<reponame>alejandrolozano2/OpenGL_DemoFramework
#ifndef FSLUTIL_VULKAN1_0_BATCH_QUADBATCHDESCRIPTORSETS_HPP
#define FSLUTIL_VULKAN1_0_BATCH_QUADBATCHDESCRIPTORSETS_HPP
/****************************************************************************************************************************************************
* Copyright 2017 NXP
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* modification, are permitted provided that the following conditions are met:
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*    * Redistributions in binary form must reproduce the above copyright notice,
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*      and/or other materials provided with the distribution.
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*    * Neither the name of the NXP. nor the names of
*      its contributors may be used to endorse or promote products derived from
*      this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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#include <RapidVulkan/CommandBuffers.hpp>
#include <RapidVulkan/CommandPool.hpp>
#include <RapidVulkan/DescriptorPool.hpp>
#include <RapidVulkan/DescriptorSetLayout.hpp>
#include <deque>
#include <vector>

namespace Fsl
{
  namespace Vulkan
  {
    //! Simple command buffer allocator
    //! It uses a basic bucket allocation scheme.
    class QuadBatchDescriptorSets
    {
      class Bucket
      {
        VkDescriptorSetLayout m_descriptorSetLayout;
        RapidVulkan::DescriptorPool m_descriptorPool;
        std::vector<VkDescriptorSet> m_descriptorSets;
        uint32_t m_entries;
        uint32_t m_index;
      public:
        Bucket(const VkDevice device, const VkDescriptorSetLayout descriptorSetLayout, const uint32_t size);
        void Clear();
        VkDescriptorSet NextFree();
      };

      RapidVulkan::DescriptorSetLayout m_descriptorSetLayoutTexture;

      std::deque<Bucket> m_buckets;

      std::vector<VkDescriptorSet> m_activeSets;
      uint32_t m_activeCount;
    public:
      QuadBatchDescriptorSets(const VkDevice device);


      VkDescriptorSetLayout GetLayout() const
      {
        return m_descriptorSetLayoutTexture.Get();
      }

      void Clear();

      //! @brief Get the next free
      VkDescriptorSet NextFree();

      uint32_t GetActiveCount() const
      {
        return m_activeCount;
      }

      const VkDescriptorSet* GetActivePointer() const
      {
        return m_activeSets.data();
      }
    private:
    };
  }
}

#endif
