Hash :
8b2aff28
Author :
Date :
2022-09-12T10:27:28
Implement the ANGLE_shader_pixel_local_storage API Implements the OpenGL ES API for ANGLE_shader_pixel_local_storage and adds thorough validation and testing as outlined in the spec. This feature is still implemented entirely in the frontend, but the extension now works end-to-end with a passing test suite, and can be used externally. Over time we can start gradually moving the implementation into backends as appropriate. Bug: angleproject:7279 Bug: angleproject:7647 Change-Id: I1c861a0fca96423be02e17bbe1fb7f57b99ea63f Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3886462 Reviewed-by: Kenneth Russell <kbr@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Chris Dalton <chris@rive.app>
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//
// Copyright 2022 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.
//
// PixelLocalStorage.cpp: Defines the renderer-agnostic container classes
// gl::PixelLocalStorage and gl::PixelLocalStoragePlane for
// ANGLE_shader_pixel_local_storage.
#include "libANGLE/PixelLocalStorage.h"
#include <numeric>
#include "libANGLE/Context.h"
#include "libANGLE/Framebuffer.h"
#include "libANGLE/Texture.h"
#include "libANGLE/renderer/ContextImpl.h"
namespace gl
{
// RAII utilities for working with GL state.
namespace
{
class ScopedBindTexture2D
{
public:
ScopedBindTexture2D(Context *context, TextureID texture)
: mContext(context),
mSavedTexBinding2D(
mContext->getState().getSamplerTextureId(mContext->getState().getActiveSampler(),
TextureType::_2D))
{
mContext->bindTexture(TextureType::_2D, texture);
}
~ScopedBindTexture2D() { mContext->bindTexture(TextureType::_2D, mSavedTexBinding2D); }
private:
Context *const mContext;
TextureID mSavedTexBinding2D;
};
class ScopedRestoreDrawFramebuffer
{
public:
ScopedRestoreDrawFramebuffer(Context *context)
: mContext(context), mSavedFramebuffer(mContext->getState().getDrawFramebuffer())
{
ASSERT(mSavedFramebuffer);
}
~ScopedRestoreDrawFramebuffer() { mContext->bindDrawFramebuffer(mSavedFramebuffer->id()); }
private:
Context *const mContext;
Framebuffer *const mSavedFramebuffer;
};
class ScopedDisableScissor
{
public:
ScopedDisableScissor(Context *context)
: mContext(context), mScissorTestEnabled(mContext->getState().isScissorTestEnabled())
{
if (mScissorTestEnabled)
{
mContext->disable(GL_SCISSOR_TEST);
}
}
~ScopedDisableScissor()
{
if (mScissorTestEnabled)
{
mContext->enable(GL_SCISSOR_TEST);
}
}
private:
Context *const mContext;
const GLint mScissorTestEnabled;
};
} // namespace
PixelLocalStoragePlane::~PixelLocalStoragePlane()
{
// Call deinitialize or onContextObjectsLost first!
ASSERT(mMemorylessTextureID.value == 0);
// Call deinitialize or onFramebufferDestroyed first!
ASSERT(mTextureRef == nullptr);
}
void PixelLocalStoragePlane::onContextObjectsLost()
{
// We normally call deleteTexture on the memoryless plane texture ID, since we own it, but in
// this case we can let it go.
mMemorylessTextureID = TextureID();
}
void PixelLocalStoragePlane::onFramebufferDestroyed(const Context *context)
{
if (mTextureRef != nullptr)
{
mTextureRef->release(context);
mTextureRef = nullptr;
}
}
void PixelLocalStoragePlane::deinitialize(Context *context)
{
mInternalformat = GL_NONE;
mMemoryless = false;
if (mMemorylessTextureID.value != 0)
{
// The app could have technically deleted mMemorylessTextureID by guessing its value and
// calling glDeleteTextures, but it seems unnecessary to worry about that here. (Worst case
// we delete one of their textures.) This also isn't a problem in WebGL.
context->deleteTexture(mMemorylessTextureID);
mMemorylessTextureID = TextureID();
}
if (mTextureRef != nullptr)
{
mTextureRef->release(context);
mTextureRef = nullptr;
}
}
void PixelLocalStoragePlane::setMemoryless(Context *context, GLenum internalformat)
{
deinitialize(context);
mInternalformat = internalformat;
mMemoryless = true;
mTextureImageIndex = ImageIndex::MakeFromType(TextureType::_2D, 0, 0);
// The backing texture will get allocated lazily, once we know what dimensions it should be.
