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Hold shader data bindings through to rendering worker
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54
lib/graphicsdev/Common.hpp
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54
lib/graphicsdev/Common.hpp
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#ifndef BOO_GRAPHICSDEV_COMMON_HPP
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#define BOO_GRAPHICSDEV_COMMON_HPP
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/* Private header for managing shader data
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* binding lifetimes through rendering cycle */
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#include "boo/graphicsdev/IGraphicsDataFactory.hpp"
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namespace boo
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{
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template <class DataImpl>
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class IGraphicsDataPriv : public IGraphicsData
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{
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std::atomic_int m_refCount = {1};
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public:
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void increment() { m_refCount++; }
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void decrement()
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{
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if (m_refCount.fetch_sub(1) == 1)
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delete static_cast<DataImpl*>(this);
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}
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};
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template <class DataImpl>
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class IShaderDataBindingPriv : public IShaderDataBinding
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{
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IGraphicsDataPriv<DataImpl>* m_parent;
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public:
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IShaderDataBindingPriv(IGraphicsDataPriv<DataImpl>* p) : m_parent(p) {}
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class Token
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{
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IGraphicsDataPriv<DataImpl>* m_data = nullptr;
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public:
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Token() = default;
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Token(const IShaderDataBindingPriv* p)
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: m_data(p->m_parent)
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{ m_data->increment(); }
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Token& operator=(const Token&) = delete;
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Token(const Token&) = delete;
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Token& operator=(Token&& other)
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{ m_data = other.m_data; other.m_data = nullptr; return *this; }
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Token(Token&& other)
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{ m_data = other.m_data; other.m_data = nullptr; }
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~Token() { if (m_data) m_data->decrement(); }
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};
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Token lock() const { return Token(this); }
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};
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}
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#endif // BOO_GRAPHICSDEV_COMMON_HPP
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