Hash :
3d5f0c82
Author :
Date :
2020-05-19T20:05:57
Use surface texture offset for clears and blits https://chromium-review.googlesource.com/c/angle/angle/+/2186176 added surface texture offset attributes for D3D11 pbuffer surfaces, but the implementation didn't apply the offset to blits or clears. This CL fixes that and includes a unit test for blit, clear, and draw. Also renames textureOffset to surfaceTextureOffset throughout since it's clearer, and fixes the dcomp surface test to specify the update offset returned by dcomp BeginDraw(). Bug: angleproject:2997 Change-Id: I9298ccf55cbb2d04c3b8f78e12f9d07dc8fa54b5 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2210967 Commit-Queue: Sunny Sachanandani <sunnyps@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
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//
// Copyright 2002 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.
//
// Framebuffer.h: Defines the gl::Framebuffer class. Implements GL framebuffer
// objects and related functionality. [OpenGL ES 2.0.24] section 4.4 page 105.
#ifndef LIBANGLE_FRAMEBUFFER_H_
#define LIBANGLE_FRAMEBUFFER_H_
#include <vector>
#include "common/FixedVector.h"
#include "common/Optional.h"
#include "common/angleutils.h"
#include "libANGLE/Constants.h"
#include "libANGLE/Debug.h"
#include "libANGLE/Error.h"
#include "libANGLE/FramebufferAttachment.h"
#include "libANGLE/Observer.h"
#include "libANGLE/RefCountObject.h"
namespace rx
{
class GLImplFactory;
class FramebufferImpl;
class RenderbufferImpl;
class SurfaceImpl;
} // namespace rx
namespace egl
{
class Display;
class Surface;
} // namespace egl
namespace gl
{
struct Caps;
class Context;
struct Extensions;
class Framebuffer;
class ImageIndex;
struct Rectangle;
class Renderbuffer;
class State;
class Texture;
class TextureCapsMap;
enum class AttachmentSampleType
{
// The sample count of the actual resource
Resource,
// If render_to_texture is used, this is the sample count of the multisampled
// texture that is created behind the scenes.
Emulated
};
class FramebufferState final : angle::NonCopyable
{
public:
explicit FramebufferState(ContextID owningContextID);
FramebufferState(const Caps &caps, FramebufferID id, ContextID owningContextID);
~FramebufferState();
const std::string &getLabel();
size_t getReadIndex() const;
const FramebufferAttachment *getAttachment(const Context *context, GLenum attachment) const;
const FramebufferAttachment *getReadAttachment() const;
const FramebufferAttachment *getFirstNonNullAttachment() const;
const FramebufferAttachment *getFirstColorAttachment() const;
const FramebufferAttachment *getDepthOrStencilAttachment() const;
const FramebufferAttachment *getStencilOrDepthStencilAttachment() const;
const FramebufferAttachment *getColorAttachment(size_t colorAttachment) const;
const FramebufferAttachment *getDepthAttachment() const;
const FramebufferAttachment *getStencilAttachment() const;
const FramebufferAttachment *getDepthStencilAttachment() const;
const FramebufferAttachment *getReadPixelsAttachment(GLenum readFormat) const;
const std::vector<GLenum> &getDrawBufferStates() const { return mDrawBufferStates; }
DrawBufferMask getEnabledDrawBuffers() const { return mEnabledDrawBuffers; }
GLenum getReadBufferState() const { return mReadBufferState; }
const std::vector<FramebufferAttachment> &getColorAttachments() const
{
return mColorAttachments;
}
bool attachmentsHaveSameDimensions() const;
bool hasSeparateDepthAndStencilAttachments() const;
bool colorAttachmentsAreUniqueImages() const;
Box getDimensions() const;
Extents getExtents() const;
const FramebufferAttachment *getDrawBuffer(size_t drawBufferIdx) const;
