Hash :
f703443b
        
        Author :
  
        
        Date :
2019-09-21T14:10:35
        
      
Use Resource IDs in RefCountObject. This lets us use strongly typed IDs pretty much everywhere. Only one or two additional places still use GLuint IDs. Mostly for external queries and for Framebuffer Attachments. With some clever type reflection helpers lets us define a single template function for handling operator== and != for resource IDs. Refactor in preparation for more Capture/Replay work. Bug: angleproject:3611 Change-Id: I1c0c848e89eb8a4b769714d57686f816daf01634 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1815550 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Tobin Ehlis <tobine@google.com>
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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/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;
enum class InitState
{
    MayNeedInit,
    Initialized,
};
// 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);
    FramebufferAttachment(FramebufferAttachment &&other);
    FramebufferAttachment &operator=(FramebufferAttachment &&other);
    ~FramebufferAttachment();
    void detach(const Context *context);
    void attach(const Context *context,
                GLenum type,
                GLenum binding,
                const ImageIndex &textureIndex,
                FramebufferAttachmentObject *resource,
                GLsizei numViews,
                GLuint baseViewIndex,
                bool isMultiview,
                GLsizei samples);
    // 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 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;
    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;
    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:
    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 void onAttach(const Context *context) = 0;
    virtual void onDetach(const Context *context) = 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());
}
}  // namespace gl
#endif  // LIBANGLE_FRAMEBUFFERATTACHMENT_H_