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#include "shadingcontext.hpp"
#include "VulkanDevice.hpp"
#include "resource.hpp"
#include "macros.hpp"

namespace vke {
    ShadingContext::ShadingContext(device_t* _device, uint32_t maxDescriptorSet) {
        device = _device;
        maxSets = maxDescriptorSet;
    }
    ShadingContext::~ShadingContext() {
        for(uint i=0; i<layouts.size(); i++)
            vkDestroyDescriptorSetLayout(device->dev, layouts[i], VK_NULL_HANDLE);
        vkDestroyDescriptorPool(device->dev, descriptorPool, VK_NULL_HANDLE);
    }

    uint32_t ShadingContext::addDescriptorSetLayout (const std::vector<VkDescriptorSetLayoutBinding>& descriptorSetLayoutBinding) {
        uint32_t idx = descriptorSetLayoutBindings.size();
        descriptorSetLayoutBindings.push_back (descriptorSetLayoutBinding);
        return idx;
    }

    void ShadingContext::prepare () {
        uint32_t descTypeCount[VK_DESCRIPTOR_TYPE_END_RANGE+1] = {};
        //count descriptor types to init desc pool
        for(uint i=0; i<descriptorSetLayoutBindings.size(); i++)
            for(uint j=0; j<descriptorSetLayoutBindings[i].size(); j++)
                descTypeCount[descriptorSetLayoutBindings[i][j].descriptorType] += descriptorSetLayoutBindings[i][j].descriptorCount;

        std::vector<VkDescriptorPoolSize> poolSizes;
        for(int i=VK_DESCRIPTOR_TYPE_BEGIN_RANGE; i<VK_DESCRIPTOR_TYPE_END_RANGE; i++) {
            if (descTypeCount[i]>0)
                poolSizes.push_back ({(VkDescriptorType)i, descTypeCount[i]});
        }
        VkDescriptorPoolCreateInfo poolInfo= {VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO};
        poolInfo.poolSizeCount  = (uint32_t)poolSizes.size();
        poolInfo.pPoolSizes     = poolSizes.data();
        poolInfo.maxSets        = maxSets;
        VK_CHECK_RESULT(vkCreateDescriptorPool(device->dev, &poolInfo, nullptr, &descriptorPool));

        layouts.resize(descriptorSetLayoutBindings.size());
        for(uint i=0; i<descriptorSetLayoutBindings.size(); i++) {
            VkDescriptorSetLayoutCreateInfo layoutInfos = {VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO};
            layoutInfos.bindingCount= (uint32_t)descriptorSetLayoutBindings[i].size();
            layoutInfos.pBindings	= descriptorSetLayoutBindings[i].data();
            VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device->dev, &layoutInfos, nullptr, &layouts[i]));
        }
    }

    VkDescriptorSet ShadingContext::allocateDescriptorSet (uint32_t layoutIndex) {
        VkDescriptorSet ds = VK_NULL_HANDLE;
        VkDescriptorSetAllocateInfo dsInfo = {VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO};
        dsInfo.descriptorPool       = descriptorPool;
        dsInfo.pSetLayouts          = &layouts[layoutIndex];
        dsInfo.descriptorSetCount   = 1;
        VK_CHECK_RESULT(vkAllocateDescriptorSets(device->dev, &dsInfo, &ds));
        return ds;
    }

    void ShadingContext::updateDescriptorSet (VkDescriptorSet ds, const std::vector<BindingSlot>& slots) {
        std::vector<VkWriteDescriptorSet> writeDescriptorSets;

        for (uint i=0; i<slots.size(); i++) {
            VkDescriptorSetLayoutBinding dslb = descriptorSetLayoutBindings[slots[i].layoutIdx][slots[i].descriptorIdx];
            writeDescriptorSets.push_back (
                        slots[i].pResource->getWriteDescriptorSet (ds, dslb.binding, dslb.descriptorType));
        }
        vkUpdateDescriptorSets(device->dev,(uint32_t) writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
    }
}