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

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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.h
  • //
    // 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/Error.h"
    #include "libANGLE/ImageIndex.h"
    #include "libANGLE/formatutils.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 angle
    {
    class Subject;
    }  // namespace angle
    
    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,
                    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;
        TextureTarget cubeMapFace() const;
        GLint mipLevel() const;
        GLint layer() const;
        bool isLayered() 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;
        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;
        InitState initState() const;
        Error initializeContents(const Context *context);
        void setInitState(InitState initState) 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 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;
    
        // These are used for robust resource initialization.
        virtual InitState initState(const ImageIndex &imageIndex) const              = 0;
        virtual void setInitState(const ImageIndex &imageIndex, InitState initState) = 0;
    
        Error getAttachmentRenderTarget(const Context *context,
                                        GLenum binding,
                                        const ImageIndex &imageIndex,
                                        rx::FramebufferAttachmentRenderTarget **rtOut) const;
    
        Error initializeContents(const Context *context, const ImageIndex &imageIndex);
    
        void onStorageChange(const gl::Context *context) const;
        angle::Subject *getSubject() const;
    
      protected:
        virtual rx::FramebufferAttachmentObjectImpl *getAttachmentImpl() const = 0;
    };
    
    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
    {
        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_