1*8975f5c5SAndroid Build Coastguard Worker //
2*8975f5c5SAndroid Build Coastguard Worker // Copyright 2018 The ANGLE Project Authors. All rights reserved.
3*8975f5c5SAndroid Build Coastguard Worker // Use of this source code is governed by a BSD-style license that can be
4*8975f5c5SAndroid Build Coastguard Worker // found in the LICENSE file.
5*8975f5c5SAndroid Build Coastguard Worker //
6*8975f5c5SAndroid Build Coastguard Worker // RenderTargetCache:
7*8975f5c5SAndroid Build Coastguard Worker // The RenderTargetCache pattern is used in the D3D9, D3D11, Vulkan, and WebGPU back-ends. It is a
8*8975f5c5SAndroid Build Coastguard Worker // cache of the various back-end objects (RenderTargets) associated with each Framebuffer
9*8975f5c5SAndroid Build Coastguard Worker // attachment, be they Textures, Renderbuffers, or Surfaces. The cache is updated in Framebuffer's
10*8975f5c5SAndroid Build Coastguard Worker // syncState method.
11*8975f5c5SAndroid Build Coastguard Worker //
12*8975f5c5SAndroid Build Coastguard Worker
13*8975f5c5SAndroid Build Coastguard Worker #ifndef LIBANGLE_RENDERER_RENDER_TARGET_CACHE_H_
14*8975f5c5SAndroid Build Coastguard Worker #define LIBANGLE_RENDERER_RENDER_TARGET_CACHE_H_
15*8975f5c5SAndroid Build Coastguard Worker
16*8975f5c5SAndroid Build Coastguard Worker #include "libANGLE/Framebuffer.h"
17*8975f5c5SAndroid Build Coastguard Worker #include "libANGLE/FramebufferAttachment.h"
18*8975f5c5SAndroid Build Coastguard Worker
19*8975f5c5SAndroid Build Coastguard Worker namespace rx
20*8975f5c5SAndroid Build Coastguard Worker {
21*8975f5c5SAndroid Build Coastguard Worker
22*8975f5c5SAndroid Build Coastguard Worker template <typename RenderTargetT>
23*8975f5c5SAndroid Build Coastguard Worker class RenderTargetCache final : angle::NonCopyable
24*8975f5c5SAndroid Build Coastguard Worker {
25*8975f5c5SAndroid Build Coastguard Worker public:
26*8975f5c5SAndroid Build Coastguard Worker RenderTargetCache();
27*8975f5c5SAndroid Build Coastguard Worker ~RenderTargetCache();
28*8975f5c5SAndroid Build Coastguard Worker
29*8975f5c5SAndroid Build Coastguard Worker // Update all RenderTargets from the dirty bits.
30*8975f5c5SAndroid Build Coastguard Worker angle::Result update(const gl::Context *context,
31*8975f5c5SAndroid Build Coastguard Worker const gl::FramebufferState &state,
32*8975f5c5SAndroid Build Coastguard Worker const gl::Framebuffer::DirtyBits &dirtyBits);
33*8975f5c5SAndroid Build Coastguard Worker
34*8975f5c5SAndroid Build Coastguard Worker // Update individual RenderTargets.
