Set render targets correctly when drawing
There are some horrible hacks in here -- the draw command should not be
doing anywhere near this much work -- but this gets us to first
triangle.
Passes: dEQP-VK.api.smoke.triangle
Bug: b/124177079
Change-Id: I4240cb8cdce2f4bbb804e88e66d1695ab0b0e41e
Reviewed-on: https://swiftshader-review.googlesource.com/c/25212
Tested-by: Chris Forbes <chrisforbes@google.com>
Reviewed-by: Nicolas Capens <nicolascapens@google.com>
Reviewed-by: Alexis Hétu <sugoi@google.com>
Kokoro-Presubmit: kokoro <noreply+kokoro@google.com>
diff --git a/src/Vulkan/VkCommandBuffer.cpp b/src/Vulkan/VkCommandBuffer.cpp
index f659a01..4578fe5 100644
--- a/src/Vulkan/VkCommandBuffer.cpp
+++ b/src/Vulkan/VkCommandBuffer.cpp
@@ -17,6 +17,7 @@
#include "VkEvent.hpp"
#include "VkFramebuffer.hpp"
#include "VkImage.hpp"
+#include "VkImageView.hpp"
#include "VkPipeline.hpp"
#include "VkRenderPass.hpp"
#include "Device/Renderer.hpp"
@@ -164,6 +165,16 @@
executionState.renderer->setViewport(pipeline->getViewport());
executionState.renderer->setBlendConstant(pipeline->getBlendConstants());
+ for (auto i = 0u; i < executionState.renderPass->getCurrentSubpass().colorAttachmentCount; i++)
+ {
+ auto attachmentReference = executionState.renderPass->getCurrentSubpass().pColorAttachments[i];
+ if (attachmentReference.attachment != VK_ATTACHMENT_UNUSED)
+ {
+ auto attachment = executionState.renderPassFramebuffer->getAttachment(attachmentReference.attachment);
+ executionState.renderer->setRenderTarget(i, attachment->asSurface(), 0);
+ }
+ }
+
const uint32_t primitiveCount = pipeline->computePrimitiveCount(vertexCount);
const uint32_t lastInstance = firstInstance + instanceCount - 1;
for(uint32_t instance = firstInstance; instance <= lastInstance; instance++)
@@ -171,6 +182,22 @@
executionState.renderer->setInstanceID(instance);
executionState.renderer->draw(context.drawType, 0, primitiveCount);
}
+
+ // Wait for completion. We should be able to get rid of this eventually.
+ executionState.renderer->synchronize();
+
+ // Renderer has finished touching the color attachments; destroy the temporary Surface objects.
+ // We shouldn't need to do any of this at draw time.
+ for (auto i = 0u; i < executionState.renderPass->getCurrentSubpass().colorAttachmentCount; i++)
+ {
+ auto attachmentReference = executionState.renderPass->getCurrentSubpass().pColorAttachments[i];
+ if (attachmentReference.attachment != VK_ATTACHMENT_UNUSED)
+ {
+ auto surface = executionState.renderer->getRenderTarget(i);
+ executionState.renderer->setRenderTarget(i, nullptr, 0);
+ delete surface;
+ }
+ }
}
uint32_t vertexCount;