1*8975f5c5SAndroid Build Coastguard Worker //
2*8975f5c5SAndroid Build Coastguard Worker // Copyright 2024 The ANGLE Project Authors. All rights reserved.
3*8975f5c5SAndroid Build Coastguard Worker // Use of this source code is governed by a BSD-style license that can be
4*8975f5c5SAndroid Build Coastguard Worker // found in the LICENSE file.
5*8975f5c5SAndroid Build Coastguard Worker //
6*8975f5c5SAndroid Build Coastguard Worker // FramebufferWgpu.cpp:
7*8975f5c5SAndroid Build Coastguard Worker // Implements the class methods for FramebufferWgpu.
8*8975f5c5SAndroid Build Coastguard Worker //
9*8975f5c5SAndroid Build Coastguard Worker
10*8975f5c5SAndroid Build Coastguard Worker #include "libANGLE/renderer/wgpu/FramebufferWgpu.h"
11*8975f5c5SAndroid Build Coastguard Worker #include <__config>
12*8975f5c5SAndroid Build Coastguard Worker
13*8975f5c5SAndroid Build Coastguard Worker #include "common/debug.h"
14*8975f5c5SAndroid Build Coastguard Worker #include "libANGLE/Context.h"
15*8975f5c5SAndroid Build Coastguard Worker #include "libANGLE/formatutils.h"
16*8975f5c5SAndroid Build Coastguard Worker #include "libANGLE/renderer/wgpu/BufferWgpu.h"
17*8975f5c5SAndroid Build Coastguard Worker #include "libANGLE/renderer/wgpu/ContextWgpu.h"
18*8975f5c5SAndroid Build Coastguard Worker #include "libANGLE/renderer/wgpu/RenderTargetWgpu.h"
19*8975f5c5SAndroid Build Coastguard Worker #include "libANGLE/renderer/wgpu/wgpu_utils.h"
20*8975f5c5SAndroid Build Coastguard Worker
21*8975f5c5SAndroid Build Coastguard Worker namespace rx
22*8975f5c5SAndroid Build Coastguard Worker {
23*8975f5c5SAndroid Build Coastguard Worker
24*8975f5c5SAndroid Build Coastguard Worker namespace
25*8975f5c5SAndroid Build Coastguard Worker {
CompareColorRenderPassAttachments(const wgpu::RenderPassColorAttachment & attachment1,const wgpu::RenderPassColorAttachment & attachment2)26*8975f5c5SAndroid Build Coastguard Worker bool CompareColorRenderPassAttachments(const wgpu::RenderPassColorAttachment &attachment1,
27*8975f5c5SAndroid Build Coastguard Worker const wgpu::RenderPassColorAttachment &attachment2)
28*8975f5c5SAndroid Build Coastguard Worker {
29*8975f5c5SAndroid Build Coastguard Worker
30*8975f5c5SAndroid Build Coastguard Worker if (attachment1.nextInChain != nullptr || attachment2.nextInChain != nullptr)
31*8975f5c5SAndroid Build Coastguard Worker {
32*8975f5c5SAndroid Build Coastguard Worker return false;
33*8975f5c5SAndroid Build Coastguard Worker }
34*8975f5c5SAndroid Build Coastguard Worker
35*8975f5c5SAndroid Build Coastguard Worker return attachment1.view.Get() == attachment2.view.Get() &&
36*8975f5c5SAndroid Build Coastguard Worker attachment1.depthSlice == attachment2.depthSlice &&
37*8975f5c5SAndroid Build Coastguard Worker attachment1.resolveTarget.Get() == attachment2.resolveTarget.Get() &&
38*8975f5c5SAndroid Build Coastguard Worker attachment1.loadOp == attachment2.loadOp && attachment1.storeOp == attachment2.storeOp &&
39*8975f5c5SAndroid Build Coastguard Worker attachment1.clearValue.r == attachment2.clearValue.r &&
40*8975f5c5SAndroid Build Coastguard Worker attachment1.clearValue.g == attachment2.clearValue.g &&
41*8975f5c5SAndroid Build Coastguard Worker attachment1.clearValue.b == attachment2.clearValue.b &&
42*8975f5c5SAndroid Build Coastguard Worker attachment1.clearValue.a == attachment2.clearValue.a;
43*8975f5c5SAndroid Build Coastguard Worker }
44*8975f5c5SAndroid Build Coastguard Worker
CompareColorRenderPassAttachmentVectors(const std::vector<wgpu::RenderPassColorAttachment> & attachments1,const std::vector<wgpu::RenderPassColorAttachment> & attachments2)45*8975f5c5SAndroid Build Coastguard Worker bool CompareColorRenderPassAttachmentVectors(
46*8975f5c5SAndroid Build Coastguard Worker const std::vector<wgpu::RenderPassColorAttachment> &attachments1,
47*8975f5c5SAndroid Build Coastguard Worker const std::vector<wgpu::RenderPassColorAttachment> &attachments2)
48*8975f5c5SAndroid Build Coastguard Worker {
49*8975f5c5SAndroid Build Coastguard Worker if (attachments1.size() != attachments2.size())
50*8975f5c5SAndroid Build Coastguard Worker {
51*8975f5c5SAndroid Build Coastguard Worker return false;
52*8975f5c5SAndroid Build Coastguard Worker }
53*8975f5c5SAndroid Build Coastguard Worker
54*8975f5c5SAndroid Build Coastguard Worker for (uint32_t i = 0; i < attachments1.size(); ++i)
55*8975f5c5SAndroid Build Coastguard Worker {
56*8975f5c5SAndroid Build Coastguard Worker if (!CompareColorRenderPassAttachments(attachments1[i], attachments2[i]))
57*8975f5c5SAndroid Build Coastguard Worker {
58*8975f5c5SAndroid Build Coastguard Worker return false;
59*8975f5c5SAndroid Build Coastguard Worker }
60*8975f5c5SAndroid Build Coastguard Worker }
61*8975f5c5SAndroid Build Coastguard Worker
62*8975f5c5SAndroid Build Coastguard Worker return true;
63*8975f5c5SAndroid Build Coastguard Worker }
64*8975f5c5SAndroid Build Coastguard Worker
CompareDepthStencilRenderPassAttachments(const wgpu::RenderPassDepthStencilAttachment & attachment1,const wgpu::RenderPassDepthStencilAttachment & attachment2)65*8975f5c5SAndroid Build Coastguard Worker bool CompareDepthStencilRenderPassAttachments(
66*8975f5c5SAndroid Build Coastguard Worker const wgpu::RenderPassDepthStencilAttachment &attachment1,
67*8975f5c5SAndroid Build Coastguard Worker const wgpu::RenderPassDepthStencilAttachment &attachment2)
68*8975f5c5SAndroid Build Coastguard Worker {
69*8975f5c5SAndroid Build Coastguard Worker return attachment1.view.Get() == attachment2.view.Get() &&
70*8975f5c5SAndroid Build Coastguard Worker attachment1.depthLoadOp == attachment2.depthLoadOp &&
71*8975f5c5SAndroid Build Coastguard Worker attachment1.depthStoreOp == attachment2.depthStoreOp &&
72*8975f5c5SAndroid Build Coastguard Worker attachment1.depthClearValue == attachment2.depthClearValue &&
73*8975f5c5SAndroid Build Coastguard Worker attachment1.stencilLoadOp == attachment2.stencilLoadOp &&
74*8975f5c5SAndroid Build Coastguard Worker attachment1.stencilStoreOp == attachment2.stencilStoreOp &&
75*8975f5c5SAndroid Build Coastguard Worker attachment1.stencilClearValue == attachment2.stencilClearValue &&
76*8975f5c5SAndroid Build Coastguard Worker attachment1.stencilReadOnly == attachment2.stencilReadOnly;
77*8975f5c5SAndroid Build Coastguard Worker }
78*8975f5c5SAndroid Build Coastguard Worker } // namespace
79*8975f5c5SAndroid Build Coastguard Worker
FramebufferWgpu(const gl::FramebufferState & state)80*8975f5c5SAndroid Build Coastguard Worker FramebufferWgpu::FramebufferWgpu(const gl::FramebufferState &state) : FramebufferImpl(state)
