| /* |
| * Copyright 2023 Rive |
| */ |
| |
| #include "rive/renderer/gl/render_context_gl_impl.hpp" |
| |
| #include "rive/renderer/gl/render_target_gl.hpp" |
| #include "shaders/constants.glsl" |
| #include "rive/renderer/gl/gl_utils.hpp" |
| |
| #include "generated/shaders/glsl.glsl.exports.h" |
| |
| #include <numeric> |
| |
| namespace rive::gpu |
| { |
| static bool wants_coalesced_atomic_resolve_and_transfer( |
| const gpu::FlushDescriptor& desc) |
| { |
| return desc.interlockMode == gpu::InterlockMode::atomics && |
| !desc.fixedFunctionColorOutput && |
| lite_rtti_cast<FramebufferRenderTargetGL*>( |
| static_cast<RenderTargetGL*>(desc.renderTarget)) != nullptr; |
| } |
| |
| class RenderContextGLImpl::PLSImplRWTexture |
| : public RenderContextGLImpl::PixelLocalStorageImpl |
| { |
| void init(rcp<GLState>) override |
| { |
| glBindFramebuffer(GL_FRAMEBUFFER, m_plsClearFBO); |
| std::array<GLenum, PLS_CLEAR_BUFFER_COUNT> plsClearBuffers; |
| std::iota(plsClearBuffers.begin(), |
| plsClearBuffers.end(), |
| GL_COLOR_ATTACHMENT0); |
| glDrawBuffers(plsClearBuffers.size(), plsClearBuffers.data()); |
| } |
| |
| void getSupportedInterlockModes( |
| const GLCapabilities& capabilities, |
| PlatformFeatures* platformFeatures) const override |
| { |
| if (capabilities.ARB_fragment_shader_interlock || |
| capabilities.INTEL_fragment_shader_ordering) |
| { |
| platformFeatures->supportsRasterOrderingMode = true; |
| platformFeatures->supportsClockwiseMode = true; |
| platformFeatures->supportsClockwiseFixedFunctionMode = true; |
| } |
| platformFeatures->supportsAtomicMode = true; |
| } |
| |
| void resizeTransientPLSBacking(uint32_t width, |
| uint32_t height, |
| uint32_t planeCount) override |
| { |
| assert(planeCount <= PLS_TRANSIENT_BACKING_MAX_PLANE_COUNT); |
| |
| if (width == 0 || height == 0 || planeCount == 0) |
| { |
| m_plsTransientBackingTexture = glutils::Texture::Zero(); |
| } |
| else |
| { |
| m_plsTransientBackingTexture = glutils::Texture(); |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D_ARRAY, m_plsTransientBackingTexture); |
| glTexStorage3D(GL_TEXTURE_2D_ARRAY, |
| 1, |
| GL_R32UI, |
| width, |
| height, |
| planeCount); |
| } |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, m_plsClearFBO); |
| for (uint32_t i = 0; i < PLS_TRANSIENT_BACKING_MAX_PLANE_COUNT; ++i) |
| { |
| glFramebufferTextureLayer( |
| GL_FRAMEBUFFER, |
| GL_COLOR_ATTACHMENT0 + PLS_TRANSIENT_BACKING_CLEAR_IDX + i, |
| (i < planeCount) ? m_plsTransientBackingTexture : 0, |
| 0, |
| i); |
| } |
| |
| RIVE_DEBUG_CODE(m_plsTransientBackingPlaneCount = planeCount;) |
| } |
| |
| void resizeAtomicCoverageBacking(uint32_t width, uint32_t height) override |
| { |
| if (width == 0 || height == 0) |
| { |
| m_atomicCoverageTexture = glutils::Texture::Zero(); |
| } |
| else |
| { |
| m_atomicCoverageTexture = glutils::Texture(); |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, m_atomicCoverageTexture); |
| glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32UI, width, height); |
| } |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, m_plsClearFBO); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, |
| GL_COLOR_ATTACHMENT0 + |
| PLS_ATOMIC_COVERAGE_CLEAR_IDX, |
| GL_TEXTURE_2D, |
| m_atomicCoverageTexture, |
| 0); |
| } |
| |
| gpu::ShaderMiscFlags shaderMiscFlags(const gpu::FlushDescriptor& desc, |
| gpu::DrawType drawType) const final |
| { |
| auto flags = gpu::ShaderMiscFlags::none; |
| if (drawType == gpu::DrawType::renderPassResolve && |
