//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// #pragma once #include "BsRenderBeastPrerequisites.h" #include "BsModule.h" #include "BsPixelUtil.h" #include "BsTexture.h" namespace BansheeEngine { /** @addtogroup RenderBeast * @{ */ class RenderTexturePool; struct POOLED_RENDER_TEXTURE_DESC; /** Contains data about a single render texture in the texture pool. */ struct PooledRenderTexture { PooledRenderTexture(RenderTexturePool* pool); ~PooledRenderTexture(); SPtr texture; SPtr renderTexture; private: friend class RenderTexturePool; RenderTexturePool* mPool; bool mIsFree; }; /** Contains a pool of render textures meant to accommodate reuse of render textures of the same size and format. */ class RenderTexturePool : public Module { public: ~RenderTexturePool(); /** * Attempts to find the unused render texture with the specified parameters in the pool, or creates a new texture * otherwise. When done with the texture make sure to call release(). * * @param[in] desc Descriptor structure that describes what kind of texture to retrieve. */ SPtr get(const POOLED_RENDER_TEXTURE_DESC& desc); /** * Releases a texture previously allocated with get(). The texture is returned to the pool so that it may be reused * later. * * @note * The texture will be removed from the pool if the last reference to it is deleted. Normally you would call * release() but keep a reference if you plan on using it later on. */ void release(const SPtr& texture); private: friend struct PooledRenderTexture; /** Registers a newly created render texture in the pool. */ void _registerTexture(const SPtr& texture); /** Unregisters a created render texture in the pool. */ void _unregisterTexture(PooledRenderTexture* texture); /** * Checks does the provided texture match the parameters. * * @param[in] desc Descriptor structure that describes what kind of texture to match. * @return True if the texture matches the descriptor, false otherwise. */ static bool matches(const SPtr& texture, const POOLED_RENDER_TEXTURE_DESC& desc); Map> mTextures; }; /** Structure used for creating a new pooled render texture. */ struct POOLED_RENDER_TEXTURE_DESC { public: POOLED_RENDER_TEXTURE_DESC() {} /** * Creates a descriptor for a two dimensional render texture. * * @param[in] format Pixel format used by the texture surface. * @param[in] width Width of the render texture, in pixels. * @param[in] height Height of the render texture, in pixels. * @param[in] usage Usage flags that control in which way is the texture going to be used. * @param[in] samples If higher than 1, texture containing multiple samples per pixel is created. * @param[in] hwGamma Should the written pixels be gamma corrected. * @return Descriptor that is accepted by RenderTexturePool. */ static POOLED_RENDER_TEXTURE_DESC create2D(PixelFormat format, UINT32 width, UINT32 height, INT32 usage = TU_STATIC, UINT32 samples = 0, bool hwGamma = false); /** * Creates a descriptor for a three dimensional render texture. * * @param[in] format Pixel format used by the texture surface. * @param[in] width Width of the render texture, in pixels. * @param[in] height Height of the render texture, in pixels. * @param[in] depth Depth of the render texture, in pixels. * @param[in] usage Usage flags that control in which way is the texture going to be used. * @return Descriptor that is accepted by RenderTexturePool. */ static POOLED_RENDER_TEXTURE_DESC create3D(PixelFormat format, UINT32 width, UINT32 height, UINT32 depth, INT32 usage = TU_STATIC); /** * Creates a descriptor for a cube render texture. * * @param[in] format Pixel format used by the texture surface. * @param[in] width Width of the render texture, in pixels. * @param[in] height Height of the render texture, in pixels. * @param[in] usage Usage flags that control in which way is the texture going to be used. * @return Descriptor that is accepted by RenderTexturePool. */ static POOLED_RENDER_TEXTURE_DESC createCube(PixelFormat format, UINT32 width, UINT32 height, INT32 usage = TU_STATIC); private: friend class RenderTexturePool; UINT32 width; UINT32 height; UINT32 depth; UINT32 numSamples; PixelFormat format; TextureUsage flag; TextureType type; bool hwGamma; }; /** @} */ }