Hash :
3f800e5c
Author :
Date :
2022-04-18T18:36:03
Metal:Clear Backbuffer when Robust Resource Init enabled In trying to optimize readPixels (see: https://chromium-review.googlesource.com/c/angle/angle/+/3584423) the test RobustResourceInitTest.SurfaceInitialized was failing. Digging into it it turns out that backbuffer surfaces were not being cleared. WindowSurfaceMtl was losing initialization requests due to back-to-back calls to ensureCurrentDrawableObtained. Refactor surface preparation and track initialized state separately. Bug: angleproject:7117 Change-Id: Ic7eac9e77c4412c55340039a21be63e39b2abc0c Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3590971 Reviewed-by: Kenneth Russell <kbr@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Gregg Tavares <gman@chromium.org>
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//
// Copyright 2019 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.
//
// FrameBufferMtl.h:
// Defines the class interface for FrameBufferMtl, implementing FrameBufferImpl.
//
#ifndef LIBANGLE_RENDERER_METAL_FRAMEBUFFERMTL_H_
#define LIBANGLE_RENDERER_METAL_FRAMEBUFFERMTL_H_
#import <Metal/Metal.h>
#include "libANGLE/renderer/FramebufferImpl.h"
#include "libANGLE/renderer/metal/RenderTargetMtl.h"
#include "libANGLE/renderer/metal/mtl_render_utils.h"
namespace rx
{
namespace mtl
{
class RenderCommandEncoder;
} // namespace mtl
class ContextMtl;
class SurfaceMtl;
class FramebufferMtl : public FramebufferImpl
{
public:
explicit FramebufferMtl(const gl::FramebufferState &state,
bool flipY,
WindowSurfaceMtl *backbuffer);
~FramebufferMtl() override;
void destroy(const gl::Context *context) override;
angle::Result discard(const gl::Context *context,
size_t count,
const GLenum *attachments) override;
angle::Result invalidate(const gl::Context *context,
size_t count,
const GLenum *attachments) override;
angle::Result invalidateSub(const gl::Context *context,
size_t count,
const GLenum *attachments,
const gl::Rectangle &area) 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;
const gl::InternalFormat &getImplementationColorReadFormat(
const gl::Context *context) const 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;
gl::FramebufferStatus 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;
angle::Result getSamplePosition(const gl::Context *context,
size_t index,
GLfloat *xy) const override;
RenderTargetMtl *getColorReadRenderTarget(const gl::Context *context) const;
RenderTargetMtl *getDepthRenderTarget() const { return mDepthRenderTarget; }
RenderTargetMtl *getStencilRenderTarget() const { return mStencilRenderTarget; }
bool flipY() const { return mFlipY; }
gl::Rectangle getCompleteRenderArea() const;
int getSamples() const;
WindowSurfaceMtl *getAttachedBackbuffer() const { return mBackbuffer; }
bool renderPassHasStarted(ContextMtl *contextMtl) const;
mtl::RenderCommandEncoder *ensureRenderPassStarted(const gl::Context *context);
// Call this to notify FramebufferMtl whenever its render pass has started.
void onStartedDrawingToFrameBuffer(const gl::Context *context);
void onFrameEnd(const gl::Context *context);
// The actual area will be adjusted based on framebuffer flipping property.
gl::Rectangle getCorrectFlippedReadArea(const gl::Context *context,
const gl::Rectangle &glArea) const;
// NOTE: this method doesn't do the flipping of area. Caller must do it if needed before
// callling this. See getReadPixelsArea().
