Support for multiple texture bindings for Vulkan.

This commit is contained in:
Attila Uygun 2021-01-24 21:34:41 +01:00
parent 3a5572c8d0
commit 03776c643e
4 changed files with 64 additions and 50 deletions

View File

@ -12,10 +12,9 @@ UNIFORM_BEGIN
UNIFORM_V(vec2 tex_scale) UNIFORM_V(vec2 tex_scale)
UNIFORM_V(mat4 projection) UNIFORM_V(mat4 projection)
UNIFORM_F(vec4 color) UNIFORM_F(vec4 color)
UNIFORM_S(sampler2D texture_0)
UNIFORM_END UNIFORM_END
SAMPLER(sampler2D texture_0) SAMPLER(0, sampler2D texture_0)
FRAG_COLOR_OUT(frag_color) FRAG_COLOR_OUT(frag_color)

View File

@ -387,7 +387,8 @@ void RendererVulkan::DestroyTexture(std::shared_ptr<void> impl_data) {
void RendererVulkan::ActivateTexture(std::shared_ptr<void> impl_data) { void RendererVulkan::ActivateTexture(std::shared_ptr<void> impl_data) {
auto texture = reinterpret_cast<TextureVulkan*>(impl_data.get()); auto texture = reinterpret_cast<TextureVulkan*>(impl_data.get());
penging_descriptor_set_ = std::get<0>(texture->desc_set); // Keep as pengind and bind later in ActivateShader.
penging_descriptor_sets_[/*TODO*/0] = std::get<0>(texture->desc_set);
} }
void RendererVulkan::CreateShader(std::shared_ptr<void> impl_data, void RendererVulkan::CreateShader(std::shared_ptr<void> impl_data,
@ -579,14 +580,15 @@ void RendererVulkan::ActivateShader(std::shared_ptr<void> impl_data) {
vkCmdBindPipeline(frames_[current_frame_].draw_command_buffer, vkCmdBindPipeline(frames_[current_frame_].draw_command_buffer,
VK_PIPELINE_BIND_POINT_GRAPHICS, shader->pipeline); VK_PIPELINE_BIND_POINT_GRAPHICS, shader->pipeline);
} }
if (shader->use_desc_set && for (int i = 0; i < shader->desc_set_count; ++i) {
active_descriptor_set_ != penging_descriptor_set_) { if (active_descriptor_sets_[i] != penging_descriptor_sets_[i]) {
active_descriptor_set_ = penging_descriptor_set_; active_descriptor_sets_[i] = penging_descriptor_sets_[i];
vkCmdBindDescriptorSets(frames_[current_frame_].draw_command_buffer,
vkCmdBindDescriptorSets(frames_[current_frame_].draw_command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS,
VK_PIPELINE_BIND_POINT_GRAPHICS, shader->pipeline_layout, 0, 1,
shader->pipeline_layout, 0, 1, &active_descriptor_sets_[i], 0, nullptr);
&active_descriptor_set_, 0, nullptr); break;
}
} }
} }
@ -629,9 +631,11 @@ void RendererVulkan::SetUniform(std::shared_ptr<void> impl_data,
const std::string& name, const std::string& name,
int val) { int val) {
auto shader = reinterpret_cast<ShaderVulkan*>(impl_data.get()); auto shader = reinterpret_cast<ShaderVulkan*>(impl_data.get());
// Unlike OpenGL, no need to set a uniform for sampler. for (auto& sampler_name : shader->sampler_uniform_names) {
if (name != shader->sampler_uniform_name) if (name == sampler_name)
SetUniformInternal(shader, name, val); return;
}
SetUniformInternal(shader, name, val);
} }
void RendererVulkan::UploadUniforms(std::shared_ptr<void> impl_data) { void RendererVulkan::UploadUniforms(std::shared_ptr<void> impl_data) {
@ -722,8 +726,8 @@ bool RendererVulkan::InitializeInternal() {
// Begin the first command buffer for the first frame. // Begin the first command buffer for the first frame.
BeginFrame(); BeginFrame();
// In this simple engine we use only one descriptor set that is for textures. // In this simple engine we use only one descriptor set layout that is for
// We use push contants for everything else. // textures. We use push contants for everything else.
VkDescriptorSetLayoutBinding ds_layout_binding; VkDescriptorSetLayoutBinding ds_layout_binding;
ds_layout_binding.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; ds_layout_binding.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
ds_layout_binding.descriptorCount = 1; ds_layout_binding.descriptorCount = 1;
@ -1540,14 +1544,8 @@ bool RendererVulkan::CreatePipelineLayout(ShaderVulkan* shader) {
DLOG << __func__ << " binding_count: " << binding_count; DLOG << __func__ << " binding_count: " << binding_count;
if (binding_count > 0) { if (binding_count > 0) {
