Hash :
05b35b21
Author :
Date :
2017-10-03T09:01:44
D3D11: Lazy robust resource init. This patch moves the robust resource init logic to the GL front-end. Instead of initializing texture resources immediately on creation in D3D11, it defers the clear until before a draw call in some cases, or skips the update if we can determine if a texture (or other resource) has been fully initialized. Currently lazy init is only implemented for Textures, Renderbuffers, and Surfaces. Various places where lazy resource init is triggered: * Framebuffer operations (Draw, Blit, CopyTexImage, Clear, ReadPixels) * Texture operations (SubImage, GenerateMipmap, CopyTexImage) Some efficiency gains remain to be implemented, such as when a SubImage call fills the entire object. Similarly for Blit, and a few other operations. In these cases we can skip lazy init as an optimization. Edge cases with EGLImage are mostly untested. BUG=angleproject:2107 Change-Id: I2bf3a69b1eae0d4feeb5b17daca23451f1037be8 Reviewed-on: https://chromium-review.googlesource.com/576058 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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//
// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// FramebufferAttachment.h: Defines the wrapper class gl::FramebufferAttachment, as well as the
// objects and related functionality. [OpenGL ES 2.0.24] section 4.4.3 page 108.
#ifndef LIBANGLE_FRAMEBUFFERATTACHMENT_H_
#define LIBANGLE_FRAMEBUFFERATTACHMENT_H_
#include "angle_gl.h"
#include "common/angleutils.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/Error.h"
#include "libANGLE/ImageIndex.h"
#include "libANGLE/signal_utils.h"
namespace egl
{
class Surface;
}
namespace rx
{
// An implementation-specific object associated with an attachment.
class FramebufferAttachmentRenderTarget : angle::NonCopyable
{
public:
FramebufferAttachmentRenderTarget() {}
virtual ~FramebufferAttachmentRenderTarget() {}
};
class FramebufferAttachmentObjectImpl;
}
namespace gl
{
class FramebufferAttachmentObject;
struct Format;
class Renderbuffer;
class Texture;
enum class InitState
{
MayNeedInit,
Initialized,
};
using OnAttachmentDirtyBinding = angle::ChannelBinding<size_t, InitState>;
using OnAttachmentDirtyChannel = angle::BroadcastChannel<size_t, InitState>;
using OnAttachmentDirtyReceiver = angle::SignalReceiver<size_t, InitState>;
// FramebufferAttachment implements a GL framebuffer attachment.
// Attachments are "light" containers, which store pointers to ref-counted GL objects.
// We support GL texture (2D/3D/Cube/2D array) and renderbuffer object attachments.
// Note: Our old naming scheme used the term "Renderbuffer" for both GL renderbuffers and for
// framebuffer attachments, which confused their usage.
class FramebufferAttachment final
{
public:
FramebufferAttachment();
FramebufferAttachment(const Context *context,
GLenum type,
GLenum binding,
const ImageIndex &textureIndex,
FramebufferAttachmentObject *resource);
FramebufferAttachment(FramebufferAttachment &&other);
FramebufferAttachment &operator=(FramebufferAttachment &&other);
~FramebufferAttachment();
void detach(const Context *context);
void attach(const Context *context,
GLenum type,
GLenum binding,
const ImageIndex &textureIndex,
FramebufferAttachmentObject *resource,
GLsizei numViews,
GLuint baseViewIndex,
GLenum multiviewLayout,
const GLint *viewportOffsets);
// Helper methods
GLuint getRedSize() const;
GLuint getGreenSize() const;
GLuint getBlueSize() const;
GLuint getAlphaSize() const;
GLuint getDepthSize() const;
GLuint getStencilSize() const;
GLenum getComponentType() const;
GLenum getColorEncoding() const;
bool isTextureWithId(GLuint textureId) const { return mType == GL_TEXTURE && id() == textureId; }
bool isRenderbufferWithId(GLuint renderbufferId) const { return mType == GL_RENDERBUFFER && id() == renderbufferId; }
GLenum getBinding() const { return mTarget.binding(); }
GLuint id() const;
// These methods are only legal to call on Texture attachments
const ImageIndex &getTextureImageIndex() const;
GLenum cubeMapFace() const;
GLint mipLevel() const;
GLint layer() const;
GLsizei getNumViews() const;
GLenum getMultiviewLayout() const;
GLint getBaseViewIndex() const;
const std::vector<Offset> &getMultiviewViewportOffsets() const;
// The size of the underlying resource the attachment points to. The 'depth' value will
// correspond to a 3D texture depth or the layer count of a 2D array texture. For Surfaces and
// Renderbuffers, it will always be 1.
