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>
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220
//
// Copyright (c) 2002-2012 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.
//
// Renderbuffer.cpp: Implements the renderer-agnostic gl::Renderbuffer class,
// GL renderbuffer objects and related functionality.
// [OpenGL ES 2.0.24] section 4.4.3 page 108.
#include "libANGLE/Renderbuffer.h"
#include "common/utilities.h"
#include "libANGLE/FramebufferAttachment.h"
#include "libANGLE/Image.h"
#include "libANGLE/Texture.h"
#include "libANGLE/formatutils.h"
#include "libANGLE/renderer/d3d/RenderTargetD3D.h"
namespace gl
{
Renderbuffer::Renderbuffer(rx::RenderbufferImpl *impl, GLuint id)
: egl::ImageSibling(id),
mRenderbuffer(impl),
mLabel(),
mWidth(0),
mHeight(0),
mFormat(GL_RGBA4),
mSamples(0),
mInitState(InitState::MayNeedInit)
{
}
Error Renderbuffer::onDestroy(const Context *context)
{
ANGLE_TRY(orphanImages(context));
if (mRenderbuffer)
{
ANGLE_TRY(mRenderbuffer->onDestroy(context));
}
return NoError();
}
Renderbuffer::~Renderbuffer()
{
SafeDelete(mRenderbuffer);
}
void Renderbuffer::setLabel(const std::string &label)
{
mLabel = label;
}
const std::string &Renderbuffer::getLabel() const
{
return mLabel;
}
Error Renderbuffer::setStorage(const Context *context,
GLenum internalformat,
size_t width,
size_t height)
{
ANGLE_TRY(orphanImages(context));
ANGLE_TRY(mRenderbuffer->setStorage(context, internalformat, width, height));
mWidth = static_cast<GLsizei>(width);
mHeight = static_cast<GLsizei>(height);
mFormat = Format(internalformat);
mSamples = 0;
mInitState = InitState::MayNeedInit;
mDirtyChannel.signal(mInitState);
return NoError();
}
Error Renderbuffer::setStorageMultisample(const Context *context,
size_t samples,
GLenum internalformat,
size_t width,
size_t height)
{
ANGLE_TRY(orphanImages(context));
ANGLE_TRY(
mRenderbuffer->setStorageMultisample(context, samples, internalformat, width, height));
mWidth = static_cast<GLsizei>(width);
mHeight = static_cast<GLsizei>(height);
mFormat = Format(internalformat);
mSamples = static_cast<GLsizei>(samples);
mInitState = InitState::MayNeedInit;
mDirtyChannel.signal(mInitState);
return NoError();
}
Error Renderbuffer::setStorageEGLImageTarget(const Context *context, egl::Image *image)
{
ANGLE_TRY(orphanImages(context));
ANGLE_TRY(mRenderbuffer->setStorageEGLImageTarget(context, image));
setTargetImage(context, image);
mWidth = static_cast<GLsizei>(image->getWidth());
mHeight = static_cast<GLsizei>(image->getHeight());
mFormat = Format(image->getFormat());
mSamples = 0;
mInitState = image->sourceInitState();
mDirtyChannel.signal(mInitState);
return NoError();
}
rx::RenderbufferImpl *Renderbuffer::getImplementation() const
{
ASSERT(mRenderbuffer);
return mRenderbuffer;
}
GLsizei Renderbuffer::getWidth() const
{
return mWidth;
}
GLsizei Renderbuffer::getHeight() const
{
return mHeight;
}
const Format &Renderbuffer::getFormat() const
{
return mFormat;
}
GLsizei Renderbuffer::getSamples() const
{
return mSamples;
}
GLuint Renderbuffer::getRedSize() const
{
return mFormat.info->redBits;
}
GLuint Renderbuffer::getGreenSize() const
{
return mFormat.info->greenBits;
}
GLuint Renderbuffer::getBlueSize() const
{
return mFormat.info->blueBits;
}
GLuint Renderbuffer::getAlphaSize() const
{
return mFormat.info->alphaBits;
}
GLuint Renderbuffer::getDepthSize() const
{
return mFormat.info->depthBits;
}
GLuint Renderbuffer::getStencilSize() const
{
return mFormat.info->stencilBits;
}
void Renderbuffer::onAttach(const Context *context)
{
addRef();
}
void Renderbuffer::onDetach(const Context *context)
{
release(context);
}
GLuint Renderbuffer::getId() const
{
return id();
}
Extents Renderbuffer::getAttachmentSize(const gl::ImageIndex & /*imageIndex*/) const
{
return Extents(mWidth, mHeight, 1);
}
InitState Renderbuffer::initState(const gl::ImageIndex & /*imageIndex*/) const
{
if (isEGLImageTarget())
{
return sourceEGLImageInitState();
}
return mInitState;
}
void Renderbuffer::setInitState(const gl::ImageIndex & /*imageIndex*/, InitState initState)
{
if (isEGLImageTarget())
{
setSourceEGLImageInitState(initState);
}
else
{
mInitState = initState;
}
}
} // namespace gl