Hash :
b783fbc7
Author :
Date :
2019-05-10T23:16:17
Vulkan: Fix matrix uniforms A piece of code shared with d3d was used to implement this feature. However, we store the uniform data transposed and row-major in d3d to accomodate the fact that matrix indexing in HLSL is the opposite of GLSL (mat[row][col] in HLSL as opposed to mat[col][row] in GLSL). There were two functions that copied the source matrix fields either as column-major or source-major (corresponding to `transpose` false or true respectively in glUniformMatrix*) into a row-major destination. These functions are refactored into one, which copies from any-major source to any-major destination. The HLSL backend uses the "to row-major" variant and the Vulkan backend uses the "to column-major" variant. Bug: angleproject:3198 Change-Id: I7254da4fbe6916af78c5906abcb82ca01674ab9f Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1607541 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
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//
// Copyright 2016 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.
//
// renderer_utils:
// Helper methods pertaining to most or all back-ends.
//
#ifndef LIBANGLE_RENDERER_RENDERER_UTILS_H_
#define LIBANGLE_RENDERER_RENDERER_UTILS_H_
#include <cstdint>
#include <limits>
#include <map>
#include "common/angleutils.h"
#include "libANGLE/angletypes.h"
namespace angle
{
struct Format;
enum class FormatID;
} // namespace angle
namespace gl
{
struct FormatType;
struct InternalFormat;
class State;
} // namespace gl
namespace egl
{
class AttributeMap;
} // namespace egl
namespace rx
{
class ContextImpl;
class ResourceSerial
{
public:
constexpr ResourceSerial() : mValue(kDirty) {}
explicit constexpr ResourceSerial(uintptr_t value) : mValue(value) {}
constexpr bool operator==(ResourceSerial other) const { return mValue == other.mValue; }
constexpr bool operator!=(ResourceSerial other) const { return mValue != other.mValue; }
void dirty() { mValue = kDirty; }
void clear() { mValue = kEmpty; }
constexpr bool valid() const { return mValue != kEmpty && mValue != kDirty; }
constexpr bool empty() const { return mValue == kEmpty; }
private:
constexpr static uintptr_t kDirty = std::numeric_limits<uintptr_t>::max();
constexpr static uintptr_t kEmpty = 0;
uintptr_t mValue;
};
class SerialFactory;
class Serial final
{
public:
constexpr Serial() : mValue(kInvalid) {}
constexpr Serial(const Serial &other) = default;
Serial &operator=(const Serial &other) = default;
constexpr bool operator==(const Serial &other) const
{
return mValue != kInvalid && mValue == other.mValue;
}
constexpr bool operator==(uint32_t value) const
{
return mValue != kInvalid && mValue == static_cast<uint64_t>(value);
}
constexpr bool operator!=(const Serial &other) const
{
return mValue == kInvalid || mValue != other.mValue;
}
constexpr bool operator>(const Serial &other) const { return mValue > other.mValue; }
constexpr bool operator>=(const Serial &other) const { return mValue >= other.mValue; }
constexpr bool operator<(const Serial &other) const { return mValue < other.mValue; }
constexpr bool operator<=(const Serial &other) const { return mValue <= other.mValue; }
constexpr bool operator<(uint32_t value) const { return mValue < static_cast<uint64_t>(value); }
// Useful for serialization.
constexpr uint64_t getValue() const { return mValue; }
private:
friend class SerialFactory;
constexpr explicit Serial(uint64_t value) : mValue(value) {}
uint64_t mValue;
static constexpr uint64_t kInvalid = 0;
};
class SerialFactory final : angle::NonCopyable
{
public:
SerialFactory() : mSerial(1) {}
Serial generate()
{
ASSERT(mSerial != std::numeric_limits<uint64_t>::max());
return Serial(mSerial++);
}
private:
uint64_t mSerial;
};
using MipGenerationFunction = void (*)(size_t sourceWidth,
size_t sourceHeight,
size_t sourceDepth,
const uint8_t *sourceData,
size_t sourceRowPitch,
size_t sourceDepthPitch,
uint8_t *destData,
size_t destRowPitch,
size_t destDepthPitch);
typedef void (*PixelReadFunction)(const uint8_t *source, uint8_t *dest);
typedef void (*PixelWriteFunction)(const uint8_t *source, uint8_t *dest);
typedef void (*PixelCopyFunction)(const uint8_t *source, uint8_t *dest);
class FastCopyFunctionMap
{
public:
struct Entry
{
angle::FormatID formatID;
PixelCopyFunction func;
};
constexpr FastCopyFunctionMap() : FastCopyFunctionMap(nullptr, 0) {}
constexpr FastCopyFunctionMap(const Entry *data, size_t size) : mSize(size), mData(data) {}
