1506 lines
63 KiB
Plaintext
1506 lines
63 KiB
Plaintext
// Copyright (c) 2015-2016 The Khronos Group Inc.
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// Copyright notice at https://www.khronos.org/registry/speccopyright.html
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[[descriptorsets]]
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= Resource Descriptors
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Shaders access buffer and image resources by using special shader variables
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which are indirectly bound to buffer and image views via the API. These
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variables are organized into sets, where each set of bindings is represented
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by a _descriptor set_ object in the API and a descriptor set is bound all at
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once. A _descriptor_ is an opaque data structure representing a shader
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resource such as a buffer view, image view, sampler, or combined image
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sampler. The content of each set is determined by its _descriptor set
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layout_ and the sequence of set layouts that can: be used by resource
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variables in shaders within a pipeline is specified in a _pipeline layout_.
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Each shader can: use up to pname:maxBoundDescriptorSets (see
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<<features-limits, Limits>>) descriptor sets, and each descriptor set can:
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include bindings for descriptors of all descriptor types. Each shader
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resource variable is assigned a tuple of (set number, binding number, array
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element) that defines its location within a descriptor set layout. In GLSL,
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the set number and binding number are assigned via layout qualifiers, and
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the array element is implicitly assigned consecutively starting with index
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equal to zero for the first element of an array (and array element is zero
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for non-array variables):
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.GLSL example
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[source,{basebackend@docbook:c:glsl}]
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---------------------------------------------------
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// Assign set number = M, binding number = N, array element = 0
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layout (set=m, binding=n) uniform sampler2D variableName;
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// Assign set number = M, binding number = N for all array elements, and
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// array element = i for the i'th member of the array.
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layout (set=m, binding=n) uniform sampler2D variableNameArray[L];
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---------------------------------------------------
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.SPIR-V example
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---------------------------------------------------
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// Assign set number = M, binding number = N, array element = 0
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...
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%1 = OpExtInstImport "GLSL.std.450"
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...
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OpName %10 "variableName"
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OpDecorate %10 DescriptorSet m
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OpDecorate %10 Binding n
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%2 = OpTypeVoid
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%3 = OpTypeFunction %2
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%6 = OpTypeFloat 32
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%7 = OpTypeImage %6 2D 0 0 0 1 Unknown
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%8 = OpTypeSampledImage %7
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%9 = OpTypePointer UniformConstant %8
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%10 = OpVariable %9 UniformConstant
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...
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// Assign set number = M, binding number = N for all array elements, and
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// array element = i for the i'th member of the array.
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...
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%1 = OpExtInstImport "GLSL.std.450"
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...
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OpName %13 "variableNameArray"
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OpDecorate %13 DescriptorSet m
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OpDecorate %13 Binding n
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%2 = OpTypeVoid
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%3 = OpTypeFunction %2
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%6 = OpTypeFloat 32
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%7 = OpTypeImage %6 2D 0 0 0 1 Unknown
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%8 = OpTypeSampledImage %7
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%9 = OpTypeInt 32 0
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%10 = OpConstant %9 L
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%11 = OpTypeArray %8 %10
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%12 = OpTypePointer UniformConstant %11
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%13 = OpVariable %12 UniformConstant
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...
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---------------------------------------------------
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[[descriptorsets-types]]
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== Descriptor Types
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The following sections outline the various descriptor types supported by
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{apiname}. Each section defines a descriptor type, and each descriptor type
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has a manifestation in the shading language and SPIR-V as well as in
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descriptor sets. There is mostly a one-to-one correspondence between
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descriptor types and classes of opaque types in the shading language, where
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the opaque types in the shading language must: refer to a descriptor in the
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pipeline layout of the corresponding descriptor type. But there is an
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exception to this rule as described in
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<<descriptorsets-combinedimagesampler,Combined Image Sampler>>.
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[[descriptorsets-storageimage]]
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=== Storage Image
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A _storage image_ (ename:VK_DESCRIPTOR_TYPE_STORAGE_IMAGE) is a descriptor
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type that is used for load, store, and atomic operations on image memory
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from within shaders bound to pipelines.
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Loads from storage images do not use samplers and are unfiltered and do not
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support coordinate wrapping or clamping. Loads are supported in all shader
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stages for image formats which report support for the
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<<features-formats-properties-storage,ename:VK_FORMAT_FEATURE_STORAGE_IMAGE_BIT>>
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feature bit via flink:vkGetPhysicalDeviceFormatProperties.
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Stores to storage images are supported in compute shaders for image
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formats which report support for the
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ename:VK_FORMAT_FEATURE_STORAGE_IMAGE_BIT feature.
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Storage images also support atomic operations in compute shaders for
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image formats which report support for the
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<<features-formats-properties-storageatomic,ename:VK_FORMAT_FEATURE_STORAGE_IMAGE_ATOMIC_BIT>>
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feature.
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Load and store operations on storage images can: only be done on images in
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ename:VK_IMAGE_LAYOUT_GENERAL layout.
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When the <<features-features-fragmentStoresAndAtomics,
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pname:fragmentStoresAndAtomics>>
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feature is enabled, stores and atomic operations are also supported
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for storage images in fragment shaders with the same set of image
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formats as supported in compute shaders. When the
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<<features-features-vertexPipelineStoresAndAtomics,
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pname:vertexPipelineStoresAndAtomics>> feature is enabled, stores and
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atomic operations are also supported in vertex, tessellation, and
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geometry shaders with the same set of image formats as supported
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in compute shaders.
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Storage image declarations must: specify the image format in the
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shader if the variable is used for atomic operations.
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If the <<features-features-shaderStorageImageReadWithoutFormat,
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pname:shaderStorageImageReadWithoutFormat>> feature is not enabled,
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storage image declarations must: specify the image format in the
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shader if the variable is used for load operations.
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If the <<features-features-shaderStorageImageWriteWithoutFormat,
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pname:shaderStorageImageWriteWithoutFormat>> feature is not enabled,
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storage image declarations must: specify the image format in the
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shader if the variable is used for store operations.
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Storage images are declared in GLSL shader source using uniform ``image''
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variables of the appropriate dimensionality as well as a format layout
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qualifier (if necessary):
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.GLSL example
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[source,{basebackend@docbook:c:glsl}]
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---------------------------------------------------
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layout (set=m, binding=n, r32f) uniform image2D myStorageImage;
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---------------------------------------------------
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.SPIR-V example
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---------------------------------------------------
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...
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%1 = OpExtInstImport "GLSL.std.450"
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...
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OpName %9 "myStorageImage"
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OpDecorate %9 DescriptorSet m
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OpDecorate %9 Binding n
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%2 = OpTypeVoid
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%3 = OpTypeFunction %2
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%6 = OpTypeFloat 32
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%7 = OpTypeImage %6 2D 0 0 0 2 R32f
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%8 = OpTypePointer UniformConstant %7
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%9 = OpVariable %8 UniformConstant
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...
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---------------------------------------------------
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[[descriptorsets-sampler]]
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=== Sampler
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A _sampler_ (ename:VK_DESCRIPTOR_TYPE_SAMPLER) represents a set of
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parameters which control address calculations, filtering behavior, and other
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properties, that can: be used to perform filtered loads from _sampled
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images_ (see <<descriptorsets-sampledimage, Sampled Image>>).
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Samplers are declared in GLSL shader source using uniform ``sampler''
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variables, where the sampler type has no associated texture dimensionality:
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.GLSL Example
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[source,{basebackend@docbook:c:glsl}]
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---------------------------------------------------
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layout (set=m, binding=n) uniform sampler mySampler;
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---------------------------------------------------
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.SPIR-V Example
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---------------------------------------------------
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...
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%1 = OpExtInstImport "GLSL.std.450"
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...
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OpName %8 "mySampler"
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OpDecorate %8 DescriptorSet m
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OpDecorate %8 Binding n
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%2 = OpTypeVoid
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%3 = OpTypeFunction %2
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%6 = OpTypeSampler
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%7 = OpTypePointer UniformConstant %6
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%8 = OpVariable %7 UniformConstant
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...
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---------------------------------------------------
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[[descriptorsets-sampledimage]]
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=== Sampled Image
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A _sampled image_ (ename:VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE)
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can: be used (usually in conjunction with a sampler) to retrieve sampled
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image data. Shaders use a sampled image handle and a sampler handle to
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sample data, where the image handle generally defines the shape and format
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of the memory and the sampler generally defines how coordinate addressing is
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performed. The same sampler can: be used to sample from multiple images, and
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it is possible to sample from the same sampled image with multiple samplers,
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each containing a different set of sampling parameters.
