Hash :
e7557744
Author :
Date :
2017-06-01T13:09:57
WebGL compatibility: remove UB for draw buffers in the GL backend. WebGL adds two rules: - Fragment outputs declared but not written to should default to black. - FBO attachments for outputs not declared in the shader should not be written to (it is UB in OpenGL ES). Fix the first one by using the SH_INIT_OUTPUT_VARIABLES compiler options, and the second one by messing with glDrawBuffers so that the enabled draw buffers are always a subset of the ones declared by the shader. BUG=angleproject:2048 Change-Id: I1d851c190959c1acfc3e41d837e6990aec1d4086 Reviewed-on: https://chromium-review.googlesource.com/521682 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
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//
// Copyright (c) 2002-2013 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.
//
// Framebuffer.h: Defines the gl::Framebuffer class. Implements GL framebuffer
// objects and related functionality. [OpenGL ES 2.0.24] section 4.4 page 105.
#ifndef LIBANGLE_FRAMEBUFFER_H_
#define LIBANGLE_FRAMEBUFFER_H_
#include <vector>
#include "common/Optional.h"
#include "common/angleutils.h"
#include "libANGLE/Constants.h"
#include "libANGLE/Debug.h"
#include "libANGLE/Error.h"
#include "libANGLE/FramebufferAttachment.h"
#include "libANGLE/RefCountObject.h"
#include "libANGLE/signal_utils.h"
namespace rx
{
class GLImplFactory;
class FramebufferImpl;
class RenderbufferImpl;
class SurfaceImpl;
}
namespace egl
{
class Display;
class Surface;
}
namespace gl
{
class Context;
class ContextState;
class Framebuffer;
class Renderbuffer;
class State;
class Texture;
class TextureCapsMap;
class ValidationContext;
struct Caps;
struct Extensions;
struct ImageIndex;
struct Rectangle;
class FramebufferState final : angle::NonCopyable
{
public:
FramebufferState();
explicit FramebufferState(const Caps &caps);
~FramebufferState();
const std::string &getLabel();
const FramebufferAttachment *getAttachment(GLenum attachment) const;
const FramebufferAttachment *getReadAttachment() const;
const FramebufferAttachment *getFirstNonNullAttachment() const;
const FramebufferAttachment *getFirstColorAttachment() const;
const FramebufferAttachment *getDepthOrStencilAttachment() const;
const FramebufferAttachment *getStencilOrDepthStencilAttachment() const;
const FramebufferAttachment *getColorAttachment(size_t colorAttachment) const;
const FramebufferAttachment *getDepthAttachment() const;
const FramebufferAttachment *getStencilAttachment() const;
const FramebufferAttachment *getDepthStencilAttachment() const;
const std::vector<GLenum> &getDrawBufferStates() const { return mDrawBufferStates; }
DrawBufferMask getEnabledDrawBuffers() const { return mEnabledDrawBuffers; }
GLenum getReadBufferState() const { return mReadBufferState; }
const std::vector<FramebufferAttachment> &getColorAttachments() const
{
return mColorAttachments;
}
bool attachmentsHaveSameDimensions() const;
bool colorAttachmentsAreUniqueImages() const;
const FramebufferAttachment *getDrawBuffer(size_t drawBufferIdx) const;
size_t getDrawBufferCount() const;
GLint getDefaultWidth() const { return mDefaultWidth; };
GLint getDefaultHeight() const { return mDefaultHeight; };
GLint getDefaultSamples() const { return mDefaultSamples; };
GLboolean getDefaultFixedSampleLocations() const { return mDefaultFixedSampleLocations; };
private:
friend class Framebuffer;
std::string mLabel;
std::vector<FramebufferAttachment> mColorAttachments;
FramebufferAttachment mDepthAttachment;
FramebufferAttachment mStencilAttachment;
std::vector<GLenum> mDrawBufferStates;
GLenum mReadBufferState;
DrawBufferMask mEnabledDrawBuffers;
GLint mDefaultWidth;
GLint mDefaultHeight;
GLint mDefaultSamples;
GLboolean mDefaultFixedSampleLocations;
// It's necessary to store all this extra state so we can restore attachments
// when DEPTH_STENCIL/DEPTH/STENCIL is unbound in WebGL 1.
