Vulkan backend has recently switched to a render graph approach. Many code was left so we could develop the render graph beside the previous implementation. Last week we removed the switch. This PR will remove most of the unused code. There might be some left and will be removed when detected. Pull Request: https://projects.blender.org/blender/blender/pulls/123422
392 lines
15 KiB
C++
392 lines
15 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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#include "vk_shader_interface.hh"
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#include "vk_backend.hh"
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#include "vk_context.hh"
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namespace blender::gpu {
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void VKShaderInterface::init(const shader::ShaderCreateInfo &info)
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{
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static char PUSH_CONSTANTS_FALLBACK_NAME[] = "push_constants_fallback";
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static size_t PUSH_CONSTANTS_FALLBACK_NAME_LEN = strlen(PUSH_CONSTANTS_FALLBACK_NAME);
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static char SUBPASS_FALLBACK_NAME[] = "gpu_sybpass_img_0";
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static size_t SUBPASS_FALLBACK_NAME_LEN = strlen(SUBPASS_FALLBACK_NAME);
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using namespace blender::gpu::shader;
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shader_builtins_ = info.builtins_;
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attr_len_ = info.vertex_inputs_.size();
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uniform_len_ = info.push_constants_.size();
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constant_len_ = info.specialization_constants_.size();
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ssbo_len_ = 0;
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ubo_len_ = 0;
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image_offset_ = -1;
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int image_max_binding = -1;
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Vector<ShaderCreateInfo::Resource> all_resources;
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all_resources.extend(info.pass_resources_);
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all_resources.extend(info.batch_resources_);
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for (ShaderCreateInfo::Resource &res : all_resources) {
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switch (res.bind_type) {
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case ShaderCreateInfo::Resource::BindType::IMAGE:
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uniform_len_++;
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image_max_binding = max_ii(image_max_binding, res.slot);
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break;
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case ShaderCreateInfo::Resource::BindType::SAMPLER:
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image_offset_ = max_ii(image_offset_, res.slot);
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uniform_len_++;
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break;
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case ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER:
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ubo_len_++;
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break;
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case ShaderCreateInfo::Resource::BindType::STORAGE_BUFFER:
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ssbo_len_++;
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break;
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}
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}
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for (const ShaderCreateInfo::SubpassIn &subpass_in : info.subpass_inputs_) {
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image_offset_ = max_ii(image_offset_, subpass_in.index);
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uniform_len_++;
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}
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/* Reserve 1 uniform buffer for push constants fallback. */
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size_t names_size = info.interface_names_size_;
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const VKDevice &device = VKBackend::get().device;
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const VKPushConstants::StorageType push_constants_storage_type =
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VKPushConstants::Layout::determine_storage_type(info, device);
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if (push_constants_storage_type == VKPushConstants::StorageType::UNIFORM_BUFFER) {
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ubo_len_++;
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names_size += PUSH_CONSTANTS_FALLBACK_NAME_LEN + 1;
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}
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names_size += info.subpass_inputs_.size() * SUBPASS_FALLBACK_NAME_LEN;
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/* Make sure that the image slots don't overlap with other sampler or image slots. */
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image_offset_++;
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if (image_offset_ != 0 && image_offset_ <= image_max_binding) {
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image_offset_ = image_max_binding + 1;
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}
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int32_t input_tot_len = attr_len_ + ubo_len_ + uniform_len_ + ssbo_len_ + constant_len_;
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inputs_ = static_cast<ShaderInput *>(
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MEM_calloc_arrayN(input_tot_len, sizeof(ShaderInput), __func__));
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ShaderInput *input = inputs_;
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name_buffer_ = (char *)MEM_mallocN(names_size, "name_buffer");
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uint32_t name_buffer_offset = 0;
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/* Attributes */
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for (const ShaderCreateInfo::VertIn &attr : info.vertex_inputs_) {
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copy_input_name(input, attr.name, name_buffer_, name_buffer_offset);
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input->location = input->binding = attr.index;
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if (input->location != -1) {
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enabled_attr_mask_ |= (1 << input->location);
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/* Used in `GPU_shader_get_attribute_info`. */
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attr_types_[input->location] = uint8_t(attr.type);
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}
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input++;
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}
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/* Uniform blocks */
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for (const ShaderCreateInfo::Resource &res : all_resources) {
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if (res.bind_type == ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER) {
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copy_input_name(input, res.uniformbuf.name, name_buffer_, name_buffer_offset);
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input->location = input->binding = res.slot;
