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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.
//
// renderer_utils:
// Helper methods pertaining to most or all back-ends.
//
#ifndef LIBANGLE_RENDERER_RENDERER_UTILS_H_
#define LIBANGLE_RENDERER_RENDERER_UTILS_H_
#include <cstdint>
#include <limits>
#include <map>
#include "GLSLANG/ShaderLang.h"
#include "common/angleutils.h"
#include "common/utilities.h"
#include "libANGLE/angletypes.h"
namespace angle
{
struct FeatureSetBase;
struct Format;
enum class FormatID;
} // namespace angle
namespace gl
{
struct FormatType;
struct InternalFormat;
class State;
} // namespace gl
namespace egl
{
class AttributeMap;
struct DisplayState;
} // namespace egl
namespace rx
{
class ContextImpl;
// The possible rotations of the surface/draw framebuffer, particularly for the Vulkan back-end on
// Android.
enum class SurfaceRotation
{
Identity,
Rotated90Degrees,
Rotated180Degrees,
Rotated270Degrees,
FlippedIdentity,
FlippedRotated90Degrees,
FlippedRotated180Degrees,
FlippedRotated270Degrees,
InvalidEnum,
EnumCount = InvalidEnum,
};
bool IsRotatedAspectRatio(SurfaceRotation rotation);
using SpecConstUsageBits = angle::PackedEnumBitSet<sh::vk::SpecConstUsage, uint32_t>;
void RotateRectangle(const SurfaceRotation rotation,
const bool flipY,
const int framebufferWidth,
const int framebufferHeight,
const gl::Rectangle &incoming,
gl::Rectangle *outgoing);
using MipGenerationFunction = void (*)(size_t sourceWidth,
size_t sourceHeight,
size_t sourceDepth,
const uint8_t *sourceData,
size_t sourceRowPitch,
size_t sourceDepthPitch,
uint8_t *destData,
size_t destRowPitch,
size_t destDepthPitch);
typedef void (*PixelReadFunction)(const uint8_t *source, uint8_t *dest);
typedef void (*PixelWriteFunction)(const uint8_t *source, uint8_t *dest);
typedef void (*FastCopyFunction)(const uint8_t *source,
int srcXAxisPitch,
int srcYAxisPitch,
uint8_t *dest,
int destXAxisPitch,
int destYAxisPitch,
int width,
int height);
class FastCopyFunctionMap
{
public:
struct Entry
{
angle::FormatID formatID;
FastCopyFunction func;
};
constexpr FastCopyFunctionMap() : FastCopyFunctionMap(nullptr, 0) {}
constexpr FastCopyFunctionMap(const Entry *data, size_t size) : mSize(size), mData(data) {}
bool has(angle::FormatID formatID) const;
FastCopyFunction get(angle::FormatID formatID) const;
private:
size_t mSize;
const Entry *mData;
};
struct PackPixelsParams
{
PackPixelsParams();
PackPixelsParams(const gl::Rectangle &area,
const angle::Format &destFormat,
GLuint outputPitch,
bool reverseRowOrderIn,
gl::Buffer *packBufferIn,
ptrdiff_t offset);
gl::Rectangle area;
const angle::Format *destFormat;
GLuint outputPitch;
gl::Buffer *packBuffer;
bool reverseRowOrder;
ptrdiff_t offset;
SurfaceRotation rotation;
};
void PackPixels(const PackPixelsParams &params,
const angle::Format &sourceFormat,
int inputPitch,
const uint8_t *source,
uint8_t *destination);
using InitializeTextureDataFunction = void (*)(size_t width,
size_t height,
size_t depth,
uint8_t *output,
size_t outputRowPitch,
size_t outputDepthPitch);
using LoadImageFunction = void (*)(size_t width,
size_t height,
size_t depth,
const uint8_t *input,
size_t inputRowPitch,
size_t inputDepthPitch,
uint8_t *output,
size_t outputRowPitch,
size_t outputDepthPitch);
struct LoadImageFunctionInfo
{
LoadImageFunctionInfo() : loadFunction(nullptr), requiresConversion(false) {}
LoadImageFunctionInfo(LoadImageFunction loadFunction, bool requiresConversion)
: loadFunction(loadFunction), requiresConversion(requiresConversion)
{}
LoadImageFunction loadFunction;
bool requiresConversion;
};
using LoadFunctionMap = LoadImageFunctionInfo (*)(GLenum);
bool ShouldUseDebugLayers(const egl::AttributeMap &attribs);
void CopyImageCHROMIUM(const uint8_t *sourceData,
size_t sourceRowPitch,
size_t sourcePixelBytes,
size_t sourceDepthPitch,
PixelReadFunction pixelReadFunction,
uint8_t *destData,
size_t destRowPitch,
size_t destPixelBytes,
size_t destDepthPitch,
PixelWriteFunction pixelWriteFunction,
GLenum destUnsizedFormat,
GLenum destComponentType,
size_t width,
size_t height,
size_t depth,
bool unpackFlipY,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha);
// Incomplete textures are 1x1 textures filled with black, used when samplers are incomplete.