ASSERT(mMemorylessTextureID.value == 0);
ASSERT(mTextureRef == nullptr);
}
void PixelLocalStoragePlane::setTextureBacked(Context *context, Texture *tex, int level, int layer)
{
deinitialize(context);
ASSERT(tex->getImmutableFormat());
mInternalformat = tex->getState().getBaseLevelDesc().format.info->internalFormat;
mMemoryless = false;
mTextureImageIndex = ImageIndex::MakeFromType(tex->getType(), level, layer);
mTextureRef = tex;
mTextureRef->addRef();
}
bool PixelLocalStoragePlane::isTextureIDDeleted(const Context *context) const
{
// We can tell if the texture has been deleted by looking up mTextureRef's ID on the Context. If
// they don't match, it's been deleted.
ASSERT(!isDeinitialized() || mTextureRef == nullptr);
return mTextureRef != nullptr && context->getTexture(mTextureRef->id()) != mTextureRef;
}
GLint PixelLocalStoragePlane::getIntegeri(const Context *context, GLenum target, GLuint index) const
{
if (!isDeinitialized())
{
bool memoryless = isMemoryless() || isTextureIDDeleted(context);
switch (target)
{
case GL_PIXEL_LOCAL_FORMAT_ANGLE:
return mInternalformat;
case GL_PIXEL_LOCAL_TEXTURE_NAME_ANGLE:
return memoryless ? 0 : mTextureRef->id().value;
case GL_PIXEL_LOCAL_TEXTURE_LEVEL_ANGLE:
return memoryless ? 0 : mTextureImageIndex.getLevelIndex();
case GL_PIXEL_LOCAL_TEXTURE_LAYER_ANGLE:
return memoryless ? 0 : mTextureImageIndex.getLayerIndex();
}
}
// Since GL_NONE == 0, PLS queries all return 0 when the plane is deinitialized.
static_assert(GL_NONE == 0, "Expecting GL_NONE to be zero.");
return 0;
}
bool PixelLocalStoragePlane::getTextureImageExtents(const Context *context, Extents *extents) const
{
if (isDeinitialized() || isMemoryless() || isTextureIDDeleted(context))
{
return false;
}
ASSERT(mTextureRef != nullptr);
*extents =
mTextureRef->getExtents(mTextureImageIndex.getTarget(), mTextureImageIndex.getLevelIndex());
extents->depth = 0;
return true;
}
void PixelLocalStoragePlane::ensureBackingIfMemoryless(Context *context, Extents plsExtents)
{
ASSERT(!isDeinitialized());
ASSERT(!isTextureIDDeleted(context)); // Convert to memoryless first in this case.
if (!isMemoryless())
{
ASSERT(mTextureRef != nullptr);
return;
}
// Internal textures backing memoryless planes are always 2D and not mipmapped.
ASSERT(mTextureImageIndex.getType() == TextureType::_2D);
ASSERT(mTextureImageIndex.getLevelIndex() == 0);
ASSERT(mTextureImageIndex.getLayerIndex() == 0);
const bool hasMemorylessTextureId = mMemorylessTextureID.value != 0;
const bool hasTextureRef = mTextureRef != nullptr;
ASSERT(hasMemorylessTextureId == hasTextureRef);
// Do we need to allocate a new backing texture?
if (mTextureRef == nullptr ||
static_cast<GLsizei>(mTextureRef->getWidth(TextureTarget::_2D, 0)) != plsExtents.width ||
static_cast<GLsizei>(mTextureRef->getHeight(TextureTarget::_2D, 0)) != plsExtents.height)
{
// Call setMemoryless() to release our current data.
setMemoryless(context, mInternalformat);
ASSERT(mTextureRef == nullptr);
ASSERT(mMemorylessTextureID.value == 0);
// Create a new texture that backs the memoryless plane.
context->genTextures(1, &mMemorylessTextureID);
{
ScopedBindTexture2D scopedBindTexture2D(context, mMemorylessTextureID);
context->bindTexture(TextureType::_2D, mMemorylessTextureID);
context->texStorage2D(TextureType::_2D, 1, mInternalformat, plsExtents.width,
plsExtents.height);
}
mTextureRef = context->getTexture(mMemorylessTextureID);
ASSERT(mTextureRef != nullptr);
ASSERT(mTextureRef->id() == mMemorylessTextureID);
mTextureRef->addRef();
}
}
void PixelLocalStoragePlane::attachToDrawFramebuffer(Context *context,
Extents plsExtents,
GLenum colorAttachment)
{
ASSERT(!isDeinitialized());
ensureBackingIfMemoryless(context, plsExtents);
ASSERT(mTextureRef != nullptr);
if (mTextureImageIndex.usesTex3D()) // GL_TEXTURE_3D or GL_TEXTURE_2D_ARRAY.