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input++;
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}
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}
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/* Add push constant when using uniform buffer as fallback. */
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int32_t push_constants_fallback_location = -1;
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if (push_constants_storage_type == VKPushConstants::StorageType::UNIFORM_BUFFER) {
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copy_input_name(input, PUSH_CONSTANTS_FALLBACK_NAME, name_buffer_, name_buffer_offset);
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input->location = input->binding = -1;
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input++;
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}
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/* Images, Samplers and buffers. */
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for (const ShaderCreateInfo::SubpassIn &subpass_in : info.subpass_inputs_) {
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copy_input_name(input, SUBPASS_FALLBACK_NAME, name_buffer_, name_buffer_offset);
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input->location = input->binding = subpass_in.index;
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input++;
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}
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for (const ShaderCreateInfo::Resource &res : all_resources) {
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if (res.bind_type == ShaderCreateInfo::Resource::BindType::SAMPLER) {
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copy_input_name(input, res.sampler.name, name_buffer_, name_buffer_offset);
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input->location = input->binding = res.slot;
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input++;
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}
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else if (res.bind_type == ShaderCreateInfo::Resource::BindType::IMAGE) {
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copy_input_name(input, res.image.name, name_buffer_, name_buffer_offset);
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input->location = input->binding = res.slot + image_offset_;
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input++;
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}
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}
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/* Push constants. */
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int32_t push_constant_location = 1024;
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for (const ShaderCreateInfo::PushConst &push_constant : info.push_constants_) {
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copy_input_name(input, push_constant.name, name_buffer_, name_buffer_offset);
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input->location = push_constant_location++;
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input->binding = -1;
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input++;
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}
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/* Storage buffers */
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for (const ShaderCreateInfo::Resource &res : all_resources) {
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if (res.bind_type == ShaderCreateInfo::Resource::BindType::STORAGE_BUFFER) {
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copy_input_name(input, res.storagebuf.name, name_buffer_, name_buffer_offset);
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input->location = input->binding = res.slot;
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input++;
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}
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}
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/* Constants */
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int constant_id = 0;
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for (const SpecializationConstant &constant : info.specialization_constants_) {
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copy_input_name(input, constant.name, name_buffer_, name_buffer_offset);
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input->location = constant_id++;
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input++;
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}
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sort_inputs();
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/* Builtin Uniforms */
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for (int32_t u_int = 0; u_int < GPU_NUM_UNIFORMS; u_int++) {
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GPUUniformBuiltin u = static_cast<GPUUniformBuiltin>(u_int);
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const ShaderInput *uni = this->uniform_get(builtin_uniform_name(u));
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builtins_[u] = (uni != nullptr) ? uni->location : -1;
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}
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/* Builtin Uniforms Blocks */
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for (int32_t u_int = 0; u_int < GPU_NUM_UNIFORM_BLOCKS; u_int++) {
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GPUUniformBlockBuiltin u = static_cast<GPUUniformBlockBuiltin>(u_int);
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const ShaderInput *block = this->ubo_get(builtin_uniform_block_name(u));
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builtin_blocks_[u] = (block != nullptr) ? block->binding : -1;
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}
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/* Determine the descriptor set locations after the inputs have been sorted. */
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/* NOTE: input_tot_len is sometimes more than we need. */
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const uint32_t resources_len = input_tot_len;
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/* Initialize the descriptor set layout. */
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init_descriptor_set_layout_info(info, resources_len, all_resources, push_constants_storage_type);
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/* Update the descriptor set locations, bind types and access masks. */
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descriptor_set_locations_ = Array<VKDescriptorSet::Location>(resources_len);
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descriptor_set_locations_.fill(-1);
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descriptor_set_bind_types_ = Array<shader::ShaderCreateInfo::Resource::BindType>(resources_len);
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descriptor_set_bind_types_.fill(shader::ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER);
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access_masks_ = Array<VkAccessFlags>(resources_len);
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access_masks_.fill(VK_ACCESS_NONE);
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uint32_t descriptor_set_location = 0;
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for (const ShaderCreateInfo::SubpassIn &subpass_in : info.subpass_inputs_) {
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const ShaderInput *input = shader_input_get(
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shader::ShaderCreateInfo::Resource::BindType::SAMPLER, subpass_in.index);
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BLI_assert(STREQ(input_name_get(input), SUBPASS_FALLBACK_NAME));
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BLI_assert(input);
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descriptor_set_location_update(input,
