Hash :
1033d55d
Author :
Date :
2020-04-07T14:01:24
Pass binding enum to Framebuffer::syncState. Will allow us to determine if we're clearing the read or draw FBO. Then we can stash clears for the draw FBO only and issue them immediately for the read FBO in the Vulkan back-end. Bug: angleproject:4517 Change-Id: Ifc043317d6156a75749b13f9d2c44a17e14ee378 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2139997 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Cody Northrop <cnorthrop@google.com> Reviewed-by: Tim Van Patten <timvp@google.com> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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//
// Copyright 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.
//
// FramebufferImpl.h: Defines the abstract rx::FramebufferImpl class.
#ifndef LIBANGLE_RENDERER_FRAMEBUFFERIMPL_H_
#define LIBANGLE_RENDERER_FRAMEBUFFERIMPL_H_
#include "angle_gl.h"
#include "common/angleutils.h"
#include "libANGLE/Error.h"
#include "libANGLE/Framebuffer.h"
namespace gl
{
class State;
class Framebuffer;
class FramebufferAttachment;
struct Rectangle;
} // namespace gl
namespace rx
{
class DisplayImpl;
class FramebufferImpl : angle::NonCopyable
{
public:
explicit FramebufferImpl(const gl::FramebufferState &state) : mState(state) {}
virtual ~FramebufferImpl() {}
virtual void destroy(const gl::Context *context) {}
virtual angle::Result discard(const gl::Context *context,
size_t count,
const GLenum *attachments) = 0;
virtual angle::Result invalidate(const gl::Context *context,
size_t count,
const GLenum *attachments) = 0;
virtual angle::Result invalidateSub(const gl::Context *context,
size_t count,
const GLenum *attachments,
const gl::Rectangle &area) = 0;
virtual angle::Result clear(const gl::Context *context, GLbitfield mask) = 0;
virtual angle::Result clearBufferfv(const gl::Context *context,
GLenum buffer,
GLint drawbuffer,
const GLfloat *values) = 0;
virtual angle::Result clearBufferuiv(const gl::Context *context,
GLenum buffer,
GLint drawbuffer,
const GLuint *values) = 0;
virtual angle::Result clearBufferiv(const gl::Context *context,
GLenum buffer,
GLint drawbuffer,
const GLint *values) = 0;
virtual angle::Result clearBufferfi(const gl::Context *context,
GLenum buffer,
GLint drawbuffer,
GLfloat depth,
GLint stencil) = 0;
virtual const gl::InternalFormat &getImplementationColorReadFormat(
const gl::Context *context) const;
virtual angle::Result readPixels(const gl::Context *context,
const gl::Rectangle &area,
GLenum format,
GLenum type,
void *pixels) = 0;
virtual angle::Result blit(const gl::Context *context,
const gl::Rectangle &sourceArea,
const gl::Rectangle &destArea,
GLbitfield mask,
GLenum filter) = 0;
virtual bool checkStatus(const gl::Context *context) const = 0;
virtual angle::Result syncState(const gl::Context *context,
GLenum binding,
const gl::Framebuffer::DirtyBits &dirtyBits) = 0;
virtual angle::Result getSamplePosition(const gl::Context *context,
size_t index,
GLfloat *xy) const = 0;
// Special configuration option for checkStatus(). Some back-ends don't require a syncState
// before calling checkStatus. In practice the GL back-end is the only config that needs
// syncState because it depends on the behaviour of the driver. Allowing the Vulkan and
// D3D back-ends to skip syncState lets us do more work in the syncState call.
virtual bool shouldSyncStateBeforeCheckStatus() const;
const gl::FramebufferState &getState() const { return mState; }
protected:
const gl::FramebufferState &mState;
};
inline bool FramebufferImpl::shouldSyncStateBeforeCheckStatus() const
{
return false;
}
// Default implementation returns the format specified in the attachment.
inline const gl::InternalFormat &FramebufferImpl::getImplementationColorReadFormat(
const gl::Context *context) const
{
const gl::FramebufferAttachment *readAttachment = mState.getReadAttachment();
return *readAttachment->getFormat().info;
}
} // namespace rx
#endif // LIBANGLE_RENDERER_FRAMEBUFFERIMPL_H_