211 lines
5.6 KiB
C++
211 lines
5.6 KiB
C++
// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
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#pragma once
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#include "Engine/Core/Enums.h"
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#include "Engine/Scripting/ScriptingObject.h"
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#include "Config.h"
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/// <summary>
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/// Releases GPU resource memory and deletes object.
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/// </summary>
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#define SAFE_DELETE_GPU_RESOURCE(x) if (x) { (x)->DeleteObjectNow(); (x) = nullptr; }
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#define SAFE_DELETE_GPU_RESOURCES(x) for (auto& e : (x)) if (e) { e->DeleteObjectNow(); e = nullptr; }
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/// <summary>
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/// The base class for all GPU resources.
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/// </summary>
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API_CLASS(Abstract, NoSpawn) class FLAXENGINE_API GPUResource : public ScriptingObject
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{
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DECLARE_SCRIPTING_TYPE_NO_SPAWN(GPUResource);
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public:
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/// <summary>
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/// GPU Resources types.
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/// </summary>
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DECLARE_ENUM_10(ResourceType, RenderTarget, Texture, CubeTexture, VolumeTexture, Buffer, Shader, PipelineState, Descriptor, Query, Sampler);
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/// <summary>
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/// GPU Resources object types. Used to detect Texture objects from subset of Types: RenderTarget, Texture, CubeTexture, VolumeTexture which use the same API object.
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/// </summary>
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DECLARE_ENUM_3(ObjectType, Texture, Buffer, Other);
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protected:
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uint64 _memoryUsage = 0;
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public:
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NON_COPYABLE(GPUResource);
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/// <summary>
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/// Initializes a new instance of the <see cref="GPUResource"/> class.
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/// </summary>
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GPUResource();
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/// <summary>
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/// Initializes a new instance of the <see cref="GPUResource"/> class.
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/// </summary>
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/// <param name="params">The object initialization parameters.</param>
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GPUResource(const SpawnParams& params);
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/// <summary>
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/// Finalizes an instance of the <see cref="GPUResource"/> class.
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/// </summary>
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virtual ~GPUResource();
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public:
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// Points to the cache used by the resource for the resource visibility/usage detection. Written during rendering when resource is used.
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double LastRenderTime = -1;
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/// <summary>
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/// Action fired when resource GPU state gets released. All objects and async tasks using this resource should release references to this object nor use its data.
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/// </summary>
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Action Releasing;
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public:
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/// <summary>
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/// Gets the resource type.
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/// </summary>
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virtual ResourceType GetResourceType() const = 0;
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/// <summary>
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/// Gets resource object type.
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/// </summary>
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virtual ObjectType GetObjectType() const;
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/// <summary>
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/// Gets amount of GPU memory used by this resource (in bytes). It's a rough estimation. GPU memory may be fragmented, compressed or sub-allocated so the actual memory pressure from this resource may vary (also depends on the current graphics backend).
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/// </summary>
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API_PROPERTY() uint64 GetMemoryUsage() const;
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#if GPU_ENABLE_RESOURCE_NAMING
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/// <summary>
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/// Gets the resource name.
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/// </summary>
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virtual String GetName() const;
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#endif
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/// <summary>
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/// Releases GPU resource data.
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/// </summary>
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API_FUNCTION() void ReleaseGPU();
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/// <summary>
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/// Action called when GPU device is disposing.
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/// </summary>
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virtual void OnDeviceDispose();
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protected:
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/// <summary>
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/// Releases GPU resource data (implementation).
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/// </summary>
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virtual void OnReleaseGPU();
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public:
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// [ScriptingObject]
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String ToString() const override;
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void OnDeleteObject() override;
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};
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/// <summary>
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/// Describes base implementation of Graphics Device resource for rendering back-ends.
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/// </summary>
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/// <remarks>
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/// DeviceType is GPU device typename, BaseType must be GPUResource type to inherit from).
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/// </remarks>
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template<class DeviceType, class BaseType>
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class GPUResourceBase : public BaseType
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{
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protected:
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DeviceType* _device;
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private:
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#if GPU_ENABLE_RESOURCE_NAMING
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String _name;
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#endif
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public:
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/// <summary>
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/// Initializes a new instance of the <see cref="GPUResourceBase"/> class.
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/// </summary>
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/// <param name="device">The graphics device.</param>
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/// <param name="name">The resource name.</param>
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GPUResourceBase(DeviceType* device, const StringView& name) noexcept
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: _device(device)
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#if GPU_ENABLE_RESOURCE_NAMING
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, _name(name.Get(), name.Length())
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#endif
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{
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device->Resources.Add(this);
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}
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/// <summary>
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/// Finalizes an instance of the <see cref="GPUResourceBase"/> class.
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/// </summary>
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virtual ~GPUResourceBase()
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{
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if (_device)
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_device->Resources.Remove(this);
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}
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public:
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/// <summary>
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/// Gets the graphics device.
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/// </summary>
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FORCE_INLINE DeviceType* GetDevice() const
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{
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return _device;
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}
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public:
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// [GPUResource]
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#if GPU_ENABLE_RESOURCE_NAMING
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String GetName() const override
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{
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return _name;
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}
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#endif
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void OnDeviceDispose() override
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{
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GPUResource::OnDeviceDispose();
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_device = nullptr;
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}
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};
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/// <summary>
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/// Interface for GPU resources views. Shared base class for texture and buffer views.
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/// </summary>
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API_CLASS(Abstract, NoSpawn, Attributes="HideInEditor") class FLAXENGINE_API GPUResourceView : public ScriptingObject
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{
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DECLARE_SCRIPTING_TYPE_NO_SPAWN(GPUResourceView);
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protected:
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static double DummyLastRenderTime;
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explicit GPUResourceView(const SpawnParams& params)
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: ScriptingObject(params)
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, LastRenderTime(&DummyLastRenderTime)
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{
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}
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public:
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// Points to the cache used by the resource for the resource visibility/usage detection. Written during rendering when resource view is used.
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double* LastRenderTime;
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/// <summary>
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/// Gets the native pointer to the underlying view. It's a platform-specific handle.
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/// </summary>
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virtual void* GetNativePtr() const = 0;
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};
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