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kc3-lang/angle/src/libANGLE/FramebufferAttachment.h

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  • Author : Jamie Madill
    Date : 2017-10-03 09:01:44
    Hash : 05b35b21
    Message : 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>

  • src/libANGLE/FramebufferAttachment.h
  • //
    // 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.
    //
    
    // FramebufferAttachment.h: Defines the wrapper class gl::FramebufferAttachment, as well as the
    // objects and related functionality. [OpenGL ES 2.0.24] section 4.4.3 page 108.
    
    #ifndef LIBANGLE_FRAMEBUFFERATTACHMENT_H_
    #define LIBANGLE_FRAMEBUFFERATTACHMENT_H_
    
    #include "angle_gl.h"
    #include "common/angleutils.h"
    #include "libANGLE/angletypes.h"
    #include "libANGLE/Error.h"
    #include "libANGLE/ImageIndex.h"
    #include "libANGLE/signal_utils.h"
    
    namespace egl
    {
    class Surface;
    }
    
    namespace rx
    {
    // An implementation-specific object associated with an attachment.
    
    class FramebufferAttachmentRenderTarget : angle::NonCopyable
    {
      public:
        FramebufferAttachmentRenderTarget() {}
        virtual ~FramebufferAttachmentRenderTarget() {}
    };
    
    class FramebufferAttachmentObjectImpl;
    }
    
    namespace gl
    {
    class FramebufferAttachmentObject;
    struct Format;
    class Renderbuffer;
    class Texture;
    
    enum class InitState
    {
        MayNeedInit,
        Initialized,
    };
    
    using OnAttachmentDirtyBinding  = angle::ChannelBinding<size_t, InitState>;
    using OnAttachmentDirtyChannel  = angle::BroadcastChannel<size_t, InitState>;
    using OnAttachmentDirtyReceiver = angle::SignalReceiver<size_t, InitState>;
    
    // FramebufferAttachment implements a GL framebuffer attachment.
    // Attachments are "light" containers, which store pointers to ref-counted GL objects.
    // We support GL texture (2D/3D/Cube/2D array) and renderbuffer object attachments.
    // Note: Our old naming scheme used the term "Renderbuffer" for both GL renderbuffers and for
    // framebuffer attachments, which confused their usage.
    
    class FramebufferAttachment final
    {
      public:
        FramebufferAttachment();
    
        FramebufferAttachment(const Context *context,
                              GLenum type,
                              GLenum binding,
                              const ImageIndex &textureIndex,
                              FramebufferAttachmentObject *resource);
    
        FramebufferAttachment(FramebufferAttachment &&other);
        FramebufferAttachment &operator=(FramebufferAttachment &&other);
    
        ~FramebufferAttachment();
    
        void detach(const Context *context);
        void attach(const Context *context,
                    GLenum type,
                    GLenum binding,
                    const ImageIndex &textureIndex,
                    FramebufferAttachmentObject *resource,
                    GLsizei numViews,
                    GLuint baseViewIndex,
                    GLenum multiviewLayout,
                    const GLint *viewportOffsets);
    
        // Helper methods
        GLuint getRedSize() const;
        GLuint getGreenSize() const;
        GLuint getBlueSize() const;
        GLuint getAlphaSize() const;
        GLuint getDepthSize() const;
        GLuint getStencilSize() const;
        GLenum getComponentType() const;
        GLenum getColorEncoding() const;
    
        bool isTextureWithId(GLuint textureId) const { return mType == GL_TEXTURE && id() == textureId; }
        bool isRenderbufferWithId(GLuint renderbufferId) const { return mType == GL_RENDERBUFFER && id() == renderbufferId; }
    
        GLenum getBinding() const { return mTarget.binding(); }
        GLuint id() const;
    
        // These methods are only legal to call on Texture attachments
        const ImageIndex &getTextureImageIndex() const;
        GLenum cubeMapFace() const;
        GLint mipLevel() const;
        GLint layer() const;
        GLsizei getNumViews() const;
        GLenum getMultiviewLayout() const;
        GLint getBaseViewIndex() const;
        const std::vector<Offset> &getMultiviewViewportOffsets() const;
    
        // The size of the underlying resource the attachment points to. The 'depth' value will
        // correspond to a 3D texture depth or the layer count of a 2D array texture. For Surfaces and
        // Renderbuffers, it will always be 1.
        Extents getSize() const;
        const Format &getFormat() const;
        GLsizei getSamples() const;
        GLenum type() const { return mType; }
        bool isAttached() const { return mType != GL_NONE; }
    
        Renderbuffer *getRenderbuffer() const;
        Texture *getTexture() const;
        const egl::Surface *getSurface() const;
        FramebufferAttachmentObject *getResource() const;
        InitState initState() const;
        Error initializeContents(const Context *context);
        void setInitState(InitState initState) const;
    