81*8975f5c5SAndroid Build Coastguard Worker {
82*8975f5c5SAndroid Build Coastguard Worker mCurrentColorAttachmentFormats.fill(wgpu::TextureFormat::Undefined);
83*8975f5c5SAndroid Build Coastguard Worker }
84*8975f5c5SAndroid Build Coastguard Worker
~FramebufferWgpu()85*8975f5c5SAndroid Build Coastguard Worker FramebufferWgpu::~FramebufferWgpu() {}
86*8975f5c5SAndroid Build Coastguard Worker
discard(const gl::Context * context,size_t count,const GLenum * attachments)87*8975f5c5SAndroid Build Coastguard Worker angle::Result FramebufferWgpu::discard(const gl::Context *context,
88*8975f5c5SAndroid Build Coastguard Worker size_t count,
89*8975f5c5SAndroid Build Coastguard Worker const GLenum *attachments)
90*8975f5c5SAndroid Build Coastguard Worker {
91*8975f5c5SAndroid Build Coastguard Worker return angle::Result::Continue;
92*8975f5c5SAndroid Build Coastguard Worker }
93*8975f5c5SAndroid Build Coastguard Worker
invalidate(const gl::Context * context,size_t count,const GLenum * attachments)94*8975f5c5SAndroid Build Coastguard Worker angle::Result FramebufferWgpu::invalidate(const gl::Context *context,
95*8975f5c5SAndroid Build Coastguard Worker size_t count,
96*8975f5c5SAndroid Build Coastguard Worker const GLenum *attachments)
97*8975f5c5SAndroid Build Coastguard Worker {
98*8975f5c5SAndroid Build Coastguard Worker return angle::Result::Continue;
99*8975f5c5SAndroid Build Coastguard Worker }
100*8975f5c5SAndroid Build Coastguard Worker
invalidateSub(const gl::Context * context,size_t count,const GLenum * attachments,const gl::Rectangle & area)101*8975f5c5SAndroid Build Coastguard Worker angle::Result FramebufferWgpu::invalidateSub(const gl::Context *context,
102*8975f5c5SAndroid Build Coastguard Worker size_t count,
103*8975f5c5SAndroid Build Coastguard Worker const GLenum *attachments,
104*8975f5c5SAndroid Build Coastguard Worker const gl::Rectangle &area)
105*8975f5c5SAndroid Build Coastguard Worker {
106*8975f5c5SAndroid Build Coastguard Worker return angle::Result::Continue;
107*8975f5c5SAndroid Build Coastguard Worker }
108*8975f5c5SAndroid Build Coastguard Worker
clear(const gl::Context * context,GLbitfield mask)109*8975f5c5SAndroid Build Coastguard Worker angle::Result FramebufferWgpu::clear(const gl::Context *context, GLbitfield mask)
110*8975f5c5SAndroid Build Coastguard Worker {
111*8975f5c5SAndroid Build Coastguard Worker bool clearColor = IsMaskFlagSet(mask, static_cast<GLbitfield>(GL_COLOR_BUFFER_BIT));
112*8975f5c5SAndroid Build Coastguard Worker bool clearDepth = IsMaskFlagSet(mask, static_cast<GLbitfield>(GL_DEPTH_BUFFER_BIT));
113*8975f5c5SAndroid Build Coastguard Worker bool clearStencil = IsMaskFlagSet(mask, static_cast<GLbitfield>(GL_STENCIL_BUFFER_BIT));
114*8975f5c5SAndroid Build Coastguard Worker
115*8975f5c5SAndroid Build Coastguard Worker ASSERT(clearDepth || clearStencil || clearColor);
116*8975f5c5SAndroid Build Coastguard Worker
117*8975f5c5SAndroid Build Coastguard Worker ContextWgpu *contextWgpu = GetImplAs<ContextWgpu>(context);
118*8975f5c5SAndroid Build Coastguard Worker
119*8975f5c5SAndroid Build Coastguard Worker gl::ColorF colorClearValue = context->getState().getColorClearValue();
120*8975f5c5SAndroid Build Coastguard Worker gl::DrawBufferMask clearColorBuffers = mState.getEnabledDrawBuffers();
121*8975f5c5SAndroid Build Coastguard Worker wgpu::Color clearValue;
122*8975f5c5SAndroid Build Coastguard Worker clearValue.r = colorClearValue.red;
123*8975f5c5SAndroid Build Coastguard Worker clearValue.g = colorClearValue.green;
124*8975f5c5SAndroid Build Coastguard Worker clearValue.b = colorClearValue.blue;
125*8975f5c5SAndroid Build Coastguard Worker clearValue.a = colorClearValue.alpha;
126*8975f5c5SAndroid Build Coastguard Worker std::vector<wgpu::RenderPassColorAttachment> colorAttachments;
127*8975f5c5SAndroid Build Coastguard Worker wgpu::RenderPassDepthStencilAttachment depthStencilAttachment;
128*8975f5c5SAndroid Build Coastguard Worker float depthValue = 1;
129*8975f5c5SAndroid Build Coastguard Worker uint32_t stencilValue = 0;
130*8975f5c5SAndroid Build Coastguard Worker for (size_t enabledDrawBuffer : clearColorBuffers)
131*8975f5c5SAndroid Build Coastguard Worker {
132*8975f5c5SAndroid Build Coastguard Worker colorAttachments.push_back(webgpu::CreateNewClearColorAttachment(
133*8975f5c5SAndroid Build Coastguard Worker clearValue, wgpu::kDepthSliceUndefined,
134*8975f5c5SAndroid Build Coastguard Worker mRenderTargetCache.getColorDraw(mState, enabledDrawBuffer)->getTextureView()));
135*8975f5c5SAndroid Build Coastguard Worker }
136*8975f5c5SAndroid Build Coastguard Worker
137*8975f5c5SAndroid Build Coastguard Worker // Attempt to end a render pass if one has already been started.
138*8975f5c5SAndroid Build Coastguard Worker bool isActiveRenderPass =
139*8975f5c5SAndroid Build Coastguard Worker !CompareColorRenderPassAttachmentVectors(mCurrentColorAttachments, colorAttachments) ||
140*8975f5c5SAndroid Build Coastguard Worker contextWgpu->hasActiveRenderPass();
141*8975f5c5SAndroid Build Coastguard Worker
142*8975f5c5SAndroid Build Coastguard Worker if (clearDepth || clearStencil)
143*8975f5c5SAndroid Build Coastguard Worker {
144*8975f5c5SAndroid Build Coastguard Worker
145*8975f5c5SAndroid Build Coastguard Worker depthValue = context->getState().getDepthClearValue();
146*8975f5c5SAndroid Build Coastguard Worker stencilValue = static_cast<uint32_t>(context->getState().getStencilClearValue());
147*8975f5c5SAndroid Build Coastguard Worker depthStencilAttachment = webgpu::CreateNewDepthStencilAttachment(
148*8975f5c5SAndroid Build Coastguard Worker depthValue, stencilValue, mRenderTargetCache.getDepthStencil()->getTextureView(),
149*8975f5c5SAndroid Build Coastguard Worker clearDepth, clearStencil);
150*8975f5c5SAndroid Build Coastguard Worker
151*8975f5c5SAndroid Build Coastguard Worker isActiveRenderPass =
152*8975f5c5SAndroid Build Coastguard Worker isActiveRenderPass || !CompareDepthStencilRenderPassAttachments(
153*8975f5c5SAndroid Build Coastguard Worker depthStencilAttachment, mCurrentDepthStencilAttachment);
154*8975f5c5SAndroid Build Coastguard Worker }
155*8975f5c5SAndroid Build Coastguard Worker
156*8975f5c5SAndroid Build Coastguard Worker if (mDeferredClears.any())
157*8975f5c5SAndroid Build Coastguard Worker {
158*8975f5c5SAndroid Build Coastguard Worker // Merge the current clear command with any deferred clears. This is to keep the clear paths
159*8975f5c5SAndroid Build Coastguard Worker // simpler so they only need to consider the current or the deferred clears.
