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 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.
//
// FramebufferImpl.h: Defines the abstract rx::FramebufferImpl class.
#ifndef LIBANGLE_RENDERER_FRAMEBUFFERIMPL_H_
#define LIBANGLE_RENDERER_FRAMEBUFFERIMPL_H_
#include "angle_gl.h"
#include "common/angleutils.h"
#include "libANGLE/Error.h"
#include "libANGLE/Framebuffer.h"
#include "libANGLE/State.h"
#include "libANGLE/angletypes.h"
namespace gl
{
class Buffer;
class Framebuffer;
class FramebufferAttachment;
struct PixelPackState;
}  // namespace gl
namespace rx
{
class DisplayImpl;
class FramebufferImpl : angle::NonCopyable
{
  public:
    explicit FramebufferImpl(const gl::FramebufferState &state) : mState(state) {}
    virtual ~FramebufferImpl() {}
    virtual void destroy(const gl::Context *context) {}
    virtual angle::Result discard(const gl::Context *context,
                                  size_t count,
                                  const GLenum *attachments)       = 0;
    virtual angle::Result invalidate(const gl::Context *context,
                                     size_t count,
                                     const GLenum *attachments)    = 0;
    virtual angle::Result invalidateSub(const gl::Context *context,
                                        size_t count,
                                        const GLenum *attachments,
                                        const gl::Rectangle &area) = 0;
    virtual angle::Result clear(const gl::Context *context, GLbitfield mask) = 0;
    virtual angle::Result clearBufferfv(const gl::Context *context,
                                        GLenum buffer,
                                        GLint drawbuffer,
                                        const GLfloat *values)               = 0;
    virtual angle::Result clearBufferuiv(const gl::Context *context,
                                         GLenum buffer,
                                         GLint drawbuffer,
                                         const GLuint *values)               = 0;
    virtual angle::Result clearBufferiv(const gl::Context *context,
                                        GLenum buffer,
                                        GLint drawbuffer,
                                        const GLint *values)                 = 0;
    virtual angle::Result clearBufferfi(const gl::Context *context,
                                        GLenum buffer,
                                        GLint drawbuffer,
                                        GLfloat depth,
                                        GLint stencil)                       = 0;
    virtual const gl::InternalFormat &getImplementationColorReadFormat(
        const gl::Context *context) const;
    virtual angle::Result readPixels(const gl::Context *context,
                                     const gl::Rectangle &area,
                                     GLenum format,
                                     GLenum type,
                                     const gl::PixelPackState &pack,
                                     gl::Buffer *packBuffer,
                                     void *pixels) = 0;
    virtual angle::Result blit(const gl::Context *context,
                               const gl::Rectangle &sourceArea,
                               const gl::Rectangle &destArea,
                               GLbitfield mask,
                               GLenum filter) = 0;
    virtual gl::FramebufferStatus checkStatus(const gl::Context *context) const = 0;
    virtual angle::Result ensureAttachmentsInitialized(const gl::Context *context,
                                                       const gl::DrawBufferMask &colorAttachments,
                                                       bool depth,
                                                       bool stencil);
    virtual angle::Result syncState(const gl::Context *context,
                                    GLenum binding,
                                    const gl::Framebuffer::DirtyBits &dirtyBits,
                                    gl::Command command) = 0;
    virtual angle::Result getSamplePosition(const gl::Context *context,
                                            size_t index,
                                            GLfloat *xy) const = 0;
    // Special configuration option for checkStatus(). Some back-ends don't require a syncState
    // before calling checkStatus. In practice the GL back-end is the only config that needs
    // syncState because it depends on the behaviour of the driver. Allowing the Vulkan and
    // D3D back-ends to skip syncState lets us do more work in the syncState call.
    virtual bool shouldSyncStateBeforeCheckStatus() const;
    virtual angle::Result onLabelUpdate(const gl::Context *context);
    const gl::FramebufferState &getState() const { return mState; }
  protected:
    const gl::FramebufferState &mState;
};
inline bool FramebufferImpl::shouldSyncStateBeforeCheckStatus() const
{
    return false;
}
// Default implementation returns the format specified in the attachment.
inline const gl::InternalFormat &FramebufferImpl::getImplementationColorReadFormat(
    const gl::Context *context) const
{
    const gl::FramebufferAttachment *readAttachment = mState.getReadAttachment();
    return *readAttachment->getFormat().info;
}
}  // namespace rx
#endif  // LIBANGLE_RENDERER_FRAMEBUFFERIMPL_H_