Files
MapLibreParticleLab/include/mbgl/vulkan/descriptor_set.hpp
2024-11-12 21:19:20 +01:00

88 lines
2.2 KiB
C++

#pragma once
#include <mbgl/gfx/uniform_buffer.hpp>
#include <mbgl/vulkan/buffer_resource.hpp>
#include <span>
#include <queue>
namespace mbgl {
namespace vulkan {
class CommandEncoder;
enum class DescriptorSetType : uint8_t {
Global,
Layer,
DrawableUniform,
DrawableImage,
Count,
};
struct DescriptorPoolGrowable {
struct PoolInfo {
vk::UniqueDescriptorPool pool;
uint32_t remainingSets{0};
std::queue<std::vector<vk::DescriptorSet>> unusedSets;
PoolInfo(vk::UniqueDescriptorPool&& pool_, uint32_t remainingSets_)
: pool(std::move(pool_)),
remainingSets(remainingSets_) {}
};
const uint32_t maxSets{0};
const uint32_t descriptorsPerSet{0};
const float growFactor{1.5f};
std::vector<PoolInfo> pools;
int32_t currentPoolIndex{-1};
PoolInfo& current() { return pools[currentPoolIndex]; }
DescriptorPoolGrowable() = default;
DescriptorPoolGrowable(uint32_t maxSets_, uint32_t descriptorsPerSet_, float growFactor_ = 1.5f)
: maxSets(maxSets_),
descriptorsPerSet(descriptorsPerSet_),
growFactor(growFactor_) {}
};
class DescriptorSet {
public:
DescriptorSet(Context& context_, DescriptorSetType type_);
virtual ~DescriptorSet();
void allocate();
void markDirty(bool value = true);
void bind(CommandEncoder& encoder);
protected:
void createDescriptorPool(DescriptorPoolGrowable& growablePool);
protected:
Context& context;
DescriptorSetType type;
std::vector<bool> dirty;
std::vector<vk::DescriptorSet> descriptorSets;
int32_t descriptorPoolIndex{-1};
};
class UniformDescriptorSet : public DescriptorSet {
public:
UniformDescriptorSet(Context& context_, DescriptorSetType type_);
virtual ~UniformDescriptorSet() = default;
void update(const gfx::UniformBufferArray& uniforms, uint32_t uniformStartIndex, uint32_t descriptorBindingCount);
};
class ImageDescriptorSet : public DescriptorSet {
public:
ImageDescriptorSet(Context& context_);
virtual ~ImageDescriptorSet() = default;
void update(const std::array<gfx::Texture2DPtr, shaders::maxTextureCountPerShader>& textures);
};
} // namespace vulkan
} // namespace mbgl