size_t getDrawBufferCount() const;
GLint getDefaultWidth() const { return mDefaultWidth; }
GLint getDefaultHeight() const { return mDefaultHeight; }
GLint getDefaultSamples() const { return mDefaultSamples; }
bool getDefaultFixedSampleLocations() const { return mDefaultFixedSampleLocations; }
GLint getDefaultLayers() const { return mDefaultLayers; }
bool hasDepth() const;
bool hasStencil() const;
bool isMultiview() const;
ANGLE_INLINE GLsizei getNumViews() const
{
const FramebufferAttachment *attachment = getFirstNonNullAttachment();
if (attachment == nullptr)
{
return FramebufferAttachment::kDefaultNumViews;
}
return attachment->getNumViews();
}
GLint getBaseViewIndex() const;
FramebufferID id() const { return mId; }
bool isDefault() const;
bool hasDepthStencilFeedbackLoop() const
{
return mDepthBufferFeedbackLoop || mStencilBufferFeedbackLoop;
}
const gl::Offset &getSurfaceTextureOffset() const { return mSurfaceTextureOffset; }
private:
const FramebufferAttachment *getWebGLDepthStencilAttachment() const;
const FramebufferAttachment *getWebGLDepthAttachment() const;
const FramebufferAttachment *getWebGLStencilAttachment() const;
// Returns true if there was a change in this attachments feedback-loop-ness.
bool updateAttachmentFeedbackLoopAndReturnIfChanged(size_t dirtyBit);
void updateHasRenderingFeedbackLoop();
friend class Framebuffer;
FramebufferID mId;
ContextID mOwningContextID;
std::string mLabel;
std::vector<FramebufferAttachment> mColorAttachments;
FramebufferAttachment mDepthAttachment;
FramebufferAttachment mStencilAttachment;
std::vector<GLenum> mDrawBufferStates;
GLenum mReadBufferState;
DrawBufferMask mEnabledDrawBuffers;
ComponentTypeMask mDrawBufferTypeMask;
GLint mDefaultWidth;
GLint mDefaultHeight;
GLint mDefaultSamples;
bool mDefaultFixedSampleLocations;
GLint mDefaultLayers;
// It's necessary to store all this extra state so we can restore attachments
// when DEPTH_STENCIL/DEPTH/STENCIL is unbound in WebGL 1.
FramebufferAttachment mWebGLDepthStencilAttachment;
FramebufferAttachment mWebGLDepthAttachment;
FramebufferAttachment mWebGLStencilAttachment;
bool mWebGLDepthStencilConsistent;
// Tracks rendering feedback loops.
DrawBufferMask mDrawBufferFeedbackLoops;
bool mDepthBufferFeedbackLoop;
bool mStencilBufferFeedbackLoop;
bool mHasRenderingFeedbackLoop;
// Tracks if we need to initialize the resources for each attachment.
angle::BitSet<IMPLEMENTATION_MAX_FRAMEBUFFER_ATTACHMENTS + 2> mResourceNeedsInit;
bool mDefaultFramebufferReadAttachmentInitialized;
FramebufferAttachment mDefaultFramebufferReadAttachment;
gl::Offset mSurfaceTextureOffset;
};
class Framebuffer final : public angle::ObserverInterface,
public LabeledObject,
public angle::Subject
{
public:
// Constructor to build application-defined framebuffers
Framebuffer(const Caps &caps,
rx::GLImplFactory *factory,
FramebufferID id,
ContextID owningContextID);
// Constructor to build default framebuffers for a surface and context pair
Framebuffer(const Context *context, egl::Surface *surface, egl::Surface *readSurface);
// Constructor to build a fake default framebuffer when surfaceless
Framebuffer(const Context *context, rx::GLImplFactory *factory, egl::Surface *readSurface);
~Framebuffer() override;
void onDestroy(const Context *context);
void setReadSurface(const Context *context, egl::Surface *readSurface);
void setLabel(const Context *context, const std::string &label) override;
const std::string &getLabel() const override;
rx::FramebufferImpl *getImplementation() const { return mImpl; }
FramebufferID id() const { return mState.mId; }
void setAttachment(const Context *context,
GLenum type,
GLenum binding,
const ImageIndex &textureIndex,
