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/*
* 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<FBOCacheKey, GLObjectWrappers::GLFrameBufferObj, FBOCacheKeyHashFunc> m_Cache;
// Multimap that sets up correspondence between unique texture id and all
// FBOs it is used in
std::unordered_multimap<UniqueIdentifier, FBOCacheKey> m_TexIdToKey;
};
} // namespace Diligent
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