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MobileGL/MobileGL/MG_Backend/DirectVulkan/Renderer/WireDepthResolveProbe.cpp
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// MobileGL - MobileGL/MG_Backend/DirectVulkan/Renderer/WireDepthResolveProbe.cpp
// Copyright (c) 2026 MobileGL-Dev
// Licensed under the GNU Lesser General Public License v3.0:
// https://www.gnu.org/licenses/gpl-3.0.txt
// https://www.gnu.org/licenses/lgpl-3.0.txt
// SPDX-License-Identifier: LGPL-3.0-only
// End of Source File Header
//
// See WireDepthResolveProbe.h for the arms and the probe's shape, WireDepthResolveArm.h for the
// verdict. The plumbing is the PRIMITIVES_GENERATED probe's (MG_Util/SelfTest/
// PrimitivesGeneratedNoXfbProbe.cpp): one throwaway command buffer, a bounded fence wait that
// leaks rather than idle-waits a hung GPU, teardown on every other path.
#include "RenderPassGuard.h"
#include "WireDepthResolveProbe.h"
#include <MG_Util/Debug/Log.h>
#include <bit>
#include <cmath>
#include <cstring>
#include <vulkan/vulkan_core.h>
#if MOBILEGL_BUILD_DISAGGREGATED
namespace MobileGL::MG_Backend::DirectVulkan {
#include "WireMultisampleResolveSpirv.h"
VkImageAspectFlags WireDepthStencilFormatAspects(VkFormat format) {
if (format == VK_FORMAT_S8_UINT) return VK_IMAGE_ASPECT_STENCIL_BIT;
if (format == VK_FORMAT_D16_UNORM_S8_UINT || format == VK_FORMAT_D24_UNORM_S8_UINT ||
format == VK_FORMAT_D32_SFLOAT_S8_UINT)
return VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
return VK_IMAGE_ASPECT_DEPTH_BIT;
}
VkImageViewCreateInfo WireDepthStencilViewInfo(VkImage image, VkFormat format, VkImageAspectFlags aspects,
Uint32 level, Uint32 layer) {
VkImageViewCreateInfo info{VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO};
info.image = image;
info.viewType = VK_IMAGE_VIEW_TYPE_2D;
info.format = format;
info.subresourceRange = {aspects, level, 1, layer, 1};
return info;
}
VkResult CreateWireDepthStencilResolvePass(PFN_vkCreateRenderPass2 createRenderPass2, VkDevice device,
VkFormat format, VkSampleCountFlagBits samples, VkRenderPass* pass) {
const VkImageAspectFlags formatAspects = WireDepthStencilFormatAspects(format);
VkAttachmentDescription2 attachments[2]{};
for (Uint32 i = 0; i < 2; ++i) {
auto& attachment = attachments[i];
attachment.sType = VK_STRUCTURE_TYPE_ATTACHMENT_DESCRIPTION_2;
attachment.format = format;
attachment.samples = i == 0 ? samples : VK_SAMPLE_COUNT_1_BIT;
attachment.loadOp = attachment.stencilLoadOp =
i == 0 ? VK_ATTACHMENT_LOAD_OP_LOAD : VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attachment.storeOp = attachment.stencilStoreOp = VK_ATTACHMENT_STORE_OP_STORE;
attachment.initialLayout = attachment.finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
}
VkAttachmentReference2 sourceReference{VK_STRUCTURE_TYPE_ATTACHMENT_REFERENCE_2};
sourceReference.attachment = 0;
sourceReference.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
sourceReference.aspectMask = formatAspects;
VkAttachmentReference2 resolveReference = sourceReference;
resolveReference.attachment = 1;
VkSubpassDescriptionDepthStencilResolve resolve{VK_STRUCTURE_TYPE_SUBPASS_DESCRIPTION_DEPTH_STENCIL_RESOLVE};
resolve.depthResolveMode =
(formatAspects & VK_IMAGE_ASPECT_DEPTH_BIT) ? VK_RESOLVE_MODE_SAMPLE_ZERO_BIT : VK_RESOLVE_MODE_NONE;
resolve.stencilResolveMode =
(formatAspects & VK_IMAGE_ASPECT_STENCIL_BIT) ? VK_RESOLVE_MODE_SAMPLE_ZERO_BIT : VK_RESOLVE_MODE_NONE;
resolve.pDepthStencilResolveAttachment = &resolveReference;
VkSubpassDescription2 subpass{VK_STRUCTURE_TYPE_SUBPASS_DESCRIPTION_2};
subpass.pNext = &resolve;
subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
subpass.pDepthStencilAttachment = &sourceReference;
VkRenderPassCreateInfo2 passInfo{VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO_2};
passInfo.attachmentCount = 2;
passInfo.pAttachments = attachments;
passInfo.subpassCount = 1;
passInfo.pSubpasses = &subpass;
return createRenderPass2(device, &passInfo, nullptr, pass);
}
VkResult CreateWireShaderResolveKit(VkDevice device, Bool shaderStencilExport, WireShaderResolveKit& kit) {
const auto shader = [&](const Uint32* code, SizeT bytes, VkShaderModule& module) {
VkShaderModuleCreateInfo info{VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO};
info.codeSize = bytes;
info.pCode = code;
return vkCreateShaderModule(device, &info, nullptr, &module);
};
VkResult result =
shader(kWireMultisampleResolveVertexSpirv, sizeof(kWireMultisampleResolveVertexSpirv), kit.vertex);
if (result != VK_SUCCESS) return result;
result = shader(kWireMultisampleDepthResolveFragmentSpirv, sizeof(kWireMultisampleDepthResolveFragmentSpirv),
kit.depthFragment);
if (result != VK_SUCCESS) return result;
// THE STENCIL MODULE IS ONLY CREATED WHERE IT CAN RUN: its SPIR-V declares the
// StencilExportEXT capability, and handing a module with an unsupported capability to
// vkCreateShaderModule is undefined behaviour - not an error this could catch.
if (shaderStencilExport) {
result = shader(kWireMultisampleStencilResolveFragmentSpirv,
sizeof(kWireMultisampleStencilResolveFragmentSpirv), kit.stencilFragment);
if (result != VK_SUCCESS) return result;
}
const VkDescriptorSetLayoutBinding binding{0, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1,
VK_SHADER_STAGE_FRAGMENT_BIT, nullptr};
VkDescriptorSetLayoutCreateInfo layout{VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO};
layout.bindingCount = 1;
layout.pBindings = &binding;
result = vkCreateDescriptorSetLayout(device, &layout, nullptr, &kit.descriptorLayout);
if (result != VK_SUCCESS) return result;
// NO PUSH CONSTANT RANGE AT ALL: the pass reads its coordinate from gl_FragCoord and its
// rectangle from the scissor, so neither stage takes an input.
