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https://github.com/encounter/dawn-cmake.git
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Vulkan: Remove RenderPassDescriptorVk
This patch removes RenderPassDescriptorVk completely and move the function RecordBeginRenderPass to CommandBufferVk.cpp, which is a part of preparation of removing RenderPassDescriptorBuilder from Dawn. BUG=dawn:6 Change-Id: Id666ef2f998fa65de93deb16afedb1d53d6b8bc0 Reviewed-on: https://dawn-review.googlesource.com/c/4540 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org> Commit-Queue: Kai Ninomiya <kainino@chromium.org>
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0e6dad0a7d
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2
BUILD.gn
2
BUILD.gn
@ -682,8 +682,6 @@ source_set("libdawn_native_sources") {
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"src/dawn_native/vulkan/QueueVk.h",
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"src/dawn_native/vulkan/RenderPassCache.cpp",
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"src/dawn_native/vulkan/RenderPassCache.h",
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"src/dawn_native/vulkan/RenderPassDescriptorVk.cpp",
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"src/dawn_native/vulkan/RenderPassDescriptorVk.h",
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"src/dawn_native/vulkan/RenderPipelineVk.cpp",
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"src/dawn_native/vulkan/RenderPipelineVk.h",
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"src/dawn_native/vulkan/SamplerVk.cpp",
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@ -19,8 +19,9 @@
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#include "dawn_native/vulkan/BufferVk.h"
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#include "dawn_native/vulkan/ComputePipelineVk.h"
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#include "dawn_native/vulkan/DeviceVk.h"
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#include "dawn_native/vulkan/FencedDeleter.h"
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#include "dawn_native/vulkan/PipelineLayoutVk.h"
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#include "dawn_native/vulkan/RenderPassDescriptorVk.h"
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#include "dawn_native/vulkan/RenderPassCache.h"
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#include "dawn_native/vulkan/RenderPipelineVk.h"
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#include "dawn_native/vulkan/TextureVk.h"
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@ -109,6 +110,100 @@ namespace dawn_native { namespace vulkan {
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std::bitset<kMaxBindGroups> mDirtySets;
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};
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void RecordBeginRenderPass(VkCommandBuffer commands,
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Device* device,
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RenderPassDescriptorBase* renderPass) {
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// Query a VkRenderPass from the cache
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VkRenderPass renderPassVK = VK_NULL_HANDLE;
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{
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RenderPassCacheQuery query;
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for (uint32_t i : IterateBitSet(renderPass->GetColorAttachmentMask())) {
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const auto& attachmentInfo = renderPass->GetColorAttachment(i);
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query.SetColor(i, attachmentInfo.view->GetTexture()->GetFormat(),
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attachmentInfo.loadOp);
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}
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if (renderPass->HasDepthStencilAttachment()) {
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const auto& attachmentInfo = renderPass->GetDepthStencilAttachment();
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query.SetDepthStencil(attachmentInfo.view->GetTexture()->GetFormat(),
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attachmentInfo.depthLoadOp, attachmentInfo.stencilLoadOp);
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}
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renderPassVK = device->GetRenderPassCache()->GetRenderPass(query);
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}
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// Create a framebuffer that will be used once for the render pass and gather the clear
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// values for the attachments at the same time.
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std::array<VkClearValue, kMaxColorAttachments + 1> clearValues;
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VkFramebuffer framebuffer = VK_NULL_HANDLE;
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uint32_t attachmentCount = 0;
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{
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// Fill in the attachment info that will be chained in the framebuffer create info.
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std::array<VkImageView, kMaxColorAttachments + 1> attachments;
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for (uint32_t i : IterateBitSet(renderPass->GetColorAttachmentMask())) {
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auto& attachmentInfo = renderPass->GetColorAttachment(i);
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TextureView* view = ToBackend(attachmentInfo.view.Get());
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attachments[attachmentCount] = view->GetHandle();
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clearValues[attachmentCount].color.float32[0] = attachmentInfo.clearColor[0];
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clearValues[attachmentCount].color.float32[1] = attachmentInfo.clearColor[1];
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clearValues[attachmentCount].color.float32[2] = attachmentInfo.clearColor[2];
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clearValues[attachmentCount].color.float32[3] = attachmentInfo.clearColor[3];
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attachmentCount++;
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}
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if (renderPass->HasDepthStencilAttachment()) {
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auto& attachmentInfo = renderPass->GetDepthStencilAttachment();
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TextureView* view = ToBackend(attachmentInfo.view.Get());
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attachments[attachmentCount] = view->GetHandle();
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clearValues[attachmentCount].depthStencil.depth = attachmentInfo.clearDepth;
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clearValues[attachmentCount].depthStencil.stencil = attachmentInfo.clearStencil;
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attachmentCount++;
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}
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// Chain attachments and create the framebuffer
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VkFramebufferCreateInfo createInfo;
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createInfo.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
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createInfo.pNext = nullptr;
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createInfo.flags = 0;
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createInfo.renderPass = renderPassVK;
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createInfo.attachmentCount = attachmentCount;
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createInfo.pAttachments = attachments.data();
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createInfo.width = renderPass->GetWidth();
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createInfo.height = renderPass->GetHeight();
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createInfo.layers = 1;
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if (device->fn.CreateFramebuffer(device->GetVkDevice(), &createInfo, nullptr,
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&framebuffer) != VK_SUCCESS) {
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ASSERT(false);
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}
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// We don't reuse VkFramebuffers so mark the framebuffer for deletion as soon as the
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// commands currently being recorded are finished.
