OpenGL: Implement RenderPipelineLayout

This commit is contained in:
Lynix
2020-04-26 18:21:38 +02:00
parent 0b05feb7e3
commit 32157503e8
9 changed files with 127 additions and 119 deletions

View File

@@ -2,8 +2,6 @@
// This file is part of the "Nazara Engine - OpenGL Renderer"
// For conditions of distribution and use, see copyright notice in Config.hpp
#if 0
#include <Nazara/OpenGLRenderer/OpenGLRenderPipelineLayout.hpp>
#include <Nazara/Core/ErrorFlags.hpp>
#include <Nazara/Core/MemoryHelper.hpp>
@@ -15,6 +13,29 @@
namespace Nz
{
OpenGLRenderPipelineLayout::OpenGLRenderPipelineLayout(RenderPipelineLayoutInfo layoutInfo) :
m_textureDescriptorCount(0),
m_uniformBufferDescriptorCount(0),
m_layoutInfo(std::move(layoutInfo))
{
for (const auto& bindingInfo : m_layoutInfo.bindings)
{
switch (bindingInfo.type)
{
case ShaderBindingType::Texture:
m_textureDescriptorCount++;
break;
case ShaderBindingType::UniformBuffer:
m_uniformBufferDescriptorCount++;
break;
default:
throw std::runtime_error(("unknown binding type 0x" + String::Number(UnderlyingCast(bindingInfo.type), 16)).ToStdString());
}
}
}
OpenGLRenderPipelineLayout::~OpenGLRenderPipelineLayout()
{
for (auto& pool : m_descriptorPools)
@@ -46,50 +67,15 @@ namespace Nz
return bindingPtr;
}
bool OpenGLRenderPipelineLayout::Create(Vk::Device& device, RenderPipelineLayoutInfo layoutInfo)
{
m_device = &device;
m_layoutInfo = std::move(layoutInfo);
StackVector<VkDescriptorSetLayoutBinding> layoutBindings = NazaraStackVector(VkDescriptorSetLayoutBinding, m_layoutInfo.bindings.size());
for (const auto& bindingInfo : m_layoutInfo.bindings)
{
VkDescriptorSetLayoutBinding& layoutBinding = layoutBindings.emplace_back();
layoutBinding.binding = bindingInfo.index;
layoutBinding.descriptorCount = 1U;
layoutBinding.descriptorType = ToOpenGL(bindingInfo.type);
layoutBinding.stageFlags = ToOpenGL(bindingInfo.shaderStageFlags);
}
if (!m_descriptorSetLayout.Create(*m_device, UInt32(layoutBindings.size()), layoutBindings.data()))
return false;
if (!m_pipelineLayout.Create(*m_device, m_descriptorSetLayout))
return false;
return true;
}
auto OpenGLRenderPipelineLayout::AllocatePool() -> DescriptorPool&
{
StackVector<VkDescriptorPoolSize> poolSizes = NazaraStackVector(VkDescriptorPoolSize, m_layoutInfo.bindings.size());
constexpr UInt32 MaxSet = 128;
for (const auto& bindingInfo : m_layoutInfo.bindings)
{
VkDescriptorPoolSize& poolSize = poolSizes.emplace_back();
poolSize.descriptorCount = MaxSet;
poolSize.type = ToOpenGL(bindingInfo.type);
}
DescriptorPool pool;
if (!pool.descriptorPool.Create(*m_device, MaxSet, UInt32(poolSizes.size()), poolSizes.data(), VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT))
throw std::runtime_error("Failed to allocate new descriptor pool: " + TranslateOpenGLError(pool.descriptorPool.GetLastErrorCode()));
pool.freeBindings.Resize(MaxSet, true);
pool.storage = std::make_unique<DescriptorPool::BindingStorage[]>(MaxSet);
pool.textureDescriptor.resize(m_textureDescriptorCount * MaxSet);
pool.uniformBufferDescriptor.resize(m_uniformBufferDescriptorCount * MaxSet);
return m_descriptorPools.emplace_back(std::move(pool));
}
@@ -102,17 +88,30 @@ namespace Nz
if (freeBindingId == pool.freeBindings.npos)
return {}; //< No free binding in this pool
Vk::DescriptorSet descriptorSet = pool.descriptorPool.AllocateDescriptorSet(m_descriptorSetLayout);
if (!descriptorSet)
{
NazaraWarning("Failed to allocate descriptor set: " + TranslateOpenGLError(pool.descriptorPool.GetLastErrorCode()));
return {};
}
pool.freeBindings.Reset(freeBindingId);
OpenGLShaderBinding* freeBindingMemory = reinterpret_cast<OpenGLShaderBinding*>(&pool.storage[freeBindingId]);
return ShaderBindingPtr(PlacementNew(freeBindingMemory, *this, poolIndex, freeBindingId, std::move(descriptorSet)));
return ShaderBindingPtr(PlacementNew(freeBindingMemory, *this, poolIndex, freeBindingId));
}
auto OpenGLRenderPipelineLayout::GetTextureDescriptor(std::size_t poolIndex, std::size_t bindingIndex, std::size_t textureIndex) -> TextureDescriptor&
{
assert(poolIndex < m_descriptorPools.size());
auto& pool = m_descriptorPools[poolIndex];
assert(!pool.freeBindings.Test(bindingIndex));
assert(textureIndex < m_textureDescriptorCount);
return pool.textureDescriptor[bindingIndex * m_textureDescriptorCount + textureIndex];
}
auto OpenGLRenderPipelineLayout::GetUniformBufferDescriptor(std::size_t poolIndex, std::size_t bindingIndex, std::size_t uniformBufferIndex) -> UniformBufferDescriptor&
{
assert(poolIndex < m_descriptorPools.size());
auto& pool = m_descriptorPools[poolIndex];
assert(!pool.freeBindings.Test(bindingIndex));
assert(uniformBufferIndex < m_uniformBufferDescriptorCount);
return pool.uniformBufferDescriptor[bindingIndex * m_uniformBufferDescriptorCount + uniformBufferIndex];
}
void OpenGLRenderPipelineLayout::Release(ShaderBinding& binding)
@@ -136,5 +135,3 @@ namespace Nz
TryToShrink();
}
}
#endif