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electron/patches/angle/cherry-pick-6da1a8953313.patch
2023-03-27 09:53:20 -04:00

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6.1 KiB
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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Shahbaz Youssefi <syoussefi@chromium.org>
Date: Thu, 16 Feb 2023 23:16:46 -0500
Subject: M110: Vulkan: Don't close render pass if rebind to same fbo
In the Vulkan backend, the render pass can occasionally (and
transiently) be in a state of "open but inactive". This is when the
render pass is closed, but has the potential for future modifications
(for example to add a resolve attachment). Under many circumstances, it
is expected that an open render pass cannot be in such a state.
This assumption can be broken in this scenario:
- Open render pass, draw, etc
- Change framebuffer binding
- Change framebuffer binding back to original
- Masked Clear
When ContextVk is synced before clear, it sees that the framebuffer
binding is changed (though it hasn't really), and it closes the render
passes and sets the render pass dirty bit. If a draw were to follow, a
new render pass would have started (unnecessarily). However, in the
case of a masked clear, UtilsVk notices that the render pass is started,
assumes it must be active, and continues recording to it. While the
operation itself succeeds, the assumption that the render pass is active
is false (and fails assertion).
This change makes sure that framebuffer binding change is no-oped if the
framebuffer is the same one that has opened the current render pass. If
any application does unnecessary binding changes and back, it will be
optimized by this change as well.
Bug: chromium:1411210
Change-Id: I37a3a9f2eaa1a81a1b3393840b9458ec71a87377
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4261215
Reviewed-by: Charlie Lao <cclao@google.com>
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
(cherry picked from commit 05e62f39412e8c6bfc98582f5e7a49041991c97b)
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4296296
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Prudhvikumar Bommana <pbommana@google.com>
Commit-Queue: Prudhvikumar Bommana <pbommana@google.com>
diff --git a/src/libANGLE/renderer/vulkan/ContextVk.cpp b/src/libANGLE/renderer/vulkan/ContextVk.cpp
index ad5f83854f29c7245553fe3e98b7f6545d7ea91c..9f05c2a32ae2e0f6a4b1466d9f4423b3022b4975 100644
--- a/src/libANGLE/renderer/vulkan/ContextVk.cpp
+++ b/src/libANGLE/renderer/vulkan/ContextVk.cpp
@@ -5224,6 +5224,15 @@ angle::Result ContextVk::syncState(const gl::Context *context,
// as some optimizations in non-draw commands require the render pass to remain
// open, such as invalidate or blit. Note that we always start a new command buffer
// because we currently can only support one open RenderPass at a time.
+ //
+ // The render pass is not closed if binding is changed to the same framebuffer as
+ // before.
+ if (hasStartedRenderPass() && hasStartedRenderPassWithQueueSerial(
+ drawFramebufferVk->getLastRenderPassQueueSerial()))
+ {
+ break;
+ }
+
onRenderPassFinished(RenderPassClosureReason::FramebufferBindingChange);
if (getFeatures().preferSubmitAtFBOBoundary.enabled &&
mRenderPassCommands->started())
diff --git a/src/tests/gl_tests/ClearTest.cpp b/src/tests/gl_tests/ClearTest.cpp
index bbe243281fce2b7503767b2553d2900b598b7e81..51a953019c53e8ed1f09184965164002f4cc4c79 100644
--- a/src/tests/gl_tests/ClearTest.cpp
+++ b/src/tests/gl_tests/ClearTest.cpp
@@ -2863,6 +2863,26 @@ TEST_P(ClearTest, DISABLED_ClearReachesWindow)
angle::Sleep(2000);
}
+// Tests that masked clear after a no-op framebuffer binding change with an open render pass works.
+TEST_P(ClearTest, DrawThenChangeFBOBindingAndBackThenMaskedClear)
+{
+ ANGLE_GL_PROGRAM(blueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
+
+ // Draw blue.
+ drawQuad(blueProgram, essl1_shaders::PositionAttrib(), 0.5f);
+
+ // Change framebuffer and back
+ glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+ // Masked clear
+ glColorMask(1, 0, 0, 1);
+ glClearColor(1.0f, 0.5f, 0.5f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::magenta);
+}
+
// Test that clearing slices of a 3D texture and reading them back works.
TEST_P(ClearTestES3, ClearAndReadPixels3DTexture)
{
diff --git a/src/tests/gl_tests/VulkanPerformanceCounterTest.cpp b/src/tests/gl_tests/VulkanPerformanceCounterTest.cpp
index b62f434d5db1eac4bf5039db49d50ffd092b3621..bacac33673b9d2c2b8d62b9ff12a61773273eff1 100644
--- a/src/tests/gl_tests/VulkanPerformanceCounterTest.cpp
+++ b/src/tests/gl_tests/VulkanPerformanceCounterTest.cpp
@@ -5,7 +5,7 @@
//
// VulkanPerformanceCounterTest:
// Validates specific GL call patterns with ANGLE performance counters.
-// For example we can verify a certain call set doesn't break the RenderPass.
+// For example we can verify a certain call set doesn't break the render pass.
#include "test_utils/ANGLETest.h"
#include "test_utils/angle_test_instantiate.h"
@@ -7090,6 +7090,26 @@ TEST_P(VulkanPerformanceCounterTest, AsyncMonolithicPipelineCreation)
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
}
+// Verify that changing framebuffer and back doesn't break the render pass.
+TEST_P(VulkanPerformanceCounterTest, FBOChangeAndBackDoesNotBreakRenderPass)
+{
+ uint64_t expectedRenderPassCount = getPerfCounters().renderPasses + 1;
+
+ ANGLE_GL_PROGRAM(drawRed, essl3_shaders::vs::Simple(), essl3_shaders::fs::Red());
+ drawQuad(drawRed, essl1_shaders::PositionAttrib(), 0);
+
+ GLFramebuffer fbo;
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+ drawQuad(drawRed, essl1_shaders::PositionAttrib(), 0);
+
+ // Verify render pass count.
+ EXPECT_EQ(getPerfCounters().renderPasses, expectedRenderPassCount);
+
+ EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
+}
+
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(VulkanPerformanceCounterTest);
ANGLE_INSTANTIATE_TEST(
VulkanPerformanceCounterTest,