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Sampled images are declared in GLSL shader source using uniform ``texture''
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variables of the appropriate dimensionality:
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.GLSL example
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[source,{basebackend@docbook:c:glsl}]
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---------------------------------------------------
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layout (set=m, binding=n) uniform texture2D mySampledImage;
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---------------------------------------------------
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.SPIR-V example
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---------------------------------------------------
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...
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%1 = OpExtInstImport "GLSL.std.450"
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...
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OpName %9 "mySampledImage"
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OpDecorate %9 DescriptorSet m
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OpDecorate %9 Binding n
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%2 = OpTypeVoid
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%3 = OpTypeFunction %2
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%6 = OpTypeFloat 32
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%7 = OpTypeImage %6 2D 0 0 0 1 Unknown
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%8 = OpTypePointer UniformConstant %7
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%9 = OpVariable %8 UniformConstant
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...
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---------------------------------------------------
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[[descriptorsets-combinedimagesampler]]
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=== Combined Image Sampler
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A _combined image sampler_ (ename:VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER)
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represents a sampled image along with a set of sampling parameters. It is
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logically considered a sampled image and a sampler bound together.
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[NOTE]
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.Note
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====
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On some implementations, it may: be more efficient to sample from an image
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using a combination of sampler and sampled image that are stored together in
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the descriptor set in a combined descriptor.
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====
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Combined image samplers are declared in GLSL shader source using uniform
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``sampler'' variables of the appropriate dimensionality:
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.GLSL example
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[source,{basebackend@docbook:c:glsl}]
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---------------------------------------------------
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layout (set=m, binding=n) uniform sampler2D myCombinedImageSampler;
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---------------------------------------------------
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.SPIR-V example
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---------------------------------------------------
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...
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%1 = OpExtInstImport "GLSL.std.450"
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...
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OpName %10 "myCombinedImageSampler"
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OpDecorate %10 DescriptorSet m
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OpDecorate %10 Binding n
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%2 = OpTypeVoid
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%3 = OpTypeFunction %2
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%6 = OpTypeFloat 32
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%7 = OpTypeImage %6 2D 0 0 0 1 Unknown
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%8 = OpTypeSampledImage %7
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%9 = OpTypePointer UniformConstant %8
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%10 = OpVariable %9 UniformConstant
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...
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---------------------------------------------------
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ename:VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER descriptor set entries can:
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also be accessed via separate sampler and sampled image shader variables.
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Such variables refer exclusively to the corresponding half of the
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descriptor, and can: be combined in the shader with samplers or sampled
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images that can: come from the same descriptor or from other combined or
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separate descriptor types. There are no additional restrictions on how a
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separate sampler or sampled image variable is used due to it originating
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from a combined descriptor.
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[[descriptorsets-uniformtexelbuffer]]
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=== Uniform Texel Buffer
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A _uniform texel buffer_ (ename:VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER)
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represents a tightly packed array of homogeneous
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formatted data that is stored in a buffer and is made accessible to shaders.
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Uniform texel buffers are read-only.
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Uniform texel buffers are declared in GLSL shader source using uniform
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``samplerBuffer'' variables:
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.GLSL example
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[source,{basebackend@docbook:c:glsl}]
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---------------------------------------------------
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layout (set=m, binding=n) uniform samplerBuffer myUniformTexelBuffer;
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---------------------------------------------------
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.SPIR-V example
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---------------------------------------------------
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...
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%1 = OpExtInstImport "GLSL.std.450"
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...
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OpName %10 "myUniformTexelBuffer"
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OpDecorate %10 DescriptorSet m
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OpDecorate %10 Binding n
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%2 = OpTypeVoid
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%3 = OpTypeFunction %2
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%6 = OpTypeFloat 32
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%7 = OpTypeImage %6 Buffer 0 0 0 1 Unknown
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%8 = OpTypeSampledImage %7
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%9 = OpTypePointer UniformConstant %8
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%10 = OpVariable %9 UniformConstant
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...
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---------------------------------------------------
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[[descriptorsets-storagetexelbuffer]]
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=== Storage Texel Buffer
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A _storage texel buffer_ (ename:VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER)
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represents a tightly packed array of homogeneous formatted data that is
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stored in a buffer and is made accessible to shaders. Storage texel buffers
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differ from uniform texel buffers in that they support stores and atomic
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operations in shaders, may: support a different maximum length, and may:
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have different performance characteristics.
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Storage texel buffers are declared in GLSL shader source using uniform
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``imageBuffer'' variables:
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.GLSL example
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[source,{basebackend@docbook:c:glsl}]
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---------------------------------------------------
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layout (set=m, binding=n, r32f) uniform imageBuffer myStorageTexelBuffer;
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---------------------------------------------------
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.SPIR-V example
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---------------------------------------------------
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...
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%1 = OpExtInstImport "GLSL.std.450"
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...
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OpName %9 "myStorageTexelBuffer"
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OpDecorate %9 DescriptorSet m
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OpDecorate %9 Binding n
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%2 = OpTypeVoid
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%3 = OpTypeFunction %2
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%6 = OpTypeFloat 32
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%7 = OpTypeImage %6 Buffer 0 0 0 2 R32f
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%8 = OpTypePointer UniformConstant %7
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%9 = OpVariable %8 UniformConstant
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...
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---------------------------------------------------
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[[descriptorsets-uniformbuffer]]
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=== Uniform Buffer
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A _uniform buffer_ (ename:VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER) is a region of
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structured storage that is made accessible for read-only access to shaders.
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It is typically used to store medium sized arrays of constants such as
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shader parameters, matrices and other related data.
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Uniform buffers are declared in GLSL shader source using the uniform storage
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qualifier and block syntax:
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.GLSL example
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[source,{basebackend@docbook:c:glsl}]
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---------------------------------------------------
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layout (set=m, binding=n) uniform myUniformBuffer
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{
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vec4 myElement[32];
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};
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---------------------------------------------------
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.SPIR-V example
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---------------------------------------------------
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...
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%1 = OpExtInstImport "GLSL.std.450"
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...
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OpName %11 "myUniformBuffer"
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OpMemberName %11 0 "myElement"
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OpName %13 ""
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OpDecorate %10 ArrayStride 16
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OpMemberDecorate %11 0 Offset 0
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OpDecorate %11 Block
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OpDecorate %13 DescriptorSet m
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OpDecorate %13 Binding n
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%2 = OpTypeVoid
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%3 = OpTypeFunction %2
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%6 = OpTypeFloat 32
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%7 = OpTypeVector %6 4
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%8 = OpTypeInt 32 0
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%9 = OpConstant %8 32
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%10 = OpTypeArray %7 %9
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%11 = OpTypeStruct %10
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%12 = OpTypePointer Uniform %11
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%13 = OpVariable %12 Uniform
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...
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---------------------------------------------------
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[[descriptorsets-storagebuffer]]
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=== Storage Buffer
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A _storage buffer_ (ename:VK_DESCRIPTOR_TYPE_STORAGE_BUFFER) is a region of
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structured storage that supports both read and write
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access for shaders. In addition to general read and write operations, some
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members of storage buffers can: be used as the target of atomic operations.
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In general, atomic operations are only supported on members that have
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unsigned integer formats.
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Storage buffers are declared in GLSL shader source using buffer storage
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qualifier and block syntax:
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.GLSL example
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[source,{basebackend@docbook:c:glsl}]
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---------------------------------------------------
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layout (set=m, binding=n) buffer myStorageBuffer
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{
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vec4 myElement[];
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};
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---------------------------------------------------
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.SPIR-V example
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---------------------------------------------------
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...
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%1 = OpExtInstImport "GLSL.std.450"
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...
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OpName %9 "myStorageBuffer"
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OpMemberName %9 0 "myElement"
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OpName %11 ""
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OpDecorate %8 ArrayStride 16
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OpMemberDecorate %9 0 Offset 0
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OpDecorate %9 BufferBlock
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OpDecorate %11 DescriptorSet m
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OpDecorate %11 Binding n
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%2 = OpTypeVoid
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%3 = OpTypeFunction %2
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%6 = OpTypeFloat 32
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%7 = OpTypeVector %6 4
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%8 = OpTypeRuntimeArray %7
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%9 = OpTypeStruct %8
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%10 = OpTypePointer Uniform %9
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%11 = OpVariable %10 Uniform
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...
