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test2/source/blender/gpu/vulkan/vk_shader_interface.hh
2024-11-27 19:01:00 +11:00

120 lines
3.4 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#pragma once
#include "BLI_array.hh"
#include "gpu_shader_create_info.hh"
#include "gpu_shader_interface.hh"
#include "BLI_array.hh"
#include "vk_descriptor_set_layouts.hh"
#include "vk_push_constants.hh"
namespace blender::gpu {
/**
* Bind types to bind resources to a shader.
*
* Keep in sync with #gpu::shader::ShaderCreateInfo::Resource::BindType.
* We add the term `INPUT_ATTACHMENT` as it is stored as a sub-pass
* input in the shader create info.
*
* TODO: Investigate if `TEXEL_BUFFER` can be added as well.
*/
enum VKBindType {
UNIFORM_BUFFER = 0,
STORAGE_BUFFER,
SAMPLER,
IMAGE,
INPUT_ATTACHMENT,
};
struct VKResourceBinding {
VKBindType bind_type = VKBindType::UNIFORM_BUFFER;
int binding = -1;
VKDescriptorSet::Location location;
VKImageViewArrayed arrayed = VKImageViewArrayed::DONT_CARE;
VkAccessFlags access_mask = VK_ACCESS_NONE;
};
class VKShaderInterface : public ShaderInterface {
private:
/** Binding information for each shader input. */
Array<VKResourceBinding> resource_bindings_;
VKDescriptorSetLayoutInfo descriptor_set_layout_info_;
VKPushConstants::Layout push_constants_layout_;
shader::BuiltinBits shader_builtins_;
public:
VKShaderInterface() = default;
void init(const shader::ShaderCreateInfo &info);
const VKDescriptorSet::Location descriptor_set_location(
const shader::ShaderCreateInfo::Resource &resource) const;
const std::optional<VKDescriptorSet::Location> descriptor_set_location(
const shader::ShaderCreateInfo::Resource::BindType &bind_type, int binding) const;
/** Get the Layout of the shader. */
const VKPushConstants::Layout &push_constants_layout_get() const
{
return push_constants_layout_;
}
const VKDescriptorSetLayoutInfo &descriptor_set_layout_info_get() const
{
return descriptor_set_layout_info_;
}
shader::Type get_attribute_type(int location) const
{
return static_cast<shader::Type>(attr_types_[location]);
}
bool is_point_shader() const
{
return (shader_builtins_ & shader::BuiltinBits::POINT_SIZE) == shader::BuiltinBits::POINT_SIZE;
}
const Span<VKResourceBinding> resource_bindings_get() const
{
return resource_bindings_;
}
private:
void init_descriptor_set_layout_info(const shader::ShaderCreateInfo &info,
int64_t resources_len,
Span<shader::ShaderCreateInfo::Resource> resources,
VKPushConstants::StorageType push_constants_storage);
/**
* Retrieve the shader input for the given resource.
*
* nullptr is returned when resource could not be found.
* Should only happen when still developing the Vulkan shader.
*/
const ShaderInput *shader_input_get(const shader::ShaderCreateInfo::Resource &resource) const;
const ShaderInput *shader_input_get(
const shader::ShaderCreateInfo::Resource::BindType &bind_type, int binding) const;
const VKResourceBinding &resource_binding_info(const ShaderInput *shader_input) const;
void descriptor_set_location_update(
const ShaderInput *shader_input,
const VKDescriptorSet::Location location,
const VKBindType bind_type,
std::optional<const shader::ShaderCreateInfo::Resource> resource,
VKImageViewArrayed arrayed);
};
} // namespace blender::gpu