// This helper class encapsulates handling incomplete textures. Because the GL back-end
// can take advantage of the driver's incomplete textures, and because clearing multisample
// textures is so difficult, we can keep an instance of this class in the back-end instead
// of moving the logic to the Context front-end.
// This interface allows us to call-back to init a multisample texture.
class MultisampleTextureInitializer
{
public:
virtual ~MultisampleTextureInitializer() {}
virtual angle::Result initializeMultisampleTextureToBlack(const gl::Context *context,
gl::Texture *glTexture) = 0;
};
class IncompleteTextureSet final : angle::NonCopyable
{
public:
IncompleteTextureSet();
~IncompleteTextureSet();
void onDestroy(const gl::Context *context);
angle::Result getIncompleteTexture(const gl::Context *context,
gl::TextureType type,
gl::SamplerFormat format,
MultisampleTextureInitializer *multisampleInitializer,
gl::Texture **textureOut);
private:
using TextureMapWithSamplerFormat = angle::PackedEnumMap<gl::SamplerFormat, gl::TextureMap>;
TextureMapWithSamplerFormat mIncompleteTextures;
gl::Buffer *mIncompleteTextureBufferAttachment;
};
// Helpers to set a matrix uniform value based on GLSL or HLSL semantics.
// The return value indicate if the data was updated or not.
template <int cols, int rows>
struct SetFloatUniformMatrixGLSL
{
static void Run(unsigned int arrayElementOffset,
unsigned int elementCount,
GLsizei countIn,
GLboolean transpose,
const GLfloat *value,
uint8_t *targetData);
};
template <int cols, int rows>
struct SetFloatUniformMatrixHLSL
{
static void Run(unsigned int arrayElementOffset,
unsigned int elementCount,
GLsizei countIn,
GLboolean transpose,
const GLfloat *value,
uint8_t *targetData);
};
// Helper method to de-tranpose a matrix uniform for an API query.
void GetMatrixUniform(GLenum type, GLfloat *dataOut, const GLfloat *source, bool transpose);
template <typename NonFloatT>
void GetMatrixUniform(GLenum type, NonFloatT *dataOut, const NonFloatT *source, bool transpose);
const angle::Format &GetFormatFromFormatType(GLenum format, GLenum type);
angle::Result ComputeStartVertex(ContextImpl *contextImpl,
const gl::IndexRange &indexRange,
GLint baseVertex,
GLint *firstVertexOut);
angle::Result GetVertexRangeInfo(const gl::Context *context,
GLint firstVertex,
GLsizei vertexOrIndexCount,
gl::DrawElementsType indexTypeOrInvalid,
const void *indices,
GLint baseVertex,
GLint *startVertexOut,
size_t *vertexCountOut);
gl::Rectangle ClipRectToScissor(const gl::State &glState, const gl::Rectangle &rect, bool invertY);
// Helper method to intialize a FeatureSet with overrides from the DisplayState
void ApplyFeatureOverrides(angle::FeatureSetBase *features, const egl::DisplayState &state);
template <typename In>
uint32_t LineLoopRestartIndexCountHelper(GLsizei indexCount, const uint8_t *srcPtr)
{
constexpr In restartIndex = gl::GetPrimitiveRestartIndexFromType<In>();
const In *inIndices = reinterpret_cast<const In *>(srcPtr);
uint32_t numIndices = 0;
// See CopyLineLoopIndicesWithRestart() below for more info on how
// numIndices is calculated.