35*8975f5c5SAndroid Build Coastguard Worker angle::Result updateReadColorRenderTarget(const gl::Context *context,
36*8975f5c5SAndroid Build Coastguard Worker const gl::FramebufferState &state);
37*8975f5c5SAndroid Build Coastguard Worker angle::Result updateColorRenderTarget(const gl::Context *context,
38*8975f5c5SAndroid Build Coastguard Worker const gl::FramebufferState &state,
39*8975f5c5SAndroid Build Coastguard Worker size_t colorIndex);
40*8975f5c5SAndroid Build Coastguard Worker angle::Result updateDepthStencilRenderTarget(const gl::Context *context,
41*8975f5c5SAndroid Build Coastguard Worker const gl::FramebufferState &state);
42*8975f5c5SAndroid Build Coastguard Worker
43*8975f5c5SAndroid Build Coastguard Worker using RenderTargetArray = gl::AttachmentArray<RenderTargetT *>;
44*8975f5c5SAndroid Build Coastguard Worker
45*8975f5c5SAndroid Build Coastguard Worker const RenderTargetArray &getColors() const;
46*8975f5c5SAndroid Build Coastguard Worker RenderTargetT *getDepthStencil() const;
47*8975f5c5SAndroid Build Coastguard Worker
48*8975f5c5SAndroid Build Coastguard Worker RenderTargetT *getColorDraw(const gl::FramebufferState &state, size_t colorIndex) const;
49*8975f5c5SAndroid Build Coastguard Worker RenderTargetT *getColorRead(const gl::FramebufferState &state) const;
50*8975f5c5SAndroid Build Coastguard Worker
51*8975f5c5SAndroid Build Coastguard Worker private:
52*8975f5c5SAndroid Build Coastguard Worker angle::Result updateCachedRenderTarget(const gl::Context *context,
53*8975f5c5SAndroid Build Coastguard Worker const gl::FramebufferAttachment *attachment,
54*8975f5c5SAndroid Build Coastguard Worker RenderTargetT **cachedRenderTarget);
55*8975f5c5SAndroid Build Coastguard Worker
56*8975f5c5SAndroid Build Coastguard Worker RenderTargetT *mReadRenderTarget = nullptr;
57*8975f5c5SAndroid Build Coastguard Worker gl::AttachmentArray<RenderTargetT *> mColorRenderTargets = {};
58*8975f5c5SAndroid Build Coastguard Worker // We only support a single Depth/Stencil RenderTarget currently.
59*8975f5c5SAndroid Build Coastguard Worker RenderTargetT *mDepthStencilRenderTarget = nullptr;
60*8975f5c5SAndroid Build Coastguard Worker };
61*8975f5c5SAndroid Build Coastguard Worker
62*8975f5c5SAndroid Build Coastguard Worker template <typename RenderTargetT>
63*8975f5c5SAndroid Build Coastguard Worker RenderTargetCache<RenderTargetT>::RenderTargetCache() = default;
64*8975f5c5SAndroid Build Coastguard Worker
65*8975f5c5SAndroid Build Coastguard Worker template <typename RenderTargetT>
66*8975f5c5SAndroid Build Coastguard Worker RenderTargetCache<RenderTargetT>::~RenderTargetCache() = default;
67*8975f5c5SAndroid Build Coastguard Worker
68*8975f5c5SAndroid Build Coastguard Worker template <typename RenderTargetT>
update(const gl::Context * context,const gl::FramebufferState & state,const gl::Framebuffer::DirtyBits & dirtyBits)69*8975f5c5SAndroid Build Coastguard Worker angle::Result RenderTargetCache<RenderTargetT>::update(const gl::Context *context,
70*8975f5c5SAndroid Build Coastguard Worker const gl::FramebufferState &state,
71*8975f5c5SAndroid Build Coastguard Worker const gl::Framebuffer::DirtyBits &dirtyBits)
72*8975f5c5SAndroid Build Coastguard Worker {
