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/*
* 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 GrVkImage_DEFINED
#define GrVkImage_DEFINED
#include "include/core/SkTypes.h"
#include "include/gpu/GrBackendSurface.h"
#include "include/gpu/vk/GrVkTypes.h"
#include "include/private/GrTypesPriv.h"
#include "include/private/GrVkTypesPriv.h"
#include "src/gpu/GrAttachment.h"
#include "src/gpu/GrBackendSurfaceMutableStateImpl.h"
#include "src/gpu/GrManagedResource.h"
#include "src/gpu/GrRefCnt.h"
#include "src/gpu/GrTexture.h"
#include "src/gpu/vk/GrVkDescriptorSet.h"
#include <cinttypes>
class GrVkGpu;
class GrVkImageView;
class GrVkImage : public GrAttachment {
private:
class Resource;
public:
static sk_sp<GrVkImage> MakeStencil(GrVkGpu* gpu,
SkISize dimensions,
int sampleCnt,
VkFormat format);
static sk_sp<GrVkImage> MakeMSAA(GrVkGpu* gpu,
SkISize dimensions,
int numSamples,
VkFormat format,
GrProtected isProtected);
static sk_sp<GrVkImage> MakeTexture(GrVkGpu* gpu,
SkISize dimensions,
VkFormat format,
uint32_t mipLevels,
GrRenderable renderable,
int numSamples,
SkBudgeted budgeted,
GrProtected isProtected);
static sk_sp<GrVkImage> MakeWrapped(GrVkGpu* gpu,
SkISize dimensions,
const GrVkImageInfo&,
sk_sp<GrBackendSurfaceMutableStateImpl>,
UsageFlags attachmentUsages,
GrWrapOwnership,
GrWrapCacheable,
bool forSecondaryCB = false);
~GrVkImage() override;
VkImage image() const {
// Should only be called when we have a real fResource object, i.e. never when being used as
// a RT in an external secondary command buffer.
SkASSERT(fResource);
return fInfo.fImage;
}
const GrVkAlloc& alloc() const {
// Should only be called when we have a real fResource object, i.e. never when being used as
// a RT in an external secondary command buffer.
SkASSERT(fResource);
return fInfo.fAlloc;
}
const GrVkImageInfo& vkImageInfo() const { return fInfo; }
VkFormat imageFormat() const { return fInfo.fFormat; }
GrBackendFormat backendFormat() const override {
if (fResource && this->ycbcrConversionInfo().isValid()) {
SkASSERT(this->imageFormat() == this->ycbcrConversionInfo().fFormat);
return GrBackendFormat::MakeVk(this->ycbcrConversionInfo());
}
SkASSERT(this->imageFormat() != VK_FORMAT_UNDEFINED);
return GrBackendFormat::MakeVk(this->imageFormat());
}
uint32_t mipLevels() const { return fInfo.fLevelCount; }
const GrVkYcbcrConversionInfo& ycbcrConversionInfo() const {
// Should only be called when we have a real fResource object, i.e. never when being used as
// a RT in an external secondary command buffer.
SkASSERT(fResource);
return fInfo.fYcbcrConversionInfo;
}
VkImageUsageFlags vkUsageFlags() { return fInfo.fImageUsageFlags; }
bool supportsInputAttachmentUsage() const {
return fInfo.fImageUsageFlags & VK_IMAGE_USAGE_INPUT_ATTACHMENT_BIT;
}
const GrVkImageView* framebufferView() const { return fFramebufferView.get(); }
const GrVkImageView* textureView() const { return fTextureView.get(); }
// So that we don't need to rewrite descriptor sets each time, we keep cached input descriptor
// sets on the attachment and simply reuse those descriptor sets for this attachment only. These
// calls will fail if the attachment does not support being used as an input attachment. These
// calls do not ref the GrVkDescriptorSet so they called will need to manually ref them if they
// need to be kept alive.
gr_rp<const GrVkDescriptorSet> inputDescSetForBlending(GrVkGpu* gpu);
// Input descripotr set used when needing to read a resolve attachment to load data into a
// discardable msaa attachment.
gr_rp<const GrVkDescriptorSet> inputDescSetForMSAALoad(GrVkGpu* gpu);
const Resource* resource() const {
SkASSERT(fResource);
return fResource;
}
bool isLinearTiled() const {
// Should only be called when we have a real fResource object, i.e. never when being used as
// a RT in an external secondary command buffer.
SkASSERT(fResource);
return SkToBool(VK_IMAGE_TILING_LINEAR == fInfo.fImageTiling);
}
bool isBorrowed() const { return fIsBorrowed; }
sk_sp<GrBackendSurfaceMutableStateImpl> getMutableState() const { return fMutableState; }
VkImageLayout currentLayout() const { return fMutableState->getImageLayout(); }
void setImageLayoutAndQueueIndex(const GrVkGpu* gpu,
VkImageLayout newLayout,
VkAccessFlags dstAccessMask,
VkPipelineStageFlags dstStageMask,
bool byRegion,
uint32_t newQueueFamilyIndex);
void setImageLayout(const GrVkGpu* gpu,
VkImageLayout newLayout,
VkAccessFlags dstAccessMask,
VkPipelineStageFlags dstStageMask,
bool byRegion) {
this->setImageLayoutAndQueueIndex(gpu, newLayout, dstAccessMask, dstStageMask, byRegion,
VK_QUEUE_FAMILY_IGNORED);
}
uint32_t currentQueueFamilyIndex() const { return fMutableState->getQueueFamilyIndex(); }
void setQueueFamilyIndex(uint32_t queueFamilyIndex) {
fMutableState->setQueueFamilyIndex(queueFamilyIndex);
}
// Returns the image to its original queue family and changes the layout to present if the queue
// family is not external or foreign.
void prepareForPresent(GrVkGpu* gpu);
// Returns the image to its original queue family
void prepareForExternal(GrVkGpu* gpu);
// This simply updates our tracking of the image layout and does not actually do any gpu work.