160*8975f5c5SAndroid Build Coastguard Worker mergeClearWithDeferredClears(clearValue, clearColorBuffers, depthValue, stencilValue,
161*8975f5c5SAndroid Build Coastguard Worker clearColor, clearDepth, clearStencil);
162*8975f5c5SAndroid Build Coastguard Worker if (isActiveRenderPass)
163*8975f5c5SAndroid Build Coastguard Worker {
164*8975f5c5SAndroid Build Coastguard Worker ANGLE_TRY(flushDeferredClears(contextWgpu));
165*8975f5c5SAndroid Build Coastguard Worker }
166*8975f5c5SAndroid Build Coastguard Worker else
167*8975f5c5SAndroid Build Coastguard Worker {
168*8975f5c5SAndroid Build Coastguard Worker for (size_t colorIndexGL : mDeferredClears.getColorMask())
169*8975f5c5SAndroid Build Coastguard Worker {
170*8975f5c5SAndroid Build Coastguard Worker RenderTargetWgpu *renderTarget =
171*8975f5c5SAndroid Build Coastguard Worker mRenderTargetCache.getColorDraw(mState, colorIndexGL);
172*8975f5c5SAndroid Build Coastguard Worker webgpu::ClearValues deferredClearValue;
173*8975f5c5SAndroid Build Coastguard Worker deferredClearValue = mDeferredClears[colorIndexGL];
174*8975f5c5SAndroid Build Coastguard Worker if (mDeferredClears.hasDepth())
175*8975f5c5SAndroid Build Coastguard Worker {
176*8975f5c5SAndroid Build Coastguard Worker deferredClearValue.depthValue = mDeferredClears.getDepthValue();
177*8975f5c5SAndroid Build Coastguard Worker }
178*8975f5c5SAndroid Build Coastguard Worker if (mDeferredClears.hasStencil())
179*8975f5c5SAndroid Build Coastguard Worker {
180*8975f5c5SAndroid Build Coastguard Worker deferredClearValue.stencilValue = mDeferredClears.getStencilValue();
181*8975f5c5SAndroid Build Coastguard Worker }
182*8975f5c5SAndroid Build Coastguard Worker renderTarget->getImage()->stageClear(
183*8975f5c5SAndroid Build Coastguard Worker renderTarget->getImage()->toGlLevel(renderTarget->getLevelIndex()),
184*8975f5c5SAndroid Build Coastguard Worker deferredClearValue, false, false);
185*8975f5c5SAndroid Build Coastguard Worker }
186*8975f5c5SAndroid Build Coastguard Worker if (mDeferredClears.hasDepth() || mDeferredClears.hasStencil())
187*8975f5c5SAndroid Build Coastguard Worker {
188*8975f5c5SAndroid Build Coastguard Worker webgpu::ClearValues dsClearValue = {};
189*8975f5c5SAndroid Build Coastguard Worker dsClearValue.depthValue = mDeferredClears.getDepthValue();
190*8975f5c5SAndroid Build Coastguard Worker dsClearValue.stencilValue = mDeferredClears.getStencilValue();
191*8975f5c5SAndroid Build Coastguard Worker RenderTargetWgpu *renderTarget = mRenderTargetCache.getDepthStencil();
192*8975f5c5SAndroid Build Coastguard Worker renderTarget->getImage()->stageClear(
193*8975f5c5SAndroid Build Coastguard Worker renderTarget->getImage()->toGlLevel(renderTarget->getLevelIndex()),
194*8975f5c5SAndroid Build Coastguard Worker dsClearValue, mDeferredClears.hasDepth(), mDeferredClears.hasStencil());
195*8975f5c5SAndroid Build Coastguard Worker }
196*8975f5c5SAndroid Build Coastguard Worker mDeferredClears.reset();
197*8975f5c5SAndroid Build Coastguard Worker }
198*8975f5c5SAndroid Build Coastguard Worker return angle::Result::Continue;
199*8975f5c5SAndroid Build Coastguard Worker }
200*8975f5c5SAndroid Build Coastguard Worker
201*8975f5c5SAndroid Build Coastguard Worker if (isActiveRenderPass)
202*8975f5c5SAndroid Build Coastguard Worker {
203*8975f5c5SAndroid Build Coastguard Worker ANGLE_TRY(contextWgpu->endRenderPass(webgpu::RenderPassClosureReason::NewRenderPass));
204*8975f5c5SAndroid Build Coastguard Worker }
205*8975f5c5SAndroid Build Coastguard Worker
206*8975f5c5SAndroid Build Coastguard Worker setUpForRenderPass(contextWgpu, (clearDepth || clearStencil), std::move(colorAttachments),
207*8975f5c5SAndroid Build Coastguard Worker depthStencilAttachment);
208*8975f5c5SAndroid Build Coastguard Worker ANGLE_TRY(contextWgpu->startRenderPass(mCurrentRenderPassDesc));
209*8975f5c5SAndroid Build Coastguard Worker ANGLE_TRY(contextWgpu->endRenderPass(webgpu::RenderPassClosureReason::NewRenderPass));
210*8975f5c5SAndroid Build Coastguard Worker return angle::Result::Continue;
211*8975f5c5SAndroid Build Coastguard Worker }
212*8975f5c5SAndroid Build Coastguard Worker
clearBufferfv(const gl::Context * context,GLenum buffer,GLint drawbuffer,const GLfloat * values)213*8975f5c5SAndroid Build Coastguard Worker angle::Result FramebufferWgpu::clearBufferfv(const gl::Context *context,
214*8975f5c5SAndroid Build Coastguard Worker GLenum buffer,
215*8975f5c5SAndroid Build Coastguard Worker GLint drawbuffer,
216*8975f5c5SAndroid Build Coastguard Worker const GLfloat *values)
217*8975f5c5SAndroid Build Coastguard Worker {
218*8975f5c5SAndroid Build Coastguard Worker return angle::Result::Continue;
219*8975f5c5SAndroid Build Coastguard Worker }
220*8975f5c5SAndroid Build Coastguard Worker
clearBufferuiv(const gl::Context * context,GLenum buffer,GLint drawbuffer,const GLuint * values)221*8975f5c5SAndroid Build Coastguard Worker angle::Result FramebufferWgpu::clearBufferuiv(const gl::Context *context,
222*8975f5c5SAndroid Build Coastguard Worker GLenum buffer,
223*8975f5c5SAndroid Build Coastguard Worker GLint drawbuffer,
224*8975f5c5SAndroid Build Coastguard Worker const GLuint *values)
225*8975f5c5SAndroid Build Coastguard Worker {
226*8975f5c5SAndroid Build Coastguard Worker return angle::Result::Continue;
227*8975f5c5SAndroid Build Coastguard Worker }
228*8975f5c5SAndroid Build Coastguard Worker
clearBufferiv(const gl::Context * context,GLenum buffer,GLint drawbuffer,const GLint * values)229*8975f5c5SAndroid Build Coastguard Worker angle::Result FramebufferWgpu::clearBufferiv(const gl::Context *context,
230*8975f5c5SAndroid Build Coastguard Worker GLenum buffer,
231*8975f5c5SAndroid Build Coastguard Worker GLint drawbuffer,
232*8975f5c5SAndroid Build Coastguard Worker const GLint *values)
233*8975f5c5SAndroid Build Coastguard Worker {
234*8975f5c5SAndroid Build Coastguard Worker return angle::Result::Continue;
235*8975f5c5SAndroid Build Coastguard Worker }
236*8975f5c5SAndroid Build Coastguard Worker
clearBufferfi(const gl::Context * context,GLenum buffer,GLint drawbuffer,GLfloat depth,GLint stencil)237*8975f5c5SAndroid Build Coastguard Worker angle::Result FramebufferWgpu::clearBufferfi(const gl::Context *context,
238*8975f5c5SAndroid Build Coastguard Worker GLenum buffer,
239*8975f5c5SAndroid Build Coastguard Worker GLint drawbuffer,
240*8975f5c5SAndroid Build Coastguard Worker GLfloat depth,
241*8975f5c5SAndroid Build Coastguard Worker GLint stencil)
242*8975f5c5SAndroid Build Coastguard Worker {
243*8975f5c5SAndroid Build Coastguard Worker return angle::Result::Continue;
244*8975f5c5SAndroid Build Coastguard Worker }
245*8975f5c5SAndroid Build Coastguard Worker
readPixels(const gl::Context * context,const gl::Rectangle & origArea,GLenum format,GLenum type,const gl::PixelPackState & pack,gl::Buffer * packBuffer,void * ptrOrOffset)246*8975f5c5SAndroid Build Coastguard Worker angle::Result FramebufferWgpu::readPixels(const gl::Context *context,
247*8975f5c5SAndroid Build Coastguard Worker const gl::Rectangle &origArea,
248*8975f5c5SAndroid Build Coastguard Worker GLenum format,
249*8975f5c5SAndroid Build Coastguard Worker GLenum type,
250*8975f5c5SAndroid Build Coastguard Worker const gl::PixelPackState &pack,
251*8975f5c5SAndroid Build Coastguard Worker gl::Buffer *packBuffer,
252*8975f5c5SAndroid Build Coastguard Worker void *ptrOrOffset)
253*8975f5c5SAndroid Build Coastguard Worker {
254*8975f5c5SAndroid Build Coastguard Worker // Get the pointer to write to from the argument or the pack buffer
255*8975f5c5SAndroid Build Coastguard Worker GLubyte *pixels = nullptr;
256*8975f5c5SAndroid Build Coastguard Worker if (packBuffer != nullptr)
257*8975f5c5SAndroid Build Coastguard Worker {
258*8975f5c5SAndroid Build Coastguard Worker UNREACHABLE();
259*8975f5c5SAndroid Build Coastguard Worker }
260*8975f5c5SAndroid Build Coastguard Worker else
261*8975f5c5SAndroid Build Coastguard Worker {
262*8975f5c5SAndroid Build Coastguard Worker pixels = reinterpret_cast<GLubyte *>(ptrOrOffset);
263*8975f5c5SAndroid Build Coastguard Worker }
264*8975f5c5SAndroid Build Coastguard Worker
265*8975f5c5SAndroid Build Coastguard Worker // Clip read area to framebuffer.
