Hash :
158ecba6
Author :
Date :
2022-01-07T16:40:26
Vulkan: Remove cached Impl pointers from ContextVk. These pointers were a common source of programming error, where sometimes they wouldn't be updated when they were needed. Instead we can pull the objects directly from the GLES state. We added them initially to attempt a performance improvement, but it's likely they didn't significantly decrease memory accesses or the number of instructions we process for GLES calls. Hence removing them should be an improvement in safety without a perf loss. Bug: angleproject:6864 Change-Id: I54107686992065a514077c71d173b804e295515e Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3378904 Reviewed-by: Charlie Lao <cclao@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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//
// Copyright 2016 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.
//
// renderer_utils:
// Helper methods pertaining to most or all back-ends.
//
#ifndef LIBANGLE_RENDERER_RENDERER_UTILS_H_
#define LIBANGLE_RENDERER_RENDERER_UTILS_H_
#include <cstdint>
#include <limits>
#include <map>
#include "GLSLANG/ShaderLang.h"
#include "common/Color.h"
#include "common/angleutils.h"
#include "common/utilities.h"
#include "libANGLE/angletypes.h"
namespace angle
{
struct FeatureSetBase;
struct Format;
enum class FormatID;
} // namespace angle
namespace gl
{
struct FormatType;
struct InternalFormat;
class State;
} // namespace gl
namespace egl
{
class AttributeMap;
struct DisplayState;
} // namespace egl
namespace rx
{
class ContextImpl;
// The possible rotations of the surface/draw framebuffer, particularly for the Vulkan back-end on
// Android.
enum class SurfaceRotation
{
Identity,
Rotated90Degrees,
Rotated180Degrees,
Rotated270Degrees,
FlippedIdentity,
FlippedRotated90Degrees,
FlippedRotated180Degrees,
FlippedRotated270Degrees,
InvalidEnum,
EnumCount = InvalidEnum,
};
using SpecConstUsageBits = angle::PackedEnumBitSet<sh::vk::SpecConstUsage, uint32_t>;
void RotateRectangle(const SurfaceRotation rotation,
const bool flipY,
const int framebufferWidth,
const int framebufferHeight,
const gl::Rectangle &incoming,
gl::Rectangle *outgoing);
using MipGenerationFunction = void (*)(size_t sourceWidth,
size_t sourceHeight,
size_t sourceDepth,
const uint8_t *sourceData,
size_t sourceRowPitch,
size_t sourceDepthPitch,
uint8_t *destData,
size_t destRowPitch,
size_t destDepthPitch);
typedef void (*PixelReadFunction)(const uint8_t *source, uint8_t *dest);
typedef void (*PixelWriteFunction)(const uint8_t *source, uint8_t *dest);
typedef void (*PixelCopyFunction)(const uint8_t *source, uint8_t *dest);
class FastCopyFunctionMap
{
public:
struct Entry
{
angle::FormatID formatID;
PixelCopyFunction func;
};
constexpr FastCopyFunctionMap() : FastCopyFunctionMap(nullptr, 0) {}
constexpr FastCopyFunctionMap(const Entry *data, size_t size) : mSize(size), mData(data) {}
bool has(angle::FormatID formatID) const;
PixelCopyFunction get(angle::FormatID formatID) const;
private:
size_t mSize;
const Entry *mData;
};
struct PackPixelsParams
{
PackPixelsParams();
PackPixelsParams(const gl::Rectangle &area,
const angle::Format &destFormat,
GLuint outputPitch,
bool reverseRowOrderIn,
gl::Buffer *packBufferIn,
ptrdiff_t offset);
gl::Rectangle area;
const angle::Format *destFormat;
GLuint outputPitch;
gl::Buffer *packBuffer;
bool reverseRowOrder;
ptrdiff_t offset;
SurfaceRotation rotation;
};
void PackPixels(const PackPixelsParams ¶ms,
const angle::Format &sourceFormat,
int inputPitch,
const uint8_t *source,
uint8_t *destination);
using InitializeTextureDataFunction = void (*)(size_t width,
size_t height,
size_t depth,
uint8_t *output,
size_t outputRowPitch,
size_t outputDepthPitch);
using LoadImageFunction = void (*)(size_t width,
size_t height,
size_t depth,
const uint8_t *input,
size_t inputRowPitch,
size_t inputDepthPitch,
uint8_t *output,
size_t outputRowPitch,
size_t outputDepthPitch);
struct LoadImageFunctionInfo
{
LoadImageFunctionInfo() : loadFunction(nullptr), requiresConversion(false) {}
LoadImageFunctionInfo(LoadImageFunction loadFunction, bool requiresConversion)
: loadFunction(loadFunction), requiresConversion(requiresConversion)
{}
