Hash :
9f9a0dfd
Author :
Date :
2025-03-06T21:20:40
Fix framebuffer attachment format sizes query for Surface Surface as framebuffer attachment is always specified and should return valid format sizes even if extents is empty. At the same time, accessing Window surface sizes without previously acquiring next swapchain image (Vulkan backend) may result in outdated values. In other words, without framebuffer synchronization. This change not only fixes the bugs, but also removes dependency on surface size. Test: angle_end2end_tests --gtest_filter=PbufferTest.ZeroSizedSurfaceFormatQuery/* Bug: angleproject:402532204 Bug: angleproject:397848903 Bug: angleproject:42261031 Change-Id: I736a484caf99e0ff306c244ca13e1eb181222e64 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6329487 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
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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.
//
// FramebufferAttachment.h: Defines the wrapper class gl::FramebufferAttachment, as well as the
// objects and related functionality. [OpenGL ES 2.0.24] section 4.4.3 page 108.
#ifndef LIBANGLE_FRAMEBUFFERATTACHMENT_H_
#define LIBANGLE_FRAMEBUFFERATTACHMENT_H_
#include "angle_gl.h"
#include "common/angleutils.h"
#include "libANGLE/Error.h"
#include "libANGLE/ImageIndex.h"
#include "libANGLE/Observer.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/formatutils.h"
#include "libANGLE/renderer/FramebufferAttachmentObjectImpl.h"
namespace egl
{
class Surface;
}
namespace rx
{
// An implementation-specific object associated with an attachment.
class FramebufferAttachmentRenderTarget : angle::NonCopyable
{
public:
FramebufferAttachmentRenderTarget() {}
virtual ~FramebufferAttachmentRenderTarget() {}
};
class FramebufferAttachmentObjectImpl;
} // namespace rx
namespace gl
{
class FramebufferAttachmentObject;
class Renderbuffer;
class Texture;
// FramebufferAttachment implements a GL framebuffer attachment.
// Attachments are "light" containers, which store pointers to ref-counted GL objects.
// We support GL texture (2D/3D/Cube/2D array) and renderbuffer object attachments.
// Note: Our old naming scheme used the term "Renderbuffer" for both GL renderbuffers and for
// framebuffer attachments, which confused their usage.
class FramebufferAttachment final
{
public:
FramebufferAttachment();
FramebufferAttachment(const Context *context,
GLenum type,
GLenum binding,
const ImageIndex &textureIndex,
FramebufferAttachmentObject *resource,
rx::UniqueSerial framebufferSerial);
FramebufferAttachment(FramebufferAttachment &&other);
FramebufferAttachment &operator=(FramebufferAttachment &&other);
~FramebufferAttachment();
void detach(const Context *context, rx::UniqueSerial framebufferSerial);
void attach(const Context *context,
GLenum type,
GLenum binding,
const ImageIndex &textureIndex,
FramebufferAttachmentObject *resource,
GLsizei numViews,
GLuint baseViewIndex,
bool isMultiview,
GLsizei samples,
rx::UniqueSerial framebufferSerial);
// Helper methods
GLuint getRedSize() const;
GLuint getGreenSize() const;
GLuint getBlueSize() const;
GLuint getAlphaSize() const;
GLuint getDepthSize() const;
GLuint getStencilSize() const;
GLenum getComponentType() const;
GLenum getColorEncoding() const;
bool isTextureWithId(TextureID textureId) const
{
return mType == GL_TEXTURE && id() == textureId.value;
}
bool isExternalTexture() const
{
return mType == GL_TEXTURE && getTextureImageIndex().getType() == gl::TextureType::External;
}
bool isRenderbufferWithId(GLuint renderbufferId) const
{
return mType == GL_RENDERBUFFER && id() == renderbufferId;
}
GLenum getBinding() const { return mTarget.binding(); }
GLuint id() const;
// These methods are only legal to call on Texture attachments
const ImageIndex &getTextureImageIndex() const;
TextureTarget cubeMapFace() const;
GLint mipLevel() const;
GLint layer() const;
bool isLayered() const;
GLsizei getNumViews() const { return mNumViews; }
bool isMultiview() const;
GLint getBaseViewIndex() const;
bool isRenderToTexture() const;
GLsizei getRenderToTextureSamples() const;
// The size of the underlying resource the attachment points to. The 'depth' value will
// correspond to a 3D texture depth or the layer count of a 2D array texture. For Surfaces and
// Renderbuffers, it will always be 1.
