private DescriptorSet(GraphicsDevice graphicsDevice, DescriptorPool pool, DescriptorSetLayout desc) { if (pool.SrvOffset + desc.SrvCount > pool.SrvCount || pool.SamplerOffset + desc.SamplerCount > pool.SamplerCount) { // Eearly exit if OOM, IsValid should return false (TODO: different mechanism?) Device = null; BindingOffsets = null; Description = null; SrvStart = new CpuDescriptorHandle(); SamplerStart = new CpuDescriptorHandle(); return; } Device = graphicsDevice; BindingOffsets = desc.BindingOffsets; Description = desc; // Store start CpuDescriptorHandle SrvStart = desc.SrvCount > 0 ? (pool.SrvStart + graphicsDevice.SrvHandleIncrementSize * pool.SrvOffset) : new CpuDescriptorHandle(); SamplerStart = desc.SamplerCount > 0 ? (pool.SamplerStart + graphicsDevice.SamplerHandleIncrementSize * pool.SamplerOffset) : new CpuDescriptorHandle(); // Allocation is done, bump offsets // TODO D3D12 thread safety? pool.SrvOffset += desc.SrvCount; pool.SamplerOffset += desc.SamplerCount; }
internal unsafe VkDescriptorSet AllocateDescriptorSet(DescriptorSetLayout descriptorSetLayout) { // Keep track of descriptor pool usage bool isPoolExhausted = ++allocatedSetCount > GraphicsDevice.MaxDescriptorSetCount; for (int i = 0; i < DescriptorSetLayout.DescriptorTypeCount; i++) { allocatedTypeCounts[i] += descriptorSetLayout.TypeCounts[i]; if (allocatedTypeCounts[i] > GraphicsDevice.MaxDescriptorTypeCounts[i]) { isPoolExhausted = true; break; } } if (isPoolExhausted) { return(VkDescriptorSet.Null); } // Allocate new descriptor set var nativeLayoutCopy = descriptorSetLayout.NativeLayout; var allocateInfo = new DescriptorSetAllocateInfo { sType = VkStructureType.DescriptorSetAllocateInfo, DescriptorPool = NativeDescriptorPool, DescriptorSetCount = 1, SetLayouts = new IntPtr(&nativeLayoutCopy) }; VkDescriptorSet descriptorSet; GraphicsDevice.NativeDevice.AllocateDescriptorSets(ref allocateInfo, &descriptorSet); return(descriptorSet); }
private DescriptorSet(GraphicsDevice graphicsDevice, DescriptorPool pool, DescriptorSetLayout desc) { this.HeapObjects = pool.Entries; this.DescriptorStartOffset = pool.Allocate(desc.ElementCount); }
public static DescriptorSet New(GraphicsDevice graphicsDevice, DescriptorPool pool, DescriptorSetLayout desc) { return(new DescriptorSet(graphicsDevice, pool, desc)); }
private DescriptorSet(GraphicsDevice graphicsDevice, DescriptorPool pool, DescriptorSetLayout desc) { GraphicsDevice = graphicsDevice; NativeDescriptorSet = pool.AllocateDescriptorSet(desc); }