Hash :
699bcde0
Author :
Date :
2020-08-14T22:48:15
Feedback Loop Redesign 2/3: Track bound FBOs in Texture. Currently we track feedback loops by counting the times a Texture is bound as a sampler or image in a particular context. This is a bit tricky because Texture bindings change frequently. Relative to the number of times we need to check for a feedback loop this causes excess overhead. Usually Framebuffers have a low number of Textures bound (in many cases just 1). And Textures aren't usually bound to many different FBOs. So instead of counting the number of times a Texture is bound as a sampler or image we will track the Framebuffers that the Texture is bound to. This CL adds a small vector class to gl::Texture which tracks all the Framebufer Serials of its bound Framebuffers. We can use this set to quickly check if there's any potential feedback loop between the a FBO and this Texture. We also update the feedback loop check to use this new method. We will be able to remove the old counting method when we switch the Vulkan feedback loop handling to use the new tracking in this CL. Bug: angleproject:4500 Bug: angleproject:4959 Change-Id: I84a2f0ed8480d1da63d5879e0e56a8be4af4e735 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2358850 Reviewed-by: Tobin Ehlis <tobine@google.com> Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com> Reviewed-by: Jonah Ryan-Davis <jonahr@google.com> Commit-Queue: Jamie Madill <jmadill@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.cpp: the gl::FramebufferAttachment class and its derived classes
// objects and related functionality. [OpenGL ES 2.0.24] section 4.4.3 page 108.
#include "libANGLE/FramebufferAttachment.h"
#include "common/utilities.h"
#include "libANGLE/Config.h"
#include "libANGLE/Context.h"
#include "libANGLE/Renderbuffer.h"
#include "libANGLE/Surface.h"
#include "libANGLE/Texture.h"
#include "libANGLE/formatutils.h"
#include "libANGLE/renderer/FramebufferAttachmentObjectImpl.h"
#include "libANGLE/renderer/FramebufferImpl.h"
namespace gl
{
////// FramebufferAttachment::Target Implementation //////
const GLsizei FramebufferAttachment::kDefaultNumViews = 1;
const GLint FramebufferAttachment::kDefaultBaseViewIndex = 0;
const GLint FramebufferAttachment::kDefaultRenderToTextureSamples = 0;
FramebufferAttachment::Target::Target() : mBinding(GL_NONE), mTextureIndex() {}
FramebufferAttachment::Target::Target(GLenum binding, const ImageIndex &imageIndex)
: mBinding(binding), mTextureIndex(imageIndex)
{}
FramebufferAttachment::Target::Target(const Target &other)
: mBinding(other.mBinding), mTextureIndex(other.mTextureIndex)
{}
FramebufferAttachment::Target &FramebufferAttachment::Target::operator=(const Target &other)
{
this->mBinding = other.mBinding;
this->mTextureIndex = other.mTextureIndex;
return *this;
}
////// FramebufferAttachment Implementation //////
FramebufferAttachment::FramebufferAttachment()
: mType(GL_NONE),
mResource(nullptr),
mNumViews(kDefaultNumViews),
mIsMultiview(false),
mBaseViewIndex(kDefaultBaseViewIndex),
mRenderToTextureSamples(kDefaultRenderToTextureSamples)
{}
FramebufferAttachment::FramebufferAttachment(const Context *context,
GLenum type,
GLenum binding,
const ImageIndex &textureIndex,
FramebufferAttachmentObject *resource,
rx::Serial framebufferSerial)
: mResource(nullptr)
{
attach(context, type, binding, textureIndex, resource, kDefaultNumViews, kDefaultBaseViewIndex,
false, kDefaultRenderToTextureSamples, framebufferSerial);
}
FramebufferAttachment::FramebufferAttachment(FramebufferAttachment &&other)
: FramebufferAttachment()
{
*this = std::move(other);
}
FramebufferAttachment &FramebufferAttachment::operator=(FramebufferAttachment &&other)
{
std::swap(mType, other.mType);
std::swap(mTarget, other.mTarget);
std::swap(mResource, other.mResource);
std::swap(mNumViews, other.mNumViews);
std::swap(mIsMultiview, other.mIsMultiview);
std::swap(mBaseViewIndex, other.mBaseViewIndex);
std::swap(mRenderToTextureSamples, other.mRenderToTextureSamples);
return *this;
}
FramebufferAttachment::~FramebufferAttachment()
{
ASSERT(!isAttached());
}
void FramebufferAttachment::detach(const Context *context, rx::Serial framebufferSerial)
{
mType = GL_NONE;
if (mResource != nullptr)
{
mResource->onDetach(context, framebufferSerial);
mResource = nullptr;
}
mNumViews = kDefaultNumViews;
mIsMultiview = false;
mBaseViewIndex = kDefaultBaseViewIndex;
// not technically necessary, could omit for performance
mTarget = Target();
}
void FramebufferAttachment::attach(const Context *context,
GLenum type,
GLenum binding,
const ImageIndex &textureIndex,
FramebufferAttachmentObject *resource,
GLsizei numViews,
GLuint baseViewIndex,
bool isMultiview,
GLsizei samples,
rx::Serial framebufferSerial)
{
if (resource == nullptr)
{
detach(context, framebufferSerial);
return;
}
mType = type;
mTarget = Target(binding, textureIndex);
mNumViews = numViews;
mBaseViewIndex = baseViewIndex;
mIsMultiview = isMultiview;
mRenderToTextureSamples = samples;