FramebufferAttachmentObject *resource);
void setAttachmentMultisample(const Context *context,
GLenum type,
GLenum binding,
const ImageIndex &textureIndex,
FramebufferAttachmentObject *resource,
GLsizei samples);
void setAttachmentMultiview(const Context *context,
GLenum type,
GLenum binding,
const ImageIndex &textureIndex,
FramebufferAttachmentObject *resource,
GLsizei numViews,
GLint baseViewIndex);
void resetAttachment(const Context *context, GLenum binding);
bool detachTexture(const Context *context, TextureID texture);
bool detachRenderbuffer(const Context *context, RenderbufferID renderbuffer);
const FramebufferAttachment *getColorAttachment(size_t colorAttachment) const;
const FramebufferAttachment *getDepthAttachment() const;
const FramebufferAttachment *getStencilAttachment() const;
const FramebufferAttachment *getDepthStencilAttachment() const;
const FramebufferAttachment *getDepthOrStencilAttachment() const;
const FramebufferAttachment *getStencilOrDepthStencilAttachment() const;
const FramebufferAttachment *getReadColorAttachment() const;
GLenum getReadColorAttachmentType() const;
const FramebufferAttachment *getFirstColorAttachment() const;
const FramebufferAttachment *getFirstNonNullAttachment() const;
const std::vector<FramebufferAttachment> &getColorAttachments() const
{
return mState.mColorAttachments;
}
const FramebufferAttachment *getAttachment(const Context *context, GLenum attachment) const;
bool isMultiview() const;
bool readDisallowedByMultiview() const;
GLsizei getNumViews() const;
GLint getBaseViewIndex() const;
Extents getExtents() const;
size_t getDrawbufferStateCount() const;
GLenum getDrawBufferState(size_t drawBuffer) const;
const std::vector<GLenum> &getDrawBufferStates() const;
void setDrawBuffers(size_t count, const GLenum *buffers);
const FramebufferAttachment *getDrawBuffer(size_t drawBuffer) const;
ComponentType getDrawbufferWriteType(size_t drawBuffer) const;
ComponentTypeMask getDrawBufferTypeMask() const;
DrawBufferMask getDrawBufferMask() const;
bool hasEnabledDrawBuffer() const;
GLenum getReadBufferState() const;
void setReadBuffer(GLenum buffer);
size_t getNumColorAttachments() const;
bool hasDepth() const;
bool hasStencil() const;
bool usingExtendedDrawBuffers() const;
// This method calls checkStatus.
int getSamples(const Context *context) const;
int getResourceSamples(const Context *context) const;
angle::Result getSamplePosition(const Context *context, size_t index, GLfloat *xy) const;
GLint getDefaultWidth() const;
GLint getDefaultHeight() const;
GLint getDefaultSamples() const;
bool getDefaultFixedSampleLocations() const;
GLint getDefaultLayers() const;
void setDefaultWidth(const Context *context, GLint defaultWidth);
void setDefaultHeight(const Context *context, GLint defaultHeight);
void setDefaultSamples(const Context *context, GLint defaultSamples);
void setDefaultFixedSampleLocations(const Context *context, bool defaultFixedSampleLocations);
void setDefaultLayers(GLint defaultLayers);
void invalidateCompletenessCache();
ANGLE_INLINE bool cachedStatusValid() { return mCachedStatus.valid(); }
ANGLE_INLINE GLenum checkStatus(const Context *context) const
{
// The default framebuffer is always complete except when it is surfaceless in which
// case it is always unsupported.
ASSERT(!isDefault() || mCachedStatus.valid());
if (isDefault() || (!hasAnyDirtyBit() && mCachedStatus.valid()))
{
return mCachedStatus.value();
}
return checkStatusImpl(context);
}
// For when we don't want to check completeness in getSamples().
int getCachedSamples(const Context *context, AttachmentSampleType sampleType) const;
// Helper for checkStatus == GL_FRAMEBUFFER_COMPLETE.
