Hash :
966739ac
Author :
Date :
2024-09-19T23:49:06
Drop PLS support for EXT_shader_pixel_local_storage Supporting this backend drastically increased the complexity of the codebase, with little return. We don't support memoryless attachments on the web anyway, and since this extension requires us to literally draw the load/store operations, input attachments on Vulkan perform better. Once this implemention is completely removed, we will delete the PLS allow list, which isn't required for the other PLS implementations. Bug: angleproject:7279 Change-Id: Ibb036d36cbd33467e7a94398ce171cda7349e4f4 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5874412 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Kenneth Russell <kbr@chromium.org> Commit-Queue: Chris Dalton <chris@rive.app>
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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.
//
// ContextImpl:
// Implementation-specific functionality associated with a GL Context.
//
#ifndef LIBANGLE_RENDERER_CONTEXTIMPL_H_
#define LIBANGLE_RENDERER_CONTEXTIMPL_H_
#include <vector>
#include "common/angleutils.h"
#include "libANGLE/State.h"
#include "libANGLE/renderer/GLImplFactory.h"
namespace gl
{
class ErrorSet;
class MemoryProgramCache;
class Path;
class PixelLocalStoragePlane;
class Semaphore;
struct Workarounds;
} // namespace gl
namespace angle
{
struct ImageLoadContext;
}
namespace rx
{
class ContextImpl : public GLImplFactory
{
public:
ContextImpl(const gl::State &state, gl::ErrorSet *errorSet);
~ContextImpl() override;
virtual void onDestroy(const gl::Context *context) {}
virtual angle::Result initialize(const angle::ImageLoadContext &imageLoadContext) = 0;
// Flush and finish.
virtual angle::Result flush(const gl::Context *context) = 0;
virtual angle::Result finish(const gl::Context *context) = 0;
// Drawing methods.
virtual angle::Result drawArrays(const gl::Context *context,
gl::PrimitiveMode mode,
GLint first,
GLsizei count) = 0;
virtual angle::Result drawArraysInstanced(const gl::Context *context,
gl::PrimitiveMode mode,
GLint first,
GLsizei count,
GLsizei instanceCount) = 0;
// Necessary for Vulkan since gl_InstanceIndex includes baseInstance
virtual angle::Result drawArraysInstancedBaseInstance(const gl::Context *context,
gl::PrimitiveMode mode,
GLint first,
GLsizei count,
GLsizei instanceCount,
GLuint baseInstance) = 0;
virtual angle::Result drawElements(const gl::Context *context,
gl::PrimitiveMode mode,
GLsizei count,
gl::DrawElementsType type,
const void *indices) = 0;
virtual angle::Result drawElementsBaseVertex(const gl::Context *context,
gl::PrimitiveMode mode,
GLsizei count,
gl::DrawElementsType type,
const void *indices,
GLint baseVertex) = 0;
virtual angle::Result drawElementsInstanced(const gl::Context *context,
gl::PrimitiveMode mode,
GLsizei count,
gl::DrawElementsType type,
const void *indices,
GLsizei instances) = 0;
virtual angle::Result drawElementsInstancedBaseVertex(const gl::Context *context,
gl::PrimitiveMode mode,
GLsizei count,
gl::DrawElementsType type,
const void *indices,
GLsizei instances,
GLint baseVertex) = 0;
virtual angle::Result drawElementsInstancedBaseVertexBaseInstance(const gl::Context *context,
gl::PrimitiveMode mode,
GLsizei count,
gl::DrawElementsType type,
const void *indices,
GLsizei instances,
GLint baseVertex,
GLuint baseInstance) = 0;
virtual angle::Result drawRangeElements(const gl::Context *context,
gl::PrimitiveMode mode,
GLuint start,
GLuint end,
GLsizei count,
gl::DrawElementsType type,
const void *indices) = 0;
virtual angle::Result drawRangeElementsBaseVertex(const gl::Context *context,
gl::PrimitiveMode mode,
GLuint start,
GLuint end,
GLsizei count,
gl::DrawElementsType type,
const void *indices,
GLint baseVertex) = 0;
virtual angle::Result drawArraysIndirect(const gl::Context *context,
gl::PrimitiveMode mode,
const void *indirect) = 0;
virtual angle::Result drawElementsIndirect(const gl::Context *context,
gl::PrimitiveMode mode,
gl::DrawElementsType type,
const void *indirect) = 0;
// MultiDraw* impl added as we need workaround for promoting dynamic attributes in D3D backend
virtual angle::Result multiDrawArrays(const gl::Context *context,
gl::PrimitiveMode mode,
const GLint *firsts,
const GLsizei *counts,
GLsizei drawcount) = 0;
virtual angle::Result multiDrawArraysIndirect(const gl::Context *context,
gl::PrimitiveMode mode,
const void *indirect,
GLsizei drawcount,
GLsizei stride) = 0;
virtual angle::Result multiDrawArraysInstanced(const gl::Context *context,
gl::PrimitiveMode mode,
const GLint *firsts,
const GLsizei *counts,
const GLsizei *instanceCounts,
GLsizei drawcount) = 0;
virtual angle::Result multiDrawElements(const gl::Context *context,
gl::PrimitiveMode mode,
const GLsizei *counts,
gl::DrawElementsType type,
const GLvoid *const *indices,
GLsizei drawcount) = 0;
virtual angle::Result multiDrawElementsInstanced(const gl::Context *context,
gl::PrimitiveMode mode,
const GLsizei *counts,
gl::DrawElementsType type,
