = context.getPhysicalDeviceLimits();
|
||||
auto const& limits = context.getPhysicalDeviceLimits();
|
||||
mSamples = samples = reduceSampleCount(samples, limits.framebufferDepthSampleCounts &
|
||||
limits.framebufferColorSampleCounts);
|
||||
|
||||
// Create sidecar MSAA textures for color attachments if they don't already exist.
|
||||
for (int index = 0; index < MRT::MAX_SUPPORTED_RENDER_TARGET_COUNT; index++) {
|
||||
const VulkanAttachment& spec = color[index];
|
||||
VulkanAttachment const& spec = color[index];
|
||||
VulkanTexture* texture = (VulkanTexture*) spec.texture;
|
||||
if (texture && texture->samples == 1) {
|
||||
auto msTexture = texture->getSidecar();
|
||||
@@ -354,19 +354,19 @@ VkExtent2D VulkanRenderTarget::getExtent() const {
|
||||
return {width, height};
|
||||
}
|
||||
|
||||
VulkanAttachment VulkanRenderTarget::getColor(int target) const {
|
||||
VulkanAttachment& VulkanRenderTarget::getColor(int target) {
|
||||
return mColor[target];
|
||||
}
|
||||
|
||||
VulkanAttachment VulkanRenderTarget::getMsaaColor(int target) const {
|
||||
VulkanAttachment& VulkanRenderTarget::getMsaaColor(int target) {
|
||||
return mMsaaAttachments[target];
|
||||
}
|
||||
|
||||
VulkanAttachment VulkanRenderTarget::getDepth() const {
|
||||
VulkanAttachment& VulkanRenderTarget::getDepth() {
|
||||
return mDepth;
|
||||
}
|
||||
|
||||
VulkanAttachment VulkanRenderTarget::getMsaaDepth() const {
|
||||
VulkanAttachment& VulkanRenderTarget::getMsaaDepth() {
|
||||
return mMsaaDepthAttachment;
|
||||
}
|
||||
|
||||
|
||||
@@ -274,10 +274,11 @@ struct VulkanRenderTarget : private HwRenderTarget, VulkanResource {
|
||||
void transformClientRectToPlatform(VkRect2D* bounds) const;
|
||||
void transformClientRectToPlatform(VkViewport* bounds) const;
|
||||
VkExtent2D getExtent() const;
|
||||
VulkanAttachment getColor(int target) const;
|
||||
VulkanAttachment getMsaaColor(int target) const;
|
||||
VulkanAttachment getDepth() const;
|
||||
VulkanAttachment getMsaaDepth() const;
|
||||
// We return references in the following methods to avoid a copy.
|
||||
VulkanAttachment& getColor(int target);
|
||||
VulkanAttachment& getMsaaColor(int target);
|
||||
VulkanAttachment& getDepth();
|
||||
VulkanAttachment& getMsaaDepth();
|
||||
uint8_t getColorTargetCount(const VulkanRenderPass& pass) const;
|
||||
uint8_t getSamples() const { return mSamples; }
|
||||
bool hasDepth() const { return mDepth.texture; }
|
||||
|
||||
Reference in New Issue
Block a user