LoadImageFunction loadFunction;
bool requiresConversion;
};
using LoadFunctionMap = LoadImageFunctionInfo (*)(GLenum);
using LoadTextureBorderFunction = void (*)(angle::ColorF &mBorderColor);
struct LoadTextureBorderFunctionInfo
{
LoadTextureBorderFunctionInfo() : loadFunction(nullptr) {}
LoadTextureBorderFunctionInfo(LoadTextureBorderFunction loadFunction)
: loadFunction(loadFunction)
{}
LoadTextureBorderFunction loadFunction;
};
using LoadTextureBorderFunctionMap = LoadTextureBorderFunctionInfo (*)();
bool ShouldUseDebugLayers(const egl::AttributeMap &attribs);
void CopyImageCHROMIUM(const uint8_t *sourceData,
size_t sourceRowPitch,
size_t sourcePixelBytes,
size_t sourceDepthPitch,
PixelReadFunction pixelReadFunction,
uint8_t *destData,
size_t destRowPitch,
size_t destPixelBytes,
size_t destDepthPitch,
PixelWriteFunction pixelWriteFunction,
GLenum destUnsizedFormat,
GLenum destComponentType,
size_t width,
size_t height,
size_t depth,
bool unpackFlipY,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha);
// Incomplete textures are 1x1 textures filled with black, used when samplers are incomplete.
// This helper class encapsulates handling incomplete textures. Because the GL back-end
// can take advantage of the driver's incomplete textures, and because clearing multisample
// textures is so difficult, we can keep an instance of this class in the back-end instead
// of moving the logic to the Context front-end.
// This interface allows us to call-back to init a multisample texture.
class MultisampleTextureInitializer
{
public:
virtual ~MultisampleTextureInitializer() {}
virtual angle::Result initializeMultisampleTextureToBlack(const gl::Context *context,
gl::Texture *glTexture) = 0;
};
class IncompleteTextureSet final : angle::NonCopyable
{
public:
IncompleteTextureSet();
~IncompleteTextureSet();
void onDestroy(const gl::Context *context);
angle::Result getIncompleteTexture(const gl::Context *context,
gl::TextureType type,
gl::SamplerFormat format,
MultisampleTextureInitializer *multisampleInitializer,
gl::Texture **textureOut);
private:
using TextureMapWithSamplerFormat = angle::PackedEnumMap<gl::SamplerFormat, gl::TextureMap>;
TextureMapWithSamplerFormat mIncompleteTextures;
gl::Buffer *mIncompleteTextureBufferAttachment;
};
// Helpers to set a matrix uniform value based on GLSL or HLSL semantics.
// The return value indicate if the data was updated or not.
template <int cols, int rows>
struct SetFloatUniformMatrixGLSL
{
static void Run(unsigned int arrayElementOffset,
unsigned int elementCount,
GLsizei countIn,
GLboolean transpose,
const GLfloat *value,
uint8_t *targetData);
};
template <int cols, int rows>
struct SetFloatUniformMatrixHLSL
{
static void Run(unsigned int arrayElementOffset,
unsigned int elementCount,
GLsizei countIn,
GLboolean transpose,
const GLfloat *value,
uint8_t *targetData);
};
// Helper method to de-tranpose a matrix uniform for an API query.
void GetMatrixUniform(GLenum type, GLfloat *dataOut, const GLfloat *source, bool transpose);
template <typename NonFloatT>
void GetMatrixUniform(GLenum type, NonFloatT *dataOut, const NonFloatT *source, bool transpose);
const angle::Format &GetFormatFromFormatType(GLenum format, GLenum type);
angle::Result ComputeStartVertex(ContextImpl *contextImpl,
const gl::IndexRange &indexRange,
GLint baseVertex,
GLint *firstVertexOut);
angle::Result GetVertexRangeInfo(const gl::Context *context,
GLint firstVertex,
GLsizei vertexOrIndexCount,
gl::DrawElementsType indexTypeOrInvalid,
const void *indices,
GLint baseVertex,
GLint *startVertexOut,
size_t *vertexCountOut);
gl::Rectangle ClipRectToScissor(const gl::State &glState, const gl::Rectangle &rect, bool invertY);
// Helper method to intialize a FeatureSet with overrides from the DisplayState
void ApplyFeatureOverrides(angle::FeatureSetBase *features, const egl::DisplayState &state);
template <typename In>
uint32_t LineLoopRestartIndexCountHelper(GLsizei indexCount, const uint8_t *srcPtr)
{
constexpr In restartIndex = gl::GetPrimitiveRestartIndexFromType<In>();
const In *inIndices = reinterpret_cast<const In *>(srcPtr);
uint32_t numIndices = 0;
// See CopyLineLoopIndicesWithRestart() below for more info on how
// numIndices is calculated.
