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kc3-lang/angle/src/libANGLE/angletypes.cpp

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  • Author : Shahbaz Youssefi
    Date : 2019-04-04 13:52:04
    Hash : 127990f9
    Message : Vulkan: Use render pass loadOp for scissored clears At this point, every clear is done through render pass loadOp, except masked color or stencil clears. The only fallback is clearWithDraw, that can clear both color and stencil at the same time. Bug: angleproject:2361 Change-Id: I805fc12475e832ad2f573f665cdfeb766e61a6d0 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1553740 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Tobin Ehlis <tobine@google.com>

  • src/libANGLE/angletypes.cpp
  • //
    // Copyright (c) 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.
    //
    
    // angletypes.h : Defines a variety of structures and enum types that are used throughout libGLESv2
    
    #include "libANGLE/angletypes.h"
    #include "libANGLE/Program.h"
    #include "libANGLE/State.h"
    #include "libANGLE/VertexArray.h"
    #include "libANGLE/VertexAttribute.h"
    
    namespace gl
    {
    RasterizerState::RasterizerState()
    {
        memset(this, 0, sizeof(RasterizerState));
    
        rasterizerDiscard   = false;
        cullFace            = false;
        cullMode            = CullFaceMode::Back;
        frontFace           = GL_CCW;
        polygonOffsetFill   = false;
        polygonOffsetFactor = 0.0f;
        polygonOffsetUnits  = 0.0f;
        pointDrawMode       = false;
        multiSample         = false;
    }
    
    bool operator==(const RasterizerState &a, const RasterizerState &b)
    {
        return memcmp(&a, &b, sizeof(RasterizerState)) == 0;
    }
    
    bool operator!=(const RasterizerState &a, const RasterizerState &b)
    {
        return !(a == b);
    }
    
    BlendState::BlendState()
    {
        memset(this, 0, sizeof(BlendState));
    
        blend                 = false;
        sourceBlendRGB        = GL_ONE;
        sourceBlendAlpha      = GL_ONE;
        destBlendRGB          = GL_ZERO;
        destBlendAlpha        = GL_ZERO;
        blendEquationRGB      = GL_FUNC_ADD;
        blendEquationAlpha    = GL_FUNC_ADD;
        sampleAlphaToCoverage = false;
        dither                = true;
    }
    
    BlendState::BlendState(const BlendState &other)
    {
        memcpy(this, &other, sizeof(BlendState));
    }
    
    bool BlendState::allChannelsMasked() const
    {
        return !colorMaskRed && !colorMaskGreen && !colorMaskBlue && !colorMaskAlpha;
    }
    
    bool operator==(const BlendState &a, const BlendState &b)
    {
        return memcmp(&a, &b, sizeof(BlendState)) == 0;
    }
    
    bool operator!=(const BlendState &a, const BlendState &b)
    {
        return !(a == b);
    }
    
    DepthStencilState::DepthStencilState()
    {
        memset(this, 0, sizeof(DepthStencilState));
    
        depthTest                = false;
        depthFunc                = GL_LESS;
        depthMask                = true;
        stencilTest              = false;
        stencilFunc              = GL_ALWAYS;
        stencilMask              = static_cast<GLuint>(-1);
        stencilWritemask         = static_cast<GLuint>(-1);
        stencilBackFunc          = GL_ALWAYS;
        stencilBackMask          = static_cast<GLuint>(-1);
        stencilBackWritemask     = static_cast<GLuint>(-1);
        stencilFail              = GL_KEEP;
        stencilPassDepthFail     = GL_KEEP;
        stencilPassDepthPass     = GL_KEEP;
        stencilBackFail          = GL_KEEP;
        stencilBackPassDepthFail = GL_KEEP;
        stencilBackPassDepthPass = GL_KEEP;
    }
    
    DepthStencilState::DepthStencilState(const DepthStencilState &other)
    {
        memcpy(this, &other, sizeof(DepthStencilState));
    }
    
    bool operator==(const DepthStencilState &a, const DepthStencilState &b)
    {
        return memcmp(&a, &b, sizeof(DepthStencilState)) == 0;
    }
    
    bool operator!=(const DepthStencilState &a, const DepthStencilState &b)
    {
        return !(a == b);
    }
    
    SamplerState::SamplerState()
    {
        memset(this, 0, sizeof(SamplerState));
    
        setMinFilter(GL_NEAREST_MIPMAP_LINEAR);
        setMagFilter(GL_LINEAR);
        setWrapS(GL_REPEAT);
        setWrapT(GL_REPEAT);
        setWrapR(GL_REPEAT);
        setMaxAnisotropy(1.0f);
        setMinLod(-1000.0f);
        setMaxLod(1000.0f);
        setCompareMode(GL_NONE);
        setCompareFunc(GL_LEQUAL);
        setSRGBDecode(GL_DECODE_EXT);
    }
    
