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// Copyright 2018 The Dawn Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#ifndef DAWNNATIVE_VULKAN_TEXTUREVK_H_
#define DAWNNATIVE_VULKAN_TEXTUREVK_H_
#include "dawn_native/Texture.h"
#include "common/vulkan_platform.h"
#include "dawn_native/PassResourceUsage.h"
#include "dawn_native/ResourceMemoryAllocation.h"
#include "dawn_native/vulkan/ExternalHandle.h"
#include "dawn_native/vulkan/external_memory/MemoryService.h"
namespace dawn_native { namespace vulkan {
struct CommandRecordingContext;
class Device;
class Texture;
VkFormat VulkanImageFormat(const Device* device, wgpu::TextureFormat format);
VkImageUsageFlags VulkanImageUsage(wgpu::TextureUsage usage, const Format& format);
VkImageLayout VulkanImageLayout(const Texture* texture, wgpu::TextureUsage usage);
VkSampleCountFlagBits VulkanSampleCount(uint32_t sampleCount);
MaybeError ValidateVulkanImageCanBeWrapped(const DeviceBase* device,
const TextureDescriptor* descriptor);
bool IsSampleCountSupported(const dawn_native::vulkan::Device* device,
const VkImageCreateInfo& imageCreateInfo);
class Texture final : public TextureBase {
public:
// Used to create a regular texture from a descriptor.
static ResultOrError<Ref<Texture>> Create(Device* device,
const TextureDescriptor* descriptor,
VkImageUsageFlags extraUsages = 0);
// Creates a texture and initializes it with a VkImage that references an external memory
// object. Before the texture can be used, the VkDeviceMemory associated with the external
// image must be bound via Texture::BindExternalMemory.
static ResultOrError<Texture*> CreateFromExternal(
Device* device,
const ExternalImageDescriptorVk* descriptor,
const TextureDescriptor* textureDescriptor,
external_memory::Service* externalMemoryService);
// Creates a texture that wraps a swapchain-allocated VkImage.
static Ref<Texture> CreateForSwapChain(Device* device,
const TextureDescriptor* descriptor,
VkImage nativeImage);
VkImage GetHandle() const;
VkImageAspectFlags GetVkAspectMask(wgpu::TextureAspect aspect) const;
// Transitions the texture to be used as `usage`, recording any necessary barrier in
// `commands`.
// TODO(crbug.com/dawn/851): coalesce barriers and do them early when possible.
void TransitionUsageNow(CommandRecordingContext* recordingContext,
wgpu::TextureUsage usage,
const SubresourceRange& range);
void TransitionUsageForPass(CommandRecordingContext* recordingContext,
const TextureSubresourceUsage& textureUsages,
std::vector<VkImageMemoryBarrier>* imageBarriers,
VkPipelineStageFlags* srcStages,
VkPipelineStageFlags* dstStages);
void EnsureSubresourceContentInitialized(CommandRecordingContext* recordingContext,
const SubresourceRange& range);
VkImageLayout GetCurrentLayoutForSwapChain() const;
// Binds externally allocated memory to the VkImage and on success, takes ownership of
// semaphores.
MaybeError BindExternalMemory(const ExternalImageDescriptorVk* descriptor,
VkSemaphore signalSemaphore,
VkDeviceMemory externalMemoryAllocation,
std::vector<VkSemaphore> waitSemaphores);
MaybeError ExportExternalTexture(VkImageLayout desiredLayout,
VkSemaphore* signalSemaphore,
VkImageLayout* releasedOldLayout,
VkImageLayout* releasedNewLayout);
private:
~Texture() override;
Texture(Device* device, const TextureDescriptor* descriptor, TextureState state);
MaybeError InitializeAsInternalTexture(VkImageUsageFlags extraUsages);
MaybeError InitializeFromExternal(const ExternalImageDescriptorVk* descriptor,
external_memory::Service* externalMemoryService);
void InitializeForSwapChain(VkImage nativeImage);
void DestroyImpl() override;
MaybeError ClearTexture(CommandRecordingContext* recordingContext,
const SubresourceRange& range,
TextureBase::ClearValue);
// Implementation details of the barrier computations for the texture.
void TransitionUsageAndGetResourceBarrier(wgpu::TextureUsage usage,
const SubresourceRange& range,
std::vector<VkImageMemoryBarrier>* imageBarriers,
VkPipelineStageFlags* srcStages,
VkPipelineStageFlags* dstStages);
void TransitionUsageForPassImpl(
CommandRecordingContext* recordingContext,
const SubresourceStorage<wgpu::TextureUsage>& subresourceUsages,
std::vector<VkImageMemoryBarrier>* imageBarriers,
VkPipelineStageFlags* srcStages,
VkPipelineStageFlags* dstStages);
void TransitionUsageAndGetResourceBarrierImpl(
wgpu::TextureUsage usage,
const SubresourceRange& range,
std::vector<VkImageMemoryBarrier>* imageBarriers,
VkPipelineStageFlags* srcStages,
VkPipelineStageFlags* dstStages);
void TweakTransitionForExternalUsage(CommandRecordingContext* recordingContext,
std::vector<VkImageMemoryBarrier>* barriers,
size_t transitionBarrierStart);
bool CanReuseWithoutBarrier(wgpu::TextureUsage lastUsage, wgpu::TextureUsage usage);
// In base Vulkan, Depth and stencil can only be transitioned together. This function
// indicates whether we should combine depth and stencil barriers to accommodate this
// limitation.
bool ShouldCombineDepthStencilBarriers() const;
// Compute the Aspects of the SubresourceStoage for this texture depending on whether we're
// doing the workaround for combined depth and stencil barriers.
Aspect ComputeAspectsForSubresourceStorage() const;
VkImage mHandle = VK_NULL_HANDLE;
ResourceMemoryAllocation mMemoryAllocation;
VkDeviceMemory mExternalAllocation = VK_NULL_HANDLE;
enum class ExternalState {
InternalOnly,
PendingAcquire,
Acquired,
Released
};
ExternalState mExternalState = ExternalState::InternalOnly;
ExternalState mLastExternalState = ExternalState::InternalOnly;
VkImageLayout mPendingAcquireOldLayout;
VkImageLayout mPendingAcquireNewLayout;
VkSemaphore mSignalSemaphore = VK_NULL_HANDLE;
std::vector<VkSemaphore> mWaitRequirements;
// Note that in early Vulkan versions it is not possible to transition depth and stencil
// separately so textures with Depth|Stencil aspects will have a single Depth aspect in the
// storage.
SubresourceStorage<wgpu::TextureUsage> mSubresourceLastUsages;
};
class TextureView final : public TextureViewBase {
public:
static ResultOrError<Ref<TextureView>> Create(TextureBase* texture,
const TextureViewDescriptor* descriptor);
VkImageView GetHandle() const;
private:
~TextureView() override;
using TextureViewBase::TextureViewBase;
MaybeError Initialize(const TextureViewDescriptor* descriptor);
VkImageView mHandle = VK_NULL_HANDLE;
};
}} // namespace dawn_native::vulkan
#endif // DAWNNATIVE_VULKAN_TEXTUREVK_H_