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ef053e7c82
* Bump API patch number and header version number to 27 for this update. Github Issues: * Weaken flink:vkGetPipelineCacheData invariance conditions; previous conditions were stronger than agreed and can't be guaranteed (public issue 280). * Add link to "Vulkan Loader Specification and Architecture Overview" document to Normative References section (public issue 359). Internal Issues: * Be more clear in the <<interfaces-resources-layout-std140, uniform buffer layout>> section that block offsets can be out of order (internal issue 396). * Document that extension authors should add support for their extensions to the validation layers (internal issue 398). * Clarify that the valid range of depth clear values should be limited to the 0..1 range and that copies to depth aspect must also be in this range (internal issue 412). * Specify ``a'' vs. ``an'' use in the style guide (internal issue 432). * Increase the maximum pname:nonCoherentAtomSize value in the <<features-limits-required,Required Limits>> section from 128 to 256 (internal issue 435). * Fix vk_platform.h for compiler errors on some Android platforms (internal issue 441). * Clarify that slink:VkPhysicalDeviceFeatures::pname:pEnabledFeatures == `NULL` disables all features, including the "required" feature pname:robustBufferAccess (internal issue 479). Other Issues: * Expand style guide and make it more self-consistent. * Use ISO 8601 date format everywhere. * Emphasise the correct way of using slink:VkSurfaceCapabilitiesKHR::pname:maxImageCount. * Added +VK_EXT_validation_flags+ extension for validation flag mechanism. * Fix an <<credits,author credit>> to include their current employer.
1625 lines
67 KiB
Plaintext
1625 lines
67 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[I];
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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 I
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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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Vulkan. 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,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,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 code: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 code: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 code: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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code: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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code: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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code: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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|
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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
|
|
syntax is identical for storage buffers and dynamic storage buffers.
|
|
|
|
|
|
[[descriptorsets-inputattachment]]
|
|
=== Input Attachment
|
|
|
|
An _input attachment_ (ename:VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT) is an
|
|
image view that can: be used for pixel local load operations from within
|
|
fragment shaders bound to pipelines. Loads from input attachments are
|
|
unfiltered. All image formats that are supported for color attachments
|
|
(ename:VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT) or depth/stencil attachments
|
|
(ename:VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT) for a given image
|
|
tiling mode are also supported for input attachments.
|
|
|
|
In the shader, input attachments must: be decorated with their input
|
|
attachment index in addition to descriptor set and binding numbers.
|
|
|
|
.GLSL example
|
|
[source,{basebackend@docbook:c:glsl}]
|
|
---------------------------------------------------
|
|
layout (input_attachment_index=i, set=m, binding=n) uniform subpassInput myInputAttachment;
|
|
---------------------------------------------------
|
|
|
|
.SPIR-V example
|
|
---------------------------------------------------
|
|
...
|
|
%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
|
|
|
|
// refBegin VkDescriptorSetLayout Opaque handle to a descriptor set layout object
|
|
|
|
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 layout objects are represented by sname:VkDescriptorSetLayout
|
|
handles:
|
|
|
|
include::../api/handles/VkDescriptorSetLayout.txt[]
|
|
|
|
// refEnd VkDescriptorSetLayout
|
|
|
|
// refBegin vkCreateDescriptorSetLayout Create a new descriptor set layout
|
|
|
|
To create descriptor set layout objects, call:
|
|
|
|
include::../api/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[]
|
|
|
|
// refBegin VkDescriptorSetLayoutCreateInfo Structure specifying parameters of a newly created descriptor set layout
|
|
|
|
Information about the descriptor set layout is passed in an instance of the
|
|
sname:VkDescriptorSetLayoutCreateInfo structure:
|
|
|
|
include::../api/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[]
|
|
|
|
// refBegin VkDescriptorSetLayoutBinding Structure specifying a descriptor set layout binding
|
|
|
|
The sname:VkDescriptorSetLayoutBinding structure is defined as:
|
|
|
|
include::../api/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 a 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 must: not be
|
|
accessed from any stage via this binding within any pipeline using the
|
|
set layout.
|
|
* pname:stageFlags member is a bitmask 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
|
|
must: not 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 should: not
|
|
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]);
|
|
-------------------------------------------------------------------------------
|
|
|
|
// refBegin vkDestroyDescriptorSetLayout Destroy a descriptor set layout object
|
|
|
|
To destroy a descriptor set layout, call:
|
|
|
|
include::../api/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
|
|
|
|
// refBegin VkPipelineLayout Opaque handle to a pipeline layout object
|
|
|
|
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.
