Hash :
44ce5887
Author :
Date :
2024-04-11T16:37:27
Allow the backend to do resource init for framebuffers. The frontend framebuffer would loop through attachments which needed to be initialized and call initializeContents on them individually. For the GL backend this is inefficient because each of these resources is bound to a scratch framebuffer and cleared when the entire original framebuffer could have been cleared at once. The frontend now accumulates a set of attachments that need to be cleared and sends it to the FramebufferImpl. The default FramebufferImpl does the old logic of calling initializeContents on each attachment. FramebufferGL has an optimized path to clear the whole framebuffer if possible. Bug: angleproject:8642 Change-Id: I574cd03307794a6c7b2666976784e4d4dca1d08c Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5448552 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350
//
// 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.
//
// FramebufferAttachment.cpp: the gl::FramebufferAttachment class and its derived classes
// objects and related functionality. [OpenGL ES 2.0.24] section 4.4.3 page 108.
#include "libANGLE/FramebufferAttachment.h"
#include "common/utilities.h"
#include "libANGLE/Config.h"
#include "libANGLE/Context.h"
#include "libANGLE/Renderbuffer.h"
#include "libANGLE/Surface.h"
#include "libANGLE/Texture.h"
#include "libANGLE/formatutils.h"
#include "libANGLE/renderer/FramebufferAttachmentObjectImpl.h"
#include "libANGLE/renderer/FramebufferImpl.h"
namespace gl
{
////// FramebufferAttachment::Target Implementation //////
const GLsizei FramebufferAttachment::kDefaultNumViews = 1;
const GLint FramebufferAttachment::kDefaultBaseViewIndex = 0;
const GLint FramebufferAttachment::kDefaultRenderToTextureSamples = 0;
FramebufferAttachment::Target::Target() : mBinding(GL_NONE), mTextureIndex() {}
FramebufferAttachment::Target::Target(GLenum binding, const ImageIndex &imageIndex)
: mBinding(binding), mTextureIndex(imageIndex)
{}
FramebufferAttachment::Target::Target(const Target &other)
: mBinding(other.mBinding), mTextureIndex(other.mTextureIndex)
{}
FramebufferAttachment::Target &FramebufferAttachment::Target::operator=(const Target &other)
{
this->mBinding = other.mBinding;
this->mTextureIndex = other.mTextureIndex;
return *this;
}
////// FramebufferAttachment Implementation //////
FramebufferAttachment::FramebufferAttachment()
: mType(GL_NONE),
mResource(nullptr),
mNumViews(kDefaultNumViews),
mIsMultiview(false),
mBaseViewIndex(kDefaultBaseViewIndex),
mRenderToTextureSamples(kDefaultRenderToTextureSamples)
{}
FramebufferAttachment::FramebufferAttachment(const Context *context,
GLenum type,
GLenum binding,
const ImageIndex &textureIndex,
FramebufferAttachmentObject *resource,
rx::UniqueSerial framebufferSerial)
: mResource(nullptr)
{
attach(context, type, binding, textureIndex, resource, kDefaultNumViews, kDefaultBaseViewIndex,
false, kDefaultRenderToTextureSamples, framebufferSerial);
}
FramebufferAttachment::FramebufferAttachment(FramebufferAttachment &&other)
: FramebufferAttachment()
{
*this = std::move(other);
}
FramebufferAttachment &FramebufferAttachment::operator=(FramebufferAttachment &&other)
{
std::swap(mType, other.mType);
std::swap(mTarget, other.mTarget);
std::swap(mResource, other.mResource);
std::swap(mNumViews, other.mNumViews);
std::swap(mIsMultiview, other.mIsMultiview);
std::swap(mBaseViewIndex, other.mBaseViewIndex);
std::swap(mRenderToTextureSamples, other.mRenderToTextureSamples);
return *this;
}
FramebufferAttachment::~FramebufferAttachment()
{
ASSERT(!isAttached());
}
void FramebufferAttachment::detach(const Context *context, rx::UniqueSerial framebufferSerial)
{
mType = GL_NONE;
if (mResource != nullptr)
{
mResource->onDetach(context, framebufferSerial);
mResource = nullptr;
}
mNumViews = kDefaultNumViews;
mIsMultiview = false;
mBaseViewIndex = kDefaultBaseViewIndex;
// not technically necessary, could omit for performance
mTarget = Target();
}
void FramebufferAttachment::attach(const Context *context,
GLenum type,
GLenum binding,
const ImageIndex &textureIndex,
FramebufferAttachmentObject *resource,
GLsizei numViews,
GLuint baseViewIndex,
bool isMultiview,
GLsizei samples,
rx::UniqueSerial framebufferSerial)
{
if (resource == nullptr)
{
detach(context, framebufferSerial);
return;
}
mType = type;
mTarget = Target(binding, textureIndex);
mNumViews = numViews;
mBaseViewIndex = baseViewIndex;
mIsMultiview = isMultiview;
mRenderToTextureSamples = type == GL_RENDERBUFFER ? kDefaultRenderToTextureSamples : samples;
resource->onAttach(context, framebufferSerial);
if (mResource != nullptr)
{
mResource->onDetach(context, framebufferSerial);
}
mResource = resource;
}
GLuint FramebufferAttachment::getRedSize() const
{
return getSize().empty() ? 0 : getFormat().info->redBits;
}
GLuint FramebufferAttachment::getGreenSize() const
{
return getSize().empty() ? 0 : getFormat().info->greenBits;
}
GLuint FramebufferAttachment::getBlueSize() const
{