        // "T" must be static_castable from FramebufferAttachmentRenderTarget
        template <typename T>
        gl::Error getRenderTarget(const Context *context, T **rtOut) const
        {
            static_assert(std::is_base_of<rx::FramebufferAttachmentRenderTarget, T>(),
                          "Invalid RenderTarget class.");
            return getRenderTargetImpl(
                context, reinterpret_cast<rx::FramebufferAttachmentRenderTarget **>(rtOut));
        }
    
        bool operator==(const FramebufferAttachment &other) const;
        bool operator!=(const FramebufferAttachment &other) const;
    
        static std::vector<Offset> GetDefaultViewportOffsetVector();
        static const GLsizei kDefaultNumViews;
        static const GLenum kDefaultMultiviewLayout;
        static const GLint kDefaultBaseViewIndex;
        static const GLint kDefaultViewportOffsets[2];
    
      private:
        gl::Error getRenderTargetImpl(const Context *context,
                                      rx::FramebufferAttachmentRenderTarget **rtOut) const;
    
        // A framebuffer attachment points to one of three types of resources: Renderbuffers,
        // Textures and egl::Surface. The "Target" struct indicates which part of the
        // object an attachment references. For the three types:
        //   - a Renderbuffer has a unique renderable target, and needs no target index
        //   - a Texture has targets for every image and uses an ImageIndex
        //   - a Surface has targets for Color and Depth/Stencil, and uses the attachment binding
        class Target
        {
          public:
            Target();
            Target(GLenum binding, const ImageIndex &imageIndex);
            Target(const Target &other);
            Target &operator=(const Target &other);
    
            GLenum binding() const { return mBinding; }
            const ImageIndex &textureIndex() const { return mTextureIndex; }
    
          private:
            GLenum mBinding;
            ImageIndex mTextureIndex;
        };
    
        GLenum mType;
        Target mTarget;
        FramebufferAttachmentObject *mResource;
        GLsizei mNumViews;
        GLenum mMultiviewLayout;
        GLint mBaseViewIndex;
        std::vector<Offset> mViewportOffsets;
    };
    
    // A base class for objects that FBO Attachments may point to.
    class FramebufferAttachmentObject
    {
      public:
        FramebufferAttachmentObject();
        virtual ~FramebufferAttachmentObject();
    
        virtual Extents getAttachmentSize(const ImageIndex &imageIndex) const = 0;
        virtual const Format &getAttachmentFormat(GLenum binding,
                                                  const ImageIndex &imageIndex) const = 0;
        virtual GLsizei getAttachmentSamples(const ImageIndex &imageIndex) const      = 0;
    
        virtual void onAttach(const Context *context) = 0;
        virtual void onDetach(const Context *context) = 0;
        virtual GLuint getId() const = 0;
    
        // These are used for robust resource initialization.
        virtual InitState initState(const ImageIndex &imageIndex) const = 0;
        virtual void setInitState(const ImageIndex &imageIndex, InitState initState) = 0;
    
        Error getAttachmentRenderTarget(const Context *context,
                                        GLenum binding,
                                        const ImageIndex &imageIndex,
                                        rx::FramebufferAttachmentRenderTarget **rtOut) const;
    
        Error initializeContents(const Context *context, const ImageIndex &imageIndex);
    
        OnAttachmentDirtyChannel *getDirtyChannel();
    
      protected:
        virtual rx::FramebufferAttachmentObjectImpl *getAttachmentImpl() const = 0;
    
        OnAttachmentDirtyChannel mDirtyChannel;
    };
    
    inline Extents FramebufferAttachment::getSize() const
    {
        ASSERT(mResource);
        return mResource->getAttachmentSize(mTarget.textureIndex());
    }
    
    inline const Format &FramebufferAttachment::getFormat() const
    {
        ASSERT(mResource);
        return mResource->getAttachmentFormat(mTarget.binding(), mTarget.textureIndex());
    }
    
    inline GLsizei FramebufferAttachment::getSamples() const
    {
        ASSERT(mResource);
        return mResource->getAttachmentSamples(mTarget.textureIndex());
    }
    
    inline gl::Error FramebufferAttachment::getRenderTargetImpl(
        const Context *context,
        rx::FramebufferAttachmentRenderTarget **rtOut) const
    {
        ASSERT(mResource);
        return mResource->getAttachmentRenderTarget(context, mTarget.binding(), mTarget.textureIndex(),
                                                    rtOut);
    }
    
    } // namespace gl
    
    #endif // LIBANGLE_FRAMEBUFFERATTACHMENT_H_