VkPipelineLayoutCreateInfo pipelineLayout{VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO};
pipelineLayout.setLayoutCount = 1;
pipelineLayout.pSetLayouts = &kit.descriptorLayout;
result = vkCreatePipelineLayout(device, &pipelineLayout, nullptr, &kit.pipelineLayout);
if (result != VK_SUCCESS) return result;
// NEAREST: texelFetch ignores the sampler's filter, and most devices do not advertise
// linear filtering for a depth format anyway. The sampler exists only because GLSL's
// sampler2DMS is a COMBINED image sampler.
VkSamplerCreateInfo sampler{VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO};
sampler.mipmapMode = VK_SAMPLER_MIPMAP_MODE_NEAREST;
sampler.addressModeU = sampler.addressModeV = sampler.addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
sampler.magFilter = sampler.minFilter = VK_FILTER_NEAREST;
sampler.maxLod = 0.0f;
return vkCreateSampler(device, &sampler, nullptr, &kit.nearest);
}
void DestroyWireShaderResolveKit(VkDevice device, WireShaderResolveKit& kit) {
vkDestroySampler(device, kit.nearest, nullptr);
vkDestroyPipelineLayout(device, kit.pipelineLayout, nullptr);
vkDestroyDescriptorSetLayout(device, kit.descriptorLayout, nullptr);
vkDestroyShaderModule(device, kit.vertex, nullptr);
vkDestroyShaderModule(device, kit.depthFragment, nullptr);
vkDestroyShaderModule(device, kit.stencilFragment, nullptr);
kit = {};
}
VkResult CreateWireShaderResolveRenderPass(VkDevice device, VkFormat format, VkRenderPass* pass) {
VkAttachmentDescription attachment{};
attachment.format = format;
attachment.samples = VK_SAMPLE_COUNT_1_BIT;
// DONT_CARE on BOTH aspects: the pass writes every texel of the scissored rect for the
// aspect it owns, and the caller copies only that aspect out. The other aspect of a packed
// format is left undefined on purpose - it is never read, and LOADing it would order this
// pass behind a write nobody is waiting for.
attachment.loadOp = attachment.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attachment.storeOp = attachment.stencilStoreOp = VK_ATTACHMENT_STORE_OP_STORE;
attachment.initialLayout = attachment.finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
const VkAttachmentReference depthStencil{0, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL};
VkSubpassDescription subpass{};
subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
subpass.pDepthStencilAttachment = &depthStencil;
VkRenderPassCreateInfo info{VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO};
info.attachmentCount = 1;
info.pAttachments = &attachment;
info.subpassCount = 1;
info.pSubpasses = &subpass;
return vkCreateRenderPass(device, &info, nullptr, pass);
}
VkResult CreateWireShaderResolvePipeline(VkDevice device, const WireShaderResolveKit& kit, VkRenderPass pass,
VkImageAspectFlags aspect, VkPipeline* pipeline) {
const VkShaderModule fragment =
aspect == VK_IMAGE_ASPECT_STENCIL_BIT ? kit.stencilFragment : kit.depthFragment;
if (fragment == VK_NULL_HANDLE || kit.vertex == VK_NULL_HANDLE) return VK_ERROR_FEATURE_NOT_PRESENT;
VkPipelineShaderStageCreateInfo stages[2]{};
for (auto& stage : stages) {
stage.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
stage.pName = "main";
}
stages[0].stage = VK_SHADER_STAGE_VERTEX_BIT;
stages[0].module = kit.vertex;
stages[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT;
stages[1].module = fragment;
const VkPipelineVertexInputStateCreateInfo vertex{VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO};
VkPipelineInputAssemblyStateCreateInfo assembly{VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO};
assembly.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
VkPipelineViewportStateCreateInfo viewport{VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO};
viewport.viewportCount = viewport.scissorCount = 1;
VkPipelineRasterizationStateCreateInfo raster{VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO};
raster.polygonMode = VK_POLYGON_MODE_FILL;
raster.cullMode = VK_CULL_MODE_NONE;
raster.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE;
raster.lineWidth = 1.0f;
VkPipelineMultisampleStateCreateInfo samples{VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO};
samples.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
VkPipelineDepthStencilStateCreateInfo depthStencilState{VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO};
depthStencilState.minDepthBounds = 0.0f;
depthStencilState.maxDepthBounds = 1.0f;
if (aspect == VK_IMAGE_ASPECT_DEPTH_BIT) {
// ALWAYS + write: gl_FragDepth is the answer, and a comparison against whatever
// DONT_CARE left behind would discard some of it.
depthStencilState.depthTestEnable = VK_TRUE;
depthStencilState.depthWriteEnable = VK_TRUE;
depthStencilState.depthCompareOp = VK_COMPARE_OP_ALWAYS;
} else {
// REPLACE on every outcome, compare ALWAYS, full write mask: that is what makes the
// shader-exported reference the value that lands. The static `reference` is overridden
// by gl_FragStencilRefARB, which is the whole point of the extension.
depthStencilState.stencilTestEnable = VK_TRUE;
VkStencilOpState op{};
op.failOp = op.passOp = op.depthFailOp = VK_STENCIL_OP_REPLACE;
op.compareOp = VK_COMPARE_OP_ALWAYS;
op.compareMask = op.writeMask = 0xFFu;
op.reference = 0;
depthStencilState.front = depthStencilState.back = op;
}
// No colour attachment in this render pass, so no attachment states either.
VkPipelineColorBlendStateCreateInfo blend{VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO};
const VkDynamicState dynamicStates[]{VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR};
VkPipelineDynamicStateCreateInfo dynamic{VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO};
dynamic.dynamicStateCount = 2;
dynamic.pDynamicStates = dynamicStates;
VkGraphicsPipelineCreateInfo info{VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO};
info.stageCount = 2;
info.pStages = stages;
info.pVertexInputState = &vertex;
info.pInputAssemblyState = &assembly;
info.pViewportState = &viewport;
info.pRasterizationState = &raster;
info.pMultisampleState = &samples;
info.pDepthStencilState = &depthStencilState;
info.pColorBlendState = &blend;
info.pDynamicState = &dynamic;
info.layout = kit.pipelineLayout;
info.renderPass = pass;
return vkCreateGraphicsPipelines(device, VK_NULL_HANDLE, 1, &info, nullptr, pipeline);
}
void RecordWireShaderResolveDraw(VkCommandBuffer commandBuffer, const WireShaderResolveKit& kit,
VkRenderPass pass, VkPipeline pipeline, VkFramebuffer framebuffer,
VkDescriptorSet descriptorSet, VkExtent2D attachmentExtent, VkRect2D rect) {
VkRenderPassBeginInfo begin{VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO};
begin.renderPass = pass;
begin.framebuffer = framebuffer;
// The RECTANGLE is the render area, exactly as the render-pass arm's renderArea is - the
// scratch outside it is never read.