return getSize().empty() ? 0 : getFormat().info->blueBits;
}
GLuint FramebufferAttachment::getAlphaSize() const
{
return getSize().empty() ? 0 : getFormat().info->alphaBits;
}
GLuint FramebufferAttachment::getDepthSize() const
{
return getSize().empty() ? 0 : getFormat().info->depthBits;
}
GLuint FramebufferAttachment::getStencilSize() const
{
return getSize().empty() ? 0 : getFormat().info->stencilBits;
}
GLenum FramebufferAttachment::getComponentType() const
{
return getFormat().info->componentType;
}
GLenum FramebufferAttachment::getColorEncoding() const
{
return getFormat().info->colorEncoding;
}
GLuint FramebufferAttachment::id() const
{
return mResource->getId();
}
TextureTarget FramebufferAttachment::cubeMapFace() const
{
ASSERT(mType == GL_TEXTURE);
const auto &index = mTarget.textureIndex();
return index.getType() == TextureType::CubeMap ? index.getTarget() : TextureTarget::InvalidEnum;
}
GLint FramebufferAttachment::mipLevel() const
{
ASSERT(type() == GL_TEXTURE);
return mTarget.textureIndex().getLevelIndex();
}
GLint FramebufferAttachment::layer() const
{
ASSERT(mType == GL_TEXTURE);
const gl::ImageIndex &index = mTarget.textureIndex();
return (index.has3DLayer() ? index.getLayerIndex() : 0);
}
bool FramebufferAttachment::isLayered() const
{
return mTarget.textureIndex().isLayered();
}
bool FramebufferAttachment::isMultiview() const
{
return mIsMultiview;
}
GLint FramebufferAttachment::getBaseViewIndex() const
{
return mBaseViewIndex;
}
bool FramebufferAttachment::isRenderToTexture() const
{
ASSERT(mRenderToTextureSamples == kDefaultRenderToTextureSamples || mType == GL_TEXTURE);
if (mType == GL_RENDERBUFFER)
{
return getRenderbuffer()->getMultisamplingMode() ==
MultisamplingMode::MultisampledRenderToTexture;
}
return mRenderToTextureSamples != kDefaultRenderToTextureSamples;
}
GLsizei FramebufferAttachment::getRenderToTextureSamples() const
{
ASSERT(mRenderToTextureSamples == kDefaultRenderToTextureSamples || mType == GL_TEXTURE);
if (mType == GL_RENDERBUFFER)
{
return getRenderbuffer()->getState().getSamples();
}
return mRenderToTextureSamples;
}
Texture *FramebufferAttachment::getTexture() const
{
return rx::GetAs<Texture>(mResource);
}
Renderbuffer *FramebufferAttachment::getRenderbuffer() const
{
return rx::GetAs<Renderbuffer>(mResource);
}
const egl::Surface *FramebufferAttachment::getSurface() const
{
return rx::GetAs<egl::Surface>(mResource);
}
FramebufferAttachmentObject *FramebufferAttachment::getResource() const
{
return mResource;
}
bool FramebufferAttachment::operator==(const FramebufferAttachment &other) const
{
if (mResource != other.mResource || mType != other.mType || mNumViews != other.mNumViews ||
mIsMultiview != other.mIsMultiview || mBaseViewIndex != other.mBaseViewIndex ||
mRenderToTextureSamples != other.mRenderToTextureSamples)
{
return false;
}
if (mType == GL_TEXTURE && getTextureImageIndex() != other.getTextureImageIndex())
{
return false;
}
return true;
}
bool FramebufferAttachment::operator!=(const FramebufferAttachment &other) const
{
return !(*this == other);
}
InitState FramebufferAttachment::initState() const
{
return mResource ? mResource->initState(mTarget.binding(), mTarget.textureIndex())
: InitState::Initialized;
}
angle::Result FramebufferAttachment::initializeContents(const Context *context) const
{
ASSERT(mResource);
ANGLE_TRY(mResource->initializeContents(context, mTarget.binding(), mTarget.textureIndex()));
setInitState(InitState::Initialized);
return angle::Result::Continue;
}
void FramebufferAttachment::setInitState(InitState initState) const
{
ASSERT(mResource);
mResource->setInitState(mTarget.binding(), mTarget.textureIndex(), initState);
}
////// FramebufferAttachmentObject Implementation //////
FramebufferAttachmentObject::FramebufferAttachmentObject() {}
FramebufferAttachmentObject::~FramebufferAttachmentObject() {}
angle::Result FramebufferAttachmentObject::getAttachmentRenderTarget(
const Context *context,
GLenum binding,
const ImageIndex &imageIndex,
GLsizei samples,
rx::FramebufferAttachmentRenderTarget **rtOut) const
{
return getAttachmentImpl()->getAttachmentRenderTarget(context, binding, imageIndex, samples,
rtOut);
}
angle::Result FramebufferAttachmentObject::initializeContents(const Context *context,
GLenum binding,
const ImageIndex &imageIndex)
{
ASSERT(context->isRobustResourceInitEnabled());
// Because gl::Texture cannot support tracking individual layer dirtiness, we only handle
// initializing entire mip levels for textures with layers
if (imageIndex.usesTex3D() && imageIndex.hasLayer())
{
// Compute the layer count so we get a correct layer index.
const gl::Extents &size = getAttachmentSize(imageIndex);
ImageIndex fullMipIndex = ImageIndex::MakeFromType(
imageIndex.getType(), imageIndex.getLevelIndex(), ImageIndex::kEntireLevel, size.depth);
return getAttachmentImpl()->initializeContents(context, binding, fullMipIndex);
}
else
{
return getAttachmentImpl()->initializeContents(context, binding, imageIndex);
}
}
} // namespace gl