[Tizen] Discard deleted VAO at matched context
[platform/core/uifw/dali-adaptor.git] / dali / internal / graphics / gles-impl / gles-context.cpp
index de5e058..addd1ad 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2021 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2023 Samsung Electronics Co., Ltd.
  *
  * Licensed under the Apache License, Version 2.0 (the "License");
  * you may not use this file except in compliance with the License.
 
 #include "gles-context.h"
 #include <dali/integration-api/adaptor-framework/render-surface-interface.h>
+#include <dali/integration-api/debug.h>
 #include <dali/integration-api/gl-abstraction.h>
 #include <dali/integration-api/gl-defines.h>
 #include <dali/internal/graphics/common/graphics-interface.h>
+#include <dali/public-api/math/math-utils.h>
 
 #include "egl-graphics-controller.h"
 #include "gles-graphics-buffer.h"
 #include "gles-graphics-program.h"
 #include "gles-graphics-render-pass.h"
 #include "gles-graphics-render-target.h"
+#include "gles-texture-dependency-checker.h"
 
+#include <EGL/egl.h>
+#include <EGL/eglext.h>
 #include <map>
+#include <unordered_map>
 
 namespace Dali::Graphics::GLES
 {
 struct Context::Impl
 {
-  Impl(EglGraphicsController& controller)
+  explicit Impl(EglGraphicsController& controller)
   : mController(controller)
   {
   }
@@ -48,24 +54,49 @@ struct Context::Impl
    * that VertexInputState has been set correctly for the pipeline.
    *
    */
-  void BindProgramVAO(GLES::ProgramImpl* program, const VertexInputState& vertexInputState)
+  void BindProgramVAO(const GLES::ProgramImpl* program, const VertexInputState& vertexInputState)
   {
-    auto& gl   = *mController.GetGL();
-    auto  iter = mProgramVAOMap.find(program);
+    // Calculate attributes location hash unordered.
+    std::size_t hash = 0;
+    for(const auto& attr : vertexInputState.attributes)
+    {
+      hash ^= std::hash<uint32_t>{}(attr.location);
+    }
+
+    auto& gl = *mController.GetGL();
+
+    if(DALI_UNLIKELY(!mDiscardedVAOList.empty()))
+    {
+      gl.DeleteVertexArrays(static_cast<Dali::GLsizei>(mDiscardedVAOList.size()), mDiscardedVAOList.data());
+      mDiscardedVAOList.clear();
+    }
+
+    auto iter = mProgramVAOMap.find(program);
     if(iter != mProgramVAOMap.end())
     {
-      if(mProgramVAOCurrentState != iter->second)
+      auto attributeIter = iter->second.find(hash);
+      if(attributeIter != iter->second.end())
       {
-        mProgramVAOCurrentState = iter->second;
-        gl.BindVertexArray(iter->second);
+        if(mProgramVAOCurrentState != attributeIter->second)
+        {
+          mProgramVAOCurrentState = attributeIter->second;
+          gl.BindVertexArray(attributeIter->second);
+
+          // Binding VAO seems to reset the index buffer binding so the cache must be reset
+          mGlStateCache.mBoundElementArrayBufferId = 0;
+        }
+        return;
       }
-      return;
     }
 
     uint32_t vao;
     gl.GenVertexArrays(1, &vao);
     gl.BindVertexArray(vao);
-    mProgramVAOMap[program] = vao;
+
+    // Binding VAO seems to reset the index buffer binding so the cache must be reset
+    mGlStateCache.mBoundElementArrayBufferId = 0;
+
+    mProgramVAOMap[program][hash] = vao;
     for(const auto& attr : vertexInputState.attributes)
     {
       gl.EnableVertexAttribArray(attr.location);
@@ -201,11 +232,18 @@ struct Context::Impl
   const GLES::RenderPass*   mCurrentRenderPass{nullptr};
 
   // Each context must have own VAOs as they cannot be shared
-  std::map<GLES::ProgramImpl*, uint32_t> mProgramVAOMap;              ///< GL program-VAO map
-  uint32_t                               mProgramVAOCurrentState{0u}; ///< Currently bound VAO
-  GLStateCache                           mGlStateCache{};             ///< GL status cache
+  std::unordered_map<const GLES::ProgramImpl*, std::map<std::size_t, uint32_t>> mProgramVAOMap;              ///< GL program-VAO map
+  uint32_t                                                                      mProgramVAOCurrentState{0u}; ///< Currently bound VAO
+  GLStateCache                                                                  mGlStateCache{};             ///< GL status cache
+  std::vector<Dali::GLuint>                                                     mDiscardedVAOList{};
 
   bool mGlContextCreated{false}; ///< True if the OpenGL context has been created
+
+  EGLContext mNativeDrawContext{0u}; ///< Native rendering EGL context compatible with window context
+
+  EGLSurface mCacheDrawReadSurface{0u};    ///< cached 'read' surface
+  EGLSurface mCacheDrawWriteSurface{0u};   ///< cached 'write' surface
+  EGLContext mCacheEGLGraphicsContext{0u}; ///< cached window context
 };
 