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---------------------------------------------------
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[[descriptorsets-uniformbufferdynamic]]
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=== Dynamic Uniform Buffer
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A _dynamic uniform buffer_ (ename:VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC)
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differs from a uniform buffer only in how its address and length are
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specified. Uniform buffers bind a buffer address and length that is
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specified in the descriptor set update by a buffer handle, offset and range
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(see <<descriptorsets-updates, Descriptor Set Updates>>). With dynamic
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uniform buffers the buffer handle, offset and range specified in the
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descriptor set define the base address and length. The dynamic offset which
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is relative to this base address is taken from the pname:pDynamicOffsets
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parameter to flink:vkCmdBindDescriptorSets (see <<descriptorsets-binding,
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Descriptor Set Binding>>). The address used for a dynamic uniform buffer is
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the sum of the buffer base address and the relative offset. The length is
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unmodified and remains the range as specified in the descriptor update. The
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shader syntax is identical for uniform buffers and dynamic uniform buffers.
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[[descriptorsets-storagebufferdynamic]]
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=== Dynamic Storage Buffer
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A _dynamic storage buffer_ (ename:VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC)
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differs from a storage buffer only in how its address and length are
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specified. The difference is identical to the difference between uniform
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buffers and dynamic uniform buffers (see
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<<descriptorsets-uniformbufferdynamic, Dynamic Uniform Buffer>>). The shader
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syntax is identical for storage buffers and dynamic storage buffers.
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[[descriptorsets-inputattachment]]
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=== Input Attachment
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An _input attachment_ (ename:VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT) is an
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image view that can: be used for pixel local load operations from within
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fragment shaders bound to pipelines. Loads from input attachments are
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unfiltered. All image formats that are supported for color attachments
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(ename:VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT) or depth/stencil attachments
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(ename:VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT) for a given image
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tiling mode are also supported for input attachments.
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In the shader, input attachments must: be decorated with their input
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attachment index in addition to descriptor set and binding numbers.
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.GLSL example
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[source,{basebackend@docbook:c:glsl}]
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---------------------------------------------------
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layout (input_attachment_index=i, set=m, binding=n) uniform subpassInput myInputAttachment;
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---------------------------------------------------
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.SPIR-V example
|
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---------------------------------------------------
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...
|
|
%1 = OpExtInstImport "GLSL.std.450"
|
|
...
|
|
OpName %9 "myInputAttachment"
|
|
OpDecorate %9 DescriptorSet m
|
|
OpDecorate %9 Binding n
|
|
OpDecorate %9 InputAttachmentIndex i
|
|
%2 = OpTypeVoid
|
|
%3 = OpTypeFunction %2
|
|
%6 = OpTypeFloat 32
|
|
%7 = OpTypeImage %6 SubpassData 0 0 0 2 Unknown
|
|
%8 = OpTypePointer UniformConstant %7
|
|
%9 = OpVariable %8 UniformConstant
|
|
...
|
|
---------------------------------------------------
|
|
|
|
|
|
[[descriptorsets-sets]]
|
|
== Descriptor Sets
|
|
|
|
Descriptors are grouped together into descriptor set objects. A descriptor
|
|
set object is an opaque object that contains storage for a set of
|
|
descriptors, where the types and number of descriptors is defined by a
|
|
descriptor set layout. The layout object may: be used to define the
|
|
association of each descriptor binding with memory or other hardware
|
|
resources. The layout is used both for determining the resources that need
|
|
to be associated with the descriptor set, and determining the interface
|
|
between shader stages and shader resources.
|
|
|
|
|
|
[[descriptorsets-setlayout]]
|
|
=== Descriptor Set Layout
|
|
|
|
A descriptor set layout object is defined by an array of zero or more
|
|
descriptor bindings. Each individual descriptor binding is specified by a
|
|
descriptor type, a count (array size) of the number of descriptors in the
|
|
binding, a set of shader stages that can: access the binding, and (if using
|
|
immutable samplers) an array of sampler descriptors.
|
|
|
|
Descriptor set layouts are represented by sname:VkDescriptorSetLayout
|
|
objects which are created by calling:
|
|
|
|
include::../protos/vkCreateDescriptorSetLayout.txt[]
|
|
|
|
* pname:device is the logical device that creates the descriptor set
|
|
layout.
|
|
* pname:pCreateInfo is a pointer to an instance of the
|
|
slink:VkDescriptorSetLayoutCreateInfo structure specifying the state of
|
|
the descriptor set layout object.
|
|
* pname:pAllocator controls host memory allocation as described in the
|
|
<<memory-allocation, Memory Allocation>> chapter.
|
|
* pname:pSetLayout points to a sname:VkDescriptorSetLayout handle in which
|
|
the resulting descriptor set layout object is returned.
|
|
|
|
include::../validity/protos/vkCreateDescriptorSetLayout.txt[]
|
|
|
|
Information about the descriptor set layout is passed in an instance of the
|
|
sname:VkDescriptorSetLayoutCreateInfo structure:
|
|
|
|
include::../structs/VkDescriptorSetLayoutCreateInfo.txt[]
|
|
|
|
* pname:sType is the type of this structure.
|
|
* pname:pNext is `NULL` or a pointer to an extension-specific structure.
|
|
* pname:flags is reserved for future use.
|
|
* pname:bindingCount is the number of elements in pname:pBindings.
|
|
* pname:pBindings is a pointer to an array of
|
|
slink:VkDescriptorSetLayoutBinding structures.
|
|
|
|
include::../validity/structs/VkDescriptorSetLayoutCreateInfo.txt[]
|
|
|
|
The definition of the sname:VkDescriptorSetLayoutBinding structure is:
|
|
|
|
include::../structs/VkDescriptorSetLayoutBinding.txt[]
|
|
|
|
* pname:binding is the binding number of this entry and corresponds
|
|
to a resource of the same binding number in the shader stages.
|
|
* pname:descriptorType is an elink:VkDescriptorType specifying which type
|
|
of resource descriptors are used for this binding.
|
|
* pname:descriptorCount is the number of descriptors contained in the
|
|
binding, accessed in a shader as an array. If pname:descriptorCount is
|
|
zero this binding entry is reserved and the resource mustnot: be
|
|
accessed from any stage via this binding within any pipeline using the
|
|
set layout.
|
|
* pname:stageFlags member is a bitfield of elink:VkShaderStageFlagBits
|
|
specifying which pipeline shader stages can: access a resource for this
|
|
binding. ename:VK_SHADER_STAGE_ALL is a shorthand specifying that all
|
|
defined shader stages, including any additional stages defined by
|
|
extensions, can: access the resource.
|
|
+
|
|
If a shader stage is not included in pname:stageFlags, then a resource
|
|
mustnot: be accessed from that stage via this binding within any pipeline
|
|
using the set layout. There are no limitations on what combinations of
|
|
stages can: be used by a descriptor binding, and in particular a binding
|
|
can: be used by both graphics stages and the compute stage.
|
|
|
|
* pname:pImmutableSamplers affects initialization of samplers. If
|
|
pname:descriptorType specifies a ename:VK_DESCRIPTOR_TYPE_SAMPLER or
|
|
ename:VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER type descriptor, then
|
|
pname:pImmutableSamplers can: be used to initialize a set of _immutable
|
|
samplers_. Immutable samplers are permanently bound into the set layout;
|
|
later binding a sampler into an immutable sampler slot in a descriptor
|
|
set is not allowed. If pname:pImmutableSamplers is not `NULL`, then it
|
|
is considered to be a pointer to an array of sampler handles that will
|
|
be consumed by the set layout and used for the corresponding binding. If
|
|
pname:pImmutableSamplers is `NULL`, then the sampler slots are dynamic
|
|
and sampler handles must: be bound into descriptor sets using this
|
|
layout. If pname:descriptorType is not one of these descriptor types,
|
|
then pname:pImmutableSamplers is ignored.
|
|
|
|
The above layout definition allows the descriptor bindings to be specified
|
|
sparsely such that not all binding numbers between 0 and the maximum
|
|
binding number need to be specified in the pname:pBindings array. However,
|
|
all binding numbers between 0 and the maximum binding number may: consume
|
|
memory in the descriptor set layout even if not all descriptor bindings are
|
|
used, though it shouldnot:
|
|
consume additional memory from the descriptor pool.
