120 lines
3.4 KiB
C++
120 lines
3.4 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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/**
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* Bind types to bind resources to a shader.
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*
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* Keep in sync with #gpu::shader::ShaderCreateInfo::Resource::BindType.
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* We add the term `INPUT_ATTACHMENT` as it is stored as a sub-pass
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* input in the shader create info.
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*
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* TODO: Investigate if `TEXEL_BUFFER` can be added as well.
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*/
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enum VKBindType {
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UNIFORM_BUFFER = 0,
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STORAGE_BUFFER,
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SAMPLER,
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IMAGE,
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INPUT_ATTACHMENT,
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};
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struct VKResourceBinding {
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VKBindType bind_type = VKBindType::UNIFORM_BUFFER;
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int binding = -1;
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VKDescriptorSet::Location location;
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VKImageViewArrayed arrayed = VKImageViewArrayed::DONT_CARE;
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VkAccessFlags access_mask = VK_ACCESS_NONE;
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};
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class VKShaderInterface : public ShaderInterface {
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private:
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/** Binding information for each shader input. */
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Array<VKResourceBinding> resource_bindings_;
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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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/** 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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const Span<VKResourceBinding> resource_bindings_get() const
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{
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return resource_bindings_;
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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 VKResourceBinding &resource_binding_info(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 VKBindType bind_type,
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std::optional<const shader::ShaderCreateInfo::Resource> resource,
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VKImageViewArrayed arrayed);
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};
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} // namespace blender::gpu
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