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kc3-lang/angle/src/libANGLE/renderer/d3d/FramebufferD3D.cpp

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  • Author : Mingyu Hu
    Date : 2019-08-26 15:59:48
    Hash : 7e44ec26
    Message : GL_EXT_multisampled_render_to_texture extension. Part 1. Adding new parameters for extension without adding any real code change. Since no new code paths were added, we expect all tests to pass as before. Bug: angleproject:980428 Change-Id: I551b46a66f422eabd357fd021e00cf266a991efb Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1772377 Commit-Queue: Rafael Cintron <rafael.cintron@microsoft.com> Reviewed-by: Rafael Cintron <rafael.cintron@microsoft.com> Reviewed-by: Geoff Lang <geofflang@chromium.org>

  • src/libANGLE/renderer/d3d/FramebufferD3D.cpp
  • //
    // Copyright 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.
    //
    
    // FramebufferD3D.cpp: Implements the DefaultAttachmentD3D and FramebufferD3D classes.
    
    #include "libANGLE/renderer/d3d/FramebufferD3D.h"
    
    #include "common/bitset_utils.h"
    #include "libANGLE/Context.h"
    #include "libANGLE/Framebuffer.h"
    #include "libANGLE/FramebufferAttachment.h"
    #include "libANGLE/Surface.h"
    #include "libANGLE/formatutils.h"
    #include "libANGLE/renderer/ContextImpl.h"
    #include "libANGLE/renderer/d3d/ContextD3D.h"
    #include "libANGLE/renderer/d3d/RenderTargetD3D.h"
    #include "libANGLE/renderer/d3d/RenderbufferD3D.h"
    #include "libANGLE/renderer/d3d/RendererD3D.h"
    #include "libANGLE/renderer/d3d/SurfaceD3D.h"
    #include "libANGLE/renderer/d3d/SwapChainD3D.h"
    #include "libANGLE/renderer/d3d/TextureD3D.h"
    
    namespace rx
    {
    
    namespace
    {
    
    ClearParameters GetClearParameters(const gl::State &state, GLbitfield mask)
    {
        ClearParameters clearParams;
        memset(&clearParams, 0, sizeof(ClearParameters));
    
        const auto &blendState = state.getBlendState();
    
        for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
        {
            clearParams.clearColor[i] = false;
        }
        clearParams.colorF           = state.getColorClearValue();
        clearParams.colorType        = GL_FLOAT;
        clearParams.colorMaskRed     = blendState.colorMaskRed;
        clearParams.colorMaskGreen   = blendState.colorMaskGreen;
        clearParams.colorMaskBlue    = blendState.colorMaskBlue;
        clearParams.colorMaskAlpha   = blendState.colorMaskAlpha;
        clearParams.clearDepth       = false;
        clearParams.depthValue       = state.getDepthClearValue();
        clearParams.clearStencil     = false;
        clearParams.stencilValue     = state.getStencilClearValue();
        clearParams.stencilWriteMask = state.getDepthStencilState().stencilWritemask;
        clearParams.scissorEnabled   = state.isScissorTestEnabled();
        clearParams.scissor          = state.getScissor();
    
        const gl::Framebuffer *framebufferObject = state.getDrawFramebuffer();
        if (mask & GL_COLOR_BUFFER_BIT)
        {
            if (framebufferObject->hasEnabledDrawBuffer())
            {
                for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
                {
                    clearParams.clearColor[i] = true;
                }
            }
        }
    
        if (mask & GL_DEPTH_BUFFER_BIT)
        {
            if (state.getDepthStencilState().depthMask &&
                framebufferObject->getDepthAttachment() != nullptr)
            {
                clearParams.clearDepth = true;
            }
        }
    
        if (mask & GL_STENCIL_BUFFER_BIT)
        {
            if (framebufferObject->getStencilAttachment() != nullptr &&
                framebufferObject->getStencilAttachment()->getStencilSize() > 0)
            {
                clearParams.clearStencil = true;
            }
        }
    
        return clearParams;
    }
    }  // namespace
    
    ClearParameters::ClearParameters() = default;
    
    ClearParameters::ClearParameters(const ClearParameters &other) = default;
    
    FramebufferD3D::FramebufferD3D(const gl::FramebufferState &data, RendererD3D *renderer)
        : FramebufferImpl(data), mRenderer(renderer), mDummyAttachment()
    {}
    
