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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(bool allowFeedbackLoop) 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     bool mDepthStencilFeedbackLoop           = false;
60     RenderTargetT *mDepthStencilRenderTarget = nullptr;
61 };
62 
63 template <typename RenderTargetT>
64 RenderTargetCache<RenderTargetT>::RenderTargetCache() = default;
65 
66 template <typename RenderTargetT>
67 RenderTargetCache<RenderTargetT>::~RenderTargetCache() = default;
68 
69 template <typename RenderTargetT>
update(const gl::Context * context,const gl::FramebufferState & state,const gl::Framebuffer::DirtyBits & dirtyBits)70 angle::Result RenderTargetCache<RenderTargetT>::update(const gl::Context *context,
71                                                        const gl::FramebufferState &state,
72                                                        const gl::Framebuffer::DirtyBits &dirtyBits)
73 {
74     for (auto dirtyBit : dirtyBits)
75     {
76         switch (dirtyBit)
77         {
78             case gl::Framebuffer::DIRTY_BIT_DEPTH_ATTACHMENT:
79             case gl::Framebuffer::DIRTY_BIT_STENCIL_ATTACHMENT:
80                 ANGLE_TRY(updateDepthStencilRenderTarget(context, state));
81                 break;
82             case gl::Framebuffer::DIRTY_BIT_READ_BUFFER:
83                 ANGLE_TRY(updateReadColorRenderTarget(context, state));
84                 break;
85             case gl::Framebuffer::DIRTY_BIT_DRAW_BUFFERS:
86             case gl::Framebuffer::DIRTY_BIT_DEFAULT_WIDTH:
87             case gl::Framebuffer::DIRTY_BIT_DEFAULT_HEIGHT:
88             case gl::Framebuffer::DIRTY_BIT_DEFAULT_SAMPLES:
89             case gl::Framebuffer::DIRTY_BIT_DEFAULT_FIXED_SAMPLE_LOCATIONS:
90                 break;
91             default:
92             {
93                 static_assert(gl::Framebuffer::DIRTY_BIT_COLOR_ATTACHMENT_0 == 0, "FB dirty bits");
94                 if (dirtyBit < gl::Framebuffer::DIRTY_BIT_COLOR_ATTACHMENT_MAX)
95                 {
96                     size_t colorIndex = static_cast<size_t>(
97                         dirtyBit - gl::Framebuffer::DIRTY_BIT_COLOR_ATTACHMENT_0);
98                     ANGLE_TRY(updateColorRenderTarget(context, state, colorIndex));
99                 }
100                 break;
101             }
102         }
103     }
104 
105     return angle::Result::Continue;
106 }
107 
108 template <typename RenderTargetT>
getColors()109 const gl::AttachmentArray<RenderTargetT *> &RenderTargetCache<RenderTargetT>::getColors() const
110 {
111     return mColorRenderTargets;
112 }
113 
114 template <typename RenderTargetT>
getDepthStencil(bool allowFeedbackLoop)115 RenderTargetT *RenderTargetCache<RenderTargetT>::getDepthStencil(bool allowFeedbackLoop) const
116 {
117     return (allowFeedbackLoop || !mDepthStencilFeedbackLoop) ? mDepthStencilRenderTarget : nullptr;
118 }
119 
120 template <typename RenderTargetT>
updateReadColorRenderTarget(const gl::Context * context,const gl::FramebufferState & state)121 angle::Result RenderTargetCache<RenderTargetT>::updateReadColorRenderTarget(
122     const gl::Context *context,
123     const gl::FramebufferState &state)
124 {
125     return updateCachedRenderTarget(context, state.getReadAttachment(), &mReadRenderTarget);
126 }
127 
128 template <typename RenderTargetT>
updateColorRenderTarget(const gl::Context * context,const gl::FramebufferState & state,size_t colorIndex)129 angle::Result RenderTargetCache<RenderTargetT>::updateColorRenderTarget(
130     const gl::Context *context,
131     const gl::FramebufferState &state,
132     size_t colorIndex)
133 {
134     // If the color render target we're updating is also the read buffer, make sure we update the
135     // read render target also so it's not stale.
136     if (state.getReadBufferState() != GL_NONE && state.getReadIndex() == colorIndex)
137     {
138         ANGLE_TRY(updateReadColorRenderTarget(context, state));
139     }
140 
141     return updateCachedRenderTarget(context, state.getColorAttachment(colorIndex),
142                                     &mColorRenderTargets[colorIndex]);
143 }
144 
145 template <typename RenderTargetT>
updateDepthStencilRenderTarget(const gl::Context * context,const gl::FramebufferState & state)146 angle::Result RenderTargetCache<RenderTargetT>::updateDepthStencilRenderTarget(
147     const gl::Context *context,
148     const gl::FramebufferState &state)
149 {
150     mDepthStencilFeedbackLoop = state.hasDepthStencilFeedbackLoop();
151     return updateCachedRenderTarget(context, state.getDepthOrStencilAttachment(),
152                                     &mDepthStencilRenderTarget);
153 }
154 
155 template <typename RenderTargetT>
updateCachedRenderTarget(const gl::Context * context,const gl::FramebufferAttachment * attachment,RenderTargetT ** cachedRenderTarget)156 angle::Result RenderTargetCache<RenderTargetT>::updateCachedRenderTarget(
157     const gl::Context *context,
158     const gl::FramebufferAttachment *attachment,
159     RenderTargetT **cachedRenderTarget)
160 {
161     RenderTargetT *newRenderTarget = nullptr;
162     if (attachment)
163     {
164         ASSERT(attachment->isAttached());
165         ANGLE_TRY(attachment->getRenderTarget(context, attachment->getRenderToTextureSamples(),
166                                               &newRenderTarget));
167     }
168     *cachedRenderTarget = newRenderTarget;
169     return angle::Result::Continue;
170 }
171 
172 template <typename RenderTargetT>
getColorDraw(const gl::FramebufferState & state,size_t colorIndex)173 RenderTargetT *RenderTargetCache<RenderTargetT>::getColorDraw(const gl::FramebufferState &state,
174                                                               size_t colorIndex) const
175 {
176     return mColorRenderTargets[colorIndex];
177 }
178 
179 template <typename RenderTargetT>
getColorRead(const gl::FramebufferState & state)180 RenderTargetT *RenderTargetCache<RenderTargetT>::getColorRead(
181     const gl::FramebufferState &state) const
182 {
183     return mReadRenderTarget;
184 }
185 
186 }  // namespace rx
187 
188 #endif  // LIBANGLE_RENDERER_RENDER_TARGET_CACHE_H_
189