Hash :
a7dc51f2
Author :
Date :
2022-10-01T08:49:11
Add a framebuffer fetch implementation of PLS The framebuffer fetch implementation works by attaching PLS backing textures to the framebuffer, and then rewriting PLS uniforms as "inout" fragment variables. The compiler's existing machinery takes it from there and makes it work on GL and Vulkan, and soon Metal. EXT_shader_framebuffer_fetch is now the preferred backend for pixel local storage, but we also use EXT_shader_framebuffer_fetch_non_coherent if shader images can't be coherent. This is especially interesting for Vulkan, since noncoherent framebuffer fetch is possible without any extensions. Bug: angleproject:7279 Bug: angleproject:7683 Bug: angleproject:7684 Bug: angleproject:7724 Change-Id: I33f3b2c6df9a5709969d9165c448ea71b096c9e1 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3900142 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Kenneth Russell <kbr@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)
{
// 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;
};
// Implements pixel local storage via framebuffer fetch.
class PixelLocalStorageFramebufferFetch : public PixelLocalStorage
{
public:
void onContextObjectsLost() override {}
void onDeleteContextObjects(Context *) override {}
void onBegin(Context *context,
GLsizei n,
const GLenum loadops[],
const char *cleardata,
Extents plsExtents) override
{
const State &state = context->getState();
const Caps &caps = context->getCaps();
Framebuffer *framebuffer = context->getState().getDrawFramebuffer();
const DrawBuffersVector<GLenum> &appDrawBuffers = framebuffer->getDrawBufferStates();
// Remember the current draw buffer state so we can restore it during onEnd().
mSavedDrawBuffers.resize(appDrawBuffers.size());
std::copy(appDrawBuffers.begin(), appDrawBuffers.end(), mSavedDrawBuffers.begin());
// Set up new draw buffers for PLS.
int firstPLSDrawBuffer = caps.maxCombinedDrawBuffersAndPixelLocalStoragePlanes - n;
int numAppDrawBuffers =
std::min(static_cast<int>(appDrawBuffers.size()), firstPLSDrawBuffer);
DrawBuffersArray<GLenum> plsDrawBuffers;
std::copy(appDrawBuffers.begin(), appDrawBuffers.begin() + numAppDrawBuffers,
plsDrawBuffers.begin());
std::fill(plsDrawBuffers.begin() + numAppDrawBuffers,
plsDrawBuffers.begin() + firstPLSDrawBuffer, GL_NONE);
mBlendsToReEnable.reset();
mColorMasksToRestore.reset();
mInvalidateList.clear();
bool needsClear = false;
bool hasIndexedBlendAndColorMask = context->getExtensions().drawBuffersIndexedAny();
if (!hasIndexedBlendAndColorMask)
{
// We don't have indexed blend and color mask control. Disable them globally. (This also
// means the app can't have its own draw buffers while PLS is active.)
ASSERT(caps.maxColorAttachmentsWithActivePixelLocalStorage == 0);
if (state.isBlendEnabled())
{
context->disable(GL_BLEND);
mBlendsToReEnable.set(0);
}
std::array<bool, 4> &mask = mSavedColorMasks[0];
state.getBlendStateExt().getColorMaskIndexed(0, &mask[0], &mask[1], &mask[2], &mask[3]);
if (!(mask[0] && mask[1] && mask[2] && mask[3]))
{
context->colorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
mColorMasksToRestore.set(0);
}
}
for (GLsizei i = 0; i < n; ++i)
{
GLuint drawBufferIdx = getDrawBufferIdx(caps, i);
GLenum loadop = loadops[i];
if (loadop == GL_DISABLE_ANGLE)
{
plsDrawBuffers[drawBufferIdx] = GL_NONE;
continue;
}
PixelLocalStoragePlane &plane = getPlane(i);
ASSERT(!plane.isDeinitialized());
// Attach our PLS texture to the framebuffer. Validation should have already ensured
// nothing else was attached at this point.
GLenum colorAttachment = GL_COLOR_ATTACHMENT0 + drawBufferIdx;
ASSERT(!framebuffer->getAttachment(context, colorAttachment));
plane.attachToDrawFramebuffer(context, plsExtents, colorAttachment);
plsDrawBuffers[drawBufferIdx] = colorAttachment;
if (hasIndexedBlendAndColorMask)
{
// Ensure blend and color mask are disabled for this draw buffer.
if (state.isBlendEnabledIndexed(drawBufferIdx))
{
context->disablei(GL_BLEND, drawBufferIdx);
mBlendsToReEnable.set(drawBufferIdx);
}
std::array<bool, 4> &mask = mSavedColorMasks[drawBufferIdx];
state.getBlendStateExt().getColorMaskIndexed(drawBufferIdx, &mask[0], &mask[1],
&mask[2], &mask[3]);
if (!(mask[0] && mask[1] && mask[2] && mask[3]))
{
context->colorMaski(drawBufferIdx, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
mColorMasksToRestore.set(drawBufferIdx);
}
}
if (plane.isMemoryless())
{
// Memoryless planes don't need to be preserved after glEndPixelLocalStorageANGLE().