begin.renderArea = rect;
EndActiveRenderPassOn(commandBuffer);
vkCmdBeginRenderPass(commandBuffer, &begin, VK_SUBPASS_CONTENTS_INLINE);
vkCmdBindPipeline(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
// THE VIEWPORT IS THE WHOLE ATTACHMENT AND THE SCISSOR IS THE RECT, and the two are not
// interchangeable here: gl_FragCoord is what the fragment shader fetches by, so the
// clip-space-to-attachment mapping has to be the identity for every rectangle. A viewport
// shrunk onto the rect would slide the whole image instead of moving a window over it.
const VkViewport viewport{0.0f, 0.0f, static_cast<float>(attachmentExtent.width),
static_cast<float>(attachmentExtent.height), 0.0f, 1.0f};
vkCmdSetViewport(commandBuffer, 0, 1, &viewport);
vkCmdSetScissor(commandBuffer, 0, 1, &rect);
vkCmdBindDescriptorSets(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, kit.pipelineLayout, 0, 1,
&descriptorSet, 0, nullptr);
vkCmdDraw(commandBuffer, 3, 1, 0, 0);
vkCmdEndRenderPass(commandBuffer);
}
namespace {
constexpr Uint32 kProbeExtent = 4;
constexpr Uint32 kProbeTexels = kProbeExtent * kProbeExtent;
// Every Vulkan device must support 4 samples on a depth/stencil attachment
// (framebufferDepthSampleCounts), and the CTS case the probe stands for fails at 2 and 4.
constexpr VkSampleCountFlagBits kProbeSamples = VK_SAMPLE_COUNT_4_BIT;
constexpr Float kClearDepth = 0.25f;
constexpr Float kSentinelDepth = 0.75f;
constexpr Uint32 kClearStencil = 0x5Au;
constexpr Uint32 kSentinelStencil = 0xA5u;
constexpr Uint64 kFenceTimeoutNs = 5ull * 1000ull * 1000ull * 1000ull;
// The formats the wire maps GL's depth/stencil internal formats onto (VkTextureManager),
// packed first: the case that set all this off failed on every one of them.
struct ProbeFormat {
VkFormat format;
const char* name;
};
constexpr ProbeFormat kProbeFormats[] = {
{VK_FORMAT_D24_UNORM_S8_UINT, "D24_UNORM_S8_UINT"},
{VK_FORMAT_D32_SFLOAT_S8_UINT, "D32_SFLOAT_S8_UINT"},
{VK_FORMAT_D16_UNORM, "D16_UNORM"},
{VK_FORMAT_X8_D24_UNORM_PACK32, "X8_D24_UNORM_PACK32"},
{VK_FORMAT_D32_SFLOAT, "D32_SFLOAT"},
{VK_FORMAT_S8_UINT, "S8_UINT"},
};
// The usages production gives the two images: a wire multisample depth/stencil attachment
// (VkTextureManager: SAMPLED | DEPTH_STENCIL_ATTACHMENT | TRANSFER_SRC | TRANSFER_DST) and
// ResolveWireDepthStencil's resolve scratch (DEPTH_STENCIL_ATTACHMENT | TRANSFER_SRC).
constexpr VkImageUsageFlags kSourceUsage = VK_IMAGE_USAGE_SAMPLED_BIT |
VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT |
VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT;
constexpr VkImageUsageFlags kScratchUsage =
VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT;
Bool IsFloatDepth(VkFormat format) {
return format == VK_FORMAT_D32_SFLOAT || format == VK_FORMAT_D32_SFLOAT_S8_UINT;
}
Uint32 DepthCopyBytes(VkFormat format) { return format == VK_FORMAT_D16_UNORM ? 2u : 4u; }
Uint32 EncodeDepth(VkFormat format, Float depth) {
if (IsFloatDepth(format)) return std::bit_cast<Uint32>(depth);
const double scale = format == VK_FORMAT_D16_UNORM ? 65535.0 : 16777215.0;
return static_cast<Uint32>(std::lround(static_cast<double>(depth) * scale));
}
Uint32 ReadDepthWord(VkFormat format, const Uint8* texel) {
if (format == VK_FORMAT_D16_UNORM) {
Uint16 word = 0;
std::memcpy(&word, texel, sizeof(word));
return word;
}
Uint32 word = 0;
std::memcpy(&word, texel, sizeof(word));
// A D24 aspect copies out as a 32-bit word whose top byte is undefined.
return IsFloatDepth(format) ? word : (word & 0x00FFFFFFu);
}
Uint32 WordDistance(Uint32 a, Uint32 b) { return a > b ? a - b : b - a; }
struct ProbeImage {
VkImage image = VK_NULL_HANDLE;
VkDeviceMemory memory = VK_NULL_HANDLE;
};
struct ControlPass {
Bool ready = false;
ProbeImage target;
VkRenderPass pass = VK_NULL_HANDLE;
VkPipeline pipeline = VK_NULL_HANDLE;
VkImageView sampledView = VK_NULL_HANDLE;
VkImageView targetView = VK_NULL_HANDLE;
VkFramebuffer framebuffer = VK_NULL_HANDLE;
VkDescriptorSet set = VK_NULL_HANDLE;
VkDeviceSize offset = 0;
};
struct FormatWork {
SizeT reading = 0;
VkFormat format = VK_FORMAT_UNDEFINED;
VkImageAspectFlags aspects = 0;
ProbeImage subjectSource, controlSource, subjectTarget;
VkRenderPass resolvePass = VK_NULL_HANDLE;
VkImageView resolveViews[2]{};
VkFramebuffer resolveFramebuffer = VK_NULL_HANDLE;
VkDeviceSize subjectDepthOffset = 0, subjectStencilOffset = 0;
ControlPass depthControl, stencilControl;
};
// Everything the probe creates, destroyed together (or leaked together on a timeout).