|
|
|
|
[NOTE]
|
|
.Note
|
|
====
|
|
The maximum binding number specified should: be as compact as possible to
|
|
avoid wasted memory.
|
|
====
|
|
|
|
include::../validity/structs/VkDescriptorSetLayoutBinding.txt[]
|
|
|
|
The following examples show a shader snippet using two descriptor sets, and
|
|
application code that creates corresponding descriptor set layouts.
|
|
|
|
.GLSL example
|
|
[source,{basebackend@docbook:c:glsl}]
|
|
---------------------------------------------------
|
|
//
|
|
// binding to a single sampled image descriptor in set 0
|
|
//
|
|
layout (set=0, binding=0) uniform texture2D mySampledImage;
|
|
|
|
//
|
|
// binding to an array of sampled image descriptors in set 0
|
|
//
|
|
layout (set=0, binding=1) uniform texture2D myArrayOfSampledImages[12];
|
|
|
|
//
|
|
// binding to a single uniform buffer descriptor in set 1
|
|
//
|
|
layout (set=1, binding=0) uniform myUniformBuffer
|
|
{
|
|
vec4 myElement[32];
|
|
};
|
|
---------------------------------------------------
|
|
|
|
.SPIR-V example
|
|
---------------------------------------------------
|
|
...
|
|
%1 = OpExtInstImport "GLSL.std.450"
|
|
...
|
|
OpName %9 "mySampledImage"
|
|
OpName %14 "myArrayOfSampledImages"
|
|
OpName %18 "myUniformBuffer"
|
|
OpMemberName %18 0 "myElement"
|
|
OpName %20 ""
|
|
OpDecorate %9 DescriptorSet 0
|
|
OpDecorate %9 Binding 0
|
|
OpDecorate %14 DescriptorSet 0
|
|
OpDecorate %14 Binding 1
|
|
OpDecorate %17 ArrayStride 16
|
|
OpMemberDecorate %18 0 Offset 0
|
|
OpDecorate %18 Block
|
|
OpDecorate %20 DescriptorSet 1
|
|
OpDecorate %20 Binding 0
|
|
%2 = OpTypeVoid
|
|
%3 = OpTypeFunction %2
|
|
%6 = OpTypeFloat 32
|
|
%7 = OpTypeImage %6 2D 0 0 0 1 Unknown
|
|
%8 = OpTypePointer UniformConstant %7
|
|
%9 = OpVariable %8 UniformConstant
|
|
%10 = OpTypeInt 32 0
|
|
%11 = OpConstant %10 12
|
|
%12 = OpTypeArray %7 %11
|
|
%13 = OpTypePointer UniformConstant %12
|
|
%14 = OpVariable %13 UniformConstant
|
|
%15 = OpTypeVector %6 4
|
|
%16 = OpConstant %10 32
|
|
%17 = OpTypeArray %15 %16
|
|
%18 = OpTypeStruct %17
|
|
%19 = OpTypePointer Uniform %18
|
|
%20 = OpVariable %19 Uniform
|
|
...
|
|
---------------------------------------------------
|
|
|
|
.API example
|
|
[source,{basebackend@docbook:c++:cpp}]
|
|
-------------------------------------------------------------------------------
|
|
VkResult myResult;
|
|
|
|
const VkDescriptorSetLayoutBinding myDescriptorSetLayoutBinding[] =
|
|
{
|
|
// binding to a single image descriptor
|
|
{
|
|
0, // binding
|
|
VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, // descriptorType
|
|
1, // descriptorCount
|
|
VK_SHADER_STAGE_FRAGMENT_BIT, // stageFlags
|
|
NULL // pImmutableSamplers
|
|
},
|
|
|
|
// binding to an array of image descriptors
|
|
{
|
|
1, // binding
|
|
VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, // descriptorType
|
|
12, // descriptorCount
|
|
VK_SHADER_STAGE_FRAGMENT_BIT, // stageFlags
|
|
NULL // pImmutableSamplers
|
|
},
|
|
|
|
// binding to a single uniform buffer descriptor
|
|
{
|
|
0, // binding
|
|
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, // descriptorType
|
|
1, // descriptorCount
|
|
VK_SHADER_STAGE_FRAGMENT_BIT, // stageFlags
|
|
NULL // pImmutableSamplers
|
|
}
|
|
};
|
|
|
|
const VkDescriptorSetLayoutCreateInfo myDescriptorSetLayoutCreateInfo[] =
|
|
{
|
|
// Create info for first descriptor set with two descriptor bindings
|
|
{
|
|
VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO, // sType
|
|
NULL, // pNext
|
|
0, // flags
|
|
2, // bindingCount
|
|
&myDescriptorSetLayoutBinding[0] // pBindings
|
|
},
|
|
|
|
// Create info for second descriptor set with one descriptor binding
|
|
{
|
|
VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO, // sType
|
|
NULL, // pNext
|
|
0, // flags
|
|
1, // bindingCount
|
|
&myDescriptorSetLayoutBinding[2] // pBindings
|
|
}
|
|
};
|
|
|
|
VkDescriptorSetLayout myDescriptorSetLayout[2];
|
|
|
|
//
|
|
// Create first descriptor set layout
|
|
//
|
|
myResult = vkCreateDescriptorSetLayout(
|
|
myDevice,
|
|
&myDescriptorSetLayoutCreateInfo[0],
|
|
NULL,
|
|
&myDescriptorSetLayout[0]);
|
|
|
|
//
|
|
// Create second descriptor set layout
|
|
//
|
|
myResult = vkCreateDescriptorSetLayout(
|
|
myDevice,
|
|
&myDescriptorSetLayoutCreateInfo[1],
|
|
NULL,
|
|
&myDescriptorSetLayout[1]);
|
|
-------------------------------------------------------------------------------
|
|
|
|
To destroy a descriptor set layout, call:
|
|
|
|
include::../protos/vkDestroyDescriptorSetLayout.txt[]
|
|
|
|
* pname:device is the logical device that destroys the descriptor set
|
|
layout.
|
|
* pname:descriptorSetLayout is the descriptor set layout to destroy.
|
|
* pname:pAllocator controls host memory allocation as described in the
|
|
<<memory-allocation, Memory Allocation>> chapter.
|
|
|
|
include::../validity/protos/vkDestroyDescriptorSetLayout.txt[]
|
|
|
|
|
|
[[descriptorsets-pipelinelayout]]
|
|
=== Pipeline Layouts
|
|
|
|
Access to descriptor sets from a pipeline is accomplished through a
|
|
_pipeline layout_. Zero or more descriptor set layouts and zero or more push
|
|
constant ranges are combined to form a
|
|
pipeline layout object which describes the complete set of resources that
|
|
can: be accessed by a pipeline. The pipeline layout represents a sequence of
|
|
descriptor sets with each having a specific layout. This sequence of layouts
|
|
is used to determine the interface between shader stages and shader
|
|
resources. Each pipeline is created using a pipeline layout.
|
|
|
|
A pipeline layout is created by calling:
|
|
|
|
include::../protos/vkCreatePipelineLayout.txt[]
|
|
|
|
* pname:device is the logical device that creates the pipeline layout.
|
|
* pname:pCreateInfo is a pointer to an instance of the
|
|
slink:VkPipelineLayoutCreateInfo structure specifying the state of the
|
|
pipeline layout object.
|
|
* pname:pAllocator controls host memory allocation as described in the
|
|
<<memory-allocation, Memory Allocation>> chapter.
|
|
* pname:pPipelineLayout points to a sname:VkPipelineLayout handle in which
|
|
the resulting pipeline layout object is returned.
|
|
|
|
include::../validity/protos/vkCreatePipelineLayout.txt[]
|
|
|
|
The definition of the slink:VkPipelineLayoutCreateInfo structure is:
|
|
|
|
include::../structs/VkPipelineLayoutCreateInfo.txt[]
|
|
|
|
* pname:sType is the type of this structure.
|
|
* pname:pNext is `NULL` or a pointer to an extension-specific structure.
|
|
* pname:flags is reserved for future use.
|
|
* pname:setLayoutCount is the number of descriptor sets included in
|
|
the pipeline layout.
