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:
Powei Feng
2024-04-29 11:32:04 -07:00
committed by GitHub
parent e7feee7d5b
commit d697d42c4a
8 changed files with 165 additions and 82 deletions
+45 -15
View File
@@ -27,8 +27,8 @@ VulkanBuffer::VulkanBuffer(VmaAllocator allocator, VulkanStagePool& stagePool,
VkBufferUsageFlags usage, uint32_t numBytes)
: mAllocator(allocator),
mStagePool(stagePool),
mUsage(usage) {
mUsage(usage),
mUpdatedBytes(0) {
// for now make sure that only 1 bit is set in usage
// (because loadFromCpu() assumes that somewhat)
assert_invariant(usage && !(usage & (usage - 1)));
@@ -49,7 +49,7 @@ VulkanBuffer::~VulkanBuffer() {
}
void VulkanBuffer::loadFromCpu(VkCommandBuffer cmdbuf, const void* cpuData, uint32_t byteOffset,
uint32_t numBytes) const {
uint32_t numBytes) {
assert_invariant(byteOffset == 0);
VulkanStage const* stage = mStagePool.acquireStage(numBytes);
void* mapped;
@@ -58,15 +58,47 @@ void VulkanBuffer::loadFromCpu(VkCommandBuffer cmdbuf, const void* cpuData, uint
vmaUnmapMemory(mAllocator, stage->memory);
vmaFlushAllocation(mAllocator, stage->memory, byteOffset, numBytes);
// If there was a previous update, then we need to make sure the following write is properly
// synced with the previous read.
if (mUpdatedBytes > 0) {
VkAccessFlags srcAccess = 0;
VkPipelineStageFlags srcStage = 0;
if (mUsage & VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT) {
srcAccess = VK_ACCESS_SHADER_READ_BIT;
srcStage = VK_PIPELINE_STAGE_VERTEX_SHADER_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
} else if (mUsage & VK_BUFFER_USAGE_VERTEX_BUFFER_BIT) {
srcAccess = VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT;
srcStage = VK_PIPELINE_STAGE_VERTEX_INPUT_BIT;
} else if (mUsage & VK_BUFFER_USAGE_INDEX_BUFFER_BIT) {
srcAccess = VK_ACCESS_INDEX_READ_BIT;
srcStage = VK_PIPELINE_STAGE_VERTEX_INPUT_BIT;
}
VkBufferMemoryBarrier barrier{
.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER,
.srcAccessMask = srcAccess,
.dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT,
.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
.buffer = mGpuBuffer,
.size = mUpdatedBytes,
};
vkCmdPipelineBarrier(cmdbuf, srcStage, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, nullptr, 1,
&barrier, 0, nullptr);
}
VkBufferCopy region{ .size = numBytes };
vkCmdCopyBuffer(cmdbuf, stage->buffer, mGpuBuffer, 1, &region);
mUpdatedBytes = numBytes;
// Firstly, ensure that the copy finishes before the next draw call.
// Secondly, in case the user decides to upload another chunk (without ever using the first one)
// we need to ensure that this upload completes first (hence
// dstStageMask=VK_PIPELINE_STAGE_TRANSFER_BIT).
VkAccessFlags dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
VkPipelineStageFlags dstStageMask = VK_PIPELINE_STAGE_TRANSFER_BIT;
if (mUsage & VK_BUFFER_USAGE_VERTEX_BUFFER_BIT) {
dstAccessMask |= VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT;
dstStageMask |= VK_PIPELINE_STAGE_VERTEX_INPUT_BIT;
@@ -75,26 +107,24 @@ void VulkanBuffer::loadFromCpu(VkCommandBuffer cmdbuf, const void* cpuData, uint
dstStageMask |= VK_PIPELINE_STAGE_VERTEX_INPUT_BIT;
} else if (mUsage & VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT) {
dstAccessMask |= VK_ACCESS_UNIFORM_READ_BIT;
// NOTE: ideally dstStageMask would include VERTEX_SHADER_BIT | FRAGMENT_SHADER_BIT, but
// this seems to be insufficient on Mali devices. To work around this we are using a more
// aggressive ALL_GRAPHICS_BIT barrier.