    SamplerState::SamplerState(const SamplerState &other) = default;
    
    // static
    SamplerState SamplerState::CreateDefaultForTarget(TextureType type)
    {
        SamplerState state;
    
        // According to OES_EGL_image_external and ARB_texture_rectangle: For external textures, the
        // default min filter is GL_LINEAR and the default s and t wrap modes are GL_CLAMP_TO_EDGE.
        if (type == TextureType::External || type == TextureType::Rectangle)
        {
            state.mMinFilter = GL_LINEAR;
            state.mWrapS     = GL_CLAMP_TO_EDGE;
            state.mWrapT     = GL_CLAMP_TO_EDGE;
        }
    
        return state;
    }
    
    void SamplerState::setMinFilter(GLenum minFilter)
    {
        mMinFilter                    = minFilter;
        mCompleteness.typed.minFilter = static_cast<uint8_t>(FromGLenum<FilterMode>(minFilter));
    }
    
    void SamplerState::setMagFilter(GLenum magFilter)
    {
        mMagFilter                    = magFilter;
        mCompleteness.typed.magFilter = static_cast<uint8_t>(FromGLenum<FilterMode>(magFilter));
    }
    
    void SamplerState::setWrapS(GLenum wrapS)
    {
        mWrapS                    = wrapS;
        mCompleteness.typed.wrapS = static_cast<uint8_t>(FromGLenum<WrapMode>(wrapS));
    }
    
    void SamplerState::setWrapT(GLenum wrapT)
    {
        mWrapT = wrapT;
        updateWrapTCompareMode();
    }
    
    void SamplerState::setWrapR(GLenum wrapR)
    {
        mWrapR = wrapR;
    }
    
    void SamplerState::setMaxAnisotropy(float maxAnisotropy)
    {
        mMaxAnisotropy = maxAnisotropy;
    }
    
    void SamplerState::setMinLod(GLfloat minLod)
    {
        mMinLod = minLod;
    }
    
    void SamplerState::setMaxLod(GLfloat maxLod)
    {
        mMaxLod = maxLod;
    }
    
    void SamplerState::setCompareMode(GLenum compareMode)
    {
        mCompareMode = compareMode;
        updateWrapTCompareMode();
    }
    
    void SamplerState::setCompareFunc(GLenum compareFunc)
    {
        mCompareFunc = compareFunc;
    }
    
    void SamplerState::setSRGBDecode(GLenum sRGBDecode)
    {
        mSRGBDecode = sRGBDecode;
    }
    
    void SamplerState::setBorderColor(const ColorGeneric &color)
    {
        mBorderColor = color;
    }
    
    void SamplerState::updateWrapTCompareMode()
    {
        uint8_t wrap    = static_cast<uint8_t>(FromGLenum<WrapMode>(mWrapT));
        uint8_t compare = static_cast<uint8_t>(mCompareMode == GL_NONE ? 0x10 : 0x00);
        mCompleteness.typed.wrapTCompareMode = wrap | compare;
    }
    
    ImageUnit::ImageUnit()
        : texture(), level(0), layered(false), layer(0), access(GL_READ_ONLY), format(GL_R32UI)
    {}
    
    ImageUnit::ImageUnit(const ImageUnit &other) = default;
    
    ImageUnit::~ImageUnit() = default;
    
    static void MinMax(int a, int b, int *minimum, int *maximum)
    {
        if (a < b)
        {
            *minimum = a;
            *maximum = b;
        }
        else
        {
            *minimum = b;
            *maximum = a;
        }
    }
    
    Rectangle Rectangle::removeReversal() const
    {
        Rectangle unreversed = *this;
        if (isReversedX())
        {
            unreversed.x     = unreversed.x + unreversed.width;
            unreversed.width = -unreversed.width;
        }
        if (isReversedY())
        {
            unreversed.y      = unreversed.y + unreversed.height;
            unreversed.height = -unreversed.height;
        }
        return unreversed;
    }
    
    bool Rectangle::encloses(const gl::Rectangle &inside) const
    {
        return x0() <= inside.x0() && y0() <= inside.y0() && x1() >= inside.x1() && y1() >= inside.y1();
    }
    
