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kc3-lang/angle/src/libANGLE/renderer/RenderTargetCache.h

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  • Author : Mingyu Hu
    Date : 2019-08-26 15:59:48
    Hash : 7e44ec26
    Message : GL_EXT_multisampled_render_to_texture extension. Part 1. Adding new parameters for extension without adding any real code change. Since no new code paths were added, we expect all tests to pass as before. Bug: angleproject:980428 Change-Id: I551b46a66f422eabd357fd021e00cf266a991efb Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1772377 Commit-Queue: Rafael Cintron <rafael.cintron@microsoft.com> Reviewed-by: Rafael Cintron <rafael.cintron@microsoft.com> Reviewed-by: Geoff Lang <geofflang@chromium.org>

  • src/libANGLE/renderer/RenderTargetCache.h
  • //
    // Copyright 2018 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    // RenderTargetCache:
    // The RenderTargetCache pattern is used in the D3D9, D3D11 and Vulkan back-ends. It is a
    // cache of the various back-end objects (RenderTargets) associated with each Framebuffer
    // attachment, be they Textures, Renderbuffers, or Surfaces. The cache is updated in Framebuffer's
    // syncState method.
    //
    
    #ifndef LIBANGLE_RENDERER_RENDER_TARGET_CACHE_H_
    #define LIBANGLE_RENDERER_RENDER_TARGET_CACHE_H_
    
    #include "libANGLE/Framebuffer.h"
    #include "libANGLE/FramebufferAttachment.h"
    
    namespace rx
    {
    
    template <typename RenderTargetT>
    class RenderTargetCache final : angle::NonCopyable
    {
      public:
        RenderTargetCache();
        ~RenderTargetCache();
    
        // Update all RenderTargets from the dirty bits.
        angle::Result update(const gl::Context *context,
                             const gl::FramebufferState &state,
                             const gl::Framebuffer::DirtyBits &dirtyBits);
    
        // Update individual RenderTargets.
        angle::Result updateReadColorRenderTarget(const gl::Context *context,
                                                  const gl::FramebufferState &state);
        angle::Result updateColorRenderTarget(const gl::Context *context,
                                              const gl::FramebufferState &state,
                                              size_t colorIndex);
        angle::Result updateDepthStencilRenderTarget(const gl::Context *context,
                                                     const gl::FramebufferState &state);
    
        using RenderTargetArray = gl::AttachmentArray<RenderTargetT *>;
    
        const RenderTargetArray &getColors() const;
        RenderTargetT *getDepthStencil() const;
    
        RenderTargetT *getColorDraw(const gl::FramebufferState &state, size_t colorIndex) const;
        RenderTargetT *getColorRead(const gl::FramebufferState &state) const;
    
      private:
        angle::Result updateCachedRenderTarget(const gl::Context *context,
                                               const gl::FramebufferAttachment *attachment,
                                               RenderTargetT **cachedRenderTarget);
    
        RenderTargetT *mReadRenderTarget;
        gl::AttachmentArray<RenderTargetT *> mColorRenderTargets;
        // We only support a single Depth/Stencil RenderTarget currently.
        RenderTargetT *mDepthStencilRenderTarget;
    };
    
    template <typename RenderTargetT>
    RenderTargetCache<RenderTargetT>::RenderTargetCache()
        : mReadRenderTarget{nullptr}, mColorRenderTargets{{nullptr}}, mDepthStencilRenderTarget(nullptr)
    {}
    
    template <typename RenderTargetT>
    RenderTargetCache<RenderTargetT>::~RenderTargetCache()
    {}
    
