src/libANGLE/renderer/FramebufferImpl_mock.h


Log

Author Commit Date CI Message
Geoff Lang bccb0d56 2021-05-11T13:53:05 Add messages for framebuffer completeness errors. This also creates a common code path for all framebuffer completeness errors (FramebufferStatus::Incomplete) which helps for adding a debug breakpoint. Bug: angleproject:5949 Change-Id: Ib102dbf86e020777e56c6dc6b78dda8ebdba2127 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2888110 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jonah Ryan-Davis <jonahr@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill ea3f501e 2020-08-18T11:13:33 Feedback Loop Redesign 3/3: Remove feedback loop tracking. We now we detect feedback loops by tracking the Framebuffers that the Texture is bound to. We still have the old tracking method that counts sampler and image bindings in the code as well. This CL removes the old front-end tracking for feedback loops. It's no longer used by any back-ends. This removal should reduce CPU overhead around Texture and Program binding changes. Reverts the image binding tracking to the simpler scheme that tracks if a Texture has ever been bound as an Image. This should practically have little or no perf effect and we can reinstate some simpler tracking in the future if required. Bug: angleproject:4500 Bug: angleproject:4959 Change-Id: Idc625d6e4c519919f97a4dc72dd9c35d262706fb Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2363210 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Tobin Ehlis <tobine@google.com> Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com>
Jamie Madill d0b270e6 2020-08-14T21:55:17 Feedback Loop Redesign 1/3: Framebuffer Serials. Currently we track feedback loops by counting the times a Texture is bound as a sampler or image in a particular context. This is a bit tricky because Texture bindings change frequently. Relative to the number of times we need to check for a feedback loop this causes excess overhead. Usually Framebuffers have a low number of Textures bound (in many cases just 1). And Textures aren't usually bound to many different FBOs. So instead of counting the number of times a Texture is bound as a sampler or image we will track the Framebuffers that the Texture is bound to. Because FBOs are unique to a Context, a Texture could be bound to two different FBOs with the same ID. In this CL we introduce a new Serial for the FBO which is unique to an EGL Share Group. This way we can ensure we don't make the wrong call when a Texture is referenced by a Framebuffer. It also replaces the old FB serial which was again only unique to a particular Context. Bug: angleproject:4500 Bug: angleproject:4959 Change-Id: I0a9989d861a4132bd3b7ed85f699a4448ff37a4e Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2358849 Reviewed-by: Jonah Ryan-Davis <jonahr@google.com> Reviewed-by: Tobin Ehlis <tobine@google.com> Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Tim Van Patten 81370214 2020-07-29T12:54:02 Pass the Command when sync'ing dirty objects A new enum is being created that contains command types, which are then passed to each dirty object when they are synced. This allows the syncState() methods to perform special handling for each command type. This change is in preparation for optimizing resolving multisample images with glBlit, since the render pass needs to be updated before it's ended. Bug: angleproject:4753 Change-Id: I77701f79418d35cff689e864c8a8b47b6fca0255 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2327335 Commit-Queue: Tim Van Patten <timvp@google.com> Reviewed-by: Charlie Lao <cclao@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Manh Nguyen d4874cb3 2020-06-25T10:49:32 Reformat Framebuffer::readPixels Reformat Framebuffer::readPixels and its overriding methods to the following method signature angle::Result readPixels(const Context *context, const Rectangle &area, GLenum format, GLenum type, const PixelPackState &pack, Buffer *packBuffer void *pixels); This will allow capture replay tool to use its own PixelPackState to read pixels from framebuffer without having to set the global states Bug: angleproject:4787 Change-Id: Idc64179d8e8f6b5163ef0747f239cd5172a2491b Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2267417 