struct ProbeObjects {
VkDevice device = VK_NULL_HANDLE;
Vector<VkImage> images;
Vector<VkDeviceMemory> memories;
Vector<VkImageView> views;
Vector<VkRenderPass> passes;
Vector<VkFramebuffer> framebuffers;
Vector<VkPipeline> pipelines;
VkBuffer buffer = VK_NULL_HANDLE;
VkDescriptorPool descriptorPool = VK_NULL_HANDLE;
VkCommandPool commandPool = VK_NULL_HANDLE;
VkFence fence = VK_NULL_HANDLE;
WireShaderResolveKit kit;
void Destroy() {
for (VkPipeline pipeline : pipelines) vkDestroyPipeline(device, pipeline, nullptr);
for (VkFramebuffer framebuffer : framebuffers) vkDestroyFramebuffer(device, framebuffer, nullptr);
for (VkRenderPass pass : passes) vkDestroyRenderPass(device, pass, nullptr);
for (VkImageView view : views) vkDestroyImageView(device, view, nullptr);
for (VkImage image : images) vkDestroyImage(device, image, nullptr);
vkDestroyBuffer(device, buffer, nullptr);
for (VkDeviceMemory memory : memories) vkFreeMemory(device, memory, nullptr);
vkDestroyDescriptorPool(device, descriptorPool, nullptr);
vkDestroyCommandPool(device, commandPool, nullptr);
vkDestroyFence(device, fence, nullptr);
DestroyWireShaderResolveKit(device, kit);
}
};
Optional<Uint32> PickMemoryType(const VkPhysicalDeviceMemoryProperties& properties, Uint32 allowed,
VkMemoryPropertyFlags wanted, VkMemoryPropertyFlags required) {
Optional<Uint32> fallback;
for (Uint32 i = 0; i < properties.memoryTypeCount; ++i) {
if (!(allowed & (1u << i))) continue;
const VkMemoryPropertyFlags flags = properties.memoryTypes[i].propertyFlags;
if (flags & VK_MEMORY_PROPERTY_LAZILY_ALLOCATED_BIT) continue;
if ((flags & required) != required) continue;
if ((flags & wanted) == wanted) return i;
if (!fallback) fallback = i;
}
return fallback;
}
void ImageBarrier(VkCommandBuffer commandBuffer, VkImage image, VkImageAspectFlags aspects,
VkImageLayout oldLayout, VkImageLayout newLayout, VkPipelineStageFlags srcStage,
VkAccessFlags srcAccess, VkPipelineStageFlags dstStage, VkAccessFlags dstAccess) {
VkImageMemoryBarrier barrier{VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER};
barrier.srcAccessMask = srcAccess;
barrier.dstAccessMask = dstAccess;
barrier.oldLayout = oldLayout;
barrier.newLayout = newLayout;
barrier.srcQueueFamilyIndex = barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.image = image;
barrier.subresourceRange = {aspects, 0, 1, 0, VK_REMAINING_ARRAY_LAYERS};
vkCmdPipelineBarrier(commandBuffer, srcStage, dstStage, 0, 0, nullptr, 0, nullptr, 1, &barrier);
}
} // namespace
WireDepthResolveProbeMeasurement RunWireDepthResolveProbe(const WireDepthResolveProbeContext& context) {
WireDepthResolveProbeMeasurement measurement;
measurement.subjectElided = context.elideSubject;
const VkDevice device = context.device;
if (device == VK_NULL_HANDLE || context.queue == VK_NULL_HANDLE || context.createRenderPass2 == nullptr) {
measurement.failureReason = "no device, queue or vkCreateRenderPass2";
return measurement;
}
ProbeObjects objects;
objects.device = device;
Bool leak = false;
struct Teardown {
ProbeObjects& objects;
Bool& leak;
~Teardown() {
if (!leak) objects.Destroy();
}
} teardown{objects, leak};
const auto fail = [&](String reason) {
measurement.ran = false;
measurement.failureReason = Move(reason);
return measurement;
};
VkPhysicalDeviceMemoryProperties memoryProperties{};
vkGetPhysicalDeviceMemoryProperties(context.physicalDevice, &memoryProperties);
const auto makeImage = [&](VkFormat format, VkSampleCountFlagBits samples, VkImageUsageFlags usage,
ProbeImage& out) -> Bool {
VkImageCreateInfo info{VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO};
info.imageType = VK_IMAGE_TYPE_2D;
info.format = format;
info.extent = {kProbeExtent, kProbeExtent, 1};
info.mipLevels = info.arrayLayers = 1;
info.samples = samples;
info.tiling = VK_IMAGE_TILING_OPTIMAL;
info.usage = usage;
info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
info.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
if (vkCreateImage(device, &info, nullptr, &out.image) != VK_SUCCESS) return false;
objects.images.push_back(out.image);
VkMemoryRequirements requirements{};
vkGetImageMemoryRequirements(device, out.image, &requirements);
const Optional<Uint32> type = PickMemoryType(memoryProperties, requirements.memoryTypeBits,
VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, 0);
if (!type) return false;
VkMemoryAllocateInfo allocate{VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO};
allocate.allocationSize = requirements.size;
allocate.memoryTypeIndex = *type;
if (vkAllocateMemory(device, &allocate, nullptr, &out.memory) != VK_SUCCESS) return false;
objects.memories.push_back(out.memory);
return vkBindImageMemory(device, out.image, out.memory, 0) == VK_SUCCESS;
};
const auto makeView = [&](const VkImageViewCreateInfo& info, VkImageView& out) -> Bool {
if (vkCreateImageView(device, &info, nullptr, &out) != VK_SUCCESS) return false;
objects.views.push_back(out);
return true;
};
const auto makeFramebuffer = [&](VkRenderPass pass, const VkImageView* views, Uint32 count,
VkFramebuffer& out) -> Bool {
VkFramebufferCreateInfo info{VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO};
info.renderPass = pass;
info.attachmentCount = count;
info.pAttachments = views;
info.width = info.height = kProbeExtent;
info.layers = 1;
if (vkCreateFramebuffer(device, &info, nullptr, &out) != VK_SUCCESS) return false;
objects.framebuffers.push_back(out);
return true;
};
// The wire's clear (WireFramebuffer.inc, ClearWireFramebuffer): a LOAD/STORE pass over every
// aspect of the format with vkCmdClearAttachments inside it. Recorded later; built now.
struct ClearPass {
VkRenderPass pass = VK_NULL_HANDLE;
VkFramebuffer framebuffer = VK_NULL_HANDLE;
VkImageAspectFlags aspects = 0;
Float depth = 0.0f;
Uint32 stencil = 0;
};
Vector<ClearPass> clears;
const auto makeClear = [&](const ProbeImage& image, VkFormat format, VkSampleCountFlagBits samples,
Float depth, Uint32 stencil) -> Bool {
const VkImageAspectFlags aspects = WireDepthStencilFormatAspects(format);
VkImageView view = VK_NULL_HANDLE;
if (!makeView(WireDepthStencilViewInfo(image.image, format, aspects, 0, 0), view)) return false;
VkAttachmentDescription attachment{};
attachment.format = format;
attachment.samples = samples;
attachment.loadOp = attachment.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_LOAD;
attachment.storeOp = attachment.stencilStoreOp = VK_ATTACHMENT_STORE_OP_STORE;
attachment.initialLayout = attachment.finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
const VkAttachmentReference reference{0, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL};
VkSubpassDescription subpass{};
subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
subpass.pDepthStencilAttachment = &reference;
VkRenderPassCreateInfo info{VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO};
info.attachmentCount = 1;
info.pAttachments = &attachment;
info.subpassCount = 1;
info.pSubpasses = &subpass;
ClearPass clear;
if (vkCreateRenderPass(device, &info, nullptr, &clear.pass) != VK_SUCCESS) return false;
objects.passes.push_back(clear.pass);
if (!makeFramebuffer(clear.pass, &view, 1, clear.framebuffer)) return false;
clear.aspects = aspects;
clear.depth = depth;
clear.stencil = stencil;
clears.push_back(clear);
return true;
};
// THE CONTROL'S FORMAT-INDEPENDENT HALF. A kit that cannot be made leaves every control
// un-run, which the verdict reads as INCONCLUSIVE - never as the bug.