Extents getSize() const;
const Format &getFormat() const;
GLsizei getSamples() const;
GLenum type() const { return mType; }
bool isAttached() const { return mType != GL_NONE; }
Renderbuffer *getRenderbuffer() const;
Texture *getTexture() const;
const egl::Surface *getSurface() const;
FramebufferAttachmentObject *getResource() const;
InitState initState() const;
Error initializeContents(const Context *context);
void setInitState(InitState initState) const;
// "T" must be static_castable from FramebufferAttachmentRenderTarget
template <typename T>
gl::Error getRenderTarget(const Context *context, T **rtOut) const
{
static_assert(std::is_base_of<rx::FramebufferAttachmentRenderTarget, T>(),
"Invalid RenderTarget class.");
return getRenderTargetImpl(
context, reinterpret_cast<rx::FramebufferAttachmentRenderTarget **>(rtOut));
}
bool operator==(const FramebufferAttachment &other) const;
bool operator!=(const FramebufferAttachment &other) const;
static std::vector<Offset> GetDefaultViewportOffsetVector();
static const GLsizei kDefaultNumViews;
static const GLenum kDefaultMultiviewLayout;
static const GLint kDefaultBaseViewIndex;
static const GLint kDefaultViewportOffsets[2];
private:
gl::Error getRenderTargetImpl(const Context *context,
rx::FramebufferAttachmentRenderTarget **rtOut) const;
// A framebuffer attachment points to one of three types of resources: Renderbuffers,
// Textures and egl::Surface. The "Target" struct indicates which part of the
// object an attachment references. For the three types:
// - a Renderbuffer has a unique renderable target, and needs no target index
// - a Texture has targets for every image and uses an ImageIndex
// - a Surface has targets for Color and Depth/Stencil, and uses the attachment binding
class Target
{
public:
Target();
Target(GLenum binding, const ImageIndex &imageIndex);
Target(const Target &other);
Target &operator=(const Target &other);
GLenum binding() const { return mBinding; }
const ImageIndex &textureIndex() const { return mTextureIndex; }
private:
GLenum mBinding;
ImageIndex mTextureIndex;
};
GLenum mType;
Target mTarget;
FramebufferAttachmentObject *mResource;
GLsizei mNumViews;
GLenum mMultiviewLayout;
GLint mBaseViewIndex;
std::vector<Offset> mViewportOffsets;
};
// A base class for objects that FBO Attachments may point to.
class FramebufferAttachmentObject
{
public:
FramebufferAttachmentObject();
virtual ~FramebufferAttachmentObject();
virtual Extents getAttachmentSize(const ImageIndex &imageIndex) const = 0;
virtual const Format &getAttachmentFormat(GLenum binding,
const ImageIndex &imageIndex) const = 0;
virtual GLsizei getAttachmentSamples(const ImageIndex &imageIndex) const = 0;
virtual void onAttach(const Context *context) = 0;
virtual void onDetach(const Context *context) = 0;
virtual GLuint getId() const = 0;
// These are used for robust resource initialization.
virtual InitState initState(const ImageIndex &imageIndex) const = 0;
virtual void setInitState(const ImageIndex &imageIndex, InitState initState) = 0;
Error getAttachmentRenderTarget(const Context *context,
GLenum binding,
const ImageIndex &imageIndex,
rx::FramebufferAttachmentRenderTarget **rtOut) const;
Error initializeContents(const Context *context, const ImageIndex &imageIndex);
OnAttachmentDirtyChannel *getDirtyChannel();
protected:
virtual rx::FramebufferAttachmentObjectImpl *getAttachmentImpl() const = 0;
OnAttachmentDirtyChannel mDirtyChannel;
};
inline Extents FramebufferAttachment::getSize() const
{
ASSERT(mResource);
return mResource->getAttachmentSize(mTarget.textureIndex());
}
inline const Format &FramebufferAttachment::getFormat() const
{
ASSERT(mResource);
return mResource->getAttachmentFormat(mTarget.binding(), mTarget.textureIndex());
}
inline GLsizei FramebufferAttachment::getSamples() const
{
ASSERT(mResource);
return mResource->getAttachmentSamples(mTarget.textureIndex());
}
inline gl::Error FramebufferAttachment::getRenderTargetImpl(
const Context *context,
rx::FramebufferAttachmentRenderTarget **rtOut) const
{
ASSERT(mResource);
return mResource->getAttachmentRenderTarget(context, mTarget.binding(), mTarget.textureIndex(),
rtOut);
}
} // namespace gl
#endif // LIBANGLE_FRAMEBUFFERATTACHMENT_H_