Hash :
ecc378cc
Author :
Date :
2025-03-03T16:43:33
Reland "Dont use Subject/Observer for SwapchainImageChanged" This is reland of the following CL https://chromium-review.googlesource.com/c/angle/angle/+/6319893 Because we do deferred ANI (VkAcquireNextImage) call until image is needed, we need a way to force Context to go through FramebufferVk::syncState call (FramebufferVk::syncState calls WindowSurfaceVk::getAttachmentRenderTarget, which end up calling ANI. Right now we uses subject/observer mechanism, by sending angle::SubjectMessage::SwapchainImageChanged to all observers of WindowSurfaceVk. In this case it is egl::Surface. Then eglSurface redirects this message to its observers, which are all gl::Framebuffer's attachments: color, depth, stencil. Even though only color attachment needs to be notified, but because we don't have a separate list of observers, depth/stencil attachment also receive the notification and they early out. Then gl::Framebuffer sets DIRTY_BIT_COLOR_BUFFER_CONTENTS_0 dirty bit and send the angle::SubjectMessage::DirtyBitsFlagged to Context, which dirty DrawFBO and ReadFBO and dirty cached state. Note that this is specific for swap image changed case, there is no surface property change (surface property change will still trigger the subject/observer message with SubjectMessage::SubjectChanged message, but this occurs rarely). This gets worse for apps that uses multiple contexts, for the example pokemon_masters_ex has three contexts, each context has its own default frame buffer that attach to the same surface, and we never remove non-current context from the observer list. This end up with egl::Surface has 12 observers and for every frame, it loop over the list of 12 observers and send message (virtual function call) to each of them. Color attachment also ends up sending two messages to Context, one for Read FBO and another for Draw FBO. There are total 21 virtual function calls. Even for single context usage, you have 6 virtual function calls, for every frame. EGL spec says "an EGLSurface must be current on only one thread at a time", any other context must call EGLMakeCurrent in order to use this surface, which will add all necessary dirty bits at that time. So we really only need to notify current context. In this CL, SwapchainImageChanged no longer uses subject/observer mechanism, so this message is removed. This CL still uses subject/observer mechanism to send DirtyBitsFlagged from Framebuffer back to context. We could call setDrawFramebufferDirty and setReadFramebufferDirty directly, but that will require to remove the "const" decoration out of gl::Context which generates too much code diff, so onStateChange(angle::SubjectMessage::DirtyBitsFlagged) is still used. Bug: angleproject:400711938 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6319893 Commit-Queue: Charlie Lao <cclao@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Yuxin Hu <yuxinhu@google.com> Change-Id: I017b0e8934b5194a520828fa5c4af1d6e3ef9aac Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6404621
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//
// 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.
// Error.h: Defines the egl::Error and gl::Error classes which encapsulate API errors
// and optional error messages.
#ifndef LIBANGLE_ERROR_H_
#define LIBANGLE_ERROR_H_
#include <EGL/egl.h>
#include <EGL/eglext.h>
#include "angle_gl.h"
#include "common/angleutils.h"
#include "common/debug.h"
#include <memory>
#include <ostream>
#include <string>
namespace egl
{
class Error;
} // namespace egl
namespace egl
{
class [[nodiscard]] Error final
{
public:
explicit inline Error(EGLint errorCode);
Error(EGLint errorCode, std::string &&message);
Error(EGLint errorCode, EGLint id, std::string &&message);
inline Error(const Error &other);
inline Error(Error &&other);
inline ~Error() = default;
inline Error &operator=(const Error &other);
inline Error &operator=(Error &&other);
inline EGLint getCode() const;
inline EGLint getID() const;
inline bool isError() const;
inline void setCode(EGLint code);
const std::string &getMessage() const;
static inline Error NoError();
private:
void createMessageString() const;
friend std::ostream &operator<<(std::ostream &os, const Error &err);
EGLint mCode;
EGLint mID;
mutable std::unique_ptr<std::string> mMessage;
};
inline Error NoError()
{
return Error::NoError();
}
} // namespace egl
#define ANGLE_CONCAT1(x, y) x##y
#define ANGLE_CONCAT2(x, y) ANGLE_CONCAT1(x, y)
#define ANGLE_LOCAL_VAR ANGLE_CONCAT2(_localVar, __LINE__)
#define ANGLE_TRY_TEMPLATE(EXPR, FINALLY, FUNC) \
do \
{ \
auto ANGLE_LOCAL_VAR = EXPR; \
FINALLY; \
if (ANGLE_UNLIKELY(IsError(ANGLE_LOCAL_VAR))) \
{ \
FUNC(ANGLE_LOCAL_VAR); \
} \
} while (0)
#define ANGLE_RETURN(X) return X;
#define ANGLE_TRY(EXPR) ANGLE_TRY_TEMPLATE(EXPR, static_cast<void>(0), ANGLE_RETURN)
#define ANGLE_TRY_WITH_FINALLY(EXPR, FINALLY) ANGLE_TRY_TEMPLATE(EXPR, FINALLY, ANGLE_RETURN)
// TODO(jmadill): Remove after EGL error refactor. http://anglebug.com/42261727
#define ANGLE_SWALLOW_ERR(EXPR) \
do \
{ \
auto ANGLE_LOCAL_VAR = EXPR; \
if (ANGLE_UNLIKELY(IsError(ANGLE_LOCAL_VAR))) \
{ \
ERR() << "Unhandled internal error: " << ANGLE_LOCAL_VAR; \
} \
} while (0)
#undef ANGLE_LOCAL_VAR
#undef ANGLE_CONCAT2
#undef ANGLE_CONCAT1
#define ANGLE_CHECK(CONTEXT, EXPR, MESSAGE, ERROR) \
do \
{ \
if (ANGLE_UNLIKELY(!(EXPR))) \
{ \
CONTEXT->handleError(ERROR, MESSAGE, __FILE__, ANGLE_FUNCTION, __LINE__); \
return angle::Result::Stop; \
} \
} while (0)
namespace angle
{
// Result implements an explicit exception handling mechanism. A value of Stop signifies an
// exception akin to |throw|.
// TODO: make incorrect usage of Stop consistent with the above expectation.
// http://anglebug.com/42266839
enum class [[nodiscard]] Result
{
Continue,
Stop,
};
// TODO(jmadill): Remove this when refactor is complete. http://anglebug.com/42261727
egl::Error ResultToEGL(Result result);
} // namespace angle
// TODO(jmadill): Remove this when refactor is complete. http://anglebug.com/42261727
inline bool IsError(angle::Result result)
{
return result == angle::Result::Stop;
}
// TODO(jmadill): Remove this when refactor is complete. http://anglebug.com/42261727
inline bool IsError(const egl::Error &err)
{
return err.isError();
}
// TODO(jmadill): Remove this when refactor is complete. http://anglebug.com/42261727
inline bool IsError(bool value)
{
return !value;
}
// Utility macro for handling implementation methods inside Validation.
#define ANGLE_HANDLE_VALIDATION_ERR(X) \
do \
{ \
(void)(X); \
return false; \
} while (0)
#define ANGLE_VALIDATION_TRY(EXPR) \
ANGLE_TRY_TEMPLATE(EXPR, static_cast<void>(0), ANGLE_HANDLE_VALIDATION_ERR)
#include "Error.inc"
#endif // LIBANGLE_ERROR_H_