NazaraEngine/src/Nazara/OpenGLRenderer/OpenGLShaderBinding.cpp

127 lines
4.4 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/OpenGLShaderBinding.hpp>
#include <Nazara/Core/Algorithm.hpp>
#include <Nazara/Core/StackVector.hpp>
#include <Nazara/OpenGLRenderer/OpenGLBuffer.hpp>
#include <Nazara/OpenGLRenderer/OpenGLRenderPipelineLayout.hpp>
#include <Nazara/OpenGLRenderer/OpenGLTexture.hpp>
#include <Nazara/OpenGLRenderer/OpenGLTextureSampler.hpp>
#include <Nazara/OpenGLRenderer/Debug.hpp>
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<TextureBinding>(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<TextureBinding>(binding.content);
auto& textureDescriptor = m_owner.GetTextureDescriptor(m_poolIndex, m_bindingIndex, resourceIndex);
textureDescriptor.bindingIndex = UInt32(binding.bindingIndex);
if (OpenGLTexture* glTexture = static_cast<OpenGLTexture*>(texBinding.texture))
{
textureDescriptor.texture = glTexture->GetTexture().GetObjectId();
if (OpenGLTextureSampler* glSampler = static_cast<OpenGLTextureSampler*>(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<UniformBufferBinding>(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<UniformBufferBinding>(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<OpenGLBuffer*>(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);
}
}