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kc3-lang/angle/src/libANGLE/Framebuffer.h

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  • Author : Jamie Madill
    Date : 2019-12-16 10:59:44
    Hash : c431d596
    Message : Add Serial to all GL resources. The Serial will help track active resources for filtering out inactive setup calls in capture/replay. Bug: angleproject:4223 Change-Id: I64ba50f27d656c12d45155dc735e9b6f9c04528f Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1969062 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Cody Northrop <cnorthrop@google.com> Reviewed-by: Geoff Lang <geofflang@chromium.org>

  • src/libANGLE/Framebuffer.h
  • //
    // Copyright 2002 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.
    //
    
    // Framebuffer.h: Defines the gl::Framebuffer class. Implements GL framebuffer
    // objects and related functionality. [OpenGL ES 2.0.24] section 4.4 page 105.
    
    #ifndef LIBANGLE_FRAMEBUFFER_H_
    #define LIBANGLE_FRAMEBUFFER_H_
    
    #include <vector>
    
    #include "common/FixedVector.h"
    #include "common/Optional.h"
    #include "common/angleutils.h"
    #include "libANGLE/Constants.h"
    #include "libANGLE/Debug.h"
    #include "libANGLE/Error.h"
    #include "libANGLE/FramebufferAttachment.h"
    #include "libANGLE/Observer.h"
    #include "libANGLE/RefCountObject.h"
    
    namespace rx
    {
    class GLImplFactory;
    class FramebufferImpl;
    class RenderbufferImpl;
    class SurfaceImpl;
    }  // namespace rx
    
    namespace egl
    {
    class Display;
    class Surface;
    }  // namespace egl
    
    namespace gl
    {
    struct Caps;
    class Context;
    struct Extensions;
    class Framebuffer;
    class ImageIndex;
    struct Rectangle;
    class Renderbuffer;
    class State;
    class Texture;
    class TextureCapsMap;
    
    enum class AttachmentSampleType
    {
        // The sample count of the actual resource
        Resource,
        // If render_to_texture is used, this is the sample count of the multisampled
        // texture that is created behind the scenes.
        Emulated
    };
    
    class FramebufferState final : angle::NonCopyable
    {
      public:
        FramebufferState();
        explicit FramebufferState(const Caps &caps, FramebufferID id);
        ~FramebufferState();
    
        const std::string &getLabel();
        size_t getReadIndex() const;
    
        const FramebufferAttachment *getAttachment(const Context *context, GLenum attachment) const;
        const FramebufferAttachment *getReadAttachment() const;
        const FramebufferAttachment *getFirstNonNullAttachment() const;
        const FramebufferAttachment *getFirstColorAttachment() const;
        const FramebufferAttachment *getDepthOrStencilAttachment() const;
        const FramebufferAttachment *getStencilOrDepthStencilAttachment() const;
        const FramebufferAttachment *getColorAttachment(size_t colorAttachment) const;
        const FramebufferAttachment *getDepthAttachment() const;
        const FramebufferAttachment *getStencilAttachment() const;
        const FramebufferAttachment *getDepthStencilAttachment() const;
    
        const std::vector<GLenum> &getDrawBufferStates() const { return mDrawBufferStates; }
        DrawBufferMask getEnabledDrawBuffers() const { return mEnabledDrawBuffers; }
        GLenum getReadBufferState() const { return mReadBufferState; }
        const std::vector<FramebufferAttachment> &getColorAttachments() const
        {
            return mColorAttachments;
        }
    
        bool attachmentsHaveSameDimensions() const;
        bool hasSeparateDepthAndStencilAttachments() const;
        bool colorAttachmentsAreUniqueImages() const;
        Box getDimensions() const;
        Extents getExtents() const;
    
        const FramebufferAttachment *getDrawBuffer(size_t drawBufferIdx) const;
        size_t getDrawBufferCount() const;
    
