Files
NazaraEngine/src/Nazara/OpenGLRenderer/OpenGLRenderPipelineLayout.cpp
2020-09-25 19:31:01 +02:00

138 lines
4.5 KiB
C++

// 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 <Nazara/OpenGLRenderer/OpenGLRenderPipelineLayout.hpp>
#include <Nazara/Core/ErrorFlags.hpp>
#include <Nazara/Core/MemoryHelper.hpp>
#include <Nazara/Core/StackVector.hpp>
#include <Nazara/OpenGLRenderer/Utils.hpp>
#include <cassert>
#include <stdexcept>
#include <Nazara/OpenGLRenderer/Debug.hpp>
namespace Nz
{
OpenGLRenderPipelineLayout::OpenGLRenderPipelineLayout(RenderPipelineLayoutInfo layoutInfo) :
m_textureDescriptorCount(0),
m_uniformBufferDescriptorCount(0),
m_layoutInfo(std::move(layoutInfo))
{
for (const auto& bindingInfo : m_layoutInfo.bindings)
{
switch (bindingInfo.type)
{
case ShaderBindingType::Texture:
m_textureDescriptorCount++;
break;
case ShaderBindingType::UniformBuffer:
m_uniformBufferDescriptorCount++;
break;
default:
throw std::runtime_error("unknown binding type 0x" + NumberToString(UnderlyingCast(bindingInfo.type), 16));
}
}
}
OpenGLRenderPipelineLayout::~OpenGLRenderPipelineLayout()
{
for (auto& pool : m_descriptorPools)
{
if (!pool.freeBindings.TestAll())
NazaraWarning("Not all ShaderBinding have been released!");
}
}
ShaderBindingPtr OpenGLRenderPipelineLayout::AllocateShaderBinding()
{
for (std::size_t i = 0; i < m_descriptorPools.size(); ++i)
{
ShaderBindingPtr bindingPtr = AllocateFromPool(i);
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);
if (!bindingPtr)
throw std::runtime_error("Failed to allocate shader binding");
return bindingPtr;
}
auto OpenGLRenderPipelineLayout::AllocatePool() -> DescriptorPool&
{
constexpr UInt32 MaxSet = 128;
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);
return m_descriptorPools.emplace_back(std::move(pool));
}
ShaderBindingPtr OpenGLRenderPipelineLayout::AllocateFromPool(std::size_t poolIndex)
{
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::GetTextureDescriptor(std::size_t poolIndex, std::size_t bindingIndex, std::size_t textureIndex) -> TextureDescriptor&
{
assert(poolIndex < m_descriptorPools.size());
auto& pool = m_descriptorPools[poolIndex];
assert(!pool.freeBindings.Test(bindingIndex));
assert(textureIndex < m_textureDescriptorCount);
return pool.textureDescriptor[bindingIndex * m_textureDescriptorCount + textureIndex];
}
auto OpenGLRenderPipelineLayout::GetUniformBufferDescriptor(std::size_t poolIndex, std::size_t bindingIndex, std::size_t uniformBufferIndex) -> UniformBufferDescriptor&
{
assert(poolIndex < m_descriptorPools.size());
auto& pool = m_descriptorPools[poolIndex];
assert(!pool.freeBindings.Test(bindingIndex));
assert(uniformBufferIndex < m_uniformBufferDescriptorCount);
return pool.uniformBufferDescriptor[bindingIndex * m_uniformBufferDescriptorCount + uniformBufferIndex];
}
void OpenGLRenderPipelineLayout::Release(ShaderBinding& binding)
{
OpenGLShaderBinding& vulkanBinding = static_cast<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();
}
}