Edit

kc3-lang/angle/src/libANGLE/angletypes.cpp

Branch :

  • Show log

    Commit

  • Author : Brandon Jones
    Date : 2017-11-22 11:44:41
    Hash : 76746f9b
    Message : Optimize Fragment Shader Type Match Validation Improves ValidateFragmentShaderColorBufferTypeMatch by storing input and output types into a bitmask for quick comparison when validation is needed. This shows a 2% improvement to glDrawElements for the aquarium workload. BUG=angleproject:2203 Change-Id: Iade2ecf28383164e370b48442f01fba6c0962fba Reviewed-on: https://chromium-review.googlesource.com/775019 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>

  • src/libANGLE/angletypes.cpp
  • //
    // Copyright (c) 2013 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.
    //
    
    // angletypes.h : Defines a variety of structures and enum types that are used throughout libGLESv2
    
    #include "libANGLE/angletypes.h"
    #include "libANGLE/Program.h"
    #include "libANGLE/VertexAttribute.h"
    #include "libANGLE/State.h"
    #include "libANGLE/VertexArray.h"
    
    namespace gl
    {
    
    PrimitiveType GetPrimitiveType(GLenum drawMode)
    {
        switch (drawMode)
        {
            case GL_POINTS:
                return PRIMITIVE_POINTS;
            case GL_LINES:
                return PRIMITIVE_LINES;
            case GL_LINE_STRIP:
                return PRIMITIVE_LINE_STRIP;
            case GL_LINE_LOOP:
                return PRIMITIVE_LINE_LOOP;
            case GL_TRIANGLES:
                return PRIMITIVE_TRIANGLES;
            case GL_TRIANGLE_STRIP:
                return PRIMITIVE_TRIANGLE_STRIP;
            case GL_TRIANGLE_FAN:
                return PRIMITIVE_TRIANGLE_FAN;
            default:
                UNREACHABLE();
                return PRIMITIVE_TYPE_MAX;
        }
    }
    
    RasterizerState::RasterizerState()
    {
        memset(this, 0, sizeof(RasterizerState));
    
        rasterizerDiscard   = false;
        cullFace            = false;
        cullMode            = CullFaceMode::Back;
        frontFace           = GL_CCW;
        polygonOffsetFill   = false;
        polygonOffsetFactor = 0.0f;
        polygonOffsetUnits  = 0.0f;
        pointDrawMode       = false;
        multiSample         = false;
    }
    
    bool operator==(const RasterizerState &a, const RasterizerState &b)
    {
        return memcmp(&a, &b, sizeof(RasterizerState)) == 0;
    }
    
    bool operator!=(const RasterizerState &a, const RasterizerState &b)
    {
        return !(a == b);
    }
    
    BlendState::BlendState()
    {
        memset(this, 0, sizeof(BlendState));
    
        blend                 = false;
        sourceBlendRGB        = GL_ONE;
        sourceBlendAlpha      = GL_ONE;
        destBlendRGB          = GL_ZERO;
        destBlendAlpha        = GL_ZERO;
        blendEquationRGB      = GL_FUNC_ADD;
        blendEquationAlpha    = GL_FUNC_ADD;
        sampleAlphaToCoverage = false;
        dither                = true;
    }
    
    BlendState::BlendState(const BlendState &other)
    {
        memcpy(this, &other, sizeof(BlendState));
    }
    
    bool operator==(const BlendState &a, const BlendState &b)
    {
        return memcmp(&a, &b, sizeof(BlendState)) == 0;
    }
    
    bool operator!=(const BlendState &a, const BlendState &b)
    {
        return !(a == b);
    }
    
    DepthStencilState::DepthStencilState()
    {
        memset(this, 0, sizeof(DepthStencilState));
    
        depthTest                = false;
        depthFunc                = GL_LESS;
        depthMask                = true;
        stencilTest              = false;
        stencilFunc              = GL_ALWAYS;
        stencilMask              = static_cast<GLuint>(-1);
        stencilWritemask         = static_cast<GLuint>(-1);
        stencilBackFunc          = GL_ALWAYS;
        stencilBackMask          = static_cast<GLuint>(-1);
        stencilBackWritemask     = static_cast<GLuint>(-1);
        stencilFail              = GL_KEEP;
        stencilPassDepthFail     = GL_KEEP;
        stencilPassDepthPass     = GL_KEEP;
        stencilBackFail          = GL_KEEP;
        stencilBackPassDepthFail = GL_KEEP;
        stencilBackPassDepthPass = GL_KEEP;
    }
    