 Context::Context(EglGraphicsController& controller)
@@ -213,9 +251,17 @@ Context::Context(EglGraphicsController& controller)
   mImpl = std::make_unique<Impl>(controller);
 }
 
-Context::~Context() = default;
+Context::~Context()
+{
+  // Destroy native rendering context if one exists
+  if(mImpl->mNativeDrawContext)
+  {
+    eglDestroyContext(eglGetCurrentDisplay(), mImpl->mNativeDrawContext);
+    mImpl->mNativeDrawContext = EGL_NO_CONTEXT;
+  }
+}
 
-void Context::Flush(bool reset, const GLES::DrawCallDescriptor& drawCall)
+void Context::Flush(bool reset, const GLES::DrawCallDescriptor& drawCall, GLES::TextureDependencyChecker& dependencyChecker)
 {
   auto& gl = *mImpl->mController.GetGL();
 
@@ -239,6 +285,13 @@ void Context::Flush(bool reset, const GLES::DrawCallDescriptor& drawCall)
     newProgram = static_cast<const GLES::Program*>(mImpl->mNewPipeline->GetCreateInfo().programState->program);
   }
 
+  if(!currentProgram && !newProgram)
+  {
+    // Early out if we have no program for this pipeline.
+    DALI_LOG_ERROR("No program defined for pipeline\n");
+    return;
+  }
+
   if(mImpl->mNewPipeline && mImpl->mCurrentPipeline != mImpl->mNewPipeline)
   {
     if(!currentProgram || currentProgram->GetImplementation()->GetGlProgram() != newProgram->GetImplementation()->GetGlProgram())
@@ -260,28 +313,42 @@ void Context::Flush(bool reset, const GLES::DrawCallDescriptor& drawCall)
   // Map binding# to sampler location
   const auto& reflection = !newProgram ? currentProgram->GetReflection() : newProgram->GetReflection();
   const auto& samplers   = reflection.GetSamplers();
+
+  uint32_t currentSampler = 0;
+  uint32_t currentElement = 0;
+
+  // @warning Assume that binding.binding is strictly linear in the same order as mCurrentTextureBindings
+  // elements. This avoids having to sort the bindings.
   for(const auto& binding : mImpl->mCurrentTextureBindings)
   {
+    if(currentSampler >= samplers.size())
+    {
+      // Don't bind more textures than there are active samplers.
+      break;
+    }
+
     auto texture = const_cast<GLES::Texture*>(static_cast<const GLES::Texture*>(binding.texture));
 
     // Texture may not have been initialized yet...(tbm_surface timing issue?)
     if(!texture->GetGLTexture())
     {
-      // Attempt to reinitialize
-      // @todo need to put this somewhere else where it isn't const.
-      // Maybe post it back on end of initialize queue if initialization fails?
       texture->InitializeResource();
     }
 
+    // Warning, this may cause glWaitSync to occur on the GPU.
+    dependencyChecker.CheckNeedsSync(this, texture);
     texture->Bind(binding);
-
-    texture->Prepare(); // @todo also non-const.
-
-    if(binding.binding < samplers.size()) // binding maps to texture unit. (texture bindings should also be in binding order)
+    texture->Prepare();
+
+    // @warning Assume that location of array elements is sequential.
+    // @warning GL does not guarantee this, but in practice, it is.
+    gl.Uniform1i(samplers[currentSampler].location + currentElement,
+                 samplers[currentSampler].offset + currentElement);
+    ++currentElement;
+    if(currentElement >= samplers[currentSampler].elementCount)
     {
-      // Offset is set to the lexical offset within the frag shader, map it to the texture unit
-      // @todo Explicitly set the texture unit through the graphics interface
-      gl.Uniform1i(samplers[binding.binding].location, samplers[binding.binding].offset);
+      ++currentSampler;
+      currentElement = 0;
     }
   }
 
@@ -576,11 +643,23 @@ void Context::ResolveUniformBuffers()
 void Context::ResolveStandaloneUniforms()
 {
   // Find reflection for program
-  const auto program = static_cast<const GLES::Program*>(mImpl->mNewPipeline->GetCreateInfo().programState->program);
-  const auto ptr     = reinterpret_cast<const char*>(mImpl->mCurrentStandaloneUBOBinding.buffer->GetCPUAllocatedAddress()) + mImpl->mCurrentStandaloneUBOBinding.offset;
+  const GLES::Program* program{nullptr};
 
