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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 <cstring>
#include "GraphicsTypes.h"
#include "Buffer.h"
#include "InputLayout.h"
#include "LockHelper.hpp"
#include "HashUtils.hpp"
#include "DeviceContextBase.hpp"
namespace Diligent
{
class VAOCache
{
public:
VAOCache();
~VAOCache();
// clang-format off
VAOCache (const VAOCache&) = delete;
VAOCache ( VAOCache&&) = delete;
VAOCache& operator = (const VAOCache&) = delete;
VAOCache& operator = ( VAOCache&&) = delete;
// clang-format on
const GLObjectWrappers::GLVertexArrayObj& GetVAO(IPipelineState* pPSO,
IBuffer* pIndexBuffer,
VertexStreamInfo<class BufferGLImpl> VertexStreams[],
Uint32 NumVertexStreams,
class GLContextState& GLContextState);
const GLObjectWrappers::GLVertexArrayObj& GetEmptyVAO();
void OnDestroyBuffer(IBuffer* pBuffer);
void OnDestroyPSO(IPipelineState* pPSO);
private:
// This structure is used as the key to find VAO
struct VAOCacheKey
{
VAOCacheKey(UniqueIdentifier pso_id, UniqueIdentifier ib_id) :
// clang-format off
PSOUId {pso_id},
IndexBufferUId {ib_id },
NumUsedSlots {0 }
// clang-format on
{}
// Note that using pointers is unsafe as they may (and will) be reused:
// pBuffer->Release();
// pDevice->CreateBuffer(&pBuffer); // Returns same pointer
// VAO encapsulates both input layout and all bound buffers.
// PSO uniqly defines the layout (attrib pointers, divisors, etc.),
// so we do not need to add individual layout elements to the key.
// The key needs to contain all bound buffers.
const UniqueIdentifier PSOUId;
const UniqueIdentifier IndexBufferUId;
Uint32 NumUsedSlots;
struct StreamAttribs
{
UniqueIdentifier BufferUId;
Uint32 Stride;
Uint32 Offset;
} Streams[MAX_BUFFER_SLOTS];
mutable size_t Hash = 0;
bool operator==(const VAOCacheKey& Key) const
{
return PSOUId == Key.PSOUId &&
IndexBufferUId == Key.IndexBufferUId &&
NumUsedSlots == Key.NumUsedSlots &&
std::memcmp(Streams, Key.Streams, sizeof(StreamAttribs) * NumUsedSlots) == 0;
}
};
struct VAOCacheKeyHashFunc
{
std::size_t operator()(const VAOCacheKey& Key) const
{
if (Key.Hash == 0)
{
std::size_t Seed = 0;
HashCombine(Seed, Key.PSOUId, Key.IndexBufferUId, Key.NumUsedSlots);
for (Uint32 slot = 0; slot < Key.NumUsedSlots; ++slot)
{
auto& CurrStream = Key.Streams[slot];
HashCombine(Seed, CurrStream.BufferUId);
HashCombine(Seed, CurrStream.Offset);
HashCombine(Seed, CurrStream.Stride);
}
Key.Hash = Seed;
}
return Key.Hash;
}
};
friend class RenderDeviceGLImpl;
ThreadingTools::LockFlag m_CacheLockFlag;
std::unordered_map<VAOCacheKey, GLObjectWrappers::GLVertexArrayObj, VAOCacheKeyHashFunc> m_Cache;
std::unordered_multimap<const IPipelineState*, VAOCacheKey> m_PSOToKey;
std::unordered_multimap<const IBuffer*, VAOCacheKey> m_BuffToKey;
// Any draw command fails if no VAO is bound. We will use this empty
// VAO for draw commands with null input layout, such as these that
// only use VertexID as input.
GLObjectWrappers::GLVertexArrayObj m_EmptyVAO;
};
} // namespace Diligent
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