266*8975f5c5SAndroid Build Coastguard Worker const gl::Extents fbSize = getState().getReadPixelsAttachment(format)->getSize();
267*8975f5c5SAndroid Build Coastguard Worker const gl::Rectangle fbRect(0, 0, fbSize.width, fbSize.height);
268*8975f5c5SAndroid Build Coastguard Worker gl::Rectangle clippedArea;
269*8975f5c5SAndroid Build Coastguard Worker if (!ClipRectangle(origArea, fbRect, &clippedArea))
270*8975f5c5SAndroid Build Coastguard Worker {
271*8975f5c5SAndroid Build Coastguard Worker // nothing to read
272*8975f5c5SAndroid Build Coastguard Worker return angle::Result::Continue;
273*8975f5c5SAndroid Build Coastguard Worker }
274*8975f5c5SAndroid Build Coastguard Worker
275*8975f5c5SAndroid Build Coastguard Worker ContextWgpu *contextWgpu = GetImplAs<ContextWgpu>(context);
276*8975f5c5SAndroid Build Coastguard Worker
277*8975f5c5SAndroid Build Coastguard Worker ANGLE_TRY(flushDeferredClears(contextWgpu));
278*8975f5c5SAndroid Build Coastguard Worker
279*8975f5c5SAndroid Build Coastguard Worker ANGLE_TRY(contextWgpu->flush(webgpu::RenderPassClosureReason::GLReadPixels));
280*8975f5c5SAndroid Build Coastguard Worker
281*8975f5c5SAndroid Build Coastguard Worker GLuint outputSkipBytes = 0;
282*8975f5c5SAndroid Build Coastguard Worker PackPixelsParams params;
283*8975f5c5SAndroid Build Coastguard Worker ANGLE_TRY(webgpu::ImageHelper::getReadPixelsParams(contextWgpu, pack, packBuffer, format, type,
284*8975f5c5SAndroid Build Coastguard Worker origArea, clippedArea, ¶ms,
285*8975f5c5SAndroid Build Coastguard Worker &outputSkipBytes));
286*8975f5c5SAndroid Build Coastguard Worker
287*8975f5c5SAndroid Build Coastguard Worker webgpu::ImageHelper *sourceImageHelper = getReadPixelsRenderTarget()->getImage();
288*8975f5c5SAndroid Build Coastguard Worker ANGLE_TRY(sourceImageHelper->readPixels(contextWgpu, params.area, params,
289*8975f5c5SAndroid Build Coastguard Worker static_cast<uint8_t *>(pixels) + outputSkipBytes));
290*8975f5c5SAndroid Build Coastguard Worker
291*8975f5c5SAndroid Build Coastguard Worker return angle::Result::Continue;
292*8975f5c5SAndroid Build Coastguard Worker }
293*8975f5c5SAndroid Build Coastguard Worker
blit(const gl::Context * context,const gl::Rectangle & sourceArea,const gl::Rectangle & destArea,GLbitfield mask,GLenum filter)294*8975f5c5SAndroid Build Coastguard Worker angle::Result FramebufferWgpu::blit(const gl::Context *context,
295*8975f5c5SAndroid Build Coastguard Worker const gl::Rectangle &sourceArea,
296*8975f5c5SAndroid Build Coastguard Worker const gl::Rectangle &destArea,
297*8975f5c5SAndroid Build Coastguard Worker GLbitfield mask,
298*8975f5c5SAndroid Build Coastguard Worker GLenum filter)
299*8975f5c5SAndroid Build Coastguard Worker {
300*8975f5c5SAndroid Build Coastguard Worker return angle::Result::Continue;
301*8975f5c5SAndroid Build Coastguard Worker }
302*8975f5c5SAndroid Build Coastguard Worker
checkStatus(const gl::Context * context) const303*8975f5c5SAndroid Build Coastguard Worker gl::FramebufferStatus FramebufferWgpu::checkStatus(const gl::Context *context) const
304*8975f5c5SAndroid Build Coastguard Worker {
305*8975f5c5SAndroid Build Coastguard Worker return gl::FramebufferStatus::Complete();
306*8975f5c5SAndroid Build Coastguard Worker }
307*8975f5c5SAndroid Build Coastguard Worker
syncState(const gl::Context * context,GLenum binding,const gl::Framebuffer::DirtyBits & dirtyBits,gl::Command command)308*8975f5c5SAndroid Build Coastguard Worker angle::Result FramebufferWgpu::syncState(const gl::Context *context,
309*8975f5c5SAndroid Build Coastguard Worker GLenum binding,
310*8975f5c5SAndroid Build Coastguard Worker const gl::Framebuffer::DirtyBits &dirtyBits,
311*8975f5c5SAndroid Build Coastguard Worker gl::Command command)
312*8975f5c5SAndroid Build Coastguard Worker {
313*8975f5c5SAndroid Build Coastguard Worker ContextWgpu *contextWgpu = webgpu::GetImpl(context);
314*8975f5c5SAndroid Build Coastguard Worker bool dirtyDepthStencilAttachment = false;
315*8975f5c5SAndroid Build Coastguard Worker ASSERT(dirtyBits.any());
316*8975f5c5SAndroid Build Coastguard Worker
317*8975f5c5SAndroid Build Coastguard Worker gl::DrawBufferMask dirtyColorAttachments;
318*8975f5c5SAndroid Build Coastguard Worker for (size_t dirtyBit : dirtyBits)
319*8975f5c5SAndroid Build Coastguard Worker {
320*8975f5c5SAndroid Build Coastguard Worker switch (dirtyBit)
321*8975f5c5SAndroid Build Coastguard Worker {
322*8975f5c5SAndroid Build Coastguard Worker case gl::Framebuffer::DIRTY_BIT_DEPTH_ATTACHMENT:
323*8975f5c5SAndroid Build Coastguard Worker case gl::Framebuffer::DIRTY_BIT_DEPTH_BUFFER_CONTENTS:
324*8975f5c5SAndroid Build Coastguard Worker case gl::Framebuffer::DIRTY_BIT_STENCIL_ATTACHMENT:
325*8975f5c5SAndroid Build Coastguard Worker case gl::Framebuffer::DIRTY_BIT_STENCIL_BUFFER_CONTENTS:
326*8975f5c5SAndroid Build Coastguard Worker {
327*8975f5c5SAndroid Build Coastguard Worker ANGLE_TRY(mRenderTargetCache.updateDepthStencilRenderTarget(context, mState));
328*8975f5c5SAndroid Build Coastguard Worker dirtyDepthStencilAttachment = true;
329*8975f5c5SAndroid Build Coastguard Worker // Update the current depth stencil texture format let the context know if this