-  // Update program uniforms
-  program->GetImplementation()->UpdateStandaloneUniformBlock(ptr);
+  if(mImpl->mNewPipeline)
+  {
+    program = static_cast<const GLES::Program*>(mImpl->mNewPipeline->GetCreateInfo().programState->program);
+  }
+  else if(mImpl->mCurrentPipeline)
+  {
+    program = static_cast<const GLES::Program*>(mImpl->mCurrentPipeline->GetCreateInfo().programState->program);
+  }
+
+  if(program)
+  {
+    const auto ptr = reinterpret_cast<const char*>(mImpl->mCurrentStandaloneUBOBinding.buffer->GetCPUAllocatedAddress()) + mImpl->mCurrentStandaloneUBOBinding.offset;
+    // Update program uniforms
+    program->GetImplementation()->UpdateStandaloneUniformBlock(ptr);
+  }
 }
 
 void Context::BeginRenderPass(const BeginRenderPassDescriptor& renderPassBegin)
@@ -600,7 +679,8 @@ void Context::BeginRenderPass(const BeginRenderPassDescriptor& renderPassBegin)
   else if(targetInfo.framebuffer)
   {
     // bind framebuffer and swap.
-    renderTarget.GetFramebuffer()->Bind();
+    auto framebuffer = renderTarget.GetFramebuffer();
+    framebuffer->Bind();
   }
 
   // clear (ideally cache the setup)
@@ -612,6 +692,7 @@ void Context::BeginRenderPass(const BeginRenderPassDescriptor& renderPassBegin)
   const auto& attachments = *renderPass.GetCreateInfo().attachments;
   const auto& color0      = attachments[0];
   GLuint      mask        = 0;
+
   if(color0.loadOp == AttachmentLoadOp::CLEAR)
   {
     mask |= GL_COLOR_BUFFER_BIT;
@@ -622,11 +703,11 @@ void Context::BeginRenderPass(const BeginRenderPassDescriptor& renderPassBegin)
 
     const auto clearValues = renderPassBegin.clearValues.Ptr();
 
-    if(!mImpl->mGlStateCache.mClearColorSet ||
-       mImpl->mGlStateCache.mClearColor.r != clearValues[0].color.r ||
-       mImpl->mGlStateCache.mClearColor.g != clearValues[0].color.g ||
-       mImpl->mGlStateCache.mClearColor.b != clearValues[0].color.b ||
-       mImpl->mGlStateCache.mClearColor.a != clearValues[0].color.a)
+    if(!Dali::Equals(mImpl->mGlStateCache.mClearColor.r, clearValues[0].color.r) ||
+       !Dali::Equals(mImpl->mGlStateCache.mClearColor.g, clearValues[0].color.g) ||
+       !Dali::Equals(mImpl->mGlStateCache.mClearColor.b, clearValues[0].color.b) ||
+       !Dali::Equals(mImpl->mGlStateCache.mClearColor.a, clearValues[0].color.a) ||
+       !mImpl->mGlStateCache.mClearColorSet)
     {
       gl.ClearColor(clearValues[0].color.r,
                     clearValues[0].color.g,
@@ -674,14 +755,28 @@ void Context::BeginRenderPass(const BeginRenderPassDescriptor& renderPassBegin)
   mImpl->mCurrentRenderTarget = &renderTarget;
 }
 
-void Context::EndRenderPass()
+void Context::EndRenderPass(GLES::TextureDependencyChecker& dependencyChecker)
 {
   if(mImpl->mCurrentRenderTarget)
   {
-    if(mImpl->mCurrentRenderTarget->GetFramebuffer())
+    GLES::Framebuffer* framebuffer = mImpl->mCurrentRenderTarget->GetFramebuffer();
+    if(framebuffer)
     {
       auto& gl = *mImpl->mController.GetGL();
       gl.Flush();
+
+      /* @todo Full dependency checking would need to store textures in Begin, and create
+       * fence objects here; but we're going to draw all fbos on shared context in serial,
+       * so no real need (yet). Might want to consider ensuring order of render passes,
+       * but that needs doing in the controller, and would need doing before ProcessCommandQueues.
+       *
+       * Currently up to the client to create render tasks in the right order.
+       */
+
+      /* Create fence sync objects. Other contexts can then wait on these fences before reading
+       * textures.
+       */
+      dependencyChecker.AddTextures(this, framebuffer);
     }
   }
 }
@@ -881,13 +976,31 @@ void Context::GenerateMipmap(GLenum target)
 