GLsizei loopStartIndex = 0;
for (GLsizei curIndex = 0; curIndex < indexCount; curIndex++)
{
In vertex = inIndices[curIndex];
if (vertex != restartIndex)
{
numIndices++;
}
else
{
if (curIndex > loopStartIndex)
{
numIndices += 2;
}
loopStartIndex = curIndex + 1;
}
}
if (indexCount > loopStartIndex)
{
numIndices++;
}
return numIndices;
}
inline uint32_t GetLineLoopWithRestartIndexCount(gl::DrawElementsType glIndexType,
GLsizei indexCount,
const uint8_t *srcPtr)
{
switch (glIndexType)
{
case gl::DrawElementsType::UnsignedByte:
return LineLoopRestartIndexCountHelper<uint8_t>(indexCount, srcPtr);
case gl::DrawElementsType::UnsignedShort:
return LineLoopRestartIndexCountHelper<uint16_t>(indexCount, srcPtr);
case gl::DrawElementsType::UnsignedInt:
return LineLoopRestartIndexCountHelper<uint32_t>(indexCount, srcPtr);
default:
UNREACHABLE();
return 0;
}
}
// Writes the line-strip vertices for a line loop to outPtr,
// where outLimit is calculated as in GetPrimitiveRestartIndexCount.
template <typename In, typename Out>
void CopyLineLoopIndicesWithRestart(GLsizei indexCount, const uint8_t *srcPtr, uint8_t *outPtr)
{
constexpr In restartIndex = gl::GetPrimitiveRestartIndexFromType<In>();
constexpr Out outRestartIndex = gl::GetPrimitiveRestartIndexFromType<Out>();
const In *inIndices = reinterpret_cast<const In *>(srcPtr);
Out *outIndices = reinterpret_cast<Out *>(outPtr);
GLsizei loopStartIndex = 0;
for (GLsizei curIndex = 0; curIndex < indexCount; curIndex++)
{
In vertex = inIndices[curIndex];
if (vertex != restartIndex)
{
*(outIndices++) = static_cast<Out>(vertex);
}
else
{
if (curIndex > loopStartIndex)
{
// Emit an extra vertex only if the loop is not empty.
*(outIndices++) = inIndices[loopStartIndex];
// Then restart the strip.
*(outIndices++) = outRestartIndex;
}
loopStartIndex = curIndex + 1;
}
}
if (indexCount > loopStartIndex)
{
// Close the last loop if not empty.
*(outIndices++) = inIndices[loopStartIndex];
}
}
void GetSamplePosition(GLsizei sampleCount, size_t index, GLfloat *xy);
angle::Result MultiDrawArraysGeneral(ContextImpl *contextImpl,
const gl::Context *context,
gl::PrimitiveMode mode,
const GLint *firsts,
const GLsizei *counts,
GLsizei drawcount);
angle::Result MultiDrawArraysIndirectGeneral(ContextImpl *contextImpl,
const gl::Context *context,
gl::PrimitiveMode mode,
const void *indirect,
GLsizei drawcount,
GLsizei stride);
angle::Result MultiDrawArraysInstancedGeneral(ContextImpl *contextImpl,
const gl::Context *context,
gl::PrimitiveMode mode,
const GLint *firsts,
const GLsizei *counts,
const GLsizei *instanceCounts,
GLsizei drawcount);
angle::Result MultiDrawElementsGeneral(ContextImpl *contextImpl,
const gl::Context *context,
gl::PrimitiveMode mode,
const GLsizei *counts,
gl::DrawElementsType type,
const GLvoid *const *indices,
GLsizei drawcount);
angle::Result MultiDrawElementsIndirectGeneral(ContextImpl *contextImpl,
const gl::Context *context,
gl::PrimitiveMode mode,
gl::DrawElementsType type,
const void *indirect,
GLsizei drawcount,
GLsizei stride);
angle::Result MultiDrawElementsInstancedGeneral(ContextImpl *contextImpl,
const gl::Context *context,
gl::PrimitiveMode mode,
const GLsizei *counts,
