/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2023 Blender Foundation. All rights reserved. */ /** \file * \ingroup gpu */ #pragma once #include "BLI_array.hh" #include "gpu_shader_create_info.hh" #include "gpu_shader_interface.hh" #include "BLI_array.hh" #include "vk_push_constants.hh" namespace blender::gpu { class VKShaderInterface : public ShaderInterface { private: /** * Offset when searching for a shader input based on a binding number. * * When shaders combine images and samplers, the images have to be offset to find the correct * shader input. Both textures and images are stored in the uniform list and their ID can be * overlapping. */ uint32_t image_offset_ = 0; Array descriptor_set_locations_; VKPushConstants::Layout push_constants_layout_; public: VKShaderInterface() = default; void init(const shader::ShaderCreateInfo &info); const VKDescriptorSet::Location descriptor_set_location( const shader::ShaderCreateInfo::Resource &resource) const; const VKDescriptorSet::Location descriptor_set_location( const shader::ShaderCreateInfo::Resource::BindType &bind_type, int binding) const; /** Get the Layout of the shader. */ const VKPushConstants::Layout &push_constants_layout_get() const { return push_constants_layout_; } private: /** * Retrieve the shader input for the given resource. * * nullptr is returned when resource could not be found. * Should only happen when still developing the Vulkan shader. */ const ShaderInput *shader_input_get(const shader::ShaderCreateInfo::Resource &resource) const; const ShaderInput *shader_input_get( const shader::ShaderCreateInfo::Resource::BindType &bind_type, int binding) const; const VKDescriptorSet::Location descriptor_set_location(const ShaderInput *shader_input) const; void descriptor_set_location_update(const ShaderInput *shader_input, const VKDescriptorSet::Location location); }; } // namespace blender::gpu