| wants_coalesced_atomic_resolve_and_transfer(desc)) |
| { |
| flags |= gpu::ShaderMiscFlags::coalescedResolveAndTransfer; |
| } |
| return flags; |
| } |
| |
| void applyPipelineStateOverrides( |
| const DrawBatch& batch, |
| const FlushDescriptor& desc, |
| const PlatformFeatures&, |
| PipelineState* pipelineState) const override |
| { |
| if (batch.drawType == gpu::DrawType::renderPassResolve && |
| wants_coalesced_atomic_resolve_and_transfer(desc)) |
| { |
| // If we opted for "coalescedResolveAndTransfer", turn color writes |
| // back on for this draw. |
| pipelineState->colorWriteEnabled = true; |
| } |
| } |
| |
| void activatePixelLocalStorage(RenderContextGLImpl* renderContextImpl, |
| const FlushDescriptor& desc) override |
| { |
| auto renderTarget = static_cast<RenderTargetGL*>(desc.renderTarget); |
| |
| // Bind and initialize the PLS backing textures. |
| renderContextImpl->state()->setPipelineState( |
| gpu::COLOR_ONLY_PIPELINE_STATE); |
| renderContextImpl->state()->setScissor(desc.renderTargetUpdateBounds, |
| renderTarget->height()); |
| |
| if (!desc.fixedFunctionColorOutput) |
| { |
| if (desc.colorLoadAction == gpu::LoadAction::preserveRenderTarget) |
| { |
| if (auto framebufferRenderTarget = |
| lite_rtti_cast<FramebufferRenderTargetGL*>( |
| renderTarget)) |
| { |
| // We're targeting an external FBO but need to render to a |
| // texture. Since we also need to preserve the contents, |
| // blit the target framebuffer into the offscreen texture. |
| framebufferRenderTarget->bindDestinationFramebuffer( |
| GL_READ_FRAMEBUFFER); |
| framebufferRenderTarget->bindTextureFramebuffer( |
| GL_DRAW_FRAMEBUFFER); |
| glutils::BlitFramebuffer(desc.renderTargetUpdateBounds, |
| renderTarget->height()); |
| } |
| } |
| // If the color buffer is *not* a storage texture, we will clear it |
| // once the main framebuffer gets bound. |
| if (desc.colorLoadAction == gpu::LoadAction::clear) |
| { |
| float clearColor4f[4]; |
| UnpackColorToRGBA32FPremul(desc.colorClearValue, clearColor4f); |
| renderTarget->bindTextureFramebuffer(GL_FRAMEBUFFER); |
| glClearBufferfv(GL_COLOR, COLOR_PLANE_IDX, clearColor4f); |
| } |
| glBindImageTexture(COLOR_PLANE_IDX, |
| renderTarget->renderTexture(), |
| 0, |
| GL_FALSE, |
| 0, |
| GL_READ_WRITE, |
| GL_RGBA8); |
| } |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, m_plsClearFBO); |
| uint32_t nextTransientLayer = 0; |
| { |
| GLuint coverageClear[4]{desc.coverageClearValue}; |
| if (desc.interlockMode == gpu::InterlockMode::rasterOrdering || |
| desc.interlockMode == gpu::InterlockMode::clockwise) |
| { |
| glClearBufferuiv(GL_COLOR, nextTransientLayer, coverageClear); |
| glBindImageTexture(COVERAGE_PLANE_IDX, |
| m_plsTransientBackingTexture, |
| 0, |
| GL_FALSE, |
| nextTransientLayer, |
| GL_READ_WRITE, |
| GL_R32UI); |
| ++nextTransientLayer; |
| } |
| else |
| { |
| assert(desc.interlockMode == gpu::InterlockMode::atomics); |
| glClearBufferuiv(GL_COLOR, |
| PLS_ATOMIC_COVERAGE_CLEAR_IDX, |
| coverageClear); |
| glBindImageTexture(COVERAGE_PLANE_IDX, |
| m_atomicCoverageTexture, |
| 0, |
| GL_FALSE, |
| 0, |
| GL_READ_WRITE, |
| GL_R32UI); |
| } |
| } |
| |
| if (desc.combinedShaderFeatures & gpu::ShaderFeatures::ENABLE_CLIPPING) |
| { |
| constexpr static GLuint kZeroClear[4]{}; |
| glClearBufferuiv(GL_COLOR, nextTransientLayer, kZeroClear); |
| glBindImageTexture(CLIP_PLANE_IDX, |
| m_plsTransientBackingTexture, |
| 0, |
| GL_FALSE, |
| nextTransientLayer, |
| GL_READ_WRITE, |
