Edit

kc3-lang/angle/src/libANGLE/ResourceManager.h

Branch :

  • Show log

    Commit

  • Author : Jamie Madill
    Date : 2020-04-02 10:29:52
    Hash : c9c4e4ed
    Message : Track rendering feedback loops by-context. This fixes an issue where feedback loops detection would trigger false positives based on texture use in multiple contexts. 1) there are two contexts, C1 and C2, sharing resources 2) in C1, there is a texture T bound to GL_TEXTURE_2D, and a program in use that will sample C1 3) in C2, a framebuffer is created and T is bound to it This fix indexes each set of active bindings in an object by ContextID. We can potentially redo this solution in the future if this proves to have too much tracking overhead. Includes a test writen by Ken Russell. Bug: angleproject:4517 Change-Id: I67012e68947c42d863dca193972576c82d5f3712 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2134406 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Kenneth Russell <kbr@chromium.org>

  • src/libANGLE/ResourceManager.h
  • //
    // Copyright 2002 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.
    //
    
    // ResourceManager.h : Defines the ResourceManager classes, which handle allocation and lifetime of
    // GL objects.
    
    #ifndef LIBANGLE_RESOURCEMANAGER_H_
    #define LIBANGLE_RESOURCEMANAGER_H_
    
    #include "angle_gl.h"
    #include "common/angleutils.h"
    #include "libANGLE/Error.h"
    #include "libANGLE/HandleAllocator.h"
    #include "libANGLE/ResourceMap.h"
    
    namespace rx
    {
    class GLImplFactory;
    }
    
    namespace gl
    {
    class Buffer;
    struct Caps;
    class Context;
    class Sync;
    class Framebuffer;
    struct Limitations;
    class MemoryObject;
    class Path;
    class Program;
    class ProgramPipeline;
    class Renderbuffer;
    class Sampler;
    class Shader;
    class Semaphore;
    class Texture;
    
    template <typename HandleAllocatorType>
    class ResourceManagerBase : angle::NonCopyable
    {
      public:
        ResourceManagerBase();
    
        void addRef();
        void release(const Context *context);
    
      protected:
        virtual void reset(const Context *context) = 0;
        virtual ~ResourceManagerBase() {}
    
        HandleAllocatorType mHandleAllocator;
    
      private:
        size_t mRefCount;
    };
    
    template <typename ResourceType, typename HandleAllocatorType, typename ImplT, typename IDType>
    class TypedResourceManager : public ResourceManagerBase<HandleAllocatorType>
    {
      public:
        TypedResourceManager() {}
    
        void deleteObject(const Context *context, IDType handle);
        ANGLE_INLINE bool isHandleGenerated(IDType handle) const
        {
            // Zero is always assumed to have been generated implicitly.
            return GetIDValue(handle) == 0 || mObjectMap.contains(handle);
        }
    
        typename ResourceMap<ResourceType, IDType>::Iterator begin() const
        {
            return mObjectMap.begin();
        }
        typename ResourceMap<ResourceType, IDType>::Iterator end() const { return mObjectMap.end(); }
    
      protected:
        ~TypedResourceManager() override;
    
        // Inlined in the header for performance.
        template <typename... ArgTypes>
        ANGLE_INLINE ResourceType *checkObjectAllocation(rx::GLImplFactory *factory,
                                                         IDType handle,
                                                         ArgTypes... args)
        {
            ResourceType *value = mObjectMap.query(handle);
            if (value)
            {
                return value;
            }
    
            if (GetIDValue(handle) == 0)
            {
                return nullptr;
            }
    
            return checkObjectAllocationImpl(factory, handle, args...);
        }
    
        void reset(const Context *context) override;
    