String kitFailure;
if (const VkResult result = CreateWireShaderResolveKit(device, context.shaderStencilExport, objects.kit);
result != VK_SUCCESS)
kitFailure = format("shader resolve kit creation failed (VkResult {})", static_cast<Int>(result));
// Readback layout: every region on a 16-byte boundary (a depth/stencil buffer copy wants a
// multiple of 4).
VkDeviceSize bufferBytes = 0;
const auto reserve = [&](VkDeviceSize bytes) {
const VkDeviceSize offset = bufferBytes;
bufferBytes += (bytes + 15u) & ~VkDeviceSize{15u};
return offset;
};
Vector<FormatWork> work;
for (const ProbeFormat& probeFormat : kProbeFormats) {
WireDepthResolveFormatReading reading;
reading.name = probeFormat.name;
reading.format = static_cast<Int32>(probeFormat.format);
reading.samples = static_cast<Uint32>(kProbeSamples);
const SizeT readingIndex = measurement.formats.size();
measurement.formats.push_back(reading);
auto& slot = measurement.formats.back();
// A skipped format records nothing: the clears it had already built are dropped with it
// (their images stay in `objects` and are only destroyed).
const SizeT clearsBefore = clears.size();
const auto skip = [&](String reason) {
slot.skipReason = Move(reason);
clears.resize(clearsBefore);
};
const VkFormat format = probeFormat.format;
const VkImageAspectFlags aspects = WireDepthStencilFormatAspects(format);
VkFormatProperties formatProperties{};
vkGetPhysicalDeviceFormatProperties(context.physicalDevice, format, &formatProperties);
constexpr VkFormatFeatureFlags kRequired =
VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT | VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT;
if ((formatProperties.optimalTilingFeatures & kRequired) != kRequired) {
skip("not a sampled depth/stencil attachment format here");
continue;
}
VkImageFormatProperties imageProperties{};
if (vkGetPhysicalDeviceImageFormatProperties(context.physicalDevice, format, VK_IMAGE_TYPE_2D,
VK_IMAGE_TILING_OPTIMAL, kSourceUsage, 0,
&imageProperties) != VK_SUCCESS ||
!(imageProperties.sampleCounts & kProbeSamples)) {
skip("no 4x multisample image with the wire's attachment usage");
continue;
}
if (vkGetPhysicalDeviceImageFormatProperties(context.physicalDevice, format, VK_IMAGE_TYPE_2D,
VK_IMAGE_TILING_OPTIMAL, kScratchUsage, 0,
&imageProperties) != VK_SUCCESS) {
skip("no single-sample image with the resolve scratch's usage");
continue;
}
// ResolveWireDepthStencil's own test for the render-pass arm, per format.
if (((aspects & VK_IMAGE_ASPECT_DEPTH_BIT) &&
!(context.depthResolveModes & VK_RESOLVE_MODE_SAMPLE_ZERO_BIT)) ||
((aspects & VK_IMAGE_ASPECT_STENCIL_BIT) &&
!(context.stencilResolveModes & VK_RESOLVE_MODE_SAMPLE_ZERO_BIT))) {
skip("the render-pass arm is not taken for this format (no SAMPLE_ZERO resolve mode)");
continue;
}
FormatWork item;
item.reading = readingIndex;
item.format = format;
item.aspects = aspects;
if (!makeImage(format, kProbeSamples, kSourceUsage, item.subjectSource) ||
!makeImage(format, kProbeSamples, kSourceUsage, item.controlSource) ||
!makeImage(format, VK_SAMPLE_COUNT_1_BIT, kScratchUsage, item.subjectTarget)) {
skip("image creation failed");
continue;
}
if (CreateWireDepthStencilResolvePass(context.createRenderPass2, device, format, kProbeSamples,
&item.resolvePass) != VK_SUCCESS) {
skip("the render-pass arm's vkCreateRenderPass2 failed");
continue;
}
objects.passes.push_back(item.resolvePass);
if (!makeView(WireDepthStencilViewInfo(item.subjectSource.image, format, aspects, 0, 0),
item.resolveViews[0]) ||
!makeView(WireDepthStencilViewInfo(item.subjectTarget.image, format, aspects, 0, 0),
item.resolveViews[1]) ||
!makeFramebuffer(item.resolvePass, item.resolveViews, 2, item.resolveFramebuffer)) {
skip("the render-pass arm's views or framebuffer could not be created");
continue;
}
if (!makeClear(item.subjectSource, format, kProbeSamples, kClearDepth, kClearStencil) ||
!makeClear(item.controlSource, format, kProbeSamples, kClearDepth, kClearStencil) ||
!makeClear(item.subjectTarget, format, VK_SAMPLE_COUNT_1_BIT, kSentinelDepth, kSentinelStencil)) {
skip("the clear passes could not be created");
continue;
}
// The control, one target per aspect: the shader pass's attachment is DONT_CARE on both
// aspects, so a second aspect's pass into the same target would discard the first.
const auto makeControl = [&](VkImageAspectFlags aspect, ControlPass& control) {
if (!kitFailure.empty()) return;
if (aspect == VK_IMAGE_ASPECT_STENCIL_BIT && objects.kit.stencilFragment == VK_NULL_HANDLE) return;
if (!makeImage(format, VK_SAMPLE_COUNT_1_BIT, kScratchUsage, control.target)) return;
if (CreateWireShaderResolveRenderPass(device, format, &control.pass) != VK_SUCCESS) return;
objects.passes.push_back(control.pass);
if (CreateWireShaderResolvePipeline(device, objects.kit, control.pass, aspect, &control.pipeline) !=
VK_SUCCESS)
return;
objects.pipelines.push_back(control.pipeline);
if (!makeView(WireDepthStencilViewInfo(item.controlSource.image, format, aspect, 0, 0),
control.sampledView) ||
!makeView(WireDepthStencilViewInfo(control.target.image, format, aspects, 0, 0),
control.targetView) ||
!makeFramebuffer(control.pass, &control.targetView, 1, control.framebuffer))
return;
if (!makeClear(control.target, format, VK_SAMPLE_COUNT_1_BIT, kSentinelDepth, kSentinelStencil))
return;
control.ready = true;
};
if (aspects & VK_IMAGE_ASPECT_DEPTH_BIT) makeControl(VK_IMAGE_ASPECT_DEPTH_BIT, item.depthControl);
if (aspects & VK_IMAGE_ASPECT_STENCIL_BIT) makeControl(VK_IMAGE_ASPECT_STENCIL_BIT, item.stencilControl);
if (aspects & VK_IMAGE_ASPECT_DEPTH_BIT) {
item.subjectDepthOffset = reserve(kProbeTexels * DepthCopyBytes(format));
if (item.depthControl.ready) item.depthControl.offset = reserve(kProbeTexels * DepthCopyBytes(format));
}
if (aspects & VK_IMAGE_ASPECT_STENCIL_BIT) {
item.subjectStencilOffset = reserve(kProbeTexels);
if (item.stencilControl.ready) item.stencilControl.offset = reserve(kProbeTexels);
}
slot.ran = true;
work.push_back(item);
}
if (work.empty()) return fail("no format could be probed");
// Descriptor sets for the controls, one per draw (the production shader arm's own rule).
