When building the resource access used when adding dispatch/draw commands to the render graph, the access mask is required. This PR stores the access mask in the shader interface. When binding the resources referenced by the state manager, the resource access info struct is populated with the access flags. In the near future the resource access info will be passed when adding a dispatch/draw node to the render graph to generate the links. Pull Request: https://projects.blender.org/blender/blender/pulls/120908
109 lines
3.7 KiB
C++
109 lines
3.7 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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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 "BLI_array.hh"
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#include "vk_descriptor_set_layouts.hh"
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#include "vk_push_constants.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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Array<shader::ShaderCreateInfo::Resource::BindType> descriptor_set_bind_types_;
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Array<VkAccessFlags> access_masks_;
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VKDescriptorSetLayoutInfo descriptor_set_layout_info_;
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VKPushConstants::Layout push_constants_layout_;
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shader::BuiltinBits shader_builtins_;
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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 std::optional<VKDescriptorSet::Location> descriptor_set_location(
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const shader::ShaderCreateInfo::Resource::BindType &bind_type, int binding) const;
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/**
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* Get the access mask for a binding.
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*
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* Is used to build the correct resource accesses in the render graph (dispatch/draw nodes).
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*
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* Will return VK_ACCESS_NONE when binding isn't found or not compatible with the given bind
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* type.
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*/
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const VkAccessFlags access_mask(const shader::ShaderCreateInfo::Resource::BindType &bind_type,
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int binding) const;
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/** Get the Layout of the shader. */
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const VKPushConstants::Layout &push_constants_layout_get() const
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{
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return push_constants_layout_;
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}
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const VKDescriptorSetLayoutInfo &descriptor_set_layout_info_get() const
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{
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return descriptor_set_layout_info_;
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}
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shader::Type get_attribute_type(int location) const
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{
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return static_cast<shader::Type>(attr_types_[location]);
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}
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bool is_point_shader() const
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{
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return (shader_builtins_ & shader::BuiltinBits::POINT_SIZE) == shader::BuiltinBits::POINT_SIZE;
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}
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private:
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void init_descriptor_set_layout_info(const shader::ShaderCreateInfo &info,
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int64_t resources_len,
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Span<shader::ShaderCreateInfo::Resource> resources,
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VKPushConstants::StorageType push_constants_storage);
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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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const shader::ShaderCreateInfo::Resource::BindType descriptor_set_bind_type(
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const ShaderInput *shader_input) const;
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const VkAccessFlags access_mask(const ShaderInput *shader_input) const;
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void descriptor_set_location_update(
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const ShaderInput *shader_input,
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const VKDescriptorSet::Location location,
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const shader::ShaderCreateInfo::Resource::BindType bind_type,
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std::optional<const shader::ShaderCreateInfo::Resource> resource);
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};
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} // namespace blender::gpu
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