/*
- * Copyright (c) 2022 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 "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
{
* 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)
+ {
+ // Make unordered hash value by location.
+ // Note : This hash function varified for locations only under < 20.
+ std::size_t salt = attr.location + 1;
+ hash += salt << (sizeof(std::size_t) * 6);
+ salt *= salt;
+ salt ^= attr.location;
+ hash += salt << (sizeof(std::size_t) * 4);
+ salt *= salt;
+ hash += salt;
+ }
+
+ 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);
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
}
}
-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();
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())
// 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;
}
}
else if(targetInfo.framebuffer)
{
// bind framebuffer and swap.
- renderTarget.GetFramebuffer()->Bind();
+ auto framebuffer = renderTarget.GetFramebuffer();
+ framebuffer->Bind();
}
// clear (ideally cache the setup)
const auto& attachments = *renderPass.GetCreateInfo().attachments;
const auto& color0 = attachments[0];
GLuint mask = 0;
+
if(color0.loadOp == AttachmentLoadOp::CLEAR)
{
mask |= GL_COLOR_BUFFER_BIT;
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();
+
+ if(framebuffer->CaptureRequested())
+ {
+ framebuffer->DrawRenderedBuffer();
+ }
+
+ /* @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);
}
}
}
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)
{
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()
if(!mImpl->mNativeDrawContext)
{
EGLint configId{0u};
- EGLint size{0u};
- eglGetConfigs(display, nullptr, 0, &size);
- std::vector<EGLConfig> configs;
- configs.resize(size);
- eglGetConfigs(display, configs.data(), configs.size(), &size);
+ eglQueryContext(display, mImpl->mController.GetSharedContext(), EGL_CONFIG_ID, &configId);
- eglQueryContext(display, context, 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());
attribs.push_back(version % 10);
attribs.push_back(EGL_NONE);
- mImpl->mNativeDrawContext = eglCreateContext(display, configs[configId], mImpl->mController.GetSharedContext(), attribs.data());
+ 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);