OpenGL: Implement RenderPipelineLayout
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@@ -2,8 +2,6 @@
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// This file is part of the "Nazara Engine - OpenGL Renderer"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#if 0
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#include <Nazara/OpenGLRenderer/OpenGLShaderBinding.hpp>
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#include <Nazara/Core/Algorithm.hpp>
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#include <Nazara/Core/StackVector.hpp>
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@@ -17,57 +15,58 @@ namespace Nz
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{
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void OpenGLShaderBinding::Update(std::initializer_list<Binding> bindings)
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{
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StackVector<VkDescriptorBufferInfo> bufferBinding = NazaraStackVector(VkDescriptorBufferInfo, bindings.size());
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StackVector<VkDescriptorImageInfo> imageBinding = NazaraStackVector(VkDescriptorImageInfo, bindings.size());
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StackVector<VkWriteDescriptorSet> writeOps = NazaraStackVector(VkWriteDescriptorSet, bindings.size());
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const auto& layoutInfo = m_owner.GetLayoutInfo();
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for (const Binding& binding : bindings)
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{
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VkWriteDescriptorSet& writeOp = writeOps.emplace_back();
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writeOp.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
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writeOp.dstSet = m_descriptorSet;
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writeOp.dstBinding = UInt32(binding.bindingIndex);
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assert(binding.bindingIndex < layoutInfo.bindings.size());
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const auto& bindingDesc = layoutInfo.bindings[binding.bindingIndex];
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std::visit([&](auto&& arg)
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std::size_t resourceIndex = 0;
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for (std::size_t i = binding.bindingIndex; i > 0; --i)
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{
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using T = std::decay_t<decltype(arg)>;
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// Use i-1 to prevent underflow in for loop
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if (layoutInfo.bindings[i - 1].type == bindingDesc.type)
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resourceIndex++;
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}
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if constexpr (std::is_same_v<T, TextureBinding>)
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switch (bindingDesc.type)
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{
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case ShaderBindingType::Texture:
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{
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OpenGLTexture& vkTexture = *static_cast<OpenGLTexture*>(arg.texture);
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OpenGLTextureSampler& vkSampler = *static_cast<OpenGLTextureSampler*>(arg.sampler);
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if (!std::holds_alternative<TextureBinding>(binding.content))
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throw std::runtime_error("binding #" + std::to_string(binding.bindingIndex) + " is a texture but another binding type has been supplied");
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VkDescriptorImageInfo& imageInfo = imageBinding.emplace_back();
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imageInfo.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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imageInfo.imageView = vkTexture.GetImageView();
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imageInfo.sampler = vkSampler.GetSampler();
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const TextureBinding& texBinding = std::get<TextureBinding>(binding.content);
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writeOp.descriptorCount = 1;
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writeOp.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
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OpenGLTexture& glTexture = *static_cast<OpenGLTexture*>(texBinding.texture);
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OpenGLTextureSampler& glSampler = *static_cast<OpenGLTextureSampler*>(texBinding.sampler);
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writeOp.pImageInfo = &imageInfo;
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auto& textureDescriptor = m_owner.GetTextureDescriptor(m_poolIndex, m_bindingIndex, resourceIndex);
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textureDescriptor.sampler = glSampler.GetSampler().GetObjectId();
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textureDescriptor.texture = glTexture.GetTexture().GetObjectId();
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break;
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}
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else if constexpr (std::is_same_v<T, UniformBufferBinding>)
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case ShaderBindingType::UniformBuffer:
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{
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OpenGLBuffer& vkBuffer = *static_cast<OpenGLBuffer*>(arg.buffer);
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if (!std::holds_alternative<UniformBufferBinding>(binding.content))
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throw std::runtime_error("binding #" + std::to_string(binding.bindingIndex) + " is an uniform buffer but another binding type has been supplied");
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VkDescriptorBufferInfo& bufferInfo = bufferBinding.emplace_back();
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bufferInfo.buffer = vkBuffer.GetBuffer();
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bufferInfo.offset = arg.offset;
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bufferInfo.range = arg.range;
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const UniformBufferBinding& uboBinding = std::get<UniformBufferBinding>(binding.content);
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writeOp.descriptorCount = 1;
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writeOp.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
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OpenGLBuffer& glBuffer = *static_cast<OpenGLBuffer*>(uboBinding.buffer);
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if (glBuffer.GetType() != BufferType_Uniform)
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throw std::runtime_error("expected uniform buffer");
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writeOp.pBufferInfo = &bufferInfo;
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auto& uboDescriptor = m_owner.GetUniformBufferDescriptor(m_poolIndex, m_bindingIndex, resourceIndex);
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uboDescriptor.buffer = glBuffer.GetBuffer().GetObjectId();
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uboDescriptor.offset = uboBinding.offset;
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uboDescriptor.size = uboBinding.range;
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break;
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}
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else
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static_assert(AlwaysFalse<T>::value, "non-exhaustive visitor");
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}, binding.content);
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}
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}
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m_owner.GetDevice()->vkUpdateDescriptorSets(*m_owner.GetDevice(), UInt32(writeOps.size()), writeOps.data(), 0U, nullptr);
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}
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void OpenGLShaderBinding::Release()
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@@ -75,5 +74,3 @@ namespace Nz
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m_owner.Release(*this);
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}
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}
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#endif
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