[graphite] Enable MSAA.

Bug: skia:13212
Change-Id: I8fc8bcd01181fcfb9955119984afa4bfbb1f73e5
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/529756
Reviewed-by: Jim Van Verth <jvanverth@google.com>
Commit-Queue: Greg Daniel <egdaniel@google.com>
This commit is contained in:
Greg Daniel 2022-04-15 11:24:11 -04:00 committed by SkCQ
parent 09c279fe84
commit bd73e796d7
9 changed files with 84 additions and 36 deletions

View File

@ -64,6 +64,7 @@ public:
private:
#ifdef SK_METAL
friend class MtlCaps;
friend class MtlGraphicsPipeline;
friend class MtlTexture;
const MtlTextureSpec& mtlTextureSpec() const {
SkASSERT(fValid && fBackend == BackendApi::kMetal);

View File

@ -36,9 +36,7 @@ public:
Protected,
Renderable) const = 0;
virtual TextureInfo getDefaultMSAATextureInfo(SkColorType,
uint32_t sampleCount,
Protected) const = 0;
virtual TextureInfo getDefaultMSAATextureInfo(const TextureInfo& singleSampledInfo) const = 0;
virtual TextureInfo getDefaultDepthStencilTextureInfo(Mask<DepthStencilFlags>,
uint32_t sampleCount,
@ -81,6 +79,9 @@ public:
protected:
Caps();
// TODO: This value should be set by some context option. For now just making it 4.
uint32_t defaultMSAASamples() const { return 4; }
// ColorTypeInfo for a specific format.
// Used in format tables.
struct ColorTypeInfo {

View File

@ -118,21 +118,46 @@ sk_sp<Task> DrawContext::snapRenderPassTask(Recorder* recorder,
return nullptr;
}
const Caps* caps = recorder->priv().caps();
// TODO: At this point we would determine all the targets used by the drawPasses,
// build up the union of them and store them in the RenderPassDesc. However, for
// the moment we should have only one drawPass.
SkASSERT(fDrawPasses.size() == 1);
RenderPassDesc desc;
auto& drawPass = fDrawPasses[0];
desc.fColorAttachment.fTextureInfo = drawPass->target()->textureInfo();
std::tie(desc.fColorAttachment.fLoadOp, desc.fColorAttachment.fStoreOp) = drawPass->ops();
const TextureInfo& targetInfo = drawPass->target()->textureInfo();
auto [loadOp, storeOp] = drawPass->ops();
// It doesn't make sense to have a storeOp for our main target not be store. Why are we doing
// this DrawPass then
SkASSERT(storeOp == StoreOp::kStore);
if (drawPass->requiresMSAA()) {
desc.fColorAttachment.fTextureInfo = caps->getDefaultMSAATextureInfo(targetInfo);
if (loadOp != LoadOp::kClear) {
desc.fColorAttachment.fLoadOp = LoadOp::kDiscard;
} else {
desc.fColorAttachment.fLoadOp = LoadOp::kClear;
}
desc.fColorAttachment.fStoreOp = StoreOp::kDiscard;
desc.fColorResolveAttachment.fTextureInfo = targetInfo;
if (loadOp != LoadOp::kLoad) {
desc.fColorResolveAttachment.fLoadOp = LoadOp::kDiscard;
} else {
desc.fColorResolveAttachment.fLoadOp = LoadOp::kLoad;
}
desc.fColorResolveAttachment.fStoreOp = storeOp;
} else {
desc.fColorAttachment.fTextureInfo = targetInfo;
desc.fColorAttachment.fLoadOp = loadOp;
desc.fColorAttachment.fStoreOp = storeOp;
}
desc.fClearColor = drawPass->clearColor();
if (drawPass->depthStencilFlags() != DepthStencilFlags::kNone) {
const Caps* caps = recorder->priv().caps();
desc.fDepthStencilAttachment.fTextureInfo =
caps->getDefaultDepthStencilTextureInfo(drawPass->depthStencilFlags(),
1 /*sampleCount*/, // TODO: MSAA
desc.fDepthStencilAttachment.fTextureInfo = caps->getDefaultDepthStencilTextureInfo(
drawPass->depthStencilFlags(),
desc.fColorAttachment.fTextureInfo.numSamples(),
Protected::kNo);
// Always clear the depth and stencil to 0 at the start of a DrawPass, but discard at the
// end since their contents do not affect the next frame.

