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

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  • Author : Olli Etuaho
    Date : 2018-09-12 14:44:55
    Hash : 2c8f0845
    Message : Add ANGLE_multiview_multisample We add a novel multiview multisampling extension that includes the requirement to explicitly resolve the multisampled framebuffer. The explicit resolve is much more straightforward to implement on top of OpenGL and D3D11 than implicit resolve found in the native extension OVR_multiview_multisampled_render_to_texture. It also has predictable performance characteristics. The extension allows multiview drawing to 2D multisample texture arrays and is now enabled on both the GL backend and the D3D11 backend. The implementation is fairly simple, as it involves just small changes in validation to allow multisampled framebuffer attachments. The multiview rendering logic is exactly the same regardless of whether multisampling is enabled. For the most part the same tests are used to test both multisampled and non-multisampled rendering. The tests will use a different framebuffer setup depending on the test param. They resolve the multisampled framebuffer to a non-multisampled framebuffer prior to any readbacks from the framebuffer. Some of the tests are adjusted so that they have the correct sub-pixel positioning of multisampled quads, so there won't be any pixels that would be just partially covered. The tests don't have any tolerance for partially covered pixels - if we find any platforms where the tests run into a sub-pixel positioning corner case, tolerance may need to be added later. BUG=angleproject:2775 TEST=angle_end2end_tests Change-Id: I590d7f300a92ea5439f2720d9db14a7976db2e1d Reviewed-on: https://chromium-review.googlesource.com/1221214 Commit-Queue: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Geoff Lang <geofflang@chromium.org>

  • src/libANGLE/ImageIndex.cpp
  • //
    // 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.
    //
    
    // ImageIndex.cpp: Implementation for ImageIndex methods.
    
    #include "libANGLE/ImageIndex.h"
    
    #include "common/utilities.h"
    #include "libANGLE/Constants.h"
    #include "libANGLE/angletypes.h"
    
    #include <tuple>
    
    namespace gl
    {
    namespace
    {
    GLint TextureTargetToLayer(TextureTarget target)
    {
        switch (target)
        {
            case TextureTarget::CubeMapPositiveX:
                return 0;
            case TextureTarget::CubeMapNegativeX:
                return 1;
            case TextureTarget::CubeMapPositiveY:
                return 2;
            case TextureTarget::CubeMapNegativeY:
                return 3;
            case TextureTarget::CubeMapPositiveZ:
                return 4;
            case TextureTarget::CubeMapNegativeZ:
                return 5;
            case TextureTarget::External:
                return ImageIndex::kEntireLevel;
            case TextureTarget::Rectangle:
                return ImageIndex::kEntireLevel;
            case TextureTarget::_2D:
                return ImageIndex::kEntireLevel;
            case TextureTarget::_2DArray:
                return ImageIndex::kEntireLevel;
            case TextureTarget::_2DMultisample:
                return ImageIndex::kEntireLevel;
            case TextureTarget::_2DMultisampleArray:
                return ImageIndex::kEntireLevel;
            case TextureTarget::_3D:
                return ImageIndex::kEntireLevel;
            default:
                UNREACHABLE();
                return 0;
        }
    }
    
    TextureTarget TextureTypeToTarget(TextureType type, GLint layerIndex)
    {
        if (type == TextureType::CubeMap)
        {
            // As GL_TEXTURE_CUBE_MAP cannot be a texture target in texImage*D APIs, so we don't allow
            // an entire cube map to have a texture target.
            ASSERT(layerIndex != ImageIndex::kEntireLevel);
            return CubeFaceIndexToTextureTarget(layerIndex);
        }
        else
        {
            return NonCubeTextureTypeToTarget(type);
        }
    }
    }  // anonymous namespace
    
    ImageIndex::ImageIndex()
        : mType(TextureType::InvalidEnum), mLevelIndex(0), mLayerIndex(0), mLayerCount(kEntireLevel)
    {
    }
    
    ImageIndex::ImageIndex(const ImageIndex &other) = default;
    
    ImageIndex &ImageIndex::operator=(const ImageIndex &other) = default;
    
    bool ImageIndex::hasLayer() const
    {
        return mLayerIndex != kEntireLevel;
    }
    
    bool ImageIndex::isLayered() const
    {
        switch (mType)
        {
            case TextureType::_2DArray:
            case TextureType::_2DMultisampleArray:
            case TextureType::CubeMap:
            case TextureType::_3D:
                return mLayerIndex == kEntireLevel;
            default:
                return false;
        }
    }
    
    bool ImageIndex::has3DLayer() const
    {
        // It's quicker to check != CubeMap than calling usesTex3D, which checks multiple types. This
        // ASSERT validates the check gives the same result.
        ASSERT(!hasLayer() || ((mType != TextureType::CubeMap) == usesTex3D()));
        return (hasLayer() && mType != TextureType::CubeMap);
    }
    
    bool ImageIndex::usesTex3D() const
    {
        return mType == TextureType::_3D || mType == TextureType::_2DArray ||
               mType == TextureType::_2DMultisampleArray;
    }
    