| GL_R32UI); |
| ++nextTransientLayer; |
| } |
| |
| if (desc.interlockMode == gpu::InterlockMode::rasterOrdering || |
| (desc.interlockMode == gpu::InterlockMode::clockwise && |
| (desc.combinedShaderFeatures & |
| gpu::ShaderFeatures::ENABLE_ADVANCED_BLEND))) |
| { |
| glBindImageTexture(SCRATCH_COLOR_PLANE_IDX, |
| m_plsTransientBackingTexture, |
| 0, |
| GL_FALSE, |
| nextTransientLayer, |
| GL_READ_WRITE, |
| GL_RGBA8); |
| ++nextTransientLayer; |
| } |
| assert(nextTransientLayer <= m_plsTransientBackingPlaneCount); |
| |
| if (desc.fixedFunctionColorOutput || |
| wants_coalesced_atomic_resolve_and_transfer(desc)) |
| { |
| // Render directly to the main framebuffer. |
| renderTarget->bindDestinationFramebuffer(GL_FRAMEBUFFER); |
| if (desc.fixedFunctionColorOutput && |
| desc.colorLoadAction == gpu::LoadAction::clear) |
| { |
| // Clear the main framebuffer. |
| float cc[4]; |
| UnpackColorToRGBA32FPremul(desc.colorClearValue, cc); |
| glClearColor(cc[0], cc[1], cc[2], cc[3]); |
| glClear(GL_COLOR_BUFFER_BIT); |
| } |
| } |
| else |
| { |
| // Render by storing to an image texture, which we will copy out at |
| // the end of the render pass. |
| // Bind a framebuffer with no color attachments. |
| renderTarget->bindHeadlessFramebuffer( |
| renderContextImpl->m_capabilities); |
| } |
| |
| glMemoryBarrierByRegion(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT); |
| } |
| |
| void deactivatePixelLocalStorage(RenderContextGLImpl* renderContextImpl, |
| const FlushDescriptor& desc) override |
| { |
| glMemoryBarrierByRegion(GL_ALL_BARRIER_BITS); |
| |
| if (!desc.fixedFunctionColorOutput && |
| !wants_coalesced_atomic_resolve_and_transfer(desc)) |
| { |
| if (auto framebufferRenderTarget = |
| lite_rtti_cast<FramebufferRenderTargetGL*>( |
| static_cast<RenderTargetGL*>(desc.renderTarget))) |
| { |
| // We rendered to an offscreen texture. Copy back to the |
| // external target framebuffer. |
| framebufferRenderTarget->bindTextureFramebuffer( |
| GL_READ_FRAMEBUFFER); |
| framebufferRenderTarget->bindDestinationFramebuffer( |
| GL_DRAW_FRAMEBUFFER); |
| renderContextImpl->state()->setPipelineState( |
| gpu::COLOR_ONLY_PIPELINE_STATE); |
| glutils::BlitFramebuffer(desc.renderTargetUpdateBounds, |
| framebufferRenderTarget->height()); |
| } |
| } |
| } |
| |
| void pushShaderDefines(gpu::InterlockMode, |
| std::vector<const char*>* defines) const override |
| { |
| defines->push_back(GLSL_PLS_IMPL_STORAGE_TEXTURE); |
| defines->push_back(GLSL_USING_PLS_STORAGE_TEXTURES); |
| } |
| |
| void onBarrier(const gpu::FlushDescriptor&) override |
| { |
| return glMemoryBarrierByRegion(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT); |
| } |
| |
| private: |
| constexpr static uint32_t PLS_TRANSIENT_BACKING_CLEAR_IDX = 0; |
| constexpr static uint32_t PLS_ATOMIC_COVERAGE_CLEAR_IDX = |
| PLS_TRANSIENT_BACKING_MAX_PLANE_COUNT; |
| constexpr static uint32_t PLS_CLEAR_BUFFER_COUNT = |
| PLS_TRANSIENT_BACKING_MAX_PLANE_COUNT + 1; |
| |
| glutils::Texture m_plsTransientBackingTexture = glutils::Texture::Zero(); |
| glutils::Texture m_atomicCoverageTexture = glutils::Texture::Zero(); |
| glutils::Framebuffer m_plsClearFBO; // FBO solely for clearing PLS. |
| |
| RIVE_DEBUG_CODE(uint32_t m_plsTransientBackingPlaneCount = 0;) |
| }; |
| |
| std::unique_ptr<RenderContextGLImpl::PixelLocalStorageImpl> |
| RenderContextGLImpl::MakePLSImplRWTexture() |
| { |
| return std::make_unique<PLSImplRWTexture>(); |
| } |
| } // namespace rive::gpu |