    DepthStencilState::DepthStencilState(const DepthStencilState &other)
    {
        memcpy(this, &other, sizeof(DepthStencilState));
    }
    
    bool operator==(const DepthStencilState &a, const DepthStencilState &b)
    {
        return memcmp(&a, &b, sizeof(DepthStencilState)) == 0;
    }
    
    bool operator!=(const DepthStencilState &a, const DepthStencilState &b)
    {
        return !(a == b);
    }
    
    SamplerState::SamplerState()
    {
        memset(this, 0, sizeof(SamplerState));
    
        minFilter     = GL_NEAREST_MIPMAP_LINEAR;
        magFilter     = GL_LINEAR;
        wrapS         = GL_REPEAT;
        wrapT         = GL_REPEAT;
        wrapR         = GL_REPEAT;
        maxAnisotropy = 1.0f;
        minLod        = -1000.0f;
        maxLod        = 1000.0f;
        compareMode   = GL_NONE;
        compareFunc   = GL_LEQUAL;
        sRGBDecode    = GL_DECODE_EXT;
    }
    
    SamplerState::SamplerState(const SamplerState &other) = default;
    
    // static
    SamplerState SamplerState::CreateDefaultForTarget(GLenum target)
    {
        SamplerState state;
    
        // According to OES_EGL_image_external and ARB_texture_rectangle: For external textures, the
        // default min filter is GL_LINEAR and the default s and t wrap modes are GL_CLAMP_TO_EDGE.
        if (target == GL_TEXTURE_EXTERNAL_OES || target == GL_TEXTURE_RECTANGLE_ANGLE)
        {
            state.minFilter = GL_LINEAR;
            state.wrapS     = GL_CLAMP_TO_EDGE;
            state.wrapT     = GL_CLAMP_TO_EDGE;
        }
    
        return state;
    }
    
    ImageUnit::ImageUnit()
        : texture(), level(0), layered(false), layer(0), access(GL_READ_ONLY), format(GL_R32UI)
    {
    }
    
    ImageUnit::ImageUnit(const ImageUnit &other) = default;
    
    ImageUnit::~ImageUnit() = default;
    
    static void MinMax(int a, int b, int *minimum, int *maximum)
    {
        if (a < b)
        {
            *minimum = a;
            *maximum = b;
        }
        else
        {
            *minimum = b;
            *maximum = a;
        }
    }
    
    bool ClipRectangle(const Rectangle &source, const Rectangle &clip, Rectangle *intersection)
    {
        int minSourceX, maxSourceX, minSourceY, maxSourceY;
        MinMax(source.x, source.x + source.width, &minSourceX, &maxSourceX);
        MinMax(source.y, source.y + source.height, &minSourceY, &maxSourceY);
    
        int minClipX, maxClipX, minClipY, maxClipY;
        MinMax(clip.x, clip.x + clip.width, &minClipX, &maxClipX);
        MinMax(clip.y, clip.y + clip.height, &minClipY, &maxClipY);
    
        if (minSourceX >= maxClipX || maxSourceX <= minClipX || minSourceY >= maxClipY || maxSourceY <= minClipY)
        {
            if (intersection)
            {
                intersection->x = minSourceX;
                intersection->y = maxSourceY;
                intersection->width = maxSourceX - minSourceX;
                intersection->height = maxSourceY - minSourceY;
            }
    
            return false;
        }
        else
        {
            if (intersection)
            {
                intersection->x = std::max(minSourceX, minClipX);
                intersection->y = std::max(minSourceY, minClipY);
                intersection->width  = std::min(maxSourceX, maxClipX) - std::max(minSourceX, minClipX);
                intersection->height = std::min(maxSourceY, maxClipY) - std::max(minSourceY, minClipY);
            }
    
