Hash :
44ce5887
Author :
Date :
2024-04-11T16:37:27
Allow the backend to do resource init for framebuffers. The frontend framebuffer would loop through attachments which needed to be initialized and call initializeContents on them individually. For the GL backend this is inefficient because each of these resources is bound to a scratch framebuffer and cleared when the entire original framebuffer could have been cleared at once. The frontend now accumulates a set of attachments that need to be cleared and sends it to the FramebufferImpl. The default FramebufferImpl does the old logic of calling initializeContents on each attachment. FramebufferGL has an optimized path to clear the whole framebuffer if possible. Bug: angleproject:8642 Change-Id: I574cd03307794a6c7b2666976784e4d4dca1d08c Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5448552 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
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//
// Copyright 2015 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.
//
// BlitGL.h: Defines the BlitGL class, a helper for blitting textures
#ifndef LIBANGLE_RENDERER_GL_BLITGL_H_
#define LIBANGLE_RENDERER_GL_BLITGL_H_
#include "angle_gl.h"
#include "common/angleutils.h"
#include "libANGLE/Error.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/renderer/gl/formatutilsgl.h"
#include <map>
namespace angle
{
struct FeaturesGL;
} // namespace angle
namespace gl
{
class Framebuffer;
class ImageIndex;
} // namespace gl
namespace rx
{
class FramebufferGL;
class FunctionsGL;
class RenderbufferGL;
class StateManagerGL;
class TextureGL;
struct VertexArrayStateGL;
class BlitGL : angle::NonCopyable
{
public:
BlitGL(const FunctionsGL *functions,
const angle::FeaturesGL &features,
StateManagerGL *stateManager);
~BlitGL();
angle::Result copyImageToLUMAWorkaroundTexture(const gl::Context *context,
GLuint texture,
gl::TextureType textureType,
gl::TextureTarget target,
GLenum lumaFormat,
size_t level,
const gl::Rectangle &sourceArea,
GLenum internalFormat,
gl::Framebuffer *source);
angle::Result copySubImageToLUMAWorkaroundTexture(const gl::Context *context,
GLuint texture,
gl::TextureType textureType,
gl::TextureTarget target,
GLenum lumaFormat,
size_t level,
const gl::Offset &destOffset,
const gl::Rectangle &sourceArea,
gl::Framebuffer *source);
angle::Result blitColorBufferWithShader(const gl::Context *context,
const gl::Framebuffer *source,
const gl::Framebuffer *dest,
const gl::Rectangle &sourceArea,
const gl::Rectangle &destArea,
GLenum filter,
bool writeAlpha);
angle::Result blitColorBufferWithShader(const gl::Context *context,
const gl::Framebuffer *source,
const GLuint destFramebuffer,
const gl::Rectangle &sourceArea,
const gl::Rectangle &destArea,
GLenum filter,
bool writeAlpha);
angle::Result blitColorBufferWithShader(const gl::Context *context,
const gl::Framebuffer *source,
const GLuint destTexture,
const gl::TextureTarget destTarget,
const size_t destLevel,
const gl::Rectangle &sourceArea,
const gl::Rectangle &destArea,
GLenum filter,
bool writeAlpha);
angle::Result copySubTexture(const gl::Context *context,
TextureGL *source,
size_t sourceLevel,
GLenum sourceComponentType,
GLuint destID,
gl::TextureTarget destTarget,
size_t destLevel,
GLenum destComponentType,
const gl::Extents &sourceSize,
const gl::Rectangle &sourceArea,
const gl::Offset &destOffset,
bool needsLumaWorkaround,
GLenum lumaFormat,
bool unpackFlipY,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha,
bool transformLinearToSrgb,
bool *copySucceededOut);
angle::Result copySubTextureCPUReadback(const gl::Context *context,
TextureGL *source,
size_t sourceLevel,
GLenum sourceSizedInternalFormat,
TextureGL *dest,
gl::TextureTarget destTarget,
size_t destLevel,
GLenum destFormat,
GLenum destType,
const gl::Extents &sourceSize,
const gl::Rectangle &sourceArea,
const gl::Offset &destOffset,
bool needsLumaWorkaround,
GLenum lumaFormat,
bool unpackFlipY,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha);
angle::Result copyTexSubImage(const gl::Context *context,
TextureGL *source,
size_t sourceLevel,
TextureGL *dest,
gl::TextureTarget destTarget,
size_t destLevel,
const gl::Rectangle &sourceArea,
const gl::Offset &destOffset,
bool *copySucceededOut);
angle::Result clearRenderableTexture(const gl::Context *context,
TextureGL *source,
GLenum sizedInternalFormat,
int numTextureLayers,
const gl::ImageIndex &imageIndex,
bool *clearSucceededOut);
angle::Result clearRenderbuffer(const gl::Context *context,
RenderbufferGL *source,
GLenum sizedInternalFormat);
angle::Result clearFramebuffer(const gl::Context *context,
const gl::DrawBufferMask &colorAttachments,
bool depthClear,
bool stencilClear,
FramebufferGL *source);
angle::Result clearRenderableTextureAlphaToOne(const gl::Context *context,
GLuint texture,
gl::TextureTarget target,
size_t level);
angle::Result generateMipmap(const gl::Context *context,
TextureGL *source,
GLuint baseLevel,
GLuint levelCount,
const gl::Extents &sourceBaseLevelSize,
const nativegl::TexImageFormat &format);
angle::Result generateSRGBMipmap(const gl::Context *context,
TextureGL *source,
GLuint baseLevel,
GLuint levelCount,
const gl::Extents &sourceBaseLevelSize);
angle::Result initializeResources(const gl::Context *context);
private:
angle::Result orphanScratchTextures(const gl::Context *context);
angle::Result setScratchTextureParameter(const gl::Context *context,
GLenum param,
GLenum value);
angle::Result setVAOState(const gl::Context *context);
angle::Result initializeVAOState(const gl::Context *context);
const FunctionsGL *mFunctions;
const angle::FeaturesGL &mFeatures;
StateManagerGL *mStateManager;
struct BlitProgram
{
GLuint program = 0;
GLint sourceTextureLocation = -1;
GLint scaleLocation = -1;
GLint offsetLocation = -1;
GLint multiplyAlphaLocation = -1;
GLint unMultiplyAlphaLocation = -1;
GLint transformLinearToSrgbLocation = -1;
};
angle::Result getBlitProgram(const gl::Context *context,
gl::TextureType sourceTextureType,
GLenum sourceComponentType,
GLenum destComponentType,
BlitProgram **program);
bool mResourcesInitialized = false;
// SourceType, SourceComponentType, DestComponentType
using BlitProgramType = std::tuple<gl::TextureType, GLenum, GLenum>;
std::map<BlitProgramType, BlitProgram> mBlitPrograms;
GLuint mScratchTextures[2] = {0};
GLuint mScratchFBO = 0;
GLuint mVAO = 0;
VertexArrayStateGL *mVAOState = nullptr;
bool mOwnsVAOState = false;
const GLuint mTexcoordAttribLocation = 0;
GLuint mVertexBuffer = 0;
nativegl::TexImageFormat mSRGBMipmapGenerationFormat;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_GL_BLITGL_H_