dstStageMask |= VK_PIPELINE_STAGE_ALL_GRAPHICS_BIT;
dstStageMask |=
(VK_PIPELINE_STAGE_VERTEX_SHADER_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
} else if (mUsage & VK_BUFFER_USAGE_STORAGE_BUFFER_BIT) {
// TODO: implement me
}
VkBufferMemoryBarrier barrier{
.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER,
.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT,
.dstAccessMask = dstAccessMask,
.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
.buffer = mGpuBuffer,
.size = VK_WHOLE_SIZE,
.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER,
.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT,
.dstAccessMask = dstAccessMask,
.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
.buffer = mGpuBuffer,
.size = VK_WHOLE_SIZE,
};
vkCmdPipelineBarrier(cmdbuf, VK_PIPELINE_STAGE_TRANSFER_BIT, dstStageMask, 0, 0, nullptr, 1,
&barrier, 0, nullptr);
&barrier, 0, nullptr);
}
} // namespace filament::backend
+2 -1
View File
@@ -30,7 +30,7 @@ public:
uint32_t numBytes);
~VulkanBuffer();
void loadFromCpu(VkCommandBuffer cmdbuf, const void* cpuData, uint32_t byteOffset,
uint32_t numBytes) const;
uint32_t numBytes);
VkBuffer getGpuBuffer() const {
return mGpuBuffer;
}
@@ -42,6 +42,7 @@ private:
VmaAllocation mGpuMemory = VK_NULL_HANDLE;
VkBuffer mGpuBuffer = VK_NULL_HANDLE;
VkBufferUsageFlags mUsage = {};
uint32_t mUpdatedBytes = 0;
};
} // namespace filament::backend
+73 -42
View File
@@ -1236,12 +1236,7 @@ void VulkanDriver::beginRenderPass(Handle<HwRenderTarget> rth, const RenderPassP
}
}
VulkanLayout const currentDepthLayout = depth.getLayout();
VulkanLayout const renderPassDepthLayout = VulkanLayout::DEPTH_ATTACHMENT;
// We need to keep the final layout as an attachment because the implicit transition does not
// have any barrier guarrantees, meaning that if we want to sample from the output in the next
// pass, then we'd have a race-condition/validation error.
VulkanLayout const finalDepthLayout = renderPassDepthLayout;
VulkanLayout currentDepthLayout = depth.getLayout();
TargetBufferFlags clearVal = params.flags.clear;
TargetBufferFlags discardEndVal = params.flags.discardEnd;
@@ -1250,16 +1245,20 @@ void VulkanDriver::beginRenderPass(Handle<HwRenderTarget> rth, const RenderPassP
discardEndVal &= ~TargetBufferFlags::DEPTH;
clearVal &= ~TargetBufferFlags::DEPTH;
}
auto const attachmentSubresourceRange = depth.getSubresourceRange();
depth.texture->setLayout(attachmentSubresourceRange, VulkanLayout::DEPTH_ATTACHMENT);
// If the depth attachment texture was previously sampled, then we need to manually
// transition it to an attachment. This is necessary to also set up a barrier between the
// previous read and the potentially coming write.
if (currentDepthLayout == VulkanLayout::DEPTH_SAMPLER) {
depth.texture->transitionLayout(cmdbuffer, depth.getSubresourceRange(),
VulkanLayout::DEPTH_ATTACHMENT);
currentDepthLayout = VulkanLayout::DEPTH_ATTACHMENT;
}
}
// Create the VkRenderPass or fetch it from cache.
VulkanFboCache::RenderPassKey rpkey = {
.initialColorLayoutMask = 0,
.initialDepthLayout = currentDepthLayout,
.renderPassDepthLayout = renderPassDepthLayout,
.finalDepthLayout = finalDepthLayout,
.depthFormat = depth.getFormat(),
.clear = clearVal,
.discardStart = discardStart,
@@ -1296,19 +1295,30 @@ void VulkanDriver::beginRenderPass(Handle<HwRenderTarget> rth, const RenderPassP
.layers = 1,
.samples = rpkey.samples,
};
auto& renderPassAttachments = mRenderPassFboInfo.attachments;
for (int i = 0; i < MRT::MAX_SUPPORTED_RENDER_TARGET_COUNT; i++) {
if (!rt->getColor(i).texture) {
fbkey.color[i] = VK_NULL_HANDLE;
fbkey.resolve[i] = VK_NULL_HANDLE;
} else if (fbkey.samples == 1) {
fbkey.color[i] = rt->getColor(i).getImageView();