bool has(angle::FormatID formatID) const;
PixelCopyFunction get(angle::FormatID formatID) const;
private:
size_t mSize;
const Entry *mData;
};
struct PackPixelsParams
{
PackPixelsParams();
PackPixelsParams(const gl::Rectangle &area,
const angle::Format &destFormat,
GLuint outputPitch,
bool reverseRowOrderIn,
gl::Buffer *packBufferIn,
ptrdiff_t offset);
gl::Rectangle area;
const angle::Format *destFormat;
GLuint outputPitch;
gl::Buffer *packBuffer;
bool reverseRowOrder;
ptrdiff_t offset;
};
void PackPixels(const PackPixelsParams ¶ms,
const angle::Format &sourceFormat,
int inputPitch,
const uint8_t *source,
uint8_t *destination);
using InitializeTextureDataFunction = void (*)(size_t width,
size_t height,
size_t depth,
uint8_t *output,
size_t outputRowPitch,
size_t outputDepthPitch);
using LoadImageFunction = void (*)(size_t width,
size_t height,
size_t depth,
const uint8_t *input,
size_t inputRowPitch,
size_t inputDepthPitch,
uint8_t *output,
size_t outputRowPitch,
size_t outputDepthPitch);
struct LoadImageFunctionInfo
{
LoadImageFunctionInfo() : loadFunction(nullptr), requiresConversion(false) {}
LoadImageFunctionInfo(LoadImageFunction loadFunction, bool requiresConversion)
: loadFunction(loadFunction), requiresConversion(requiresConversion)
{}
LoadImageFunction loadFunction;
bool requiresConversion;
};
using LoadFunctionMap = LoadImageFunctionInfo (*)(GLenum);
bool ShouldUseDebugLayers(const egl::AttributeMap &attribs);
bool ShouldUseVirtualizedContexts(const egl::AttributeMap &attribs, bool defaultValue);
void CopyImageCHROMIUM(const uint8_t *sourceData,
size_t sourceRowPitch,
size_t sourcePixelBytes,
size_t sourceDepthPitch,
PixelReadFunction pixelReadFunction,
uint8_t *destData,
size_t destRowPitch,
size_t destPixelBytes,
size_t destDepthPitch,
PixelWriteFunction pixelWriteFunction,
GLenum destUnsizedFormat,
GLenum destComponentType,
size_t width,
size_t height,
size_t depth,
bool unpackFlipY,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha);
// Incomplete textures are 1x1 textures filled with black, used when samplers are incomplete.
// This helper class encapsulates handling incomplete textures. Because the GL back-end
// can take advantage of the driver's incomplete textures, and because clearing multisample
// textures is so difficult, we can keep an instance of this class in the back-end instead
// of moving the logic to the Context front-end.
// This interface allows us to call-back to init a multisample texture.
class MultisampleTextureInitializer
{
public:
virtual ~MultisampleTextureInitializer() {}
virtual angle::Result initializeMultisampleTextureToBlack(const gl::Context *context,
gl::Texture *glTexture) = 0;
};
class IncompleteTextureSet final : angle::NonCopyable
{
public:
IncompleteTextureSet();
~IncompleteTextureSet();
void onDestroy(const gl::Context *context);
angle::Result getIncompleteTexture(const gl::Context *context,
gl::TextureType type,
MultisampleTextureInitializer *multisampleInitializer,
gl::Texture **textureOut);
private:
gl::TextureMap mIncompleteTextures;
};
// Helpers to set a matrix uniform value based on GLSL or HLSL semantics.
// The return value indicate if the data was updated or not.
template <int cols, int rows>
bool SetFloatUniformMatrixGLSL(unsigned int arrayElementOffset,
unsigned int elementCount,
GLsizei countIn,
GLboolean transpose,
const GLfloat *value,
uint8_t *targetData);
template <int cols, int rows>
bool SetFloatUniformMatrixHLSL(unsigned int arrayElementOffset,
unsigned int elementCount,
GLsizei countIn,
GLboolean transpose,
const GLfloat *value,
uint8_t *targetData);
// Helper method to de-tranpose a matrix uniform for an API query.
void GetMatrixUniform(GLenum type, GLfloat *dataOut, const GLfloat *source, bool transpose);
template <typename NonFloatT>
void GetMatrixUniform(GLenum type, NonFloatT *dataOut, const NonFloatT *source, bool transpose);
const angle::Format &GetFormatFromFormatType(GLenum format, GLenum type);
angle::Result ComputeStartVertex(ContextImpl *contextImpl,
const gl::IndexRange &indexRange,
GLint baseVertex,
GLint *firstVertexOut);
angle::Result GetVertexRangeInfo(const gl::Context *context,
GLint firstVertex,
GLsizei vertexOrIndexCount,
gl::DrawElementsType indexTypeOrInvalid,
const void *indices,
GLint baseVertex,
GLint *startVertexOut,
size_t *vertexCountOut);
gl::Rectangle ClipRectToScissor(const gl::State &glState, const gl::Rectangle &rect, bool invertY);
} // namespace rx
#endif // LIBANGLE_RENDERER_RENDERER_UTILS_H_