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

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  • Author : Jamie Madill
    Date : 2017-06-20 12:57:39
    Hash : 4928b7ca
    Message : Proliferate gl::Context everywhere. This gives the D3D back-end access to the GL state almost anywhere. This uses the onDestroy hook for Textures to push errors up from destructors, although they still don't quite make it to the Context. There are places, such as in EGL object (Context/Surface) destruction, where we end up calling through to GL implementation internals without having access to a gl::Context. We handle this via a proxy Context to a Display, basically a null context, that has access to impl-side state like the Renderer pointer if necessary. It does not have access to the normal GL state. Also Pass gl::Context to RefCountObject::release(). Since we're using destroy() methods now, we should not ever call the destructor directly. BUG=angleproject:1156 Change-Id: Ie4c32ad6bf6caaff0289901f30b5c6bafa2ce259 Reviewed-on: https://chromium-review.googlesource.com/529707 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>

  • src/libANGLE/Framebuffer.h
  • //
    // Copyright (c) 2002-2013 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.
    //
    
    // Framebuffer.h: Defines the gl::Framebuffer class. Implements GL framebuffer
    // objects and related functionality. [OpenGL ES 2.0.24] section 4.4 page 105.
    
    #ifndef LIBANGLE_FRAMEBUFFER_H_
    #define LIBANGLE_FRAMEBUFFER_H_
    
    #include <vector>
    
    #include "common/Optional.h"
    #include "common/angleutils.h"
    #include "libANGLE/Constants.h"
    #include "libANGLE/Debug.h"
    #include "libANGLE/Error.h"
    #include "libANGLE/FramebufferAttachment.h"
    #include "libANGLE/RefCountObject.h"
    #include "libANGLE/signal_utils.h"
    
    namespace rx
    {
    class GLImplFactory;
    class FramebufferImpl;
    class RenderbufferImpl;
    class SurfaceImpl;
    }
    
    namespace egl
    {
    class Display;
    class Surface;
    }
    
    namespace gl
    {
    class Context;
    class ContextState;
    class Framebuffer;
    class Renderbuffer;
    class State;
    class Texture;
    class TextureCapsMap;
    class ValidationContext;
    struct Caps;
    struct Extensions;
    struct ImageIndex;
    struct Rectangle;
    
    class FramebufferState final : angle::NonCopyable
    {
      public:
        FramebufferState();
        explicit FramebufferState(const Caps &caps);
        ~FramebufferState();
    
        const std::string &getLabel();
    
        const FramebufferAttachment *getAttachment(GLenum attachment) const;
        const FramebufferAttachment *getReadAttachment() const;
        const FramebufferAttachment *getFirstNonNullAttachment() const;
        const FramebufferAttachment *getFirstColorAttachment() const;
        const FramebufferAttachment *getDepthOrStencilAttachment() const;
        const FramebufferAttachment *getStencilOrDepthStencilAttachment() const;
        const FramebufferAttachment *getColorAttachment(size_t colorAttachment) const;
        const FramebufferAttachment *getDepthAttachment() const;
        const FramebufferAttachment *getStencilAttachment() const;
        const FramebufferAttachment *getDepthStencilAttachment() const;
    
        const std::vector<GLenum> &getDrawBufferStates() const { return mDrawBufferStates; }
        DrawBufferMask getEnabledDrawBuffers() const { return mEnabledDrawBuffers; }
        GLenum getReadBufferState() const { return mReadBufferState; }
        const std::vector<FramebufferAttachment> &getColorAttachments() const
        {
            return mColorAttachments;
        }
    
        bool attachmentsHaveSameDimensions() const;
        bool colorAttachmentsAreUniqueImages() const;
    
        const FramebufferAttachment *getDrawBuffer(size_t drawBufferIdx) const;
        size_t getDrawBufferCount() const;
    
        GLint getDefaultWidth() const { return mDefaultWidth; };
        GLint getDefaultHeight() const { return mDefaultHeight; };
        GLint getDefaultSamples() const { return mDefaultSamples; };
        GLboolean getDefaultFixedSampleLocations() const { return mDefaultFixedSampleLocations; };
    
      private:
        friend class Framebuffer;
    
        std::string mLabel;
    
        std::vector<FramebufferAttachment> mColorAttachments;
        FramebufferAttachment mDepthAttachment;
        FramebufferAttachment mStencilAttachment;
    
        std::vector<GLenum> mDrawBufferStates;
        GLenum mReadBufferState;
        DrawBufferMask mEnabledDrawBuffers;
    
