Hash :
878c8b1e
Author :
Date :
2017-07-28T09:51:04
Handle viewport and scissor state changes for side-by-side framebuffers Side-by-side framebuffers have viewport offsets as part of their state which have to be applied to the viewport and scissor rectangles to generate the final viewport and scissor rectangles of each view. Whenever there is a transition to or from a side-by-side framebuffer, viewport and scissor state has to be synced. Also, because rendering is done on the same 2D texture the scissor test has to be always enabled to guarantee that no fragments leak to a neighboring view. The patch addresses this by extending the viewport and scissor state in StateManagerGL to be a vector of rectangles instead of a single rectangle. Two new dirty bits are added to cover changes in the viewport offsets and whether the framebuffer has a side-by-side layout. BUG=angleproject:2062 TEST=angle_end2end_tests Change-Id: I8107d7ba97d06b20cf24358f19963fa494844592 Reviewed-on: https://chromium-review.googlesource.com/585012 Commit-Queue: Martin Radev <mradev@nvidia.com> Reviewed-by: Geoff Lang <geofflang@chromium.org>
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//
// Copyright (c) 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/angletypes.h"
#include "libANGLE/Error.h"
#include "libANGLE/ImageIndex.h"
#include "libANGLE/signal_utils.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 gl
{
class FramebufferAttachmentObject;
struct Format;
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);
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,
GLenum multiviewLayout,
const GLint *viewportOffsets);
// 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(GLuint textureId) const { return mType == GL_TEXTURE && id() == textureId; }
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;
GLenum cubeMapFace() const;
GLint mipLevel() const;
GLint layer() const;
GLsizei getNumViews() const;
GLenum getMultiviewLayout() const;
GLint getBaseViewIndex() const;
const std::vector<Offset> &getMultiviewViewportOffsets() const;
// 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;
const Format &getFormat() const;
GLsizei getSamples() const;
GLenum type() const { return mType; }
bool isAttached() const { return mType != GL_NONE; }
Renderbuffer *getRenderbuffer() const;
Texture *getTexture() const;
const egl::Surface *getSurface() const;
FramebufferAttachmentObject *getResource() const;
// "T" must be static_castable from FramebufferAttachmentRenderTarget
template <typename T>
gl::Error getRenderTarget(const Context *context, T **rtOut) const
{
static_assert(std::is_base_of<rx::FramebufferAttachmentRenderTarget, T>(),
"Invalid RenderTarget class.");
return getRenderTargetImpl(
context, reinterpret_cast<rx::FramebufferAttachmentRenderTarget **>(rtOut));
}
bool operator==(const FramebufferAttachment &other) const;
bool operator!=(const FramebufferAttachment &other) const;
static std::vector<Offset> GetDefaultViewportOffsetVector();
static const GLsizei kDefaultNumViews;
static const GLenum kDefaultMultiviewLayout;
static const GLint kDefaultBaseViewIndex;
static const GLint kDefaultViewportOffsets[2];
private:
gl::Error getRenderTargetImpl(const Context *context,
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;
GLenum mMultiviewLayout;
GLint mBaseViewIndex;
std::vector<Offset> mViewportOffsets;
};
// A base class for objects that FBO Attachments may point to.
class FramebufferAttachmentObject
{
public:
FramebufferAttachmentObject() {}
virtual ~FramebufferAttachmentObject() {}
virtual Extents getAttachmentSize(const ImageIndex &imageIndex) const = 0;
virtual const Format &getAttachmentFormat(GLenum binding,
const ImageIndex &imageIndex) const = 0;
virtual GLsizei getAttachmentSamples(const ImageIndex &imageIndex) const = 0;
virtual void onAttach(const Context *context) = 0;
virtual void onDetach(const Context *context) = 0;
virtual GLuint getId() const = 0;
Error getAttachmentRenderTarget(const Context *context,
GLenum binding,
const ImageIndex &imageIndex,
rx::FramebufferAttachmentRenderTarget **rtOut) const;
angle::BroadcastChannel<> *getDirtyChannel();
protected:
virtual rx::FramebufferAttachmentObjectImpl *getAttachmentImpl() const = 0;
angle::BroadcastChannel<> mDirtyChannel;
};
inline Extents FramebufferAttachment::getSize() const
{
ASSERT(mResource);
return mResource->getAttachmentSize(mTarget.textureIndex());
}
inline const Format &FramebufferAttachment::getFormat() const
{
ASSERT(mResource);
return mResource->getAttachmentFormat(mTarget.binding(), mTarget.textureIndex());
}
inline GLsizei FramebufferAttachment::getSamples() const
{
ASSERT(mResource);
return mResource->getAttachmentSamples(mTarget.textureIndex());
}
inline gl::Error FramebufferAttachment::getRenderTargetImpl(
const Context *context,
rx::FramebufferAttachmentRenderTarget **rtOut) const
{
ASSERT(mResource);
return mResource->getAttachmentRenderTarget(context, mTarget.binding(), mTarget.textureIndex(),
rtOut);
}
} // namespace gl
#endif // LIBANGLE_FRAMEBUFFERATTACHMENT_H_