auto& colorAttachment = rt->getColor(i);
renderPassAttachments.insert(colorAttachment);
fbkey.color[i] = colorAttachment.getImageView();
fbkey.resolve[i] = VK_NULL_HANDLE;
assert_invariant(fbkey.color[i]);
} else {
fbkey.color[i] = rt->getMsaaColor(i).getImageView();
VulkanTexture* texture = (VulkanTexture*) rt->getColor(i).texture;
auto& msaaColorAttachment = rt->getMsaaColor(i);
renderPassAttachments.insert(msaaColorAttachment);
auto& colorAttachment = rt->getColor(i);
fbkey.color[i] = msaaColorAttachment.getImageView();
VulkanTexture* texture = colorAttachment.texture;
if (texture->samples == 1) {
fbkey.resolve[i] = rt->getColor(i).getImageView();
mRenderPassFboInfo.hasColorResolve = true;
renderPassAttachments.insert(colorAttachment);
fbkey.resolve[i] = colorAttachment.getImageView();
assert_invariant(fbkey.resolve[i]);
}
assert_invariant(fbkey.color[i]);
@@ -1317,6 +1327,10 @@ void VulkanDriver::beginRenderPass(Handle<HwRenderTarget> rth, const RenderPassP
if (depth.texture) {
fbkey.depth = depth.getImageView();
assert_invariant(fbkey.depth);
renderPassAttachments.insert(depth);
UTILS_UNUSED_IN_RELEASE bool const depthDiscardEnd =
any(rpkey.discardEnd & TargetBufferFlags::DEPTH);
// Vulkan 1.1 does not support multisampled depth resolve, so let's check here
// and assert if this is requested. (c.f. isAutoDepthResolveSupported)
@@ -1325,7 +1339,7 @@ void VulkanDriver::beginRenderPass(Handle<HwRenderTarget> rth, const RenderPassP
// - If the RT is MS then all SS attachments are auto resolved if not discarded.
assert_invariant(!(rt->getSamples() > 1 &&
rt->getDepth().texture->samples == 1 &&
!any(rpkey.discardEnd & TargetBufferFlags::DEPTH)));
!depthDiscardEnd));
}
VkFramebuffer vkfb = mFramebufferCache.getFramebuffer(fbkey);
@@ -1338,16 +1352,10 @@ void VulkanDriver::beginRenderPass(Handle<HwRenderTarget> rth, const RenderPassP
}
#endif
// The current command buffer now owns a reference to the render target and its attachments.
// Note that we must acquire parent textures, not sidecars.
// The current command buffer now has references to the render target and its attachments.
commands.acquire(rt);
if (depth.texture) {
commands.acquire((VulkanTexture*) depth.texture);
}
for (int i = 0; i < MRT::MAX_SUPPORTED_RENDER_TARGET_COUNT; i++) {
if (rt->getColor(i).texture) {
commands.acquire(rt->getColor(i).texture);
}
for (auto const& attachment: renderPassAttachments) {
commands.acquire(attachment.texture);
}
// Populate the structures required for vkCmdBeginRenderPass.
@@ -1433,27 +1441,51 @@ void VulkanDriver::endRenderPass(int) {
// issue several of them when considering MRT. This would be very complex to set up and would
// require more state tracking, so we've chosen to use a memory barrier for simplicity and
// correctness.
// NOTE: ideally dstStageMask would merely be VERTEX_SHADER_BIT | FRAGMENT_SHADER_BIT, but this
// seems to be insufficient on Mali devices. To work around this we are adding a more aggressive
// TOP_OF_PIPE barrier.
if (!rt->isSwapChain()) {
VkMemoryBarrier barrier{
.sType = VK_STRUCTURE_TYPE_MEMORY_BARRIER,
.srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
.dstAccessMask = VK_ACCESS_SHADER_READ_BIT,
};
VkPipelineStageFlags srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
if (rt->hasDepth()) {
barrier.srcAccessMask |= VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
srcStageMask |= VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
for (auto const& attachment: mRenderPassFboInfo.attachments) {
bool const isDepth = attachment.isDepth();
VkPipelineStageFlags srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
// This is a workaround around a validation issue (might not be an actual driver issue).