{
context->framebufferTextureLayer(GL_DRAW_FRAMEBUFFER, colorAttachment, mTextureRef->id(),
mTextureImageIndex.getLevelIndex(),
mTextureImageIndex.getLayerIndex());
}
else
{
context->framebufferTexture2D(GL_DRAW_FRAMEBUFFER, colorAttachment,
mTextureImageIndex.getTarget(), mTextureRef->id(),
mTextureImageIndex.getLevelIndex());
}
}
void PixelLocalStoragePlane::performLoadOperationClear(Context *context,
GLint drawBuffer,
GLenum loadop,
const void *data)
{
ASSERT(loadop == GL_ZERO || loadop == GL_CLEAR_ANGLE);
// The GL scissor test must be disabled, since the intention is to clear the entire surface.
ASSERT(!context->getState().isScissorTestEnabled());
switch (mInternalformat)
{
case GL_RGBA8:
case GL_R32F:
{
GLfloat clearValue[4]{};
if (loadop == GL_CLEAR_ANGLE)
{
memcpy(clearValue, data, sizeof(clearValue));
}
context->clearBufferfv(GL_COLOR, drawBuffer, clearValue);
break;
}
case GL_RGBA8I:
{
GLint clearValue[4]{};
if (loadop == GL_CLEAR_ANGLE)
{
memcpy(clearValue, data, sizeof(clearValue));
}
context->clearBufferiv(GL_COLOR, drawBuffer, clearValue);
break;
}
case GL_RGBA8UI:
case GL_R32UI:
{
GLuint clearValue[4]{};
if (loadop == GL_CLEAR_ANGLE)
{
memcpy(clearValue, data, sizeof(clearValue));
}
context->clearBufferuiv(GL_COLOR, drawBuffer, clearValue);
break;
}
default:
// Invalid PLS internalformats should not have made it this far.
UNREACHABLE();
}
}
void PixelLocalStoragePlane::bindToImage(Context *context,
Extents plsExtents,
GLuint unit,
bool needsR32Packing)
{
ASSERT(!isDeinitialized());
ensureBackingIfMemoryless(context, plsExtents);
ASSERT(mTextureRef != nullptr);
GLenum imageBindingFormat = mInternalformat;
if (needsR32Packing)
{
// D3D and ES require us to pack all PLS formats into r32f, r32i, or r32ui images.
switch (imageBindingFormat)
{
case GL_RGBA8:
case GL_RGBA8UI:
imageBindingFormat = GL_R32UI;
break;
case GL_RGBA8I:
imageBindingFormat = GL_R32I;
break;
}
}
if (mTextureRef->getType() != TextureType::_2D)
{
// TODO(anglebug.com/7279): Texture types other than GL_TEXTURE_2D will take a lot of
// consideration to support on all backends. Hold of on fully implementing them until the
// other backends are in place.
UNIMPLEMENTED();
}
context->bindImageTexture(unit, mTextureRef->id(), mTextureImageIndex.getLevelIndex(), GL_FALSE,
mTextureImageIndex.getLayerIndex(), GL_READ_WRITE,
imageBindingFormat);
}
PixelLocalStorage::PixelLocalStorage() {}
PixelLocalStorage::~PixelLocalStorage() {}
void PixelLocalStorage::onFramebufferDestroyed(const Context *context)
{
if (context->getRefCount() == 0)
{
// If the Context's refcount is zero, we know it's in a teardown state and we can just let
// go of our GL objects -- they get cleaned up as part of context teardown. Otherwise, the
// Context should have called deleteContextObjects before reaching this point.
onContextObjectsLost();
for (PixelLocalStoragePlane &plane : mPlanes)
{
plane.onContextObjectsLost();
}
}
for (PixelLocalStoragePlane &plane : mPlanes)
{
plane.onFramebufferDestroyed(context);
}
}
void PixelLocalStorage::deleteContextObjects(Context *context)
{
onDeleteContextObjects(context);
for (PixelLocalStoragePlane &plane : mPlanes)
{
plane.deinitialize(context);
}
}
void PixelLocalStorage::begin(Context *context,
GLsizei n,
const GLenum loadops[],
const void *cleardata)
{
// Convert planes whose backing texture has been deleted to memoryless, and find the pixel local
// storage rendering dimensions.