|
|
|
|
Pipeline layout objects are represented by sname:VkPipelineLayout handles:
|
|
|
|
include::../api/handles/VkPipelineLayout.txt[]
|
|
|
|
// refEnd VkPipelineLayout
|
|
|
|
// refBegin vkCreatePipelineLayout Creates a new pipeline layout object
|
|
|
|
To create a pipeline layout, call:
|
|
|
|
include::../api/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[]
|
|
|
|
// refBegin VkPipelineLayoutCreateInfo Structure specifying the parameters of a newly created pipeline layout object
|
|
|
|
The slink:VkPipelineLayoutCreateInfo structure is defined as:
|
|
|
|
include::../api/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[]
|
|
|
|
// refBegin VkPushConstantRange Structure specifying a push constant range
|
|
|
|
The sname:VkPushConstantRange structure is defined as:
|
|
|
|
include::../api/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
|
|
|====
|
|
|
|
|
|
// refBegin vkDestroyPipelineLayout Destroy a pipeline layout object
|
|
|
|
To destroy a pipeline layout, call:
|
|
|
|
include::../api/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
|
|
|
|
// refBegin VkDescriptorPool Opaque handle to a descriptor pool object
|
|
|
|
A _descriptor pool_
|
|
maintains a pool of descriptors, from which descriptor sets are allocated.
|
|
Descriptor pools are externally synchronized, meaning that the application
|
|
must: not allocate and/or free descriptor sets from the same pool in multiple
|
|
threads simultaneously.
|
|
|
|
Descriptor pools are represented by sname:VkDescriptorPool handles:
|
|
|
|
include::../api/handles/VkDescriptorPool.txt[]
|
|
|
|
// refEnd VkDescriptorPool
|
|
|
|
// refBegin vkCreateDescriptorPool Creates a descriptor pool object
|
|
|
|
To create a descriptor pool object, call:
|
|
|
|
include::../api/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[]
|
|
|
|
// refBegin VkDescriptorPoolCreateInfo Structure specifying parameters of a newly created descriptor pool
|
|
|
|
Additional information about the pool is passed in an instance of the
|
|
sname:VkDescriptorPoolCreateInfo structure:
|
|
|
|
include::../api/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.
|
|
Bits which can: be set include:
|
|
+
|
|
--
|
|
// refBegin VkDescriptorPoolCreateFlagBits Bitmask specifying certain supported operations on a descriptor pool
|
|
include::../api/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 must: not be individually freed back to the pool,
|
|
i.e. only fname:vkAllocateDescriptorSets and fname:vkResetDescriptorPool are
|
|
allowed.
|
|
+
|
|
* 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.
|
|
|
|
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
|
|
must: not 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 must: not 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 must: not 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.
|
|
|
|
include::../validity/structs/VkDescriptorPoolCreateInfo.txt[]
|
|
|
|
// refBegin VkDescriptorPoolSize Structure specifying descriptor pool size
|
|
|
|
The sname:VkDescriptorPoolSize structure is defined as:
|
|
|
|
include::../api/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[]
|
|
|
|
// refBegin vkDestroyDescriptorPool Destroy a descriptor pool object
|
|
|
|
To destroy a descriptor pool, call:
|
|
|
|
include::../api/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.
|
|
|
|
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.
|
|
|
|
include::../validity/protos/vkDestroyDescriptorPool.txt[]
|
|
|
|
// refBegin VkDescriptorSet Opaque handle to a descriptor set object
|
|
|
|
Descriptor sets are allocated from descriptor pool objects, and
|
|
are represented by sname:VkDescriptorSet handles:
|
|
|
|
include::../api/handles/VkDescriptorSet.txt[]
|
|
|
|
// refEnd VkDescriptorSet
|
|
|
|
// refBegin vkAllocateDescriptorSets Allocate one or more descriptor sets
|
|
|
|
To allocate descriptor sets from a descriptor pool, call:
|
|
|
|
include::../api/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.
|
|
|
|
The allocated descriptor sets are returned in pname:pDescriptorSets.
|
|
|
|
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.
|
|
|
|
If an allocation fails due to fragmentation, an indeterminate error is
|
|
returned with an unspecified error code. Any returned error other than
|
|
ename:VK_ERROR_FRAGMENTED_POOL does not imply its usual meaning:
|
|
applications should: assume that the allocation failed due to fragmentation,
|
|
and create a new descriptor pool.
