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#include "video.hpp"

#include <string.h>

extern "C" {
#include "memory.h"
#include "plat.h"
#include "str.h"
}

Pipeline_Builder::Pipeline_Builder(Arena* arena):
	arena(arena) {}

void Pipeline_Builder::begin_rp() {
	pass = (Render_Pass*)arena_alloc(arena, sizeof *pass);
	pass->target = 0;
	pass->clear = { 0, 0, 0, 0 };
}

void Pipeline_Builder::rp_target(Texture_Id id, Colour clear) {
	pass->target = id;
	pass->clear = clear;
}

void Pipeline_Builder::validate_rp() {
	assert(pass->target);
}

Render_Pass& Pipeline_Builder::build_rp() {
	validate_rp();
	return *pass;
}

void Pipeline_Builder::begin() {
	pip = (Pipeline*)arena_alloc(arena, sizeof *pip);
	memset(pip, 0, sizeof *pip);
}

void Pipeline_Builder::shader(Shader_Id s) {
	pip->shader = s;
}

void Pipeline_Builder::texture(
	int binding,
	Texture_Id t,
	Sampler_Id s
) {
	Descriptor* d;
	Texture_Descriptor* td;
	assert(pip->descriptor_count < pipeline_max_descriptors);
	d = &pip->descriptors[pip->descriptor_count++];
	td = (Texture_Descriptor*)d->payload;
	d->slot = binding;
	d->type = Descriptor::Type::texture;
	td->sampler = s;
	td->texture = t;
}

void Pipeline_Builder::vertex_format(Vertex_Format_Id vf) {
	pip->vertex_format = vf;
}

Pipeline& Pipeline_Builder::build() {
#define h(n, v) \
	n = fnv1a64_2(n, (uint8_t*)&v, sizeof v)
	validate();
	pip->pipeline_hash = fnv1a64(0, 0);
	h(pip->pipeline_hash, pip->vertex_format);
	h(pip->pipeline_hash, pip->shader);
	h(pip->pipeline_hash, pip->descriptor_count);
	{
		int i, e = pip->descriptor_count;
		pip->descriptor_resource_hash = fnv1a64(0, 0);
		for (i = 0; i < e; i++) {
			Descriptor* d = &pip->descriptors[i];
			h(pip->pipeline_hash, d->type);
			h(pip->pipeline_hash, d->slot);
			h(pip->descriptor_resource_hash, d->type);
			h(pip->descriptor_resource_hash, d->slot);
			switch (d->type) {
				case Descriptor::Type::texture: {
					auto td = (Texture_Descriptor*)d->payload;
					h(pip->descriptor_resource_hash, td->sampler);
					h(pip->descriptor_resource_hash, td->texture);
				} break;
			}
		}
	}
	return *pip;
#undef h
}

void Pipeline_Builder::validate() {
	assert(pip->vertex_format);
	assert(pip->shader);
}