You're breathtaking!
This commit is contained in:
112
Source/Engine/Graphics/RenderTargetPool.cpp
Normal file
112
Source/Engine/Graphics/RenderTargetPool.cpp
Normal file
@@ -0,0 +1,112 @@
|
||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
||||
|
||||
#include "RenderTargetPool.h"
|
||||
#include "GPUDevice.h"
|
||||
#include "Engine/Engine/Engine.h"
|
||||
|
||||
struct Entry
|
||||
{
|
||||
bool IsOccupied;
|
||||
GPUTexture* RT;
|
||||
uint64 LastFrameTaken;
|
||||
uint64 LastFrameReleased;
|
||||
uint32 DescriptionHash;
|
||||
};
|
||||
|
||||
namespace
|
||||
{
|
||||
Array<Entry> TemporaryRTs(64);
|
||||
}
|
||||
|
||||
void RenderTargetPool::Flush(bool force)
|
||||
{
|
||||
const uint64 framesOffset = 10;
|
||||
const uint64 maxReleaseFrame = Engine::FrameCount - framesOffset;
|
||||
force |= Engine::ShouldExit();
|
||||
|
||||
for (int32 i = 0; i < TemporaryRTs.Count(); i++)
|
||||
{
|
||||
auto& tmp = TemporaryRTs[i];
|
||||
|
||||
if (!tmp.IsOccupied && (force || (tmp.LastFrameReleased < maxReleaseFrame)))
|
||||
{
|
||||
// Release
|
||||
tmp.RT->DeleteObjectNow();
|
||||
TemporaryRTs.RemoveAt(i);
|
||||
i--;
|
||||
|
||||
if (TemporaryRTs.IsEmpty())
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
GPUTexture* RenderTargetPool::Get(const GPUTextureDescription& desc)
|
||||
{
|
||||
// Find free render target with the same properties
|
||||
const uint32 descHash = GetHash(desc);
|
||||
for (int32 i = 0; i < TemporaryRTs.Count(); i++)
|
||||
{
|
||||
auto& tmp = TemporaryRTs[i];
|
||||
|
||||
if (!tmp.IsOccupied && tmp.DescriptionHash == descHash)
|
||||
{
|
||||
ASSERT(tmp.RT);
|
||||
|
||||
// Mark as used
|
||||
tmp.IsOccupied = true;
|
||||
tmp.LastFrameTaken = Engine::FrameCount;
|
||||
return tmp.RT;
|
||||
}
|
||||
}
|
||||
|
||||
#if !BUILD_RELEASE
|
||||
if (TemporaryRTs.Count() > 2000)
|
||||
{
|
||||
LOG(Fatal, "Too many textures allocated in RenderTargetPool. Know your limits, sir!");
|
||||
return nullptr;
|
||||
}
|
||||
#endif
|
||||
|
||||
// Create new rt
|
||||
const String name = TEXT("TemporaryRT_") + StringUtils::ToString(TemporaryRTs.Count());
|
||||
auto newRenderTarget = GPUDevice::Instance->CreateTexture(name);
|
||||
if (newRenderTarget->Init(desc))
|
||||
{
|
||||
LOG(Error, "Cannot create temporary render target. Description: {0}", desc.ToString());
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
// Create temporary rt entry
|
||||
Entry entry;
|
||||
entry.IsOccupied = true;
|
||||
entry.LastFrameReleased = 0;
|
||||
entry.LastFrameTaken = Engine::FrameCount;
|
||||
entry.RT = newRenderTarget;
|
||||
entry.DescriptionHash = descHash;
|
||||
TemporaryRTs.Add(entry);
|
||||
|
||||
return newRenderTarget;
|
||||
}
|
||||
|
||||
void RenderTargetPool::Release(GPUTexture* rt)
|
||||
{
|
||||
if (!rt)
|
||||
return;
|
||||
|
||||
for (int32 i = 0; i < TemporaryRTs.Count(); i++)
|
||||
{
|
||||
auto& tmp = TemporaryRTs[i];
|
||||
|
||||
if (tmp.RT == rt)
|
||||
{
|
||||
// Mark as free
|
||||
ASSERT(tmp.IsOccupied);
|
||||
tmp.IsOccupied = false;
|
||||
tmp.LastFrameReleased = Engine::FrameCount;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
LOG(Error, "Trying to release temporary render target which has not been registred in service!");
|
||||
}
|
||||
Reference in New Issue
Block a user