    FramebufferD3D::~FramebufferD3D() {}
    
    angle::Result FramebufferD3D::clear(const gl::Context *context, GLbitfield mask)
    {
        ClearParameters clearParams = GetClearParameters(context->getState(), mask);
        return clearImpl(context, clearParams);
    }
    
    angle::Result FramebufferD3D::clearBufferfv(const gl::Context *context,
                                                GLenum buffer,
                                                GLint drawbuffer,
                                                const GLfloat *values)
    {
        // glClearBufferfv can be called to clear the color buffer or depth buffer
        ClearParameters clearParams = GetClearParameters(context->getState(), 0);
    
        if (buffer == GL_COLOR)
        {
            for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
            {
                clearParams.clearColor[i] = (drawbuffer == static_cast<int>(i));
            }
            clearParams.colorF    = gl::ColorF(values[0], values[1], values[2], values[3]);
            clearParams.colorType = GL_FLOAT;
        }
    
        if (buffer == GL_DEPTH)
        {
            clearParams.clearDepth = true;
            clearParams.depthValue = values[0];
        }
    
        return clearImpl(context, clearParams);
    }
    
    angle::Result FramebufferD3D::clearBufferuiv(const gl::Context *context,
                                                 GLenum buffer,
                                                 GLint drawbuffer,
                                                 const GLuint *values)
    {
        // glClearBufferuiv can only be called to clear a color buffer
        ClearParameters clearParams = GetClearParameters(context->getState(), 0);
        for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
        {
            clearParams.clearColor[i] = (drawbuffer == static_cast<int>(i));
        }
        clearParams.colorUI   = gl::ColorUI(values[0], values[1], values[2], values[3]);
        clearParams.colorType = GL_UNSIGNED_INT;
    
        return clearImpl(context, clearParams);
    }
    
    angle::Result FramebufferD3D::clearBufferiv(const gl::Context *context,
                                                GLenum buffer,
                                                GLint drawbuffer,
                                                const GLint *values)
    {
        // glClearBufferiv can be called to clear the color buffer or stencil buffer
        ClearParameters clearParams = GetClearParameters(context->getState(), 0);
    
        if (buffer == GL_COLOR)
        {
            for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
            {
                clearParams.clearColor[i] = (drawbuffer == static_cast<int>(i));
            }
            clearParams.colorI    = gl::ColorI(values[0], values[1], values[2], values[3]);
            clearParams.colorType = GL_INT;
        }
    
        if (buffer == GL_STENCIL)
        {
            clearParams.clearStencil = true;
            clearParams.stencilValue = values[0];
        }
    
        return clearImpl(context, clearParams);
    }
    
    angle::Result FramebufferD3D::clearBufferfi(const gl::Context *context,
                                                GLenum buffer,
                                                GLint drawbuffer,
                                                GLfloat depth,
                                                GLint stencil)
    {
        // glClearBufferfi can only be called to clear a depth stencil buffer
        ClearParameters clearParams = GetClearParameters(context->getState(), 0);
        clearParams.clearDepth      = true;
        clearParams.depthValue      = depth;
        clearParams.clearStencil    = true;
        clearParams.stencilValue    = stencil;
    
        return clearImpl(context, clearParams);
    }
    
    GLenum FramebufferD3D::getImplementationColorReadFormat(const gl::Context *context) const
    {
        const gl::FramebufferAttachment *readAttachment = mState.getReadAttachment();
    
        if (readAttachment == nullptr)
        {
            return GL_NONE;
        }
    
        RenderTargetD3D *attachmentRenderTarget = nullptr;
        angle::Result error                     = readAttachment->getRenderTarget(
            context, readAttachment->getRenderToTextureSamples(), &attachmentRenderTarget);
        if (error != angle::Result::Continue)
        {
            return GL_NONE;
        }
    
        GLenum implementationFormat = getRenderTargetImplementationFormat(attachmentRenderTarget);
        const gl::InternalFormat &implementationFormatInfo =
            gl::GetSizedInternalFormatInfo(implementationFormat);
    
        return implementationFormatInfo.getReadPixelsFormat();
    }
    
    GLenum FramebufferD3D::getImplementationColorReadType(const gl::Context *context) const
    {
        const gl::FramebufferAttachment *readAttachment = mState.getReadAttachment();
    
        if (readAttachment == nullptr)
        {
            return GL_NONE;
        }
    
        RenderTargetD3D *attachmentRenderTarget = nullptr;
        angle::Result error                     = readAttachment->getRenderTarget(
            context, readAttachment->getRenderToTextureSamples(), &attachmentRenderTarget);
        if (error != angle::Result::Continue)
        {
            return GL_NONE;
        }
    
