Files
test2/source/blender/gpu/vulkan/vk_state_manager.hh
Jeroen Bakker b6c078a28f Vulkan: Fix image bind space collision
EEVEE Eval light shader could still make a collision between
texture and image bind space making rendering glitch
when not using `--debug-gpu`. The problem was that the bind space
wasn't aware of the offset that the shader interface was using.

Pull Request: https://projects.blender.org/blender/blender/pulls/124140
2024-07-04 10:41:43 +02:00

77 lines
2.3 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#pragma once
#include "gpu_state_private.hh"
#include "BLI_array.hh"
#include "render_graph/vk_resource_access_info.hh"
#include "vk_bindable_resource.hh"
namespace blender::gpu {
class VKTexture;
class VKUniformBuffer;
class VKVertexBuffer;
class VKStorageBuffer;
class VKIndexBuffer;
class VKContext;
class VKStateManager : public StateManager {
uint texture_unpack_row_length_ = 0;
VKBindSpace<shader::ShaderCreateInfo::Resource::BindType::SAMPLER> textures_;
VKBindSpace<shader::ShaderCreateInfo::Resource::BindType::IMAGE, BIND_SPACE_IMAGE_OFFSET>
images_;
VKBindSpace<shader::ShaderCreateInfo::Resource::BindType::UNIFORM_BUFFER> uniform_buffers_;
VKBindSpace<shader::ShaderCreateInfo::Resource::BindType::STORAGE_BUFFER> storage_buffers_;
public:
void apply_state() override;
void force_state() override;
void issue_barrier(eGPUBarrier barrier_bits) override;
/** Apply resources to the bindings of the active shader. */
void apply_bindings(VKContext &context,
render_graph::VKResourceAccessInfo &resource_access_info);
void texture_bind(Texture *tex, GPUSamplerState sampler, int unit) override;
void texture_unbind(Texture *tex) override;
void texture_unbind_all() override;
void image_bind(Texture *tex, int unit) override;
void image_unbind(Texture *tex) override;
void image_unbind_all() override;
void uniform_buffer_bind(VKUniformBuffer *uniform_buffer, int slot);
void uniform_buffer_unbind(VKUniformBuffer *uniform_buffer);
void uniform_buffer_unbind_all();
void texel_buffer_bind(VKVertexBuffer &vertex_buffer, int slot);
void texel_buffer_unbind(VKVertexBuffer &vertex_buffer);
void storage_buffer_bind(VKBindableResource &resource, int slot);
void storage_buffer_unbind(VKBindableResource &resource);
void storage_buffer_unbind_all();
void unbind_from_all_namespaces(VKBindableResource &bindable_resource);
void texture_unpack_row_length_set(uint len) override;
/**
* Row length for unpacking host data when uploading texture data.
*
* When set to zero (0) host data can be assumed to be stored sequential.
*/
uint texture_unpack_row_length_get() const;
};
} // namespace blender::gpu