mInvalidateList.push_back(colorAttachment);
}
needsClear = needsClear || (loadop != GL_KEEP);
}
// Turn on the PLS draw buffers.
context->drawBuffers(caps.maxCombinedDrawBuffersAndPixelLocalStoragePlanes,
plsDrawBuffers.data());
// Clear the non-KEEP PLS planes now that their draw buffers are turned on.
if (needsClear)
{
ScopedDisableScissor scopedDisableScissor(context);
for (GLsizei i = 0; i < n; ++i)
{
GLenum loadop = loadops[i];
if (loadop != GL_DISABLE_ANGLE && loadop != GL_KEEP)
{
GLuint drawBufferIdx = getDrawBufferIdx(caps, i);
getPlane(i).performLoadOperationClear(context, drawBufferIdx, loadop,
cleardata + i * 4 * 4);
}
}
}
if (!context->getExtensions().shaderPixelLocalStorageCoherentANGLE)
{
// Insert a barrier if we aren't coherent, since the textures may have been rendered to
// previously.
barrier(context);
}
}
void onEnd(Context *context, GLint numActivePLSPlanes) override
{
const Caps &caps = context->getCaps();
// Invalidate the memoryless PLS attachments.
if (!mInvalidateList.empty())
{
context->invalidateFramebuffer(GL_DRAW_FRAMEBUFFER,
static_cast<GLsizei>(mInvalidateList.size()),
mInvalidateList.data());
mInvalidateList.clear();
}
bool hasIndexedBlendAndColorMask = context->getExtensions().drawBuffersIndexedAny();
if (!hasIndexedBlendAndColorMask)
{
// Restore global blend and color mask. Validation should have ensured these didn't
// change while pixel local storage was active.
if (mBlendsToReEnable[0])
{
context->enable(GL_BLEND);
}
if (mColorMasksToRestore[0])
{
const std::array<bool, 4> &mask = mSavedColorMasks[0];
context->colorMask(mask[0], mask[1], mask[2], mask[3]);
}
}
for (GLsizei i = 0; i < numActivePLSPlanes; ++i)
{
// Reset color attachments where PLS was attached. Validation should have already
// ensured nothing was attached at these points when we activated pixel local storage,
// and that nothing got attached during.
GLuint drawBufferIdx = getDrawBufferIdx(caps, i);
GLenum colorAttachment = GL_COLOR_ATTACHMENT0 + drawBufferIdx;
context->framebufferTexture2D(GL_DRAW_FRAMEBUFFER, colorAttachment, TextureTarget::_2D,
TextureID(), 0);
if (hasIndexedBlendAndColorMask)
{
// Restore this draw buffer's blend and color mask. Validation should have ensured
// these did not change while pixel local storage was active.
if (mBlendsToReEnable[drawBufferIdx])
{
context->enablei(GL_BLEND, drawBufferIdx);
}
if (mColorMasksToRestore[drawBufferIdx])
{
const std::array<bool, 4> &mask = mSavedColorMasks[drawBufferIdx];
context->colorMaski(drawBufferIdx, mask[0], mask[1], mask[2], mask[3]);
}
}
}
// Restore the draw buffer state from before PLS was enabled.
context->drawBuffers(static_cast<GLsizei>(mSavedDrawBuffers.size()),
mSavedDrawBuffers.data());
mSavedDrawBuffers.clear();
}
void onBarrier(Context *context) override { context->framebufferFetchBarrier(); }
private:
GLuint getDrawBufferIdx(const Caps &caps, GLuint plsPlaneIdx)
{
// Bind the PLS attachments in reverse order from the rear. This way, the shader translator
// doesn't need to know how many planes are going to be active in order to figure out plane
// indices.
return caps.maxCombinedDrawBuffersAndPixelLocalStoragePlanes - plsPlaneIdx - 1;
}
DrawBuffersVector<GLenum> mSavedDrawBuffers;
DrawBufferMask mBlendsToReEnable;
DrawBufferMask mColorMasksToRestore;
DrawBuffersArray<std::array<bool, 4>> mSavedColorMasks;
DrawBuffersVector<GLenum> mInvalidateList;
};
} // namespace
std::unique_ptr<PixelLocalStorage> PixelLocalStorage::Make(const Context *context)
{
switch (context->getImplementation()->getNativePixelLocalStorageType())
{
case ShPixelLocalStorageType::ImageStoreR32PackedFormats:
return std::make_unique<PixelLocalStorageImageLoadStore>(true);
case ShPixelLocalStorageType::ImageStoreNativeFormats:
return std::make_unique<PixelLocalStorageImageLoadStore>(false);
case ShPixelLocalStorageType::FramebufferFetch:
return std::make_unique<PixelLocalStorageFramebufferFetch>();
default:
UNREACHABLE();
return nullptr;
}
}
} // namespace gl