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authorassiduous <assiduous@diligentgraphics.com>2021-03-08 08:13:00 +0000
committerassiduous <assiduous@diligentgraphics.com>2021-03-19 00:38:17 +0000
commit1236220647276ad81692becafa32ee9d374d269e (patch)
treebb4a65ac072031344d1518691dbeb9c30b40d885 /Graphics/GraphicsEngineOpenGL
parentUnified implementations of SRB in D3D12, Vk and GL (diff)
downloadDiligentCore-1236220647276ad81692becafa32ee9d374d269e.tar.gz
DiligentCore-1236220647276ad81692becafa32ee9d374d269e.zip
ShaderResourceBinding{D3D12, Vk, GL} - removed the remaining duplicate code
Diffstat (limited to 'Graphics/GraphicsEngineOpenGL')
-rw-r--r--Graphics/GraphicsEngineOpenGL/include/PipelineResourceSignatureGLImpl.hpp2
-rw-r--r--Graphics/GraphicsEngineOpenGL/src/PipelineResourceSignatureGLImpl.cpp4
-rw-r--r--Graphics/GraphicsEngineOpenGL/src/ShaderResourceBindingGLImpl.cpp27
3 files changed, 3 insertions, 30 deletions
diff --git a/Graphics/GraphicsEngineOpenGL/include/PipelineResourceSignatureGLImpl.hpp b/Graphics/GraphicsEngineOpenGL/include/PipelineResourceSignatureGLImpl.hpp
index a8ba530c..6730902a 100644
--- a/Graphics/GraphicsEngineOpenGL/include/PipelineResourceSignatureGLImpl.hpp
+++ b/Graphics/GraphicsEngineOpenGL/include/PipelineResourceSignatureGLImpl.hpp
@@ -115,7 +115,7 @@ public:
return GetHash() != Other.GetHash() || m_BindingCount != Other.m_BindingCount;
}
- void InitSRBResourceCache(ShaderResourceCacheGL& ResourceCache, IMemoryAllocator& CacheMemAllocator) const;
+ void InitSRBResourceCache(ShaderResourceCacheGL& ResourceCache);
#ifdef DILIGENT_DEVELOPMENT
/// Verifies committed resource attribs using the SPIRV resource attributes from the PSO.
diff --git a/Graphics/GraphicsEngineOpenGL/src/PipelineResourceSignatureGLImpl.cpp b/Graphics/GraphicsEngineOpenGL/src/PipelineResourceSignatureGLImpl.cpp
index 9fb5a827..34bb10e5 100644
--- a/Graphics/GraphicsEngineOpenGL/src/PipelineResourceSignatureGLImpl.cpp
+++ b/Graphics/GraphicsEngineOpenGL/src/PipelineResourceSignatureGLImpl.cpp
@@ -529,9 +529,9 @@ void PipelineResourceSignatureGLImpl::CopyStaticResources(ShaderResourceCacheGL&
#endif
}
-void PipelineResourceSignatureGLImpl::InitSRBResourceCache(ShaderResourceCacheGL& ResourceCache, IMemoryAllocator& CacheMemAllocator) const
+void PipelineResourceSignatureGLImpl::InitSRBResourceCache(ShaderResourceCacheGL& ResourceCache)
{
- ResourceCache.Initialize(m_BindingCount, CacheMemAllocator);
+ ResourceCache.Initialize(m_BindingCount, m_SRBMemAllocator.GetResourceCacheDataAllocator(0));
}
bool PipelineResourceSignatureGLImpl::IsCompatibleWith(const PipelineResourceSignatureGLImpl& Other) const
diff --git a/Graphics/GraphicsEngineOpenGL/src/ShaderResourceBindingGLImpl.cpp b/Graphics/GraphicsEngineOpenGL/src/ShaderResourceBindingGLImpl.cpp
index ba89bf69..670ca348 100644
--- a/Graphics/GraphicsEngineOpenGL/src/ShaderResourceBindingGLImpl.cpp
+++ b/Graphics/GraphicsEngineOpenGL/src/ShaderResourceBindingGLImpl.cpp
@@ -30,12 +30,8 @@
#include "ShaderResourceBindingGLImpl.hpp"
#include "RenderDeviceGLImpl.hpp"
-#include "PipelineStateGLImpl.hpp"
-#include "ShaderGLImpl.hpp"
#include "PipelineResourceSignatureGLImpl.hpp"
-#include "FixedBlockMemoryAllocator.hpp"
-
namespace Diligent
{
@@ -43,29 +39,6 @@ ShaderResourceBindingGLImpl::ShaderResourceBindingGLImpl(IReferenceCounters*
PipelineResourceSignatureGLImpl* pPRS) :
TBase{pRefCounters, pPRS}
{
- const auto NumShaders = GetNumShaders();
-
- // This will only allocate memory and initialize descriptor sets in the resource cache
- // Resources will be initialized by InitializeResourceMemoryInCache()
- auto& SRBMemAllocator = pPRS->GetSRBMemoryAllocator();
- auto& ResourceCacheDataAllocator = SRBMemAllocator.GetResourceCacheDataAllocator(0);
- pPRS->InitSRBResourceCache(m_ShaderResourceCache, ResourceCacheDataAllocator);
-
- for (Uint32 s = 0; s < NumShaders; ++s)
- {
- const auto ShaderType = pPRS->GetActiveShaderStageType(s);
- const auto ShaderInd = GetShaderTypePipelineIndex(ShaderType, pPRS->GetPipelineType());
- const auto MgrInd = m_ActiveShaderStageIndex[ShaderInd];
- VERIFY_EXPR(MgrInd >= 0 && MgrInd < static_cast<int>(NumShaders));
-
- auto& VarDataAllocator = SRBMemAllocator.GetShaderVariableDataAllocator(s);
-
- // Create shader variable manager in place
- // Initialize vars manager to reference mutable and dynamic variables
- // Note that the cache has space for all variable types
- const SHADER_RESOURCE_VARIABLE_TYPE VarTypes[] = {SHADER_RESOURCE_VARIABLE_TYPE_MUTABLE, SHADER_RESOURCE_VARIABLE_TYPE_DYNAMIC};
- m_pShaderVarMgrs[MgrInd].Initialize(*pPRS, VarDataAllocator, VarTypes, _countof(VarTypes), ShaderType);
- }
}
ShaderResourceBindingGLImpl::~ShaderResourceBindingGLImpl()