            return true;
        }
    }
    
    bool Box::operator==(const Box &other) const
    {
        return (x == other.x && y == other.y && z == other.z &&
                width == other.width && height == other.height && depth == other.depth);
    }
    
    bool Box::operator!=(const Box &other) const
    {
        return !(*this == other);
    }
    
    bool operator==(const Offset &a, const Offset &b)
    {
        return a.x == b.x && a.y == b.y && a.z == b.z;
    }
    
    bool operator!=(const Offset &a, const Offset &b)
    {
        return !(a == b);
    }
    
    bool operator==(const Extents &lhs, const Extents &rhs)
    {
        return lhs.width == rhs.width && lhs.height == rhs.height && lhs.depth == rhs.depth;
    }
    
    bool operator!=(const Extents &lhs, const Extents &rhs)
    {
        return !(lhs == rhs);
    }
    
    DrawBufferTypeMask::DrawBufferTypeMask()
    {
        mTypeMask.reset();
    }
    
    DrawBufferTypeMask::DrawBufferTypeMask(const DrawBufferTypeMask &other) = default;
    
    DrawBufferTypeMask::~DrawBufferTypeMask() = default;
    
    void DrawBufferTypeMask::reset()
    {
        mTypeMask.reset();
    }
    
    bool DrawBufferTypeMask::none()
    {
        if (mTypeMask.none())
        {
            return true;
        }
    
        return false;
    }
    
    void DrawBufferTypeMask::setIndex(GLenum type, size_t index)
    {
        ASSERT(index <= IMPLEMENTATION_MAX_DRAW_BUFFERS);
    
        mTypeMask &= ~(0x101 << index);
    
        uint16_t m = 0;
        switch (type)
        {
            case GL_INT:
                m = 0x001;
                break;
            case GL_UNSIGNED_INT:
                m = 0x100;
                break;
            case GL_FLOAT:
                m = 0x101;
                break;
            case GL_NONE:
                m = 0x000;
                break;
            default:
                UNREACHABLE();
        }
    
        mTypeMask |= m << index;
    }
    
    unsigned long DrawBufferTypeMask::to_ulong() const
    {
        return mTypeMask.to_ulong();
    }
    
    void DrawBufferTypeMask::from_ulong(unsigned long mask)
    {
        mTypeMask = mask;
    }
    
    bool DrawBufferTypeMask::ProgramOutputsMatchFramebuffer(DrawBufferTypeMask outputTypes,
                                                            DrawBufferTypeMask inputTypes,
                                                            DrawBufferMask outputMask,
                                                            DrawBufferMask inputMask)
    {
        static_assert(IMPLEMENTATION_MAX_DRAW_BUFFER_TYPE_MASK == 16,
                      "Draw buffer type masks should fit into 16 bits. 2 bits per draw buffer.");
        static_assert(IMPLEMENTATION_MAX_DRAW_BUFFERS == 8,
                      "Output/Input masks should fit into 8 bits. 1 bit per draw buffer");
    
        // For performance reasons, draw buffer type validation is done using bit masks. We store two
        // bits representing the type split, with the low bit in the lower 8 bits of the variable,
        // and the high bit in the upper 8 bits of the variable. This is done so we can AND with the
        // elswewhere used DrawBufferMask.
        const unsigned long outputTypeBits = outputTypes.to_ulong();
        const unsigned long inputTypeBits  = inputTypes.to_ulong();
    
        unsigned long outputMaskBits = outputMask.to_ulong();
        unsigned long inputMaskBits  = inputMask.to_ulong();
    
        // OR the masks with themselves, shifted 8 bits. This is to match our split type bits.
        outputMaskBits |= (outputMaskBits << 8);
        inputMaskBits |= (inputMaskBits << 8);
    
        // To validate:
        // 1. Remove any indexes that are not enabled in the framebuffer (& inputMask)
        // 2. Remove any indexes that exist in program, but not in framebuffer (& outputMask)
        // 3. Use XOR to check for a match
        return (outputTypeBits & inputMaskBits) == ((inputTypeBits & outputMaskBits) & inputMaskBits);
    }
    
    }  // namespace gl