1 //
2 // Copyright 2018 The ANGLE Project Authors. All rights reserved.
3 // Use of this source code is governed by a BSD-style license that can be
4 // found in the LICENSE file.
5 //
6 // RenderTargetCache:
7 // The RenderTargetCache pattern is used in the D3D9, D3D11 and Vulkan back-ends. It is a
8 // cache of the various back-end objects (RenderTargets) associated with each Framebuffer
9 // attachment, be they Textures, Renderbuffers, or Surfaces. The cache is updated in Framebuffer's
10 // syncState method.
11 //
12
13 #ifndef LIBANGLE_RENDERER_RENDER_TARGET_CACHE_H_
14 #define LIBANGLE_RENDERER_RENDER_TARGET_CACHE_H_
15
16 #include "libANGLE/Framebuffer.h"
17 #include "libANGLE/FramebufferAttachment.h"
18
19 namespace rx
20 {
21
22 template <typename RenderTargetT>
23 class RenderTargetCache final : angle::NonCopyable
24 {
25 public:
26 RenderTargetCache();
27 ~RenderTargetCache();
28
29 // Update all RenderTargets from the dirty bits.
30 angle::Result update(const gl::Context *context,
31 const gl::FramebufferState &state,
32 const gl::Framebuffer::DirtyBits &dirtyBits);
33
34 // Update individual RenderTargets.
35 angle::Result updateReadColorRenderTarget(const gl::Context *context,
36 const gl::FramebufferState &state);
37 angle::Result updateColorRenderTarget(const gl::Context *context,
38 const gl::FramebufferState &state,
39 size_t colorIndex);
40 angle::Result updateDepthStencilRenderTarget(const gl::Context *context,
41 const gl::FramebufferState &state);
42
43 using RenderTargetArray = gl::AttachmentArray<RenderTargetT *>;
44
45 const RenderTargetArray &getColors() const;
46 RenderTargetT *getDepthStencil() const;
47
48 RenderTargetT *getColorDraw(const gl::FramebufferState &state, size_t colorIndex) const;
49 RenderTargetT *getColorRead(const gl::FramebufferState &state) const;
50
51 private:
52 angle::Result updateCachedRenderTarget(const gl::Context *context,
53 const gl::FramebufferAttachment *attachment,
54 RenderTargetT **cachedRenderTarget);
55
56 RenderTargetT *mReadRenderTarget = nullptr;
57 gl::AttachmentArray<RenderTargetT *> mColorRenderTargets = {};
58 // We only support a single Depth/Stencil RenderTarget currently.
59 RenderTargetT *mDepthStencilRenderTarget = nullptr;
60 };
61
62 template <typename RenderTargetT>
63 RenderTargetCache<RenderTargetT>::RenderTargetCache() = default;
64
65 template <typename RenderTargetT>
66 RenderTargetCache<RenderTargetT>::~RenderTargetCache() = default;
67
68 template <typename RenderTargetT>
update(const gl::Context * context,const gl::FramebufferState & state,const gl::Framebuffer::DirtyBits & dirtyBits)69 angle::Result RenderTargetCache<RenderTargetT>::update(const gl::Context *context,
70 const gl::FramebufferState &state,
71 const gl::Framebuffer::DirtyBits &dirtyBits)
72 {
73 for (auto dirtyBit : dirtyBits)
74 {
75 switch (dirtyBit)
76 {
77 case gl::Framebuffer::DIRTY_BIT_DEPTH_ATTACHMENT:
78 case gl::Framebuffer::DIRTY_BIT_STENCIL_ATTACHMENT:
79 ANGLE_TRY(updateDepthStencilRenderTarget(context, state));
80 break;
81 case gl::Framebuffer::DIRTY_BIT_READ_BUFFER:
82 ANGLE_TRY(updateReadColorRenderTarget(context, state));
83 break;
84 case gl::Framebuffer::DIRTY_BIT_DRAW_BUFFERS:
85 case gl::Framebuffer::DIRTY_BIT_DEFAULT_WIDTH:
86 case gl::Framebuffer::DIRTY_BIT_DEFAULT_HEIGHT:
87 case gl::Framebuffer::DIRTY_BIT_DEFAULT_SAMPLES:
88 case gl::Framebuffer::DIRTY_BIT_DEFAULT_FIXED_SAMPLE_LOCATIONS:
89 break;
90 default:
91 {
92 static_assert(gl::Framebuffer::DIRTY_BIT_COLOR_ATTACHMENT_0 == 0, "FB dirty bits");
