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Unified Diff: gpu/command_buffer/service/gles2_cmd_decoder.cc

Issue 2461973002: [Command buffer] Feedback loop detection between texture and framebuffer attachments
Patch Set: Feedback loop detection for multiple drawbuffers Created 4 years, 1 month ago
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Index: gpu/command_buffer/service/gles2_cmd_decoder.cc
diff --git a/gpu/command_buffer/service/gles2_cmd_decoder.cc b/gpu/command_buffer/service/gles2_cmd_decoder.cc
index 8a06bd07861e3907873d3f6aedd8e5ca6c50f31b..598a1248fac732e810e8b6869a75f086ef36f120 100644
--- a/gpu/command_buffer/service/gles2_cmd_decoder.cc
+++ b/gpu/command_buffer/service/gles2_cmd_decoder.cc
@@ -1322,6 +1322,11 @@ class GLES2DecoderImpl : public GLES2Decoder, public ErrorStateClient {
// of the draw operation are the same.
bool CheckDrawingFeedbackLoops();
+ // Helper for CheckDrawingFeedbackLoops. Returns true if the attachment is
+ // the same one where it samples from during drawing.
+ bool CheckDrawingFeedbackLoopsHelper(
+ const Framebuffer::Attachment* attachment);
+
bool SupportsDrawBuffers() const;
// Checks if a draw buffer's format and its corresponding fragment shader
@@ -8646,15 +8651,8 @@ bool GLES2DecoderImpl::CheckCurrentProgramForUniform(
location);
}
-bool GLES2DecoderImpl::CheckDrawingFeedbackLoops() {
- Framebuffer* framebuffer = GetFramebufferInfoForTarget(GL_FRAMEBUFFER);
- if (!framebuffer)
- return false;
- const Framebuffer::Attachment* attachment =
- framebuffer->GetAttachment(GL_COLOR_ATTACHMENT0);
- if (!attachment)
- return false;
-
+bool GLES2DecoderImpl::CheckDrawingFeedbackLoopsHelper(
+ const Framebuffer::Attachment* attachment) {
DCHECK(state_.current_program.get());
const Program::SamplerIndices& sampler_indices =
state_.current_program->sampler_indices();
@@ -8676,6 +8674,36 @@ bool GLES2DecoderImpl::CheckDrawingFeedbackLoops() {
return false;
}
+bool GLES2DecoderImpl::CheckDrawingFeedbackLoops() {
+ if (feature_info_->IsWebGL1OrES2Context()) {
Zhenyao Mo 2016/10/31 18:03:46 We are able to expose MRT in WebGL1 through extens
yunchao 2016/11/04 15:30:01 Done.
+ Framebuffer* framebuffer = GetFramebufferInfoForTarget(GL_FRAMEBUFFER);
+ if (!framebuffer)
+ return false;
+ const Framebuffer::Attachment* attachment =
+ framebuffer->GetAttachment(GL_COLOR_ATTACHMENT0);
+ if (!attachment)
+ return false;
+ return CheckDrawingFeedbackLoopsHelper(attachment);
+ } else {
+ Framebuffer* framebuffer = GetFramebufferInfoForTarget(GL_DRAW_FRAMEBUFFER);
+ if (!framebuffer)
+ return false;
+ for (uint32_t ii = 0; ii < group_->max_draw_buffers(); ++ii) {
piman 2016/11/02 02:33:57 Do we need to handle depth attachment vs depth tex
yunchao 2016/11/04 15:30:01 I think so.
+ GLenum drawbuffer = static_cast<GLenum>(GL_DRAW_BUFFER0 + ii);
+ if (framebuffer->GetDrawBuffer(drawbuffer) == GL_NONE)
+ continue;
+ GLenum attachment = static_cast<GLenum>(GL_COLOR_ATTACHMENT0 + ii);
+ const Framebuffer::Attachment* draw_buffer =
+ framebuffer->GetAttachment(attachment);
+ if (!draw_buffer)
+ continue;
+ if (CheckDrawingFeedbackLoopsHelper(draw_buffer))
Zhenyao Mo 2016/10/31 18:03:46 We will want to optimize on this. This is not tri
yunchao 2016/11/01 15:25:22 The cache info is not easy if we try to optimize o
Zhenyao Mo 2016/11/01 22:55:46 I think we just need one state, indicating if a fe
yunchao 2016/11/04 15:30:01 That's a pretty good suggestion. I will update the
+ return true;
+ }
+ return false;
+ }
+}
+
bool GLES2DecoderImpl::SupportsDrawBuffers() const {
return feature_info_->IsWebGL1OrES2Context() ?
feature_info_->feature_flags().ext_draw_buffers : true;
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