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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);
}
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