ANGLE_INLINE bool isComplete(const Context *context) const
{
return (checkStatus(context) == GL_FRAMEBUFFER_COMPLETE);
}
bool hasValidDepthStencil() const;
// Returns the offset into the texture backing the default framebuffer's surface if any. Returns
// zero offset otherwise. The renderer will apply the offset to scissor and viewport rects used
// for draws, clears, and blits.
const gl::Offset &getSurfaceTextureOffset() const;
angle::Result discard(const Context *context, size_t count, const GLenum *attachments);
angle::Result invalidate(const Context *context, size_t count, const GLenum *attachments);
angle::Result invalidateSub(const Context *context,
size_t count,
const GLenum *attachments,
const Rectangle &area);
angle::Result clear(const Context *context, GLbitfield mask);
angle::Result clearBufferfv(const Context *context,
GLenum buffer,
GLint drawbuffer,
const GLfloat *values);
angle::Result clearBufferuiv(const Context *context,
GLenum buffer,
GLint drawbuffer,
const GLuint *values);
angle::Result clearBufferiv(const Context *context,
GLenum buffer,
GLint drawbuffer,
const GLint *values);
angle::Result clearBufferfi(const Context *context,
GLenum buffer,
GLint drawbuffer,
GLfloat depth,
GLint stencil);
GLenum getImplementationColorReadFormat(const Context *context);
GLenum getImplementationColorReadType(const Context *context);
angle::Result readPixels(const Context *context,
const Rectangle &area,
GLenum format,
GLenum type,
void *pixels);
angle::Result blit(const Context *context,
const Rectangle &sourceArea,
const Rectangle &destArea,
GLbitfield mask,
GLenum filter);
bool isDefault() const { return mState.isDefault(); }
enum DirtyBitType : size_t
{
DIRTY_BIT_COLOR_ATTACHMENT_0,
DIRTY_BIT_COLOR_ATTACHMENT_MAX =
DIRTY_BIT_COLOR_ATTACHMENT_0 + IMPLEMENTATION_MAX_FRAMEBUFFER_ATTACHMENTS,
DIRTY_BIT_DEPTH_ATTACHMENT = DIRTY_BIT_COLOR_ATTACHMENT_MAX,
DIRTY_BIT_STENCIL_ATTACHMENT,
DIRTY_BIT_COLOR_BUFFER_CONTENTS_0,
DIRTY_BIT_COLOR_BUFFER_CONTENTS_MAX =
DIRTY_BIT_COLOR_BUFFER_CONTENTS_0 + IMPLEMENTATION_MAX_FRAMEBUFFER_ATTACHMENTS,
DIRTY_BIT_DEPTH_BUFFER_CONTENTS = DIRTY_BIT_COLOR_BUFFER_CONTENTS_MAX,
DIRTY_BIT_STENCIL_BUFFER_CONTENTS,
DIRTY_BIT_DRAW_BUFFERS,
DIRTY_BIT_READ_BUFFER,
DIRTY_BIT_DEFAULT_WIDTH,
DIRTY_BIT_DEFAULT_HEIGHT,
DIRTY_BIT_DEFAULT_SAMPLES,
DIRTY_BIT_DEFAULT_FIXED_SAMPLE_LOCATIONS,
DIRTY_BIT_DEFAULT_LAYERS,
DIRTY_BIT_UNKNOWN,
DIRTY_BIT_MAX = DIRTY_BIT_UNKNOWN
};
using DirtyBits = angle::BitSet<DIRTY_BIT_MAX>;
bool hasAnyDirtyBit() const { return mDirtyBits.any(); }
DrawBufferMask getActiveFloat32ColorAttachmentDrawBufferMask() const
{
return mFloat32ColorAttachmentBits & getDrawBufferMask();
}
bool hasResourceThatNeedsInit() const { return mState.mResourceNeedsInit.any(); }
angle::Result syncState(const Context *context, GLenum framebufferBinding) const;
// Observer implementation
void onSubjectStateChange(angle::SubjectIndex index, angle::SubjectMessage message) override;
bool hasRenderingFeedbackLoop() const { return mState.mHasRenderingFeedbackLoop; }
bool formsCopyingFeedbackLoopWith(TextureID copyTextureID,
GLint copyTextureLevel,
GLint copyTextureLayer) const;
angle::Result ensureClearAttachmentsInitialized(const Context *context, GLbitfield mask);
angle::Result ensureClearBufferAttachmentsInitialized(const Context *context,
GLenum buffer,
GLint drawbuffer);
angle::Result ensureDrawAttachmentsInitialized(const Context *context);
// Conservatively initializes both read color and depth. Blit can access the depth buffer.
