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

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  • Author : Geoff Lang
    Date : 2018-05-01 16:48:21
    Hash : bf7b95db
    Message : Create a default framebuffer per surface/context pair on MakeCurrent. Sharing a gl::Framebuffer object between multiple contexts causes problems if contexts are not virtualized because the native framebuffer objects are not shared between these contexts. The FramebufferImpl created should be the glue that binds a specific context to a specific surface. Update the SurfaceImpl implementations to re-create the framebuffer object before passing it to FramebufferGL. No backing resources will be re-created. BUG=angleproject:2464 Change-Id: Id0b13a221c22b71517b25cb5b1ef2392ad2ecdd6 Reviewed-on: https://chromium-review.googlesource.com/1039985 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Frank Henigman <fjhenigman@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>

  • src/libANGLE/Framebuffer.h
  • //
    // 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/Observer.h"
    #include "libANGLE/RefCountObject.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 ImageIndex;
    class Renderbuffer;
    class State;
    class Texture;
    class TextureCapsMap;
    struct Caps;
    struct Extensions;
    struct Rectangle;
    
    class FramebufferState final : angle::NonCopyable
    {
      public:
        FramebufferState();
        explicit FramebufferState(const Caps &caps, GLuint id);
        ~FramebufferState();
    
        const std::string &getLabel();
        size_t getReadIndex() const;
    
        const FramebufferAttachment *getAttachment(const Context *context, 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;
        Box getDimensions() 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; };
        bool getDefaultFixedSampleLocations() const { return mDefaultFixedSampleLocations; };
        GLint getDefaultLayers() const { return mDefaultLayers; }
    
        bool hasDepth() const;
        bool hasStencil() const;
    
        GLenum getMultiviewLayout() const;
        GLsizei getNumViews() const;
        const std::vector<Offset> *getViewportOffsets() const;
        GLint getBaseViewIndex() const;
    
        GLuint id() const { return mId; }
    
      private:
        const FramebufferAttachment *getWebGLDepthStencilAttachment() const;
        const FramebufferAttachment *getWebGLDepthAttachment() const;
        const FramebufferAttachment *getWebGLStencilAttachment() const;
    
        friend class Framebuffer;
    
        GLuint mId;
        std::string mLabel;
    
        std::vector<FramebufferAttachment> mColorAttachments;
        FramebufferAttachment mDepthAttachment;
        FramebufferAttachment mStencilAttachment;
    
        std::vector<GLenum> mDrawBufferStates;
        GLenum mReadBufferState;
        DrawBufferMask mEnabledDrawBuffers;
        ComponentTypeMask mDrawBufferTypeMask;
    
        GLint mDefaultWidth;
        GLint mDefaultHeight;
        GLint mDefaultSamples;
        bool mDefaultFixedSampleLocations;
        GLint mDefaultLayers;
    
        // 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;
    
        // Tracks if we need to initialize the resources for each attachment.
        angle::BitSet<IMPLEMENTATION_MAX_FRAMEBUFFER_ATTACHMENTS + 2> mResourceNeedsInit;
    };
    
    class Framebuffer final : public angle::ObserverInterface, public LabeledObject
    {
      public:
        // Constructor to build application-defined framebuffers
        Framebuffer(const Caps &caps, rx::GLImplFactory *factory, GLuint id);
        // Constructor to build default framebuffers for a surface and context pair
        Framebuffer(const Context *context, egl::Surface *surface);
        // Constructor to build a fake default framebuffer when surfaceless
        Framebuffer(rx::GLImplFactory *factory);
    