Extents plsExtents;
bool hasPLSExtents = false;
for (int i = 0; i < n; ++i)
{
if (loadops[i] == GL_DISABLE_ANGLE)
{
continue;
}
PixelLocalStoragePlane &plane = mPlanes[i];
if (plane.isTextureIDDeleted(context))
{
// [ANGLE_shader_pixel_local_storage] Section 4.4.2.X "Configuring Pixel Local Storage
// on a Framebuffer": When a texture object is deleted, any pixel local storage plane to
// which it was bound is automatically converted to a memoryless plane of matching
// internalformat.
plane.setMemoryless(context, plane.getInternalformat());
}
if (!hasPLSExtents && plane.getTextureImageExtents(context, &plsExtents))
{
hasPLSExtents = true;
}
}
if (!hasPLSExtents)
{
// All PLS planes are memoryless. Use the rendering area of the framebuffer instead.
plsExtents =
context->getState().getDrawFramebuffer()->getState().getAttachmentExtentsIntersection();
ASSERT(plsExtents.depth == 0);
}
onBegin(context, n, loadops, reinterpret_cast<const char *>(cleardata), plsExtents);
mNumActivePLSPlanes = n;
}
void PixelLocalStorage::end(Context *context)
{
onEnd(context, mNumActivePLSPlanes);
mNumActivePLSPlanes = 0;
}
void PixelLocalStorage::barrier(Context *context)
{
ASSERT(!context->getExtensions().shaderPixelLocalStorageCoherentANGLE);
onBarrier(context);
}
namespace
{
// Implements pixel local storage with image load/store shader operations.
class PixelLocalStorageImageLoadStore : public PixelLocalStorage
{
public:
PixelLocalStorageImageLoadStore(bool needsR32Packing) : mNeedsR32Packing(needsR32Packing) {}
// Call deleteContextObjects or onContextObjectsLost first!
~PixelLocalStorageImageLoadStore() override
{
ASSERT(mScratchFramebufferForClearing.value == 0);
}
void onContextObjectsLost() override
{
mScratchFramebufferForClearing = FramebufferID(); // Let go of GL objects.
}
void onDeleteContextObjects(Context *context) override
{
if (mScratchFramebufferForClearing.value != 0)
{
context->deleteFramebuffer(mScratchFramebufferForClearing);
mScratchFramebufferForClearing = FramebufferID();
}
}
void onBegin(Context *context,
GLsizei n,
const GLenum loadops[],
const char *cleardata,
Extents plsExtents) override
{
// Save the image bindings so we can restore them during onEnd().
const State &state = context->getState();
ASSERT(static_cast<size_t>(n) <= state.getImageUnits().size());
mSavedImageBindings.clear();
mSavedImageBindings.reserve(n);
for (int i = 0; i < n; ++i)
{
mSavedImageBindings.emplace_back(state.getImageUnit(i));
}
// Save the default framebuffer width/height so we can restore it during onEnd().
Framebuffer *framebuffer = state.getDrawFramebuffer();
mSavedFramebufferDefaultWidth = framebuffer->getDefaultWidth();
mSavedFramebufferDefaultHeight = framebuffer->getDefaultHeight();
// Specify the framebuffer width/height explicitly in case we end up rendering exclusively
// to shader images.
context->framebufferParameteri(GL_DRAW_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_WIDTH,
plsExtents.width);
context->framebufferParameteri(GL_DRAW_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_HEIGHT,
plsExtents.height);
// Guard GL state and bind a scratch framebuffer in case we need to reallocate or clear any
// PLS planes.
const size_t maxDrawBuffers = context->getCaps().maxDrawBuffers;
ScopedRestoreDrawFramebuffer ScopedRestoreDrawFramebuffer(context);
if (mScratchFramebufferForClearing.value == 0)
{
context->genFramebuffers(1, &mScratchFramebufferForClearing);
context->bindFramebuffer(GL_DRAW_FRAMEBUFFER, mScratchFramebufferForClearing);
// Turn on all draw buffers on the scratch framebuffer for clearing.