gl::DrawElementsType type,
const GLvoid *const *indices,
const GLsizei *instanceCounts,
GLsizei drawcount);
angle::Result MultiDrawArraysInstancedBaseInstanceGeneral(ContextImpl *contextImpl,
const gl::Context *context,
gl::PrimitiveMode mode,
const GLint *firsts,
const GLsizei *counts,
const GLsizei *instanceCounts,
const GLuint *baseInstances,
GLsizei drawcount);
angle::Result MultiDrawElementsInstancedBaseVertexBaseInstanceGeneral(ContextImpl *contextImpl,
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);
// RAII object making sure reset uniforms is called no matter whether there's an error in draw calls
class ResetBaseVertexBaseInstance : angle::NonCopyable
{
public:
ResetBaseVertexBaseInstance(gl::Program *programObject,
bool resetBaseVertex,
bool resetBaseInstance);
~ResetBaseVertexBaseInstance();
private:
gl::Program *mProgramObject;
bool mResetBaseVertex;
bool mResetBaseInstance;
};
angle::FormatID ConvertToSRGB(angle::FormatID formatID);
angle::FormatID ConvertToLinear(angle::FormatID formatID);
bool IsOverridableLinearFormat(angle::FormatID formatID);
enum class PipelineType
{
Graphics = 0,
Compute = 1,
InvalidEnum = 2,
EnumCount = 2,
};
} // namespace rx
// MultiDraw macro patterns
// These macros are to avoid too much code duplication as we don't want to have if detect for
// hasDrawID/BaseVertex/BaseInstance inside for loop in a multiDrawANGLE call Part of these are put
// in the header as we want to share with specialized context impl on some platforms for multidraw
#define ANGLE_SET_DRAW_ID_UNIFORM_0(drawID) \
{}
#define ANGLE_SET_DRAW_ID_UNIFORM_1(drawID) programObject->setDrawIDUniform(drawID)
#define ANGLE_SET_DRAW_ID_UNIFORM(cond) ANGLE_SET_DRAW_ID_UNIFORM_##cond
#define ANGLE_SET_BASE_VERTEX_UNIFORM_0(baseVertex) \
{}
#define ANGLE_SET_BASE_VERTEX_UNIFORM_1(baseVertex) programObject->setBaseVertexUniform(baseVertex);
#define ANGLE_SET_BASE_VERTEX_UNIFORM(cond) ANGLE_SET_BASE_VERTEX_UNIFORM_##cond
#define ANGLE_SET_BASE_INSTANCE_UNIFORM_0(baseInstance) \
{}
#define ANGLE_SET_BASE_INSTANCE_UNIFORM_1(baseInstance) \
programObject->setBaseInstanceUniform(baseInstance)
#define ANGLE_SET_BASE_INSTANCE_UNIFORM(cond) ANGLE_SET_BASE_INSTANCE_UNIFORM_##cond
#define ANGLE_NOOP_DRAW_ context->noopDraw(mode, counts[drawID])
#define ANGLE_NOOP_DRAW_INSTANCED \
context->noopDrawInstanced(mode, counts[drawID], instanceCounts[drawID])
#define ANGLE_NOOP_DRAW(_instanced) ANGLE_NOOP_DRAW##_instanced
#define ANGLE_MARK_TRANSFORM_FEEDBACK_USAGE_ \
gl::MarkTransformFeedbackBufferUsage(context, counts[drawID], 1)
#define ANGLE_MARK_TRANSFORM_FEEDBACK_USAGE_INSTANCED \
gl::MarkTransformFeedbackBufferUsage(context, counts[drawID], instanceCounts[drawID])
#define ANGLE_MARK_TRANSFORM_FEEDBACK_USAGE(instanced) \
ANGLE_MARK_TRANSFORM_FEEDBACK_USAGE##instanced
// Helper macro that casts to a bitfield type then verifies no bits were dropped.
#define SetBitField(lhs, rhs) \
do \
{ \
auto ANGLE_LOCAL_VAR = rhs; \
lhs = static_cast<typename std::decay<decltype(lhs)>::type>(ANGLE_LOCAL_VAR); \
ASSERT(static_cast<decltype(ANGLE_LOCAL_VAR)>(lhs) == ANGLE_LOCAL_VAR); \
} while (0)
#endif // LIBANGLE_RENDERER_RENDERER_UTILS_H_