        ~Framebuffer() override;
        void onDestroy(const Context *context);
    
        void setLabel(const std::string &label) override;
        const std::string &getLabel() const override;
    
        rx::FramebufferImpl *getImplementation() const { return mImpl; }
    
        GLuint id() const { return mState.mId; }
    
        void setAttachment(const Context *context,
                           GLenum type,
                           GLenum binding,
                           const ImageIndex &textureIndex,
                           FramebufferAttachmentObject *resource);
        void setAttachmentMultiviewLayered(const Context *context,
                                           GLenum type,
                                           GLenum binding,
                                           const ImageIndex &textureIndex,
                                           FramebufferAttachmentObject *resource,
                                           GLsizei numViews,
                                           GLint baseViewIndex);
        void setAttachmentMultiviewSideBySide(const Context *context,
                                              GLenum type,
                                              GLenum binding,
                                              const ImageIndex &textureIndex,
                                              FramebufferAttachmentObject *resource,
                                              GLsizei numViews,
                                              const GLint *viewportOffsets);
        void resetAttachment(const Context *context, GLenum binding);
    
        bool detachTexture(const Context *context, GLuint texture);
        bool 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 *getFirstNonNullAttachment() const;
    
        const FramebufferAttachment *getAttachment(const Context *context, GLenum attachment) const;
        GLenum getMultiviewLayout() const;
        GLsizei getNumViews() const;
        GLint getBaseViewIndex() const;
        const std::vector<Offset> *getViewportOffsets() 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;
        ComponentTypeMask getDrawBufferTypeMask() const;
        DrawBufferMask getDrawBufferMask() 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(const Context *context, size_t index, GLfloat *xy) const;
    
        GLint getDefaultWidth() const;
        GLint getDefaultHeight() const;
        GLint getDefaultSamples() const;
        bool getDefaultFixedSampleLocations() const;
        GLint getDefaultLayers() const;
        void setDefaultWidth(GLint defaultWidth);
        void setDefaultHeight(GLint defaultHeight);
        void setDefaultSamples(GLint defaultSamples);
        void setDefaultFixedSampleLocations(bool defaultFixedSampleLocations);
        void setDefaultLayers(GLint defaultLayers);
    
        void invalidateCompletenessCache();
    
        GLenum checkStatus(const Context *context);
    
        // For when we don't want to check completeness in getSamples().
        int getCachedSamples(const Context *context);
    
        // Helper for checkStatus == GL_FRAMEBUFFER_COMPLETE.
        bool isComplete(const Context *context);
    
        bool hasValidDepthStencil() const;
    
        Error discard(const Context *context, size_t count, const GLenum *attachments);
        Error invalidate(const Context *context, size_t count, const GLenum *attachments);
        Error invalidateSub(const Context *context,
                            size_t count,
                            const GLenum *attachments,
                            const Rectangle &area);
    
        Error clear(const Context *context, GLbitfield mask);
        Error clearBufferfv(const Context *context,
                            GLenum buffer,
                            GLint drawbuffer,
                            const GLfloat *values);
        Error clearBufferuiv(const Context *context,
                             GLenum buffer,
                             GLint drawbuffer,
                             const GLuint *values);
        Error clearBufferiv(const Context *context,
                            GLenum buffer,
                            GLint drawbuffer,
                            const GLint *values);
        Error clearBufferfi(const Context *context,
                            GLenum buffer,
                            GLint drawbuffer,
                            GLfloat depth,
                            GLint stencil);
    
        // These two methods call syncState() internally.
        Error getImplementationColorReadFormat(const Context *context, GLenum *formatOut);
        Error getImplementationColorReadType(const Context *context, GLenum *typeOut);
    
        Error readPixels(const Context *context,
                         const Rectangle &area,
                         GLenum format,
                         GLenum type,
                         void *pixels);
    
        Error blit(const Context *context,
                   const Rectangle &sourceArea,
                   const Rectangle &destArea,
                   GLbitfield mask,
                   GLenum filter);
    
        enum DirtyBitType : size_t
        {
            DIRTY_BIT_COLOR_ATTACHMENT_0,
            DIRTY_BIT_COLOR_ATTACHMENT_MAX =
                DIRTY_BIT_COLOR_ATTACHMENT_0 + 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_DEFAULT_LAYERS,
            DIRTY_BIT_UNKNOWN,
            DIRTY_BIT_MAX = DIRTY_BIT_UNKNOWN
        };
    
        using DirtyBits = angle::BitSet<DIRTY_BIT_MAX>;
        bool hasAnyDirtyBit() const { return mDirtyBits.any(); }
    
        Error syncState(const Context *context);
    