        ResourceMap<ResourceType, IDType> mObjectMap;
    
      private:
        template <typename... ArgTypes>
        ResourceType *checkObjectAllocationImpl(rx::GLImplFactory *factory,
                                                IDType handle,
                                                ArgTypes... args)
        {
            ResourceType *object = ImplT::AllocateNewObject(factory, handle, args...);
    
            if (!mObjectMap.contains(handle))
            {
                this->mHandleAllocator.reserve(GetIDValue(handle));
            }
            mObjectMap.assign(handle, object);
    
            return object;
        }
    };
    
    class BufferManager : public TypedResourceManager<Buffer, HandleAllocator, BufferManager, BufferID>
    {
      public:
        BufferID createBuffer();
        Buffer *getBuffer(BufferID handle) const;
    
        ANGLE_INLINE Buffer *checkBufferAllocation(rx::GLImplFactory *factory, BufferID handle)
        {
            return checkObjectAllocation(factory, handle);
        }
    
        // TODO(jmadill): Investigate design which doesn't expose these methods publicly.
        static Buffer *AllocateNewObject(rx::GLImplFactory *factory, BufferID handle);
        static void DeleteObject(const Context *context, Buffer *buffer);
    
      protected:
        ~BufferManager() override {}
    };
    
    class ShaderProgramManager : public ResourceManagerBase<HandleAllocator>
    {
      public:
        ShaderProgramManager();
    
        ShaderProgramID createShader(rx::GLImplFactory *factory,
                                     const Limitations &rendererLimitations,
                                     ShaderType type);
        void deleteShader(const Context *context, ShaderProgramID shader);
        Shader *getShader(ShaderProgramID handle) const;
    
        ShaderProgramID createProgram(rx::GLImplFactory *factory);
        void deleteProgram(const Context *context, ShaderProgramID program);
    
        ANGLE_INLINE Program *getProgram(ShaderProgramID handle) const
        {
            return mPrograms.query(handle);
        }
    
        // For capture only.
        const ResourceMap<Shader, ShaderProgramID> &getShadersForCapture() const { return mShaders; }
        const ResourceMap<Program, ShaderProgramID> &getProgramsForCapture() const { return mPrograms; }
    
      protected:
        ~ShaderProgramManager() override;
    
      private:
        template <typename ObjectType, typename IDType>
        void deleteObject(const Context *context,
                          ResourceMap<ObjectType, IDType> *objectMap,
                          IDType id);
    
        void reset(const Context *context) override;
    
        ResourceMap<Shader, ShaderProgramID> mShaders;
        ResourceMap<Program, ShaderProgramID> mPrograms;
    };
    
    class TextureManager
        : public TypedResourceManager<Texture, HandleAllocator, TextureManager, TextureID>
    {
      public:
        TextureID createTexture();
        ANGLE_INLINE Texture *getTexture(TextureID handle) const
        {
            ASSERT(mObjectMap.query({0}) == nullptr);
            return mObjectMap.query(handle);
        }
    
        void signalAllTexturesDirty() const;
    
        ANGLE_INLINE Texture *checkTextureAllocation(rx::GLImplFactory *factory,
                                                     TextureID handle,
                                                     TextureType type)
        {
            return checkObjectAllocation(factory, handle, type);
        }
    
        static Texture *AllocateNewObject(rx::GLImplFactory *factory,
                                          TextureID handle,
                                          TextureType type);
        static void DeleteObject(const Context *context, Texture *texture);
    
        void enableHandleAllocatorLogging();
    
      protected:
        ~TextureManager() override {}
    };
    
    class RenderbufferManager : public TypedResourceManager<Renderbuffer,
                                                            HandleAllocator,
                                                            RenderbufferManager,
                                                            RenderbufferID>
    {
      public:
        RenderbufferID createRenderbuffer();
        Renderbuffer *getRenderbuffer(RenderbufferID handle) const;
    
        Renderbuffer *checkRenderbufferAllocation(rx::GLImplFactory *factory, RenderbufferID handle)
        {
            return checkObjectAllocation(factory, handle);
        }
    
        static Renderbuffer *AllocateNewObject(rx::GLImplFactory *factory, RenderbufferID handle);
        static void DeleteObject(const Context *context, Renderbuffer *renderbuffer);
    
      protected:
        ~RenderbufferManager() override {}
    };
    
    class SamplerManager
        : public TypedResourceManager<Sampler, HandleAllocator, SamplerManager, SamplerID>
    {
      public:
        SamplerID createSampler();
        Sampler *getSampler(SamplerID handle) const;
        bool isSampler(SamplerID sampler) const;
    
