doom3-bfg/neo/renderer/BindingCache.h
2022-03-22 11:16:44 +01:00

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/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 2022 Stephen Pridham
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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.
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.
===========================================================================
*/
#ifndef RENDERER_BINDING_CACHE_H_
#define RENDERER_BINDING_CACHE_H_
#include <nvrhi/nvrhi.h>
class BindingCache
{
public:
BindingCache();
void Init( nvrhi::IDevice* _device );
void Clear();
nvrhi::BindingSetHandle GetCachedBindingSet( const nvrhi::BindingSetDesc& desc, nvrhi::IBindingLayout* layout );
nvrhi::BindingSetHandle GetOrCreateBindingSet( const nvrhi::BindingSetDesc& desc, nvrhi::IBindingLayout* layout );
private:
nvrhi::IDevice* device;
idList<nvrhi::BindingSetHandle> bindingSets;
idHashIndex bindingHash;
idSysMutex mutex;
};
class SamplerCache
{
public:
SamplerCache() {}
void Init( nvrhi::IDevice* _device );
void Clear();
nvrhi::SamplerHandle GetOrCreateSampler( nvrhi::SamplerDesc samplerDesc );
private:
nvrhi::IDevice* device;
idList<nvrhi::SamplerHandle> samplers;
idHashIndex samplerHash;
idSysMutex mutex;
};
#endif