FramebufferAttachment mWebGLDepthStencilAttachment;
FramebufferAttachment mWebGLDepthAttachment;
FramebufferAttachment mWebGLStencilAttachment;
bool mWebGLDepthStencilConsistent;
};
using OnAttachmentDirtyBinding = angle::ChannelBinding<>;
using OnAttachmentDirtyChannel = angle::BroadcastChannel<>;
using OnAttachmentDirtyReceiver = angle::SignalReceiver<>;
class Framebuffer final : public LabeledObject, public OnAttachmentDirtyReceiver
{
public:
// Constructor to build application-defined framebuffers
Framebuffer(const Caps &caps, rx::GLImplFactory *factory, GLuint id);
// Constructor to build default framebuffers for a surface
Framebuffer(egl::Surface *surface);
// Constructor to build a fake default framebuffer when surfaceless
Framebuffer(rx::GLImplFactory *factory);
virtual ~Framebuffer();
void destroy(const Context *context);
void destroyDefault(const egl::Display *display);
void setLabel(const std::string &label) override;
const std::string &getLabel() const override;
rx::FramebufferImpl *getImplementation() const { return mImpl; }
GLuint id() const { return mId; }
void setAttachment(const Context *context,
GLenum type,
GLenum binding,
const ImageIndex &textureIndex,
FramebufferAttachmentObject *resource);
void resetAttachment(const Context *context, GLenum binding);
void detachTexture(const Context *context, GLuint texture);
void detachRenderbuffer(const Context *context, GLuint renderbuffer);
const FramebufferAttachment *getColorbuffer(size_t colorAttachment) const;
const FramebufferAttachment *getDepthbuffer() const;
const FramebufferAttachment *getStencilbuffer() const;
const FramebufferAttachment *getDepthStencilBuffer() const;
const FramebufferAttachment *getDepthOrStencilbuffer() const;
const FramebufferAttachment *getStencilOrDepthStencilAttachment() const;
const FramebufferAttachment *getReadColorbuffer() const;
GLenum getReadColorbufferType() const;
const FramebufferAttachment *getFirstColorbuffer() const;
const FramebufferAttachment *getAttachment(GLenum attachment) const;
size_t getDrawbufferStateCount() const;
GLenum getDrawBufferState(size_t drawBuffer) const;
const std::vector<GLenum> &getDrawBufferStates() const;
void setDrawBuffers(size_t count, const GLenum *buffers);
const FramebufferAttachment *getDrawBuffer(size_t drawBuffer) const;
GLenum getDrawbufferWriteType(size_t drawBuffer) const;
bool hasEnabledDrawBuffer() const;
GLenum getReadBufferState() const;
void setReadBuffer(GLenum buffer);
size_t getNumColorBuffers() const;
bool hasDepth() const;
bool hasStencil() const;
bool usingExtendedDrawBuffers() const;
// This method calls checkStatus.
int getSamples(const Context *context);
Error getSamplePosition(size_t index, GLfloat *xy) const;
GLint getDefaultWidth() const;
GLint getDefaultHeight() const;
GLint getDefaultSamples() const;
GLboolean getDefaultFixedSampleLocations() const;
void setDefaultWidth(GLint defaultWidth);
void setDefaultHeight(GLint defaultHeight);
void setDefaultSamples(GLint defaultSamples);
void setDefaultFixedSampleLocations(GLboolean defaultFixedSampleLocations);
void invalidateCompletenessCache();
GLenum checkStatus(const Context *context);
// TODO(jmadill): Remove this kludge.
