Add initial support for shader binding sets (WIP)

This commit is contained in:
Jérôme Leclercq
2021-06-14 22:35:05 +02:00
parent 815a7b0c62
commit f22b501e25
53 changed files with 885 additions and 511 deletions

View File

@@ -14,25 +14,17 @@
namespace Nz
{
OpenGLRenderPipelineLayout::OpenGLRenderPipelineLayout(RenderPipelineLayoutInfo layoutInfo) :
m_textureDescriptorCount(0),
m_uniformBufferDescriptorCount(0),
m_maxDescriptorCount(0),
m_layoutInfo(std::move(layoutInfo))
{
for (const auto& bindingInfo : m_layoutInfo.bindings)
// Build binding mapping (vulkan-like set | binding => GL binding) and register max descriptor count
unsigned int bindingIndex = 0;
for (const auto& binding : m_layoutInfo.bindings)
{
switch (bindingInfo.type)
{
case ShaderBindingType::Texture:
m_textureDescriptorCount++;
break;
UInt64 bindingKey = UInt64(binding.setIndex) << 32 | UInt64(binding.bindingIndex);
case ShaderBindingType::UniformBuffer:
m_uniformBufferDescriptorCount++;
break;
default:
throw std::runtime_error("unknown binding type 0x" + NumberToString(UnderlyingCast(bindingInfo.type), 16));
}
m_bindingMapping[bindingKey] = bindingIndex++;
m_maxDescriptorCount = std::max<std::size_t>(m_maxDescriptorCount, binding.bindingIndex + 1);
}
}
@@ -45,11 +37,11 @@ namespace Nz
}
}
ShaderBindingPtr OpenGLRenderPipelineLayout::AllocateShaderBinding()
ShaderBindingPtr OpenGLRenderPipelineLayout::AllocateShaderBinding(UInt32 setIndex)
{
for (std::size_t i = 0; i < m_descriptorPools.size(); ++i)
{
ShaderBindingPtr bindingPtr = AllocateFromPool(i);
ShaderBindingPtr bindingPtr = AllocateFromPool(i, setIndex);
if (!bindingPtr)
continue;
@@ -60,7 +52,7 @@ namespace Nz
std::size_t newPoolIndex = m_descriptorPools.size();
AllocatePool();
ShaderBindingPtr bindingPtr = AllocateFromPool(newPoolIndex);
ShaderBindingPtr bindingPtr = AllocateFromPool(newPoolIndex, setIndex);
if (!bindingPtr)
throw std::runtime_error("Failed to allocate shader binding");
@@ -74,14 +66,15 @@ namespace Nz
DescriptorPool pool;
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);
pool.descriptors.resize(m_maxDescriptorCount * MaxSet);
return m_descriptorPools.emplace_back(std::move(pool));
}
ShaderBindingPtr OpenGLRenderPipelineLayout::AllocateFromPool(std::size_t poolIndex)
ShaderBindingPtr OpenGLRenderPipelineLayout::AllocateFromPool(std::size_t poolIndex, UInt32 /*setIndex*/)
{
//FIXME: Make use of set index to use less memory
auto& pool = m_descriptorPools[poolIndex];
std::size_t freeBindingId = pool.freeBindings.FindFirst();
@@ -94,24 +87,24 @@ namespace Nz
return ShaderBindingPtr(PlacementNew(freeBindingMemory, *this, poolIndex, freeBindingId));
}
auto OpenGLRenderPipelineLayout::GetTextureDescriptor(std::size_t poolIndex, std::size_t bindingIndex, std::size_t textureIndex) -> TextureDescriptor&
auto OpenGLRenderPipelineLayout::GetTextureDescriptor(std::size_t poolIndex, std::size_t bindingIndex, std::size_t descriptorIndex) -> TextureDescriptor&
{
assert(poolIndex < m_descriptorPools.size());
auto& pool = m_descriptorPools[poolIndex];
assert(!pool.freeBindings.Test(bindingIndex));
assert(textureIndex < m_textureDescriptorCount);
assert(descriptorIndex < m_maxDescriptorCount);
return pool.textureDescriptor[bindingIndex * m_textureDescriptorCount + textureIndex];
return pool.descriptors[bindingIndex * m_maxDescriptorCount + descriptorIndex].emplace<TextureDescriptor>();
}
auto OpenGLRenderPipelineLayout::GetUniformBufferDescriptor(std::size_t poolIndex, std::size_t bindingIndex, std::size_t uniformBufferIndex) -> UniformBufferDescriptor&
auto OpenGLRenderPipelineLayout::GetUniformBufferDescriptor(std::size_t poolIndex, std::size_t bindingIndex, std::size_t descriptorIndex) -> UniformBufferDescriptor&
{
assert(poolIndex < m_descriptorPools.size());
auto& pool = m_descriptorPools[poolIndex];
assert(!pool.freeBindings.Test(bindingIndex));
assert(uniformBufferIndex < m_uniformBufferDescriptorCount);
assert(descriptorIndex < m_maxDescriptorCount);
return pool.uniformBufferDescriptor[bindingIndex * m_uniformBufferDescriptorCount + uniformBufferIndex];
return pool.descriptors[bindingIndex * m_maxDescriptorCount + descriptorIndex].emplace<UniformBufferDescriptor>();
}
void OpenGLRenderPipelineLayout::Release(ShaderBinding& binding)