View File

@ -52,19 +52,44 @@ bool RenderPassTask::addCommands(ResourceProvider* resourceProvider, CommandBuff
}
}
sk_sp<Texture> depthStencilTexture;
sk_sp<Texture> colorAttachment;
sk_sp<Texture> resolveAttachment;
if (fRenderPassDesc.fColorResolveAttachment.fTextureInfo.isValid()) {
SkASSERT(fTarget->numSamples() == 1 &&
fRenderPassDesc.fColorAttachment.fTextureInfo.numSamples() > 1);
colorAttachment = resourceProvider->findOrCreateDiscardableMSAAAttachment(
fTarget->dimensions(), fRenderPassDesc.fColorAttachment.fTextureInfo);
if (!colorAttachment) {
SKGPU_LOG_W("Could not get Color attachment for RenderPassTask");
return false;
}
resolveAttachment = fTarget->refTexture();
} else {
colorAttachment = fTarget->refTexture();
}
sk_sp<Texture> depthStencilAttachment;
if (fRenderPassDesc.fDepthStencilAttachment.fTextureInfo.isValid()) {
// TODO: ensure this is a scratch/recycled texture
depthStencilTexture = resourceProvider->findOrCreateDepthStencilAttachment(
depthStencilAttachment = resourceProvider->findOrCreateDepthStencilAttachment(
fTarget->dimensions(), fRenderPassDesc.fDepthStencilAttachment.fTextureInfo);
if (!depthStencilTexture) {
if (!depthStencilAttachment) {
SKGPU_LOG_W("Could not get DepthStencil attachment for RenderPassTask");
return false;
}
}
if (commandBuffer->beginRenderPass(fRenderPassDesc, fTarget->refTexture(), nullptr,
std::move(depthStencilTexture))) {
// TODO: We need to handle the case where we need to load the single sampled target's data into
// the discardable MSAA Surface. On different backends this will be done in various ways. On
// Metal we can simply insert a draw at the start of the render pass sampling the single target
// texture as normal. In Vulkan, we need to create a whole new subpass at the start, use the
// single sample resolve as an input attachment in that subpass, and then do a draw. The big
// thing with Vulkan is that this input attachment and subpass means we also need to update
// the fRenderPassDesc here.
if (commandBuffer->beginRenderPass(fRenderPassDesc,
std::move(colorAttachment),
std::move(resolveAttachment),
std::move(depthStencilAttachment))) {
// Assuming one draw pass per renderpasstask for now
SkASSERT(fDrawPasses.size() == 1);
for (const auto& drawPass: fDrawPasses) {

View File

@ -243,6 +243,7 @@ private:
SkDEBUGCODE(bool performsShading = false;)
for (int i = 0 ; i < fStepCount; ++i) {
fSteps[i] = steps[i];
fRequiresMSAA |= fSteps[i]->requiresMSAA();
fDepthStencilFlags |= fSteps[i]->depthStencilFlags();
SkDEBUGCODE(performsShading |= fSteps[i]->performsShading());
}

View File

@ -26,9 +26,7 @@ public:
Protected,
Renderable) const override;
TextureInfo getDefaultMSAATextureInfo(SkColorType,
uint32_t sampleCount,
Protected) const override;
TextureInfo getDefaultMSAATextureInfo(const TextureInfo& singleSampledInfo) const override;
TextureInfo getDefaultDepthStencilTextureInfo(Mask<DepthStencilFlags>,
uint32_t sampleCount,

View File

@ -484,15 +484,15 @@ TextureInfo MtlCaps::getDefaultSampledTextureInfo(SkColorType colorType,
return info;
}
TextureInfo MtlCaps::getDefaultMSAATextureInfo(SkColorType colorType,
uint32_t sampleCount,
Protected) const {
TextureInfo MtlCaps::getDefaultMSAATextureInfo(const TextureInfo& singleSampledInfo) const {
const MtlTextureSpec& singleSpec = singleSampledInfo.mtlTextureSpec();
MTLTextureUsage usage = MTLTextureUsageRenderTarget;
MtlTextureInfo info;
info.fSampleCount = sampleCount;
info.fSampleCount = this->defaultMSAASamples();
info.fLevelCount = 1;
info.fFormat = this->getFormatFromColorType(colorType);
info.fFormat = singleSpec.fFormat;
info.fUsage = usage;
info.fStorageMode = MTLStorageModePrivate;
info.fFramebufferOnly = false;

View File

@ -123,12 +123,8 @@ bool MtlCommandBuffer::onBeginRenderPass(const RenderPassDesc& renderPassDesc,
// Inclusion of a resolve texture implies the client wants to finish the
// renderpass with a resolve.
if (@available(macOS 10.12, iOS 10.0, *)) {
if (colorAttachment.storeAction == MTLStoreActionStore) {
colorAttachment.storeAction = MTLStoreActionStoreAndMultisampleResolve;
} else {
SkASSERT(colorAttachment.storeAction == MTLStoreActionDontCare);
colorAttachment.storeAction = MTLStoreActionMultisampleResolve;
}
} else {
// We expect at least Metal 2
// TODO: Add error output

View File

@ -549,16 +549,17 @@ sk_sp<MtlGraphicsPipeline> MtlGraphicsPipeline::Make(
// TODO: I *think* this gets cleaned up by the pipelineDescriptor?
(*psoDescriptor).vertexDescriptor = create_vertex_descriptor(pipelineDesc.renderStep());
MtlTextureInfo mtlTexInfo;
renderPassDesc.fColorAttachment.fTextureInfo.getMtlTextureInfo(&mtlTexInfo);
auto mtlColorAttachment = create_color_attachment((MTLPixelFormat)mtlTexInfo.fFormat,
const MtlTextureSpec& mtlColorSpec =
renderPassDesc.fColorAttachment.fTextureInfo.mtlTextureSpec();
auto mtlColorAttachment = create_color_attachment((MTLPixelFormat)mtlColorSpec.fFormat,
blendInfo);
(*psoDescriptor).colorAttachments[0] = mtlColorAttachment;
renderPassDesc.fDepthStencilAttachment.fTextureInfo.getMtlTextureInfo(&mtlTexInfo);
MTLPixelFormat depthStencilFormat = (MTLPixelFormat)mtlTexInfo.fFormat;
(*psoDescriptor).sampleCount = renderPassDesc.fColorAttachment.fTextureInfo.numSamples();
const MtlTextureSpec& mtlDSSpec =
renderPassDesc.fDepthStencilAttachment.fTextureInfo.mtlTextureSpec();
MTLPixelFormat depthStencilFormat = (MTLPixelFormat)mtlDSSpec.fFormat;
if (MtlFormatIsStencil(depthStencilFormat)) {
(*psoDescriptor).stencilAttachmentPixelFormat = depthStencilFormat;
} else {