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

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  • Author : Jiawei Shao
    Date : 2018-05-28 11:17:47
    Hash : a8802477
    Message : ES31: Implement FramebufferTextureEXT on OpenGL back-ends This patch intends to implement FramebufferTextureEXT on OpenGL back-ends. 1. Support layered framebuffer attachments. 2. Add new framebuffer completeness rules on layered framebuffer attachments. 3. Support FRAMEBUFFER_ATTACHMENT_LAYERED_EXT as a valid <pname> parameter of GetFramebufferAttachmentParameteriv. Note that for an entire level of a cube map: 1. It has no TextureTarget because TEXTURE_CUBE is not a valid target for TexImage*D. 2. It corresponds to 6 ImageDescs (that represents its faces) in class Texture, so when the cube map is cube complete, we return the ImageDesc of its first face, meanwhile we do not allow querying ImageDesc if it is not cube complete. BUG=angleproject:1941 TEST=angle_end2end_tests dEQP-GLES31.functional.geometry_shading.query.framebuffer_attachment_layers dEQP-GLES31.functional.geometry_shading.query.framebuffer_incomplete_layer_targets dEQP-GLES31.functional.geometry_shading.layered.* dEQP-GLES31.functional.geometry_shading.instanced.invocation_per_layer_* dEQP-GLES31.functional.geometry_shading.instanced.multiple_layers_per_invocation_* Change-Id: I44393b513ec8f1a682fd1c47d3eaa6f3b3fae877 Reviewed-on: https://chromium-review.googlesource.com/1075811 Commit-Queue: Jiawei Shao <jiawei.shao@intel.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org>

  • src/libANGLE/FramebufferAttachment.cpp
  • //
    // 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.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
    {
    
    namespace
    {
    
    std::vector<Offset> TransformViewportOffsetArrayToVectorOfOffsets(const GLint *viewportOffsets,
                                                                      GLsizei numViews)
    {
        const size_t numViewsAsSizeT = static_cast<size_t>(numViews);
        std::vector<Offset> offsetVector;
        offsetVector.reserve(numViewsAsSizeT);
        for (size_t i = 0u; i < numViewsAsSizeT; ++i)
        {
            offsetVector.emplace_back(Offset(viewportOffsets[i * 2u], viewportOffsets[i * 2u + 1u], 0));
        }
        return offsetVector;
    }
    
    }  // namespace
    
    ////// FramebufferAttachment::Target Implementation //////
    
    const GLsizei FramebufferAttachment::kDefaultNumViews         = 1;
    const GLenum FramebufferAttachment::kDefaultMultiviewLayout   = GL_NONE;
    const GLint FramebufferAttachment::kDefaultBaseViewIndex      = 0;
    const GLint FramebufferAttachment::kDefaultViewportOffsets[2] = {0};
    
    std::vector<Offset> FramebufferAttachment::GetDefaultViewportOffsetVector()
    {
        return TransformViewportOffsetArrayToVectorOfOffsets(
            FramebufferAttachment::kDefaultViewportOffsets, FramebufferAttachment::kDefaultNumViews);
    }
    
    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),
          mMultiviewLayout(kDefaultMultiviewLayout),
          mBaseViewIndex(kDefaultBaseViewIndex),
          mViewportOffsets(GetDefaultViewportOffsetVector())
    {
    }
    
    FramebufferAttachment::FramebufferAttachment(const Context *context,
                                                 GLenum type,
                                                 GLenum binding,
                                                 const ImageIndex &textureIndex,
                                                 FramebufferAttachmentObject *resource)
        : mResource(nullptr)
    {
        attach(context, type, binding, textureIndex, resource, kDefaultNumViews, kDefaultBaseViewIndex,
               kDefaultMultiviewLayout, kDefaultViewportOffsets);
    }
    
    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(mMultiviewLayout, other.mMultiviewLayout);
        std::swap(mBaseViewIndex, other.mBaseViewIndex);
        std::swap(mViewportOffsets, other.mViewportOffsets);
        return *this;
    }
    
    FramebufferAttachment::~FramebufferAttachment()
    {
        ASSERT(!isAttached());
    }
    
    void FramebufferAttachment::detach(const Context *context)
    {
        mType = GL_NONE;
        if (mResource != nullptr)
        {
            mResource->onDetach(context);
            mResource = nullptr;
        }
        mNumViews        = kDefaultNumViews;
        mMultiviewLayout = kDefaultMultiviewLayout;
        mBaseViewIndex   = kDefaultBaseViewIndex;
        mViewportOffsets = GetDefaultViewportOffsetVector();
    
