ULRE/src/SceneGraph/Vulkan/VKArrayBuffer.cpp

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#include<hgl/graph/VKArrayBuffer.h>
#include<hgl/graph/VKMemoryAllocator.h>
#include<hgl/type/Collection.h>
#include<hgl/graph/VKBuffer.h>
#include<hgl/graph/VKDevice.h>
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namespace hgl
{
namespace graph
{
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GPUArrayBuffer::GPUArrayBuffer(GPUDevice *dev,VkBufferUsageFlags flags,const uint il,VkDescriptorType dt)
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{
device=dev;
buffer_usage_flags=flags;
item_length=il;
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if(dt==VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER
||dt==VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC)
offset_alignment=device->GetUBOAlign();
else
if(dt==VK_DESCRIPTOR_TYPE_STORAGE_BUFFER
||dt==VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC)
offset_alignment=device->GetSSBOAlign();
else
offset_alignment=0;
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const uint32_t unit_size=hgl_align<uint32_t>(item_length,offset_alignment);
vk_ma=new VKMemoryAllocator(device,buffer_usage_flags,unit_size); // construct function is going to set AllocUnitSize by minUniformOffsetAlignment
MemoryBlock *mb=new MemoryBlock(vk_ma);
coll=new Collection(unit_size,mb);
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}
GPUArrayBuffer::~GPUArrayBuffer()
{
delete coll;
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}
const uint32_t GPUArrayBuffer::GetUnitSize()const
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{
return coll->GetUnitBytes();
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}
DeviceBuffer *GPUArrayBuffer::GetBuffer()
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{
return vk_ma->GetBuffer();
}
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uint32 GPUArrayBuffer::Alloc(const uint32 max_count) ///<预分配空间
{
if(!coll->Alloc(max_count))
return(0);
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return coll->GetAllocCount();
}
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void GPUArrayBuffer::Clear()
{
coll->Clear();
}
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void *GPUArrayBuffer::Map(const uint32 start,const uint32 count)
{
return coll->Map(start,count);
}
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void GPUArrayBuffer::Flush(const uint32 count)
{
vk_ma->Flush(count*GetUnitSize());
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}
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}//namespace graph
}//namespace hgl