Hash :
32f0dd6a
Author :
Date :
2020-10-15T10:08:51
Add Queries and Setters for resource initialization state. There are cases where we know that the next draw operation will fully initialize a texture/renderbuffer and we can save the robust resource init cost. Default all resource init state to Initialized, any redefinition will set it back to MayNeedInit. After setting an individual texture image to initialized, check if all images are now initialized and update the TextureState::mInitState to match. The cost of this check is only performed after initializing an image and allows future init checks to be faster. Bug: chromium:1132514 Change-Id: Ia23664ae162559d1614f1eb5643e24a491d87f7f Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2475456 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
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//
// Copyright 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.
//
// ImageIndex.h: A helper struct for indexing into an Image array
#ifndef LIBANGLE_IMAGE_INDEX_H_
#define LIBANGLE_IMAGE_INDEX_H_
#include "common/PackedEnums.h"
#include "common/mathutil.h"
#include "angle_gl.h"
namespace gl
{
class ImageIndexIterator;
class ImageIndex
{
public:
ImageIndex();
ImageIndex(const ImageIndex &other);
ImageIndex &operator=(const ImageIndex &other);
TextureType getType() const { return mType; }
GLint getLevelIndex() const { return mLevelIndex; }
GLint getLayerIndex() const { return mLayerIndex; }
GLint getLayerCount() const { return mLayerCount; }
bool hasLayer() const;
bool has3DLayer() const;
bool usesTex3D() const;
GLint cubeMapFaceIndex() const;
bool valid() const;
// Note that you cannot use this function when the ImageIndex represents an entire level of cube
// map.
TextureTarget getTarget() const;
TextureTarget getTargetOrFirstCubeFace() const;
bool isLayered() const;
bool isEntireLevelCubeMap() const;
static ImageIndex Make2D(GLint levelIndex);
static ImageIndex MakeRectangle(GLint levelIndex);
static ImageIndex MakeCubeMapFace(TextureTarget target, GLint levelIndex);
static ImageIndex Make2DArray(GLint levelIndex, GLint layerIndex = kEntireLevel);
static ImageIndex Make2DArrayRange(GLint levelIndex, GLint layerIndex, GLint layerCount);
static ImageIndex Make3D(GLint levelIndex, GLint layerIndex = kEntireLevel);
static ImageIndex MakeFromTarget(TextureTarget target, GLint levelIndex, GLint depth = 0);
static ImageIndex MakeFromType(TextureType type,
GLint levelIndex,
GLint layerIndex = kEntireLevel,
GLint layerCount = 1);
static ImageIndex Make2DMultisample();
static ImageIndex Make2DMultisampleArray(GLint layerIndex = kEntireLevel);
static ImageIndex Make2DMultisampleArrayRange(GLint layerIndex, GLint layerCount);
static constexpr GLint kEntireLevel = static_cast<GLint>(-1);
bool operator<(const ImageIndex &b) const;
bool operator==(const ImageIndex &b) const;
bool operator!=(const ImageIndex &b) const;
// Only valid for 3D/Cube textures with layers.
ImageIndexIterator getLayerIterator(GLint layerCount) const;
private:
friend class ImageIndexIterator;
ImageIndex(TextureType type, GLint leveIndex, GLint layerIndex, GLint layerCount);
TextureType mType;
GLint mLevelIndex;
GLint mLayerIndex;
GLint mLayerCount;
};
// To be used like this:
//
// ImageIndexIterator it = ...;
// while (it.hasNext())
// {
// ImageIndex current = it.next();
// }
class ImageIndexIterator
{
public:
ImageIndexIterator(const ImageIndexIterator &other);
static ImageIndexIterator Make2D(GLint minMip, GLint maxMip);
static ImageIndexIterator MakeRectangle(GLint minMip, GLint maxMip);
static ImageIndexIterator MakeCube(GLint minMip, GLint maxMip);
static ImageIndexIterator Make3D(GLint minMip, GLint maxMip, GLint minLayer, GLint maxLayer);
static ImageIndexIterator Make2DArray(GLint minMip, GLint maxMip, const GLsizei *layerCounts);
static ImageIndexIterator Make2DMultisample();
static ImageIndexIterator Make2DMultisampleArray(const GLsizei *layerCounts);
static ImageIndexIterator MakeGeneric(TextureType type,
GLint minMip,
GLint maxMip,
GLint minLayer,
GLint maxLayer);
ImageIndex next();
ImageIndex current() const;
bool hasNext() const;
private:
ImageIndexIterator(TextureType type,
const Range<GLint> &mipRange,
const Range<GLint> &layerRange,
const GLsizei *layerCounts);
GLint maxLayer() const;
const Range<GLint> mMipRange;
const Range<GLint> mLayerRange;
const GLsizei *const mLayerCounts;
ImageIndex mCurrentIndex;
};
TextureTarget TextureTypeToTarget(TextureType type, GLint layerIndex);
} // namespace gl
#endif // LIBANGLE_IMAGE_INDEX_H_