Hash :
113c5e29
Author :
Date :
2020-05-11T22:49:03
Metal: deferred render command encoder creation. MTLRenderCommandEncoder creation will be deferred until a render pass ends. Commands will be stored into a back-end owned buffer during render pass. At the end of the render pass, those commands will be re-encoded into an actual MTLRenderCommandEncoder. Benefits: - Useful for future implementation of occlusion query buffer where it could be allocated right before the end of a render pass to be big enough to store all queries within the render pass. - It's possible to change load option (deferred clear) as long as there is no draw call issued yet. This is not implemented yet. - Possibility of commands' re-ordering. Bug: angleproject:2634 Change-Id: I1348716aa882c0540d9120bf175d8dac13fb58bd Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2193196 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jonah Ryan-Davis <jonahr@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
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//
// Copyright 2019 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.
//
// TextureMtl.h:
// Defines the class interface for TextureMtl, implementing TextureImpl.
//
#ifndef LIBANGLE_RENDERER_METAL_TEXTUREMTL_H_
#define LIBANGLE_RENDERER_METAL_TEXTUREMTL_H_
#include <map>
#include "common/PackedEnums.h"
#include "libANGLE/renderer/TextureImpl.h"
#include "libANGLE/renderer/metal/RenderTargetMtl.h"
#include "libANGLE/renderer/metal/mtl_command_buffer.h"
#include "libANGLE/renderer/metal/mtl_resources.h"
namespace rx
{
class TextureMtl : public TextureImpl
{
public:
TextureMtl(const gl::TextureState &state);
~TextureMtl() override;
void onDestroy(const gl::Context *context) override;
angle::Result setImage(const gl::Context *context,
const gl::ImageIndex &index,
GLenum internalFormat,
const gl::Extents &size,
GLenum format,
GLenum type,
const gl::PixelUnpackState &unpack,
gl::Buffer *unpackBuffer,
const uint8_t *pixels) override;
angle::Result setSubImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Box &area,
GLenum format,
GLenum type,
const gl::PixelUnpackState &unpack,
gl::Buffer *unpackBuffer,
const uint8_t *pixels) override;
angle::Result setCompressedImage(const gl::Context *context,
const gl::ImageIndex &index,
GLenum internalFormat,
const gl::Extents &size,
const gl::PixelUnpackState &unpack,
size_t imageSize,
const uint8_t *pixels) override;
angle::Result setCompressedSubImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Box &area,
GLenum format,
const gl::PixelUnpackState &unpack,
size_t imageSize,
const uint8_t *pixels) override;
angle::Result copyImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Rectangle &sourceArea,
GLenum internalFormat,
gl::Framebuffer *source) override;
angle::Result copySubImage(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Offset &destOffset,
const gl::Rectangle &sourceArea,
gl::Framebuffer *source) override;
angle::Result copyTexture(const gl::Context *context,
const gl::ImageIndex &index,
GLenum internalFormat,
GLenum type,
size_t sourceLevel,
bool unpackFlipY,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha,
const gl::Texture *source) override;
angle::Result copySubTexture(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Offset &destOffset,
size_t sourceLevel,
const gl::Box &sourceBox,
bool unpackFlipY,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha,
const gl::Texture *source) override;
angle::Result copyCompressedTexture(const gl::Context *context,
const gl::Texture *source) override;
angle::Result setStorage(const gl::Context *context,
gl::TextureType type,
size_t levels,
GLenum internalFormat,
const gl::Extents &size) override;
angle::Result setStorageExternalMemory(const gl::Context *context,
gl::TextureType type,
size_t levels,
GLenum internalFormat,
const gl::Extents &size,
gl::MemoryObject *memoryObject,
GLuint64 offset) override;
angle::Result setEGLImageTarget(const gl::Context *context,
gl::TextureType type,
egl::Image *image) override;
angle::Result setImageExternal(const gl::Context *context,
gl::TextureType type,
egl::Stream *stream,
const egl::Stream::GLTextureDescription &desc) override;
angle::Result generateMipmap(const gl::Context *context) override;
angle::Result setBaseLevel(const gl::Context *context, GLuint baseLevel) override;
angle::Result bindTexImage(const gl::Context *context, egl::Surface *surface) override;
angle::Result releaseTexImage(const gl::Context *context) override;
angle::Result getAttachmentRenderTarget(const gl::Context *context,
GLenum binding,
const gl::ImageIndex &imageIndex,
GLsizei samples,
FramebufferAttachmentRenderTarget **rtOut) override;
angle::Result syncState(const gl::Context *context,
const gl::Texture::DirtyBits &dirtyBits,
gl::TextureCommand source) override;
angle::Result setStorageMultisample(const gl::Context *context,
gl::TextureType type,
GLsizei samples,
GLint internalformat,
const gl::Extents &size,
bool fixedSampleLocations) override;
angle::Result initializeContents(const gl::Context *context,
const gl::ImageIndex &imageIndex) override;
// The texture's data is initially initialized and stored in an array
// of images through glTexImage*/glCopyTex* calls. During draw calls, the caller must make sure
// the actual texture is created by calling this method to transfer the stored images data
// to the actual texture.