|
|
* pname:pSetLayouts is a pointer to an array of
|
|
sname:VkDescriptorSetLayout objects.
|
|
* pname:pushConstantRangeCount is the number of push constant ranges
|
|
included in the pipeline layout.
|
|
* pname:pPushConstantRanges is a pointer to an array of
|
|
sname:VkPushConstantRange structures defining a set of push constant
|
|
ranges for use in a single pipeline layout. In addition to descriptor
|
|
set layouts, a pipeline layout also describes how many push constants
|
|
can: be accessed by each stage of the pipeline.
|
|
+
|
|
[NOTE]
|
|
.Note
|
|
====
|
|
Push constants represent a high speed path to modify constant data in
|
|
pipelines that is expected to outperform memory-backed resource updates.
|
|
====
|
|
|
|
include::../validity/structs/VkPipelineLayoutCreateInfo.txt[]
|
|
|
|
The definition of sname:VkPushConstantRange is:
|
|
|
|
include::../structs/VkPushConstantRange.txt[]
|
|
|
|
* pname:stageFlags is a set of stage flags describing the shader
|
|
stages that will access a range of push constants. If a particular stage
|
|
is not included in the range, then accessing members of that range of
|
|
push constants from the corresponding shader stage will result in
|
|
undefined data being read.
|
|
* pname:offset and pname:size are the start offset and size,
|
|
respectively, consumed by the range. Both pname:offset and pname:size
|
|
are in units of bytes and must: be a multiple of 4. The layout of
|
|
the push constant variables is specified in the shader.
|
|
|
|
include::../validity/structs/VkPushConstantRange.txt[]
|
|
|
|
Once created, pipeline layouts are used as part of pipeline creation (see
|
|
<<pipelines, Pipelines>>), as part of binding descriptor sets (see
|
|
<<descriptorsets-binding, Descriptor Set Binding>>), and as part of setting
|
|
push constants (see <<descriptorsets-push-constants, Push Constant
|
|
Updates>>). Pipeline creation accepts a pipeline layout as input, and the
|
|
layout may: be used to map (set, binding, arrayElement) tuples to hardware
|
|
resources or memory locations within a descriptor set. The assignment of
|
|
hardware resources depends only on the bindings defined in the descriptor
|
|
sets that comprise the pipeline layout, and not on any shader source.
|
|
|
|
[[descriptorsets-pipelinelayout-consistency]]
|
|
All resource variables <<shaders-staticuse,statically used>> in all shaders
|
|
in a pipeline must: be declared with a (set,binding,arrayElement) that
|
|
exists in the corresponding descriptor set layout and is of an appropriate
|
|
descriptor type and includes the set of shader stages it is used by in
|
|
pname:stageFlags. The pipeline layout can: include entries that are not used
|
|
by a particular pipeline, or that are dead-code eliminated from any of the
|
|
shaders. The pipeline layout allows the application to provide a consistent
|
|
set of bindings across multiple pipeline compiles, which enables those
|
|
pipelines to be compiled in a way that the implementation may: cheaply
|
|
switch pipelines without reprogramming the bindings.
|
|
|
|
Similarly, the push constant block declared in each shader (if present)
|
|
must: only place variables at offsets that are each included in a push
|
|
constant range with pname:stageFlags including the bit corresponding to the
|
|
shader stage that uses it. The pipeline layout can: include ranges or
|
|
portions of ranges that are not used by a particular pipeline, or for which
|
|
the variables have been dead-code eliminated from any of the shaders.
|
|
|
|
There is a limit on the total number of resources of each type that can: be
|
|
included in bindings in all descriptor set layouts in a pipeline layout as
|
|
shown in <<descriptorsets-pipelinelayout-limits,Pipeline Layout Resource
|
|
Limits>>. The ``Total Resources Available'' column gives the limit on the
|
|
number of each type of resource that can: be included in bindings in all
|
|
descriptor sets in the pipeline layout. Some resource types count against
|
|
multiple limits. Additionally, there are limits on the total number of each
|
|
type of resource that can: be used in any pipeline stage as described in
|
|
<<interfaces-resources-limits,Shader Resource Limits>>.
|
|
|
|
[[descriptorsets-pipelinelayout-limits]]
|
|
.Pipeline Layout Resource Limits
|
|
[width="80%",cols="<37,<22",options="header"]
|
|
|=============================
|
|
| Total Resources Available | Resource Types
|
|
.2+<.^| maxDescriptorSetSamplers
|
|
| sampler | combined image sampler
|
|
.3+<.^| maxDescriptorSetSampledImages
|
|
| sampled image | combined image sampler | uniform texel buffer
|
|
.2+<.^| maxDescriptorSetStorageImages
|
|
| storage image | storage texel buffer
|
|
.2+<.^| maxDescriptorSetUniformBuffers
|
|
| uniform buffer | uniform buffer dynamic
|
|
| maxDescriptorSetUniformBuffersDynamic
|
|
| uniform buffer dynamic
|
|
.2+<.^| maxDescriptorSetStorageBuffers
|
|
| storage buffer | storage buffer dynamic
|
|
| maxDescriptorSetStorageBuffersDynamic
|
|
| storage buffer dynamic
|
|
| maxDescriptorSetInputAttachments
|
|
| input attachment
|
|
|=============================
|
|
|
|
|
|
To destroy a pipeline layout, call:
|
|
|
|
include::../protos/vkDestroyPipelineLayout.txt[]
|
|
|
|
* pname:device is the logical device that destroys the pipeline layout.
|
|
* pname:pipelineLayout is the pipeline layout to destroy.
|
|
* pname:pAllocator controls host memory allocation as described in the
|
|
<<memory-allocation, Memory Allocation>> chapter.
|
|
|
|
include::../validity/protos/vkDestroyPipelineLayout.txt[]
|
|
|
|
|
|
[[descriptorsets-compatibility]]
|
|
==== Pipeline Layout Compatibility
|
|
|
|
Two pipeline layouts are defined to be ``compatible for
|
|
<<descriptorsets-push-constants, push constants>>'' if they were created
|
|
with identical push constant ranges. Two pipeline layouts are defined to be
|
|
``compatible for set N'' if they were created with matching (the same, or
|
|
identically defined) descriptor set layouts for sets zero through N, and if
|
|
they were created with identical push constant ranges.
|
|
|
|
When binding a descriptor set (see <<descriptorsets-binding, Descriptor Set
|
|
Binding>>) to set number N, if the previously bound descriptor sets for sets
|
|
zero through N-1 were all bound using compatible pipeline layouts, then
|
|
performing this binding does not disturb any of the lower numbered sets. If,
|
|
additionally, the previous bound descriptor set for set N was bound using a
|
|
pipeline layout compatible for set N, then the bindings in sets numbered
|
|
greater than N are also not disturbed.
|
|
|
|
Similarly, when binding a pipeline, the pipeline can: correctly access any
|
|
previously bound descriptor sets which were bound with compatible pipeline
|
|
layouts, as long as all lower numbered sets were also bound with
|
|
compatible layouts.
|
|
|
|
Layout compatibility means that descriptor sets can: be bound to a command
|
|
buffer for use by any pipeline created with a compatible pipeline layout,
|
|
and without having bound a particular pipeline first. It also means that
|
|
descriptor sets can: remain valid across a pipeline change, and the same
|
|
resources will be accessible to the newly bound pipeline.
|
|
|
|
ifdef::implementation-guide[]
|
|
.Implementor's Note
|
|
****
|
|
A consequence of layout compatibility is that when the implementation
|
|
compiles a pipeline layout and assigns hardware units to resources, the
|
|
mechanism to assign hardware units for set N should: only be a function of
|
|
sets [0..N].
|
|
****
|
|
endif::implementation-guide[]
|
|
|
|
[NOTE]
|
|
.Note
|
|
====
|
|
Place the least frequently changing descriptor sets near the start of
|
|
the pipeline layout, and place the descriptor sets representing the most
|
|
frequently changing resources near the end. When pipelines are switched,
|
|
only the descriptor set bindings that have been invalidated will need to be
|
|
updated and the remainder of the descriptor set bindings will remain in
|
|
place.
|
|
====
|
|
|
|
The maximum number of descriptor sets that can: be bound to a pipeline
|
|
layout is queried from physical device properties (see
|
|
pname:maxBoundDescriptorSets in <<features-limits, Limits>>).
