tornavis/source/blender/gpu/vulkan/vk_descriptor_pools.hh

66 lines
1.9 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#pragma once
#include "BLI_vector.hh"
#include "vk_descriptor_set.hh"
namespace blender::gpu {
class VKDevice;
/**
* List of VkDescriptorPools.
*
* In Vulkan a pool is constructed with a fixed size per resource type. When more resources are
* needed it a next pool should be created. VKDescriptorPools will keep track of those pools and
* construct new pools when the previous one is exhausted.
*
* At the beginning of a new frame the descriptor pools are reset. This will start allocating
* again from the first descriptor pool in order to use freed space from previous pools.
*/
class VKDescriptorPools {
/**
* Pool sizes to use. When one descriptor pool is requested to allocate a descriptor but isn't
* able to do so, it will fail.
*
* Better defaults should be set later on, when we know more about our resource usage.
*/
static constexpr uint32_t POOL_SIZE_STORAGE_BUFFER = 1000;
static constexpr uint32_t POOL_SIZE_DESCRIPTOR_SETS = 1000;
static constexpr uint32_t POOL_SIZE_STORAGE_IMAGE = 1000;
static constexpr uint32_t POOL_SIZE_COMBINED_IMAGE_SAMPLER = 1000;
static constexpr uint32_t POOL_SIZE_UNIFORM_BUFFER = 1000;
static constexpr uint32_t POOL_SIZE_UNIFORM_TEXEL_BUFFER = 1000;
Vector<VkDescriptorPool> pools_;
int64_t active_pool_index_ = 0;
public:
VKDescriptorPools();
~VKDescriptorPools();
void init(const VKDevice &vk_device);
std::unique_ptr<VKDescriptorSet> allocate(const VkDescriptorSetLayout &descriptor_set_layout);
/**
* Reset the pools to start looking for free space from the first descriptor pool.
*/
void reset();
private:
VkDescriptorPool active_pool_get();
void activate_next_pool();
void activate_last_pool();
bool is_last_pool_active();
void add_new_pool(const VKDevice &device);
};
} // namespace blender::gpu