if (binding_count > 1) { // Collect binding names and validate that only COMBINED_IMAGE_SAMPLER
DLOG << "SPIR-V reflection found " << binding_count // desriptor type is used.
<< " descriptor bindings in fragment shader. Only one descriptor "
"binding is suported.";
break;
}
// Validate that the desriptor type is COMBINED_IMAGE_SAMPLER.
std::vector<SpvReflectDescriptorBinding*> bindings; std::vector<SpvReflectDescriptorBinding*> bindings;
bindings.resize(binding_count); bindings.resize(binding_count);
result = spvReflectEnumerateDescriptorBindings( result = spvReflectEnumerateDescriptorBindings(
@ -1559,23 +1557,37 @@ bool RendererVulkan::CreatePipelineLayout(ShaderVulkan* shader) {
break; break;
} }
const SpvReflectDescriptorBinding& binding = *bindings[0]; for (int i = 0; i < binding_count; ++i) {
const SpvReflectDescriptorBinding& binding = *bindings[i];
DLOG << __func__ << " name: " << binding.name DLOG << __func__ << " name: " << binding.name
<< " descriptor_type: " << binding.descriptor_type << " descriptor_type: " << binding.descriptor_type
<< " set: " << binding.set << " binding: " << binding.binding; << " set: " << binding.set << " binding: " << binding.binding;
if (binding.descriptor_type != if (binding.binding > 0) {
SPV_REFLECT_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER) { DLOG << "SPIR-V reflection found " << binding_count
DLOG << "SPIR-V reflection found descriptor type " << " bindings in vertex shader. Only one binding per set is "
<< binding.descriptor_type "supported";
<< " in fragment shader. Only COMBINED_IMAGE_SAMPLER type is " break;
"supported."; }
break;
if (binding.descriptor_type !=
SPV_REFLECT_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER) {
DLOG << "SPIR-V reflection found descriptor type "
<< binding.descriptor_type
<< " in fragment shader. Only COMBINED_IMAGE_SAMPLER type is "
"supported.";
break;
}
shader->sampler_uniform_names.push_back(binding.name);
shader->desc_set_count++;
} }
}
shader->sampler_uniform_name = binding.name; if (active_descriptor_sets_.size() < shader->desc_set_count) {
shader->use_desc_set = true; active_descriptor_sets_.resize(shader->desc_set_count);
penging_descriptor_sets_.resize(shader->desc_set_count);
} }
// Parse push constants. // Parse push constants.
@ -1657,7 +1669,10 @@ bool RendererVulkan::CreatePipelineLayout(ShaderVulkan* shader) {
} }
} }
VkDescriptorSetLayout desc_set_layout = descriptor_set_layout_; // Use the same layout for all decriptor sets.
std::vector<VkDescriptorSetLayout> desc_set_layouts;
for (int i = 0; i < binding_count; ++i)
desc_set_layouts.push_back(descriptor_set_layout_);
VkPipelineLayoutCreateInfo pipeline_layout_create_info; VkPipelineLayoutCreateInfo pipeline_layout_create_info;
pipeline_layout_create_info.sType = pipeline_layout_create_info.sType =
@ -1665,8 +1680,8 @@ bool RendererVulkan::CreatePipelineLayout(ShaderVulkan* shader) {
pipeline_layout_create_info.pNext = nullptr; pipeline_layout_create_info.pNext = nullptr;
pipeline_layout_create_info.flags = 0; pipeline_layout_create_info.flags = 0;
if (binding_count > 0) { if (binding_count > 0) {
pipeline_layout_create_info.setLayoutCount = 1; pipeline_layout_create_info.setLayoutCount = binding_count;
pipeline_layout_create_info.pSetLayouts = &desc_set_layout; pipeline_layout_create_info.pSetLayouts = desc_set_layouts.data();
} else { } else {
pipeline_layout_create_info.setLayoutCount = 0; pipeline_layout_create_info.setLayoutCount = 0;
pipeline_layout_create_info.pSetLayouts = nullptr; pipeline_layout_create_info.pSetLayouts = nullptr;
@ -1780,8 +1795,10 @@ void RendererVulkan::SwapBuffers() {
current_frame_ = (current_frame_ + 1) % frames_.size(); current_frame_ = (current_frame_ + 1) % frames_.size();
active_pipeline_ = VK_NULL_HANDLE; active_pipeline_ = VK_NULL_HANDLE;
active_descriptor_set_ = VK_NULL_HANDLE; for (auto& ds : active_descriptor_sets_)
penging_descriptor_set_ = VK_NULL_HANDLE; ds = VK_NULL_HANDLE;
for (auto& ds : penging_descriptor_sets_)
ds = VK_NULL_HANDLE;
BeginFrame(); BeginFrame();
} }