|
|
|
|
.API example
|
|
[source,{basebackend@docbook:c++:cpp}]
|
|
---------------------------------------------------
|
|
const VkDescriptorSetLayout layouts[] = { layout1, layout2 };
|
|
|
|
const VkPushConstantRange ranges[] =
|
|
{
|
|
{
|
|
VK_PIPELINE_STAGE_VERTEX_SHADER_BIT, // stageFlags
|
|
0, // offset
|
|
4 // size
|
|
},
|
|
|
|
{
|
|
VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, // stageFlags
|
|
4, // offset
|
|
4 // size
|
|
},
|
|
};
|
|
|
|
const VkPipelineLayoutCreateInfo createInfo =
|
|
{
|
|
VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO, // sType
|
|
NULL, // pNext
|
|
0, // flags
|
|
2, // setLayoutCount
|
|
layouts, // pSetLayouts
|
|
2, // pushConstantRangeCount
|
|
ranges // pPushConstantRanges
|
|
};
|
|
|
|
VkPipelineLayout myPipelineLayout;
|
|
myResult = vkCreatePipelineLayout(
|
|
myDevice,
|
|
&createInfo,
|
|
NULL,
|
|
&myPipelineLayout);
|
|
---------------------------------------------------
|
|
|
|
|
|
[[descriptorsets-allocation]]
|
|
=== Allocation of Descriptor Sets
|
|
|
|
Descriptor sets are allocated from _descriptor pool_ objects. A descriptor
|
|
pool maintains a pool of descriptors, from which sets are allocated.
|
|
Descriptor pools are externally synchronized, meaning that the application
|
|
mustnot: allocate and/or free descriptor sets from the same pool in multiple
|
|
threads simultaneously.
|
|
|
|
To create a descriptor pool object, call:
|
|
|
|
include::../protos/vkCreateDescriptorPool.txt[]
|
|
|
|
* pname:device is the logical device that creates the descriptor pool.
|
|
* pname:pCreateInfo is a pointer to an instance of the
|
|
slink:VkDescriptorPoolCreateInfo structure specifying the state of the
|
|
descriptor pool object.
|
|
* pname:pAllocator controls host memory allocation as described in the
|
|
<<memory-allocation, Memory Allocation>> chapter.
|
|
* pname:pDescriptorPool points to a sname:VkDescriptorPool handle in which
|
|
the resulting descriptor pool object is returned.
|
|
|
|
pname:pAllocator controls host memory allocation as described in the
|
|
<<memory-allocation, Memory Allocation>> chapter.
|
|
|
|
The created descriptor pool is returned in pname:pDescriptorPool.
|
|
|
|
include::../validity/protos/vkCreateDescriptorPool.txt[]
|
|
|
|
Additional information about the pool is passed in an instance of the
|
|
sname:VkDescriptorPoolCreateInfo structure:
|
|
|
|
include::../structs/VkDescriptorPoolCreateInfo.txt[]
|
|
|
|
* pname:sType is the type of this structure.
|
|
* pname:pNext is `NULL` or a pointer to an extension-specific structure.
|
|
* pname:flags specifies certain supported operations on the pool, with
|
|
possible values defined below.
|
|
* pname:maxSets is the maximum number of descriptor sets that can:
|
|
be allocated from the pool.
|
|
* pname:poolSizeCount is the number of elements in pname:pPoolSizes.
|
|
* pname:pPoolSizes is a pointer to an array of sname:VkDescriptorPoolSize
|
|
structures, each containing a descriptor type and number of descriptors
|
|
of that type to be allocated in the pool.
|
|
|
|
include::../validity/structs/VkDescriptorPoolCreateInfo.txt[]
|
|
|
|
If multiple sname:VkDescriptorPoolSize structures appear in the
|
|
pname:pPoolSizes array then the pool will be created with enough storage
|
|
for the total number of descriptors of each type.
|
|
|
|
Fragmentation of a descriptor pool is possible and may: lead to descriptor
|
|
set allocation failures. A failure due to fragmentation is defined as
|
|
failing a descriptor set allocation despite the sum of all outstanding
|
|
descriptor set allocations from the pool plus the requested allocation
|
|
requiring no more than the total number of descriptors requested at pool
|
|
creation. Implementations provide certain guarantees of when fragmentation
|
|
mustnot: cause allocation failure, as described below.
|
|
|
|
If a descriptor pool has not had any descriptor sets freed since it was
|
|
created or most recently reset then fragmentation mustnot: cause an
|
|
allocation failure (note that this is always the case for a pool created
|
|
without the ename:VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT bit
|
|
set). Additionally, if all sets allocated from the pool since it was created
|
|
or most recently reset use the same number of descriptors (of each type) and
|
|
the requested allocation also uses that same number of descriptors (of each
|
|
type), then fragmentation mustnot: cause an allocation failure.
|
|
|
|
If an allocation failure occurs due to fragmentation, an application can:
|
|
create an additional descriptor pool to perform further descriptor set
|
|
allocations.
|
|
|
|
The pname:flags member of sname:VkDescriptorPoolCreateInfo can: include the
|
|
following values:
|
|
|
|
include::../enums/VkDescriptorPoolCreateFlagBits.txt[]
|
|
|
|
If pname:flags includes
|
|
ename:VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT, then descriptor
|
|
sets can: return their individual allocations to the pool, i.e. all of
|
|
fname:vkAllocateDescriptorSets, fname:vkFreeDescriptorSets, and
|
|
fname:vkResetDescriptorPool are allowed. Otherwise, descriptor sets
|
|
allocated from the pool mustnot: be individually freed back to the pool,
|
|
i.e. only fname:vkAllocateDescriptorSets and fname:vkResetDescriptorPool are
|
|
allowed.
|
|
|
|
The definition of the sname:VkDescriptorPoolSize structure is:
|
|
|
|
include::../structs/VkDescriptorPoolSize.txt[]
|
|
|
|
* pname:type is the type of descriptor.
|
|
* pname:descriptorCount is the number of descriptors of that type
|
|
to allocate.
|
|
|
|
include::../validity/structs/VkDescriptorPoolSize.txt[]
|
|
|
|
To destroy a descriptor pool, call:
|
|
|
|
include::../protos/vkDestroyDescriptorPool.txt[]
|
|
|
|
* pname:device is the logical device that destroys the descriptor pool.
|
|
* pname:descriptorPool is the descriptor pool to destroy.
|
|
* pname:pAllocator controls host memory allocation as described in the
|
|
<<memory-allocation, Memory Allocation>> chapter.
|
|
|
|
include::../validity/protos/vkDestroyDescriptorPool.txt[]
|
|
|
|
When a pool is destroyed, all descriptor sets allocated from the pool are
|
|
implicitly freed and become invalid. Descriptor sets allocated from a given
|
|
pool do not need to be freed before destroying that descriptor pool.
|
|
|
|
Descriptor sets are allocated from a descriptor pool by calling:
|
|
|
|
include::../protos/vkAllocateDescriptorSets.txt[]
|
|
|
|
* pname:device is the logical device that owns the descriptor pool.
|
|
* pname:pAllocateInfo is a pointer to an instance of the
|
|
slink:VkDescriptorSetAllocateInfo structure describing parameters of the
|
|
allocation.
|
|
* pname:pDescriptorSets is a pointer to an array of sname:VkDescriptorSet
|
|
handles in which the resulting descriptor set objects are returned. The
|
|
array must be at least the length specified by the
|
|
pname:descriptorSetCount member of pname:pAllocateInfo.
|
|
|
|
include::../validity/protos/vkAllocateDescriptorSets.txt[]
|
|
|
|
The sname:VkDescriptorSetAllocateInfo structure is defined as:
|
|
|
|
include::../structs/VkDescriptorSetAllocateInfo.txt[]
|
|
|
|
* pname:sType is the type of this structure.
|
|
* pname:pNext is `NULL` or a pointer to an extension-specific structure.
|
|
* pname:descriptorPool is the pool which the sets will be allocated from.
|
|
* pname:descriptorSetCount determines the number of descriptor sets to be
|
|
allocated from the pool.
|
|
* pname:pSetLayouts is an array of descriptor set layouts, with each
|
|
member specifying how the corresponding descriptor set is allocated.
|
|
|
|
The allocated descriptor sets are returned in pname:pDescriptorSets.
