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) 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.
//
// RenderbufferD3d.cpp: Implements the RenderbufferD3D class, a specialization of RenderbufferImpl
#include "libANGLE/renderer/d3d/RenderbufferD3D.h"
#include "libANGLE/Image.h"
#include "libANGLE/renderer/d3d/EGLImageD3D.h"
#include "libANGLE/renderer/d3d/RendererD3D.h"
#include "libANGLE/renderer/d3d/RenderTargetD3D.h"
namespace rx
{
RenderbufferD3D::RenderbufferD3D(RendererD3D *renderer)
: mRenderer(renderer), mRenderTarget(nullptr), mImage(nullptr)
{
}
RenderbufferD3D::~RenderbufferD3D()
{
SafeDelete(mRenderTarget);
mImage = nullptr;
}
gl::Error RenderbufferD3D::onDestroy(const gl::Context *context)
{
deleteRenderTarget(context);
return gl::NoError();
}
gl::Error RenderbufferD3D::setStorage(const gl::Context *context,
GLenum internalformat,
size_t width,
size_t height)
{
return setStorageMultisample(context, 0, internalformat, width, height);
}
gl::Error RenderbufferD3D::setStorageMultisample(const gl::Context *context,
size_t samples,
GLenum internalformat,
size_t width,
size_t height)
{
// If the renderbuffer parameters are queried, the calling function
// will expect one of the valid renderbuffer formats for use in
// glRenderbufferStorage, but we should create depth and stencil buffers
// as DEPTH24_STENCIL8
GLenum creationFormat = internalformat;
if (internalformat == GL_DEPTH_COMPONENT16 || internalformat == GL_STENCIL_INDEX8)
{
creationFormat = GL_DEPTH24_STENCIL8_OES;
}
// ANGLE_framebuffer_multisample states GL_OUT_OF_MEMORY is generated on a failure to create
// the specified storage.
// Because ES 3.0 already knows the exact number of supported samples, it would already have been
// validated and generated GL_INVALID_VALUE.
const gl::TextureCaps &formatCaps = mRenderer->getNativeTextureCaps().get(creationFormat);
if (samples > formatCaps.getMaxSamples())
{
return gl::OutOfMemory() << "Renderbuffer format does not support " << samples
<< " samples, " << formatCaps.getMaxSamples()
<< " is the maximum.";
}
RenderTargetD3D *newRT = nullptr;
ANGLE_TRY(mRenderer->createRenderTarget(static_cast<int>(width), static_cast<int>(height),
creationFormat, static_cast<GLsizei>(samples), &newRT));
deleteRenderTarget(context);
mImage = nullptr;
mRenderTarget = newRT;
return gl::NoError();
}
gl::Error RenderbufferD3D::setStorageEGLImageTarget(const gl::Context *context, egl::Image *image)
{
mImage = GetImplAs<EGLImageD3D>(image);
deleteRenderTarget(context);
return gl::NoError();
}
gl::Error RenderbufferD3D::getRenderTarget(const gl::Context *context,
RenderTargetD3D **outRenderTarget)
{
if (mImage)
{
return mImage->getRenderTarget(context, outRenderTarget);
}
else
{
*outRenderTarget = mRenderTarget;
return gl::NoError();
}
}
gl::Error RenderbufferD3D::getAttachmentRenderTarget(const gl::Context *context,
GLenum /*binding*/,
const gl::ImageIndex & /*imageIndex*/,
FramebufferAttachmentRenderTarget **rtOut)
{
return getRenderTarget(context, reinterpret_cast<RenderTargetD3D **>(rtOut));
}
void RenderbufferD3D::deleteRenderTarget(const gl::Context *context)
{
if (mRenderTarget)
{
mRenderTarget->signalDirty(context);
SafeDelete(mRenderTarget);
}
}
gl::Error RenderbufferD3D::initializeContents(const gl::Context *context,
const gl::ImageIndex &imageIndex)
{
RenderTargetD3D *renderTarget = nullptr;
ANGLE_TRY(getRenderTarget(context, &renderTarget));
return mRenderer->initRenderTarget(renderTarget);
}
} // namespace rx