 void Context::BindBuffer(GLenum target, uint32_t bufferId)
 {
-  if(mImpl->mGlStateCache.mBoundArrayBufferId != bufferId)
+  switch(target)
   {
-    mImpl->mGlStateCache.mBoundArrayBufferId = bufferId;
-
-    auto& gl = *mImpl->mController.GetGL();
-    gl.BindBuffer(target, bufferId);
+    case GL_ARRAY_BUFFER:
+    {
+      if(mImpl->mGlStateCache.mBoundArrayBufferId == bufferId)
+      {
+        return;
+      }
+      mImpl->mGlStateCache.mBoundArrayBufferId = bufferId;
+      break;
+    }
+    case GL_ELEMENT_ARRAY_BUFFER:
+    {
+      if(mImpl->mGlStateCache.mBoundElementArrayBufferId == bufferId)
+      {
+        return;
+      }
+      mImpl->mGlStateCache.mBoundElementArrayBufferId = bufferId;
+      break;
+    }
   }
+
+  // Cache miss. Bind buffer.
+  auto& gl = *mImpl->mController.GetGL();
+  gl.BindBuffer(target, bufferId);
 }
 
 void Context::DrawBuffers(uint32_t count, const GLenum* buffers)
@@ -952,6 +1065,103 @@ void Context::InvalidateCachedPipeline(GLES::Pipeline* pipeline)
   {
     mImpl->mCurrentPipeline = nullptr;
   }
+
+  // Remove cached VAO map
+  auto* gl = mImpl->mController.GetGL();
+  if(gl)
+  {
+    const auto* program = pipeline->GetCreateInfo().programState->program;
+    if(program)
+    {
+      const auto* programImpl = static_cast<const GLES::Program*>(program)->GetImplementation();
+      if(programImpl)
+      {
+        auto iter = mImpl->mProgramVAOMap.find(programImpl);
+        if(iter != mImpl->mProgramVAOMap.end())
+        {
+          for(auto& attributeHashPair : iter->second)
+          {
+            auto vao = attributeHashPair.second;
+
+            // Do not delete vao now. (Since Context might not be current.)
+            mImpl->mDiscardedVAOList.emplace_back(vao);
+            if(mImpl->mProgramVAOCurrentState == vao)
+            {
+              mImpl->mProgramVAOCurrentState = 0u;
+            }
+          }
+
+          // Clear cached Vertex buffer.
+          mImpl->mCurrentVertexBufferBindings.clear();
+
+          mImpl->mProgramVAOMap.erase(iter);
+        }
+      }
+    }
+  }
+}
+
+void Context::PrepareForNativeRendering()
+{
+  // this should be pretty much constant
+  auto display     = eglGetCurrentDisplay();
+  auto drawSurface = eglGetCurrentSurface(EGL_DRAW);
+  auto readSurface = eglGetCurrentSurface(EGL_READ);
+  auto context     = eglGetCurrentContext();
+
+  // push the surface and context data to the impl
+  // It's needed to restore context
+  if(!mImpl->mCacheEGLGraphicsContext)
+  {
+    mImpl->mCacheDrawWriteSurface   = drawSurface;
+    mImpl->mCacheDrawReadSurface    = readSurface;
+    mImpl->mCacheEGLGraphicsContext = context;
+  }
+
+  if(!mImpl->mNativeDrawContext)
+  {
+    EGLint configId{0u};
+    eglQueryContext(display, mImpl->mController.GetSharedContext(), EGL_CONFIG_ID, &configId);
+
+    EGLint configAttribs[3];
+    configAttribs[0] = EGL_CONFIG_ID;
+    configAttribs[1] = configId;
+    configAttribs[2] = EGL_NONE;
+
+    EGLConfig config;
+    EGLint    numConfigs;
+    if(eglChooseConfig(display, configAttribs, &config, 1, &numConfigs) != EGL_TRUE)
+    {
+      DALI_LOG_ERROR("eglChooseConfig failed!\n");
+      return;
+    }
+
+    auto version = int(mImpl->mController.GetGLESVersion());
+
+    std::vector<EGLint> attribs;
+    attribs.push_back(EGL_CONTEXT_MAJOR_VERSION_KHR);
+    attribs.push_back(version / 10);
+    attribs.push_back(EGL_CONTEXT_MINOR_VERSION_KHR);
+    attribs.push_back(version % 10);
+    attribs.push_back(EGL_NONE);
+
+    mImpl->mNativeDrawContext = eglCreateContext(display, config, mImpl->mController.GetSharedContext(), attribs.data());
+    if(mImpl->mNativeDrawContext == EGL_NO_CONTEXT)
+    {
+      DALI_LOG_ERROR("eglCreateContext failed!\n");
+      return;
+    }
+  }
+
+  eglMakeCurrent(display, drawSurface, readSurface, mImpl->mNativeDrawContext);
+}
+
+void Context::RestoreFromNativeRendering()
+{
+  auto display = eglGetCurrentDisplay();
+
+  // bring back original context
+  eglMakeCurrent(display, mImpl->mCacheDrawWriteSurface, mImpl->mCacheDrawReadSurface, mImpl->mCacheEGLGraphicsContext);
 }
 
 } // namespace Dali::Graphics::GLES