        // Observer implementation
        void onSubjectStateChange(const Context *context,
                                  angle::SubjectIndex index,
                                  angle::SubjectMessage message) override;
    
        bool formsRenderingFeedbackLoopWith(const State &state) const;
        bool formsCopyingFeedbackLoopWith(GLuint copyTextureID,
                                          GLint copyTextureLevel,
                                          GLint copyTextureLayer) const;
    
        Error ensureClearAttachmentsInitialized(const Context *context, GLbitfield mask);
        Error ensureClearBufferAttachmentsInitialized(const Context *context,
                                                      GLenum buffer,
                                                      GLint drawbuffer);
        Error ensureDrawAttachmentsInitialized(const Context *context);
        Error ensureReadAttachmentInitialized(const Context *context, GLbitfield blitMask);
        Box getDimensions() const;
    
        bool hasTextureAttachment(const Texture *texture) const;
    
      private:
        bool detachResourceById(const Context *context, GLenum resourceType, GLuint resourceId);
        bool detachMatchingAttachment(const Context *context,
                                      FramebufferAttachment *attachment,
                                      GLenum matchType,
                                      GLuint matchId,
                                      size_t dirtyBit);
        GLenum checkStatusWithGLFrontEnd(const Context *context);
        void setAttachment(const Context *context,
                           GLenum type,
                           GLenum binding,
                           const ImageIndex &textureIndex,
                           FramebufferAttachmentObject *resource,
                           GLsizei numViews,
                           GLuint baseViewIndex,
                           GLenum multiviewLayout,
                           const GLint *viewportOffsets);
        void commitWebGL1DepthStencilIfConsistent(const Context *context,
                                                  GLsizei numViews,
                                                  GLuint baseViewIndex,
                                                  GLenum multiviewLayout,
                                                  const GLint *viewportOffsets);
        void setAttachmentImpl(const Context *context,
                               GLenum type,
                               GLenum binding,
                               const ImageIndex &textureIndex,
                               FramebufferAttachmentObject *resource,
                               GLsizei numViews,
                               GLuint baseViewIndex,
                               GLenum multiviewLayout,
                               const GLint *viewportOffsets);
        void updateAttachment(const Context *context,
                              FramebufferAttachment *attachment,
                              size_t dirtyBit,
                              angle::ObserverBinding *onDirtyBinding,
                              GLenum type,
                              GLenum binding,
                              const ImageIndex &textureIndex,
                              FramebufferAttachmentObject *resource,
                              GLsizei numViews,
                              GLuint baseViewIndex,
                              GLenum multiviewLayout,
                              const GLint *viewportOffsets);
    
        void markDrawAttachmentsInitialized(bool color, bool depth, bool stencil);
        void markBufferInitialized(GLenum bufferType, GLint bufferIndex);
        Error ensureBufferInitialized(const Context *context, GLenum bufferType, GLint bufferIndex);
    
        // Checks that we have a partially masked clear:
        // * some color channels are masked out
        // * some stencil values are masked out
        // * scissor test partially overlaps the framebuffer
        bool partialClearNeedsInit(const Context *context, bool color, bool depth, bool stencil);
        bool partialBufferClearNeedsInit(const Context *context, GLenum bufferType);
    
        FramebufferAttachment *getAttachmentFromSubjectIndex(angle::SubjectIndex index);
    
        FramebufferState mState;
        rx::FramebufferImpl *mImpl;
    
        Optional<GLenum> mCachedStatus;
        std::vector<angle::ObserverBinding> mDirtyColorAttachmentBindings;
        angle::ObserverBinding mDirtyDepthAttachmentBinding;
        angle::ObserverBinding mDirtyStencilAttachmentBinding;
    
        DirtyBits mDirtyBits;
    
        // The dirty bits guard is checked when we get a dependent state change message. We verify that
        // we don't set a dirty bit that isn't already set, when inside the dirty bits syncState.
        Optional<DirtyBits> mDirtyBitsGuard;
    
        // A cache of attached textures for quick validation of feedback loops.
        mutable Optional<std::set<const FramebufferAttachmentObject *>> mAttachedTextures;
    };
    
    }  // namespace gl
    
    #endif  // LIBANGLE_FRAMEBUFFER_H_