        // 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,
                                       GLenum multiviewLayout,
                                       const GLint *viewportOffsets)
    {
        if (resource == nullptr)
        {
            detach(context);
            return;
        }
    
        mType = type;
        mTarget = Target(binding, textureIndex);
        mNumViews        = numViews;
        mBaseViewIndex   = baseViewIndex;
        mMultiviewLayout = multiviewLayout;
        if (multiviewLayout == GL_FRAMEBUFFER_MULTIVIEW_SIDE_BY_SIDE_ANGLE)
        {
            mViewportOffsets = TransformViewportOffsetArrayToVectorOfOffsets(viewportOffsets, numViews);
        }
        else
        {
            mViewportOffsets = GetDefaultViewportOffsetVector();
        }
        resource->onAttach(context);
    
        if (mResource != nullptr)
        {
            mResource->onDetach(context);
        }
    
        mResource = resource;
    }
    
    GLuint FramebufferAttachment::getRedSize() const
    {
        return getFormat().info->redBits;
    }
    
    GLuint FramebufferAttachment::getGreenSize() const
    {
        return getFormat().info->greenBits;
    }
    
    GLuint FramebufferAttachment::getBlueSize() const
    {
        return getFormat().info->blueBits;
    }
    
    GLuint FramebufferAttachment::getAlphaSize() const
    {
        return getFormat().info->alphaBits;
    }
    
    GLuint FramebufferAttachment::getDepthSize() const
    {
        return getFormat().info->depthBits;
    }
    
    GLuint FramebufferAttachment::getStencilSize() const
    {
        return 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();
    }
    
    const ImageIndex &FramebufferAttachment::getTextureImageIndex() const
    {
        ASSERT(type() == GL_TEXTURE);
        return mTarget.textureIndex();
    }
    
    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();
    }
    
    GLsizei FramebufferAttachment::getNumViews() const
    {
        return mNumViews;
    }
    
    GLenum FramebufferAttachment::getMultiviewLayout() const
    {
        return mMultiviewLayout;
    }
    
    GLint FramebufferAttachment::getBaseViewIndex() const
    {
        return mBaseViewIndex;
    }
    
    const std::vector<Offset> &FramebufferAttachment::getMultiviewViewportOffsets() const
    {
        return mViewportOffsets;
    }
    
    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 ||
            mMultiviewLayout != other.mMultiviewLayout || mBaseViewIndex != other.mBaseViewIndex ||
            mViewportOffsets != other.mViewportOffsets)
        {
            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;
    }
    
    Error FramebufferAttachment::initializeContents(const Context *context)
    {
        ASSERT(mResource);
        ANGLE_TRY(mResource->initializeContents(context, mTarget.textureIndex()));
        setInitState(InitState::Initialized);
        return NoError();
    }
    
    void FramebufferAttachment::setInitState(InitState initState) const
    {
        ASSERT(mResource);
        mResource->setInitState(mTarget.textureIndex(), initState);
    }
    
    ////// FramebufferAttachmentObject Implementation //////
    
    FramebufferAttachmentObject::FramebufferAttachmentObject()
    {
    }
    
    FramebufferAttachmentObject::~FramebufferAttachmentObject()
    {
    }
    
    Error FramebufferAttachmentObject::getAttachmentRenderTarget(
        const Context *context,
        GLenum binding,
        const ImageIndex &imageIndex,
        rx::FramebufferAttachmentRenderTarget **rtOut) const
    {
        return getAttachmentImpl()->getAttachmentRenderTarget(context, binding, imageIndex, rtOut);
    }
    
    void FramebufferAttachmentObject::onStorageChange(const gl::Context *context) const
    {
        return getAttachmentImpl()->onStateChange(context, angle::SubjectMessage::STORAGE_CHANGED);
    }
    
    angle::Subject *FramebufferAttachmentObject::getSubject() const
    {
        return getAttachmentImpl();
    }
    
    Error 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 2D array textures.
        if (imageIndex.getType() == TextureType::_2DArray && imageIndex.hasLayer())
        {
            ImageIndex fullMipIndex =
                ImageIndex::Make2DArray(imageIndex.getLevelIndex(), ImageIndex::kEntireLevel);
            return getAttachmentImpl()->initializeContents(context, fullMipIndex);
        }
        else
        {
            return getAttachmentImpl()->initializeContents(context, imageIndex);
        }
    }
    
    }  // namespace gl