|
|
|
|
[NOTE]
|
|
.Note
|
|
====
|
|
Applications should: check for a negative return value when allocating new
|
|
descriptor sets, assume that any error effectively means
|
|
ename:VK_ERROR_FRAGMENTED_POOL, and try to create a new descriptor pool.
|
|
If ename:VK_ERROR_FRAGMENTED_POOL is the actual return value, it adds
|
|
certainty to that decision.
|
|
|
|
The reason for this is that ename:VK_ERROR_FRAGMENTED_POOL was only added in
|
|
a later revision of the 1.0 specification, and so drivers may: return other
|
|
errors if they were written against earlier revisions.
|
|
To ensure full compatibility with earlier patch revisions, these other
|
|
errors are allowed.
|
|
====
|
|
|
|
include::../validity/protos/vkAllocateDescriptorSets.txt[]
|
|
|
|
// refBegin VkDescriptorSetAllocateInfo Structure specifying the allocation parameters for descriptor sets
|
|
|
|
The sname:VkDescriptorSetAllocateInfo structure is defined as:
|
|
|
|
include::../api/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.
|
|
|
|
include::../validity/structs/VkDescriptorSetAllocateInfo.txt[]
|
|
|
|
// refBegin vkFreeDescriptorSets Free one or more descriptor sets
|
|
|
|
To free allocated descriptor sets, call:
|
|
|
|
include::../api/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 sname:VkDescriptorSet
|
|
objects.
|
|
|
|
After a successful call to fname:vkFreeDescriptorSets, all descriptor sets
|
|
in pname:pDescriptorSets are invalid.
|
|
|
|
include::../validity/protos/vkFreeDescriptorSets.txt[]
|
|
|
|
// refBegin vkResetDescriptorPool Resets a descriptor pool object
|
|
|
|
To return all descriptor sets allocated from a given pool to the pool,
|
|
rather than freeing individual descriptor sets, call:
|
|
|
|
include::../api/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 reserved for future use.
|
|
|
|
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.
|
|
|
|
include::../validity/protos/vkResetDescriptorPool.txt[]
|
|
|
|
|
|
[[descriptorsets-updates]]
|
|
=== Descriptor Set Updates
|
|
|
|
// refBegin vkUpdateDescriptorSets Update the contents of a descriptor set object
|
|
|
|
Once allocated, descriptor sets can: be updated with a combination of write
|
|
and copy operations. To update descriptor sets, call:
|
|
|
|
include::../api/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.
|
|
|
|
Each element in the pname:pDescriptorWrites array describes an operation
|
|
updating the descriptor set using descriptors for resources specified in the
|
|
structure.
|
|
|
|
Each element in the pname:pDescriptorCopies array is a
|
|
slink:VkCopyDescriptorSet structure describing an operation copying
|
|
descriptors between sets.
|
|
|
|
include::../validity/protos/vkUpdateDescriptorSets.txt[]
|
|
|
|
// refBegin VkWriteDescriptorSet Structure specifying the parameters of a descriptor set write operation
|
|
|
|
The sname:VkWriteDescriptorSet structure is defined as:
|
|
|
|
include::../api/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 a elink:VkDescriptorType
|
|
specifying the type of each descriptor in pname:pImageInfo,
|
|
pname:pBufferInfo, or pname:pTexelBufferView, as described below.
|
|
It must: be the same type
|
|
as that 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:pImageInfo points to an array of slink:VkDescriptorImageInfo
|
|
structures or is ignored, as described below.
|
|
* pname:pBufferInfo points to an array of slink:VkDescriptorBufferInfo
|
|
structures or is ignored, as described below.
|
|
* pname:pTexelBufferView points to an array of slink:VkBufferView handles
|
|
as described in the <<resources-buffer-views,Buffer Views>> section or
|
|
is ignored, as described below.
|
|
|
|
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.
|
|
|
|
[[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.
|
|
|
|
include::../validity/structs/VkWriteDescriptorSet.txt[]
|
|
|
|
// refBegin VkDescriptorType Specifies the type of a descriptor in a descriptor set
|
|
|
|
The type of descriptors in a descriptor set is specified by
|
|
slink:VkWriteDescriptorSet::pname:descriptorType, which must: be one of the
|
|
values:
|
|
|
|
include::../api/enums/VkDescriptorType.txt[]
|
|
|
|
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 elements of the
|
|
slink:VkWriteDescriptorSet::pname:pBufferInfo array of
|
|
slink:VkDescriptorBufferInfo structures will be used to update the
|
|
descriptors, and other arrays will be ignored.