Uint32 controlDraws = 0;
for (const FormatWork& item : work)
controlDraws += (item.depthControl.ready ? 1u : 0u) + (item.stencilControl.ready ? 1u : 0u);
if (controlDraws > 0) {
const VkDescriptorPoolSize poolSize{VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, controlDraws};
VkDescriptorPoolCreateInfo pool{VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO};
pool.maxSets = controlDraws;
pool.poolSizeCount = 1;
pool.pPoolSizes = &poolSize;
if (vkCreateDescriptorPool(device, &pool, nullptr, &objects.descriptorPool) != VK_SUCCESS)
return fail("vkCreateDescriptorPool failed");
for (FormatWork& item : work) {
for (ControlPass* control : {&item.depthControl, &item.stencilControl}) {
if (!control->ready) continue;
VkDescriptorSetAllocateInfo alloc{VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO};
alloc.descriptorPool = objects.descriptorPool;
alloc.descriptorSetCount = 1;
alloc.pSetLayouts = &objects.kit.descriptorLayout;
if (vkAllocateDescriptorSets(device, &alloc, &control->set) != VK_SUCCESS)
return fail("vkAllocateDescriptorSets failed");
const VkDescriptorImageInfo sampled{objects.kit.nearest, control->sampledView,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL};
VkWriteDescriptorSet write{VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET};
write.dstSet = control->set;
write.dstBinding = 0;
write.descriptorCount = 1;
write.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
write.pImageInfo = &sampled;
vkUpdateDescriptorSets(device, 1, &write, 0, nullptr);
}
}
}
// The host-visible readback buffer.
VkDeviceMemory bufferMemory = VK_NULL_HANDLE;
Bool bufferCoherent = false;
{
VkBufferCreateInfo info{VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO};
info.size = bufferBytes;
info.usage = VK_BUFFER_USAGE_TRANSFER_DST_BIT;
info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
if (vkCreateBuffer(device, &info, nullptr, &objects.buffer) != VK_SUCCESS)
return fail("vkCreateBuffer failed");
VkMemoryRequirements requirements{};
vkGetBufferMemoryRequirements(device, objects.buffer, &requirements);
const Optional<Uint32> type =
PickMemoryType(memoryProperties, requirements.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT);
if (!type) return fail("no host-visible memory type for the readback buffer");
bufferCoherent = (memoryProperties.memoryTypes[*type].propertyFlags &
VK_MEMORY_PROPERTY_HOST_COHERENT_BIT) != 0;
VkMemoryAllocateInfo allocate{VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO};
allocate.allocationSize = requirements.size;
allocate.memoryTypeIndex = *type;
if (vkAllocateMemory(device, &allocate, nullptr, &bufferMemory) != VK_SUCCESS)
return fail("vkAllocateMemory (readback) failed");
objects.memories.push_back(bufferMemory);
if (vkBindBufferMemory(device, objects.buffer, bufferMemory, 0) != VK_SUCCESS)
return fail("vkBindBufferMemory failed");
}
VkCommandPoolCreateInfo poolInfo{VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO};
poolInfo.flags = VK_COMMAND_POOL_CREATE_TRANSIENT_BIT;
poolInfo.queueFamilyIndex = context.queueFamilyIndex;
if (vkCreateCommandPool(device, &poolInfo, nullptr, &objects.commandPool) != VK_SUCCESS)
return fail("vkCreateCommandPool failed");
VkCommandBufferAllocateInfo commandInfo{VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO};
commandInfo.commandPool = objects.commandPool;
commandInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
commandInfo.commandBufferCount = 1;
VkCommandBuffer cmd = VK_NULL_HANDLE;
if (vkAllocateCommandBuffers(device, &commandInfo, &cmd) != VK_SUCCESS)
return fail("vkAllocateCommandBuffers failed");
VkCommandBufferBeginInfo beginInfo{VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO};
beginInfo.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
if (vkBeginCommandBuffer(cmd, &beginInfo) != VK_SUCCESS) return fail("vkBeginCommandBuffer failed");
const VkRect2D fullRect{{0, 0}, {kProbeExtent, kProbeExtent}};
// (1) Every image UNDEFINED -> DEPTH_STENCIL_ATTACHMENT_OPTIMAL, the way TransitionWireImage
// moves a fresh image (source state from UNDEFINED, destination ALL_COMMANDS).
for (const FormatWork& item : work) {
const VkImage images[] = {item.subjectSource.image, item.controlSource.image, item.subjectTarget.image,
item.depthControl.ready ? item.depthControl.target.image : VK_NULL_HANDLE,
item.stencilControl.ready ? item.stencilControl.target.image : VK_NULL_HANDLE};
for (const VkImage image : images) {
if (image == VK_NULL_HANDLE) continue;
ImageBarrier(cmd, image, item.aspects, VK_IMAGE_LAYOUT_UNDEFINED,
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, 0,
VK_PIPELINE_STAGE_ALL_COMMANDS_BIT,
VK_ACCESS_MEMORY_READ_BIT | VK_ACCESS_MEMORY_WRITE_BIT);
}
}
// (2) The inputs and the sentinels, cleared the wire's way.
for (const ClearPass& clear : clears) {
VkRenderPassBeginInfo begin{VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO};
begin.renderPass = clear.pass;
begin.framebuffer = clear.framebuffer;
begin.renderArea = fullRect;
EndActiveRenderPassOn(cmd);
vkCmdBeginRenderPass(cmd, &begin, VK_SUBPASS_CONTENTS_INLINE);
VkClearAttachment attachment{};
attachment.aspectMask = clear.aspects;
attachment.clearValue.depthStencil = {clear.depth, clear.stencil};
const VkClearRect rect{fullRect, 0, 1};
vkCmdClearAttachments(cmd, 1, &attachment, 1, &rect);
vkCmdEndRenderPass(cmd);
}
// (3) What TransitionWireImage records when the layout already matches - the case of a
// source the application cleared and then resolves.