        GLint mDefaultWidth;
        GLint mDefaultHeight;
        GLint mDefaultSamples;
        GLboolean mDefaultFixedSampleLocations;
    
        // It's necessary to store all this extra state so we can restore attachments
        // when DEPTH_STENCIL/DEPTH/STENCIL is unbound in WebGL 1.
        FramebufferAttachment mWebGLDepthStencilAttachment;
        FramebufferAttachment mWebGLDepthAttachment;
        FramebufferAttachment mWebGLStencilAttachment;
        bool mWebGLDepthStencilConsistent;
    };
    
    using OnAttachmentDirtyBinding  = angle::ChannelBinding<>;
    using OnAttachmentDirtyChannel  = angle::BroadcastChannel<>;
    using OnAttachmentDirtyReceiver = angle::SignalReceiver<>;
    
    class Framebuffer final : public LabeledObject, public OnAttachmentDirtyReceiver
    {
      public:
        // Constructor to build application-defined framebuffers
        Framebuffer(const Caps &caps, rx::GLImplFactory *factory, GLuint id);
        // Constructor to build default framebuffers for a surface
        Framebuffer(const egl::Display *display, egl::Surface *surface);
        // Constructor to build a fake default framebuffer when surfaceless
        Framebuffer(rx::GLImplFactory *factory);
    
        virtual ~Framebuffer();
        void onDestroy(const Context *context);
        void destroyDefault(const egl::Display *display);
    
        void setLabel(const std::string &label) override;
        const std::string &getLabel() const override;
    
        rx::FramebufferImpl *getImplementation() const { return mImpl; }
    
        GLuint id() const { return mId; }
    
        void setAttachment(const Context *context,
                           GLenum type,
                           GLenum binding,
                           const ImageIndex &textureIndex,
                           FramebufferAttachmentObject *resource);
        void resetAttachment(const Context *context, GLenum binding);
    
        void detachTexture(const Context *context, GLuint texture);
        void detachRenderbuffer(const Context *context, GLuint renderbuffer);
    
        const FramebufferAttachment *getColorbuffer(size_t colorAttachment) const;
        const FramebufferAttachment *getDepthbuffer() const;
        const FramebufferAttachment *getStencilbuffer() const;
        const FramebufferAttachment *getDepthStencilBuffer() const;
        const FramebufferAttachment *getDepthOrStencilbuffer() const;
        const FramebufferAttachment *getStencilOrDepthStencilAttachment() const;
        const FramebufferAttachment *getReadColorbuffer() const;
        GLenum getReadColorbufferType() const;
        const FramebufferAttachment *getFirstColorbuffer() const;
    
        const FramebufferAttachment *getAttachment(GLenum attachment) const;
    
        size_t getDrawbufferStateCount() const;
        GLenum getDrawBufferState(size_t drawBuffer) const;
        const std::vector<GLenum> &getDrawBufferStates() const;
        void setDrawBuffers(size_t count, const GLenum *buffers);
        const FramebufferAttachment *getDrawBuffer(size_t drawBuffer) const;
        GLenum getDrawbufferWriteType(size_t drawBuffer) const;
        bool hasEnabledDrawBuffer() const;
    
        GLenum getReadBufferState() const;
        void setReadBuffer(GLenum buffer);
    
        size_t getNumColorBuffers() const;
        bool hasDepth() const;
        bool hasStencil() const;
    
        bool usingExtendedDrawBuffers() const;
    
        // This method calls checkStatus.
        int getSamples(const Context *context);
    
        Error getSamplePosition(size_t index, GLfloat *xy) const;
    
        GLint getDefaultWidth() const;
        GLint getDefaultHeight() const;
        GLint getDefaultSamples() const;
        GLboolean getDefaultFixedSampleLocations() const;
        void setDefaultWidth(GLint defaultWidth);
        void setDefaultHeight(GLint defaultHeight);
        void setDefaultSamples(GLint defaultSamples);
        void setDefaultFixedSampleLocations(GLboolean defaultFixedSampleLocations);
    
        void invalidateCompletenessCache();
    
        GLenum checkStatus(const Context *context);
    
        // TODO(jmadill): Remove this kludge.
        GLenum checkStatus(const ValidationContext *context);
        int getSamples(const ValidationContext *context);
    
        // Helper for checkStatus == GL_FRAMEBUFFER_COMPLETE.
        bool complete(const Context *context);
        bool cachedComplete() const;
    
        bool hasValidDepthStencil() const;
    
