Diligent Engine API Reference
VAOCache.h
1 /* Copyright 2015-2018 Egor Yusov
2  *
3  * Licensed under the Apache License, Version 2.0 (the "License");
4  * you may not use this file except in compliance with the License.
5  * You may obtain a copy of the License at
6  *
7  * http://www.apache.org/licenses/LICENSE-2.0
8  *
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11  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF ANY PROPRIETARY RIGHTS.
12  *
13  * In no event and under no legal theory, whether in tort (including negligence),
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15  * and grossly negligent acts) or agreed to in writing, shall any Contributor be
16  * liable for any damages, including any direct, indirect, special, incidental,
17  * or consequential damages of any character arising as a result of this License or
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23 
24 #pragma once
25 
26 #include <cstring>
27 #include "GraphicsTypes.h"
28 #include "Buffer.h"
29 #include "InputLayout.h"
30 #include "LockHelper.h"
31 #include "HashUtils.h"
32 #include "DeviceContextBase.h"
33 #include "BaseInterfacesGL.h"
34 
35 namespace Diligent
36 {
37 
38 class VAOCache
39 {
40 public:
41  VAOCache();
42  ~VAOCache();
43 
44  VAOCache(const VAOCache&) = delete;
45  VAOCache( VAOCache&&) = delete;
46  VAOCache& operator = (const VAOCache&) = delete;
47  VAOCache& operator = ( VAOCache&&) = delete;
48 
49 
50 
51  const GLObjectWrappers::GLVertexArrayObj& GetVAO( IPipelineState *pPSO,
52  IBuffer *pIndexBuffer,
53  VertexStreamInfo VertexStreams[],
54  Uint32 NumVertexStreams,
55  class GLContextState &GLContextState);
56  const GLObjectWrappers::GLVertexArrayObj& GetEmptyVAO();
57 
58  void OnDestroyBuffer(IBuffer *pBuffer);
59  void OnDestroyPSO(IPipelineState *pPSO);
60 
61 private:
62  // This structure is used as the key to find VAO
63  struct VAOCacheKey
64  {
65  VAOCacheKey(const IPipelineState* pso, const IBuffer* indBuffer) :
66  pPSO(pso),
67  pIndexBuffer(indBuffer),
68  NumUsedSlots(0)
69  {}
70 
71  // Note that the the pointers are used for ordering only
72  // They are not used to access the objects
73 
74  // VAO encapsulates both input layout and all bound buffers
75  // PSO uniqly defines the layout (attrib pointers, divisors, etc.),
76  // so we do not need to add individual layout elements to the key
77  // The keey needs to contain all bound buffers
78  const IPipelineState* const pPSO;
79  const IBuffer* const pIndexBuffer;
80  Uint32 NumUsedSlots;
81  struct StreamAttribs
82  {
83  const IBuffer* pBuffer;
84  Uint32 Stride;
85  Uint32 Offset;
86  }Streams[MaxBufferSlots];
87 
88  mutable size_t Hash = 0;
89 
90  bool operator == (const VAOCacheKey &Key)const
91  {
92  return pPSO == Key.pPSO &&
93  pIndexBuffer == Key.pIndexBuffer &&
94  NumUsedSlots == Key.NumUsedSlots &&
95  std::memcmp(Streams, Key.Streams, sizeof(StreamAttribs) * NumUsedSlots) == 0;
96  }
97  };
98 
99  struct VAOCacheKeyHashFunc
100  {
101  std::size_t operator() ( const VAOCacheKey& Key )const
102  {
103  if (Key.Hash == 0)
104  {
105  std::size_t Seed = 0;
106  HashCombine(Seed, Key.pPSO, Key.NumUsedSlots);
107  if (Key.pIndexBuffer)
108  HashCombine(Seed, Key.pIndexBuffer);
109  for (Uint32 slot = 0; slot < Key.NumUsedSlots; ++slot)
110  {
111  auto &CurrStream = Key.Streams[slot];
112  if (CurrStream.pBuffer)
113  {
114  HashCombine(Seed, CurrStream.pBuffer);
115  HashCombine(Seed, CurrStream.Offset);
116  HashCombine(Seed, CurrStream.Stride);
117  }
118  }
119  Key.Hash = Seed;
120  }
121  return Key.Hash;
122  }
123  };
124 
125 
126  friend class RenderDeviceGLImpl;
127  ThreadingTools::LockFlag m_CacheLockFlag;
128  std::unordered_map<VAOCacheKey, GLObjectWrappers::GLVertexArrayObj, VAOCacheKeyHashFunc> m_Cache;
129  std::unordered_multimap<const IPipelineState*, VAOCacheKey> m_PSOToKey;
130  std::unordered_multimap<const IBuffer*, VAOCacheKey> m_BuffToKey;
131 
132  // Any draw command fails if no VAO is bound. We will use this empty
133  // VAO for draw commands with null input layout, such as these that
134  // only use VertexID as input.
135  GLObjectWrappers::GLVertexArrayObj m_EmptyVAO;
136 };
137 
138 }
static constexpr Uint32 MaxBufferSlots
Maximum number of input buffer slots. D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT == 32...
Definition: Constants.h:33
Namespace for the OpenGL implementation of the graphics engine.
Definition: BufferD3D11Impl.h:34