{
VkMemoryBarrier memory{VK_STRUCTURE_TYPE_MEMORY_BARRIER};
memory.srcAccessMask = VK_ACCESS_MEMORY_WRITE_BIT;
memory.dstAccessMask = VK_ACCESS_MEMORY_READ_BIT | VK_ACCESS_MEMORY_WRITE_BIT;
vkCmdPipelineBarrier(cmd, VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, 0, 1,
&memory, 0, nullptr, 0, nullptr);
}
// (4) THE SUBJECT: the render-pass arm, begun and ended with no draw. Under the test-only
// elideSubject it is not recorded at all: its target keeps the sentinel cleared in (2) and
// the layout it was left in, which is what (6) expects either way.
if (!context.elideSubject) {
for (const FormatWork& item : work) {
VkRenderPassBeginInfo begin{VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO};
begin.renderPass = item.resolvePass;
begin.framebuffer = item.resolveFramebuffer;
begin.renderArea = fullRect;
EndActiveRenderPassOn(cmd);
vkCmdBeginRenderPass(cmd, &begin, VK_SUBPASS_CONTENTS_INLINE);
vkCmdEndRenderPass(cmd);
}
}
// (5) THE CONTROL: the shader arm on the twin source, which TransitionWireImage moves to
// SHADER_READ_ONLY_OPTIMAL first (both aspects of a packed format).
for (const FormatWork& item : work) {
if (!item.depthControl.ready && !item.stencilControl.ready) continue;
ImageBarrier(cmd, item.controlSource.image, item.aspects, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, VK_ACCESS_MEMORY_READ_BIT | VK_ACCESS_MEMORY_WRITE_BIT);
for (const ControlPass* control : {&item.depthControl, &item.stencilControl}) {
if (!control->ready) continue;
RecordWireShaderResolveDraw(cmd, objects.kit, control->pass, control->pipeline, control->framebuffer,
control->set, {kProbeExtent, kProbeExtent}, fullRect);
}
}
// (6) Every target to TRANSFER_SRC with the barrier ResolveWireDepthStencil puts after its
// resolve (a depth/stencil resolve writes in COLOR_ATTACHMENT_OUTPUT), then one copy per aspect.
const auto copyOut = [&](VkImage image, VkImageAspectFlags aspect, VkDeviceSize offset) {
VkBufferImageCopy copy{};
copy.bufferOffset = offset;
copy.imageSubresource = {aspect, 0, 0, 1};
copy.imageExtent = {kProbeExtent, kProbeExtent, 1};
vkCmdCopyImageToBuffer(cmd, image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, objects.buffer, 1, &copy);
};
const auto toTransfer = [&](VkImage image, VkImageAspectFlags aspects) {
ImageBarrier(cmd, image, aspects, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT |
VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
VK_PIPELINE_STAGE_TRANSFER_BIT, VK_ACCESS_TRANSFER_READ_BIT);
};
for (const FormatWork& item : work) {
toTransfer(item.subjectTarget.image, item.aspects);
if (item.aspects & VK_IMAGE_ASPECT_DEPTH_BIT)
copyOut(item.subjectTarget.image, VK_IMAGE_ASPECT_DEPTH_BIT, item.subjectDepthOffset);
if (item.aspects & VK_IMAGE_ASPECT_STENCIL_BIT)
copyOut(item.subjectTarget.image, VK_IMAGE_ASPECT_STENCIL_BIT, item.subjectStencilOffset);
if (item.depthControl.ready) {
toTransfer(item.depthControl.target.image, item.aspects);
copyOut(item.depthControl.target.image, VK_IMAGE_ASPECT_DEPTH_BIT, item.depthControl.offset);
}
if (item.stencilControl.ready) {
toTransfer(item.stencilControl.target.image, item.aspects);
copyOut(item.stencilControl.target.image, VK_IMAGE_ASPECT_STENCIL_BIT, item.stencilControl.offset);
}
}
{
VkBufferMemoryBarrier barrier{VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER};
barrier.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
barrier.dstAccessMask = VK_ACCESS_HOST_READ_BIT;
barrier.srcQueueFamilyIndex = barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.buffer = objects.buffer;
barrier.size = VK_WHOLE_SIZE;
vkCmdPipelineBarrier(cmd, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_HOST_BIT, 0, 0, nullptr, 1,
&barrier, 0, nullptr);
}
if (vkEndCommandBuffer(cmd) != VK_SUCCESS) return fail("vkEndCommandBuffer failed");
VkFenceCreateInfo fenceInfo{VK_STRUCTURE_TYPE_FENCE_CREATE_INFO};
if (vkCreateFence(device, &fenceInfo, nullptr, &objects.fence) != VK_SUCCESS)
return fail("vkCreateFence failed");
VkSubmitInfo submit{VK_STRUCTURE_TYPE_SUBMIT_INFO};
submit.commandBufferCount = 1;
submit.pCommandBuffers = &cmd;
if (const VkResult result = vkQueueSubmit(context.queue, 1, &submit, objects.fence); result != VK_SUCCESS)
return fail(format("vkQueueSubmit failed (VkResult {})", static_cast<Int>(result)));
const VkResult waited = vkWaitForFences(device, 1, &objects.fence, VK_TRUE, kFenceTimeoutNs);
if (waited == VK_TIMEOUT) {
// The submission may still be executing: destroying anything it names, or idle-waiting
// the device, is the hang the bound exists to prevent. Everything leaks.
