| /* |
| * Copyright 2020 Google LLC |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #include "src/gpu/vk/GrVkMSAALoadManager.h" |
| |
| #include "include/gpu/GrDirectContext.h" |
| #include "src/core/SkTraceEvent.h" |
| #include "src/gpu/GrDirectContextPriv.h" |
| #include "src/gpu/vk/GrVkBuffer.h" |
| #include "src/gpu/vk/GrVkCommandBuffer.h" |
| #include "src/gpu/vk/GrVkDescriptorSet.h" |
| #include "src/gpu/vk/GrVkGpu.h" |
| #include "src/gpu/vk/GrVkImageView.h" |
| #include "src/gpu/vk/GrVkPipeline.h" |
| #include "src/gpu/vk/GrVkRenderTarget.h" |
| #include "src/gpu/vk/GrVkResourceProvider.h" |
| #include "src/gpu/vk/GrVkUtil.h" |
| |
| GrVkMSAALoadManager::GrVkMSAALoadManager() |
| : fVertShaderModule(VK_NULL_HANDLE) |
| , fFragShaderModule(VK_NULL_HANDLE) |
| , fPipelineLayout(VK_NULL_HANDLE) {} |
| |
| GrVkMSAALoadManager::~GrVkMSAALoadManager() {} |
| |
| bool GrVkMSAALoadManager::createMSAALoadProgram(GrVkGpu* gpu) { |
| TRACE_EVENT0("skia", TRACE_FUNC); |
| |
| SkSL::String vertShaderText; |
| vertShaderText.append( |
| "#extension GL_ARB_separate_shader_objects : enable\n" |
| "#extension GL_ARB_shading_language_420pack : enable\n" |
| |
| "layout(set = 0, binding = 0) uniform vertexUniformBuffer {" |
| "half4 uPosXform;" |
| "};" |
| |
| "// MSAA Load Program VS\n" |
| "void main() {" |
| "float2 position = float2(sk_VertexID >> 1, sk_VertexID & 1);" |
| "sk_Position.xy = position * uPosXform.xy + uPosXform.zw;" |
| "sk_Position.zw = half2(0, 1);" |
| "}"); |
| |
| SkSL::String fragShaderText; |
| fragShaderText.append( |
| "#extension GL_ARB_separate_shader_objects : enable\n" |
| "#extension GL_ARB_shading_language_420pack : enable\n" |
| |
| "layout(input_attachment_index = 0, set = 2, binding = 0) uniform subpassInput uInput;" |
| |
| "// MSAA Load Program FS\n" |
| "void main() {" |
| "sk_FragColor = subpassLoad(uInput);" |
| "}"); |
| |
| SkSL::Program::Settings settings; |
| SkSL::String spirv; |
| SkSL::Program::Inputs inputs; |
| if (!GrCompileVkShaderModule(gpu, vertShaderText, VK_SHADER_STAGE_VERTEX_BIT, |
| &fVertShaderModule, &fShaderStageInfo[0], settings, &spirv, |
| &inputs)) { |
| this->destroyResources(gpu); |
| return false; |
| } |
| SkASSERT(inputs.isEmpty()); |
| |
| if (!GrCompileVkShaderModule(gpu, fragShaderText, VK_SHADER_STAGE_FRAGMENT_BIT, |
| &fFragShaderModule, &fShaderStageInfo[1], settings, &spirv, |
| &inputs)) { |
| this->destroyResources(gpu); |
| return false; |
| } |
| SkASSERT(inputs.isEmpty()); |
| |
| VkDescriptorSetLayout dsLayout[GrVkUniformHandler::kDescSetCount]; |
| |
| GrVkResourceProvider& resourceProvider = gpu->resourceProvider(); |
| |
| dsLayout[GrVkUniformHandler::kUniformBufferDescSet] = resourceProvider.getUniformDSLayout(); |
| |
| // Even though we don't have a sampler we need to put a valid handle here (of zero samplers) |
| // since we set up our descriptor layout to be uniform, sampler, input. |
| // |
| // TODO: We should have a more general way for different pipelines to describe their descriptor |
| // layouts so that we don't have to use the compile time constants for the sets. |
| GrVkDescriptorSetManager::Handle samplerHandle; |
| resourceProvider.getZeroSamplerDescriptorSetHandle(&samplerHandle); |
| |
| dsLayout[GrVkUniformHandler::kSamplerDescSet] = |
| resourceProvider.getSamplerDSLayout(samplerHandle); |
| |
| dsLayout[GrVkUniformHandler::kInputDescSet] = resourceProvider.getInputDSLayout(); |
| |
| // Create the VkPipelineLayout |
| VkPipelineLayoutCreateInfo layoutCreateInfo; |
| memset(&layoutCreateInfo, 0, sizeof(VkPipelineLayoutCreateFlags)); |
| layoutCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO; |
| layoutCreateInfo.pNext = nullptr; |
| layoutCreateInfo.flags = 0; |
| layoutCreateInfo.setLayoutCount = GrVkUniformHandler::kDescSetCount; |
| layoutCreateInfo.pSetLayouts = dsLayout; |
| layoutCreateInfo.pushConstantRangeCount = 0; |
| layoutCreateInfo.pPushConstantRanges = nullptr; |
| |
| VkResult err = GR_VK_CALL( |
| gpu->vkInterface(), |
| CreatePipelineLayout(gpu->device(), &layoutCreateInfo, nullptr, &fPipelineLayout)); |
| if (err) { |
| this->destroyResources(gpu); |
| return false; |
| } |
| |
| return true; |
| } |
| |
| bool GrVkMSAALoadManager::loadMSAAFromResolve(GrVkGpu* gpu, |
| GrVkCommandBuffer* commandBuffer, |
| const GrVkRenderPass& renderPass, |