Commit-Queue: Manh Nguyen <nguyenmh@google.com> Reviewed-by: Cody Northrop <cnorthrop@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 1033d55d 2020-04-07T14:01:24 Pass binding enum to Framebuffer::syncState. Will allow us to determine if we're clearing the read or draw FBO. Then we can stash clears for the draw FBO only and issue them immediately for the read FBO in the Vulkan back-end. Bug: angleproject:4517 Change-Id: Ifc043317d6156a75749b13f9d2c44a17e14ee378 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2139997 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Cody Northrop <cnorthrop@google.com> Reviewed-by: Tim Van Patten <timvp@google.com> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill c916fe8a 2020-04-02T16:57:49 Don't call syncState inside FBO queries. This prevents a syncState ordering issue that was confusing FBO sync when robust resource init is enabled. Also cleans up some redundant format processing for the half float extensions. Bug: angleproject:4517 Change-Id: Ieb13fc5203cf824a3e8affda96ea5cbbd89d78ee Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2134411 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jonah Ryan-Davis <jonahr@google.com> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill c9c4e4ed 2020-04-02T10:29:52 Track rendering feedback loops by-context. This fixes an issue where feedback loops detection would trigger false positives based on texture use in multiple contexts. 1) there are two contexts, C1 and C2, sharing resources 2) in C1, there is a texture T bound to GL_TEXTURE_2D, and a program in use that will sample C1 3) in C2, a framebuffer is created and T is bound to it This fix indexes each set of active bindings in an object by ContextID. We can potentially redo this solution in the future if this proves to have too much tracking overhead. Includes a test writen by Ken Russell. Bug: angleproject:4517 Change-Id: I67012e68947c42d863dca193972576c82d5f3712 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2134406 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Kenneth Russell <kbr@chromium.org>
Jamie Madill 64b7c4ff 2018-10-19T11:38:04 Use angle::Result in front-end (Part 3) Handles the gl::Framebuffer class and its implementation. Bug: angleproject:2491 Change-Id: I3b9c0609e9277264ccdb370596500562df3b7d15 Reviewed-on: https://chromium-review.googlesource.com/c/1280743 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 6f755b21 2018-10-09T12:48:54 Use angle::Result in front-end. (Part 1) This covers most of the hot paths used in draw calls. Gives in the order of a 5% reduction in draw call overhead. Bug: angleproject:2491 Change-Id: I2d53afb1163eaceed61fb9cd9ce6c1267c85c0fa Reviewed-on: https://chromium-review.googlesource.com/c/1258149 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Geoff Lang 13455079 2018-05-09T11:24:43 Pass a context pointer to Framebuffer[Impl]::getSamplePosition BUG=angleproject:2464 Change-Id: Icd260db9bbd11699b2d0f6152e898c38baa4844d Reviewed-on: https://chromium-review.googlesource.com/1052219 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
Jamie Madill 19fa1c6f 2018-03-08T09:47:21 Return an Error from Framebuffer::syncState. This pipes errors up from the Impl to the top level. There are still a few places were error swallowing is needed, because the Framebuffer API doesn't support returning an error. Bug: angleproject:2372 Change-Id: Idc06bda1817fd28075940f69874d8b6ba69194f9 Reviewed-on: https://chromium-review.googlesource.com/954290 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Luc Ferron <lucferron@chromium.org>