GLenum checkStatus(const ValidationContext *context);
int getSamples(const ValidationContext *context);
// Helper for checkStatus == GL_FRAMEBUFFER_COMPLETE.
bool complete(const Context *context);
bool cachedComplete() const;
bool hasValidDepthStencil() const;
Error discard(size_t count, const GLenum *attachments);
Error invalidate(size_t count, const GLenum *attachments);
Error invalidateSub(size_t count, const GLenum *attachments, const gl::Rectangle &area);
Error clear(const gl::Context *context, GLbitfield mask);
Error clearBufferfv(const gl::Context *context,
GLenum buffer,
GLint drawbuffer,
const GLfloat *values);
Error clearBufferuiv(const gl::Context *context,
GLenum buffer,
GLint drawbuffer,
const GLuint *values);
Error clearBufferiv(const gl::Context *context,
GLenum buffer,
GLint drawbuffer,
const GLint *values);
Error clearBufferfi(const gl::Context *context,
GLenum buffer,
GLint drawbuffer,
GLfloat depth,
GLint stencil);
GLenum getImplementationColorReadFormat() const;
GLenum getImplementationColorReadType() const;
Error readPixels(const gl::Context *context,
const gl::Rectangle &area,
GLenum format,
GLenum type,
void *pixels) const;
Error blit(const gl::Context *context,
const Rectangle &sourceArea,
const Rectangle &destArea,
GLbitfield mask,
GLenum filter);
enum DirtyBitType : uint32_t
{
DIRTY_BIT_COLOR_ATTACHMENT_0,
DIRTY_BIT_COLOR_ATTACHMENT_MAX =
DIRTY_BIT_COLOR_ATTACHMENT_0 + gl::IMPLEMENTATION_MAX_FRAMEBUFFER_ATTACHMENTS,
DIRTY_BIT_DEPTH_ATTACHMENT = DIRTY_BIT_COLOR_ATTACHMENT_MAX,
DIRTY_BIT_STENCIL_ATTACHMENT,
DIRTY_BIT_DRAW_BUFFERS,
DIRTY_BIT_READ_BUFFER,
DIRTY_BIT_DEFAULT_WIDTH,
DIRTY_BIT_DEFAULT_HEIGHT,
DIRTY_BIT_DEFAULT_SAMPLES,
DIRTY_BIT_DEFAULT_FIXED_SAMPLE_LOCATIONS,
DIRTY_BIT_UNKNOWN,
DIRTY_BIT_MAX = DIRTY_BIT_UNKNOWN
};
typedef angle::BitSet<DIRTY_BIT_MAX> DirtyBits;
bool hasAnyDirtyBit() const { return mDirtyBits.any(); }
void syncState(const Context *context);
// angle::SignalReceiver implementation
void signal(uint32_t token) override;
bool formsRenderingFeedbackLoopWith(const State &state) const;
bool formsCopyingFeedbackLoopWith(GLuint copyTextureID,
GLint copyTextureLevel,
GLint copyTextureLayer) const;
private:
void detachResourceById(const Context *context, GLenum resourceType, GLuint resourceId);
void detachMatchingAttachment(FramebufferAttachment *attachment,
GLenum matchType,
GLuint matchId,
size_t dirtyBit);
GLenum checkStatusImpl(const Context *context);
void commitWebGL1DepthStencilIfConsistent();
void setAttachmentImpl(GLenum type,
GLenum binding,
const ImageIndex &textureIndex,
FramebufferAttachmentObject *resource);
void updateAttachment(FramebufferAttachment *attachment,
size_t dirtyBit,
OnAttachmentDirtyBinding *onDirtyBinding,
GLenum type,
GLenum binding,
const ImageIndex &textureIndex,
FramebufferAttachmentObject *resource);
FramebufferState mState;
rx::FramebufferImpl *mImpl;
GLuint mId;
Optional<GLenum> mCachedStatus;
std::vector<OnAttachmentDirtyBinding> mDirtyColorAttachmentBindings;
OnAttachmentDirtyBinding mDirtyDepthAttachmentBinding;
OnAttachmentDirtyBinding mDirtyStencilAttachmentBinding;
DirtyBits mDirtyBits;
};
} // namespace gl
#endif // LIBANGLE_FRAMEBUFFER_H_