// This is only used for mip map generation where we are manually changing the layouts as we
// blit each layer, and then at the end need to update our tracking.
void updateImageLayout(VkImageLayout newLayout) {
// Should only be called when we have a real fResource object, i.e. never when being used as
// a RT in an external secondary command buffer.
SkASSERT(fResource);
fMutableState->setImageLayout(newLayout);
}
struct ImageDesc {
VkImageType fImageType;
VkFormat fFormat;
uint32_t fWidth;
uint32_t fHeight;
uint32_t fLevels;
uint32_t fSamples;
VkImageTiling fImageTiling;
VkImageUsageFlags fUsageFlags;
VkFlags fMemProps;
GrProtected fIsProtected;
ImageDesc()
: fImageType(VK_IMAGE_TYPE_2D)
, fFormat(VK_FORMAT_UNDEFINED)
, fWidth(0)
, fHeight(0)
, fLevels(1)
, fSamples(1)
, fImageTiling(VK_IMAGE_TILING_OPTIMAL)
, fUsageFlags(0)
, fMemProps(VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT)
, fIsProtected(GrProtected::kNo) {}
};
static bool InitImageInfo(GrVkGpu* gpu, const ImageDesc& imageDesc, GrVkImageInfo*);
// Destroys the internal VkImage and VkDeviceMemory in the GrVkImageInfo
static void DestroyImageInfo(const GrVkGpu* gpu, GrVkImageInfo*);
// These match the definitions in SkImage, for whence they came
typedef void* ReleaseCtx;
typedef void (*ReleaseProc)(ReleaseCtx);
void setResourceRelease(sk_sp<GrRefCntedCallback> releaseHelper);
// Helpers to use for setting the layout of the VkImage
static VkPipelineStageFlags LayoutToPipelineSrcStageFlags(const VkImageLayout layout);
static VkAccessFlags LayoutToSrcAccessMask(const VkImageLayout layout);
#if GR_TEST_UTILS
void setCurrentQueueFamilyToGraphicsQueue(GrVkGpu* gpu);
#endif
private:
static sk_sp<GrVkImage> Make(GrVkGpu* gpu,
SkISize dimensions,
UsageFlags attachmentUsages,
int sampleCnt,
VkFormat format,
uint32_t mipLevels,
VkImageUsageFlags vkUsageFlags,
GrProtected isProtected,
SkBudgeted);
GrVkImage(GrVkGpu* gpu,
SkISize dimensions,
UsageFlags supportedUsages,
const GrVkImageInfo&,
sk_sp<GrBackendSurfaceMutableStateImpl> mutableState,
sk_sp<const GrVkImageView> framebufferView,
sk_sp<const GrVkImageView> textureView,
SkBudgeted);
GrVkImage(GrVkGpu* gpu,
SkISize dimensions,
UsageFlags supportedUsages,
const GrVkImageInfo&,
sk_sp<GrBackendSurfaceMutableStateImpl> mutableState,
sk_sp<const GrVkImageView> framebufferView,
sk_sp<const GrVkImageView> textureView,
GrBackendObjectOwnership,
GrWrapCacheable,
bool forSecondaryCB);
void init(GrVkGpu*, bool forSecondaryCB);
void onRelease() override;
void onAbandon() override;
void releaseImage();
bool hasResource() const { return fResource; }
GrVkGpu* getVkGpu() const;
GrVkImageInfo fInfo;
uint32_t fInitialQueueFamily;
sk_sp<GrBackendSurfaceMutableStateImpl> fMutableState;
sk_sp<const GrVkImageView> fFramebufferView;
sk_sp<const GrVkImageView> fTextureView;
bool fIsBorrowed;
// Descriptor set used when this is used as an input attachment for reading the dst in blending.
gr_rp<const GrVkDescriptorSet> fCachedBlendingInputDescSet;
// Descriptor set used when this is used as an input attachment for loading an msaa attachment.
gr_rp<const GrVkDescriptorSet> fCachedMSAALoadInputDescSet;
class Resource : public GrTextureResource {
public:
explicit Resource(const GrVkGpu* gpu)
: fGpu(gpu)
, fImage(VK_NULL_HANDLE) {
fAlloc.fMemory = VK_NULL_HANDLE;
fAlloc.fOffset = 0;
}
Resource(const GrVkGpu* gpu, VkImage image, const GrVkAlloc& alloc, VkImageTiling tiling)
: fGpu(gpu)
, fImage(image)
, fAlloc(alloc) {}
~Resource() override {}
#ifdef SK_TRACE_MANAGED_RESOURCES
void dumpInfo() const override {
SkDebugf("GrVkImage: %" PRIdPTR " (%d refs)\n", (intptr_t)fImage, this->getRefCnt());
}
#endif
#ifdef SK_DEBUG
const GrManagedResource* asVkImageResource() const override { return this; }
#endif
private:
void freeGPUData() const override;
const GrVkGpu* fGpu;
VkImage fImage;
GrVkAlloc fAlloc;
using INHERITED = GrTextureResource;
};
// for wrapped textures
class BorrowedResource : public Resource {
public:
BorrowedResource(const GrVkGpu* gpu, VkImage image, const GrVkAlloc& alloc,
VkImageTiling tiling)
: Resource(gpu, image, alloc, tiling) {
}
private:
void freeGPUData() const override;
};
Resource* fResource;
friend class GrVkRenderTarget;
};
#endif