Hash :
e2afdd3c
Author :
Date :
2024-08-29T00:00:00
Metal: Fix depth/stencil FBO attachments validation Simplified and fixed depth/stencil attachments validation to match Metal behavior; added a new error message. Updated allowSeparateDepthStencilBuffers feature condition to enable it on Apple silicon Macs. Fixed: angleproject:362901599 Change-Id: Ib60020f157976240ebfd652254d63380341cddbd Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5823534 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Kimmo Kinnunen <kkinnunen@apple.com> Commit-Queue: Alexey Knyazev <lexa.knyazev@gmail.com>
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
//
// Copyright 2019 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.
//
// FrameBufferMtl.h:
// Defines the class interface for FrameBufferMtl, implementing FrameBufferImpl.
//
#ifndef LIBANGLE_RENDERER_METAL_FRAMEBUFFERMTL_H_
#define LIBANGLE_RENDERER_METAL_FRAMEBUFFERMTL_H_
#import <Metal/Metal.h>
#include "common/FixedVector.h"
#include "libANGLE/renderer/FramebufferImpl.h"
#include "libANGLE/renderer/metal/RenderTargetMtl.h"
#include "libANGLE/renderer/metal/mtl_render_utils.h"
namespace rx
{
namespace mtl
{
class RenderCommandEncoder;
} // namespace mtl
class ContextMtl;
class SurfaceMtl;
class FramebufferMtl : public FramebufferImpl
{
public:
explicit FramebufferMtl(const gl::FramebufferState &state, ContextMtl *context, bool flipY);
~FramebufferMtl() override;
void destroy(const gl::Context *context) override;
angle::Result discard(const gl::Context *context,
size_t count,
const GLenum *attachments) override;
angle::Result invalidate(const gl::Context *context,
size_t count,
const GLenum *attachments) override;
angle::Result invalidateSub(const gl::Context *context,
size_t count,
const GLenum *attachments,
const gl::Rectangle &area) override;
angle::Result clear(const gl::Context *context, GLbitfield mask) override;
angle::Result clearBufferfv(const gl::Context *context,
GLenum buffer,
GLint drawbuffer,
const GLfloat *values) override;
angle::Result clearBufferuiv(const gl::Context *context,
GLenum buffer,
GLint drawbuffer,
const GLuint *values) override;
angle::Result clearBufferiv(const gl::Context *context,
GLenum buffer,
GLint drawbuffer,
const GLint *values) override;
angle::Result clearBufferfi(const gl::Context *context,
GLenum buffer,
GLint drawbuffer,
GLfloat depth,
GLint stencil) override;
const gl::InternalFormat &getImplementationColorReadFormat(
const gl::Context *context) const override;
angle::Result readPixels(const gl::Context *context,
const gl::Rectangle &area,
GLenum format,
GLenum type,
const gl::PixelPackState &pack,
gl::Buffer *packBuffer,
void *pixels) override;
angle::Result blit(const gl::Context *context,
const gl::Rectangle &sourceArea,
const gl::Rectangle &destArea,
GLbitfield mask,
GLenum filter) override;
gl::FramebufferStatus checkStatus(const gl::Context *context) const override;
angle::Result syncState(const gl::Context *context,
GLenum binding,
const gl::Framebuffer::DirtyBits &dirtyBits,
gl::Command command) override;
angle::Result getSamplePosition(const gl::Context *context,
size_t index,
GLfloat *xy) const override;
RenderTargetMtl *getColorReadRenderTarget(const gl::Context *context) const;
RenderTargetMtl *getDepthRenderTarget() const { return mDepthRenderTarget; }
RenderTargetMtl *getStencilRenderTarget() const { return mStencilRenderTarget; }
void setFlipY(bool flipY) { mFlipY = flipY; }
bool flipY() const { return mFlipY; }
gl::Rectangle getCompleteRenderArea() const;
int getSamples() const;
WindowSurfaceMtl *getAttachedBackbuffer() const { return mBackbuffer; }
bool renderPassHasStarted(ContextMtl *contextMtl) const;
bool renderPassHasDefaultWidthOrHeight() const
{
return mRenderPassDesc.defaultWidth > 0 || mRenderPassDesc.defaultHeight > 0;
}
angle::Result ensureRenderPassStarted(const gl::Context *context,
mtl::RenderCommandEncoder **encoderOut);
// Call this to notify FramebufferMtl whenever its render pass has started.
void onStartedDrawingToFrameBuffer(const gl::Context *context);
void onFrameEnd(const gl::Context *context);
// The actual area will be adjusted based on framebuffer flipping property.
gl::Rectangle getCorrectFlippedReadArea(const gl::Context *context,
const gl::Rectangle &glArea) const;
// NOTE: this method doesn't do the flipping of area. Caller must do it if needed before
// callling this. See getReadPixelsArea().