leak = true;
measurement.fenceWaitTimedOut = true;
return fail("the probe's fence did not signal within 5 s");
}
if (waited != VK_SUCCESS) return fail(format("vkWaitForFences failed (VkResult {})", static_cast<Int>(waited)));
void* mapped = nullptr;
if (vkMapMemory(device, bufferMemory, 0, VK_WHOLE_SIZE, 0, &mapped) != VK_SUCCESS || mapped == nullptr)
return fail("vkMapMemory failed");
if (!bufferCoherent) {
VkMappedMemoryRange range{VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE};
range.memory = bufferMemory;
range.size = VK_WHOLE_SIZE;
vkInvalidateMappedMemoryRanges(device, 1, &range);
}
const Uint8* bytes = static_cast<const Uint8*>(mapped);
const auto tally = [&](WireDepthResolveAspectReading& aspect, VkDeviceSize offset, Uint32 texelBytes,
Bool depth, VkFormat format, Bool subject) {
Uint32 matches = 0, sentinels = 0, first = 0;
for (Uint32 i = 0; i < kProbeTexels; ++i) {
const Uint8* texel = bytes + offset + static_cast<VkDeviceSize>(i) * texelBytes;
const Uint32 word = depth ? ReadDepthWord(format, texel) : static_cast<Uint32>(*texel);
if (i == 0) first = word;
if (WordDistance(word, aspect.expected) <= aspect.tolerance) ++matches;
if (WordDistance(word, aspect.sentinel) <= aspect.tolerance) ++sentinels;
}
if (subject) {
aspect.renderPassMatches = matches;
aspect.renderPassSentinels = sentinels;
aspect.renderPassFirst = first;
} else {
aspect.shaderRan = true;
aspect.shaderMatches = matches;
aspect.shaderFirst = first;
}
};
for (const FormatWork& item : work) {
WireDepthResolveFormatReading& reading = measurement.formats[item.reading];
if (item.aspects & VK_IMAGE_ASPECT_DEPTH_BIT) {
auto& aspect = reading.depth;
aspect.measured = true;
aspect.texels = kProbeTexels;
aspect.expected = EncodeDepth(item.format, kClearDepth);
aspect.sentinel = EncodeDepth(item.format, kSentinelDepth);
aspect.tolerance = IsFloatDepth(item.format) ? 0u : 1u;
tally(aspect, item.subjectDepthOffset, DepthCopyBytes(item.format), true, item.format, true);
if (item.depthControl.ready)
tally(aspect, item.depthControl.offset, DepthCopyBytes(item.format), true, item.format, false);
}
if (item.aspects & VK_IMAGE_ASPECT_STENCIL_BIT) {
auto& aspect = reading.stencil;
aspect.measured = true;
aspect.texels = kProbeTexels;
aspect.expected = kClearStencil;
aspect.sentinel = kSentinelStencil;
aspect.tolerance = 0;
tally(aspect, item.subjectStencilOffset, 1, false, item.format, true);
if (item.stencilControl.ready)
tally(aspect, item.stencilControl.offset, 1, false, item.format, false);
}
}
vkUnmapMemory(device, bufferMemory);
measurement.ran = true;
if (!kitFailure.empty()) measurement.failureReason = kitFailure;
return measurement;
}
WireDepthResolveProbeMeasurement RunWireDepthResolveProbeOnThrowawayDevice(
PFN_vkGetInstanceProcAddr getInstanceProcAddr, VkInstance instance, VkPhysicalDevice physicalDevice,
Uint32 graphicsQueueFamilyIndex, const Vector<VkExtensionProperties>& deviceExtensions,
Bool& renderPassArmAvailable, Bool& shaderStencilExport) {
WireDepthResolveProbeMeasurement measurement;
const auto has = [&](const char* name) {
for (const VkExtensionProperties& extension : deviceExtensions)
if (std::strcmp(extension.extensionName, name) == 0) return true;
return false;
};
renderPassArmAvailable = has(VK_KHR_CREATE_RENDERPASS_2_EXTENSION_NAME) &&
has(VK_KHR_DEPTH_STENCIL_RESOLVE_EXTENSION_NAME);
shaderStencilExport = has(VK_EXT_SHADER_STENCIL_EXPORT_EXTENSION_NAME);
if (!renderPassArmAvailable) {
measurement.failureReason = "no VK_KHR_create_renderpass2 + VK_KHR_depth_stencil_resolve";
return measurement;
}
VkPhysicalDeviceProperties properties{};
vkGetPhysicalDeviceProperties(physicalDevice, &properties);
auto getProperties2 = reinterpret_cast<PFN_vkGetPhysicalDeviceProperties2>(
getInstanceProcAddr(instance, "vkGetPhysicalDeviceProperties2"));
if (getProperties2 == nullptr)
getProperties2 = reinterpret_cast<PFN_vkGetPhysicalDeviceProperties2>(
getInstanceProcAddr(instance, "vkGetPhysicalDeviceProperties2KHR"));
const auto createDevice =
reinterpret_cast<PFN_vkCreateDevice>(getInstanceProcAddr(instance, "vkCreateDevice"));
if (properties.apiVersion < VK_API_VERSION_1_1 || getProperties2 == nullptr || createDevice == nullptr) {
renderPassArmAvailable = false;
measurement.failureReason = "a pre-1.1 device, or no vkGetPhysicalDeviceProperties2 / vkCreateDevice";
return measurement;
}
VkPhysicalDeviceDepthStencilResolveProperties resolveProperties{
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_DEPTH_STENCIL_RESOLVE_PROPERTIES};
VkPhysicalDeviceProperties2 properties2{VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PROPERTIES_2};
properties2.pNext = &resolveProperties;
getProperties2(physicalDevice, &properties2);
// The renderer's own extension set for the two arms (VulkanRenderer.cpp,
// CreateLogicalDeviceAndQueues), nothing more.
const Float priority = 1.0f;
VkDeviceQueueCreateInfo queueInfo{VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO};
queueInfo.queueFamilyIndex = graphicsQueueFamilyIndex;
queueInfo.queueCount = 1;
queueInfo.pQueuePriorities = &priority;
Vector<const char*> extensions{VK_KHR_CREATE_RENDERPASS_2_EXTENSION_NAME,
VK_KHR_DEPTH_STENCIL_RESOLVE_EXTENSION_NAME};
if (shaderStencilExport) extensions.push_back(VK_EXT_SHADER_STENCIL_EXPORT_EXTENSION_NAME);
VkDeviceCreateInfo deviceInfo{VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO};
deviceInfo.queueCreateInfoCount = 1;
deviceInfo.pQueueCreateInfos = &queueInfo;
deviceInfo.enabledExtensionCount = static_cast<Uint32>(extensions.size());
deviceInfo.ppEnabledExtensionNames = extensions.data();
VkDevice device = VK_NULL_HANDLE;
if (const VkResult result = createDevice(physicalDevice, &deviceInfo, nullptr, &device);
result != VK_SUCCESS || device == VK_NULL_HANDLE) {
measurement.failureReason = format("vkCreateDevice failed (VkResult {})", static_cast<Int>(result));
return measurement;
}
WireDepthResolveProbeContext context;
context.physicalDevice = physicalDevice;
context.device = device;
vkGetDeviceQueue(device, graphicsQueueFamilyIndex, 0, &context.queue);
context.queueFamilyIndex = graphicsQueueFamilyIndex;
context.createRenderPass2 =
reinterpret_cast<PFN_vkCreateRenderPass2>(vkGetDeviceProcAddr(device, "vkCreateRenderPass2KHR"));
context.depthResolveModes = resolveProperties.supportedDepthResolveModes;
context.stencilResolveModes = resolveProperties.supportedStencilResolveModes;
context.shaderStencilExport = shaderStencilExport;
measurement = RunWireDepthResolveProbe(context);
// A timed-out probe leaked its children on purpose; destroying their device would block
// exactly where the bound says not to.
if (!measurement.fenceWaitTimedOut) vkDestroyDevice(device, nullptr);
return measurement;
}
} // namespace MobileGL::MG_Backend::DirectVulkan
#endif