Kenneth Russell ce8602ab 2017-10-03T18:23:08 WebGL requires GL_FRAMEBUFFER_UNSUPPORTED for identical FBO attachments. If the same level of a texture is attached to multiple color attachments of a framebuffer object, for example, the WebGL conformance tests require generating a GL_FRAMEBUFFER_UNSUPPORTED error. The Direct3D backend already had this restriction; apply it to all backends when the WebGL compatibility extension is enabled. Fixes the following WebGL conformance tests with the pass-through command decoder in Chrome: conformance/extensions/webgl-draw-buffers-framebuffer-unsupported conformance2/rendering/framebuffer-unsupported BUG=angleproject:2168 Change-Id: I340d06ca0ee969989c6c5725512b1b9542281477 Reviewed-on: https://chromium-review.googlesource.com/699856 Commit-Queue: Kenneth Russell <kbr@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill d4826159 2017-09-21T11:18:59 Vulkan: Only init RenderPass once per frame. This saves some time spent in the driver, by making multiple draw calls happen inside a single RenderPass. This also makes the ReadPixels impl method non-const. I think in the future we should avoid making const Impl methods unless they're totally trivial. BUG=angleproject:1898 Change-Id: I39172270a2f7dc5c1c2e3d4cc50af3bac8a29fa1 Reviewed-on: https://chromium-review.googlesource.com/672148 Reviewed-by: Frank Henigman <fjhenigman@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Jamie Madill 4928b7ca 2017-06-20T12:57:39 Proliferate gl::Context everywhere. This gives the D3D back-end access to the GL state almost anywhere. This uses the onDestroy hook for Textures to push errors up from destructors, although they still don't quite make it to the Context. There are places, such as in EGL object (Context/Surface) destruction, where we end up calling through to GL implementation internals without having access to a gl::Context. We handle this via a proxy Context to a Display, basically a null context, that has access to impl-side state like the Renderer pointer if necessary. It does not have access to the normal GL state. Also Pass gl::Context to RefCountObject::release(). Since we're using destroy() methods now, we should not ever call the destructor directly. BUG=angleproject:1156 Change-Id: Ie4c32ad6bf6caaff0289901f30b5c6bafa2ce259 Reviewed-on: https://chromium-review.googlesource.com/529707 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill c564c070 2017-06-01T12:45:42 Pass gl::Context to impl methods instead of ContextImpl. In some cases we might have to call back into the GL layer, passing the Context, and if we just have a ContextImpl pointer this isn't possible. It also removes the need for SafeGetImpl. BUG=angleproject:2044 Change-Id: I6363e84b25648c992c25779d4c43f795aa2866d6 Reviewed-on: https://chromium-review.googlesource.com/516835 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 876429b7 2017-04-20T15:46:24 Update gl2.h and update entry points. Some method signatures were updated. Types like GLclampf and GLvoid were replaced with other equivalents. BUG=angleproject:1309 Change-Id: I05e8e2072c5a063d87ad96a855b907424661e680 Reviewed-on: https://chromium-review.googlesource.com/475011 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill dd43e6cd 2017-03-24T14:18:49 Pass Context to VertexArray and Framebuffer syncstate. This will enable more Vulkan-friendly idioms like clearing the vulkan pipeline caches correctly on GL state changes immediately because we have access to the ContextVk. BUG=angleproject:1898 Change-Id: I16c848d8abdde8e26a38d384e565cec8548a66d0 Reviewed-on: https://chromium-review.googlesource.com/459079 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 6c1f671b 2017-02-14T19:08:04 Add destroy hooks for several GL objects. These hooks allow the back-end renderer to free object resources without having to store pointers to shared device handles for each and every object. This will allow us to save memory on back-ends that really care about memory overhead. There is a downside in that there is more boilerplate in passing gl::Context handles around everywhere. BUG=angleproject:1684 Change-Id: I89463bba8d23f92920e8956650cb73c7fc6d66b7 Reviewed-on: https://chromium-review.googlesource.com/426401 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