GLsizei loopStartIndex = 0;
for (GLsizei curIndex = 0; curIndex < indexCount; curIndex++)
{
In vertex = inIndices[curIndex];
if (vertex != restartIndex)
{
numIndices++;
}
else
{
if (curIndex > loopStartIndex)
{
numIndices += 2;
}
loopStartIndex = curIndex + 1;
}
}
if (indexCount > loopStartIndex)
{
numIndices++;
}
return numIndices;
}
inline uint32_t GetLineLoopWithRestartIndexCount(gl::DrawElementsType glIndexType,
GLsizei indexCount,
const uint8_t *srcPtr)
{
switch (glIndexType)
{
case gl::DrawElementsType::UnsignedByte:
return LineLoopRestartIndexCountHelper<uint8_t>(indexCount, srcPtr);
case gl::DrawElementsType::UnsignedShort:
return LineLoopRestartIndexCountHelper<uint16_t>(indexCount, srcPtr);
case gl::DrawElementsType::UnsignedInt:
return LineLoopRestartIndexCountHelper<uint32_t>(indexCount, srcPtr);
default:
UNREACHABLE();
return 0;
}
}
// Writes the line-strip vertices for a line loop to outPtr,
// where outLimit is calculated as in GetPrimitiveRestartIndexCount.
template <typename In, typename Out>
void CopyLineLoopIndicesWithRestart(GLsizei indexCount, const uint8_t *srcPtr, uint8_t *outPtr)
{
constexpr In restartIndex = gl::GetPrimitiveRestartIndexFromType<In>();
constexpr Out outRestartIndex = gl::GetPrimitiveRestartIndexFromType<Out>();
const In *inIndices = reinterpret_cast<const In *>(srcPtr);
Out *outIndices = reinterpret_cast<Out *>(outPtr);
GLsizei loopStartIndex = 0;
for (GLsizei curIndex = 0; curIndex < indexCount; curIndex++)
{
In vertex = inIndices[curIndex];
if (vertex != restartIndex)
{
*(outIndices++) = static_cast<Out>(vertex);
}
else
{
if (curIndex > loopStartIndex)
{
// Emit an extra vertex only if the loop is not empty.
*(outIndices++) = inIndices[loopStartIndex];
// Then restart the strip.
*(outIndices++) = outRestartIndex;
}
loopStartIndex = curIndex + 1;
}
}
if (indexCount > loopStartIndex)
{
// Close the last loop if not empty.