        GLenum implementationFormat = getRenderTargetImplementationFormat(attachmentRenderTarget);
        const gl::InternalFormat &implementationFormatInfo =
            gl::GetSizedInternalFormatInfo(implementationFormat);
    
        return implementationFormatInfo.getReadPixelsType(context->getClientVersion());
    }
    
    angle::Result FramebufferD3D::readPixels(const gl::Context *context,
                                             const gl::Rectangle &area,
                                             GLenum format,
                                             GLenum type,
                                             void *pixels)
    {
        // Clip read area to framebuffer.
        const gl::Extents fbSize = getState().getReadAttachment()->getSize();
        const gl::Rectangle fbRect(0, 0, fbSize.width, fbSize.height);
        gl::Rectangle clippedArea;
        if (!ClipRectangle(area, fbRect, &clippedArea))
        {
            // nothing to read
            return angle::Result::Continue;
        }
    
        const gl::PixelPackState &packState = context->getState().getPackState();
    
        const gl::InternalFormat &sizedFormatInfo = gl::GetInternalFormatInfo(format, type);
    
        ContextD3D *contextD3D = GetImplAs<ContextD3D>(context);
    
        GLuint outputPitch = 0;
        ANGLE_CHECK_GL_MATH(contextD3D,
                            sizedFormatInfo.computeRowPitch(type, area.width, packState.alignment,
                                                            packState.rowLength, &outputPitch));
    
        GLuint outputSkipBytes = 0;
        ANGLE_CHECK_GL_MATH(contextD3D, sizedFormatInfo.computeSkipBytes(
                                            type, outputPitch, 0, packState, false, &outputSkipBytes));
        outputSkipBytes += (clippedArea.x - area.x) * sizedFormatInfo.pixelBytes +
                           (clippedArea.y - area.y) * outputPitch;
    
        return readPixelsImpl(context, clippedArea, format, type, outputPitch, packState,
                              static_cast<uint8_t *>(pixels) + outputSkipBytes);
    }
    
    angle::Result FramebufferD3D::blit(const gl::Context *context,
                                       const gl::Rectangle &sourceArea,
                                       const gl::Rectangle &destArea,
                                       GLbitfield mask,
                                       GLenum filter)
    {
        const auto &glState                      = context->getState();
        const gl::Framebuffer *sourceFramebuffer = glState.getReadFramebuffer();
        const gl::Rectangle *scissor = glState.isScissorTestEnabled() ? &glState.getScissor() : nullptr;
        ANGLE_TRY(blitImpl(context, sourceArea, destArea, scissor, (mask & GL_COLOR_BUFFER_BIT) != 0,
                           (mask & GL_DEPTH_BUFFER_BIT) != 0, (mask & GL_STENCIL_BUFFER_BIT) != 0,
                           filter, sourceFramebuffer));
    
        return angle::Result::Continue;
    }
    
    bool FramebufferD3D::checkStatus(const gl::Context *context) const
    {
        // if we have both a depth and stencil buffer, they must refer to the same object
        // since we only support packed_depth_stencil and not separate depth and stencil
        if (mState.hasSeparateDepthAndStencilAttachments())
        {
            return false;
        }
    
        // D3D11 does not allow for overlapping RenderTargetViews.
        // If WebGL compatibility is enabled, this has already been checked at a higher level.
        ASSERT(!context->getExtensions().webglCompatibility ||
               mState.colorAttachmentsAreUniqueImages());
        if (!context->getExtensions().webglCompatibility)
        {
            if (!mState.colorAttachmentsAreUniqueImages())
            {
                return false;
            }
        }
    