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descriptor_set_location++,
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shader::ShaderCreateInfo::Resource::BindType::SAMPLER,
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std::nullopt);
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}
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for (ShaderCreateInfo::Resource &res : all_resources) {
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const ShaderInput *input = shader_input_get(res);
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BLI_assert(input);
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descriptor_set_location_update(input, descriptor_set_location++, res.bind_type, res);
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}
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/* Post initializing push constants. */
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/* Determine the binding location of push constants fallback buffer. */
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int32_t push_constant_descriptor_set_location = -1;
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if (push_constants_storage_type == VKPushConstants::StorageType::UNIFORM_BUFFER) {
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push_constant_descriptor_set_location = descriptor_set_location++;
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const ShaderInput *push_constant_input = ubo_get(PUSH_CONSTANTS_FALLBACK_NAME);
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descriptor_set_location_update(push_constant_input,
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push_constants_fallback_location,
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shader::ShaderCreateInfo::Resource::UNIFORM_BUFFER,
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std::nullopt);
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}
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push_constants_layout_.init(
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info, *this, push_constants_storage_type, push_constant_descriptor_set_location);
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}
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static int32_t shader_input_index(const ShaderInput *shader_inputs,
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const ShaderInput *shader_input)
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{
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int32_t index = (shader_input - shader_inputs);
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return index;
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}
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void VKShaderInterface::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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BLI_assert_msg(resource.has_value() ||
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ELEM(bind_type,
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shader::ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER,
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shader::ShaderCreateInfo::Resource::BindType::SAMPLER),
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"Incorrect parameters, when no resource is given, it must be the uniform buffer "
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"for storing push constants or sampler for subpasses.");
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BLI_assert_msg(!resource.has_value() || resource->bind_type == bind_type,
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"Incorrect parameter, bind types do not match.");
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int32_t index = shader_input_index(inputs_, shader_input);
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BLI_assert(descriptor_set_locations_[index].binding == -1);
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descriptor_set_locations_[index] = location;
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descriptor_set_bind_types_[index] = bind_type;
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VkAccessFlags vk_access_flags = VK_ACCESS_NONE;
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if (resource.has_value()) {
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switch (resource->bind_type) {
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case shader::ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER:
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vk_access_flags |= VK_ACCESS_UNIFORM_READ_BIT;
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break;
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case shader::ShaderCreateInfo::Resource::BindType::STORAGE_BUFFER:
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if (bool(resource->storagebuf.qualifiers & shader::Qualifier::READ) == true) {
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vk_access_flags |= VK_ACCESS_SHADER_READ_BIT;
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}
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if (bool(resource->storagebuf.qualifiers & shader::Qualifier::WRITE) == true) {
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vk_access_flags |= VK_ACCESS_SHADER_WRITE_BIT;
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}
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break;
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case shader::ShaderCreateInfo::Resource::BindType::IMAGE:
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if (bool(resource->image.qualifiers & shader::Qualifier::READ) == true) {
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vk_access_flags |= VK_ACCESS_SHADER_READ_BIT;
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}
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if (bool(resource->image.qualifiers & shader::Qualifier::WRITE) == true) {
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vk_access_flags |= VK_ACCESS_SHADER_WRITE_BIT;
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}
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break;
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case shader::ShaderCreateInfo::Resource::BindType::SAMPLER:
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vk_access_flags |= VK_ACCESS_SHADER_READ_BIT;
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break;
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};
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}
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else if (bind_type == shader::ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER) {
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vk_access_flags |= VK_ACCESS_UNIFORM_READ_BIT;
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}
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else if (bind_type == shader::ShaderCreateInfo::Resource::BindType::SAMPLER) {
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vk_access_flags |= VK_ACCESS_SHADER_READ_BIT;
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}
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access_masks_[index] = vk_access_flags;
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}
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const VKDescriptorSet::Location VKShaderInterface::descriptor_set_location(
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const ShaderInput *shader_input) const
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{
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int32_t index = shader_input_index(inputs_, shader_input);
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return descriptor_set_locations_[index];
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}
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const shader::ShaderCreateInfo::Resource::BindType VKShaderInterface::descriptor_set_bind_type(