View File

@ -113,8 +113,8 @@ class RendererVulkan : public Renderer {
std::unordered_map<std::string, std::array<size_t, 2>> variables; std::unordered_map<std::string, std::array<size_t, 2>> variables;
std::unique_ptr<char[]> push_constants; std::unique_ptr<char[]> push_constants;
size_t push_constants_size = 0; size_t push_constants_size = 0;
std::string sampler_uniform_name; std::vector<std::string> sampler_uniform_names;
bool use_desc_set = false; int desc_set_count = 0;
std::vector<uint8_t> spirv_vertex; std::vector<uint8_t> spirv_vertex;
std::vector<uint8_t> spirv_fragment; std::vector<uint8_t> spirv_fragment;
VkPipelineLayout pipeline_layout = VK_NULL_HANDLE; VkPipelineLayout pipeline_layout = VK_NULL_HANDLE;
@ -172,8 +172,8 @@ class RendererVulkan : public Renderer {
std::vector<std::unique_ptr<DescPool>> desc_pools_; std::vector<std::unique_ptr<DescPool>> desc_pools_;
VkDescriptorSetLayout descriptor_set_layout_ = VK_NULL_HANDLE; VkDescriptorSetLayout descriptor_set_layout_ = VK_NULL_HANDLE;
VkDescriptorSet active_descriptor_set_ = VK_NULL_HANDLE; std::vector<VkDescriptorSet> active_descriptor_sets_;
VkDescriptorSet penging_descriptor_set_ = VK_NULL_HANDLE; std::vector<VkDescriptorSet> penging_descriptor_sets_;
VkSampler sampler_ = VK_NULL_HANDLE; VkSampler sampler_ = VK_NULL_HANDLE;

View File

@ -37,9 +37,8 @@ const char kFragmentShaderMacros[] = R"(
#define UNIFORM_BEGIN layout(push_constant) uniform Params { #define UNIFORM_BEGIN layout(push_constant) uniform Params {
#define UNIFORM_V(X) X; #define UNIFORM_V(X) X;
#define UNIFORM_F(X) X; #define UNIFORM_F(X) X;
#define UNIFORM_S(X)
#define UNIFORM_END } params; #define UNIFORM_END } params;
#define SAMPLER(X) layout(set = 0, binding = 0) uniform X; #define SAMPLER(N, X) layout(set = N, binding = 0) uniform X;
#define IN(X) layout(location = X) in #define IN(X) layout(location = X) in
#define OUT(X) layout(location = X) out #define OUT(X) layout(location = X) out
#define FRAG_COLOR_OUT(X) layout(location = 0) out vec4 X; #define FRAG_COLOR_OUT(X) layout(location = 0) out vec4 X;
@ -50,9 +49,8 @@ const char kFragmentShaderMacros[] = R"(
#define UNIFORM_BEGIN #define UNIFORM_BEGIN
#define UNIFORM_V(X) #define UNIFORM_V(X)
#define UNIFORM_F(X) uniform X; #define UNIFORM_F(X) uniform X;
#define UNIFORM_S(X) uniform X;
#define UNIFORM_END #define UNIFORM_END
#define SAMPLER(X) #define SAMPLER(N, X) uniform X;
#define IN(X) varying #define IN(X) varying
#define OUT(X) varying #define OUT(X) varying
#define FRAG_COLOR_OUT(X) #define FRAG_COLOR_OUT(X)