angle::Result readPixelsImpl(const gl::Context *context,
const gl::Rectangle &area,
const PackPixelsParams &packPixelsParams,
const RenderTargetMtl *renderTarget,
uint8_t *pixels) const;
private:
void reset();
gl::FramebufferStatus checkPackedDepthStencilAttachment() const;
angle::Result invalidateImpl(const gl::Context *context,
size_t count,
const GLenum *attachments);
angle::Result blitWithDraw(const gl::Context *context,
FramebufferMtl *srcFrameBuffer,
bool blitColorBuffer,
bool blitDepthBuffer,
bool blitStencilBuffer,
GLenum filter,
const mtl::BlitParams &baseParams);
angle::Result clearImpl(const gl::Context *context,
gl::DrawBufferMask clearColorBuffers,
mtl::ClearRectParams *clearOpts);
angle::Result clearWithLoadOp(const gl::Context *context,
gl::DrawBufferMask clearColorBuffers,
const mtl::ClearRectParams &clearOpts);
angle::Result clearWithLoadOpRenderPassNotStarted(const gl::Context *context,
gl::DrawBufferMask clearColorBuffers,
const mtl::ClearRectParams &clearOpts);
angle::Result clearWithLoadOpRenderPassStarted(const gl::Context *context,
gl::DrawBufferMask clearColorBuffers,
const mtl::ClearRectParams &clearOpts,
mtl::RenderCommandEncoder *encoder);
angle::Result clearWithDraw(const gl::Context *context,
gl::DrawBufferMask clearColorBuffers,
const mtl::ClearRectParams &clearOpts);
// Initialize load store options for a render pass's first start (i.e. not render pass resuming
// from interruptions such as those caused by a conversion compute pass)
void setLoadStoreActionOnRenderPassFirstStart(mtl::RenderPassAttachmentDesc *attachmentOut,
const bool forceDepthStencilMultisampleLoad);
// Fill RenderPassDesc with relevant attachment's info from GL front end.
angle::Result prepareRenderPass(const gl::Context *context, mtl::RenderPassDesc *descOut);
// Check if a render pass specified by the given RenderPassDesc has started or not, if not this
// method will start the render pass and return its render encoder.
mtl::RenderCommandEncoder *ensureRenderPassStarted(const gl::Context *context,
const mtl::RenderPassDesc &desc);
angle::Result updateColorRenderTarget(const gl::Context *context, size_t colorIndexGL);
angle::Result updateDepthRenderTarget(const gl::Context *context);
angle::Result updateStencilRenderTarget(const gl::Context *context);
angle::Result updateCachedRenderTarget(const gl::Context *context,
const gl::FramebufferAttachment *attachment,
RenderTargetMtl **cachedRenderTarget);
// This function either returns the render target's texture itself if the texture is readable
// or create a copy of that texture that is readable if not. This function is typically used
// for packed depth stencil where reading stencil requires a stencil view. However if a texture
// has both render target, pixel format view & shader readable usage flags, there will be
// some glitches happen in Metal framework.
// So the solution is creating a depth stencil texture without pixel format view flag but has
// render target flag, then during blitting process, this texture is copied to another
// intermidiate texture having pixel format view flag, but not render target flag.
angle::Result getReadableViewForRenderTarget(const gl::Context *context,
const RenderTargetMtl &rtt,
const gl::Rectangle &readArea,
mtl::TextureRef *readableDepthView,
mtl::TextureRef *readableStencilView,
uint32_t *readableViewLevel,
uint32_t *readableViewLayer,
gl::Rectangle *readableViewArea);
angle::Result readPixelsToPBO(const gl::Context *context,
const gl::Rectangle &area,
const PackPixelsParams &packPixelsParams,
const RenderTargetMtl *renderTarget) const;
angle::Result readPixelsToBuffer(const gl::Context *context,
const gl::Rectangle &area,
const RenderTargetMtl *renderTarget,
bool reverseRowOrder,
const angle::Format &dstAngleFormat,
uint32_t dstBufferOffset,
uint32_t dstBufferRowPitch,
const mtl::BufferRef *dstBuffer) const;
RenderTargetMtl *getColorReadRenderTargetNoCache(const gl::Context *context) const;
bool prepareForUse(const gl::Context *context) const;
// NOTE: we cannot use RenderTargetCache here because it doesn't support separate
// depth & stencil attachments as of now. Separate depth & stencil could be useful to
// save spaces on iOS devices. See doc/PackedDepthStencilSupport.md.
std::array<RenderTargetMtl *, mtl::kMaxRenderTargets> mColorRenderTargets;
RenderTargetMtl *mDepthRenderTarget = nullptr;
RenderTargetMtl *mStencilRenderTarget = nullptr;
mtl::RenderPassDesc mRenderPassDesc;
const mtl::Format *mRenderPassFirstColorAttachmentFormat = nullptr;
bool mRenderPassAttachmentsSameColorType = false;
// Flag indicating the render pass start is a clean start or a resume from interruption such
// as by a compute pass.
bool mRenderPassCleanStart = false;
WindowSurfaceMtl *mBackbuffer = nullptr;
const bool mFlipY = false;
mtl::BufferRef mReadPixelBuffer;
};
} // namespace rx
#endif /* LIBANGLE_RENDERER_METAL_FRAMEBUFFERMTL_H */