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device->GetFencedDeleter()->DeleteWhenUnused(framebuffer);
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}
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VkRenderPassBeginInfo beginInfo;
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beginInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
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beginInfo.pNext = nullptr;
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beginInfo.renderPass = renderPassVK;
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beginInfo.framebuffer = framebuffer;
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beginInfo.renderArea.offset.x = 0;
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beginInfo.renderArea.offset.y = 0;
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beginInfo.renderArea.extent.width = renderPass->GetWidth();
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beginInfo.renderArea.extent.height = renderPass->GetHeight();
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beginInfo.clearValueCount = attachmentCount;
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beginInfo.pClearValues = clearValues.data();
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device->fn.CmdBeginRenderPass(commands, &beginInfo, VK_SUBPASS_CONTENTS_INLINE);
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}
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} // anonymous namespace
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CommandBuffer::CommandBuffer(CommandBufferBuilder* builder)
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@ -270,10 +365,10 @@ namespace dawn_native { namespace vulkan {
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UNREACHABLE();
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}
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void CommandBuffer::RecordRenderPass(VkCommandBuffer commands,
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RenderPassDescriptor* renderPass) {
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RenderPassDescriptorBase* renderPass) {
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Device* device = ToBackend(GetDevice());
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renderPass->RecordBeginRenderPass(commands);
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RecordBeginRenderPass(commands, device, renderPass);
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// Set the default value for the dynamic state
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{
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@ -16,13 +16,12 @@
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#define DAWNNATIVE_VULKAN_COMMANDBUFFERVK_H_
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#include "dawn_native/CommandBuffer.h"
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#include "dawn_native/RenderPassDescriptor.h"
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#include "common/vulkan_platform.h"
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namespace dawn_native { namespace vulkan {
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class RenderPassDescriptor;
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class CommandBuffer : public CommandBufferBase {
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public:
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CommandBuffer(CommandBufferBuilder* builder);
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@ -32,7 +31,7 @@ namespace dawn_native { namespace vulkan {
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private:
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void RecordComputePass(VkCommandBuffer commands);
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void RecordRenderPass(VkCommandBuffer commands, RenderPassDescriptor* renderPass);
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void RecordRenderPass(VkCommandBuffer commands, RenderPassDescriptorBase* renderPass);
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CommandIterator mCommands;
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};
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@ -31,7 +31,6 @@
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#include "dawn_native/vulkan/PipelineLayoutVk.h"
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#include "dawn_native/vulkan/QueueVk.h"
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#include "dawn_native/vulkan/RenderPassCache.h"
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#include "dawn_native/vulkan/RenderPassDescriptorVk.h"
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#include "dawn_native/vulkan/RenderPipelineVk.h"
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#include "dawn_native/vulkan/SamplerVk.h"
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#include "dawn_native/vulkan/ShaderModuleVk.h"
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@ -29,7 +29,7 @@ namespace dawn_native { namespace vulkan {
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class InputState;
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class PipelineLayout;
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class Queue;
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class RenderPassDescriptor;
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using RenderPassDescriptor = RenderPassDescriptorBase;
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class RenderPipeline;
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class Sampler;
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class ShaderModule;
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@ -1,122 +0,0 @@
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// Copyright 2018 The Dawn Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "dawn_native/vulkan/RenderPassDescriptorVk.h"
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#include "common/BitSetIterator.h"
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#include "dawn_native/vulkan/DeviceVk.h"
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#include "dawn_native/vulkan/FencedDeleter.h"
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#include "dawn_native/vulkan/RenderPassCache.h"
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#include "dawn_native/vulkan/TextureVk.h"
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namespace dawn_native { namespace vulkan {
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RenderPassDescriptor::RenderPassDescriptor(RenderPassDescriptorBuilder* builder)
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: RenderPassDescriptorBase(builder), mDevice(ToBackend(builder->GetDevice())) {
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}
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void RenderPassDescriptor::RecordBeginRenderPass(VkCommandBuffer commands) {
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// Query a VkRenderPass from the cache
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VkRenderPass renderPass = VK_NULL_HANDLE;
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{
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RenderPassCacheQuery query;
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for (uint32_t i : IterateBitSet(GetColorAttachmentMask())) {
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const auto& attachmentInfo = GetColorAttachment(i);
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query.SetColor(i, attachmentInfo.view->GetTexture()->GetFormat(),
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attachmentInfo.loadOp);
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}
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if (HasDepthStencilAttachment()) {
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const auto& attachmentInfo = GetDepthStencilAttachment();
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query.SetDepthStencil(attachmentInfo.view->GetTexture()->GetFormat(),
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attachmentInfo.depthLoadOp, attachmentInfo.stencilLoadOp);
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}
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renderPass = mDevice->GetRenderPassCache()->GetRenderPass(query);
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}
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// Create a framebuffer that will be used once for the render pass and gather the clear
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// values for the attachments at the same time.