angle::Result ensureTextureCreated(const gl::Context *context);
angle::Result bindToShader(const gl::Context *context,
mtl::RenderCommandEncoder *cmdEncoder,
gl::ShaderType shaderType,
int textureSlotIndex,
int samplerSlotIndex);
const mtl::Format &getFormat() const { return mFormat; }
private:
void releaseTexture(bool releaseImages);
angle::Result ensureSamplerStateCreated(const gl::Context *context);
// Ensure image at given index is created:
angle::Result ensureImageCreated(const gl::Context *context, const gl::ImageIndex &index);
angle::Result checkForEmulatedChannels(const gl::Context *context,
const mtl::Format &mtlFormat,
const mtl::TextureRef &texture);
// If levels = 0, this function will create full mipmaps texture.
angle::Result setStorageImpl(const gl::Context *context,
gl::TextureType type,
size_t levels,
const mtl::Format &mtlFormat,
const gl::Extents &size);
angle::Result redefineImage(const gl::Context *context,
const gl::ImageIndex &index,
const mtl::Format &mtlFormat,
const gl::Extents &size);
angle::Result setImageImpl(const gl::Context *context,
const gl::ImageIndex &index,
const gl::InternalFormat &formatInfo,
const gl::Extents &size,
GLenum type,
const gl::PixelUnpackState &unpack,
const uint8_t *pixels);
angle::Result setSubImageImpl(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Box &area,
const gl::InternalFormat &formatInfo,
GLenum type,
const gl::PixelUnpackState &unpack,
const uint8_t *pixels);
angle::Result copySubImageImpl(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Offset &destOffset,
const gl::Rectangle &sourceArea,
const gl::InternalFormat &internalFormat,
gl::Framebuffer *source);
angle::Result copySubImageWithDraw(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Offset &destOffset,
const gl::Rectangle &sourceArea,
const gl::InternalFormat &internalFormat,
gl::Framebuffer *source);
angle::Result copySubImageCPU(const gl::Context *context,
const gl::ImageIndex &index,
const gl::Offset &destOffset,
const gl::Rectangle &sourceArea,
const gl::InternalFormat &internalFormat,
gl::Framebuffer *source);
// Convert pixels to suported format before uploading to texture
angle::Result convertAndSetSubImage(const gl::Context *context,
const gl::ImageIndex &index,
const MTLRegion &mtlArea,
const gl::InternalFormat &internalFormat,
const angle::Format &pixelsFormat,
size_t pixelsRowPitch,
const uint8_t *pixels);
angle::Result generateMipmapCPU(const gl::Context *context);
mtl::Format mFormat;
// The real texture used by Metal draw calls.
mtl::TextureRef mNativeTexture;
id<MTLSamplerState> mMetalSamplerState = nil;
std::vector<RenderTargetMtl> mLayeredRenderTargets;
std::vector<mtl::TextureRef> mLayeredTextureViews;
// Stored images array defined by glTexImage/glCopy*.
// Once the images array is complete, they will be transferred to real texture object.
std::map<int, gl::TexLevelArray<mtl::TextureRef>> mTexImages;
bool mIsPow2 = false;
};
} // namespace rx
#endif /* LIBANGLE_RENDERER_METAL_TEXTUREMTL_H_ */