    bool ClipRectangle(const Rectangle &source, const Rectangle &clip, Rectangle *intersection)
    {
        int minSourceX, maxSourceX, minSourceY, maxSourceY;
        MinMax(source.x, source.x + source.width, &minSourceX, &maxSourceX);
        MinMax(source.y, source.y + source.height, &minSourceY, &maxSourceY);
    
        int minClipX, maxClipX, minClipY, maxClipY;
        MinMax(clip.x, clip.x + clip.width, &minClipX, &maxClipX);
        MinMax(clip.y, clip.y + clip.height, &minClipY, &maxClipY);
    
        if (minSourceX >= maxClipX || maxSourceX <= minClipX || minSourceY >= maxClipY ||
            maxSourceY <= minClipY)
        {
            return false;
        }
        if (intersection)
        {
            intersection->x      = std::max(minSourceX, minClipX);
            intersection->y      = std::max(minSourceY, minClipY);
            intersection->width  = std::min(maxSourceX, maxClipX) - std::max(minSourceX, minClipX);
            intersection->height = std::min(maxSourceY, maxClipY) - std::max(minSourceY, minClipY);
        }
        return true;
    }
    
    bool Box::operator==(const Box &other) const
    {
        return (x == other.x && y == other.y && z == other.z && width == other.width &&
                height == other.height && depth == other.depth);
    }
    
    bool Box::operator!=(const Box &other) const
    {
        return !(*this == other);
    }
    
    Rectangle Box::toRect() const
    {
        ASSERT(z == 0 && depth == 1);
        return Rectangle(x, y, width, height);
    }
    
    bool operator==(const Offset &a, const Offset &b)
    {
        return a.x == b.x && a.y == b.y && a.z == b.z;
    }
    
    bool operator!=(const Offset &a, const Offset &b)
    {
        return !(a == b);
    }
    
    bool operator==(const Extents &lhs, const Extents &rhs)
    {
        return lhs.width == rhs.width && lhs.height == rhs.height && lhs.depth == rhs.depth;
    }
    
    bool operator!=(const Extents &lhs, const Extents &rhs)
    {
        return !(lhs == rhs);
    }
    
    bool ValidateComponentTypeMasks(unsigned long outputTypes,
                                    unsigned long inputTypes,
                                    unsigned long outputMask,
                                    unsigned long inputMask)
    {
        static_assert(IMPLEMENTATION_MAX_DRAW_BUFFERS <= kMaxComponentTypeMaskIndex,
                      "Output/input masks should fit into 16 bits - 1 bit per draw buffer. The "
                      "corresponding type masks should fit into 32 bits - 2 bits per draw buffer.");
        static_assert(MAX_VERTEX_ATTRIBS <= kMaxComponentTypeMaskIndex,
                      "Output/input masks should fit into 16 bits - 1 bit per attrib. The "
                      "corresponding type masks should fit into 32 bits - 2 bits per attrib.");
    
        // For performance reasons, draw buffer and attribute type validation is done using bit masks.
        // We store two bits representing the type split, with the low bit in the lower 16 bits of the
        // variable, and the high bit in the upper 16 bits of the variable. This is done so we can AND
        // with the elswewhere used DrawBufferMask or AttributeMask.
    
        // OR the masks with themselves, shifted 16 bits. This is to match our split type bits.
        outputMask |= (outputMask << kMaxComponentTypeMaskIndex);
        inputMask |= (inputMask << kMaxComponentTypeMaskIndex);
    
        // To validate:
        // 1. Remove any indexes that are not enabled in the input (& inputMask)
        // 2. Remove any indexes that exist in output, but not in input (& outputMask)
        // 3. Use == to verify equality
        return (outputTypes & inputMask) == ((inputTypes & outputMask) & inputMask);
    }
    
    GLsizeiptr GetBoundBufferAvailableSize(const OffsetBindingPointer<Buffer> &binding)
    {
        Buffer *buffer = binding.get();
        if (buffer)
        {
            if (binding.getSize() == 0)
                return static_cast<GLsizeiptr>(buffer->getSize());
            angle::CheckedNumeric<GLintptr> offset       = binding.getOffset();
            angle::CheckedNumeric<GLsizeiptr> size       = binding.getSize();
            angle::CheckedNumeric<GLsizeiptr> bufferSize = buffer->getSize();
            auto end                                     = offset + size;
            auto clampedSize                             = size;
            auto difference                              = end - bufferSize;
            if (!difference.IsValid())
            {
                return 0;
            }
            if (difference.ValueOrDie() > 0)
            {
                clampedSize = size - difference;
            }
            return clampedSize.ValueOrDefault(0);
        }
        else
        {
            return 0;
        }
    }
    
    }  // namespace gl