        GLint getDefaultWidth() const { return mDefaultWidth; }
        GLint getDefaultHeight() const { return mDefaultHeight; }
        GLint getDefaultSamples() const { return mDefaultSamples; }
        bool getDefaultFixedSampleLocations() const { return mDefaultFixedSampleLocations; }
        GLint getDefaultLayers() const { return mDefaultLayers; }
    
        bool hasDepth() const;
        bool hasStencil() const;
    
        bool isMultiview() const;
    
        ANGLE_INLINE GLsizei getNumViews() const
        {
            const FramebufferAttachment *attachment = getFirstNonNullAttachment();
            if (attachment == nullptr)
            {
                return FramebufferAttachment::kDefaultNumViews;
            }
            return attachment->getNumViews();
        }
    
        GLint getBaseViewIndex() const;
    
        FramebufferID id() const { return mId; }
    
        bool isDefault() const;
    
      private:
        const FramebufferAttachment *getWebGLDepthStencilAttachment() const;
        const FramebufferAttachment *getWebGLDepthAttachment() const;
        const FramebufferAttachment *getWebGLStencilAttachment() const;
    
        friend class Framebuffer;
    
        FramebufferID mId;
        std::string mLabel;
    
        std::vector<FramebufferAttachment> mColorAttachments;
        FramebufferAttachment mDepthAttachment;
        FramebufferAttachment mStencilAttachment;
    
        std::vector<GLenum> mDrawBufferStates;
        GLenum mReadBufferState;
        DrawBufferMask mEnabledDrawBuffers;
        ComponentTypeMask mDrawBufferTypeMask;
    
        GLint mDefaultWidth;
        GLint mDefaultHeight;
        GLint mDefaultSamples;
        bool mDefaultFixedSampleLocations;
        GLint mDefaultLayers;
    
        // It's necessary to store all this extra state so we can restore attachments
        // when DEPTH_STENCIL/DEPTH/STENCIL is unbound in WebGL 1.
        FramebufferAttachment mWebGLDepthStencilAttachment;
        FramebufferAttachment mWebGLDepthAttachment;
        FramebufferAttachment mWebGLStencilAttachment;
        bool mWebGLDepthStencilConsistent;
    
        // Tracks if we need to initialize the resources for each attachment.
        angle::BitSet<IMPLEMENTATION_MAX_FRAMEBUFFER_ATTACHMENTS + 2> mResourceNeedsInit;
    
        bool mDefaultFramebufferReadAttachmentInitialized;
        FramebufferAttachment mDefaultFramebufferReadAttachment;
    };
    
    class Framebuffer final : public angle::ObserverInterface,
                              public LabeledObject,
                              public angle::Subject
    {
      public:
        // Constructor to build application-defined framebuffers
        Framebuffer(const Caps &caps, rx::GLImplFactory *factory, FramebufferID id);
        // Constructor to build default framebuffers for a surface and context pair
        Framebuffer(const Context *context, egl::Surface *surface, egl::Surface *readSurface);
        // Constructor to build a fake default framebuffer when surfaceless
        Framebuffer(const Context *context, rx::GLImplFactory *factory, egl::Surface *readSurface);
    
        ~Framebuffer() override;
        void onDestroy(const Context *context);
    
        void setReadSurface(const Context *context, egl::Surface *readSurface);
        void setLabel(const Context *context, const std::string &label) override;
        const std::string &getLabel() const override;
    
        rx::FramebufferImpl *getImplementation() const { return mImpl; }
    
        FramebufferID id() const { return mState.mId; }
    
        void setAttachment(const Context *context,
                           GLenum type,
                           GLenum binding,
                           const ImageIndex &textureIndex,
                           FramebufferAttachmentObject *resource);
        void setAttachmentMultisample(const Context *context,
                                      GLenum type,
                                      GLenum binding,
                                      const ImageIndex &textureIndex,
                                      FramebufferAttachmentObject *resource,
                                      GLsizei samples);
        void setAttachmentMultiview(const Context *context,
                                    GLenum type,
                                    GLenum binding,
                                    const ImageIndex &textureIndex,
                                    FramebufferAttachmentObject *resource,
                                    GLsizei numViews,
                                    GLint baseViewIndex);
        void resetAttachment(const Context *context, GLenum binding);
    
