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C++ GrVkRenderTarget::msaaImage方法代码示例

本文整理汇总了C++中GrVkRenderTarget::msaaImage方法的典型用法代码示例。如果您正苦于以下问题:C++ GrVkRenderTarget::msaaImage方法的具体用法?C++ GrVkRenderTarget::msaaImage怎么用?C++ GrVkRenderTarget::msaaImage使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在GrVkRenderTarget的用法示例。


在下文中一共展示了GrVkRenderTarget::msaaImage方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: executeDrawable

void GrVkGpuRTCommandBuffer::executeDrawable(std::unique_ptr<SkDrawable::GpuDrawHandler> drawable) {
    GrVkRenderTarget* target = static_cast<GrVkRenderTarget*>(fRenderTarget);

    GrVkImage* targetImage = target->msaaImage() ? target->msaaImage() : target;

    CommandBufferInfo& cbInfo = fCommandBufferInfos[fCurrentCmdInfo];
    VkRect2D bounds;
    bounds.offset = { 0, 0 };
    bounds.extent = { 0, 0 };

    GrVkDrawableInfo vkInfo;
    vkInfo.fSecondaryCommandBuffer = cbInfo.currentCmdBuf()->vkCommandBuffer();
    vkInfo.fCompatibleRenderPass = cbInfo.fRenderPass->vkRenderPass();
    SkAssertResult(cbInfo.fRenderPass->colorAttachmentIndex(&vkInfo.fColorAttachmentIndex));
    vkInfo.fFormat = targetImage->imageFormat();
    vkInfo.fDrawBounds = &bounds;
#ifdef SK_BUILD_FOR_ANDROID_FRAMEWORK
    vkInfo.fImage = targetImage->image();
#else
    vkInfo.fImage = VK_NULL_HANDLE;
#endif //SK_BUILD_FOR_ANDROID_FRAMEWORK

    GrBackendDrawableInfo info(vkInfo);

    // After we draw into the command buffer via the drawable, cached state we have may be invalid.
    cbInfo.currentCmdBuf()->invalidateState();
    // Also assume that the drawable produced output.
    cbInfo.fIsEmpty = false;

    drawable->draw(info);
    fGpu->addDrawable(std::move(drawable));

    if (bounds.extent.width == 0 || bounds.extent.height == 0) {
        cbInfo.fBounds.join(target->getBoundsRect());
    } else {
        cbInfo.fBounds.join(SkRect::MakeXYWH(bounds.offset.x, bounds.offset.y,
                                             bounds.extent.width, bounds.extent.height));
    }
}
开发者ID:,项目名称:,代码行数:39,代码来源:

示例2: submit

void GrVkGpuRTCommandBuffer::submit() {
    if (!fRenderTarget) {
        return;
    }

    GrVkRenderTarget* vkRT = static_cast<GrVkRenderTarget*>(fRenderTarget);
    GrVkImage* targetImage = vkRT->msaaImage() ? vkRT->msaaImage() : vkRT;
    GrStencilAttachment* stencil = fRenderTarget->renderTargetPriv().getStencilAttachment();
    auto currPreCmd = fPreCommandBufferTasks.begin();

    GrVkPrimaryCommandBufferTask::Args taskArgs{fGpu, fRenderTarget, fOrigin};
    for (int i = 0; i < fCommandBufferInfos.count(); ++i) {
        CommandBufferInfo& cbInfo = fCommandBufferInfos[i];

        for (int c = 0; c < cbInfo.fNumPreCmds; ++c, ++currPreCmd) {
            currPreCmd->execute(taskArgs);
        }

        // TODO: Many things create a scratch texture which adds the discard immediately, but then
        // don't draw to it right away. This causes the discard to be ignored and we get yelled at
        // for loading uninitialized data. However, once MDB lands with reordering, the discard will
        // get reordered with the rest of the draw commands and we can remove the discard check.
        if (cbInfo.fIsEmpty &&
            cbInfo.fLoadStoreState != LoadStoreState::kStartsWithClear &&
            cbInfo.fLoadStoreState != LoadStoreState::kStartsWithDiscard) {
            // We have sumbitted no actual draw commands to the command buffer and we are not using
            // the render pass to do a clear so there is no need to submit anything.
            continue;
        }

        // We don't want to actually submit the secondary command buffer if it is wrapped.
        if (this->wrapsSecondaryCommandBuffer()) {
            // If we have any sampled images set their layout now.
            for (int j = 0; j < cbInfo.fSampledTextures.count(); ++j) {
                cbInfo.fSampledTextures[j]->setImageLayout(
                        fGpu, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, VK_ACCESS_SHADER_READ_BIT,
                        VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, false);
            }

            // There should have only been one secondary command buffer in the wrapped case so it is
            // safe to just return here.
            SkASSERT(fCommandBufferInfos.count() == 1);
            return;
        }

        // Make sure if we only have a discard load that we execute the discard on the whole image.
        // TODO: Once we improve our tracking of discards so that we never end up flushing a discard
        // call with no actually ops, remove this.
        if (cbInfo.fIsEmpty && cbInfo.fLoadStoreState == LoadStoreState::kStartsWithDiscard) {
            cbInfo.fBounds = SkRect::MakeWH(vkRT->width(), vkRT->height());
        }

        if (cbInfo.fBounds.intersect(0, 0,
                                     SkIntToScalar(fRenderTarget->width()),
                                     SkIntToScalar(fRenderTarget->height()))) {
            // Make sure we do the following layout changes after all copies, uploads, or any other
            // pre-work is done since we may change the layouts in the pre-work. Also since the
            // draws will be submitted in different render passes, we need to guard againts write
            // and write issues.