|
|
|
|
include::../validity/structs/VkDescriptorSetAllocateInfo.txt[]
|
|
|
|
When a descriptor set is allocated, the initial state is largely
|
|
uninitialized and all descriptors are undefined. However,
|
|
the descriptor set can: be bound
|
|
in a command buffer without causing errors or exceptions. All entries that
|
|
are statically used by a pipeline in a drawing or dispatching command must:
|
|
have been populated before the descriptor set is bound for use by that command.
|
|
Entries that are not statically used by a pipeline can: have uninitialized
|
|
descriptors or descriptors of resources that have been destroyed, and executing
|
|
a draw or dispatch with such a descriptor set bound does not cause undefined
|
|
behavior. This means applications need not populate unused entries with dummy
|
|
descriptors.
|
|
|
|
Allocated descriptor sets are freed by calling:
|
|
|
|
include::../protos/vkFreeDescriptorSets.txt[]
|
|
|
|
* pname:device is the logical device that owns the descriptor pool.
|
|
* pname:descriptorPool is the descriptor pool from which the descriptor
|
|
sets were allocated.
|
|
* pname:descriptorSetCount is the number of elements in the
|
|
pname:pDescriptorSets array.
|
|
* pname:pDescriptorSets is an array of handles to slink:VkDescriptorSet
|
|
objects. All elements of pname:pDescriptorSets must: have been allocated
|
|
from pname:descriptorPool.
|
|
|
|
In order to free individual descriptor sets, pname:descriptorPool must: have
|
|
been created with the
|
|
ename:VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT flag.
|
|
|
|
ifdef::editing-notes[]
|
|
[NOTE]
|
|
.editing-note
|
|
====
|
|
(Jon) Several comments above seem like they belong in validity XML.
|
|
====
|
|
endif::editing-notes[]
|
|
|
|
include::../validity/protos/vkFreeDescriptorSets.txt[]
|
|
|
|
After a successful call to fname:vkFreeDescriptorSets, all descriptor sets
|
|
in pname:pDescriptorSets are invalid.
|
|
|
|
Rather than freeing individual descriptor sets, all descriptor sets
|
|
allocated from a given pool can: be returned to the pool by calling:
|
|
|
|
include::../protos/vkResetDescriptorPool.txt[]
|
|
|
|
* pname:device is the logical device that owns the descriptor pool.
|
|
* pname:descriptorPool is the descriptor pool to be reset.
|
|
* pname:flags is currently unused and must be zero.
|
|
|
|
include::../validity/protos/vkResetDescriptorPool.txt[]
|
|
|
|
Resetting a descriptor pool recycles all of the resources from all of the
|
|
descriptor sets allocated from the descriptor pool back to the descriptor
|
|
pool, and the descriptor sets are implicitly freed.
|
|
|
|
|
|
[[descriptorsets-updates]]
|
|
=== Descriptor Set Updates
|
|
|
|
Once allocated, descriptor sets can: be updated with a combination of write
|
|
and copy operations. To update descriptor sets, call:
|
|
|
|
include::../protos/vkUpdateDescriptorSets.txt[]
|
|
|
|
* pname:device is the logical device that updates the descriptor sets.
|
|
* pname:descriptorWriteCount is the number of elements in the
|
|
pname:pDescriptorWrites array.
|
|
* pname:pDescriptorWrites is a pointer to an array of
|
|
slink:VkWriteDescriptorSet structures describing the descriptor sets to
|
|
write to.
|
|
* pname:descriptorCopyCount is the number of elements in the
|
|
pname:pDescriptorCopies array.
|
|
* pname:pDescriptorCopies is a pointer to an array of
|
|
slink:VkCopyDescriptorSet structures describing the descriptor sets to
|
|
copy between.
|
|
|
|
The operations described by pname:pDescriptorWrites are performed first,
|
|
followed by the operations described by pname:pDescriptorCopies. Within
|
|
each array, the operations are performed in the order they appear in the
|
|
array.
|
|
|
|
include::../validity/protos/vkUpdateDescriptorSets.txt[]
|
|
|
|
Each element in the pname:pDescriptorWrites array describes an operation
|
|
updating the descriptor set using descriptors for resources specified in the
|
|
structure.
|
|
|
|
The definition of sname:VkWriteDescriptorSet is:
|
|
|
|
include::../structs/VkWriteDescriptorSet.txt[]
|
|
|
|
* pname:sType is the type of this structure.
|
|
* pname:pNext is `NULL` or a pointer to an extension-specific structure.
|
|
* pname:dstSet is the destination descriptor set to update.
|
|
* pname:dstBinding is the descriptor binding within that set.
|
|
* pname:dstArrayElement is the starting element in that array.
|
|
* pname:descriptorCount is the number of descriptors to update (the
|
|
number of elements in pname:pImageInfo, pname:pBufferInfo, or
|
|
pname:pTexelBufferView).
|
|
* pname:descriptorType is the type of each descriptor in pname:pImageInfo,
|
|
pname:pBufferInfo, or pname:pTexelBufferView, and must: be the same type
|
|
as what was specified in sname:VkDescriptorSetLayoutBinding for
|
|
pname:dstSet at pname:dstBinding. The type of the descriptor also
|
|
controls which array the descriptors are taken from.
|
|
pname:descriptorType can: take on values including:
|
|
|
|
include::../enums/VkDescriptorType.txt[]
|
|
|
|
* pname:pImageInfo points to an array of sname:VkDescriptorImageInfo
|
|
structures or is ignored, as described below.
|
|
* pname:pBufferInfo points to an array of sname:VkDescriptorBufferInfo
|
|
structures or is ignored, as described below.
|
|
* pname:pTexelBufferView points to an array of sname:VkBufferView
|
|
handles or is ignored, as described below.
|
|
|
|
include::../validity/structs/VkWriteDescriptorSet.txt[]
|
|
|
|
Only one of pname:pImageInfo, pname:pBufferInfo, or pname:pTexelBufferView
|
|
members is used according to the descriptor type specified in the
|
|
pname:descriptorType member of the containing sname:VkWriteDescriptorSet
|
|
structure, as specified below.
|
|
|
|
If pname:descriptorType is ename:VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
|
|
ename:VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
|
|
ename:VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, or
|
|
ename:VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC, the pname:pBufferInfo array
|
|
will be used to update the descriptors, and other arrays will be ignored.
|
|
Each element of pname:pBufferInfo is of type sname:VkDescriptorBufferInfo
|
|
and is defined as:
|
|
|
|
include::../structs/VkDescriptorBufferInfo.txt[]
|
|
|
|
* pname:buffer is the buffer resource.
|
|
* pname:offset is the offset in bytes from the start of pname:buffer.
|
|
Access to buffer memory via this descriptor uses addressing that is
|
|
relative to this starting offset.
|
|
* pname:range is the size in bytes that is used for this descriptor
|
|
update, or ename:VK_WHOLE_SIZE to use the range from pname:offset to the
|
|
end of the buffer.
|
|
|
|
include::../validity/structs/VkDescriptorBufferInfo.txt[]
|
|
|
|
For ename:VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC and
|
|
ename:VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC descriptor types,
|
|
pname:offset is the base offset from which the dynamic offset is applied and
|
|
pname:range is the static size used for all dynamic offsets.
|
|
|
|
If pname:descriptorType is ename:VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER or
|
|
ename:VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER, the pname:pTexelBufferView
|
|
array will be used to update the descriptors, and other arrays will be
|
|
ignored.
|
|
|
|
If pname:descriptorType is ename:VK_DESCRIPTOR_TYPE_SAMPLER,
|
|
ename:VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
|
|
ename:VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
|
|
ename:VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, or
|
|
ename:VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT, the elements of the
|
|
pname:pImageInfo array will be used to update the descriptors, and other
|
|
arrays will be ignored. Each element of pname:pImageInfo is of type
|
|
sname:VkDescriptorImageInfo and is defined as:
|
|
|
|
include::../structs/VkDescriptorImageInfo.txt[]
|
|
|
|
* pname:sampler is a sampler handle, and is used in descriptor updates for
|
|
types ename:VK_DESCRIPTOR_TYPE_SAMPLER and
|
|
ename:VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER if the binding being
|
|
updated does not use immutable samplers.
|
|
* pname:imageView is an image view handle, and is used in descriptor
|
|
updates for types ename:VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
|
|
ename:VK_DESCRIPTOR_TYPE_STORAGE_IMAGE,
|
|
ename:VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, and
|
|
ename:VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT.