        Sampler *checkSamplerAllocation(rx::GLImplFactory *factory, SamplerID handle)
        {
            return checkObjectAllocation(factory, handle);
        }
    
        static Sampler *AllocateNewObject(rx::GLImplFactory *factory, SamplerID handle);
        static void DeleteObject(const Context *context, Sampler *sampler);
    
      protected:
        ~SamplerManager() override {}
    };
    
    class SyncManager : public TypedResourceManager<Sync, HandleAllocator, SyncManager, GLuint>
    {
      public:
        GLuint createSync(rx::GLImplFactory *factory);
        Sync *getSync(GLuint handle) const;
    
        static void DeleteObject(const Context *context, Sync *sync);
    
      protected:
        ~SyncManager() override {}
    };
    
    class FramebufferManager
        : public TypedResourceManager<Framebuffer, HandleAllocator, FramebufferManager, FramebufferID>
    {
      public:
        FramebufferID createFramebuffer();
        Framebuffer *getFramebuffer(FramebufferID handle) const;
        void setDefaultFramebuffer(Framebuffer *framebuffer);
    
        void invalidateFramebufferCompletenessCache() const;
    
        Framebuffer *checkFramebufferAllocation(rx::GLImplFactory *factory,
                                                const Caps &caps,
                                                FramebufferID handle,
                                                ContextID owningContextID)
        {
            return checkObjectAllocation<const Caps &>(factory, handle, caps, owningContextID);
        }
    
        static Framebuffer *AllocateNewObject(rx::GLImplFactory *factory,
                                              FramebufferID handle,
                                              const Caps &caps,
                                              ContextID owningContextID);
        static void DeleteObject(const Context *context, Framebuffer *framebuffer);
    
      protected:
        ~FramebufferManager() override {}
    };
    
    class ProgramPipelineManager : public TypedResourceManager<ProgramPipeline,
                                                               HandleAllocator,
                                                               ProgramPipelineManager,
                                                               ProgramPipelineID>
    {
      public:
        ProgramPipelineID createProgramPipeline();
        ProgramPipeline *getProgramPipeline(ProgramPipelineID handle) const;
    
        ProgramPipeline *checkProgramPipelineAllocation(rx::GLImplFactory *factory,
                                                        ProgramPipelineID handle)
        {
            return checkObjectAllocation(factory, handle);
        }
    
        static ProgramPipeline *AllocateNewObject(rx::GLImplFactory *factory, ProgramPipelineID handle);
        static void DeleteObject(const Context *context, ProgramPipeline *pipeline);
    
      protected:
        ~ProgramPipelineManager() override {}
    };
    
    class MemoryObjectManager : public ResourceManagerBase<HandleAllocator>
    {
      public:
        MemoryObjectManager();
    
        MemoryObjectID createMemoryObject(rx::GLImplFactory *factory);
        void deleteMemoryObject(const Context *context, MemoryObjectID handle);
        MemoryObject *getMemoryObject(MemoryObjectID handle) const;
    
      protected:
        ~MemoryObjectManager() override;
    
      private:
        void reset(const Context *context) override;
    
        ResourceMap<MemoryObject, MemoryObjectID> mMemoryObjects;
    };
    
    class SemaphoreManager : public ResourceManagerBase<HandleAllocator>
    {
      public:
        SemaphoreManager();
    
        SemaphoreID createSemaphore(rx::GLImplFactory *factory);
        void deleteSemaphore(const Context *context, SemaphoreID handle);
        Semaphore *getSemaphore(SemaphoreID handle) const;
    
      protected:
        ~SemaphoreManager() override;
    
      private:
        void reset(const Context *context) override;
    
        ResourceMap<Semaphore, SemaphoreID> mSemaphores;
    };
    }  // namespace gl
    
    #endif  // LIBANGLE_RESOURCEMANAGER_H_