// Copyright (C) 2024 Jérôme "SirLynix" Leclercq (lynix680@gmail.com) // This file is part of the "Nazara Engine - OpenGL renderer" // For conditions of distribution and use, see copyright notice in Export.hpp #include #include #include #include #include #include #include namespace Nz { OpenGLRenderPipelineLayout::OpenGLRenderPipelineLayout(RenderPipelineLayoutInfo layoutInfo) : m_maxDescriptorCount(0), m_layoutInfo(std::move(layoutInfo)) { // 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) { for (UInt32 i = 0; i < binding.arraySize; ++i) { UInt64 bindingKey = UInt64(binding.setIndex) << 32 | UInt64(binding.bindingIndex + i); m_bindingMapping[bindingKey] = bindingIndex++; } m_maxDescriptorCount = std::max(m_maxDescriptorCount, binding.bindingIndex + binding.arraySize); } } OpenGLRenderPipelineLayout::~OpenGLRenderPipelineLayout() { for (auto& pool : m_descriptorPools) { if (!pool.freeBindings.TestAll()) NazaraWarning("Not all ShaderBinding have been released!"); } } ShaderBindingPtr OpenGLRenderPipelineLayout::AllocateShaderBinding(UInt32 setIndex) { for (std::size_t i = 0; i < m_descriptorPools.size(); ++i) { ShaderBindingPtr bindingPtr = AllocateFromPool(i, setIndex); if (!bindingPtr) continue; return bindingPtr; } // No allocation could be made, time to allocate a new pool std::size_t newPoolIndex = m_descriptorPools.size(); AllocatePool(); ShaderBindingPtr bindingPtr = AllocateFromPool(newPoolIndex, setIndex); if (!bindingPtr) throw std::runtime_error("Failed to allocate shader binding"); return bindingPtr; } void OpenGLRenderPipelineLayout::UpdateDebugName(std::string_view /*name*/) { // No OpenGL object to name } auto OpenGLRenderPipelineLayout::AllocatePool() -> DescriptorPool& { constexpr UInt32 MaxSet = 128; DescriptorPool pool; pool.freeBindings.Resize(MaxSet, true); pool.storage = std::make_unique(MaxSet); pool.descriptors.resize(m_maxDescriptorCount * MaxSet); return m_descriptorPools.emplace_back(std::move(pool)); } 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(); if (freeBindingId == pool.freeBindings.npos) return {}; //< No free binding in this pool pool.freeBindings.Reset(freeBindingId); OpenGLShaderBinding* freeBindingMemory = reinterpret_cast(&pool.storage[freeBindingId]); return ShaderBindingPtr(PlacementNew(freeBindingMemory, *this, poolIndex, freeBindingId)); } auto OpenGLRenderPipelineLayout::GetSampledTextureDescriptor(std::size_t poolIndex, std::size_t bindingIndex, std::size_t descriptorIndex) -> SampledTextureDescriptor& { assert(poolIndex < m_descriptorPools.size()); auto& pool = m_descriptorPools[poolIndex]; assert(!pool.freeBindings.Test(bindingIndex)); assert(descriptorIndex < m_maxDescriptorCount); return pool.descriptors[bindingIndex * m_maxDescriptorCount + descriptorIndex].emplace(); } auto OpenGLRenderPipelineLayout::GetStorageBufferDescriptor(std::size_t poolIndex, std::size_t bindingIndex, std::size_t descriptorIndex) -> StorageBufferDescriptor& { assert(poolIndex < m_descriptorPools.size()); auto& pool = m_descriptorPools[poolIndex]; assert(!pool.freeBindings.Test(bindingIndex)); assert(descriptorIndex < m_maxDescriptorCount); return pool.descriptors[bindingIndex * m_maxDescriptorCount + descriptorIndex].emplace(); } 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(descriptorIndex < m_maxDescriptorCount); return pool.descriptors[bindingIndex * m_maxDescriptorCount + descriptorIndex].emplace(); } 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(descriptorIndex < m_maxDescriptorCount); return pool.descriptors[bindingIndex * m_maxDescriptorCount + descriptorIndex].emplace(); } void OpenGLRenderPipelineLayout::Release(ShaderBinding& binding) { OpenGLShaderBinding& vulkanBinding = SafeCast(binding); std::size_t poolIndex = vulkanBinding.GetPoolIndex(); std::size_t bindingIndex = vulkanBinding.GetBindingIndex(); assert(poolIndex < m_descriptorPools.size()); auto& pool = m_descriptorPools[poolIndex]; assert(!pool.freeBindings.Test(bindingIndex)); OpenGLShaderBinding* bindingMemory = reinterpret_cast(&pool.storage[bindingIndex]); PlacementDestroy(bindingMemory); pool.freeBindings.Set(bindingIndex); // Try to free pool if it's one of the last one if (poolIndex >= m_descriptorPools.size() - 1 && poolIndex <= m_descriptorPools.size()) TryToShrink(); } }