        // D3D requires all render targets to have the same dimensions.
        if (!mState.attachmentsHaveSameDimensions())
        {
            return false;
        }
    
        return true;
    }
    
    angle::Result FramebufferD3D::syncState(const gl::Context *context,
                                            const gl::Framebuffer::DirtyBits &dirtyBits)
    {
        if (!mColorAttachmentsForRender.valid())
        {
            return angle::Result::Continue;
        }
    
        for (auto dirtyBit : dirtyBits)
        {
            if ((dirtyBit >= gl::Framebuffer::DIRTY_BIT_COLOR_ATTACHMENT_0 &&
                 dirtyBit < gl::Framebuffer::DIRTY_BIT_COLOR_ATTACHMENT_MAX) ||
                dirtyBit == gl::Framebuffer::DIRTY_BIT_DRAW_BUFFERS)
            {
                mColorAttachmentsForRender.reset();
            }
        }
    
        return angle::Result::Continue;
    }
    
    const gl::AttachmentList &FramebufferD3D::getColorAttachmentsForRender(const gl::Context *context)
    {
        gl::DrawBufferMask activeProgramOutputs =
            context->getState().getProgram()->getActiveOutputVariables();
    
        if (mColorAttachmentsForRender.valid() && mCurrentActiveProgramOutputs == activeProgramOutputs)
        {
            return mColorAttachmentsForRender.value();
        }
    
        // Does not actually free memory
        gl::AttachmentList colorAttachmentsForRender;
    
        const auto &colorAttachments = mState.getColorAttachments();
        const auto &drawBufferStates = mState.getDrawBufferStates();
        const auto &features         = mRenderer->getFeatures();
    
        for (size_t attachmentIndex = 0; attachmentIndex < colorAttachments.size(); ++attachmentIndex)
        {
            GLenum drawBufferState                           = drawBufferStates[attachmentIndex];
            const gl::FramebufferAttachment &colorAttachment = colorAttachments[attachmentIndex];
    
            if (colorAttachment.isAttached() && drawBufferState != GL_NONE &&
                activeProgramOutputs[attachmentIndex])
            {
                ASSERT(drawBufferState == GL_BACK ||
                       drawBufferState == (GL_COLOR_ATTACHMENT0_EXT + attachmentIndex));
                colorAttachmentsForRender.push_back(&colorAttachment);
            }
            else if (!features.mrtPerfWorkaround.enabled)
            {
                colorAttachmentsForRender.push_back(nullptr);
            }
        }
    
        // When rendering with no render target on D3D, two bugs lead to incorrect behavior on Intel
        // drivers < 4815. The rendering samples always pass neglecting discard statements in pixel
        // shader. We add a dummy texture as render target in such case.
        if (mRenderer->getFeatures().addDummyTextureNoRenderTarget.enabled &&
            colorAttachmentsForRender.empty() && activeProgramOutputs.any())
        {
            static_assert(static_cast<size_t>(activeProgramOutputs.size()) <= 32,
                          "Size of active program outputs should less or equal than 32.");
            const GLuint activeProgramLocation = static_cast<GLuint>(
                gl::ScanForward(static_cast<uint32_t>(activeProgramOutputs.bits())));
    
            if (mDummyAttachment.isAttached() &&
                (mDummyAttachment.getBinding() - GL_COLOR_ATTACHMENT0) == activeProgramLocation)
            {
                colorAttachmentsForRender.push_back(&mDummyAttachment);
            }
            else
            {
                // Remove dummy attachment to prevents us from leaking it, and the program may require
                // it to be attached to a new binding point.
                if (mDummyAttachment.isAttached())
                {
                    mDummyAttachment.detach(context);
                }
    
                gl::Texture *dummyTex = nullptr;
                // TODO(Jamie): Handle error if dummy texture can't be created.
                (void)mRenderer->getIncompleteTexture(context, gl::TextureType::_2D, &dummyTex);
                if (dummyTex)
                {
    
                    gl::ImageIndex index = gl::ImageIndex::Make2D(0);
                    mDummyAttachment     = gl::FramebufferAttachment(
                        context, GL_TEXTURE, GL_COLOR_ATTACHMENT0_EXT + activeProgramLocation, index,
                        dummyTex);
                    colorAttachmentsForRender.push_back(&mDummyAttachment);
                }
            }
        }
    
        mColorAttachmentsForRender   = std::move(colorAttachmentsForRender);
        mCurrentActiveProgramOutputs = activeProgramOutputs;
    
        return mColorAttachmentsForRender.value();
    }
    
    void FramebufferD3D::destroy(const gl::Context *context)
    {
        if (mDummyAttachment.isAttached())
        {
            mDummyAttachment.detach(context);
        }
    }
    
    }  // namespace rx