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kc3-lang/angle/src/libANGLE/renderer/ContextImpl.h

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  • Author : Mark Lobodzinski
    Date : 2021-05-13 14:31:59
    Hash : c37b1ef8
    Message : Balance debuglabel begin/end pairs for skipped drawcalls Some drawcalls may be no-op'd due to shader issues or having zero instance or element counts. In these cases, the ANGLE markers used for AGI will become imbalanced as it is the drawcalls that trigger the 'begin' marker. This patch ensures that the dirty-bit draw event handler is called for no-op'd drawcalls to keep the AGI commandTree in balance. Bug: b/184888395 Change-Id: I1041d2f06fb313934365340c35e458bc5a66ba64 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2895330 Reviewed-by: Cody Northrop <cnorthrop@google.com> Reviewed-by: Ian Elliott <ianelliott@google.com> Commit-Queue: Ian Elliott <ianelliott@google.com>

  • src/libANGLE/renderer/ContextImpl.h
  • //
    // Copyright 2016 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.
    //
    // ContextImpl:
    //   Implementation-specific functionality associated with a GL Context.
    //
    
    #ifndef LIBANGLE_RENDERER_CONTEXTIMPL_H_
    #define LIBANGLE_RENDERER_CONTEXTIMPL_H_
    
    #include <vector>
    
    #include "common/angleutils.h"
    #include "libANGLE/State.h"
    #include "libANGLE/renderer/GLImplFactory.h"
    
    namespace gl
    {
    class ErrorSet;
    class MemoryProgramCache;
    class Path;
    class Semaphore;
    struct Workarounds;
    }  // namespace gl
    
    namespace rx
    {
    class ContextImpl : public GLImplFactory
    {
      public:
        ContextImpl(const gl::State &state, gl::ErrorSet *errorSet);
        ~ContextImpl() override;
    
        virtual void onDestroy(const gl::Context *context) {}
    
        virtual angle::Result initialize() = 0;
    
        // Flush and finish.
        virtual angle::Result flush(const gl::Context *context)  = 0;
        virtual angle::Result finish(const gl::Context *context) = 0;
    
        // Drawing methods.
        virtual angle::Result drawArrays(const gl::Context *context,
                                         gl::PrimitiveMode mode,
                                         GLint first,
                                         GLsizei count)                  = 0;
        virtual angle::Result drawArraysInstanced(const gl::Context *context,
                                                  gl::PrimitiveMode mode,
                                                  GLint first,
                                                  GLsizei count,
                                                  GLsizei instanceCount) = 0;
        // Necessary for Vulkan since gl_InstanceIndex includes baseInstance
        virtual angle::Result drawArraysInstancedBaseInstance(const gl::Context *context,
                                                              gl::PrimitiveMode mode,
                                                              GLint first,
                                                              GLsizei count,
                                                              GLsizei instanceCount,
                                                              GLuint baseInstance) = 0;
    
        virtual angle::Result drawElements(const gl::Context *context,
                                           gl::PrimitiveMode mode,
                                           GLsizei count,
                                           gl::DrawElementsType type,
                                           const void *indices)                                = 0;
        virtual angle::Result drawElementsBaseVertex(const gl::Context *context,
                                                     gl::PrimitiveMode mode,
                                                     GLsizei count,
                                                     gl::DrawElementsType type,
                                                     const void *indices,
                                                     GLint baseVertex)                         = 0;
        virtual angle::Result drawElementsInstanced(const gl::Context *context,
                                                    gl::PrimitiveMode mode,
                                                    GLsizei count,
                                                    gl::DrawElementsType type,
                                                    const void *indices,
                                                    GLsizei instances)                         = 0;
        virtual angle::Result drawElementsInstancedBaseVertex(const gl::Context *context,
                                                              gl::PrimitiveMode mode,
                                                              GLsizei count,
                                                              gl::DrawElementsType type,
                                                              const void *indices,
                                                              GLsizei instances,
                                                              GLint baseVertex)                = 0;
        virtual angle::Result drawElementsInstancedBaseVertexBaseInstance(const gl::Context *context,
                                                                          gl::PrimitiveMode mode,
                                                                          GLsizei count,
                                                                          gl::DrawElementsType type,
                                                                          const void *indices,
                                                                          GLsizei instances,
                                                                          GLint baseVertex,
                                                                          GLuint baseInstance) = 0;
        virtual angle::Result drawRangeElements(const gl::Context *context,
                                                gl::PrimitiveMode mode,
                                                GLuint start,
                                                GLuint end,
                                                GLsizei count,
                                                gl::DrawElementsType type,
                                                const void *indices)                           = 0;
        virtual angle::Result drawRangeElementsBaseVertex(const gl::Context *context,
                                                          gl::PrimitiveMode mode,
                                                          GLuint start,
                                                          GLuint end,
                                                          GLsizei count,
                                                          gl::DrawElementsType type,
                                                          const void *indices,
                                                          GLint baseVertex)                    = 0;
    
        virtual angle::Result drawArraysIndirect(const gl::Context *context,
                                                 gl::PrimitiveMode mode,
                                                 const void *indirect)   = 0;
        virtual angle::Result drawElementsIndirect(const gl::Context *context,
                                                   gl::PrimitiveMode mode,
                                                   gl::DrawElementsType type,
                                                   const void *indirect) = 0;
    