DrawBuffersVector<GLenum> drawBuffers(maxDrawBuffers);
std::iota(drawBuffers.begin(), drawBuffers.end(), GL_COLOR_ATTACHMENT0);
context->drawBuffers(static_cast<int>(drawBuffers.size()), drawBuffers.data());
}
else
{
context->bindFramebuffer(GL_DRAW_FRAMEBUFFER, mScratchFramebufferForClearing);
}
ScopedDisableScissor scopedDisableScissor(context);
// Bind and clear the PLS planes.
size_t maxClearedAttachments = 0;
for (int i = 0; i < n;)
{
angle::FixedVector<int, IMPLEMENTATION_MAX_DRAW_BUFFERS> pendingClears;
for (; pendingClears.size() < maxDrawBuffers && i < n; ++i)
{
GLenum loadop = loadops[i];
if (loadop == GL_DISABLE_ANGLE)
{
continue;
}
PixelLocalStoragePlane &plane = getPlane(i);
ASSERT(!plane.isDeinitialized());
plane.bindToImage(context, plsExtents, i, mNeedsR32Packing);
if (loadop == GL_ZERO || loadop == GL_CLEAR_ANGLE)
{
plane.attachToDrawFramebuffer(
context, plsExtents,
GL_COLOR_ATTACHMENT0 + static_cast<GLenum>(pendingClears.size()));
pendingClears.push_back(i); // Defer the clear for later.
}
}
// Clear in batches to be more efficient with GL state.
for (size_t drawBufferIdx = 0; drawBufferIdx < pendingClears.size(); ++drawBufferIdx)
{
int plsIdx = pendingClears[drawBufferIdx];
getPlane(plsIdx).performLoadOperationClear(
context, static_cast<GLint>(drawBufferIdx), loadops[plsIdx],
cleardata + plsIdx * 4 * 4);
}
maxClearedAttachments = std::max(maxClearedAttachments, pendingClears.size());
}
// Detach the cleared PLS textures from the scratch framebuffer.
for (size_t i = 0; i < maxClearedAttachments; ++i)
{
context->framebufferTexture2D(GL_DRAW_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0 + static_cast<GLenum>(i),
TextureTarget::_2D, TextureID(), 0);
}
// Unlike other barriers, GL_SHADER_IMAGE_ACCESS_BARRIER_BIT also synchronizes all types of
// memory accesses that happened before the barrier:
//
// SHADER_IMAGE_ACCESS_BARRIER_BIT: Memory accesses using shader built-in image load and
// store functions issued after the barrier will reflect data written by shaders prior to
// the barrier. Additionally, image stores issued after the barrier will not execute until
// all memory accesses (e.g., loads, stores, texture fetches, vertex fetches) initiated
// prior to the barrier complete.
//
// So we don't any barriers other than GL_SHADER_IMAGE_ACCESS_BARRIER_BIT during begin().
context->memoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
}
void onEnd(Context *context, GLsizei numActivePLSPlanes) override
{
// Restore the image bindings. Since glBindImageTexture and any commands that modify
// textures are banned while PLS is active, these will all still be alive and valid.
ASSERT(mSavedImageBindings.size() == static_cast<size_t>(numActivePLSPlanes));
for (GLuint unit = 0; unit < mSavedImageBindings.size(); ++unit)
{
ImageUnit &binding = mSavedImageBindings[unit];
context->bindImageTexture(unit, binding.texture.id(), binding.level, binding.layered,
binding.layer, binding.access, binding.format);
// BindingPointers have to be explicitly cleaned up.
binding.texture.set(context, nullptr);
}
mSavedImageBindings.clear();
// Restore the default framebuffer width/height.
context->framebufferParameteri(GL_DRAW_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_WIDTH,
mSavedFramebufferDefaultWidth);
context->framebufferParameteri(GL_DRAW_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_HEIGHT,
mSavedFramebufferDefaultHeight);
// We need ALL_BARRIER_BITS during end() because GL_SHADER_IMAGE_ACCESS_BARRIER_BIT doesn't
// synchronize all types of memory accesses that can happen after the barrier.
context->memoryBarrier(GL_ALL_BARRIER_BITS);
}
void onBarrier(Context *context) override
{
context->memoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
}
private:
// D3D and ES require us to pack all PLS formats into r32f, r32i, or r32ui images.
const bool mNeedsR32Packing;
FramebufferID mScratchFramebufferForClearing{};
// Saved values to restore during onEnd().
GLint mSavedFramebufferDefaultWidth;
GLint mSavedFramebufferDefaultHeight;
std::vector<ImageUnit> mSavedImageBindings;
};
} // namespace
std::unique_ptr<PixelLocalStorage> PixelLocalStorage::Make(const Context *context)
{
bool needsR32Packing = context->getImplementation()->getNativePixelLocalStorageType() ==
ShPixelLocalStorageType::ImageStoreR32PackedFormats;
return std::make_unique<PixelLocalStorageImageLoadStore>(needsR32Packing);
}
} // namespace gl