57 lines
1.3 KiB
C++
57 lines
1.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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MetalCompiledShaderCache.h: Metal RHI Compiled Shader Cache.
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=============================================================================*/
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#pragma once
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#include "MetalCompiledShaderKey.h"
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#include "Misc/ScopeRWLock.h"
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#include "MetalRHIPrivate.h"
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struct FMetalCompiledShaderCache
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{
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public:
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FMetalCompiledShaderCache()
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{
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// VOID
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}
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~FMetalCompiledShaderCache()
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{
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// VOID
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}
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MTLFunctionPtr FindRef(FMetalCompiledShaderKey const& Key)
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{
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FRWScopeLock ScopedLock(Lock, SLT_ReadOnly);
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MTLFunctionPtr Func = Cache.FindRef(Key);
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return Func;
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}
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MTLLibraryPtr FindLibrary(MTLFunctionPtr Function)
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{
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FRWScopeLock ScopedLock(Lock, SLT_ReadOnly);
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MTLLibraryPtr Lib = LibCache.FindRef(Function->functionType());
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return Lib;
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}
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void Add(FMetalCompiledShaderKey Key, MTLLibraryPtr Lib, MTLFunctionPtr Function)
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{
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FRWScopeLock ScopedLock(Lock, SLT_Write);
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if (Cache.FindRef(Key).get() == nullptr)
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{
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Cache.Add(Key, Function);
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LibCache.Add(Function->functionType(), Lib);
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}
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}
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private:
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FRWLock Lock;
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TMap<FMetalCompiledShaderKey, MTLFunctionPtr> Cache;
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TMap<MTL::FunctionType, MTLLibraryPtr> LibCache;
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};
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extern FMetalCompiledShaderCache& GetMetalCompiledShaderCache();
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