    TextureTarget ImageIndex::getTarget() const
    {
        return TextureTypeToTarget(mType, mLayerIndex);
    }
    
    GLint ImageIndex::cubeMapFaceIndex() const
    {
        ASSERT(mType == TextureType::CubeMap);
        ASSERT(mLayerIndex == kEntireLevel || mLayerIndex < static_cast<GLint>(kCubeFaceCount));
        return mLayerIndex;
    }
    
    bool ImageIndex::valid() const
    {
        return mType != TextureType::InvalidEnum;
    }
    
    bool ImageIndex::isEntireLevelCubeMap() const
    {
        return mType == TextureType::CubeMap && mLayerIndex == ImageIndex::kEntireLevel;
    }
    
    ImageIndex ImageIndex::Make2D(GLint levelIndex)
    {
        return ImageIndex(TextureType::_2D, levelIndex, kEntireLevel, 1);
    }
    
    ImageIndex ImageIndex::MakeRectangle(GLint levelIndex)
    {
        return ImageIndex(TextureType::Rectangle, levelIndex, kEntireLevel, 1);
    }
    
    ImageIndex ImageIndex::MakeCubeMapFace(TextureTarget target, GLint levelIndex)
    {
        ASSERT(IsCubeMapFaceTarget(target));
        return ImageIndex(TextureType::CubeMap, levelIndex, TextureTargetToLayer(target), 1);
    }
    
    ImageIndex ImageIndex::Make2DArray(GLint levelIndex, GLint layerIndex)
    {
        return ImageIndex(TextureType::_2DArray, levelIndex, layerIndex, 1);
    }
    
    ImageIndex ImageIndex::Make2DArrayRange(GLint levelIndex, GLint layerIndex, GLint numLayers)
    {
        return ImageIndex(TextureType::_2DArray, levelIndex, layerIndex, numLayers);
    }
    
    ImageIndex ImageIndex::Make3D(GLint levelIndex, GLint layerIndex)
    {
        return ImageIndex(TextureType::_3D, levelIndex, layerIndex, 1);
    }
    
    ImageIndex ImageIndex::MakeFromTarget(TextureTarget target, GLint levelIndex)
    {
        return ImageIndex(TextureTargetToType(target), levelIndex, TextureTargetToLayer(target), 1);
    }
    
    ImageIndex ImageIndex::MakeFromType(TextureType type,
                                        GLint levelIndex,
                                        GLint layerIndex,
                                        GLint layerCount)
    {
        GLint overrideLayerCount =
            (type == TextureType::CubeMap && layerIndex == kEntireLevel ? kCubeFaceCount : layerCount);
        return ImageIndex(type, levelIndex, layerIndex, overrideLayerCount);
    }
    
    ImageIndex ImageIndex::Make2DMultisample()
    {
        return ImageIndex(TextureType::_2DMultisample, 0, kEntireLevel, 1);
    }
    
    ImageIndex ImageIndex::Make2DMultisampleArray(GLint layerIndex)
    {
        return ImageIndex(TextureType::_2DMultisampleArray, 0, layerIndex, 1);
    }
    
    ImageIndex ImageIndex::Make2DMultisampleArrayRange(GLint layerIndex, GLint numLayers)
    {
        return ImageIndex(TextureType::_2DMultisampleArray, 0, layerIndex, numLayers);
    }
    
    bool ImageIndex::operator<(const ImageIndex &b) const
    {
        return std::tie(mType, mLevelIndex, mLayerIndex, mLayerCount) <
               std::tie(b.mType, b.mLevelIndex, b.mLayerIndex, b.mLayerCount);
    }
    
    bool ImageIndex::operator==(const ImageIndex &b) const
    {
        return std::tie(mType, mLevelIndex, mLayerIndex, mLayerCount) ==
               std::tie(b.mType, b.mLevelIndex, b.mLayerIndex, b.mLayerCount);
    }
    
    bool ImageIndex::operator!=(const ImageIndex &b) const
    {
        return !(*this == b);
    }
    
    ImageIndex::ImageIndex(TextureType type, GLint levelIndex, GLint layerIndex, GLint layerCount)
        : mType(type), mLevelIndex(levelIndex), mLayerIndex(layerIndex), mLayerCount(layerCount)
    {}
    
    ImageIndexIterator ImageIndex::getLayerIterator(GLint layerCount) const
    {
        ASSERT(mType != TextureType::_2D && !hasLayer());
        return ImageIndexIterator::MakeGeneric(mType, mLevelIndex, mLevelIndex + 1, 0, layerCount);
    }
    
    ImageIndexIterator::ImageIndexIterator(const ImageIndexIterator &other) = default;
    