angle::Result readPixelsImpl(const gl::Context *context,
const gl::Rectangle &area,
const PackPixelsParams &packPixelsParams,
const RenderTargetMtl *renderTarget,
uint8_t *pixels) const;
void setBackbuffer(WindowSurfaceMtl *backbuffer) { mBackbuffer = backbuffer; }
WindowSurfaceMtl *getBackbuffer() const { return mBackbuffer; }
private:
void reset();
angle::Result invalidateImpl(const gl::Context *context,
size_t count,
const GLenum *attachments);
angle::Result blitWithDraw(const gl::Context *context,
FramebufferMtl *srcFrameBuffer,
bool blitColorBuffer,
bool blitDepthBuffer,
bool blitStencilBuffer,
GLenum filter,
const mtl::BlitParams &baseParams);
angle::Result clearImpl(const gl::Context *context,
gl::DrawBufferMask clearColorBuffers,
mtl::ClearRectParams *clearOpts);
angle::Result clearWithLoadOp(const gl::Context *context,
gl::DrawBufferMask clearColorBuffers,
const mtl::ClearRectParams &clearOpts);
angle::Result clearWithLoadOpRenderPassNotStarted(const gl::Context *context,
gl::DrawBufferMask clearColorBuffers,
const mtl::ClearRectParams &clearOpts);
angle::Result clearWithLoadOpRenderPassStarted(const gl::Context *context,
gl::DrawBufferMask clearColorBuffers,
const mtl::ClearRectParams &clearOpts,
mtl::RenderCommandEncoder *encoder);
angle::Result clearWithDraw(const gl::Context *context,
gl::DrawBufferMask clearColorBuffers,
const mtl::ClearRectParams &clearOpts);
// Initialize load store options for a render pass's first start (i.e. not render pass resuming
// from interruptions such as those caused by a conversion compute pass)
void setLoadStoreActionOnRenderPassFirstStart(mtl::RenderPassAttachmentDesc *attachmentOut,
const bool forceDepthStencilMultisampleLoad);
// Fill RenderPassDesc with relevant attachment's info from GL front end.
angle::Result prepareRenderPass(const gl::Context *context,
mtl::RenderPassDesc *descOut,
gl::Command command);
// Check if a render pass specified by the given RenderPassDesc has started or not, if not this
// method will start the render pass and return its render encoder.
angle::Result ensureRenderPassStarted(const gl::Context *context,
const mtl::RenderPassDesc &desc,
mtl::RenderCommandEncoder **encoderOut);
angle::Result updateColorRenderTarget(const gl::Context *context, size_t colorIndexGL);
angle::Result updateDepthRenderTarget(const gl::Context *context);
angle::Result updateStencilRenderTarget(const gl::Context *context);
angle::Result updateCachedRenderTarget(const gl::Context *context,
const gl::FramebufferAttachment *attachment,
RenderTargetMtl **cachedRenderTarget);
angle::Result readPixelsToPBO(const gl::Context *context,
const gl::Rectangle &area,
const PackPixelsParams &packPixelsParams,
const RenderTargetMtl *renderTarget) const;
angle::Result readPixelsToBuffer(const gl::Context *context,
const gl::Rectangle &area,
const RenderTargetMtl *renderTarget,
bool reverseRowOrder,
const angle::Format &dstAngleFormat,
uint32_t dstBufferOffset,
uint32_t dstBufferRowPitch,
const mtl::BufferRef *dstBuffer) const;
bool totalBitsUsedIsLessThanOrEqualToMaxBitsSupported(const gl::Context *context) const;
RenderTargetMtl *getColorReadRenderTargetNoCache(const gl::Context *context) const;
angle::Result prepareForUse(const gl::Context *context) const;
// Perform unresolve step for loading into memoryless MS attachments.
angle::Result unresolveIfNeeded(const gl::Context *context, mtl::RenderCommandEncoder *encoder);
// NOTE: we cannot use RenderTargetCache here because it doesn't support separate
// depth & stencil attachments as of now. Separate depth & stencil could be useful to
// save spaces on iOS devices. See doc/PackedDepthStencilSupport.md.
angle::FixedVector<RenderTargetMtl *, mtl::kMaxRenderTargets> mColorRenderTargets;
RenderTargetMtl *mDepthRenderTarget = nullptr;
RenderTargetMtl *mStencilRenderTarget = nullptr;
mtl::RenderPassDesc mRenderPassDesc;
const mtl::Format *mRenderPassFirstColorAttachmentFormat = nullptr;
bool mRenderPassAttachmentsSameColorType = false;
// Flag indicating the render pass start is a clean start or a resume from interruption such
// as by a compute pass.
bool mRenderPassCleanStart = false;
WindowSurfaceMtl *mBackbuffer = nullptr;
bool mFlipY = false;
mtl::BufferRef mReadPixelBuffer;
uint64_t mStartedRenderEncoderSerial = 0;
};
} // namespace rx
#endif /* LIBANGLE_RENDERER_METAL_FRAMEBUFFERMTL_H */