93 if (dirtyBit < gl::Framebuffer::DIRTY_BIT_COLOR_ATTACHMENT_MAX)
94 {
95 size_t colorIndex = static_cast<size_t>(
96 dirtyBit - gl::Framebuffer::DIRTY_BIT_COLOR_ATTACHMENT_0);
97 ANGLE_TRY(updateColorRenderTarget(context, state, colorIndex));
98 }
99 break;
100 }
101 }
102 }
103
104 return angle::Result::Continue;
105 }
106
107 template <typename RenderTargetT>
getColors()108 const gl::AttachmentArray<RenderTargetT *> &RenderTargetCache<RenderTargetT>::getColors() const
109 {
110 return mColorRenderTargets;
111 }
112
113 template <typename RenderTargetT>
getDepthStencil()114 RenderTargetT *RenderTargetCache<RenderTargetT>::getDepthStencil() const
115 {
116 return mDepthStencilRenderTarget;
117 }
118
119 template <typename RenderTargetT>
updateReadColorRenderTarget(const gl::Context * context,const gl::FramebufferState & state)120 angle::Result RenderTargetCache<RenderTargetT>::updateReadColorRenderTarget(
121 const gl::Context *context,
122 const gl::FramebufferState &state)
123 {
124 return updateCachedRenderTarget(context, state.getReadAttachment(), &mReadRenderTarget);
125 }
126
127 template <typename RenderTargetT>
updateColorRenderTarget(const gl::Context * context,const gl::FramebufferState & state,size_t colorIndex)128 angle::Result RenderTargetCache<RenderTargetT>::updateColorRenderTarget(
129 const gl::Context *context,
130 const gl::FramebufferState &state,
131 size_t colorIndex)
132 {
133 // If the color render target we're updating is also the read buffer, make sure we update the
134 // read render target also so it's not stale.
135 if (state.getReadBufferState() != GL_NONE && state.getReadIndex() == colorIndex)
136 {
137 ANGLE_TRY(updateReadColorRenderTarget(context, state));
138 }
139
140 return updateCachedRenderTarget(context, state.getColorAttachment(colorIndex),
141 &mColorRenderTargets[colorIndex]);
142 }
143
144 template <typename RenderTargetT>
updateDepthStencilRenderTarget(const gl::Context * context,const gl::FramebufferState & state)145 angle::Result RenderTargetCache<RenderTargetT>::updateDepthStencilRenderTarget(
146 const gl::Context *context,
147 const gl::FramebufferState &state)
148 {
149 return updateCachedRenderTarget(context, state.getDepthOrStencilAttachment(),
150 &mDepthStencilRenderTarget);
151 }
152
153 template <typename RenderTargetT>
updateCachedRenderTarget(const gl::Context * context,const gl::FramebufferAttachment * attachment,RenderTargetT ** cachedRenderTarget)154 angle::Result RenderTargetCache<RenderTargetT>::updateCachedRenderTarget(
155 const gl::Context *context,
156 const gl::FramebufferAttachment *attachment,
157 RenderTargetT **cachedRenderTarget)
158 {
159 RenderTargetT *newRenderTarget = nullptr;
160 if (attachment)
161 {
162 ASSERT(attachment->isAttached());
163 ANGLE_TRY(attachment->getRenderTarget(context, attachment->getRenderToTextureSamples(),
164 &newRenderTarget));
165 }
166 *cachedRenderTarget = newRenderTarget;
167 return angle::Result::Continue;
168 }
169
170 template <typename RenderTargetT>
getColorDraw(const gl::FramebufferState & state,size_t colorIndex)171 RenderTargetT *RenderTargetCache<RenderTargetT>::getColorDraw(const gl::FramebufferState &state,
172 size_t colorIndex) const
173 {
174 return mColorRenderTargets[colorIndex];
175 }
176
177 template <typename RenderTargetT>
getColorRead(const gl::FramebufferState & state)178 RenderTargetT *RenderTargetCache<RenderTargetT>::getColorRead(
179 const gl::FramebufferState &state) const
180 {
181 return mReadRenderTarget;
182 }
183
184 } // namespace rx
185
186 #endif // LIBANGLE_RENDERER_RENDER_TARGET_CACHE_H_
187