Hash :
10a4d434
Author :
Date :
2017-11-28T14:46:26
ES31: Enable some dirty bits and dirty objects for compute pipeline
BUG=angleproject:2265
TEST=dEQP-GLES31.functional.shaders.builtin_var.compute.*
angle_end2end_test.ShaderStorageBufferTest31
.MultiStorageBuffersForMultiPrograms
Change-Id: Icc3df122602951a2328003c10a76696ab4c9f0d8
Reviewed-on: https://chromium-review.googlesource.com/792951
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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//
// Copyright (c) 2015 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.
//
// StateManagerGL.h: Defines a class for caching applied OpenGL state
#ifndef LIBANGLE_RENDERER_GL_STATEMANAGERGL_H_
#define LIBANGLE_RENDERER_GL_STATEMANAGERGL_H_
#include "common/debug.h"
#include "libANGLE/Error.h"
#include "libANGLE/State.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/renderer/gl/functionsgl_typedefs.h"
#include <map>
namespace gl
{
struct Caps;
class ContextState;
class State;
class FramebufferState;
}
namespace rx
{
class FramebufferGL;
class FunctionsGL;
class TransformFeedbackGL;
class VertexArrayGL;
class QueryGL;
class StateManagerGL final : angle::NonCopyable
{
public:
StateManagerGL(const FunctionsGL *functions,
const gl::Caps &rendererCaps,
const gl::Extensions &extensions);
~StateManagerGL();
void deleteProgram(GLuint program);
void deleteVertexArray(GLuint vao);
void deleteTexture(GLuint texture);
void deleteSampler(GLuint sampler);
void deleteBuffer(GLuint buffer);
void deleteFramebuffer(GLuint fbo);
void deleteRenderbuffer(GLuint rbo);
void deleteTransformFeedback(GLuint transformFeedback);
void deleteQuery(GLuint query);
void useProgram(GLuint program);
void forceUseProgram(GLuint program);
void bindVertexArray(GLuint vao, GLuint elementArrayBuffer);
void bindBuffer(gl::BufferBinding target, GLuint buffer);
void bindBufferBase(gl::BufferBinding target, size_t index, GLuint buffer);
void bindBufferRange(gl::BufferBinding target,
size_t index,
GLuint buffer,
size_t offset,
size_t size);
void activeTexture(size_t unit);
void bindTexture(GLenum type, GLuint texture);
void bindSampler(size_t unit, GLuint sampler);
void bindImageTexture(GLuint unit,
GLuint texture,
GLint level,
GLboolean layered,
GLint layer,
GLenum access,
GLenum format);
void bindFramebuffer(GLenum type, GLuint framebuffer);
void bindRenderbuffer(GLenum type, GLuint renderbuffer);
void bindTransformFeedback(GLenum type, GLuint transformFeedback);
void onTransformFeedbackStateChange();
void beginQuery(GLenum type, GLuint query);
void endQuery(GLenum type, GLuint query);
void onBeginQuery(QueryGL *query);
void setAttributeCurrentData(size_t index, const gl::VertexAttribCurrentValueData &data);
void setScissorTestEnabled(bool enabled);
void setScissor(const gl::Rectangle &scissor);
void setScissorIndexed(GLuint index, const gl::Rectangle &scissor);
void setScissorArrayv(GLuint first, const std::vector<gl::Rectangle> &viewports);
void setViewport(const gl::Rectangle &viewport);
void setViewportArrayv(GLuint first, const std::vector<gl::Rectangle> &viewports);
void setDepthRange(float near, float far);
void setViewportOffsets(const std::vector<gl::Offset> &kviewportOffsets);
void setSideBySide(bool isSideBySide);
void setBlendEnabled(bool enabled);
void setBlendColor(const gl::ColorF &blendColor);
void setBlendFuncs(GLenum sourceBlendRGB,
GLenum destBlendRGB,
GLenum sourceBlendAlpha,
GLenum destBlendAlpha);
void setBlendEquations(GLenum blendEquationRGB, GLenum blendEquationAlpha);
void setColorMask(bool red, bool green, bool blue, bool alpha);
void setSampleAlphaToCoverageEnabled(bool enabled);