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const ShaderInput *shader_input) const
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{
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int32_t index = shader_input_index(inputs_, shader_input);
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return descriptor_set_bind_types_[index];
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}
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const VKDescriptorSet::Location VKShaderInterface::descriptor_set_location(
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const shader::ShaderCreateInfo::Resource &resource) const
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{
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const ShaderInput *shader_input = shader_input_get(resource);
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BLI_assert(shader_input);
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return descriptor_set_location(shader_input);
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}
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const std::optional<VKDescriptorSet::Location> VKShaderInterface::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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const ShaderInput *shader_input = shader_input_get(bind_type, binding);
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if (shader_input == nullptr) {
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return std::nullopt;
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}
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if (descriptor_set_bind_type(shader_input) != bind_type) {
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return std::nullopt;
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}
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return descriptor_set_location(shader_input);
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}
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const VkAccessFlags VKShaderInterface::access_mask(const ShaderInput *shader_input) const
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{
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int32_t index = shader_input_index(inputs_, shader_input);
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return access_masks_[index];
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}
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const VkAccessFlags VKShaderInterface::access_mask(
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const shader::ShaderCreateInfo::Resource::BindType &bind_type, int binding) const
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{
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const ShaderInput *shader_input = shader_input_get(bind_type, binding);
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if (shader_input == nullptr) {
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return VK_ACCESS_NONE;
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}
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if (descriptor_set_bind_type(shader_input) != bind_type) {
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return VK_ACCESS_NONE;
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}
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return access_mask(shader_input);
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}
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const ShaderInput *VKShaderInterface::shader_input_get(
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const shader::ShaderCreateInfo::Resource &resource) const
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{
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return shader_input_get(resource.bind_type, resource.slot);
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}
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const ShaderInput *VKShaderInterface::shader_input_get(
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const shader::ShaderCreateInfo::Resource::BindType &bind_type, int binding) const
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{
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switch (bind_type) {
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case shader::ShaderCreateInfo::Resource::BindType::IMAGE:
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/* Not really nice, but the binding namespace between OpenGL and Vulkan don't match. To fix
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* this we need to check if one of both cases return a binding.
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* TODO: we might want to introduce a different API to fix this. */
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return texture_get((binding >= image_offset_) ? binding : binding + image_offset_);
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case shader::ShaderCreateInfo::Resource::BindType::SAMPLER:
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return texture_get(binding);
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case shader::ShaderCreateInfo::Resource::BindType::STORAGE_BUFFER:
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return ssbo_get(binding);
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case shader::ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER:
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return ubo_get(binding);
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}
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return nullptr;
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}
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void VKShaderInterface::init_descriptor_set_layout_info(
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const shader::ShaderCreateInfo &info,
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int64_t resources_len,
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Span<shader::ShaderCreateInfo::Resource> all_resources,
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VKPushConstants::StorageType push_constants_storage)
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{
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BLI_assert(descriptor_set_layout_info_.bindings.is_empty());
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descriptor_set_layout_info_.bindings.reserve(resources_len);
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descriptor_set_layout_info_.vk_shader_stage_flags =
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info.compute_source_.is_empty() && info.compute_source_generated.empty() ?
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VK_SHADER_STAGE_ALL_GRAPHICS :
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VK_SHADER_STAGE_COMPUTE_BIT;
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for (int index : IndexRange(info.subpass_inputs_.size())) {
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UNUSED_VARS(index);
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descriptor_set_layout_info_.bindings.append(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER);
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}
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for (const shader::ShaderCreateInfo::Resource &res : all_resources) {
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descriptor_set_layout_info_.bindings.append(to_vk_descriptor_type(res));
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}
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if (push_constants_storage == VKPushConstants::StorageType::UNIFORM_BUFFER) {
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descriptor_set_layout_info_.bindings.append(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
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}
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}
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} // namespace blender::gpu
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