angle::Result ensureReadAttachmentsInitialized(const Context *context);
Box getDimensions() const;
static const FramebufferID kDefaultDrawFramebufferHandle;
rx::Serial serial() const { return mSerial; }
private:
bool detachResourceById(const Context *context, GLenum resourceType, GLuint resourceId);
bool detachMatchingAttachment(const Context *context,
FramebufferAttachment *attachment,
GLenum matchType,
GLuint matchId);
GLenum checkStatusWithGLFrontEnd(const Context *context) const;
GLenum checkStatusImpl(const Context *context) const;
void setAttachment(const Context *context,
GLenum type,
GLenum binding,
const ImageIndex &textureIndex,
FramebufferAttachmentObject *resource,
GLsizei numViews,
GLuint baseViewIndex,
bool isMultiview,
GLsizei samples);
void commitWebGL1DepthStencilIfConsistent(const Context *context,
GLsizei numViews,
GLuint baseViewIndex,
bool isMultiview,
GLsizei samples);
void setAttachmentImpl(const Context *context,
GLenum type,
GLenum binding,
const ImageIndex &textureIndex,
FramebufferAttachmentObject *resource,
GLsizei numViews,
GLuint baseViewIndex,
bool isMultiview,
GLsizei samples);
void updateAttachment(const Context *context,
FramebufferAttachment *attachment,
size_t dirtyBit,
angle::ObserverBinding *onDirtyBinding,
GLenum type,
GLenum binding,
const ImageIndex &textureIndex,
FramebufferAttachmentObject *resource,
GLsizei numViews,
GLuint baseViewIndex,
bool isMultiview,
GLsizei samples);
void markDrawAttachmentsInitialized(bool color, bool depth, bool stencil);
void markBufferInitialized(GLenum bufferType, GLint bufferIndex);
angle::Result ensureBufferInitialized(const Context *context,
GLenum bufferType,
GLint bufferIndex);
// Checks that we have a partially masked clear:
// * some color channels are masked out
// * some stencil values are masked out
// * scissor test partially overlaps the framebuffer
bool partialClearNeedsInit(const Context *context, bool color, bool depth, bool stencil);
bool partialBufferClearNeedsInit(const Context *context, GLenum bufferType);
FramebufferAttachment *getAttachmentFromSubjectIndex(angle::SubjectIndex index);
ANGLE_INLINE void updateFloat32ColorAttachmentBits(size_t index,
const gl::InternalFormat *format)
{
mFloat32ColorAttachmentBits.set(index, format->type == GL_FLOAT);
}
rx::Serial mSerial;
FramebufferState mState;
rx::FramebufferImpl *mImpl;
mutable Optional<GLenum> mCachedStatus;
std::vector<angle::ObserverBinding> mDirtyColorAttachmentBindings;
angle::ObserverBinding mDirtyDepthAttachmentBinding;
angle::ObserverBinding mDirtyStencilAttachmentBinding;
mutable DirtyBits mDirtyBits;
DrawBufferMask mFloat32ColorAttachmentBits;
// The dirty bits guard is checked when we get a dependent state change message. We verify that
// we don't set a dirty bit that isn't already set, when inside the dirty bits syncState.
mutable Optional<DirtyBits> mDirtyBitsGuard;
};
} // namespace gl
#endif // LIBANGLE_FRAMEBUFFER_H_