| GrAttachment* dst, |
| GrVkAttachment* src, |
| const SkIRect& rect) { |
| if (!dst) { |
| return false; |
| } |
| if (!src || !src->supportsInputAttachmentUsage()) { |
| return false; |
| } |
| |
| if (VK_NULL_HANDLE == fVertShaderModule) { |
| SkASSERT(fFragShaderModule == VK_NULL_HANDLE && fPipelineLayout == VK_NULL_HANDLE); |
| if (!this->createMSAALoadProgram(gpu)) { |
| SkDebugf("Failed to create copy program.\n"); |
| return false; |
| } |
| } |
| SkASSERT(fPipelineLayout != VK_NULL_HANDLE); |
| |
| GrVkResourceProvider& resourceProv = gpu->resourceProvider(); |
| |
| sk_sp<const GrVkPipeline> pipeline = |
| resourceProv.findOrCreateMSAALoadPipeline(renderPass, dst->numSamples(), |
| fShaderStageInfo, fPipelineLayout); |
| if (!pipeline) { |
| return false; |
| } |
| commandBuffer->bindPipeline(gpu, std::move(pipeline)); |
| |
| // Set Dynamic viewport and stencil |
| // We always use one viewport the size of the RT |
| VkViewport viewport; |
| viewport.x = 0.0f; |
| viewport.y = 0.0f; |
| viewport.width = SkIntToScalar(dst->width()); |
| viewport.height = SkIntToScalar(dst->height()); |
| viewport.minDepth = 0.0f; |
| viewport.maxDepth = 1.0f; |
| commandBuffer->setViewport(gpu, 0, 1, &viewport); |
| |
| // We assume the scissor is not enabled so just set it to the whole RT |
| VkRect2D scissor; |
| scissor.extent.width = dst->width(); |
| scissor.extent.height = dst->height(); |
| scissor.offset.x = 0; |
| scissor.offset.y = 0; |
| commandBuffer->setScissor(gpu, 0, 1, &scissor); |
| |
| // Update and bind uniform descriptor set |
| int w = rect.width(); |
| int h = rect.height(); |
| |
| // dst rect edges in NDC (-1 to 1) |
| int dw = dst->width(); |
| int dh = dst->height(); |
| float dx0 = 2.f * rect.fLeft / dw - 1.f; |
| float dx1 = 2.f * (rect.fLeft + w) / dw - 1.f; |
| float dy0 = 2.f * rect.fTop / dh - 1.f; |
| float dy1 = 2.f * (rect.fTop + h) / dh - 1.f; |
| |
| float uniData[] = {dx1 - dx0, dy1 - dy0, dx0, dy0}; // posXform |
| |
| GrResourceProvider* resourceProvider = gpu->getContext()->priv().resourceProvider(); |
| // TODO: Is it worth holding onto the last used uniform buffer and tracking the width, height, |
| // dst width, and dst height so that we can use the buffer again without having to update the |
| // data? |
| sk_sp<GrGpuBuffer> uniformBuffer = resourceProvider->createBuffer( |
| 4 * sizeof(float), GrGpuBufferType::kUniform, kDynamic_GrAccessPattern, uniData); |
| if (!uniformBuffer) { |
| return false; |
| } |
| GrVkBuffer* vkUniformBuffer = static_cast<GrVkBuffer*>(uniformBuffer.get()); |
| static_assert(GrVkUniformHandler::kUniformBufferDescSet < GrVkUniformHandler::kInputDescSet); |
| commandBuffer->bindDescriptorSets(gpu, fPipelineLayout, |
| GrVkUniformHandler::kUniformBufferDescSet, |
| /*setCount=*/1, vkUniformBuffer->uniformDescriptorSet(), |
| /*dynamicOffsetCount=*/0, /*dynamicOffsets=*/nullptr); |
| commandBuffer->addGrBuffer(std::move(uniformBuffer)); |
| |
| // Update the input descriptor set |
| gr_rp<const GrVkDescriptorSet> inputDS = src->inputDescSetForMSAALoad(gpu); |
| if (!inputDS) { |
| return false; |
| } |
| commandBuffer->bindDescriptorSets(gpu, fPipelineLayout, |
| GrVkUniformHandler::kInputDescSet, /*setCount=*/1, |
| inputDS->descriptorSet(), |
| /*dynamicOffsetCount=*/0, /*dynamicOffsets=*/nullptr); |
| |
| // We don't need to add the src and dst resources here since those are all tracked by the main |
| // render pass code out in GrVkOpsRenderPass and GrVkRenderTarget::adResources. |
| commandBuffer->addRecycledResource(std::move(inputDS)); |
| |
| commandBuffer->draw(gpu, 4, 1, 0, 0); |
| |
| return true; |
| } |
| |
| void GrVkMSAALoadManager::destroyResources(GrVkGpu* gpu) { |
| if (fVertShaderModule != VK_NULL_HANDLE) { |
| GR_VK_CALL(gpu->vkInterface(), |
| DestroyShaderModule(gpu->device(), fVertShaderModule, nullptr)); |
| fVertShaderModule = VK_NULL_HANDLE; |
| } |
| |
| if (fFragShaderModule != VK_NULL_HANDLE) { |
| GR_VK_CALL(gpu->vkInterface(), |
| DestroyShaderModule(gpu->device(), fFragShaderModule, nullptr)); |
| fFragShaderModule = VK_NULL_HANDLE; |
| } |
| |
| if (fPipelineLayout != VK_NULL_HANDLE) { |
| GR_VK_CALL(gpu->vkInterface(), |
| DestroyPipelineLayout(gpu->device(), fPipelineLayout, nullptr)); |
| fPipelineLayout = VK_NULL_HANDLE; |
| } |
| } |
| |