        // MultiDraw* impl added as we need workaround for promoting dynamic attributes in D3D backend
        virtual angle::Result multiDrawArrays(const gl::Context *context,
                                              gl::PrimitiveMode mode,
                                              const GLint *firsts,
                                              const GLsizei *counts,
                                              GLsizei drawcount)                      = 0;
        virtual angle::Result multiDrawArraysInstanced(const gl::Context *context,
                                                       gl::PrimitiveMode mode,
                                                       const GLint *firsts,
                                                       const GLsizei *counts,
                                                       const GLsizei *instanceCounts,
                                                       GLsizei drawcount)             = 0;
        virtual angle::Result multiDrawElements(const gl::Context *context,
                                                gl::PrimitiveMode mode,
                                                const GLsizei *counts,
                                                gl::DrawElementsType type,
                                                const GLvoid *const *indices,
                                                GLsizei drawcount)                    = 0;
        virtual angle::Result multiDrawElementsInstanced(const gl::Context *context,
                                                         gl::PrimitiveMode mode,
                                                         const GLsizei *counts,
                                                         gl::DrawElementsType type,
                                                         const GLvoid *const *indices,
                                                         const GLsizei *instanceCounts,
                                                         GLsizei drawcount)           = 0;
        virtual angle::Result multiDrawArraysInstancedBaseInstance(const gl::Context *context,
                                                                   gl::PrimitiveMode mode,
                                                                   const GLint *firsts,
                                                                   const GLsizei *counts,
                                                                   const GLsizei *instanceCounts,
                                                                   const GLuint *baseInstances,
                                                                   GLsizei drawcount) = 0;
        virtual angle::Result multiDrawElementsInstancedBaseVertexBaseInstance(
            const gl::Context *context,
            gl::PrimitiveMode mode,
            const GLsizei *counts,
            gl::DrawElementsType type,
            const GLvoid *const *indices,
            const GLsizei *instanceCounts,
            const GLint *baseVertices,
            const GLuint *baseInstances,
            GLsizei drawcount) = 0;
    
        // Device loss
        virtual gl::GraphicsResetStatus getResetStatus() = 0;
    
        // EXT_debug_marker
        virtual angle::Result insertEventMarker(GLsizei length, const char *marker) = 0;
        virtual angle::Result pushGroupMarker(GLsizei length, const char *marker)   = 0;
        virtual angle::Result popGroupMarker()                                      = 0;
    
        // KHR_debug
        virtual angle::Result pushDebugGroup(const gl::Context *context,
                                             GLenum source,
                                             GLuint id,
                                             const std::string &message) = 0;
        virtual angle::Result popDebugGroup(const gl::Context *context)  = 0;
        virtual angle::Result handleNoopDrawEvent();
    
        // KHR_parallel_shader_compile
        virtual void setMaxShaderCompilerThreads(GLuint count) {}
    
        // GL_ANGLE_texture_storage_external
        virtual void invalidateTexture(gl::TextureType target);
    
        // EXT_shader_framebuffer_fetch_non_coherent
        virtual void framebufferFetchBarrier() {}
    
        // State sync with dirty bits.
        virtual angle::Result syncState(const gl::Context *context,
                                        const gl::State::DirtyBits &dirtyBits,
                                        const gl::State::DirtyBits &bitMask) = 0;
    
        // Disjoint timer queries
        virtual GLint getGPUDisjoint() = 0;
        virtual GLint64 getTimestamp() = 0;
    
        // Context switching
        virtual angle::Result onMakeCurrent(const gl::Context *context) = 0;
        virtual angle::Result onUnMakeCurrent(const gl::Context *context);
    
        // Native capabilities, unmodified by gl::Context.
        virtual gl::Caps getNativeCaps() const                         = 0;
        virtual const gl::TextureCapsMap &getNativeTextureCaps() const = 0;
        virtual const gl::Extensions &getNativeExtensions() const      = 0;
        virtual const gl::Limitations &getNativeLimitations() const    = 0;
    
        virtual angle::Result dispatchCompute(const gl::Context *context,
                                              GLuint numGroupsX,
                                              GLuint numGroupsY,
                                              GLuint numGroupsZ)         = 0;
        virtual angle::Result dispatchComputeIndirect(const gl::Context *context,
                                                      GLintptr indirect) = 0;
    
        virtual angle::Result memoryBarrier(const gl::Context *context, GLbitfield barriers) = 0;
        virtual angle::Result memoryBarrierByRegion(const gl::Context *context,
                                                    GLbitfield barriers)                     = 0;
    
        const gl::State &getState() const { return mState; }
        int getClientMajorVersion() const { return mState.getClientMajorVersion(); }
        int getClientMinorVersion() const { return mState.getClientMinorVersion(); }
        const gl::Caps &getCaps() const { return mState.getCaps(); }
        const gl::TextureCapsMap &getTextureCaps() const { return mState.getTextureCaps(); }
        const gl::Extensions &getExtensions() const { return mState.getExtensions(); }
        const gl::Limitations &getLimitations() const { return mState.getLimitations(); }
    
        // A common GL driver behaviour is to trigger dynamic shader recompilation on a draw call,
        // based on the current render states. We store a mutable pointer to the program cache so
        // on draw calls we can store the refreshed shaders in the cache.
        void setMemoryProgramCache(gl::MemoryProgramCache *memoryProgramCache);
    
        void handleError(GLenum errorCode,
                         const char *message,
                         const char *file,
                         const char *function,
                         unsigned int line);
    
        virtual egl::ContextPriority getContextPriority() const;
    
        // EGL_ANGLE_power_preference implementation.
        virtual egl::Error releaseHighPowerGPU(gl::Context *context);
        virtual egl::Error reacquireHighPowerGPU(gl::Context *context);
    
      protected:
        const gl::State &mState;
        gl::MemoryProgramCache *mMemoryProgramCache;
        gl::ErrorSet *mErrors;
    };
    
    }  // namespace rx
    
    #endif  // LIBANGLE_RENDERER_CONTEXTIMPL_H_