if (mRenderPassFboInfo.hasColorResolve && !isDepth) {
srcStageMask = VK_PIPELINE_STAGE_ALL_GRAPHICS_BIT;
}
VkPipelineStageFlags dstStageMask =
VK_PIPELINE_STAGE_VERTEX_SHADER_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
VkAccessFlags srcAccess = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
VkAccessFlags dstAccess = VK_ACCESS_SHADER_READ_BIT;
VulkanLayout layout = VulkanFboCache::FINAL_COLOR_ATTACHMENT_LAYOUT;
if (isDepth) {
srcAccess = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
dstAccess = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT;
srcStageMask = VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
dstStageMask = VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT;
layout = VulkanFboCache::FINAL_DEPTH_ATTACHMENT_LAYOUT;
}
auto const vkLayout = imgutil::getVkLayout(layout);
auto const& range = attachment.getSubresourceRange();
VkImageMemoryBarrier barrier = {
.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER,
.pNext = nullptr,
.srcAccessMask = srcAccess,
.dstAccessMask = dstAccess,
.oldLayout = vkLayout,
.newLayout = vkLayout,
.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
.image = attachment.getImage(),
.subresourceRange = range,
};
attachment.texture->setLayout(range, layout);
vkCmdPipelineBarrier(cmdbuffer, srcStageMask, dstStageMask, 0, 0, nullptr, 0, nullptr,
1, &barrier);
}
vkCmdPipelineBarrier(cmdbuffer, srcStageMask,
VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT | // <== For Mali
VK_PIPELINE_STAGE_VERTEX_SHADER_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
0, 1, &barrier, 0, nullptr, 0, nullptr);
}
mRenderPassFboInfo.clear();
mDescriptorSetManager.clearState();
mCurrentRenderPass.renderTarget = nullptr;
mCurrentRenderPass.renderPass = VK_NULL_HANDLE;
@@ -1818,7 +1850,6 @@ void VulkanDriver::bindPipeline(PipelineState pipelineState) {
}
VkSampler const vksampler = mSamplerCache.getSampler(boundSampler->s);
#if FVK_ENABLED_DEBUG_SAMPLER_NAME
VulkanDriver::DebugUtils::setName(VK_OBJECT_TYPE_SAMPLER,
reinterpret_cast<uint64_t>(vksampler), bindingToName[binding].c_str());
@@ -42,6 +42,25 @@ namespace filament::backend {
class VulkanPlatform;
struct VulkanSamplerGroup;
// The maximum number of attachments for any renderpass (color + resolve + depth)
constexpr uint8_t MAX_RENDERTARGET_ATTACHMENT_TEXTURES =
MRT::MAX_SUPPORTED_RENDER_TARGET_COUNT * 2 + 1;
// We need to store information about a render pass to enable better barriers at the end of a
// renderpass.
struct RenderPassFboBundle {
using AttachmentArray =
CappedArray<VulkanAttachment, MAX_RENDERTARGET_ATTACHMENT_TEXTURES>;
AttachmentArray attachments;
bool hasColorResolve = false;
void clear() {
attachments.clear();
hasColorResolve = false;
}
};
class VulkanDriver final : public DriverBase {
public:
static Driver* create(VulkanPlatform* platform, VulkanContext const& context,
@@ -141,6 +160,8 @@ private:
VulkanDescriptorSetManager::GetPipelineLayoutFunction mGetPipelineFunction;
RenderPassFboBundle mRenderPassFboInfo;
bool const mIsSRGBSwapChainSupported;
};
@@ -33,8 +33,6 @@ bool VulkanFboCache::RenderPassEq::operator()(const RenderPassKey& k1,
const RenderPassKey& k2) const {
if (k1.initialColorLayoutMask != k2.initialColorLayoutMask) return false;
if (k1.initialDepthLayout != k2.initialDepthLayout) return false;
if (k1.renderPassDepthLayout != k2.renderPassDepthLayout) return false;
if (k1.finalDepthLayout != k2.finalDepthLayout) return false;
for (int i = 0; i < MRT::MAX_SUPPORTED_RENDER_TARGET_COUNT; i++) {
if (k1.colorFormat[i] != k2.colorFormat[i]) return false;
}
@@ -243,7 +241,7 @@ VkRenderPass VulkanFboCache::getRenderPass(RenderPassKey config) noexcept {
.initialLayout = ((!discard && config.initialColorLayoutMask & (1 << i)) || clear)
? imgutil::getVkLayout(VulkanLayout::COLOR_ATTACHMENT)
: imgutil::getVkLayout(VulkanLayout::UNDEFINED),
.finalLayout = imgutil::getVkLayout(VulkanLayout::COLOR_ATTACHMENT),
.finalLayout = imgutil::getVkLayout(FINAL_COLOR_ATTACHMENT_LAYOUT),
};
}
@@ -281,7 +279,7 @@ VkRenderPass VulkanFboCache::getRenderPass(RenderPassKey config) noexcept {
.stencilLoadOp = kDontCare,
.stencilStoreOp = kDisableStore,
.initialLayout = imgutil::getVkLayout(VulkanLayout::COLOR_ATTACHMENT),
.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;
+9 -8
View File
@@ -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;
}
+5 -4
View File
@@ -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; }