    template <typename RenderTargetT>
    angle::Result RenderTargetCache<RenderTargetT>::update(const gl::Context *context,
                                                           const gl::FramebufferState &state,
                                                           const gl::Framebuffer::DirtyBits &dirtyBits)
    {
        for (auto dirtyBit : dirtyBits)
        {
            switch (dirtyBit)
            {
                case gl::Framebuffer::DIRTY_BIT_DEPTH_ATTACHMENT:
                case gl::Framebuffer::DIRTY_BIT_STENCIL_ATTACHMENT:
                    ANGLE_TRY(updateDepthStencilRenderTarget(context, state));
                    break;
                case gl::Framebuffer::DIRTY_BIT_READ_BUFFER:
                    ANGLE_TRY(updateReadColorRenderTarget(context, state));
                    break;
                case gl::Framebuffer::DIRTY_BIT_DRAW_BUFFERS:
                case gl::Framebuffer::DIRTY_BIT_DEFAULT_WIDTH:
                case gl::Framebuffer::DIRTY_BIT_DEFAULT_HEIGHT:
                case gl::Framebuffer::DIRTY_BIT_DEFAULT_SAMPLES:
                case gl::Framebuffer::DIRTY_BIT_DEFAULT_FIXED_SAMPLE_LOCATIONS:
                    break;
                default:
                {
                    static_assert(gl::Framebuffer::DIRTY_BIT_COLOR_ATTACHMENT_0 == 0, "FB dirty bits");
                    if (dirtyBit < gl::Framebuffer::DIRTY_BIT_COLOR_ATTACHMENT_MAX)
                    {
                        size_t colorIndex = static_cast<size_t>(
                            dirtyBit - gl::Framebuffer::DIRTY_BIT_COLOR_ATTACHMENT_0);
                        ANGLE_TRY(updateColorRenderTarget(context, state, colorIndex));
                    }
                    break;
                }
            }
        }
    
        return angle::Result::Continue;
    }
    
    template <typename RenderTargetT>
    const gl::AttachmentArray<RenderTargetT *> &RenderTargetCache<RenderTargetT>::getColors() const
    {
        return mColorRenderTargets;
    }
    
    template <typename RenderTargetT>
    RenderTargetT *RenderTargetCache<RenderTargetT>::getDepthStencil() const
    {
        return mDepthStencilRenderTarget;
    }
    
    template <typename RenderTargetT>
    angle::Result RenderTargetCache<RenderTargetT>::updateReadColorRenderTarget(
        const gl::Context *context,
        const gl::FramebufferState &state)
    {
        return updateCachedRenderTarget(context, state.getReadAttachment(), &mReadRenderTarget);
    }
    
    template <typename RenderTargetT>
    angle::Result RenderTargetCache<RenderTargetT>::updateColorRenderTarget(
        const gl::Context *context,
        const gl::FramebufferState &state,
        size_t colorIndex)
    {
        // If the color render target we're updating is also the read buffer, make sure we update the
        // read render target also so it's not stale.
        if (state.getReadIndex() == colorIndex)
        {
            ANGLE_TRY(updateReadColorRenderTarget(context, state));
        }
    
        return updateCachedRenderTarget(context, state.getColorAttachment(colorIndex),
                                        &mColorRenderTargets[colorIndex]);
    }
    
    template <typename RenderTargetT>
    angle::Result RenderTargetCache<RenderTargetT>::updateDepthStencilRenderTarget(
        const gl::Context *context,
        const gl::FramebufferState &state)
    {
        return updateCachedRenderTarget(context, state.getDepthOrStencilAttachment(),
                                        &mDepthStencilRenderTarget);
    }
    
    template <typename RenderTargetT>
    angle::Result RenderTargetCache<RenderTargetT>::updateCachedRenderTarget(
        const gl::Context *context,
        const gl::FramebufferAttachment *attachment,
        RenderTargetT **cachedRenderTarget)
    {
        RenderTargetT *newRenderTarget = nullptr;
        if (attachment)
        {
            ASSERT(attachment->isAttached());
            ANGLE_TRY(attachment->getRenderTarget(context, attachment->getRenderToTextureSamples(),
                                                  &newRenderTarget));
        }
        *cachedRenderTarget = newRenderTarget;
        return angle::Result::Continue;
    }
    
    template <typename RenderTargetT>
    RenderTargetT *RenderTargetCache<RenderTargetT>::getColorDraw(const gl::FramebufferState &state,
                                                                  size_t colorIndex) const
    {
        return mColorRenderTargets[colorIndex];
    }
    
    template <typename RenderTargetT>
    RenderTargetT *RenderTargetCache<RenderTargetT>::getColorRead(
        const gl::FramebufferState &state) const
    {
        return mReadRenderTarget;
    }
    
    }  // namespace rx
    
    #endif  // LIBANGLE_RENDERER_RENDER_TARGET_CACHE_H_