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std::array<VkClearValue, kMaxColorAttachments + 1> clearValues;
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VkFramebuffer framebuffer = VK_NULL_HANDLE;
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uint32_t attachmentCount = 0;
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{
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// Fill in the attachment info that will be chained in the framebuffer create info.
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std::array<VkImageView, kMaxColorAttachments + 1> attachments;
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for (uint32_t i : IterateBitSet(GetColorAttachmentMask())) {
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auto& attachmentInfo = GetColorAttachment(i);
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TextureView* view = ToBackend(attachmentInfo.view.Get());
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attachments[attachmentCount] = view->GetHandle();
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clearValues[attachmentCount].color.float32[0] = attachmentInfo.clearColor[0];
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clearValues[attachmentCount].color.float32[1] = attachmentInfo.clearColor[1];
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clearValues[attachmentCount].color.float32[2] = attachmentInfo.clearColor[2];
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clearValues[attachmentCount].color.float32[3] = attachmentInfo.clearColor[3];
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attachmentCount++;
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}
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if (HasDepthStencilAttachment()) {
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auto& attachmentInfo = GetDepthStencilAttachment();
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TextureView* view = ToBackend(attachmentInfo.view.Get());
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attachments[attachmentCount] = view->GetHandle();
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clearValues[attachmentCount].depthStencil.depth = attachmentInfo.clearDepth;
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clearValues[attachmentCount].depthStencil.stencil = attachmentInfo.clearStencil;
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attachmentCount++;
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}
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// Chain attachments and create the framebuffer
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VkFramebufferCreateInfo createInfo;
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createInfo.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
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createInfo.pNext = nullptr;
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createInfo.flags = 0;
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createInfo.renderPass = renderPass;
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createInfo.attachmentCount = attachmentCount;
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createInfo.pAttachments = attachments.data();
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createInfo.width = GetWidth();
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createInfo.height = GetHeight();
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createInfo.layers = 1;
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if (mDevice->fn.CreateFramebuffer(mDevice->GetVkDevice(), &createInfo, nullptr,
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&framebuffer) != VK_SUCCESS) {
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ASSERT(false);
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}
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// We don't reuse VkFramebuffers so mark the framebuffer for deletion as soon as the
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// commands currently being recorded are finished.
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mDevice->GetFencedDeleter()->DeleteWhenUnused(framebuffer);
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}
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VkRenderPassBeginInfo beginInfo;
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beginInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
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beginInfo.pNext = nullptr;
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beginInfo.renderPass = renderPass;
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beginInfo.framebuffer = framebuffer;
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beginInfo.renderArea.offset.x = 0;
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beginInfo.renderArea.offset.y = 0;
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beginInfo.renderArea.extent.width = GetWidth();
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beginInfo.renderArea.extent.height = GetHeight();
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beginInfo.clearValueCount = attachmentCount;
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beginInfo.pClearValues = clearValues.data();
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mDevice->fn.CmdBeginRenderPass(commands, &beginInfo, VK_SUBPASS_CONTENTS_INLINE);
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}
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}} // namespace dawn_native::vulkan
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@ -1,39 +0,0 @@
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// Copyright 2018 The Dawn Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#ifndef DAWNNATIVE_VULKAN_RENDERPASSDESCRIPTORVK_H_
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#define DAWNNATIVE_VULKAN_RENDERPASSDESCRIPTORVK_H_
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#include "dawn_native/RenderPassDescriptor.h"
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#include "common/vulkan_platform.h"
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namespace dawn_native { namespace vulkan {
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class Device;
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class RenderPassDescriptor : public RenderPassDescriptorBase {
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public:
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RenderPassDescriptor(RenderPassDescriptorBuilder* builder);
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// Compute all the arguments for, and record the vkCmdBeginRenderPass command.
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void RecordBeginRenderPass(VkCommandBuffer commands);
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private:
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Device* mDevice = nullptr;
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};
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}} // namespace dawn_native::vulkan
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#endif // DAWNNATIVE_VULKAN_RENDERPASSDESCRIPTORVK_H_
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#include "dawn_native/vulkan/InputStateVk.h"
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#include "dawn_native/vulkan/PipelineLayoutVk.h"
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#include "dawn_native/vulkan/RenderPassCache.h"
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#include "dawn_native/vulkan/RenderPassDescriptorVk.h"
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#include "dawn_native/vulkan/ShaderModuleVk.h"
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#include "dawn_native/vulkan/UtilsVulkan.h"
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