330*8975f5c5SAndroid Build Coastguard Worker // framebuffer is bound for draw
331*8975f5c5SAndroid Build Coastguard Worker RenderTargetWgpu *rt = mRenderTargetCache.getDepthStencil();
332*8975f5c5SAndroid Build Coastguard Worker mCurrentDepthStencilFormat = (rt && rt->getImage())
333*8975f5c5SAndroid Build Coastguard Worker ? rt->getImage()->toWgpuTextureFormat()
334*8975f5c5SAndroid Build Coastguard Worker : wgpu::TextureFormat::Undefined;
335*8975f5c5SAndroid Build Coastguard Worker if (binding == GL_DRAW_FRAMEBUFFER)
336*8975f5c5SAndroid Build Coastguard Worker {
337*8975f5c5SAndroid Build Coastguard Worker contextWgpu->setDepthStencilFormat(mCurrentDepthStencilFormat);
338*8975f5c5SAndroid Build Coastguard Worker }
339*8975f5c5SAndroid Build Coastguard Worker
340*8975f5c5SAndroid Build Coastguard Worker break;
341*8975f5c5SAndroid Build Coastguard Worker }
342*8975f5c5SAndroid Build Coastguard Worker
343*8975f5c5SAndroid Build Coastguard Worker case gl::Framebuffer::DIRTY_BIT_READ_BUFFER:
344*8975f5c5SAndroid Build Coastguard Worker ANGLE_TRY(mRenderTargetCache.update(context, mState, dirtyBits));
345*8975f5c5SAndroid Build Coastguard Worker break;
346*8975f5c5SAndroid Build Coastguard Worker case gl::Framebuffer::DIRTY_BIT_DRAW_BUFFERS:
347*8975f5c5SAndroid Build Coastguard Worker case gl::Framebuffer::DIRTY_BIT_DEFAULT_WIDTH:
348*8975f5c5SAndroid Build Coastguard Worker case gl::Framebuffer::DIRTY_BIT_DEFAULT_HEIGHT:
349*8975f5c5SAndroid Build Coastguard Worker case gl::Framebuffer::DIRTY_BIT_DEFAULT_SAMPLES:
350*8975f5c5SAndroid Build Coastguard Worker case gl::Framebuffer::DIRTY_BIT_DEFAULT_FIXED_SAMPLE_LOCATIONS:
351*8975f5c5SAndroid Build Coastguard Worker case gl::Framebuffer::DIRTY_BIT_FRAMEBUFFER_SRGB_WRITE_CONTROL_MODE:
352*8975f5c5SAndroid Build Coastguard Worker case gl::Framebuffer::DIRTY_BIT_DEFAULT_LAYERS:
353*8975f5c5SAndroid Build Coastguard Worker case gl::Framebuffer::DIRTY_BIT_FOVEATION:
354*8975f5c5SAndroid Build Coastguard Worker break;
355*8975f5c5SAndroid Build Coastguard Worker default:
356*8975f5c5SAndroid Build Coastguard Worker {
357*8975f5c5SAndroid Build Coastguard Worker static_assert(gl::Framebuffer::DIRTY_BIT_COLOR_ATTACHMENT_0 == 0, "FB dirty bits");
358*8975f5c5SAndroid Build Coastguard Worker uint32_t colorIndexGL;
359*8975f5c5SAndroid Build Coastguard Worker if (dirtyBit < gl::Framebuffer::DIRTY_BIT_COLOR_ATTACHMENT_MAX)
360*8975f5c5SAndroid Build Coastguard Worker {
361*8975f5c5SAndroid Build Coastguard Worker colorIndexGL = static_cast<uint32_t>(
362*8975f5c5SAndroid Build Coastguard Worker dirtyBit - gl::Framebuffer::DIRTY_BIT_COLOR_ATTACHMENT_0);
363*8975f5c5SAndroid Build Coastguard Worker }
364*8975f5c5SAndroid Build Coastguard Worker else
365*8975f5c5SAndroid Build Coastguard Worker {
366*8975f5c5SAndroid Build Coastguard Worker ASSERT(dirtyBit >= gl::Framebuffer::DIRTY_BIT_COLOR_BUFFER_CONTENTS_0 &&
367*8975f5c5SAndroid Build Coastguard Worker dirtyBit < gl::Framebuffer::DIRTY_BIT_COLOR_BUFFER_CONTENTS_MAX);
368*8975f5c5SAndroid Build Coastguard Worker colorIndexGL = static_cast<uint32_t>(
369*8975f5c5SAndroid Build Coastguard Worker dirtyBit - gl::Framebuffer::DIRTY_BIT_COLOR_BUFFER_CONTENTS_0);
370*8975f5c5SAndroid Build Coastguard Worker }
371*8975f5c5SAndroid Build Coastguard Worker
372*8975f5c5SAndroid Build Coastguard Worker ANGLE_TRY(
373*8975f5c5SAndroid Build Coastguard Worker mRenderTargetCache.updateColorRenderTarget(context, mState, colorIndexGL));
374*8975f5c5SAndroid Build Coastguard Worker
375*8975f5c5SAndroid Build Coastguard Worker // Update the current color texture formats let the context know if this framebuffer
376*8975f5c5SAndroid Build Coastguard Worker // is bound for draw
377*8975f5c5SAndroid Build Coastguard Worker RenderTargetWgpu *rt = mRenderTargetCache.getColorDraw(mState, colorIndexGL);
378*8975f5c5SAndroid Build Coastguard Worker mCurrentColorAttachmentFormats[colorIndexGL] =
379*8975f5c5SAndroid Build Coastguard Worker (rt && rt->getImage()) ? rt->getImage()->toWgpuTextureFormat()
380*8975f5c5SAndroid Build Coastguard Worker : wgpu::TextureFormat::Undefined;
381*8975f5c5SAndroid Build Coastguard Worker if (binding == GL_DRAW_FRAMEBUFFER)
382*8975f5c5SAndroid Build Coastguard Worker {
383*8975f5c5SAndroid Build Coastguard Worker contextWgpu->setColorAttachmentFormat(
384*8975f5c5SAndroid Build Coastguard Worker colorIndexGL, mCurrentColorAttachmentFormats[colorIndexGL]);
385*8975f5c5SAndroid Build Coastguard Worker }
386*8975f5c5SAndroid Build Coastguard Worker
387*8975f5c5SAndroid Build Coastguard Worker dirtyColorAttachments.set(colorIndexGL);
388*8975f5c5SAndroid Build Coastguard Worker break;
389*8975f5c5SAndroid Build Coastguard Worker }
390*8975f5c5SAndroid Build Coastguard Worker }
391*8975f5c5SAndroid Build Coastguard Worker }
392*8975f5c5SAndroid Build Coastguard Worker
393*8975f5c5SAndroid Build Coastguard Worker // Like in Vulkan, defer clears for draw framebuffer ops as well as clears to read framebuffer
394*8975f5c5SAndroid Build Coastguard Worker // attachments that are not taking part in a blit operation.
