Descriptor set locations are now determined in the VKShaderInterface. Issues with the previous solution: - Due to legacy code in GPU module the locations/bindings must be the same. Using one for something else might result in undesired lookups, incorrect resource bindings. - Images/Textures reuses the same namespace, that didn't work as expected when looking up the resources via its binding. This refactoring is required for adding support for push constants. Pull Request #105073
56 lines
1.8 KiB
C++
56 lines
1.8 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2023 Blender Foundation. All rights reserved. */
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/** \file
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* \ingroup gpu
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*/
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#pragma once
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#include "BLI_array.hh"
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#include "gpu_shader_create_info.hh"
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#include "gpu_shader_interface.hh"
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#include "vk_descriptor_set.hh"
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namespace blender::gpu {
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class VKShaderInterface : public ShaderInterface {
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private:
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/**
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* Offset when searching for a shader input based on a binding number.
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*
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* When shaders combine images and samplers, the images have to be offset to find the correct
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* shader input. Both textures and images are stored in the uniform list and their ID can be
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* overlapping.
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*/
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uint32_t image_offset_ = 0;
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Array<VKDescriptorSet::Location> descriptor_set_locations_;
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public:
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VKShaderInterface() = default;
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void init(const shader::ShaderCreateInfo &info);
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const VKDescriptorSet::Location descriptor_set_location(
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const shader::ShaderCreateInfo::Resource &resource) const;
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const VKDescriptorSet::Location descriptor_set_location(
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const shader::ShaderCreateInfo::Resource::BindType &bind_type, int binding) const;
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private:
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/**
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* Retrieve the shader input for the given resource.
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*
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* nullptr is returned when resource could not be found.
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* Should only happen when still developing the Vulkan shader.
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*/
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const ShaderInput *shader_input_get(const shader::ShaderCreateInfo::Resource &resource) const;
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const ShaderInput *shader_input_get(
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const shader::ShaderCreateInfo::Resource::BindType &bind_type, int binding) const;
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const VKDescriptorSet::Location descriptor_set_location(const ShaderInput *shader_input) const;
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void descriptor_set_location_update(const ShaderInput *shader_input,
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const VKDescriptorSet::Location location);
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};
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} // namespace blender::gpu
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