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) 2002-2010 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.h: Defines the renderer-agnostic container class gl::Renderbuffer.
// Implements GL renderbuffer objects and related functionality.
// [OpenGL ES 2.0.24] section 4.4.3 page 108.
#ifndef LIBANGLE_RENDERBUFFER_H_
#define LIBANGLE_RENDERBUFFER_H_
#include "angle_gl.h"
#include "common/angleutils.h"
#include "libANGLE/Debug.h"
#include "libANGLE/Error.h"
#include "libANGLE/FramebufferAttachment.h"
#include "libANGLE/Image.h"
#include "libANGLE/formatutils.h"
#include "libANGLE/renderer/RenderbufferImpl.h"
namespace gl
{
// A GL renderbuffer object is usually used as a depth or stencil buffer attachment
// for a framebuffer object. The renderbuffer itself is a distinct GL object, see
// FramebufferAttachment and Framebuffer for how they are applied to an FBO via an
// attachment point.
class Renderbuffer final : public egl::ImageSibling,
public LabeledObject
{
public:
Renderbuffer(rx::RenderbufferImpl *impl, GLuint id);
virtual ~Renderbuffer();
Error onDestroy(const Context *context) override;
void setLabel(const std::string &label) override;
const std::string &getLabel() const override;
Error setStorage(const Context *context, GLenum internalformat, size_t width, size_t height);
Error setStorageMultisample(const Context *context,
size_t samples,
GLenum internalformat,
size_t width,
size_t height);
Error setStorageEGLImageTarget(const Context *context, egl::Image *imageTarget);
rx::RenderbufferImpl *getImplementation() const;
GLsizei getWidth() const;
GLsizei getHeight() const;
const Format &getFormat() const;
GLsizei getSamples() const;
GLuint getRedSize() const;
GLuint getGreenSize() const;
GLuint getBlueSize() const;
GLuint getAlphaSize() const;
GLuint getDepthSize() const;
GLuint getStencilSize() const;
// FramebufferAttachmentObject Impl
Extents getAttachmentSize(const ImageIndex &imageIndex) const override;
const Format &getAttachmentFormat(GLenum /*binding*/,
const ImageIndex & /*imageIndex*/) const override
{
return getFormat();
}
GLsizei getAttachmentSamples(const ImageIndex & /*imageIndex*/) const override
{
return getSamples();
}
void onAttach(const Context *context) override;
void onDetach(const Context *context) override;
GLuint getId() const override;
InitState initState(const ImageIndex &imageIndex) const override;
void setInitState(const ImageIndex &imageIndex, InitState initState) override;
private:
rx::FramebufferAttachmentObjectImpl *getAttachmentImpl() const override { return mRenderbuffer; }
rx::RenderbufferImpl *mRenderbuffer;
std::string mLabel;
GLsizei mWidth;
GLsizei mHeight;
Format mFormat;
GLsizei mSamples;
// For robust resource init.
InitState mInitState;
};
} // namespace gl
#endif // LIBANGLE_RENDERBUFFER_H_