        bool detachTexture(const Context *context, TextureID texture);
        bool detachRenderbuffer(const Context *context, RenderbufferID renderbuffer);
    
        const FramebufferAttachment *getColorAttachment(size_t colorAttachment) const;
        const FramebufferAttachment *getDepthAttachment() const;
        const FramebufferAttachment *getStencilAttachment() const;
        const FramebufferAttachment *getDepthStencilAttachment() const;
        const FramebufferAttachment *getDepthOrStencilAttachment() const;
        const FramebufferAttachment *getStencilOrDepthStencilAttachment() const;
        const FramebufferAttachment *getReadColorAttachment() const;
        GLenum getReadColorAttachmentType() const;
        const FramebufferAttachment *getFirstColorAttachment() const;
        const FramebufferAttachment *getFirstNonNullAttachment() const;
    
        const std::vector<FramebufferAttachment> &getColorAttachments() const
        {
            return mState.mColorAttachments;
        }
    
        const FramebufferAttachment *getAttachment(const Context *context, GLenum attachment) const;
        bool isMultiview() const;
        bool readDisallowedByMultiview() const;
        GLsizei getNumViews() const;
        GLint getBaseViewIndex() const;
        Extents getExtents() const;
    
        size_t getDrawbufferStateCount() const;
        GLenum getDrawBufferState(size_t drawBuffer) const;
        const std::vector<GLenum> &getDrawBufferStates() const;
        void setDrawBuffers(size_t count, const GLenum *buffers);
        const FramebufferAttachment *getDrawBuffer(size_t drawBuffer) const;
        ComponentType getDrawbufferWriteType(size_t drawBuffer) const;
        ComponentTypeMask getDrawBufferTypeMask() const;
        DrawBufferMask getDrawBufferMask() const;
        bool hasEnabledDrawBuffer() const;
    
        GLenum getReadBufferState() const;
        void setReadBuffer(GLenum buffer);
    
        size_t getNumColorAttachments() const;
        bool hasDepth() const;
        bool hasStencil() const;
    
        bool usingExtendedDrawBuffers() const;
    
        // This method calls checkStatus.
        int getSamples(const Context *context);
        int getResourceSamples(const Context *context);
    
        angle::Result getSamplePosition(const Context *context, size_t index, GLfloat *xy) const;
    
        GLint getDefaultWidth() const;
        GLint getDefaultHeight() const;
        GLint getDefaultSamples() const;
        bool getDefaultFixedSampleLocations() const;
        GLint getDefaultLayers() const;
        void setDefaultWidth(const Context *context, GLint defaultWidth);
        void setDefaultHeight(const Context *context, GLint defaultHeight);
        void setDefaultSamples(const Context *context, GLint defaultSamples);
        void setDefaultFixedSampleLocations(const Context *context, bool defaultFixedSampleLocations);
        void setDefaultLayers(GLint defaultLayers);
    
        void invalidateCompletenessCache();
        ANGLE_INLINE bool cachedStatusValid() { return mCachedStatus.valid(); }
    
        ANGLE_INLINE GLenum checkStatus(const Context *context)
        {
            // The default framebuffer is always complete except when it is surfaceless in which
            // case it is always unsupported.
            ASSERT(!isDefault() || mCachedStatus.valid());
            if (isDefault() || (!hasAnyDirtyBit() && mCachedStatus.valid()))
            {
                return mCachedStatus.value();
            }
    
            return checkStatusImpl(context);
        }
    
        // For when we don't want to check completeness in getSamples().
        int getCachedSamples(const Context *context, AttachmentSampleType sampleType) const;
    
