/* * Copyright 2019-2021 Diligent Graphics LLC * Copyright 2015-2019 Egor Yusov * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * * In no event and under no legal theory, whether in tort (including negligence), * contract, or otherwise, unless required by applicable law (such as deliberate * and grossly negligent acts) or agreed to in writing, shall any Contributor be * liable for any damages, including any direct, indirect, special, incidental, * or consequential damages of any character arising as a result of this License or * out of the use or inability to use the software (including but not limited to damages * for loss of goodwill, work stoppage, computer failure or malfunction, or any and * all other commercial damages or losses), even if such Contributor has been advised * of the possibility of such damages. */ #pragma once #include "GraphicsTypes.h" #include "TextureView.h" #include "LockHelper.hpp" #include "HashUtils.hpp" #include "GLObjectWrapper.hpp" namespace Diligent { class TextureViewGLImpl; class FBOCache { public: FBOCache(); ~FBOCache(); // clang-format off FBOCache (const FBOCache&) = delete; FBOCache ( FBOCache&&) = delete; FBOCache& operator = (const FBOCache&) = delete; FBOCache& operator = ( FBOCache&&) = delete; // clang-format on static GLObjectWrappers::GLFrameBufferObj CreateFBO(class GLContextState& ContextState, Uint32 NumRenderTargets, TextureViewGLImpl* ppRTVs[], TextureViewGLImpl* pDSV); const GLObjectWrappers::GLFrameBufferObj& GetFBO(Uint32 NumRenderTargets, TextureViewGLImpl* ppRTVs[], TextureViewGLImpl* pDSV, class GLContextState& ContextState); void OnReleaseTexture(ITexture* pTexture); private: // This structure is used as the key to find FBO struct FBOCacheKey { // Using pointers is not reliable! Uint32 NumRenderTargets = 0; // Unique IDs of textures bound as render targets UniqueIdentifier RTIds[MAX_RENDER_TARGETS] = {}; TextureViewDesc RTVDescs[MAX_RENDER_TARGETS]; // Unique IDs of texture bound as depth stencil UniqueIdentifier DSId = 0; TextureViewDesc DSVDesc = {}; mutable size_t Hash = 0; bool operator==(const FBOCacheKey& Key) const; }; struct FBOCacheKeyHashFunc { std::size_t operator()(const FBOCacheKey& Key) const; }; friend class RenderDeviceGLImpl; ThreadingTools::LockFlag m_CacheLockFlag; std::unordered_map m_Cache; // Multimap that sets up correspondence between unique texture id and all // FBOs it is used in std::unordered_multimap m_TexIdToKey; }; } // namespace Diligent