Hash :
81370214
Author :
Date :
2020-07-29T12:54:02
Pass the Command when sync'ing dirty objects A new enum is being created that contains command types, which are then passed to each dirty object when they are synced. This allows the syncState() methods to perform special handling for each command type. This change is in preparation for optimizing resolving multisample images with glBlit, since the render pass needs to be updated before it's ended. Bug: angleproject:4753 Change-Id: I77701f79418d35cff689e864c8a8b47b6fca0255 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2327335 Commit-Queue: Tim Van Patten <timvp@google.com> Reviewed-by: Charlie Lao <cclao@google.com> 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.
//
// FramebufferD3D.h: Defines the DefaultAttachmentD3D and FramebufferD3D classes.
#ifndef LIBANGLE_RENDERER_D3D_FRAMBUFFERD3D_H_
#define LIBANGLE_RENDERER_D3D_FRAMBUFFERD3D_H_
#include <cstdint>
#include <vector>
#include "common/Color.h"
#include "common/Optional.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/renderer/FramebufferImpl.h"
namespace gl
{
class FramebufferAttachment;
struct PixelPackState;
typedef std::vector<const FramebufferAttachment *> AttachmentList;
} // namespace gl
namespace rx
{
class RendererD3D;
class RenderTargetD3D;
struct ClearParameters
{
ClearParameters();
ClearParameters(const ClearParameters &other);
gl::DrawBufferMask clearColor;
gl::ColorF colorF;
gl::ColorI colorI;
gl::ColorUI colorUI;
GLenum colorType;
gl::BlendStateExt::ColorMaskStorage::Type colorMask;
bool clearDepth;
float depthValue;
bool clearStencil;
GLint stencilValue;
GLuint stencilWriteMask;
bool scissorEnabled;
gl::Rectangle scissor;
};
class FramebufferD3D : public FramebufferImpl
{
public:
FramebufferD3D(const gl::FramebufferState &data, RendererD3D *renderer);
~FramebufferD3D() override;
angle::Result clear(const gl::Context *context, GLbitfield mask) override;
angle::Result clearBufferfv(const gl::Context *context,
GLenum buffer,
GLint drawbuffer,
const GLfloat *values) override;
angle::Result clearBufferuiv(const gl::Context *context,
GLenum buffer,
GLint drawbuffer,
const GLuint *values) override;
angle::Result clearBufferiv(const gl::Context *context,
GLenum buffer,
GLint drawbuffer,
const GLint *values) override;
angle::Result clearBufferfi(const gl::Context *context,
GLenum buffer,
GLint drawbuffer,
GLfloat depth,
GLint stencil) override;
angle::Result readPixels(const gl::Context *context,
const gl::Rectangle &area,
GLenum format,
GLenum type,
const gl::PixelPackState &pack,
gl::Buffer *packBuffer,
void *pixels) override;
angle::Result blit(const gl::Context *context,
const gl::Rectangle &sourceArea,
const gl::Rectangle &destArea,
GLbitfield mask,
GLenum filter) override;
bool checkStatus(const gl::Context *context) const override;
angle::Result syncState(const gl::Context *context,
GLenum binding,
const gl::Framebuffer::DirtyBits &dirtyBits,
gl::Command command) override;
const gl::AttachmentList &getColorAttachmentsForRender(const gl::Context *context);
const gl::DrawBufferMask getLastColorAttachmentsForRenderMask() const
{
return mColorAttachmentsForRenderMask;
}
void destroy(const gl::Context *context) override;
private:
virtual angle::Result clearImpl(const gl::Context *context,
const ClearParameters &clearParams) = 0;
virtual angle::Result readPixelsImpl(const gl::Context *context,
const gl::Rectangle &area,
GLenum format,
GLenum type,
size_t outputPitch,
const gl::PixelPackState &pack,
gl::Buffer *packBuffer,
uint8_t *pixels) = 0;
virtual angle::Result blitImpl(const gl::Context *context,
const gl::Rectangle &sourceArea,
const gl::Rectangle &destArea,
const gl::Rectangle *scissor,
bool blitRenderTarget,
bool blitDepth,
bool blitStencil,
GLenum filter,
const gl::Framebuffer *sourceFramebuffer) = 0;
RendererD3D *mRenderer;
Optional<gl::AttachmentList> mColorAttachmentsForRender;
gl::DrawBufferMask mCurrentActiveProgramOutputs;
gl::DrawBufferMask mColorAttachmentsForRenderMask;
gl::FramebufferAttachment mDummyAttachment;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_D3D_FRAMBUFFERD3D_H_