Graphics/Material: Rework UBO handling
This commit is contained in:
@@ -39,11 +39,53 @@ namespace Nz
|
||||
m_uniformBuffers.reserve(m_settings->GetUniformBlocks().size());
|
||||
for (const auto& uniformBufferInfo : m_settings->GetUniformBlocks())
|
||||
{
|
||||
//TODO: Use pools
|
||||
UniformBufferRef ubo = UniformBuffer::New(static_cast<UInt32>(uniformBufferInfo.blockSize), DataStorage_Hardware, BufferUsage_Dynamic);
|
||||
ubo->Fill(uniformBufferInfo.defaultValues.data(), 0, uniformBufferInfo.defaultValues.size());
|
||||
auto& uniformBuffer = m_uniformBuffers.emplace_back();
|
||||
|
||||
m_uniformBuffers.emplace_back(std::move(ubo));
|
||||
uniformBuffer.buffer = Graphics::Instance()->GetRenderDevice().InstantiateBuffer(Nz::BufferType_Uniform);
|
||||
if (!uniformBuffer.buffer->Initialize(uniformBufferInfo.blockSize, BufferUsage_Dynamic))
|
||||
throw std::runtime_error("failed to initialize UBO memory");
|
||||
|
||||
assert(uniformBufferInfo.defaultValues.size() <= uniformBufferInfo.blockSize);
|
||||
|
||||
uniformBuffer.buffer->Fill(uniformBufferInfo.defaultValues.data(), 0, uniformBufferInfo.defaultValues.size());
|
||||
uniformBuffer.data.resize(uniformBufferInfo.blockSize);
|
||||
std::memcpy(uniformBuffer.data.data(), uniformBufferInfo.defaultValues.data(), uniformBufferInfo.defaultValues.size());
|
||||
}
|
||||
}
|
||||
|
||||
void Material::UpdateShaderBinding(ShaderBinding& shaderBinding) const
|
||||
{
|
||||
// TODO: Use StackVector
|
||||
std::vector<ShaderBinding::Binding> bindings;
|
||||
|
||||
|
||||
std::size_t bindingIndex = 0;
|
||||
|
||||
for (const auto& textureSlot : m_textures)
|
||||
{
|
||||
if (textureSlot.texture && textureSlot.sampler)
|
||||
{
|
||||
bindings.push_back({
|
||||
bindingIndex,
|
||||
ShaderBinding::TextureBinding {
|
||||
textureSlot.texture.get(), textureSlot.sampler.get()
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
bindingIndex++;
|
||||
}
|
||||
|
||||
for (const auto& ubo : m_uniformBuffers)
|
||||
{
|
||||
bindings.push_back({
|
||||
bindingIndex++,
|
||||
ShaderBinding::UniformBufferBinding {
|
||||
ubo.buffer.get(), 0, ubo.buffer->GetSize()
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
shaderBinding.Update(bindings.data(), bindings.size());
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user