|
|
|
|
If pname:descriptorType is ename:VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER or
|
|
ename:VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER, the
|
|
slink:VkWriteDescriptorSet::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
|
|
slink:VkWriteDescriptorSet::pname:pImageInfo array of
|
|
slink:VkDescriptorImageInfo structures will be used to update the
|
|
descriptors, and other arrays will be ignored.
|
|
|
|
// refEnd VkDescriptorType
|
|
|
|
// refBegin VkDescriptorBufferInfo Structure specifying descriptor buffer info
|
|
|
|
The sname:VkDescriptorBufferInfo structure is defined as:
|
|
|
|
include::../api/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.
|
|
+
|
|
--
|
|
[NOTE]
|
|
.Note
|
|
====
|
|
When using ename:VK_WHOLE_SIZE, the effective range must: not be larger
|
|
than the maximum range for the descriptor type
|
|
(<<features-limits-maxUniformBufferRange, maxUniformBufferRange>> or
|
|
<<features-limits-maxStorageBufferRange, maxStorageBufferRange>>). This
|
|
means that ename:VK_WHOLE_SIZE is not typically useful in the common
|
|
case where uniform buffer descriptors are suballocated from a buffer
|
|
that is much larger than pname:maxUniformBufferRange.
|
|
====
|
|
--
|
|
+
|
|
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.
|
|
|
|
include::../validity/structs/VkDescriptorBufferInfo.txt[]
|
|
|
|
// refBegin VkDescriptorImageInfo Structure specifying descriptor image info
|
|
|
|
The sname:VkDescriptorImageInfo structure is defined as:
|
|
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include::../api/structs/VkDescriptorImageInfo.txt[]
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* pname:sampler is a sampler handle, and is used in descriptor updates for
|
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types ename:VK_DESCRIPTOR_TYPE_SAMPLER and
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ename:VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER if the binding being
|
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updated does not use immutable samplers.
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* pname:imageView is an image view handle, and is used in descriptor
|
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updates for types ename:VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
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ename:VK_DESCRIPTOR_TYPE_STORAGE_IMAGE,
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ename:VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, and
|
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ename:VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT.
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* pname:imageLayout is the layout that the image will be in at the time
|
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this descriptor is accessed. pname:imageLayout is used in descriptor
|
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updates for types ename:VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
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|
ename:VK_DESCRIPTOR_TYPE_STORAGE_IMAGE,
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ename:VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, and
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ename:VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT.
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Members of sname:VkDescriptorImageInfo that are not used in an update (as
|
|
described above) are ignored.
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include::../validity/structs/VkDescriptorImageInfo.txt[]
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// refBegin VkCopyDescriptorSet Structure specifying a copy descriptor set operation
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|
|
|
The sname:VkCopyDescriptorSet structure is defined as:
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|
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include::../api/structs/VkCopyDescriptorSet.txt[]
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|
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* pname:sType is the type of this structure.
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* pname:pNext is `NULL` or a pointer to an extension-specific structure.
|
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* pname:srcSet, pname:srcBinding, and pname:srcArrayElement are the
|
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source set, binding, and array element, respectively.
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* pname:dstSet, pname:dstBinding, and pname:dstArrayElement are the
|
|
destination set, binding, and array element, respectively.
|
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* 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
|
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slink:VkWriteDescriptorSet above.
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|
|
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include::../validity/structs/VkCopyDescriptorSet.txt[]
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|
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[[descriptorsets-binding]]
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=== Descriptor Set Binding
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|
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// refBegin vkCmdBindDescriptorSets Binds descriptor sets to a command buffer
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|
|
To bind one or more descriptor sets to a command buffer, call:
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|
|
include::../api/protos/vkCmdBindDescriptorSets.txt[]
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|
|
|
* 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 an array of handles to sname:VkDescriptorSet
|
|
objects 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 must: not 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 Vulkan 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 values of push constants are undefined at the start of a command buffer.
|
|
|
|
// refBegin vkCmdPushConstants Update the values of push constants
|
|
|
|
To update push constants, call:
|
|
|
|
include::../api/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[]
|