De-interleaved vertex buffers offsets the attribute in the buffer to the de-interleaved position. The vertex attribute offset is limited by a constrained and would raise an error when the buffers just a bit larger. *VUID-VkVertexInputAttributeDescription-offset-00622*: offset must be less than or equal to `VkPhysicalDeviceLimits::maxVertexInputAttributeOffset` This PR fixes this by offsetting the buffer in stead of the attribute. Offsetting buffers is limited by the amount of memory. Pull Request: https://projects.blender.org/blender/blender/pulls/128031
71 lines
2.2 KiB
C++
71 lines
2.2 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Authors All rights reserved.
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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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#include "render_graph/vk_render_graph.hh"
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#include "vk_buffer.hh"
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#include "vk_common.hh"
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#include "BLI_vector.hh"
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#pragma once
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namespace blender::gpu {
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class VKVertexBuffer;
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class VKContext;
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class VKBatch;
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class VKShaderInterface;
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class VKImmediate;
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using AttributeMask = uint16_t;
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/* TODO: VKVertexAttributeObject should not contain any reference to VBO's. This should make the
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* API be compatible with both #VKBatch and #VKImmediate. */
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/* TODO: In steam of storing the bindings/attributes we should add a data structure that can store
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* them. Building the bindings/attributes should be done inside #VKPipelinePool. */
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class VKVertexAttributeObject {
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public:
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bool is_valid = false;
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VkPipelineVertexInputStateCreateInfo info = {
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VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO, NULL};
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Vector<VkVertexInputBindingDescription> bindings;
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Vector<VkVertexInputAttributeDescription> attributes;
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/* Used for batches. */
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Vector<VKVertexBuffer *> vbos;
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/* Used for immediate mode. */
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Vector<VKBufferWithOffset> buffers;
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VKVertexAttributeObject();
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void clear();
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void bind(render_graph::VKVertexBufferBindings &r_vertex_buffer_bindings) const;
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/** Copy assignment operator. */
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VKVertexAttributeObject &operator=(const VKVertexAttributeObject &other);
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void update_bindings(const VKContext &context, VKBatch &batch);
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void update_bindings(VKImmediate &immediate);
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void debug_print() const;
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private:
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/** Update unused bindings with a dummy binding. */
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void fill_unused_bindings(const VKShaderInterface &interface,
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const AttributeMask occupied_attributes);
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void update_bindings(const GPUVertFormat &vertex_format,
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VKVertexBuffer *vertex_buffer,
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VKBufferWithOffset *immediate_vertex_buffer,
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const int64_t vertex_len,
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const VKShaderInterface &interface,
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AttributeMask &r_occupied_attributes,
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const bool use_instancing);
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};
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} // namespace blender::gpu
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