void setSampleCoverageEnabled(bool enabled);
void setSampleCoverage(float value, bool invert);
void setSampleMaskEnabled(bool enabled);
void setSampleMaski(GLuint maskNumber, GLbitfield mask);
void setDepthTestEnabled(bool enabled);
void setDepthFunc(GLenum depthFunc);
void setDepthMask(bool mask);
void setStencilTestEnabled(bool enabled);
void setStencilFrontWritemask(GLuint mask);
void setStencilBackWritemask(GLuint mask);
void setStencilFrontFuncs(GLenum func, GLint ref, GLuint mask);
void setStencilBackFuncs(GLenum func, GLint ref, GLuint mask);
void setStencilFrontOps(GLenum sfail, GLenum dpfail, GLenum dppass);
void setStencilBackOps(GLenum sfail, GLenum dpfail, GLenum dppass);
void setCullFaceEnabled(bool enabled);
void setCullFace(gl::CullFaceMode cullFace);
void setFrontFace(GLenum frontFace);
void setPolygonOffsetFillEnabled(bool enabled);
void setPolygonOffset(float factor, float units);
void setRasterizerDiscardEnabled(bool enabled);
void setLineWidth(float width);
void setPrimitiveRestartEnabled(bool enabled);
void setClearColor(const gl::ColorF &clearColor);
void setClearDepth(float clearDepth);
void setClearStencil(GLint clearStencil);
void setPixelUnpackState(const gl::PixelUnpackState &unpack);
void setPixelUnpackBuffer(const gl::Buffer *pixelBuffer);
void setPixelPackState(const gl::PixelPackState &pack);
void setPixelPackBuffer(const gl::Buffer *pixelBuffer);
void setFramebufferSRGBEnabled(const gl::Context *context, bool enabled);
void setFramebufferSRGBEnabledForFramebuffer(const gl::Context *context,
bool enabled,
const FramebufferGL *framebuffer);
void setDitherEnabled(bool enabled);
void setMultisamplingStateEnabled(bool enabled);
void setSampleAlphaToOneStateEnabled(bool enabled);
void setCoverageModulation(GLenum components);
void setPathRenderingModelViewMatrix(const GLfloat *m);
void setPathRenderingProjectionMatrix(const GLfloat *m);
void setPathRenderingStencilState(GLenum func, GLint ref, GLuint mask);
void onDeleteQueryObject(QueryGL *query);
gl::Error setDrawArraysState(const gl::Context *context,
GLint first,
GLsizei count,
GLsizei instanceCount);
gl::Error setDrawElementsState(const gl::Context *context,
GLsizei count,
GLenum type,
const void *indices,
GLsizei instanceCount,
const void **outIndices);
gl::Error setDrawIndirectState(const gl::Context *context, GLenum type);
gl::Error setDispatchComputeState(const gl::Context *context);
void pauseTransformFeedback();
gl::Error pauseAllQueries();
gl::Error pauseQuery(GLenum type);
gl::Error resumeAllQueries();
gl::Error resumeQuery(GLenum type);
gl::Error onMakeCurrent(const gl::Context *context);
void syncState(const gl::Context *context, const gl::State::DirtyBits &glDirtyBits);
void updateMultiviewBaseViewLayerIndexUniform(
const gl::Program *program,
const gl::FramebufferState &drawFramebufferState) const;
private:
// Set state that's common among draw commands and compute invocations.
void setGenericShaderState(const gl::Context *context);
// Set state that's common among draw commands.
gl::Error setGenericDrawState(const gl::Context *context);
void setTextureCubemapSeamlessEnabled(bool enabled);
void applyViewportOffsetsAndSetScissors(const gl::Rectangle &scissor,
const gl::Framebuffer &drawFramebuffer);
void applyViewportOffsetsAndSetViewports(const gl::Rectangle &viewport,
const gl::Framebuffer &drawFramebuffer);
void propagateNumViewsToVAO(const gl::Program *program, VertexArrayGL *vao);
void updateProgramTextureAndSamplerBindings(const gl::Context *context);
void updateProgramStorageBufferBindings(const gl::Context *context);
void syncTransformFeedbackState(const gl::Context *context);
