Diligent Engine API Reference: D:/GitHub/DiligentEngine/DiligentCore/Graphics/GraphicsEngineOpenGL/include/FBOCache.h Source File

Diligent Engine API Reference

FBOCache.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 *
9 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
10 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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),
14 * contract, or otherwise, unless required by applicable law (such as deliberate
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
18 * out of the use or inability to use the software (including but not limited to damages
19 * for loss of goodwill, work stoppage, computer failure or malfunction, or any and
20 * all other commercial damages or losses), even if such Contributor has been advised
21 * of the possibility of such damages.
22 */
23
24 #pragma once
25
26 #include "GraphicsTypes.h"
27 #include "TextureView.h"
28 #include "LockHelper.h"
29 #include "HashUtils.h"
30 #include "GLObjectWrapper.h"
31
32 namespace Diligent
33 {
34
35 class FBOCache
36 {
37 public:
38 FBOCache();
39 ~FBOCache();
40
41 FBOCache(const FBOCache&) = delete;
42 FBOCache( FBOCache&&) = delete;
43 FBOCache& operator = (const FBOCache&) = delete;
44 FBOCache& operator = ( FBOCache&&) = delete;
45
46 const GLObjectWrappers::GLFrameBufferObj& GetFBO( Uint32 NumRenderTargets,
47 ITextureView *ppRenderTargets[],
48 ITextureView *pDepthStencil,
49 class GLContextState &ContextState);
50 void OnReleaseTexture(ITexture *pTexture);
51
52 private:
53 // This structure is used as the key to find FBO
54 struct FBOCacheKey
55 {
56 // Using pointers is not reliable!
57
58 Uint32 NumRenderTargets;
59
60 // Unique IDs of textures bound as render targets
61 Diligent::UniqueIdentifier RTIds[MaxRenderTargets];
62 TextureViewDesc RTVDescs[MaxRenderTargets];
63
64 // Unique IDs of texture bound as depth stencil
65 Diligent::UniqueIdentifier DSId;
66 TextureViewDesc DSVDesc;
67
68 mutable size_t Hash;
69
70 bool operator == (const FBOCacheKey &Key)const;
71
72 FBOCacheKey() :
73 NumRenderTargets( 0 ),
74 DSId(0),
75 Hash(0)
76 {
77 for( int rt = 0; rt < MaxRenderTargets; ++rt )
78 RTIds[rt] = 0;
79 }
80 };
81
82 struct FBOCacheKeyHashFunc
83 {
84 std::size_t operator() ( const FBOCacheKey& Key )const;
85 };
86
87
88 friend class RenderDeviceGLImpl;
89 ThreadingTools::LockFlag m_CacheLockFlag;
90 std::unordered_map<FBOCacheKey, GLObjectWrappers::GLFrameBufferObj, FBOCacheKeyHashFunc> m_Cache;
91
92 // Multimap that sets up correspondence between unique texture id and all
93 // FBOs it is used in
94 std::unordered_multimap<Diligent::UniqueIdentifier, FBOCacheKey> m_TexIdToKey;
95 };
96
97 }
Diligent
Namespace for the OpenGL implementation of the graphics engine.
Definition: BufferD3D11Impl.h:34
Diligent::MaxRenderTargets
static constexpr Uint32 MaxRenderTargets
Maximum number of simultaneous render targets.
Definition: Constants.h:36