73*8975f5c5SAndroid Build Coastguard Worker for (auto dirtyBit : dirtyBits)
74*8975f5c5SAndroid Build Coastguard Worker {
75*8975f5c5SAndroid Build Coastguard Worker switch (dirtyBit)
76*8975f5c5SAndroid Build Coastguard Worker {
77*8975f5c5SAndroid Build Coastguard Worker case gl::Framebuffer::DIRTY_BIT_DEPTH_ATTACHMENT:
78*8975f5c5SAndroid Build Coastguard Worker case gl::Framebuffer::DIRTY_BIT_STENCIL_ATTACHMENT:
79*8975f5c5SAndroid Build Coastguard Worker ANGLE_TRY(updateDepthStencilRenderTarget(context, state));
80*8975f5c5SAndroid Build Coastguard Worker break;
81*8975f5c5SAndroid Build Coastguard Worker case gl::Framebuffer::DIRTY_BIT_READ_BUFFER:
82*8975f5c5SAndroid Build Coastguard Worker ANGLE_TRY(updateReadColorRenderTarget(context, state));
83*8975f5c5SAndroid Build Coastguard Worker break;
84*8975f5c5SAndroid Build Coastguard Worker case gl::Framebuffer::DIRTY_BIT_DRAW_BUFFERS:
85*8975f5c5SAndroid Build Coastguard Worker case gl::Framebuffer::DIRTY_BIT_DEFAULT_WIDTH:
86*8975f5c5SAndroid Build Coastguard Worker case gl::Framebuffer::DIRTY_BIT_DEFAULT_HEIGHT:
87*8975f5c5SAndroid Build Coastguard Worker case gl::Framebuffer::DIRTY_BIT_DEFAULT_SAMPLES:
88*8975f5c5SAndroid Build Coastguard Worker case gl::Framebuffer::DIRTY_BIT_DEFAULT_FIXED_SAMPLE_LOCATIONS:
89*8975f5c5SAndroid Build Coastguard Worker break;
90*8975f5c5SAndroid Build Coastguard Worker default:
91*8975f5c5SAndroid Build Coastguard Worker {
92*8975f5c5SAndroid Build Coastguard Worker static_assert(gl::Framebuffer::DIRTY_BIT_COLOR_ATTACHMENT_0 == 0, "FB dirty bits");
93*8975f5c5SAndroid Build Coastguard Worker if (dirtyBit < gl::Framebuffer::DIRTY_BIT_COLOR_ATTACHMENT_MAX)
94*8975f5c5SAndroid Build Coastguard Worker {
95*8975f5c5SAndroid Build Coastguard Worker size_t colorIndex = static_cast<size_t>(
96*8975f5c5SAndroid Build Coastguard Worker dirtyBit - gl::Framebuffer::DIRTY_BIT_COLOR_ATTACHMENT_0);
97*8975f5c5SAndroid Build Coastguard Worker ANGLE_TRY(updateColorRenderTarget(context, state, colorIndex));
98*8975f5c5SAndroid Build Coastguard Worker }
99*8975f5c5SAndroid Build Coastguard Worker break;
100*8975f5c5SAndroid Build Coastguard Worker }
101*8975f5c5SAndroid Build Coastguard Worker }
102*8975f5c5SAndroid Build Coastguard Worker }
103*8975f5c5SAndroid Build Coastguard Worker
104*8975f5c5SAndroid Build Coastguard Worker return angle::Result::Continue;
105*8975f5c5SAndroid Build Coastguard Worker }
106*8975f5c5SAndroid Build Coastguard Worker
107*8975f5c5SAndroid Build Coastguard Worker template <typename RenderTargetT>
getColors()108*8975f5c5SAndroid Build Coastguard Worker const gl::AttachmentArray<RenderTargetT *> &RenderTargetCache<RenderTargetT>::getColors() const
109*8975f5c5SAndroid Build Coastguard Worker {
110*8975f5c5SAndroid Build Coastguard Worker return mColorRenderTargets;
111*8975f5c5SAndroid Build Coastguard Worker }
112*8975f5c5SAndroid Build Coastguard Worker
113*8975f5c5SAndroid Build Coastguard Worker template <typename RenderTargetT>
getDepthStencil()114*8975f5c5SAndroid Build Coastguard Worker RenderTargetT *RenderTargetCache<RenderTargetT>::getDepthStencil() const
115*8975f5c5SAndroid Build Coastguard Worker {
116*8975f5c5SAndroid Build Coastguard Worker return mDepthStencilRenderTarget;
