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/* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
#include <cstdint>
#include "BLI_map.hh"
#include "BLI_math_vec_types.hh"
#include "BLI_vector.hh"
#include "GPU_texture.h"
namespace blender::realtime_compositor {
/* ------------------------------------------------------------------------------------------------
* Texture Pool Key
*
* A key used to identify a texture specification in a texture pool. Defines a hash and an equality
* operator for use in a hash map. */
class TexturePoolKey {
public:
int2 size;
eGPUTextureFormat format;
/* Construct a key from the given texture size and format. */
TexturePoolKey(int2 size, eGPUTextureFormat format);
/* Construct a key from the size and format of the given texture. */
TexturePoolKey(const GPUTexture *texture);
uint64_t hash() const;
};
bool operator==(const TexturePoolKey &a, const TexturePoolKey &b);
/* ------------------------------------------------------------------------------------------------
* Texture Pool
*
* A texture pool allows the allocation and reuse of textures throughout the execution of the
* compositor to avoid memory fragmentation and texture allocation overheads. The texture pool
* delegates the actual texture allocation to an allocate_texture method that should be implemented
* by the caller of the compositor evaluator, allowing a more agnostic and flexible execution that
* can be controlled by the caller. If the compositor is expected to execute frequently, like on
* every redraw, then the allocation method should use a persistent texture pool to allow
* cross-evaluation texture pooling, for instance, by using the DRWTexturePool. But if the
* evaluator is expected to execute infrequently, the allocated textures can just be freed when the
* evaluator is done, that is, when the pool is destructed. */
class TexturePool {
private:
/* The set of textures in the pool that are available to acquire for each distinct texture
* specification. */
Map<TexturePoolKey, Vector<GPUTexture *>> textures_;
public:
/* Check if there is an available texture with the given specification in the pool, if such
* texture exists, return it, otherwise, return a newly allocated texture. Expect the texture to
* be uncleared and possibly contains garbage data. */
GPUTexture *acquire(int2 size, eGPUTextureFormat format);
/* Shorthand for acquire with GPU_RGBA16F format. */
GPUTexture *acquire_color(int2 size);
/* Shorthand for acquire with GPU_RGBA16F format. Identical to acquire_color because vectors
* are stored in RGBA textures, due to the limited support for RGB textures. */
GPUTexture *acquire_vector(int2 size);
/* Shorthand for acquire with GPU_R16F format. */
GPUTexture *acquire_float(int2 size);
/* Put the texture back into the pool, potentially to be acquired later by another user. Expects
* the texture to be one that was acquired using the same texture pool. */
void release(GPUTexture *texture);
/* Reset the texture pool by clearing all available textures without freeing the textures. If the
* textures will no longer be needed, they should be freed in the destructor. This should be
* called after the compositor is done evaluating. */
void reset();
private:
/* Returns a newly allocated texture with the given specification. This method should be
* implemented by the caller of the compositor evaluator. See the class description for more
* information. */
virtual GPUTexture *allocate_texture(int2 size, eGPUTextureFormat format) = 0;
};
} // namespace blender::realtime_compositor
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