395*8975f5c5SAndroid Build Coastguard Worker const bool isBlitCommand = command >= gl::Command::Blit && command <= gl::Command::BlitAll;
396*8975f5c5SAndroid Build Coastguard Worker bool deferColorClears = binding == GL_DRAW_FRAMEBUFFER;
397*8975f5c5SAndroid Build Coastguard Worker bool deferDepthStencilClears = binding == GL_DRAW_FRAMEBUFFER;
398*8975f5c5SAndroid Build Coastguard Worker if (binding == GL_READ_FRAMEBUFFER && isBlitCommand)
399*8975f5c5SAndroid Build Coastguard Worker {
400*8975f5c5SAndroid Build Coastguard Worker uint32_t blitMask =
401*8975f5c5SAndroid Build Coastguard Worker static_cast<uint32_t>(command) - static_cast<uint32_t>(gl::Command::Blit);
402*8975f5c5SAndroid Build Coastguard Worker if ((blitMask & gl::CommandBlitBufferColor) == 0)
403*8975f5c5SAndroid Build Coastguard Worker {
404*8975f5c5SAndroid Build Coastguard Worker deferColorClears = true;
405*8975f5c5SAndroid Build Coastguard Worker }
406*8975f5c5SAndroid Build Coastguard Worker if ((blitMask & (gl::CommandBlitBufferDepth | gl::CommandBlitBufferStencil)) == 0)
407*8975f5c5SAndroid Build Coastguard Worker {
408*8975f5c5SAndroid Build Coastguard Worker deferDepthStencilClears = true;
409*8975f5c5SAndroid Build Coastguard Worker }
410*8975f5c5SAndroid Build Coastguard Worker }
411*8975f5c5SAndroid Build Coastguard Worker
412*8975f5c5SAndroid Build Coastguard Worker ANGLE_TRY(flushAttachmentUpdates(context, dirtyColorAttachments, dirtyDepthStencilAttachment,
413*8975f5c5SAndroid Build Coastguard Worker deferColorClears, deferDepthStencilClears));
414*8975f5c5SAndroid Build Coastguard Worker
415*8975f5c5SAndroid Build Coastguard Worker // Notify the ContextWgpu to update the pipeline desc or restart the renderpass
416*8975f5c5SAndroid Build Coastguard Worker ANGLE_TRY(contextWgpu->onFramebufferChange(this, command));
417*8975f5c5SAndroid Build Coastguard Worker
418*8975f5c5SAndroid Build Coastguard Worker return angle::Result::Continue;
419*8975f5c5SAndroid Build Coastguard Worker }
420*8975f5c5SAndroid Build Coastguard Worker
getSamplePosition(const gl::Context * context,size_t index,GLfloat * xy) const421*8975f5c5SAndroid Build Coastguard Worker angle::Result FramebufferWgpu::getSamplePosition(const gl::Context *context,
422*8975f5c5SAndroid Build Coastguard Worker size_t index,
423*8975f5c5SAndroid Build Coastguard Worker GLfloat *xy) const
424*8975f5c5SAndroid Build Coastguard Worker {
425*8975f5c5SAndroid Build Coastguard Worker return angle::Result::Continue;
426*8975f5c5SAndroid Build Coastguard Worker }
427*8975f5c5SAndroid Build Coastguard Worker
getReadPixelsRenderTarget() const428*8975f5c5SAndroid Build Coastguard Worker RenderTargetWgpu *FramebufferWgpu::getReadPixelsRenderTarget() const
429*8975f5c5SAndroid Build Coastguard Worker {
430*8975f5c5SAndroid Build Coastguard Worker return mRenderTargetCache.getColorRead(mState);
431*8975f5c5SAndroid Build Coastguard Worker }
432*8975f5c5SAndroid Build Coastguard Worker
addNewColorAttachments(std::vector<wgpu::RenderPassColorAttachment> newColorAttachments)433*8975f5c5SAndroid Build Coastguard Worker void FramebufferWgpu::addNewColorAttachments(
434*8975f5c5SAndroid Build Coastguard Worker std::vector<wgpu::RenderPassColorAttachment> newColorAttachments)
435*8975f5c5SAndroid Build Coastguard Worker {
436*8975f5c5SAndroid Build Coastguard Worker mNewColorAttachments.insert(mCurrentColorAttachments.end(), newColorAttachments.begin(),
437*8975f5c5SAndroid Build Coastguard Worker newColorAttachments.end());
438*8975f5c5SAndroid Build Coastguard Worker }
439*8975f5c5SAndroid Build Coastguard Worker
updateDepthStencilAttachment(wgpu::RenderPassDepthStencilAttachment newRenderPassDepthStencilAttachment)440*8975f5c5SAndroid Build Coastguard Worker void FramebufferWgpu::updateDepthStencilAttachment(
441*8975f5c5SAndroid Build Coastguard Worker wgpu::RenderPassDepthStencilAttachment newRenderPassDepthStencilAttachment)
442*8975f5c5SAndroid Build Coastguard Worker {
443*8975f5c5SAndroid Build Coastguard Worker mNewDepthStencilAttachment = std::move(newRenderPassDepthStencilAttachment);
444*8975f5c5SAndroid Build Coastguard Worker mAddedNewDepthStencilAttachment = true;
445*8975f5c5SAndroid Build Coastguard Worker }
446*8975f5c5SAndroid Build Coastguard Worker
flushOneColorAttachmentUpdate(const gl::Context * context,bool deferClears,uint32_t colorIndexGL)447*8975f5c5SAndroid Build Coastguard Worker angle::Result FramebufferWgpu::flushOneColorAttachmentUpdate(const gl::Context *context,
448*8975f5c5SAndroid Build Coastguard Worker bool deferClears,
449*8975f5c5SAndroid Build Coastguard Worker uint32_t colorIndexGL)
450*8975f5c5SAndroid Build Coastguard Worker {
451*8975f5c5SAndroid Build Coastguard Worker ContextWgpu *contextWgpu = GetImplAs<ContextWgpu>(context);
452*8975f5c5SAndroid Build Coastguard Worker RenderTargetWgpu *drawRenderTarget = nullptr;
453*8975f5c5SAndroid Build Coastguard Worker RenderTargetWgpu *readRenderTarget = nullptr;
454*8975f5c5SAndroid Build Coastguard Worker
455*8975f5c5SAndroid Build Coastguard Worker drawRenderTarget = mRenderTargetCache.getColorDraw(mState, colorIndexGL);
456*8975f5c5SAndroid Build Coastguard Worker if (drawRenderTarget)
457*8975f5c5SAndroid Build Coastguard Worker {
458*8975f5c5SAndroid Build Coastguard Worker if (deferClears)
459*8975f5c5SAndroid Build Coastguard Worker {
460*8975f5c5SAndroid Build Coastguard Worker ANGLE_TRY(drawRenderTarget->flushImageStagedUpdates(contextWgpu, &mDeferredClears,
461*8975f5c5SAndroid Build Coastguard Worker colorIndexGL));
462*8975f5c5SAndroid Build Coastguard Worker }
463*8975f5c5SAndroid Build Coastguard Worker else
464*8975f5c5SAndroid Build Coastguard Worker {
465*8975f5c5SAndroid Build Coastguard Worker ANGLE_TRY(drawRenderTarget->flushImageStagedUpdates(contextWgpu, nullptr, 0));
466*8975f5c5SAndroid Build Coastguard Worker }
467*8975f5c5SAndroid Build Coastguard Worker }
468*8975f5c5SAndroid Build Coastguard Worker
469*8975f5c5SAndroid Build Coastguard Worker if (mState.getReadBufferState() != GL_NONE && mState.getReadIndex() == colorIndexGL)
470*8975f5c5SAndroid Build Coastguard Worker {
471*8975f5c5SAndroid Build Coastguard Worker readRenderTarget = mRenderTargetCache.getColorRead(mState);
472*8975f5c5SAndroid Build Coastguard Worker if (readRenderTarget && readRenderTarget != drawRenderTarget)
473*8975f5c5SAndroid Build Coastguard Worker {
474*8975f5c5SAndroid Build Coastguard Worker ANGLE_TRY(readRenderTarget->flushImageStagedUpdates(contextWgpu, nullptr, 0));
475*8975f5c5SAndroid Build Coastguard Worker }
476*8975f5c5SAndroid Build Coastguard Worker }
477*8975f5c5SAndroid Build Coastguard Worker
478*8975f5c5SAndroid Build Coastguard Worker return angle::Result::Continue;
479*8975f5c5SAndroid Build Coastguard Worker }
480*8975f5c5SAndroid Build Coastguard Worker
flushAttachmentUpdates(const gl::Context * context,gl::DrawBufferMask dirtyColorAttachments,bool dirtyDepthStencilAttachment,bool deferColorClears,bool deferDepthStencilClears)481*8975f5c5SAndroid Build Coastguard Worker angle::Result FramebufferWgpu::flushAttachmentUpdates(const gl::Context *context,
482*8975f5c5SAndroid Build Coastguard Worker gl::DrawBufferMask dirtyColorAttachments,
483*8975f5c5SAndroid Build Coastguard Worker bool dirtyDepthStencilAttachment,
484*8975f5c5SAndroid Build Coastguard Worker bool deferColorClears,
485*8975f5c5SAndroid Build Coastguard Worker bool deferDepthStencilClears)
486*8975f5c5SAndroid Build Coastguard Worker {
487*8975f5c5SAndroid Build Coastguard Worker for (size_t colorIndexGL : dirtyColorAttachments)
488*8975f5c5SAndroid Build Coastguard Worker {
489*8975f5c5SAndroid Build Coastguard Worker ANGLE_TRY(flushOneColorAttachmentUpdate(context, deferColorClears,
490*8975f5c5SAndroid Build Coastguard Worker static_cast<uint32_t>(colorIndexGL)));
491*8975f5c5SAndroid Build Coastguard Worker }
492*8975f5c5SAndroid Build Coastguard Worker
493*8975f5c5SAndroid Build Coastguard Worker ContextWgpu *contextWgpu = GetImplAs<ContextWgpu>(context);
494*8975f5c5SAndroid Build Coastguard Worker RenderTargetWgpu *depthStencilRt = mRenderTargetCache.getDepthStencil();
495*8975f5c5SAndroid Build Coastguard Worker
496*8975f5c5SAndroid Build Coastguard Worker if (depthStencilRt && dirtyDepthStencilAttachment)
497*8975f5c5SAndroid Build Coastguard Worker {
498*8975f5c5SAndroid Build Coastguard Worker if (deferDepthStencilClears)
499*8975f5c5SAndroid Build Coastguard Worker {
500*8975f5c5SAndroid Build Coastguard Worker // The underlying ImageHelper will check if a clear has a stencil value and store the
501*8975f5c5SAndroid Build Coastguard Worker // deferred clear in the correct index.
