NazaraEngine/src/Nazara/OpenGLRenderer/OpenGLRenderPipelineLayout.cpp

159 lines
5.6 KiB
C++

// 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 <Nazara/OpenGLRenderer/OpenGLRenderPipelineLayout.hpp>
#include <Nazara/Core/ErrorFlags.hpp>
#include <Nazara/OpenGLRenderer/Utils.hpp>
#include <NazaraUtils/MemoryHelper.hpp>
#include <NazaraUtils/StackVector.hpp>
#include <cassert>
#include <stdexcept>
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<std::size_t>(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<DescriptorPool::BindingStorage[]>(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<OpenGLShaderBinding*>(&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<SampledTextureDescriptor>();
}
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<StorageBufferDescriptor>();
}
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<TextureDescriptor>();
}
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<UniformBufferDescriptor>();
}
void OpenGLRenderPipelineLayout::Release(ShaderBinding& binding)
{
OpenGLShaderBinding& vulkanBinding = SafeCast<OpenGLShaderBinding&>(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<OpenGLShaderBinding*>(&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();
}
}