117*8975f5c5SAndroid Build Coastguard Worker }
118*8975f5c5SAndroid Build Coastguard Worker
119*8975f5c5SAndroid Build Coastguard Worker template <typename RenderTargetT>
updateReadColorRenderTarget(const gl::Context * context,const gl::FramebufferState & state)120*8975f5c5SAndroid Build Coastguard Worker angle::Result RenderTargetCache<RenderTargetT>::updateReadColorRenderTarget(
121*8975f5c5SAndroid Build Coastguard Worker const gl::Context *context,
122*8975f5c5SAndroid Build Coastguard Worker const gl::FramebufferState &state)
123*8975f5c5SAndroid Build Coastguard Worker {
124*8975f5c5SAndroid Build Coastguard Worker return updateCachedRenderTarget(context, state.getReadAttachment(), &mReadRenderTarget);
125*8975f5c5SAndroid Build Coastguard Worker }
126*8975f5c5SAndroid Build Coastguard Worker
127*8975f5c5SAndroid Build Coastguard Worker template <typename RenderTargetT>
updateColorRenderTarget(const gl::Context * context,const gl::FramebufferState & state,size_t colorIndex)128*8975f5c5SAndroid Build Coastguard Worker angle::Result RenderTargetCache<RenderTargetT>::updateColorRenderTarget(
129*8975f5c5SAndroid Build Coastguard Worker const gl::Context *context,
130*8975f5c5SAndroid Build Coastguard Worker const gl::FramebufferState &state,
131*8975f5c5SAndroid Build Coastguard Worker size_t colorIndex)
132*8975f5c5SAndroid Build Coastguard Worker {
133*8975f5c5SAndroid Build Coastguard Worker const gl::FramebufferAttachment *colorAttachment = state.getColorAttachment(colorIndex);
134*8975f5c5SAndroid Build Coastguard Worker ANGLE_TRY(updateCachedRenderTarget(context, colorAttachment, &mColorRenderTargets[colorIndex]));
135*8975f5c5SAndroid Build Coastguard Worker
136*8975f5c5SAndroid Build Coastguard Worker // If the color render target we're updating is also the read buffer, make sure we update the
137*8975f5c5SAndroid Build Coastguard Worker // read render target also so it's not stale.
138*8975f5c5SAndroid Build Coastguard Worker if (state.getReadBufferState() != GL_NONE && state.getReadIndex() == colorIndex)
139*8975f5c5SAndroid Build Coastguard Worker {
140*8975f5c5SAndroid Build Coastguard Worker if (colorAttachment == state.getReadAttachment())
141*8975f5c5SAndroid Build Coastguard Worker {
142*8975f5c5SAndroid Build Coastguard Worker mReadRenderTarget = mColorRenderTargets[colorIndex];
143*8975f5c5SAndroid Build Coastguard Worker }
144*8975f5c5SAndroid Build Coastguard Worker else
145*8975f5c5SAndroid Build Coastguard Worker {
146*8975f5c5SAndroid Build Coastguard Worker ANGLE_TRY(updateReadColorRenderTarget(context, state));
147*8975f5c5SAndroid Build Coastguard Worker }
148*8975f5c5SAndroid Build Coastguard Worker }
149*8975f5c5SAndroid Build Coastguard Worker
150*8975f5c5SAndroid Build Coastguard Worker return angle::Result::Continue;
151*8975f5c5SAndroid Build Coastguard Worker }
152*8975f5c5SAndroid Build Coastguard Worker
153*8975f5c5SAndroid Build Coastguard Worker template <typename RenderTargetT>
updateDepthStencilRenderTarget(const gl::Context * context,const gl::FramebufferState & state)154*8975f5c5SAndroid Build Coastguard Worker angle::Result RenderTargetCache<RenderTargetT>::updateDepthStencilRenderTarget(