Extents getSize() const;
Format getFormat() const;
GLsizei getSamples() const;
// This will always return the actual sample count of the attachment even if
// render_to_texture extension is active on this FBattachment object.
GLsizei getResourceSamples() const;
GLenum type() const { return mType; }
bool isAttached() const { return mType != GL_NONE; }
bool isRenderable(const Context *context) const;
bool isYUV() const;
// Checks whether the attachment is an external image such as AHB or dmabuf, where
// synchronization is done without individually naming the objects that are involved. This
// excludes Vulkan images (EXT_external_objects) as they are individually listed during
// synchronization.
//
// This function is used to disable optimizations that involve deferring operations, as there is
// no efficient way to perform those deferred operations on sync if the specific objects are
// unknown.
bool isExternalImageWithoutIndividualSync() const;
bool hasFrontBufferUsage() const;
bool hasFoveatedRendering() const;
const gl::FoveationState *getFoveationState() const;
Renderbuffer *getRenderbuffer() const;
Texture *getTexture() const;
const egl::Surface *getSurface() const;
FramebufferAttachmentObject *getResource() const;
InitState initState() const;
angle::Result initializeContents(const Context *context) const;
void setInitState(InitState initState) const;
// "T" must be static_castable from FramebufferAttachmentRenderTarget
template <typename T>
angle::Result getRenderTarget(const Context *context, GLsizei samples, T **rtOut) const
{
static_assert(std::is_base_of<rx::FramebufferAttachmentRenderTarget, T>(),
"Invalid RenderTarget class.");
return getRenderTargetImpl(
context, samples, reinterpret_cast<rx::FramebufferAttachmentRenderTarget **>(rtOut));
}
bool operator==(const FramebufferAttachment &other) const;
bool operator!=(const FramebufferAttachment &other) const;
static const GLsizei kDefaultNumViews;
static const GLint kDefaultBaseViewIndex;
static const GLint kDefaultRenderToTextureSamples;
private:
bool isSpecified() const;
angle::Result getRenderTargetImpl(const Context *context,
GLsizei samples,
rx::FramebufferAttachmentRenderTarget **rtOut) const;
// A framebuffer attachment points to one of three types of resources: Renderbuffers,
// Textures and egl::Surface. The "Target" struct indicates which part of the
// object an attachment references. For the three types:
// - a Renderbuffer has a unique renderable target, and needs no target index
// - a Texture has targets for every image and uses an ImageIndex
// - a Surface has targets for Color and Depth/Stencil, and uses the attachment binding
class Target
{
public:
Target();
Target(GLenum binding, const ImageIndex &imageIndex);
Target(const Target &other);
Target &operator=(const Target &other);
GLenum binding() const { return mBinding; }
const ImageIndex &textureIndex() const { return mTextureIndex; }
private:
GLenum mBinding;
ImageIndex mTextureIndex;
};
GLenum mType;
Target mTarget;
FramebufferAttachmentObject *mResource;
GLsizei mNumViews;
bool mIsMultiview;
GLint mBaseViewIndex;
// A single-sampled texture can be attached to a framebuffer either as single-sampled or as
// multisampled-render-to-texture. In the latter case, |mRenderToTextureSamples| will contain
// the number of samples. For renderbuffers, the number of samples is inherited from the
// renderbuffer itself.
//
// Note that textures cannot change storage between single and multisample once attached to a
// framebuffer. Renderbuffers instead can, and caching the number of renderbuffer samples here
// can lead to stale data.