    ImageIndexIterator ImageIndexIterator::Make2D(GLint minMip, GLint maxMip)
    {
        return ImageIndexIterator(TextureType::_2D, Range<GLint>(minMip, maxMip),
                                  Range<GLint>(ImageIndex::kEntireLevel, ImageIndex::kEntireLevel),
                                  nullptr);
    }
    
    ImageIndexIterator ImageIndexIterator::MakeRectangle(GLint minMip, GLint maxMip)
    {
        return ImageIndexIterator(TextureType::Rectangle, Range<GLint>(minMip, maxMip),
                                  Range<GLint>(ImageIndex::kEntireLevel, ImageIndex::kEntireLevel),
                                  nullptr);
    }
    
    ImageIndexIterator ImageIndexIterator::MakeCube(GLint minMip, GLint maxMip)
    {
        return ImageIndexIterator(TextureType::CubeMap, Range<GLint>(minMip, maxMip),
                                  Range<GLint>(0, 6), nullptr);
    }
    
    ImageIndexIterator ImageIndexIterator::Make3D(GLint minMip, GLint maxMip,
                                                  GLint minLayer, GLint maxLayer)
    {
        return ImageIndexIterator(TextureType::_3D, Range<GLint>(minMip, maxMip),
                                  Range<GLint>(minLayer, maxLayer), nullptr);
    }
    
    ImageIndexIterator ImageIndexIterator::Make2DArray(GLint minMip, GLint maxMip,
                                                       const GLsizei *layerCounts)
    {
        return ImageIndexIterator(TextureType::_2DArray, Range<GLint>(minMip, maxMip),
                                  Range<GLint>(0, IMPLEMENTATION_MAX_2D_ARRAY_TEXTURE_LAYERS),
                                  layerCounts);
    }
    
    ImageIndexIterator ImageIndexIterator::Make2DMultisample()
    {
        return ImageIndexIterator(TextureType::_2DMultisample, Range<GLint>(0, 1),
                                  Range<GLint>(ImageIndex::kEntireLevel, ImageIndex::kEntireLevel),
                                  nullptr);
    }
    
    ImageIndexIterator ImageIndexIterator::Make2DMultisampleArray(const GLsizei *layerCounts)
    {
        return ImageIndexIterator(TextureType::_2DMultisampleArray, Range<GLint>(0, 1),
                                  Range<GLint>(0, IMPLEMENTATION_MAX_2D_ARRAY_TEXTURE_LAYERS),
                                  layerCounts);
    }
    
    ImageIndexIterator ImageIndexIterator::MakeGeneric(TextureType type,
                                                       GLint minMip,
                                                       GLint maxMip,
                                                       GLint minLayer,
                                                       GLint maxLayer)
    {
        if (type == TextureType::CubeMap)
        {
            return MakeCube(minMip, maxMip);
        }
    
        return ImageIndexIterator(type, Range<GLint>(minMip, maxMip), Range<GLint>(minLayer, maxLayer),
                                  nullptr);
    }
    
    ImageIndexIterator::ImageIndexIterator(TextureType type,
                                           const Range<GLint> &mipRange,
                                           const Range<GLint> &layerRange,
                                           const GLsizei *layerCounts)
        : mMipRange(mipRange),
          mLayerRange(layerRange),
          mLayerCounts(layerCounts),
          mCurrentIndex(type, mipRange.low(), layerRange.low(), 1)
    {}
    
    GLint ImageIndexIterator::maxLayer() const
    {
        if (mLayerCounts)
        {
            ASSERT(mCurrentIndex.hasLayer());
            return (mCurrentIndex.getLevelIndex() < mMipRange.high())
                       ? mLayerCounts[mCurrentIndex.getLevelIndex()]
                       : 0;
        }
        return mLayerRange.high();
    }
    
    ImageIndex ImageIndexIterator::next()
    {
        ASSERT(hasNext());
    
        // Make a copy of the current index to return
        ImageIndex previousIndex = mCurrentIndex;
    
        // Iterate layers in the inner loop for now. We can add switchable
        // layer or mip iteration if we need it.
    
        if (mCurrentIndex.hasLayer() && mCurrentIndex.getLayerIndex() < maxLayer() - 1)
        {
            mCurrentIndex.mLayerIndex++;
        }
        else if (mCurrentIndex.mLevelIndex < mMipRange.high() - 1)
        {
            mCurrentIndex.mLayerIndex = mLayerRange.low();
            mCurrentIndex.mLevelIndex++;
        }
        else
        {
            mCurrentIndex = ImageIndex();
        }
    
        return previousIndex;
    }
    
    ImageIndex ImageIndexIterator::current() const
    {
        return mCurrentIndex;
    }
    
    bool ImageIndexIterator::hasNext() const
    {
        return mCurrentIndex.valid();
    }
    
    }  // namespace gl