1 | #ifndef _VULKAN_BUFFER_H
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2 | #define _VULKAN_BUFFER_H
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3 |
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4 | /*
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5 | * This class is intended to be used with Storage Buffers and Uniform Buffers.
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6 | */
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7 |
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8 | template<class T>
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9 | class VulkanBuffer {
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10 |
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11 | public:
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12 |
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13 | // TODO: Make these private (maybe make a getter for numObjects)
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14 | // Externally, they are only used in resizeBufferSet
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15 | size_t capacity;
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16 |
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17 | // temp field to help with ubo+ssbo resizing until they are added to this class
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18 | // See if I need a separate field for this or if I can use other fields to check for this
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19 | // Maybe compare uniform or storage buffer size to the size of the memory allocated here
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20 | bool resized;
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21 |
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22 | VulkanBuffer();
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23 | VulkanBuffer(size_t capacity, size_t minOffsetAlignment);
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24 |
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25 | VulkanBuffer(const VulkanBuffer<T>&) = delete;
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26 | VulkanBuffer(VulkanBuffer<T>&& other);
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27 |
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28 | ~VulkanBuffer();
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29 |
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30 | VulkanBuffer<T>& operator=(const VulkanBuffer<T>&) = delete;
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31 | VulkanBuffer<T>& operator=(VulkanBuffer<T>&& other) noexcept;
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32 |
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33 | void resize();
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34 |
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35 | void add(T obj);
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36 |
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37 | // TODO: Add a resize function
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38 |
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39 | private:
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40 |
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41 | size_t alignment;
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42 | size_t numObjects;
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43 |
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44 | T* srcData; // TODO: Rename this to something else probably and rename rawData to data
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45 | vector<T>* vData;
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46 |
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47 | // Remember that this is a pointer to the mapped video memory
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48 | // Maybe rename it to mappedData or something to make that clearer
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49 | void* rawData;
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50 | };
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51 |
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52 | // Currently, for SSBOs, I store the per-object values (usually just the model matrix), on each object, so they
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53 | // are not in their own array and therefore cannot be pushed to the GPU as one block. The updates must happen
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54 | // separately per object.
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55 |
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56 | // Since Sascha WIllems' dynamic UBO example works the same way (iirc), I can implement dynamic UBOs like that as well
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57 | // for now. Would be nice to plan for potentially storing the ubo data on the CPU in a contiguous block in the future,
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58 | // assuming that would make updates easier. Keep in mind that this only makes sense if all or most of the objects
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59 | // in the ubo get updated every frame.
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60 |
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61 | // ============================= TODO: Also, check when it makes sense to have a staging buffer for copying data to the GPU
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62 | // and see if I actually need to use it everywhere I currently am. I think this is mentioned in Sascha WIllems dubo example
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63 | // or some other Vulkan website I recently bookmarked
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64 |
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65 | template<class T>
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66 | VulkanBuffer<T>::VulkanBuffer()
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67 | : alignment(0)
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68 | , capacity(0)
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69 | , numObjects(0)
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70 | , resized(false)
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71 | , srcData(nullptr)
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72 | , rawData(nullptr)
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73 | , vData(nullptr) {
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74 | }
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75 |
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76 | template<class T>
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77 | VulkanBuffer<T>::VulkanBuffer(size_t capacity, size_t minOffsetAlignment)
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78 | : alignment(sizeof(T))
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79 | , capacity(capacity)
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80 | , numObjects(0)
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81 | , resized(false)
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82 | , srcData(nullptr)
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83 | , rawData(nullptr)
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84 | , vData(nullptr) {
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85 | if (minOffsetAlignment > 0) {
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86 | alignment = (alignment + minOffsetAlignment - 1) & ~(minOffsetAlignment - 1);
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87 | }
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88 |
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89 | srcData = (T*)malloc(capacity * alignment);
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90 | }
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91 |
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92 | template<class T>
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93 | VulkanBuffer<T>::VulkanBuffer(VulkanBuffer<T>&& other) {
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94 | // TODO: Implement
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95 | }
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96 |
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97 | template<class T>
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98 | VulkanBuffer<T>::~VulkanBuffer() {
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99 | if (srcData != nullptr) {
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100 | free(srcData);
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101 | }
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102 | }
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103 |
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104 | template<class T>
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105 | VulkanBuffer<T>& VulkanBuffer<T>::operator=(VulkanBuffer<T>&& other) noexcept {
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106 | if (this != &other) {
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107 | capacity = other.capacity;
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108 | numObjects = other.numObjects;
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109 | resized = other.resized;
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110 |
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111 | alignment = other.alignment;
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112 |
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113 | if (srcData != nullptr) {
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114 | free(srcData);
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115 | }
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116 |
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117 | srcData = other.srcData;
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118 |
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119 | other.capacity = 0;
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120 | other.numObjects = 0;
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121 | // TODO: Maybe set rnage to 0 as well
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122 |
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123 | other.srcData = nullptr;
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124 | }
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125 |
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126 | return *this;
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127 | }
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128 |
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129 | template<class T>
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130 | void VulkanBuffer<T>::resize() {
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131 | resized = false;
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132 | }
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133 |
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134 | template<class T>
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135 | void VulkanBuffer<T>::add(T obj) {
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136 | if (numObjects == capacity) {
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137 | // Once I add Vulkan buffer objects in here, make sure this doesn't overlap with resizeBufferSet
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138 | resized = true;
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139 |
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140 | capacity *= 2;
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141 | }
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142 |
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143 | numObjects++;
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144 | }
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145 |
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146 | #endif // _VULKAN_BUFFER_H
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