Files
test/source/blender/gpu/vulkan/vk_descriptor_set.hh
Jeroen Bakker 004ce8fc4e Vulkan: Add Support For Texture Buffers
Texture buffers are vbos that can be sampled as textures inside shaders.
This adds support for them to the Vulkan Backend.

Pull Request: https://projects.blender.org/blender/blender/pulls/108193
2023-05-30 13:54:51 +02:00

200 lines
5.3 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2023 Blender Foundation */
/** \file
* \ingroup gpu
*/
#pragma once
#include "BLI_utility_mixins.hh"
#include "BLI_vector.hh"
#include "gpu_shader_private.hh"
#include "vk_buffer.hh"
#include "vk_common.hh"
#include "vk_resource_tracker.hh"
#include "vk_uniform_buffer.hh"
namespace blender::gpu {
class VKIndexBuffer;
class VKShaderInterface;
class VKStorageBuffer;
class VKTexture;
class VKUniformBuffer;
class VKVertexBuffer;
class VKDescriptorSetTracker;
class VKSampler;
/**
* In vulkan shader resources (images and buffers) are grouped in descriptor sets.
*
* The resources inside a descriptor set can be updated and bound per set.
*
* Currently Blender only supports a single descriptor set per shader, but it is planned to be able
* to use 2 descriptor sets per shader. One for each #blender::gpu::shader::Frequency.
*/
class VKDescriptorSet : NonCopyable {
public:
/**
* Binding location of a resource in a descriptor set.
*
* Locations and bindings are used for different reasons. In the Vulkan backend we use
* ShaderInput.location to store the descriptor set + the resource binding inside the descriptor
* set. To ease the development the VKDescriptorSet::Location will be used to hide this
* confusion.
*
* NOTE: [future development] When supporting multiple descriptor sets the encoding/decoding can
* be centralized here. Location will then also contain the descriptor set index.
*/
struct Location {
private:
/**
* References to a binding in the descriptor set.
*/
uint32_t binding;
Location(uint32_t binding) : binding(binding) {}
public:
Location() = default;
bool operator==(const Location &other) const
{
return binding == other.binding;
}
operator uint32_t() const
{
return binding;
}
friend class VKDescriptorSetTracker;
friend class VKShaderInterface;
};
VkDescriptorPool vk_descriptor_pool_ = VK_NULL_HANDLE;
VkDescriptorSet vk_descriptor_set_ = VK_NULL_HANDLE;
public:
VKDescriptorSet() = default;
VKDescriptorSet(VkDescriptorPool vk_descriptor_pool, VkDescriptorSet vk_descriptor_set)
: vk_descriptor_pool_(vk_descriptor_pool), vk_descriptor_set_(vk_descriptor_set)
{
BLI_assert(vk_descriptor_set_ != VK_NULL_HANDLE);
}
VKDescriptorSet(VKDescriptorSet &&other);
virtual ~VKDescriptorSet();
VKDescriptorSet &operator=(VKDescriptorSet &&other)
{
BLI_assert(other.vk_descriptor_set_ != VK_NULL_HANDLE);
vk_descriptor_set_ = other.vk_descriptor_set_;
vk_descriptor_pool_ = other.vk_descriptor_pool_;
other.mark_freed();
return *this;
}
VkDescriptorSet vk_handle() const
{
return vk_descriptor_set_;
}
VkDescriptorPool vk_pool_handle() const
{
return vk_descriptor_pool_;
}
void mark_freed();
};
class VKDescriptorSetTracker : protected VKResourceTracker<VKDescriptorSet> {
friend class VKDescriptorSet;
public:
struct Binding {
VKDescriptorSet::Location location;
VkDescriptorType type;
VkBuffer vk_buffer = VK_NULL_HANDLE;
VkDeviceSize buffer_size = 0;
VkBufferView vk_buffer_view = VK_NULL_HANDLE;
VKTexture *texture = nullptr;
VkSampler vk_sampler = VK_NULL_HANDLE;
Binding()
{
location.binding = 0;
}
bool is_buffer() const
{
return ELEM(type, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
}
bool is_texel_buffer() const
{
return ELEM(type, VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER);
}
bool is_image() const
{
return ELEM(type,
VK_DESCRIPTOR_TYPE_STORAGE_IMAGE,
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER) &&
texture != nullptr;
}
};
private:
/** A list of bindings that needs to be updated. */
Vector<Binding> bindings_;
VkDescriptorSetLayout layout_ = VK_NULL_HANDLE;
public:
VKDescriptorSetTracker() {}
VKDescriptorSetTracker(VkDescriptorSetLayout layout) : layout_(layout) {}
void bind_as_ssbo(VKVertexBuffer &buffer, VKDescriptorSet::Location location);
void bind_as_ssbo(VKIndexBuffer &buffer, VKDescriptorSet::Location location);
void bind(VKStorageBuffer &buffer, VKDescriptorSet::Location location);
void bind(VKUniformBuffer &buffer, VKDescriptorSet::Location location);
/* TODO: bind as image */
void image_bind(VKTexture &texture, VKDescriptorSet::Location location);
void bind(VKTexture &texture, VKDescriptorSet::Location location, VKSampler &sampler);
/* Bind as uniform texel buffer. */
void bind(VKVertexBuffer &vertex_buffer, VKDescriptorSet::Location location);
/**
* Some shaders don't need any descriptor sets so we don't need to bind them.
*
* The result of this function determines if the descriptor set has any layout assigned.
* TODO: we might want to make descriptor sets optional for pipelines.
*/
bool has_layout() const
{
return layout_ != VK_NULL_HANDLE;
}
/**
* Update the descriptor set on the device.
*/
void update(VKContext &context);
std::unique_ptr<VKDescriptorSet> &active_descriptor_set()
{
return active_resource();
}
protected:
std::unique_ptr<VKDescriptorSet> create_resource(VKContext &context) override;
private:
Binding &ensure_location(VKDescriptorSet::Location location);
};
} // namespace blender::gpu