const GLvoid *const *indices,
const GLsizei *instanceCounts,
GLsizei drawcount) = 0;
virtual angle::Result multiDrawElementsIndirect(const gl::Context *context,
gl::PrimitiveMode mode,
gl::DrawElementsType type,
const void *indirect,
GLsizei drawcount,
GLsizei stride) = 0;
virtual angle::Result multiDrawArraysInstancedBaseInstance(const gl::Context *context,
gl::PrimitiveMode mode,
const GLint *firsts,
const GLsizei *counts,
const GLsizei *instanceCounts,
const GLuint *baseInstances,
GLsizei drawcount) = 0;
virtual angle::Result multiDrawElementsInstancedBaseVertexBaseInstance(
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) = 0;
// Device loss
virtual gl::GraphicsResetStatus getResetStatus() = 0;
// EXT_debug_marker
virtual angle::Result insertEventMarker(GLsizei length, const char *marker) = 0;
virtual angle::Result pushGroupMarker(GLsizei length, const char *marker) = 0;
virtual angle::Result popGroupMarker() = 0;
// KHR_debug
virtual angle::Result pushDebugGroup(const gl::Context *context,
GLenum source,
GLuint id,
const std::string &message) = 0;
virtual angle::Result popDebugGroup(const gl::Context *context) = 0;
virtual angle::Result handleNoopDrawEvent();
// KHR_parallel_shader_compile
virtual void setMaxShaderCompilerThreads(GLuint count) {}
// GL_ANGLE_texture_storage_external
virtual void invalidateTexture(gl::TextureType target);
// EXT_shader_framebuffer_fetch_non_coherent
virtual void framebufferFetchBarrier() {}
// KHR_blend_equation_advanced
virtual void blendBarrier() {}
// QCOM_tiled_rendering
virtual angle::Result startTiling(const gl::Context *context,
const gl::Rectangle &area,
GLbitfield preserveMask);
virtual angle::Result endTiling(const gl::Context *context, GLbitfield preserveMask);
// State sync with dirty bits.
virtual angle::Result syncState(const gl::Context *context,
const gl::state::DirtyBits dirtyBits,
const gl::state::DirtyBits bitMask,
const gl::state::ExtendedDirtyBits extendedDirtyBits,
const gl::state::ExtendedDirtyBits extendedBitMask,
gl::Command command) = 0;
// Disjoint timer queries
virtual GLint getGPUDisjoint() = 0;
virtual GLint64 getTimestamp() = 0;
// Context switching
virtual angle::Result onMakeCurrent(const gl::Context *context) = 0;
virtual angle::Result onUnMakeCurrent(const gl::Context *context);
// Native capabilities, unmodified by gl::Context.
virtual gl::Caps getNativeCaps() const = 0;
virtual const gl::TextureCapsMap &getNativeTextureCaps() const = 0;
virtual const gl::Extensions &getNativeExtensions() const = 0;
virtual const gl::Limitations &getNativeLimitations() const = 0;
virtual const ShPixelLocalStorageOptions &getNativePixelLocalStorageOptions() const = 0;
virtual angle::Result dispatchCompute(const gl::Context *context,
GLuint numGroupsX,
GLuint numGroupsY,
GLuint numGroupsZ) = 0;
virtual angle::Result dispatchComputeIndirect(const gl::Context *context,
GLintptr indirect) = 0;
virtual angle::Result memoryBarrier(const gl::Context *context, GLbitfield barriers) = 0;
virtual angle::Result memoryBarrierByRegion(const gl::Context *context,
GLbitfield barriers) = 0;
const gl::State &getState() const { return mState; }
int getClientMajorVersion() const { return mState.getClientMajorVersion(); }
int getClientMinorVersion() const { return mState.getClientMinorVersion(); }
const gl::Caps &getCaps() const { return mState.getCaps(); }
const gl::TextureCapsMap &getTextureCaps() const { return mState.getTextureCaps(); }
const gl::Extensions &getExtensions() const { return mState.getExtensions(); }
const gl::Limitations &getLimitations() const { return mState.getLimitations(); }
// A common GL driver behaviour is to trigger dynamic shader recompilation on a draw call,
// based on the current render states. We store a mutable pointer to the program cache so
// on draw calls we can store the refreshed shaders in the cache.
void setMemoryProgramCache(gl::MemoryProgramCache *memoryProgramCache);
void handleError(GLenum errorCode,
const char *message,
const char *file,
const char *function,
unsigned int line);
virtual egl::ContextPriority getContextPriority() const;
// EGL_ANGLE_power_preference implementation.
virtual egl::Error releaseHighPowerGPU(gl::Context *context);
virtual egl::Error reacquireHighPowerGPU(gl::Context *context);
// EGL_ANGLE_external_context_and_surface
virtual void acquireExternalContext(const gl::Context *context);
virtual void releaseExternalContext(const gl::Context *context);
// GL_ANGLE_vulkan_image
virtual angle::Result acquireTextures(const gl::Context *context,
const gl::TextureBarrierVector &textureBarriers);
virtual angle::Result releaseTextures(const gl::Context *context,
gl::TextureBarrierVector *textureBarriers);
// AMD_performance_monitor
virtual const angle::PerfMonitorCounterGroups &getPerfMonitorCounters();
protected:
const gl::State &mState;
gl::MemoryProgramCache *mMemoryProgramCache;
gl::ErrorSet *mErrors;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_CONTEXTIMPL_H_