502*8975f5c5SAndroid Build Coastguard Worker ANGLE_TRY(depthStencilRt->flushImageStagedUpdates(contextWgpu, &mDeferredClears,
503*8975f5c5SAndroid Build Coastguard Worker webgpu::kUnpackedDepthIndex));
504*8975f5c5SAndroid Build Coastguard Worker }
505*8975f5c5SAndroid Build Coastguard Worker else
506*8975f5c5SAndroid Build Coastguard Worker {
507*8975f5c5SAndroid Build Coastguard Worker ANGLE_TRY(depthStencilRt->flushImageStagedUpdates(contextWgpu, nullptr, 0));
508*8975f5c5SAndroid Build Coastguard Worker }
509*8975f5c5SAndroid Build Coastguard Worker }
510*8975f5c5SAndroid Build Coastguard Worker
511*8975f5c5SAndroid Build Coastguard Worker // If we added any new attachments, we start a render pass to fully flush the updates.
512*8975f5c5SAndroid Build Coastguard Worker if ((!mNewColorAttachments.empty() &&
513*8975f5c5SAndroid Build Coastguard Worker mNewColorAttachments.size() != mCurrentColorAttachments.size()) ||
514*8975f5c5SAndroid Build Coastguard Worker mAddedNewDepthStencilAttachment)
515*8975f5c5SAndroid Build Coastguard Worker {
516*8975f5c5SAndroid Build Coastguard Worker ANGLE_TRY(startRenderPassNewAttachments(contextWgpu));
517*8975f5c5SAndroid Build Coastguard Worker }
518*8975f5c5SAndroid Build Coastguard Worker return angle::Result::Continue;
519*8975f5c5SAndroid Build Coastguard Worker }
520*8975f5c5SAndroid Build Coastguard Worker
flushDeferredClears(ContextWgpu * contextWgpu)521*8975f5c5SAndroid Build Coastguard Worker angle::Result FramebufferWgpu::flushDeferredClears(ContextWgpu *contextWgpu)
522*8975f5c5SAndroid Build Coastguard Worker {
523*8975f5c5SAndroid Build Coastguard Worker if (mDeferredClears.empty())
524*8975f5c5SAndroid Build Coastguard Worker {
525*8975f5c5SAndroid Build Coastguard Worker return angle::Result::Continue;
526*8975f5c5SAndroid Build Coastguard Worker }
527*8975f5c5SAndroid Build Coastguard Worker ANGLE_TRY(contextWgpu->endRenderPass(webgpu::RenderPassClosureReason::NewRenderPass));
528*8975f5c5SAndroid Build Coastguard Worker mCurrentColorAttachments.clear();
529*8975f5c5SAndroid Build Coastguard Worker for (size_t colorIndexGL : mState.getColorAttachmentsMask())
530*8975f5c5SAndroid Build Coastguard Worker {
531*8975f5c5SAndroid Build Coastguard Worker if (!mDeferredClears.test(colorIndexGL))
532*8975f5c5SAndroid Build Coastguard Worker {
533*8975f5c5SAndroid Build Coastguard Worker continue;
534*8975f5c5SAndroid Build Coastguard Worker }
535*8975f5c5SAndroid Build Coastguard Worker mCurrentColorAttachments.push_back(webgpu::CreateNewClearColorAttachment(
536*8975f5c5SAndroid Build Coastguard Worker mDeferredClears[colorIndexGL].clearColor, mDeferredClears[colorIndexGL].depthSlice,
537*8975f5c5SAndroid Build Coastguard Worker mRenderTargetCache.getColorDraw(mState, colorIndexGL)->getTextureView()));
538*8975f5c5SAndroid Build Coastguard Worker }
539*8975f5c5SAndroid Build Coastguard Worker if (mRenderTargetCache.getDepthStencil() &&
540*8975f5c5SAndroid Build Coastguard Worker (mDeferredClears.hasDepth() || mDeferredClears.hasStencil()))
541*8975f5c5SAndroid Build Coastguard Worker {
542*8975f5c5SAndroid Build Coastguard Worker mCurrentDepthStencilAttachment = webgpu::CreateNewDepthStencilAttachment(
543*8975f5c5SAndroid Build Coastguard Worker mDeferredClears.getDepthValue(), mDeferredClears.getStencilValue(),
544*8975f5c5SAndroid Build Coastguard Worker mRenderTargetCache.getDepthStencil()->getTextureView(), !mDeferredClears.hasDepth(),
545*8975f5c5SAndroid Build Coastguard Worker !mDeferredClears.hasStencil());
546*8975f5c5SAndroid Build Coastguard Worker mCurrentRenderPassDesc.depthStencilAttachment = &mCurrentDepthStencilAttachment;
547*8975f5c5SAndroid Build Coastguard Worker }
548*8975f5c5SAndroid Build Coastguard Worker else
549*8975f5c5SAndroid Build Coastguard Worker {
550*8975f5c5SAndroid Build Coastguard Worker mCurrentRenderPassDesc.depthStencilAttachment = nullptr;
551*8975f5c5SAndroid Build Coastguard Worker }
552*8975f5c5SAndroid Build Coastguard Worker mCurrentRenderPassDesc.colorAttachmentCount = mCurrentColorAttachments.size();
553*8975f5c5SAndroid Build Coastguard Worker mCurrentRenderPassDesc.colorAttachments = mCurrentColorAttachments.data();
554*8975f5c5SAndroid Build Coastguard Worker ANGLE_TRY(contextWgpu->startRenderPass(mCurrentRenderPassDesc));
555*8975f5c5SAndroid Build Coastguard Worker ANGLE_TRY(contextWgpu->endRenderPass(webgpu::RenderPassClosureReason::NewRenderPass));
556*8975f5c5SAndroid Build Coastguard Worker
557*8975f5c5SAndroid Build Coastguard Worker return angle::Result::Continue;
558*8975f5c5SAndroid Build Coastguard Worker }
559*8975f5c5SAndroid Build Coastguard Worker
startRenderPassNewAttachments(ContextWgpu * contextWgpu)560*8975f5c5SAndroid Build Coastguard Worker angle::Result FramebufferWgpu::startRenderPassNewAttachments(ContextWgpu *contextWgpu)
561*8975f5c5SAndroid Build Coastguard Worker {
562*8975f5c5SAndroid Build Coastguard Worker // Flush out a render pass if there is an active one.