resource->onAttach(context, framebufferSerial);
if (mResource != nullptr)
{
mResource->onDetach(context, framebufferSerial);
}
mResource = resource;
}
GLuint FramebufferAttachment::getRedSize() const
{
return getSize().empty() ? 0 : getFormat().info->redBits;
}
GLuint FramebufferAttachment::getGreenSize() const
{
return getSize().empty() ? 0 : getFormat().info->greenBits;
}
GLuint FramebufferAttachment::getBlueSize() const
{
return getSize().empty() ? 0 : getFormat().info->blueBits;
}
GLuint FramebufferAttachment::getAlphaSize() const
{
return getSize().empty() ? 0 : getFormat().info->alphaBits;
}
GLuint FramebufferAttachment::getDepthSize() const
{
return getSize().empty() ? 0 : getFormat().info->depthBits;
}
GLuint FramebufferAttachment::getStencilSize() const
{
return getSize().empty() ? 0 : getFormat().info->stencilBits;
}
GLenum FramebufferAttachment::getComponentType() const
{
return getFormat().info->componentType;
}
GLenum FramebufferAttachment::getColorEncoding() const
{
return getFormat().info->colorEncoding;
}
GLuint FramebufferAttachment::id() const
{
return mResource->getId();
}
TextureTarget FramebufferAttachment::cubeMapFace() const
{
ASSERT(mType == GL_TEXTURE);
const auto &index = mTarget.textureIndex();
return index.getType() == TextureType::CubeMap ? index.getTarget() : TextureTarget::InvalidEnum;
}
GLint FramebufferAttachment::mipLevel() const
{
ASSERT(type() == GL_TEXTURE);
return mTarget.textureIndex().getLevelIndex();
}
GLint FramebufferAttachment::layer() const
{
ASSERT(mType == GL_TEXTURE);
const gl::ImageIndex &index = mTarget.textureIndex();
return (index.has3DLayer() ? index.getLayerIndex() : 0);
}
bool FramebufferAttachment::isLayered() const
{
return mTarget.textureIndex().isLayered();
}
bool FramebufferAttachment::isMultiview() const
{
return mIsMultiview;
}
GLint FramebufferAttachment::getBaseViewIndex() const
{
return mBaseViewIndex;
}
Texture *FramebufferAttachment::getTexture() const
{
return rx::GetAs<Texture>(mResource);
}
Renderbuffer *FramebufferAttachment::getRenderbuffer() const
{
return rx::GetAs<Renderbuffer>(mResource);
}
const egl::Surface *FramebufferAttachment::getSurface() const
{
return rx::GetAs<egl::Surface>(mResource);
}
FramebufferAttachmentObject *FramebufferAttachment::getResource() const
{
return mResource;
}
bool FramebufferAttachment::operator==(const FramebufferAttachment &other) const
{
if (mResource != other.mResource || mType != other.mType || mNumViews != other.mNumViews ||
mIsMultiview != other.mIsMultiview || mBaseViewIndex != other.mBaseViewIndex ||
mRenderToTextureSamples != other.mRenderToTextureSamples)
{
return false;
}
if (mType == GL_TEXTURE && getTextureImageIndex() != other.getTextureImageIndex())
{
return false;
}
return true;
}
bool FramebufferAttachment::operator!=(const FramebufferAttachment &other) const
{
return !(*this == other);
}
InitState FramebufferAttachment::initState() const
{
return mResource ? mResource->initState(mTarget.textureIndex()) : InitState::Initialized;
}
angle::Result FramebufferAttachment::initializeContents(const Context *context)
{
ASSERT(mResource);
ANGLE_TRY(mResource->initializeContents(context, mTarget.textureIndex()));
setInitState(InitState::Initialized);
return angle::Result::Continue;
}
void FramebufferAttachment::setInitState(InitState initState) const
{
ASSERT(mResource);
mResource->setInitState(mTarget.textureIndex(), initState);
}
bool FramebufferAttachment::isBoundAsSamplerOrImage(ContextID contextID) const
{
if (mType != GL_TEXTURE)
{
return false;
}
const gl::TextureState &textureState = getTexture()->getTextureState();
return textureState.isBoundAsImageTexture(contextID) ||
textureState.isBoundAsSamplerTexture(contextID);
}
////// FramebufferAttachmentObject Implementation //////
FramebufferAttachmentObject::FramebufferAttachmentObject() {}
FramebufferAttachmentObject::~FramebufferAttachmentObject() {}
angle::Result FramebufferAttachmentObject::getAttachmentRenderTarget(
const Context *context,
GLenum binding,
const ImageIndex &imageIndex,
GLsizei samples,
rx::FramebufferAttachmentRenderTarget **rtOut) const
{
return getAttachmentImpl()->getAttachmentRenderTarget(context, binding, imageIndex, samples,
rtOut);
}
angle::Result FramebufferAttachmentObject::initializeContents(const Context *context,
const ImageIndex &imageIndex)
{
ASSERT(context->isRobustResourceInitEnabled());
// Because gl::Texture cannot support tracking individual layer dirtiness, we only handle
// initializing entire mip levels for textures with layers
if (imageIndex.usesTex3D() && imageIndex.hasLayer())
{
// Compute the layer count so we get a correct layer index.
const gl::Extents &size = getAttachmentSize(imageIndex);
ImageIndex fullMipIndex = ImageIndex::MakeFromType(
imageIndex.getType(), imageIndex.getLevelIndex(), ImageIndex::kEntireLevel, size.depth);
return getAttachmentImpl()->initializeContents(context, fullMipIndex);
}
else
{
return getAttachmentImpl()->initializeContents(context, imageIndex);
}
}
} // namespace gl