159 lines
5.6 KiB
C++
159 lines
5.6 KiB
C++
// Copyright (C) 2024 Jérôme "SirLynix" Leclercq (lynix680@gmail.com)
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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 Export.hpp
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#include <Nazara/OpenGLRenderer/OpenGLRenderPipelineLayout.hpp>
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#include <Nazara/Core/ErrorFlags.hpp>
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#include <Nazara/OpenGLRenderer/Utils.hpp>
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#include <NazaraUtils/MemoryHelper.hpp>
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#include <NazaraUtils/StackVector.hpp>
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#include <cassert>
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#include <stdexcept>
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namespace Nz
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{
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OpenGLRenderPipelineLayout::OpenGLRenderPipelineLayout(RenderPipelineLayoutInfo layoutInfo) :
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m_maxDescriptorCount(0),
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m_layoutInfo(std::move(layoutInfo))
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{
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// Build binding mapping (vulkan-like set | binding => GL binding) and register max descriptor count
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unsigned int bindingIndex = 0;
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for (const auto& binding : m_layoutInfo.bindings)
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{
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for (UInt32 i = 0; i < binding.arraySize; ++i)
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{
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UInt64 bindingKey = UInt64(binding.setIndex) << 32 | UInt64(binding.bindingIndex + i);
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m_bindingMapping[bindingKey] = bindingIndex++;
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}
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m_maxDescriptorCount = std::max<std::size_t>(m_maxDescriptorCount, binding.bindingIndex + binding.arraySize);
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}
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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(UInt32 setIndex)
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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, setIndex);
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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, setIndex);
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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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void OpenGLRenderPipelineLayout::UpdateDebugName(std::string_view /*name*/)
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{
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// No OpenGL object to name
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}
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auto OpenGLRenderPipelineLayout::AllocatePool() -> DescriptorPool&
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{
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constexpr UInt32 MaxSet = 128;
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DescriptorPool pool;
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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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pool.descriptors.resize(m_maxDescriptorCount * 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, UInt32 /*setIndex*/)
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{
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//FIXME: Make use of set index to use less memory
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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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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));
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}
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auto OpenGLRenderPipelineLayout::GetSampledTextureDescriptor(std::size_t poolIndex, std::size_t bindingIndex, std::size_t descriptorIndex) -> SampledTextureDescriptor&
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{
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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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assert(descriptorIndex < m_maxDescriptorCount);
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return pool.descriptors[bindingIndex * m_maxDescriptorCount + descriptorIndex].emplace<SampledTextureDescriptor>();
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}
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auto OpenGLRenderPipelineLayout::GetStorageBufferDescriptor(std::size_t poolIndex, std::size_t bindingIndex, std::size_t descriptorIndex) -> StorageBufferDescriptor&
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{
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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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assert(descriptorIndex < m_maxDescriptorCount);
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return pool.descriptors[bindingIndex * m_maxDescriptorCount + descriptorIndex].emplace<StorageBufferDescriptor>();
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}
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auto OpenGLRenderPipelineLayout::GetTextureDescriptor(std::size_t poolIndex, std::size_t bindingIndex, std::size_t descriptorIndex) -> TextureDescriptor&
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{
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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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assert(descriptorIndex < m_maxDescriptorCount);
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return pool.descriptors[bindingIndex * m_maxDescriptorCount + descriptorIndex].emplace<TextureDescriptor>();
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}
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auto OpenGLRenderPipelineLayout::GetUniformBufferDescriptor(std::size_t poolIndex, std::size_t bindingIndex, std::size_t descriptorIndex) -> UniformBufferDescriptor&
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{
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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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assert(descriptorIndex < m_maxDescriptorCount);
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return pool.descriptors[bindingIndex * m_maxDescriptorCount + descriptorIndex].emplace<UniformBufferDescriptor>();
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}
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void OpenGLRenderPipelineLayout::Release(ShaderBinding& binding)
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{
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OpenGLShaderBinding& vulkanBinding = SafeCast<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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