        Error discard(const Context *context, size_t count, const GLenum *attachments);
        Error invalidate(const Context *context, size_t count, const GLenum *attachments);
        Error invalidateSub(const Context *context,
                            size_t count,
                            const GLenum *attachments,
                            const gl::Rectangle &area);
    
        Error clear(const gl::Context *context, GLbitfield mask);
        Error clearBufferfv(const gl::Context *context,
                            GLenum buffer,
                            GLint drawbuffer,
                            const GLfloat *values);
        Error clearBufferuiv(const gl::Context *context,
                             GLenum buffer,
                             GLint drawbuffer,
                             const GLuint *values);
        Error clearBufferiv(const gl::Context *context,
                            GLenum buffer,
                            GLint drawbuffer,
                            const GLint *values);
        Error clearBufferfi(const gl::Context *context,
                            GLenum buffer,
                            GLint drawbuffer,
                            GLfloat depth,
                            GLint stencil);
    
        GLenum getImplementationColorReadFormat(const Context *context) const;
        GLenum getImplementationColorReadType(const Context *context) const;
        Error readPixels(const gl::Context *context,
                         const gl::Rectangle &area,
                         GLenum format,
                         GLenum type,
                         void *pixels) const;
    
        Error blit(const gl::Context *context,
                   const Rectangle &sourceArea,
                   const Rectangle &destArea,
                   GLbitfield mask,
                   GLenum filter);
    
        enum DirtyBitType : uint32_t
        {
            DIRTY_BIT_COLOR_ATTACHMENT_0,
            DIRTY_BIT_COLOR_ATTACHMENT_MAX =
                DIRTY_BIT_COLOR_ATTACHMENT_0 + gl::IMPLEMENTATION_MAX_FRAMEBUFFER_ATTACHMENTS,
            DIRTY_BIT_DEPTH_ATTACHMENT = DIRTY_BIT_COLOR_ATTACHMENT_MAX,
            DIRTY_BIT_STENCIL_ATTACHMENT,
            DIRTY_BIT_DRAW_BUFFERS,
            DIRTY_BIT_READ_BUFFER,
            DIRTY_BIT_DEFAULT_WIDTH,
            DIRTY_BIT_DEFAULT_HEIGHT,
            DIRTY_BIT_DEFAULT_SAMPLES,
            DIRTY_BIT_DEFAULT_FIXED_SAMPLE_LOCATIONS,
            DIRTY_BIT_UNKNOWN,
            DIRTY_BIT_MAX = DIRTY_BIT_UNKNOWN
        };
    
        typedef angle::BitSet<DIRTY_BIT_MAX> DirtyBits;
        bool hasAnyDirtyBit() const { return mDirtyBits.any(); }
    
        void syncState(const Context *context);
    
        // angle::SignalReceiver implementation
        void signal(uint32_t token) override;
    
        bool formsRenderingFeedbackLoopWith(const State &state) const;
        bool formsCopyingFeedbackLoopWith(GLuint copyTextureID,
                                          GLint copyTextureLevel,
                                          GLint copyTextureLayer) const;
    
      private:
        void detachResourceById(const Context *context, GLenum resourceType, GLuint resourceId);
        void detachMatchingAttachment(const Context *context,
                                      FramebufferAttachment *attachment,
                                      GLenum matchType,
                                      GLuint matchId,
                                      size_t dirtyBit);
        GLenum checkStatusImpl(const Context *context);
        void commitWebGL1DepthStencilIfConsistent(const Context *context);
    
        void setAttachmentImpl(const Context *context,
                               GLenum type,
                               GLenum binding,
                               const ImageIndex &textureIndex,
                               FramebufferAttachmentObject *resource);
        void updateAttachment(const Context *context,
                              FramebufferAttachment *attachment,
                              size_t dirtyBit,
                              OnAttachmentDirtyBinding *onDirtyBinding,
                              GLenum type,
                              GLenum binding,
                              const ImageIndex &textureIndex,
                              FramebufferAttachmentObject *resource);
    
        FramebufferState mState;
        rx::FramebufferImpl *mImpl;
        GLuint mId;
    
        Optional<GLenum> mCachedStatus;
        std::vector<OnAttachmentDirtyBinding> mDirtyColorAttachmentBindings;
        OnAttachmentDirtyBinding mDirtyDepthAttachmentBinding;
        OnAttachmentDirtyBinding mDirtyStencilAttachmentBinding;
    
        DirtyBits mDirtyBits;
    };
    
    }  // namespace gl
    
    #endif  // LIBANGLE_FRAMEBUFFER_H_