// Copyright (C) 2020 Jérôme Leclercq // This file is part of the "Nazara Engine - OpenGL Renderer" // For conditions of distribution and use, see copyright notice in Config.hpp #include #include #include #include #include #include #include #include namespace Nz { void OpenGLShaderBinding::Apply(const GL::Context& context) const { for (std::size_t i = 0; i < m_owner.GetTextureDescriptorCount(); ++i) { const auto& textureDescriptor = m_owner.GetTextureDescriptor(m_poolIndex, m_bindingIndex, i); UInt32 textureIndex = textureDescriptor.bindingIndex; if (textureIndex == OpenGLRenderPipelineLayout::InvalidIndex) continue; context.BindSampler(textureIndex, textureDescriptor.sampler); context.BindTexture(textureIndex, textureDescriptor.textureTarget, textureDescriptor.texture); } for (std::size_t i = 0; i < m_owner.GetUniformBufferDescriptorCount(); ++i) { const auto& uboDescriptor = m_owner.GetUniformBufferDescriptor(m_poolIndex, m_bindingIndex, i); UInt32 uboIndex = uboDescriptor.bindingIndex; if (uboIndex == OpenGLRenderPipelineLayout::InvalidIndex) continue; context.BindUniformBuffer(uboDescriptor.bindingIndex, uboDescriptor.buffer, uboDescriptor.offset, uboDescriptor.size); } } void OpenGLShaderBinding::Update(const Binding* bindings, std::size_t bindingCount) { const auto& layoutInfo = m_owner.GetLayoutInfo(); for (std::size_t i = 0; i < bindingCount; ++i) { const Binding& binding = bindings[i]; assert(binding.bindingIndex < layoutInfo.bindings.size()); const auto& bindingDesc = layoutInfo.bindings[binding.bindingIndex]; std::size_t resourceIndex = 0; for (std::size_t i = binding.bindingIndex; i > 0; --i) { // Use i-1 to prevent underflow in for loop if (layoutInfo.bindings[i - 1].type == bindingDesc.type) resourceIndex++; } switch (bindingDesc.type) { case ShaderBindingType::Texture: { if (!std::holds_alternative(binding.content)) throw std::runtime_error("binding #" + std::to_string(binding.bindingIndex) + " is a texture but another binding type has been supplied"); const TextureBinding& texBinding = std::get(binding.content); auto& textureDescriptor = m_owner.GetTextureDescriptor(m_poolIndex, m_bindingIndex, resourceIndex); textureDescriptor.bindingIndex = UInt32(binding.bindingIndex); if (OpenGLTexture* glTexture = static_cast(texBinding.texture)) { textureDescriptor.texture = glTexture->GetTexture().GetObjectId(); if (OpenGLTextureSampler* glSampler = static_cast(texBinding.sampler)) textureDescriptor.sampler = glSampler->GetSampler(glTexture->GetLevelCount() > 1).GetObjectId(); else textureDescriptor.sampler = 0; textureDescriptor.textureTarget = OpenGLTexture::ToTextureTarget(glTexture->GetType()); } else { textureDescriptor.sampler = 0; textureDescriptor.texture = 0; textureDescriptor.textureTarget = GL::TextureTarget::Target2D; } break; } case ShaderBindingType::UniformBuffer: { if (!std::holds_alternative(binding.content)) throw std::runtime_error("binding #" + std::to_string(binding.bindingIndex) + " is an uniform buffer but another binding type has been supplied"); const UniformBufferBinding& uboBinding = std::get(binding.content); auto& uboDescriptor = m_owner.GetUniformBufferDescriptor(m_poolIndex, m_bindingIndex, resourceIndex); uboDescriptor.bindingIndex = binding.bindingIndex; uboDescriptor.offset = uboBinding.offset; uboDescriptor.size = uboBinding.range; if (OpenGLBuffer* glBuffer = static_cast(uboBinding.buffer)) { if (glBuffer->GetType() != BufferType_Uniform) throw std::runtime_error("expected uniform buffer"); uboDescriptor.buffer = glBuffer->GetBuffer().GetObjectId(); } else uboDescriptor.buffer = 0; break; } } } } void OpenGLShaderBinding::Release() { m_owner.Release(*this); } }