            // Change layout of our render target so it can be used as the color attachment.
            // TODO: If we know that we will never be blending or loading the attachment we could
            // drop the VK_ACCESS_COLOR_ATTACHMENT_READ_BIT.
            targetImage->setImageLayout(fGpu,
                                        VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
                                        VK_ACCESS_COLOR_ATTACHMENT_READ_BIT |
                                        VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
                                        VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
                                        false);

            // If we are using a stencil attachment we also need to update its layout
            if (stencil) {
                GrVkStencilAttachment* vkStencil = (GrVkStencilAttachment*)stencil;
                // We need the write and read access bits since we may load and store the stencil.
                // The initial load happens in the VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT so we
                // wait there.
                vkStencil->setImageLayout(fGpu,
                                          VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
                                          VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT |
                                          VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT,
                                          VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT,
                                          false);
            }

            // If we have any sampled images set their layout now.
            for (int j = 0; j < cbInfo.fSampledTextures.count(); ++j) {
                cbInfo.fSampledTextures[j]->setImageLayout(
                        fGpu, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, VK_ACCESS_SHADER_READ_BIT,
                        VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, false);
            }

            SkIRect iBounds;
            cbInfo.fBounds.roundOut(&iBounds);

            fGpu->submitSecondaryCommandBuffer(cbInfo.fCommandBuffers, cbInfo.fRenderPass,
                                               &cbInfo.fColorClearValue, vkRT, fOrigin, iBounds);
        }
    }
    SkASSERT(currPreCmd == fPreCommandBufferTasks.end());
}
开发者ID:,项目名称:,代码行数:100,代码来源:

示例3: copySurfaceAsDraw


//.........这里部分代码省略.........
    imageInfo.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;

    VkWriteDescriptorSet writeInfo;
    memset(&writeInfo, 0, sizeof(VkWriteDescriptorSet));
    writeInfo.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
    writeInfo.pNext = nullptr;
    writeInfo.dstSet = samplerDS->descriptorSet();
    writeInfo.dstBinding = 0;
    writeInfo.dstArrayElement = 0;
    writeInfo.descriptorCount = 1;
    writeInfo.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
    writeInfo.pImageInfo = &imageInfo;
    writeInfo.pBufferInfo = nullptr;
    writeInfo.pTexelBufferView = nullptr;

    GR_VK_CALL(gpu->vkInterface(), UpdateDescriptorSets(gpu->device(),
                                                        1,
                                                        &writeInfo,
                                                        0, nullptr));

    VkDescriptorSet vkDescSets[] = { uniformDS->descriptorSet(), samplerDS->descriptorSet() };

    GrVkRenderTarget* texRT = static_cast<GrVkRenderTarget*>(srcTex->asRenderTarget());
    if (texRT) {
        gpu->resolveRenderTargetNoFlush(texRT);
    }

    // TODO: Make tighter bounds and then adjust bounds for origin and granularity if we see
    //       any perf issues with using the whole bounds
    SkIRect bounds = SkIRect::MakeWH(rt->width(), rt->height());

    // Change layouts of rt and texture. We aren't blending so we don't need color attachment read
    // access for blending.
    GrVkImage* targetImage = rt->msaaImage() ? rt->msaaImage() : rt;
    VkAccessFlags dstAccessFlags = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
    if (!canDiscardOutsideDstRect) {
        // We need to load the color attachment so need to be able to read it.
        dstAccessFlags |= VK_ACCESS_COLOR_ATTACHMENT_READ_BIT;
    }
    targetImage->setImageLayout(gpu,
                                VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
                                dstAccessFlags,
                                VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
                                false);

    srcTex->setImageLayout(gpu,
                           VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
                           VK_ACCESS_SHADER_READ_BIT,
                           VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
                           false);

    GrStencilAttachment* stencil = rt->renderTargetPriv().getStencilAttachment();
    if (stencil) {
        GrVkStencilAttachment* vkStencil = (GrVkStencilAttachment*)stencil;
        // We aren't actually using the stencil but we still load and store it so we need
        // appropriate barriers.
        // TODO: Once we refactor surface and how we conntect stencil to RTs, we should not even
        // have the stencil on this render pass if possible.
        vkStencil->setImageLayout(gpu,
                                  VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
                                  VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT |
                                  VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
                                  VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT,
                                  false);
    }
开发者ID:,项目名称:,代码行数:66,代码来源:


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