2022-02-21 18:21:16 +00:00
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/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 2022 Stephen Pridham
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef RENDERER_BINDING_CACHE_H_
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#define RENDERER_BINDING_CACHE_H_
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#include <nvrhi/nvrhi.h>
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class BindingCache
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{
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public:
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2022-03-22 10:16:44 +00:00
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BindingCache();
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2022-02-21 18:21:16 +00:00
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void Init( nvrhi::IDevice* _device );
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void Clear();
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nvrhi::BindingSetHandle GetCachedBindingSet( const nvrhi::BindingSetDesc& desc, nvrhi::IBindingLayout* layout );
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nvrhi::BindingSetHandle GetOrCreateBindingSet( const nvrhi::BindingSetDesc& desc, nvrhi::IBindingLayout* layout );
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private:
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nvrhi::IDevice* device;
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idList<nvrhi::BindingSetHandle> bindingSets;
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idHashIndex bindingHash;
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idSysMutex mutex;
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};
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class SamplerCache
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{
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public:
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SamplerCache() {}
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void Init( nvrhi::IDevice* _device );
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void Clear();
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nvrhi::SamplerHandle GetOrCreateSampler( nvrhi::SamplerDesc samplerDesc );
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private:
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nvrhi::IDevice* device;
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idList<nvrhi::SamplerHandle> samplers;
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idHashIndex samplerHash;
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idSysMutex mutex;
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};
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#endif
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