electron/patches/angle/cherry-pick-55e2b6daba9d.patch

137 lines
6.1 KiB
Diff

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: Vulkan: Don't close render pass if rebind to same fbo
M108 merge issues:
src/libANGLE/renderer/vulkan/ContextVk.cpp:
- hasActiveRenderPass named hasStartedRenderPass in 108
- getLastRenderPassQueueSerial named getLastRenderPassSerial in 108
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
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
(cherry picked from commit 05e62f39412e8c6bfc98582f5e7a49041991c97b)
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4303738
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
diff --git a/src/libANGLE/renderer/vulkan/ContextVk.cpp b/src/libANGLE/renderer/vulkan/ContextVk.cpp
index f08877444f66ac2d61953c9c56d4c71d253d53c6..31e1882c8923b81bf5fd74fbe40d8233c7551ec9 100644
--- a/src/libANGLE/renderer/vulkan/ContextVk.cpp
+++ b/src/libANGLE/renderer/vulkan/ContextVk.cpp
@@ -5022,6 +5022,15 @@ 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() &&
+ hasStartedRenderPassWithSerial(drawFramebufferVk->getLastRenderPassSerial()))
+ {
+ break;
+ }
+
onRenderPassFinished(RenderPassClosureReason::FramebufferBindingChange);
if (getFeatures().preferSubmitAtFBOBoundary.enabled)
{
diff --git a/src/tests/gl_tests/ClearTest.cpp b/src/tests/gl_tests/ClearTest.cpp
index 1a6b425da6be1e1c2526a8f5e5d84ea8049ee7ab..41e3ea7efe26d1aa0e0dd0e8e9d5bcd7b6472017 100644
--- a/src/tests/gl_tests/ClearTest.cpp
+++ b/src/tests/gl_tests/ClearTest.cpp
@@ -2864,6 +2864,26 @@ 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 7268d08da90e27022f7139aa98b5972e1dfe62f1..6a91ecc2b4329696f573db3451dac35a0a795c8c 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"
@@ -6991,6 +6991,26 @@ TEST_P(VulkanPerformanceCounterTest, EndXfbAfterRenderPassClosed)
EXPECT_EQ(getPerfCounters().renderPasses, expectedRenderPassCount);
}
+// 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, ES3_VULKAN(), ES3_VULKAN_SWIFTSHADER());