Hash :
12b6a82e
Author :
Date :
2020-04-03T18:31:22
No-Op draws when no active VS and/or FS is present Re-land CL with WebGL fixes: This required some extra pointer checking during validation to handle the fact that a Program and/or ProgramExecutable may not be present when attempting to draw. This isn't an error, just undefined behavior, which we (eventually) treat as a no-op. According to the OpenGL ES 3.1 spec: 7.3. PROGRAM OBJECTS If there is no active program for the vertex or fragment shader stages, the results of vertex and fragment shader execution will respectively be undefined. However, this is not an error. To handle this, if no VS or FS is present in the active Program/PPO, we will no-op the draw command. Bug: angleproject:3570 Test: KHR-GLES31.core.sepshaderobjs.StateInteraction Change-Id: I70d688bf344a78cf3b4fd66c995ae03ce4b9b807 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2185156 Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Tim Van Patten <timvp@google.com>
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//
// Copyright 2018 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.
//
// Context.inl.h: Defines inline functions of gl::Context class
// Has to be included after libANGLE/Context.h when using one
// of the defined functions
#ifndef LIBANGLE_CONTEXT_INL_H_
#define LIBANGLE_CONTEXT_INL_H_
#include "libANGLE/GLES1Renderer.h"
#include "libANGLE/renderer/ContextImpl.h"
#define ANGLE_HANDLE_ERR(X) \
(void)(X); \
return;
#define ANGLE_CONTEXT_TRY(EXPR) ANGLE_TRY_TEMPLATE(EXPR, ANGLE_HANDLE_ERR)
namespace gl
{
constexpr angle::PackedEnumMap<PrimitiveMode, GLsizei> kMinimumPrimitiveCounts = {{
{PrimitiveMode::Points, 1},
{PrimitiveMode::Lines, 2},
{PrimitiveMode::LineLoop, 2},
{PrimitiveMode::LineStrip, 2},
{PrimitiveMode::Triangles, 3},
{PrimitiveMode::TriangleStrip, 3},
{PrimitiveMode::TriangleFan, 3},
{PrimitiveMode::LinesAdjacency, 2},
{PrimitiveMode::LineStripAdjacency, 2},
{PrimitiveMode::TrianglesAdjacency, 3},
{PrimitiveMode::TriangleStripAdjacency, 3},
}};
ANGLE_INLINE void MarkTransformFeedbackBufferUsage(const Context *context,
GLsizei count,
GLsizei instanceCount)
{
if (context->getStateCache().isTransformFeedbackActiveUnpaused())
{
TransformFeedback *transformFeedback = context->getState().getCurrentTransformFeedback();
transformFeedback->onVerticesDrawn(context, count, instanceCount);
}
}
ANGLE_INLINE void MarkShaderStorageBufferUsage(const Context *context)
{
for (size_t index : context->getStateCache().getActiveShaderStorageBufferIndices())
{
gl::Buffer *buffer = context->getState().getIndexedShaderStorageBuffer(index).get();
if (buffer)
{
buffer->onDataChanged();
}
}
}
// Return true if the draw is a no-op, else return false.
// If there is no active program for the vertex or fragment shader stages, the results of vertex
// and fragment shader execution will respectively be undefined. However, this is not
// an error. ANGLE will treat this as a no-op.
// A no-op draw occurs if the count of vertices is less than the minimum required to
// have a valid primitive for this mode (0 for points, 0-1 for lines, 0-2 for tris).
ANGLE_INLINE bool Context::noopDraw(PrimitiveMode mode, GLsizei count)
{
if (!mStateCache.getCanDraw())
{
return true;
}
return count < kMinimumPrimitiveCounts[mode];
}
ANGLE_INLINE angle::Result Context::syncDirtyBits()
{
const State::DirtyBits &dirtyBits = mState.getDirtyBits();
ANGLE_TRY(mImplementation->syncState(this, dirtyBits, mAllDirtyBits));
mState.clearDirtyBits();
return angle::Result::Continue;
}
ANGLE_INLINE angle::Result Context::syncDirtyBits(const State::DirtyBits &bitMask)
{
const State::DirtyBits &dirtyBits = (mState.getDirtyBits() & bitMask);
ANGLE_TRY(mImplementation->syncState(this, dirtyBits, bitMask));
mState.clearDirtyBits(dirtyBits);
return angle::Result::Continue;
}
ANGLE_INLINE angle::Result Context::syncDirtyObjects(const State::DirtyObjects &objectMask)
{
return mState.syncDirtyObjects(this, objectMask);
}
ANGLE_INLINE angle::Result Context::prepareForDraw(PrimitiveMode mode)
{
if (mGLES1Renderer)
{
ANGLE_TRY(mGLES1Renderer->prepareForDraw(mode, this, &mState));
}
ANGLE_TRY(syncDirtyObjects(mDrawDirtyObjects));
ASSERT(!isRobustResourceInitEnabled() ||
!mState.getDrawFramebuffer()->hasResourceThatNeedsInit());
return syncDirtyBits();
}
ANGLE_INLINE void Context::drawArrays(PrimitiveMode mode, GLint first, GLsizei count)
{
// No-op if count draws no primitives for given mode
if (noopDraw(mode, count))
{
return;
}
ANGLE_CONTEXT_TRY(prepareForDraw(mode));
ANGLE_CONTEXT_TRY(mImplementation->drawArrays(this, mode, first, count));
MarkTransformFeedbackBufferUsage(this, count, 1);
}
ANGLE_INLINE void Context::drawElements(PrimitiveMode mode,
GLsizei count,
DrawElementsType type,
const void *indices)
{
// No-op if count draws no primitives for given mode
if (noopDraw(mode, count))
{
return;
}
ANGLE_CONTEXT_TRY(prepareForDraw(mode));
ANGLE_CONTEXT_TRY(mImplementation->drawElements(this, mode, count, type, indices));
}
ANGLE_INLINE void StateCache::onBufferBindingChange(Context *context)
{
updateBasicDrawStatesError();
updateBasicDrawElementsError();
}
ANGLE_INLINE void Context::bindBuffer(BufferBinding target, BufferID buffer)
{
Buffer *bufferObject =
mState.mBufferManager->checkBufferAllocation(mImplementation.get(), buffer);
mState.setBufferBinding(this, target, bufferObject);
mStateCache.onBufferBindingChange(this);
}
} // namespace gl
#endif // LIBANGLE_CONTEXT_INL_H_