JiangYizhou bddc46b4 2016-12-09T09:50:51 ES31: Implement multisampled Textures. Implement TexStorage2DMultisample and getMultisamplefv entry point. Also modify sample state for Textures and Framebuffers. BUG=angleproject:1590 TEST=angle_unittests TEST=angle_end2end_tests TEST=dEQP-GLES31.functional.texture.multisample.samples_*.sample_position TEST=dEQP-GLES31.functional.texture.multisample.samples_*.use_texture_color_2d TEST=dEQP-GLES31.functional.texture.multisample.samples_*.use_texture_depth_2d TEST=dEQP-GLES31.functional.texture.multisample.negative.fbo_attach_different_sample_count_tex_tex TEST=dEQP-GLES31.functional.texture.multisample.negative.fbo_attach_different_sample_count_tex_rbo TEST=dEQP-GLES31.functional.texture.multisample.negative.fbo_attach_non_zero_level TEST=dEQP-GLES31.functional.texture.multisample.negative.texture_high_sample_count TEST=dEQP-GLES31.functional.texture.multisample.negative.texture_zero_sample_count TEST=dEQP-GLES31.functional.shaders.builtin_functions.texture_size.samples_1_texture_2d TEST=dEQP-GLES31.functional.shaders.builtin_functions.texture_size.samples_4_texture_2d Change-Id: I8fa7bd4e73b95745858a3e16b1b92004b4a18712 Reviewed-on: https://chromium-review.googlesource.com/414309 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Yunchao He <yunchao.he@intel.com> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill 8415b5fd 2016-04-26T13:41:39 Pass ContextImpl to Framebuffer methods instead of ContextState. BUG=angleproject:1363 Change-Id: I7e7524d95f2ca31c35918f9fe5c0cb681ed93616 Reviewed-on: https://chromium-review.googlesource.com/340746 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 48ef11b2 2016-04-27T15:21:52 Rename gl::Framebuffer::Data to gl::FramebufferState. Moving this out of the Framebuffer class allows us to forward- declare it. BUG=angleproject:1363 Change-Id: I91971c37a92151df508cdf7f0eb8c3e93506d112 Reviewed-on: https://chromium-review.googlesource.com/340741 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 9082b982 2016-04-27T15:21:51 Rename gl::Data to gl::ContextState. Part of the new world order of renaming the Obj::Data classes to ObjState. BUG=angleproject:1363 Change-Id: I15cf002b8b093d687f540b9e86f045874af24a7e Reviewed-on: https://chromium-review.googlesource.com/340740 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 60ec6ea7 2016-01-22T15:27:19 Implement dirty bits for Framebuffer. The dirty bits set the stage for performance improvements in D3D, but don't actually reduce any of the redundant work just yet. BUG=angleproject:1260 Change-Id: Ib84e6a9b7aa40c37c41790f492361b22faaf4742 Reviewed-on: https://chromium-review.googlesource.com/318730 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tryjob-Request: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Dian Xiang 4028159e 2015-11-19T18:24:44 Using dirty bit notification for D3D11 viewport state BUG=angleproject:1161 This is a continuation of the dirty bit refactor Change-Id: I101f415094dd406f6b0a40cb260f1cbbfec7b62c Reviewed-on: https://chromium-review.googlesource.com/313249 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Tryjob-Request: Dian Xiang <dianx@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Dian Xiang <dianx@google.com>
Jamie Madill cc86d64e 2015-11-24T13:00:07 Make Framebuffer size check ES2-only. This is an ES2-only incompleteness check. We also need to require matching dimensions in D3D11, but make this an implementation specific check. Also make all implementation specific errors 'UNSUPPORTED' since that catches all "non-ES" framebuffer restrictions. Note that we can't be conformant here in D3D11 currently, since the spec only makes an exception for mismatching formats for UNSUPPORTED, not for size checks. However, we don't have an easy solution. BUG=angleproject:1225 Change-Id: Ic80a04bce397fc12643b010c874f432033babc5d Reviewed-on: https://chromium-review.googlesource.com/313990 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tryjob-Request: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill e79b1e14 2015-11-04T16:36:37 D3D11: Restrict use of MAX_UINT element indexes. We need to block the app from using MAX_UINT on D3D11 because we can't disable primitive restart on this platform. Instead generate an INVALID_OPERATION error, which is spec-compliant in ES3 because the result is undefined behaviour. This is also compliant with WebGL which explicitly defines an error here. BUG=angleproject:597 Change-Id: I7ebc5371b63ff860dc6dddf79939e9629ebb2a3c Reviewed-on: https://chromium-review.googlesource.com/309638 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Tryjob-Request: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>