        // Helper for checkStatus == GL_FRAMEBUFFER_COMPLETE.
        ANGLE_INLINE bool isComplete(const Context *context)
        {
            return (checkStatus(context) == GL_FRAMEBUFFER_COMPLETE);
        }
    
        bool hasValidDepthStencil() const;
    
        angle::Result discard(const Context *context, size_t count, const GLenum *attachments);
        angle::Result invalidate(const Context *context, size_t count, const GLenum *attachments);
        angle::Result invalidateSub(const Context *context,
                                    size_t count,
                                    const GLenum *attachments,
                                    const Rectangle &area);
    
        angle::Result clear(const Context *context, GLbitfield mask);
        angle::Result clearBufferfv(const Context *context,
                                    GLenum buffer,
                                    GLint drawbuffer,
                                    const GLfloat *values);
        angle::Result clearBufferuiv(const Context *context,
                                     GLenum buffer,
                                     GLint drawbuffer,
                                     const GLuint *values);
        angle::Result clearBufferiv(const Context *context,
                                    GLenum buffer,
                                    GLint drawbuffer,
                                    const GLint *values);
        angle::Result clearBufferfi(const Context *context,
                                    GLenum buffer,
                                    GLint drawbuffer,
                                    GLfloat depth,
                                    GLint stencil);
    
        // These two methods call syncState() internally.
        angle::Result getImplementationColorReadFormat(const Context *context, GLenum *formatOut);
        angle::Result getImplementationColorReadType(const Context *context, GLenum *typeOut);
    
        angle::Result readPixels(const Context *context,
                                 const Rectangle &area,
                                 GLenum format,
                                 GLenum type,
                                 void *pixels);
    
        angle::Result blit(const Context *context,
                           const Rectangle &sourceArea,
                           const Rectangle &destArea,
                           GLbitfield mask,
                           GLenum filter);
        bool isDefault() const { return mState.isDefault(); }
    
        enum DirtyBitType : size_t
        {
            DIRTY_BIT_COLOR_ATTACHMENT_0,
            DIRTY_BIT_COLOR_ATTACHMENT_MAX =
                DIRTY_BIT_COLOR_ATTACHMENT_0 + IMPLEMENTATION_MAX_FRAMEBUFFER_ATTACHMENTS,
            DIRTY_BIT_DEPTH_ATTACHMENT = DIRTY_BIT_COLOR_ATTACHMENT_MAX,
            DIRTY_BIT_STENCIL_ATTACHMENT,
            DIRTY_BIT_COLOR_BUFFER_CONTENTS_0,
            DIRTY_BIT_COLOR_BUFFER_CONTENTS_MAX =
                DIRTY_BIT_COLOR_BUFFER_CONTENTS_0 + IMPLEMENTATION_MAX_FRAMEBUFFER_ATTACHMENTS,
            DIRTY_BIT_DEPTH_BUFFER_CONTENTS = DIRTY_BIT_COLOR_BUFFER_CONTENTS_MAX,
            DIRTY_BIT_STENCIL_BUFFER_CONTENTS,
            DIRTY_BIT_DRAW_BUFFERS,
            DIRTY_BIT_READ_BUFFER,
            DIRTY_BIT_DEFAULT_WIDTH,
            DIRTY_BIT_DEFAULT_HEIGHT,
            DIRTY_BIT_DEFAULT_SAMPLES,
            DIRTY_BIT_DEFAULT_FIXED_SAMPLE_LOCATIONS,
            DIRTY_BIT_DEFAULT_LAYERS,
            DIRTY_BIT_UNKNOWN,
            DIRTY_BIT_MAX = DIRTY_BIT_UNKNOWN
        };
    
        using DirtyBits = angle::BitSet<DIRTY_BIT_MAX>;
        bool hasAnyDirtyBit() const { return mDirtyBits.any(); }
    
        bool hasActiveFloat32ColorAttachment() const
        {
            return (mFloat32ColorAttachmentBits & getDrawBufferMask()).any();
        }
    
        bool hasResourceThatNeedsInit() const { return mState.mResourceNeedsInit.any(); }
    
        angle::Result syncState(const Context *context);
    
        // Observer implementation
        void onSubjectStateChange(angle::SubjectIndex index, angle::SubjectMessage message) override;
    
        bool formsRenderingFeedbackLoopWith(const Context *context) const;
        bool formsCopyingFeedbackLoopWith(TextureID copyTextureID,
                                          GLint copyTextureLevel,
                                          GLint copyTextureLayer) const;
    
        angle::Result ensureClearAttachmentsInitialized(const Context *context, GLbitfield mask);
        angle::Result ensureClearBufferAttachmentsInitialized(const Context *context,
                                                              GLenum buffer,
                                                              GLint drawbuffer);
        angle::Result ensureDrawAttachmentsInitialized(const Context *context);
    