GLsizei mRenderToTextureSamples;
};
// A base class for objects that FBO Attachments may point to.
class FramebufferAttachmentObject : public angle::Subject, public angle::ObserverInterface
{
public:
FramebufferAttachmentObject();
~FramebufferAttachmentObject() override;
virtual bool isAttachmentSpecified(const ImageIndex &imageIndex) const = 0;
virtual Extents getAttachmentSize(const ImageIndex &imageIndex) const = 0;
virtual Format getAttachmentFormat(GLenum binding, const ImageIndex &imageIndex) const = 0;
virtual GLsizei getAttachmentSamples(const ImageIndex &imageIndex) const = 0;
virtual bool isRenderable(const Context *context,
GLenum binding,
const ImageIndex &imageIndex) const = 0;
virtual bool isYUV() const = 0;
virtual bool isExternalImageWithoutIndividualSync() const = 0;
virtual bool hasFrontBufferUsage() const = 0;
virtual bool hasProtectedContent() const = 0;
virtual bool hasFoveatedRendering() const = 0;
virtual const gl::FoveationState *getFoveationState() const = 0;
virtual void onAttach(const Context *context, rx::UniqueSerial framebufferSerial) = 0;
virtual void onDetach(const Context *context, rx::UniqueSerial framebufferSerial) = 0;
virtual GLuint getId() const = 0;
// These are used for robust resource initialization.
virtual InitState initState(GLenum binding, const ImageIndex &imageIndex) const = 0;
virtual void setInitState(GLenum binding,
const ImageIndex &imageIndex,
InitState initState) = 0;
angle::Result getAttachmentRenderTarget(const Context *context,
GLenum binding,
const ImageIndex &imageIndex,
GLsizei samples,
rx::FramebufferAttachmentRenderTarget **rtOut) const;
angle::Result initializeContents(const Context *context,
GLenum binding,
const ImageIndex &imageIndex);
protected:
virtual rx::FramebufferAttachmentObjectImpl *getAttachmentImpl() const = 0;
};
inline const ImageIndex &FramebufferAttachment::getTextureImageIndex() const
{
ASSERT(type() == GL_TEXTURE);
return mTarget.textureIndex();
}
inline bool FramebufferAttachment::isSpecified() const
{
ASSERT(mResource);
return mResource->isAttachmentSpecified(mTarget.textureIndex());
}
inline Extents FramebufferAttachment::getSize() const
{
ASSERT(mResource);
return mResource->getAttachmentSize(mTarget.textureIndex());
}
inline Format FramebufferAttachment::getFormat() const
{
ASSERT(mResource);
return mResource->getAttachmentFormat(mTarget.binding(), mTarget.textureIndex());
}
inline GLsizei FramebufferAttachment::getSamples() const
{
return isRenderToTexture() ? getRenderToTextureSamples() : getResourceSamples();
}
inline GLsizei FramebufferAttachment::getResourceSamples() const
{
ASSERT(mResource);
return mResource->getAttachmentSamples(mTarget.textureIndex());
}
inline angle::Result FramebufferAttachment::getRenderTargetImpl(
const Context *context,
GLsizei samples,
rx::FramebufferAttachmentRenderTarget **rtOut) const
{
ASSERT(mResource);
return mResource->getAttachmentRenderTarget(context, mTarget.binding(), mTarget.textureIndex(),
samples, rtOut);
}
inline bool FramebufferAttachment::isRenderable(const Context *context) const
{
ASSERT(mResource);
return mResource->isRenderable(context, mTarget.binding(), mTarget.textureIndex());
}
inline bool FramebufferAttachment::isYUV() const
{
ASSERT(mResource);
return mResource->isYUV();
}
inline bool FramebufferAttachment::isExternalImageWithoutIndividualSync() const
{
ASSERT(mResource);
return mResource->isExternalImageWithoutIndividualSync();
}
inline bool FramebufferAttachment::hasFrontBufferUsage() const
{
ASSERT(mResource);
return mResource->hasFrontBufferUsage();
}
inline bool FramebufferAttachment::hasFoveatedRendering() const
{
ASSERT(mResource);
return mResource->hasFoveatedRendering();
}
inline const gl::FoveationState *FramebufferAttachment::getFoveationState() const
{
ASSERT(mResource);
return mResource->getFoveationState();
}
} // namespace gl
#endif // LIBANGLE_FRAMEBUFFERATTACHMENT_H_