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

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  • Author : Shahbaz Youssefi
    Date : 2021-03-09 11:25:36
    Hash : d1462228
    Message : Vulkan: Use VK_EXT_multisampled_render_to_single_sampled Additionally, makes the emulation path not require independentResolveNone. This was only used to select the NONE resolve mode when the attachment format doesn't have either of depth or stencil aspects, but it's ok to specify the same resolve mode for both aspects even if one aspect is missing. Bug: chromium:1088005 Change-Id: Ifc37cbf5331145179c5927853b996a0d62b871ee Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2743666 Reviewed-by: David Reveman <reveman@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Tim Van Patten <timvp@google.com> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>

  • src/libANGLE/FramebufferAttachment.h
  • //
    // 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::Serial framebufferSerial);
    
        FramebufferAttachment(FramebufferAttachment &&other);
        FramebufferAttachment &operator=(FramebufferAttachment &&other);
    
        ~FramebufferAttachment();
    
        void detach(const Context *context, rx::Serial framebufferSerial);
        void attach(const Context *context,
                    GLenum type,
                    GLenum binding,
                    const ImageIndex &textureIndex,
                    FramebufferAttachmentObject *resource,
                    GLsizei numViews,
                    GLuint baseViewIndex,
                    bool isMultiview,
                    GLsizei samples,
                    rx::Serial 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
        {
            return mRenderToTextureSamples != kDefaultRenderToTextureSamples;
        }
        GLsizei getRenderToTextureSamples() const { return mRenderToTextureSamples; }
    
        // 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;
    
        Renderbuffer *getRenderbuffer() const;
        Texture *getTexture() const;
        const egl::Surface *getSurface() const;
        FramebufferAttachmentObject *getResource() const;
        InitState initState() const;
        angle::Result initializeContents(const Context *context);
        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:
        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;
        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 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 void onAttach(const Context *context, rx::Serial framebufferSerial) = 0;
        virtual void onDetach(const Context *context, rx::Serial framebufferSerial) = 0;
        virtual GLuint getId() const                                                = 0;
    
        // These are used for robust resource initialization.
        virtual InitState initState(const ImageIndex &imageIndex) const              = 0;
        virtual void setInitState(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, const ImageIndex &imageIndex);
    
      protected:
        virtual rx::FramebufferAttachmentObjectImpl *getAttachmentImpl() const = 0;
    };
    
    inline const ImageIndex &FramebufferAttachment::getTextureImageIndex() const
    {
        ASSERT(type() == GL_TEXTURE);
        return 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 (mRenderToTextureSamples != kDefaultRenderToTextureSamples) ? 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();
    }
    
    }  // namespace gl
    
    #endif  // LIBANGLE_FRAMEBUFFERATTACHMENT_H_