        // Conservatively initializes both read color and depth. Blit can access the depth buffer.
        angle::Result ensureReadAttachmentsInitialized(const Context *context);
        Box getDimensions() const;
    
        static const FramebufferID kDefaultDrawFramebufferHandle;
    
        rx::Serial serial() const { return mSerial; }
    
      private:
        bool detachResourceById(const Context *context, GLenum resourceType, GLuint resourceId);
        bool detachMatchingAttachment(const Context *context,
                                      FramebufferAttachment *attachment,
                                      GLenum matchType,
                                      GLuint matchId);
        GLenum checkStatusWithGLFrontEnd(const Context *context);
        GLenum checkStatusImpl(const Context *context);
        void setAttachment(const Context *context,
                           GLenum type,
                           GLenum binding,
                           const ImageIndex &textureIndex,
                           FramebufferAttachmentObject *resource,
                           GLsizei numViews,
                           GLuint baseViewIndex,
                           bool isMultiview,
                           GLsizei samples);
        void commitWebGL1DepthStencilIfConsistent(const Context *context,
                                                  GLsizei numViews,
                                                  GLuint baseViewIndex,
                                                  bool isMultiview,
                                                  GLsizei samples);
        void setAttachmentImpl(const Context *context,
                               GLenum type,
                               GLenum binding,
                               const ImageIndex &textureIndex,
                               FramebufferAttachmentObject *resource,
                               GLsizei numViews,
                               GLuint baseViewIndex,
                               bool isMultiview,
                               GLsizei samples);
        void updateAttachment(const Context *context,
                              FramebufferAttachment *attachment,
                              size_t dirtyBit,
                              angle::ObserverBinding *onDirtyBinding,
                              GLenum type,
                              GLenum binding,
                              const ImageIndex &textureIndex,
                              FramebufferAttachmentObject *resource,
                              GLsizei numViews,
                              GLuint baseViewIndex,
                              bool isMultiview,
                              GLsizei samples);
    
        void markDrawAttachmentsInitialized(bool color, bool depth, bool stencil);
        void markBufferInitialized(GLenum bufferType, GLint bufferIndex);
        angle::Result ensureBufferInitialized(const Context *context,
                                              GLenum bufferType,
                                              GLint bufferIndex);
    
        // Checks that we have a partially masked clear:
        // * some color channels are masked out
        // * some stencil values are masked out
        // * scissor test partially overlaps the framebuffer
        bool partialClearNeedsInit(const Context *context, bool color, bool depth, bool stencil);
        bool partialBufferClearNeedsInit(const Context *context, GLenum bufferType);
    
        FramebufferAttachment *getAttachmentFromSubjectIndex(angle::SubjectIndex index);
    
        ANGLE_INLINE void updateFloat32ColorAttachmentBits(size_t index,
                                                           const gl::InternalFormat *format)
        {
            mFloat32ColorAttachmentBits.set(index, format->type == GL_FLOAT);
        }
    
        rx::Serial mSerial;
        FramebufferState mState;
        rx::FramebufferImpl *mImpl;
    
        Optional<GLenum> mCachedStatus;
        std::vector<angle::ObserverBinding> mDirtyColorAttachmentBindings;
        angle::ObserverBinding mDirtyDepthAttachmentBinding;
        angle::ObserverBinding mDirtyStencilAttachmentBinding;
    
        DirtyBits mDirtyBits;
        DrawBufferMask mFloat32ColorAttachmentBits;
        DrawBufferMask mColorAttachmentBits;
    
        // The dirty bits guard is checked when we get a dependent state change message. We verify that
        // we don't set a dirty bit that isn't already set, when inside the dirty bits syncState.
        Optional<DirtyBits> mDirtyBitsGuard;
    };
    
    }  // namespace gl
    
    #endif  // LIBANGLE_FRAMEBUFFER_H_