*(outIndices++) = inIndices[loopStartIndex];
}
}
void GetSamplePosition(GLsizei sampleCount, size_t index, GLfloat *xy);
angle::Result MultiDrawArraysGeneral(ContextImpl *contextImpl,
const gl::Context *context,
gl::PrimitiveMode mode,
const GLint *firsts,
const GLsizei *counts,
GLsizei drawcount);
angle::Result MultiDrawArraysIndirectGeneral(ContextImpl *contextImpl,
const gl::Context *context,
gl::PrimitiveMode mode,
const void *indirect,
GLsizei drawcount,
GLsizei stride);
angle::Result MultiDrawArraysInstancedGeneral(ContextImpl *contextImpl,
const gl::Context *context,
gl::PrimitiveMode mode,
const GLint *firsts,
const GLsizei *counts,
const GLsizei *instanceCounts,
GLsizei drawcount);
angle::Result MultiDrawElementsGeneral(ContextImpl *contextImpl,
const gl::Context *context,
gl::PrimitiveMode mode,
const GLsizei *counts,
gl::DrawElementsType type,
const GLvoid *const *indices,
GLsizei drawcount);
angle::Result MultiDrawElementsIndirectGeneral(ContextImpl *contextImpl,
const gl::Context *context,
gl::PrimitiveMode mode,
gl::DrawElementsType type,
const void *indirect,
GLsizei drawcount,
GLsizei stride);
angle::Result MultiDrawElementsInstancedGeneral(ContextImpl *contextImpl,
const gl::Context *context,
gl::PrimitiveMode mode,
const GLsizei *counts,
gl::DrawElementsType type,
const GLvoid *const *indices,
const GLsizei *instanceCounts,
GLsizei drawcount);
angle::Result MultiDrawArraysInstancedBaseInstanceGeneral(ContextImpl *contextImpl,
const gl::Context *context,
gl::PrimitiveMode mode,
const GLint *firsts,
const GLsizei *counts,
const GLsizei *instanceCounts,
const GLuint *baseInstances,
GLsizei drawcount);
angle::Result MultiDrawElementsInstancedBaseVertexBaseInstanceGeneral(ContextImpl *contextImpl,
const gl::Context *context,
gl::PrimitiveMode mode,
const GLsizei *counts,
gl::DrawElementsType type,
const GLvoid *const *indices,
const GLsizei *instanceCounts,
const GLint *baseVertices,
const GLuint *baseInstances,
GLsizei drawcount);
// RAII object making sure reset uniforms is called no matter whether there's an error in draw calls
class ResetBaseVertexBaseInstance : angle::NonCopyable
{
public:
ResetBaseVertexBaseInstance(gl::Program *programObject,
bool resetBaseVertex,
bool resetBaseInstance);
~ResetBaseVertexBaseInstance();
private:
gl::Program *mProgramObject;
bool mResetBaseVertex;
bool mResetBaseInstance;
};
angle::FormatID ConvertToSRGB(angle::FormatID formatID);
angle::FormatID ConvertToLinear(angle::FormatID formatID);
bool IsOverridableLinearFormat(angle::FormatID formatID);
enum class PipelineType
{
Graphics = 0,
Compute = 1,
InvalidEnum = 2,
EnumCount = 2,
};
} // namespace rx
// MultiDraw macro patterns
// These macros are to avoid too much code duplication as we don't want to have if detect for
// hasDrawID/BaseVertex/BaseInstance inside for loop in a multiDrawANGLE call Part of these are put
// in the header as we want to share with specialized context impl on some platforms for multidraw
#define ANGLE_SET_DRAW_ID_UNIFORM_0(drawID) \
{}
#define ANGLE_SET_DRAW_ID_UNIFORM_1(drawID) programObject->setDrawIDUniform(drawID)
#define ANGLE_SET_DRAW_ID_UNIFORM(cond) ANGLE_SET_DRAW_ID_UNIFORM_##cond
#define ANGLE_SET_BASE_VERTEX_UNIFORM_0(baseVertex) \
{}
#define ANGLE_SET_BASE_VERTEX_UNIFORM_1(baseVertex) programObject->setBaseVertexUniform(baseVertex);
#define ANGLE_SET_BASE_VERTEX_UNIFORM(cond) ANGLE_SET_BASE_VERTEX_UNIFORM_##cond
#define ANGLE_SET_BASE_INSTANCE_UNIFORM_0(baseInstance) \
{}
#define ANGLE_SET_BASE_INSTANCE_UNIFORM_1(baseInstance) \
programObject->setBaseInstanceUniform(baseInstance)
#define ANGLE_SET_BASE_INSTANCE_UNIFORM(cond) ANGLE_SET_BASE_INSTANCE_UNIFORM_##cond
#define ANGLE_NOOP_DRAW_ context->noopDraw(mode, counts[drawID])
#define ANGLE_NOOP_DRAW_INSTANCED \
context->noopDrawInstanced(mode, counts[drawID], instanceCounts[drawID])
#define ANGLE_NOOP_DRAW(_instanced) ANGLE_NOOP_DRAW##_instanced
#define ANGLE_MARK_TRANSFORM_FEEDBACK_USAGE_ \
gl::MarkTransformFeedbackBufferUsage(context, counts[drawID], 1)
#define ANGLE_MARK_TRANSFORM_FEEDBACK_USAGE_INSTANCED \
gl::MarkTransformFeedbackBufferUsage(context, counts[drawID], instanceCounts[drawID])
#define ANGLE_MARK_TRANSFORM_FEEDBACK_USAGE(instanced) \
ANGLE_MARK_TRANSFORM_FEEDBACK_USAGE##instanced
#endif // LIBANGLE_RENDERER_RENDERER_UTILS_H_