|
|
* pname:imageLayout is the layout that the image will be in at the time
|
|
this descriptor is accessed. pname:imageLayout is used in descriptor
|
|
updates for types ename:VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
|
|
ename:VK_DESCRIPTOR_TYPE_STORAGE_IMAGE,
|
|
ename:VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, and
|
|
ename:VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT.
|
|
|
|
include::../validity/structs/VkDescriptorImageInfo.txt[]
|
|
|
|
Members of sname:VkDescriptorImageInfo that are not used in an update (as
|
|
described above) are ignored.
|
|
|
|
[[descriptorsets-updates-consecutive, consecutive binding updates]]
|
|
If the pname:dstBinding has fewer than pname:descriptorCount array elements
|
|
remaining starting from pname:dstArrayElement, then the remainder will be
|
|
used to update the subsequent binding - pname:dstBinding+1 starting at array
|
|
element zero. This behavior applies recursively, with the update affecting
|
|
consecutive bindings as needed to update all pname:descriptorCount
|
|
descriptors. All consecutive bindings updated via a single
|
|
sname:VkWriteDescriptorSet structure must: have identical
|
|
pname:descriptorType and pname:stageFlags, and must: all either use
|
|
immutable samplers or must: all not use immutable samplers.
|
|
|
|
Each element in the pname:pDescriptorCopies array is a
|
|
slink:VkCopyDescriptorSet structure describing an operation copying
|
|
descriptors between sets. The definition of sname:VkCopyDescriptorSet is:
|
|
|
|
include::../structs/VkCopyDescriptorSet.txt[]
|
|
|
|
* pname:sType is the type of this structure.
|
|
* pname:pNext is `NULL` or a pointer to an extension-specific structure.
|
|
* pname:srcSet, pname:srcBinding, and pname:srcArrayElement are the
|
|
source set, binding, and array element, respectively.
|
|
* pname:dstSet, pname:dstBinding, and pname:dstArrayElement are the
|
|
destination set, binding, and array element, respectively.
|
|
* pname:descriptorCount is the number of descriptors to copy from
|
|
the source to destination. If pname:descriptorCount is greater than the
|
|
number of remaining array elements in the source or destination binding,
|
|
those affect consecutive bindings in a manner similar to
|
|
slink:VkWriteDescriptorSet above.
|
|
|
|
include::../validity/structs/VkCopyDescriptorSet.txt[]
|
|
|
|
|
|
[[descriptorsets-binding]]
|
|
=== Descriptor Set Binding
|
|
|
|
Once descriptor sets have been allocated, one or more descriptor sets can:
|
|
be bound to the command buffer by calling:
|
|
|
|
include::../protos/vkCmdBindDescriptorSets.txt[]
|
|
|
|
* pname:commandBuffer is the command buffer that the descriptor sets will
|
|
be bound to.
|
|
* pname:pipelineBindPoint is a elink:VkPipelineBindPoint indicating
|
|
whether the descriptors will be used by graphics pipelines or compute
|
|
pipelines. There is a separate set of bind points for each of graphics
|
|
and compute, so binding one does not disturb the other.
|
|
* pname:layout is a sname:VkPipelineLayout object used to program the
|
|
bindings.
|
|
* pname:firstSet is the set number of the first descriptor set to be
|
|
bound.
|
|
* pname:descriptorSetCount is the number of elements in the
|
|
pname:pDescriptorSets array.
|
|
* pname:pDescriptorSets is a pointer to an array of slink:VkDescriptorSet
|
|
structures describing the descriptor sets to write to.
|
|
* pname:dynamicOffsetCount is the number of dynamic offsets
|
|
in the pname:pDynamicOffsets array.
|
|
* pname:pDynamicOffsets is a pointer to an array of basetype:uint32_t
|
|
values specifying dynamic offsets.
|
|
|
|
fname:vkCmdBindDescriptorSets causes the sets numbered [pname:firstSet..
|
|
pname:firstSet+pname:descriptorSetCount-1] to use the bindings stored in
|
|
pname:pDescriptorSets[0..pname:descriptorSetCount-1] for subsequent
|
|
rendering commands (either compute or graphics, according to the
|
|
pname:pipelineBindPoint). Any bindings that were previously applied via
|
|
these sets are no longer valid.
|
|
|
|
Once bound, a descriptor set affects rendering of subsequent graphics or
|
|
compute commands in the command buffer until a different set is bound to the
|
|
same set number, or else until the set is disturbed as described in
|
|
<<descriptorsets-compatibility, Pipeline Layout Compatibility>>.
|
|
|
|
A compatible descriptor set must: be bound for all set numbers that any
|
|
shaders in a pipeline access, at the time that a draw or dispatch command is
|
|
recorded to execute using that pipeline. However, if none of the shaders in
|
|
a pipeline statically use any bindings with a particular set number, then no
|
|
descriptor set need be bound for that set number, even if the pipeline
|
|
layout includes a non-trivial descriptor set layout for that set number.
|
|
|
|
If any of the sets being bound include dynamic uniform or storage buffers,
|
|
then pname:pDynamicOffsets includes one element for each array element
|
|
in each dynamic descriptor type binding in each set. Values are taken from
|
|
pname:pDynamicOffsets in an order such that all entries for set N come
|
|
before set N+1; within a set, entries are ordered by the binding numbers in
|
|
the descriptor set layouts; and within a binding array, elements are in
|
|
order. pname:dynamicOffsetCount must: equal the total number of dynamic
|
|
descriptors in the sets being bound.
|
|
|
|
The effective offset used for dynamic uniform and storage buffer bindings is
|
|
the sum of the relative offset taken from pname:pDynamicOffsets, and the
|
|
base address of the buffer plus base offset in the descriptor set. The
|
|
length of the dynamic uniform and storage buffer bindings is the buffer
|
|
range as specified in the descriptor set.
|
|
|
|
Each of the pname:pDescriptorSets must: be compatible with the pipeline
|
|
layout specified by pname:layout. The layout used to program the bindings
|
|
must: also be compatible with the pipeline used in subsequent graphics or
|
|
compute commands, as defined in the <<descriptorsets-compatibility, Pipeline
|
|
Layout Compatibility>> section.
|
|
|
|
The descriptor set contents bound by a call to fname:vkCmdBindDescriptorSets
|
|
may: be consumed during host execution of the command, or during
|
|
shader execution of the resulting draws, or any time in between. Thus, the
|
|
contents mustnot: be altered (overwritten by an update command, or freed)
|
|
between when the command is recorded and when the command completes
|
|
executing on the queue. The contents of pname:pDynamicOffsets are consumed
|
|
immediately during execution of fname:vkCmdBindDescriptorSets. Once all
|
|
pending uses have completed, it is legal to update and reuse a descriptor
|
|
set.
|
|
|
|
include::../validity/protos/vkCmdBindDescriptorSets.txt[]
|
|
|
|
|
|
=== Push Constant Updates
|
|
|
|
[[descriptorsets-push-constants]]
|
|
|
|
As described above in section <<descriptorsets-pipelinelayout, Pipeline
|
|
Layouts>>, the pipeline layout defines shader push constants which are
|
|
updated via {apiname} commands rather than via writes to memory or copy
|
|
commands.
|
|
|
|
[NOTE]
|
|
.Note
|
|
====
|
|
Push constants represent a high speed path to modify constant data in
|
|
pipelines that is expected to outperform memory-backed resource updates.
|
|
====
|
|
|
|
The contents of the push constants are undefined at the start of a command
|
|
buffer. Push constants are updated by calling:
|
|
|
|
include::../protos/vkCmdPushConstants.txt[]
|
|
|
|
* pname:commandBuffer is the command buffer in which the push constant
|
|
update will be recorded.
|
|
* pname:layout is the pipeline layout used to program the push constant
|
|
updates.
|
|
* pname:stageFlags is a bitmask of elink:VkShaderStageFlagBits specifying
|
|
the shader stages that will use the push constants in the updated range.
|
|
* pname:offset is the start offset of the push constant range to update,
|
|
in units of bytes.
|
|
* pname:size is the size of the push constant range to update, in units of
|
|
bytes.
|
|
* pname:pValues is an array of pname:size bytes containing the new push
|
|
constant values.
|
|
|
|
include::../validity/protos/vkCmdPushConstants.txt[]
|