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 | size_t numObjects;
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17 |
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18 | VulkanBuffer();
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19 | VulkanBuffer(size_t capacity, size_t minOffsetAlignment);
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20 | ~VulkanBuffer();
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21 |
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22 | VulkanBuffer<T>& operator=(const VulkanBuffer<T>& other);
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23 |
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24 | void add(T obj);
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25 |
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26 | // TODO: Add a resize function
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27 |
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28 | private:
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29 |
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30 | size_t alignment;
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31 |
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32 | T* srcData; // TODO: Rename this to something else probably and rename rawData to data
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33 | vector<T>* vData;
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34 |
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35 | // Remember that this is a pointer to the mapped video memory
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36 | // Maybe rename it to mappedData or something to make that clearer
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37 | void* rawData;
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38 | };
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39 |
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40 | // Currently, for SSBOs, I store the per-object values (usually just the model matrix), on each object, so they
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41 | // 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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42 | // separately per object.
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43 |
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44 | // Since Sascha WIllems' dynamic UBO example works the same way (iirc), I can implement dynamic UBOs like that as well
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45 | // 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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46 | // 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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47 | // in the ubo get updated every frame.
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48 |
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49 | // ============================= TODO: Also, check when it makes sense to have a staging buffer for copying data to the GPU
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50 | // 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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51 | // or some other Vulkan website I recently bookmarked
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52 |
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53 | template<class T>
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54 | VulkanBuffer<T>::VulkanBuffer()
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55 | : alignment(0)
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56 | , capacity(0)
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57 | , numObjects(0)
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58 | , srcData(nullptr)
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59 | , rawData(nullptr)
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60 | , vData(nullptr) {
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61 | }
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62 |
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63 | template<class T>
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64 | VulkanBuffer<T>::VulkanBuffer(size_t capacity, size_t minOffsetAlignment)
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65 | : alignment(sizeof(T))
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66 | , capacity(capacity)
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67 | , numObjects(0)
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68 | , srcData(nullptr)
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69 | , rawData(nullptr)
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70 | , vData(nullptr) {
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71 | if (minOffsetAlignment > 0) {
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72 | alignment = (alignment + minOffsetAlignment - 1) & ~(minOffsetAlignment - 1);
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73 | }
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74 |
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75 | srcData = (T*)malloc(capacity * alignment);
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76 | }
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77 |
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78 | template<class T>
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79 | VulkanBuffer<T>::~VulkanBuffer() {
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80 | if (srcData != nullptr) {
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81 | free(srcData);
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82 | }
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83 | }
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84 |
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85 | template<class T>
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86 | VulkanBuffer<T>& VulkanBuffer<T>::operator=(const VulkanBuffer<T>& other) {
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87 | if (this == &other) {
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88 | return *this;
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89 | }
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90 |
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91 | /*
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92 | // assume *this manages a reusable resource, such as a heap-allocated buffer mArray
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93 | if (size != other.size) { // resource in *this cannot be reused
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94 | delete[] mArray; // release resource in *this
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95 | mArray = nullptr;
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96 | size = 0; // preserve invariants in case next line throws
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97 | mArray = new int[other.size]; // allocate resource in *this
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98 | size = other.size;
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99 | }
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100 | */
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101 |
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102 | if (srcData != nullptr) {
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103 | free(srcData);
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104 | srcData = nullptr;
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105 | }
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106 |
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107 | alignment = other.alignment;
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108 | capacity = other.capacity;
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109 |
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110 | srcData = (T*)malloc(capacity * alignment);
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111 | // TODO: Check for failure
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112 |
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113 | memcpy(srcData, other.srcData, capacity * alignment);
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114 |
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115 | return *this;
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116 | }
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117 |
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118 | template<class T>
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119 | void VulkanBuffer<T>::add(T obj) {
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120 | numObjects++;
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121 | }
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122 |
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123 | #endif // _VULKAN_BUFFER_H
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