Add OpenGLRenderer (WIP)
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140
src/Nazara/OpenGLRenderer/OpenGLRenderPipelineLayout.cpp
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140
src/Nazara/OpenGLRenderer/OpenGLRenderPipelineLayout.cpp
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// Copyright (C) 2020 Jérôme Leclercq
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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/OpenGLRenderPipelineLayout.hpp>
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#include <Nazara/Core/ErrorFlags.hpp>
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#include <Nazara/Core/MemoryHelper.hpp>
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#include <Nazara/Core/StackVector.hpp>
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#include <Nazara/OpenGLRenderer/Utils.hpp>
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#include <cassert>
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#include <stdexcept>
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#include <Nazara/OpenGLRenderer/Debug.hpp>
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namespace Nz
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{
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OpenGLRenderPipelineLayout::~OpenGLRenderPipelineLayout()
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{
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for (auto& pool : m_descriptorPools)
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{
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if (!pool.freeBindings.TestAll())
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NazaraWarning("Not all ShaderBinding have been released!");
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}
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}
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ShaderBindingPtr OpenGLRenderPipelineLayout::AllocateShaderBinding()
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{
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for (std::size_t i = 0; i < m_descriptorPools.size(); ++i)
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{
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ShaderBindingPtr bindingPtr = AllocateFromPool(i);
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if (!bindingPtr)
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continue;
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return bindingPtr;
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}
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// No allocation could be made, time to allocate a new pool
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std::size_t newPoolIndex = m_descriptorPools.size();
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AllocatePool();
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ShaderBindingPtr bindingPtr = AllocateFromPool(newPoolIndex);
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if (!bindingPtr)
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throw std::runtime_error("Failed to allocate shader binding");
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return bindingPtr;
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}
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bool OpenGLRenderPipelineLayout::Create(Vk::Device& device, RenderPipelineLayoutInfo layoutInfo)
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{
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m_device = &device;
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m_layoutInfo = std::move(layoutInfo);
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StackVector<VkDescriptorSetLayoutBinding> layoutBindings = NazaraStackVector(VkDescriptorSetLayoutBinding, m_layoutInfo.bindings.size());
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for (const auto& bindingInfo : m_layoutInfo.bindings)
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{
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VkDescriptorSetLayoutBinding& layoutBinding = layoutBindings.emplace_back();
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layoutBinding.binding = bindingInfo.index;
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layoutBinding.descriptorCount = 1U;
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layoutBinding.descriptorType = ToOpenGL(bindingInfo.type);
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layoutBinding.stageFlags = ToOpenGL(bindingInfo.shaderStageFlags);
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}
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if (!m_descriptorSetLayout.Create(*m_device, UInt32(layoutBindings.size()), layoutBindings.data()))
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return false;
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if (!m_pipelineLayout.Create(*m_device, m_descriptorSetLayout))
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return false;
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return true;
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}
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auto OpenGLRenderPipelineLayout::AllocatePool() -> DescriptorPool&
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{
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StackVector<VkDescriptorPoolSize> poolSizes = NazaraStackVector(VkDescriptorPoolSize, m_layoutInfo.bindings.size());
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constexpr UInt32 MaxSet = 128;
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for (const auto& bindingInfo : m_layoutInfo.bindings)
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{
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VkDescriptorPoolSize& poolSize = poolSizes.emplace_back();
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poolSize.descriptorCount = MaxSet;
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poolSize.type = ToOpenGL(bindingInfo.type);
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}
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DescriptorPool pool;
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if (!pool.descriptorPool.Create(*m_device, MaxSet, UInt32(poolSizes.size()), poolSizes.data(), VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT))
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throw std::runtime_error("Failed to allocate new descriptor pool: " + TranslateOpenGLError(pool.descriptorPool.GetLastErrorCode()));
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pool.freeBindings.Resize(MaxSet, true);
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pool.storage = std::make_unique<DescriptorPool::BindingStorage[]>(MaxSet);
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return m_descriptorPools.emplace_back(std::move(pool));
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}
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ShaderBindingPtr OpenGLRenderPipelineLayout::AllocateFromPool(std::size_t poolIndex)
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{
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auto& pool = m_descriptorPools[poolIndex];
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std::size_t freeBindingId = pool.freeBindings.FindFirst();
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if (freeBindingId == pool.freeBindings.npos)
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return {}; //< No free binding in this pool
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Vk::DescriptorSet descriptorSet = pool.descriptorPool.AllocateDescriptorSet(m_descriptorSetLayout);
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if (!descriptorSet)
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{
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NazaraWarning("Failed to allocate descriptor set: " + TranslateOpenGLError(pool.descriptorPool.GetLastErrorCode()));
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return {};
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}
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pool.freeBindings.Reset(freeBindingId);
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OpenGLShaderBinding* freeBindingMemory = reinterpret_cast<OpenGLShaderBinding*>(&pool.storage[freeBindingId]);
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return ShaderBindingPtr(PlacementNew(freeBindingMemory, *this, poolIndex, freeBindingId, std::move(descriptorSet)));
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}
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void OpenGLRenderPipelineLayout::Release(ShaderBinding& binding)
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{
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OpenGLShaderBinding& vulkanBinding = static_cast<OpenGLShaderBinding&>(binding);
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std::size_t poolIndex = vulkanBinding.GetPoolIndex();
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std::size_t bindingIndex = vulkanBinding.GetBindingIndex();
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assert(poolIndex < m_descriptorPools.size());
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auto& pool = m_descriptorPools[poolIndex];
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assert(!pool.freeBindings.Test(bindingIndex));
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OpenGLShaderBinding* bindingMemory = reinterpret_cast<OpenGLShaderBinding*>(&pool.storage[bindingIndex]);
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PlacementDestroy(bindingMemory);
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pool.freeBindings.Set(bindingIndex);
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// Try to free pool if it's one of the last one
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if (poolIndex >= m_descriptorPools.size() - 1 && poolIndex <= m_descriptorPools.size())
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TryToShrink();
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}
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}
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#endif
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