155*8975f5c5SAndroid Build Coastguard Worker const gl::Context *context,
156*8975f5c5SAndroid Build Coastguard Worker const gl::FramebufferState &state)
157*8975f5c5SAndroid Build Coastguard Worker {
158*8975f5c5SAndroid Build Coastguard Worker return updateCachedRenderTarget(context, state.getDepthOrStencilAttachment(),
159*8975f5c5SAndroid Build Coastguard Worker &mDepthStencilRenderTarget);
160*8975f5c5SAndroid Build Coastguard Worker }
161*8975f5c5SAndroid Build Coastguard Worker
162*8975f5c5SAndroid Build Coastguard Worker template <typename RenderTargetT>
updateCachedRenderTarget(const gl::Context * context,const gl::FramebufferAttachment * attachment,RenderTargetT ** cachedRenderTarget)163*8975f5c5SAndroid Build Coastguard Worker angle::Result RenderTargetCache<RenderTargetT>::updateCachedRenderTarget(
164*8975f5c5SAndroid Build Coastguard Worker const gl::Context *context,
165*8975f5c5SAndroid Build Coastguard Worker const gl::FramebufferAttachment *attachment,
166*8975f5c5SAndroid Build Coastguard Worker RenderTargetT **cachedRenderTarget)
167*8975f5c5SAndroid Build Coastguard Worker {
168*8975f5c5SAndroid Build Coastguard Worker RenderTargetT *newRenderTarget = nullptr;
169*8975f5c5SAndroid Build Coastguard Worker if (attachment)
170*8975f5c5SAndroid Build Coastguard Worker {
171*8975f5c5SAndroid Build Coastguard Worker ASSERT(attachment->isAttached());
172*8975f5c5SAndroid Build Coastguard Worker ANGLE_TRY(attachment->getRenderTarget(context, attachment->getRenderToTextureSamples(),
173*8975f5c5SAndroid Build Coastguard Worker &newRenderTarget));
174*8975f5c5SAndroid Build Coastguard Worker }
175*8975f5c5SAndroid Build Coastguard Worker *cachedRenderTarget = newRenderTarget;
176*8975f5c5SAndroid Build Coastguard Worker return angle::Result::Continue;
177*8975f5c5SAndroid Build Coastguard Worker }
178*8975f5c5SAndroid Build Coastguard Worker
179*8975f5c5SAndroid Build Coastguard Worker template <typename RenderTargetT>
getColorDraw(const gl::FramebufferState & state,size_t colorIndex)180*8975f5c5SAndroid Build Coastguard Worker RenderTargetT *RenderTargetCache<RenderTargetT>::getColorDraw(const gl::FramebufferState &state,
181*8975f5c5SAndroid Build Coastguard Worker size_t colorIndex) const
182*8975f5c5SAndroid Build Coastguard Worker {
183*8975f5c5SAndroid Build Coastguard Worker return mColorRenderTargets[colorIndex];
184*8975f5c5SAndroid Build Coastguard Worker }
185*8975f5c5SAndroid Build Coastguard Worker
186*8975f5c5SAndroid Build Coastguard Worker template <typename RenderTargetT>
getColorRead(const gl::FramebufferState & state)187*8975f5c5SAndroid Build Coastguard Worker RenderTargetT *RenderTargetCache<RenderTargetT>::getColorRead(
188*8975f5c5SAndroid Build Coastguard Worker const gl::FramebufferState &state) const
189*8975f5c5SAndroid Build Coastguard Worker {
190*8975f5c5SAndroid Build Coastguard Worker return mReadRenderTarget;
191*8975f5c5SAndroid Build Coastguard Worker }
192*8975f5c5SAndroid Build Coastguard Worker
193*8975f5c5SAndroid Build Coastguard Worker } // namespace rx
194*8975f5c5SAndroid Build Coastguard Worker
195*8975f5c5SAndroid Build Coastguard Worker #endif // LIBANGLE_RENDERER_RENDER_TARGET_CACHE_H_
196