563*8975f5c5SAndroid Build Coastguard Worker ANGLE_TRY(contextWgpu->endRenderPass(webgpu::RenderPassClosureReason::NewRenderPass));
564*8975f5c5SAndroid Build Coastguard Worker
565*8975f5c5SAndroid Build Coastguard Worker setUpForRenderPass(contextWgpu, mAddedNewDepthStencilAttachment, mNewColorAttachments,
566*8975f5c5SAndroid Build Coastguard Worker mNewDepthStencilAttachment);
567*8975f5c5SAndroid Build Coastguard Worker mNewColorAttachments.clear();
568*8975f5c5SAndroid Build Coastguard Worker mAddedNewDepthStencilAttachment = false;
569*8975f5c5SAndroid Build Coastguard Worker ANGLE_TRY(contextWgpu->startRenderPass(mCurrentRenderPassDesc));
570*8975f5c5SAndroid Build Coastguard Worker return angle::Result::Continue;
571*8975f5c5SAndroid Build Coastguard Worker }
572*8975f5c5SAndroid Build Coastguard Worker
startNewRenderPass(ContextWgpu * contextWgpu)573*8975f5c5SAndroid Build Coastguard Worker angle::Result FramebufferWgpu::startNewRenderPass(ContextWgpu *contextWgpu)
574*8975f5c5SAndroid Build Coastguard Worker {
575*8975f5c5SAndroid Build Coastguard Worker ANGLE_TRY(contextWgpu->endRenderPass(webgpu::RenderPassClosureReason::NewRenderPass));
576*8975f5c5SAndroid Build Coastguard Worker
577*8975f5c5SAndroid Build Coastguard Worker mCurrentColorAttachments.clear();
578*8975f5c5SAndroid Build Coastguard Worker for (size_t colorIndexGL : mState.getColorAttachmentsMask())
579*8975f5c5SAndroid Build Coastguard Worker {
580*8975f5c5SAndroid Build Coastguard Worker wgpu::RenderPassColorAttachment colorAttachment;
581*8975f5c5SAndroid Build Coastguard Worker colorAttachment.view =
582*8975f5c5SAndroid Build Coastguard Worker mRenderTargetCache.getColorDraw(mState, colorIndexGL)->getTextureView();
583*8975f5c5SAndroid Build Coastguard Worker colorAttachment.depthSlice = wgpu::kDepthSliceUndefined;
584*8975f5c5SAndroid Build Coastguard Worker colorAttachment.loadOp = wgpu::LoadOp::Load;
585*8975f5c5SAndroid Build Coastguard Worker colorAttachment.storeOp = wgpu::StoreOp::Store;
586*8975f5c5SAndroid Build Coastguard Worker
587*8975f5c5SAndroid Build Coastguard Worker mCurrentColorAttachments.push_back(colorAttachment);
588*8975f5c5SAndroid Build Coastguard Worker }
589*8975f5c5SAndroid Build Coastguard Worker if (mRenderTargetCache.getDepthStencil())
590*8975f5c5SAndroid Build Coastguard Worker {
591*8975f5c5SAndroid Build Coastguard Worker mCurrentDepthStencilAttachment = webgpu::CreateNewDepthStencilAttachment(
592*8975f5c5SAndroid Build Coastguard Worker contextWgpu->getState().getDepthClearValue(),
593*8975f5c5SAndroid Build Coastguard Worker static_cast<uint32_t>(contextWgpu->getState().getStencilClearValue()),
594*8975f5c5SAndroid Build Coastguard Worker mRenderTargetCache.getDepthStencil()->getTextureView(), mState.hasDepth(),
595*8975f5c5SAndroid Build Coastguard Worker mState.hasStencil());
596*8975f5c5SAndroid Build Coastguard Worker mCurrentRenderPassDesc.depthStencilAttachment = &mCurrentDepthStencilAttachment;
597*8975f5c5SAndroid Build Coastguard Worker }
598*8975f5c5SAndroid Build Coastguard Worker else
599*8975f5c5SAndroid Build Coastguard Worker {
600*8975f5c5SAndroid Build Coastguard Worker mCurrentRenderPassDesc.depthStencilAttachment = nullptr;
601*8975f5c5SAndroid Build Coastguard Worker }
602*8975f5c5SAndroid Build Coastguard Worker
603*8975f5c5SAndroid Build Coastguard Worker mCurrentRenderPassDesc.colorAttachmentCount = mCurrentColorAttachments.size();
604*8975f5c5SAndroid Build Coastguard Worker mCurrentRenderPassDesc.colorAttachments = mCurrentColorAttachments.data();
605*8975f5c5SAndroid Build Coastguard Worker ANGLE_TRY(contextWgpu->startRenderPass(mCurrentRenderPassDesc));
606*8975f5c5SAndroid Build Coastguard Worker
607*8975f5c5SAndroid Build Coastguard Worker return angle::Result::Continue;
608*8975f5c5SAndroid Build Coastguard Worker }
609*8975f5c5SAndroid Build Coastguard Worker
setUpForRenderPass(ContextWgpu * contextWgpu,bool depthOrStencil,std::vector<wgpu::RenderPassColorAttachment> colorAttachments,wgpu::RenderPassDepthStencilAttachment depthStencilAttachment)610*8975f5c5SAndroid Build Coastguard Worker void FramebufferWgpu::setUpForRenderPass(
611*8975f5c5SAndroid Build Coastguard Worker ContextWgpu *contextWgpu,
612*8975f5c5SAndroid Build Coastguard Worker bool depthOrStencil,
613*8975f5c5SAndroid Build Coastguard Worker std::vector<wgpu::RenderPassColorAttachment> colorAttachments,
614*8975f5c5SAndroid Build Coastguard Worker wgpu::RenderPassDepthStencilAttachment depthStencilAttachment)
615*8975f5c5SAndroid Build Coastguard Worker {
616*8975f5c5SAndroid Build Coastguard Worker if (depthOrStencil)
617*8975f5c5SAndroid Build Coastguard Worker {
618*8975f5c5SAndroid Build Coastguard Worker mCurrentDepthStencilAttachment = std::move(depthStencilAttachment);
619*8975f5c5SAndroid Build Coastguard Worker mCurrentRenderPassDesc.depthStencilAttachment = &mCurrentDepthStencilAttachment;
620*8975f5c5SAndroid Build Coastguard Worker }
621*8975f5c5SAndroid Build Coastguard Worker else
622*8975f5c5SAndroid Build Coastguard Worker {
623*8975f5c5SAndroid Build Coastguard Worker mCurrentRenderPassDesc.depthStencilAttachment = nullptr;
624*8975f5c5SAndroid Build Coastguard Worker }
625*8975f5c5SAndroid Build Coastguard Worker mCurrentColorAttachments = std::move(colorAttachments);
626*8975f5c5SAndroid Build Coastguard Worker mCurrentRenderPassDesc.colorAttachmentCount = mCurrentColorAttachments.size();
627*8975f5c5SAndroid Build Coastguard Worker mCurrentRenderPassDesc.colorAttachments = mCurrentColorAttachments.data();
628*8975f5c5SAndroid Build Coastguard Worker }
629*8975f5c5SAndroid Build Coastguard Worker
mergeClearWithDeferredClears(wgpu::Color clearValue,gl::DrawBufferMask clearColorBuffers,float depthValue,uint32_t stencilValue,bool clearColor,bool clearDepth,bool clearStencil)630*8975f5c5SAndroid Build Coastguard Worker void FramebufferWgpu::mergeClearWithDeferredClears(wgpu::Color clearValue,
631*8975f5c5SAndroid Build Coastguard Worker gl::DrawBufferMask clearColorBuffers,
632*8975f5c5SAndroid Build Coastguard Worker float depthValue,
633*8975f5c5SAndroid Build Coastguard Worker uint32_t stencilValue,
634*8975f5c5SAndroid Build Coastguard Worker bool clearColor,
635*8975f5c5SAndroid Build Coastguard Worker bool clearDepth,
636*8975f5c5SAndroid Build Coastguard Worker bool clearStencil)
637*8975f5c5SAndroid Build Coastguard Worker {
638*8975f5c5SAndroid Build Coastguard Worker for (size_t enabledDrawBuffer : clearColorBuffers)
639*8975f5c5SAndroid Build Coastguard Worker {
640*8975f5c5SAndroid Build Coastguard Worker mDeferredClears.store(static_cast<uint32_t>(enabledDrawBuffer),
641*8975f5c5SAndroid Build Coastguard Worker {clearValue, wgpu::kDepthSliceUndefined, 0, 0});
642*8975f5c5SAndroid Build Coastguard Worker }
643*8975f5c5SAndroid Build Coastguard Worker if (clearDepth)
644*8975f5c5SAndroid Build Coastguard Worker {
645*8975f5c5SAndroid Build Coastguard Worker mDeferredClears.store(webgpu::kUnpackedDepthIndex,
646*8975f5c5SAndroid Build Coastguard Worker {clearValue, wgpu::kDepthSliceUndefined, depthValue, 0});
647*8975f5c5SAndroid Build Coastguard Worker }
648*8975f5c5SAndroid Build Coastguard Worker if (clearStencil)
649*8975f5c5SAndroid Build Coastguard Worker {
650*8975f5c5SAndroid Build Coastguard Worker mDeferredClears.store(webgpu::kUnpackedStencilIndex,
651*8975f5c5SAndroid Build Coastguard Worker {clearValue, wgpu::kDepthSliceUndefined, 0, stencilValue});
652*8975f5c5SAndroid Build Coastguard Worker }
653*8975f5c5SAndroid Build Coastguard Worker }
654*8975f5c5SAndroid Build Coastguard Worker
655*8975f5c5SAndroid Build Coastguard Worker } // namespace rx
656