enum MultiviewDirtyBitType
{
MULTIVIEW_DIRTY_BIT_SIDE_BY_SIDE_LAYOUT,
MULTIVIEW_DIRTY_BIT_VIEWPORT_OFFSETS,
MULTIVIEW_DIRTY_BIT_MAX
};
const FunctionsGL *mFunctions;
GLuint mProgram;
GLuint mVAO;
std::vector<gl::VertexAttribCurrentValueData> mVertexAttribCurrentValues;
angle::PackedEnumMap<gl::BufferBinding, GLuint> mBuffers;
struct IndexedBufferBinding
{
IndexedBufferBinding();
size_t offset;
size_t size;
GLuint buffer;
};
angle::PackedEnumMap<gl::BufferBinding, std::vector<IndexedBufferBinding>> mIndexedBuffers;
size_t mTextureUnitIndex;
std::map<GLenum, std::vector<GLuint>> mTextures;
std::vector<GLuint> mSamplers;
struct ImageUnitBinding
{
ImageUnitBinding()
: texture(0), level(0), layered(false), layer(0), access(GL_READ_ONLY), format(GL_R32UI)
{
}
GLuint texture;
GLint level;
GLboolean layered;
GLint layer;
GLenum access;
GLenum format;
};
std::vector<ImageUnitBinding> mImages;
GLuint mTransformFeedback;
TransformFeedbackGL *mCurrentTransformFeedback;
std::map<GLenum, GLuint> mQueries;
std::set<QueryGL *> mCurrentQueries;
gl::ContextID mPrevDrawContext;
GLint mUnpackAlignment;
GLint mUnpackRowLength;
GLint mUnpackSkipRows;
GLint mUnpackSkipPixels;
GLint mUnpackImageHeight;
GLint mUnpackSkipImages;
GLint mPackAlignment;
GLint mPackRowLength;
GLint mPackSkipRows;
GLint mPackSkipPixels;
// TODO(jmadill): Convert to std::array when available
std::vector<GLenum> mFramebuffers;
GLuint mRenderbuffer;
bool mScissorTestEnabled;
std::vector<gl::Rectangle> mScissors;
std::vector<gl::Rectangle> mViewports;
std::vector<gl::Offset> mViewportOffsets;
float mNear;
float mFar;
bool mBlendEnabled;
gl::ColorF mBlendColor;
GLenum mSourceBlendRGB;
GLenum mDestBlendRGB;
GLenum mSourceBlendAlpha;
GLenum mDestBlendAlpha;
GLenum mBlendEquationRGB;
GLenum mBlendEquationAlpha;
bool mColorMaskRed;
bool mColorMaskGreen;
bool mColorMaskBlue;
bool mColorMaskAlpha;
bool mSampleAlphaToCoverageEnabled;
bool mSampleCoverageEnabled;
float mSampleCoverageValue;
bool mSampleCoverageInvert;
bool mSampleMaskEnabled;
std::array<GLbitfield, gl::MAX_SAMPLE_MASK_WORDS> mSampleMaskValues;
bool mDepthTestEnabled;
GLenum mDepthFunc;
bool mDepthMask;
bool mStencilTestEnabled;
GLenum mStencilFrontFunc;
GLint mStencilFrontRef;
GLuint mStencilFrontValueMask;
GLenum mStencilFrontStencilFailOp;
GLenum mStencilFrontStencilPassDepthFailOp;
GLenum mStencilFrontStencilPassDepthPassOp;
GLuint mStencilFrontWritemask;
GLenum mStencilBackFunc;
GLint mStencilBackRef;
GLuint mStencilBackValueMask;
GLenum mStencilBackStencilFailOp;
GLenum mStencilBackStencilPassDepthFailOp;
GLenum mStencilBackStencilPassDepthPassOp;
GLuint mStencilBackWritemask;
bool mCullFaceEnabled;
gl::CullFaceMode mCullFace;
GLenum mFrontFace;
bool mPolygonOffsetFillEnabled;
GLfloat mPolygonOffsetFactor;
GLfloat mPolygonOffsetUnits;
bool mRasterizerDiscardEnabled;
float mLineWidth;
bool mPrimitiveRestartEnabled;
gl::ColorF mClearColor;
float mClearDepth;
GLint mClearStencil;
bool mFramebufferSRGBEnabled;
bool mDitherEnabled;
bool mTextureCubemapSeamlessEnabled;
bool mMultisamplingEnabled;
bool mSampleAlphaToOneEnabled;
GLenum mCoverageModulation;
GLfloat mPathMatrixMV[16];
GLfloat mPathMatrixProj[16];
GLenum mPathStencilFunc;
GLint mPathStencilRef;
GLuint mPathStencilMask;
bool mIsSideBySideDrawFramebuffer;
const bool mIsMultiviewEnabled;
gl::State::DirtyBits mLocalDirtyBits;
gl::AttributesMask mLocalDirtyCurrentValues;
// ANGLE_multiview dirty bits.
angle::BitSet<MULTIVIEW_DIRTY_BIT_MAX> mMultiviewDirtyBits;
bool mProgramTexturesAndSamplersDirty;
bool mProgramStorageBuffersDirty;
};
}
#endif // LIBANGLE_RENDERER_GL_STATEMANAGERGL_H_