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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><meta name="viewport" content="width=device-width, initial-scale=1.0"><meta name="generator" content="rustdoc"><meta name="description" content="API documentation for the Rust `descriptor` mod in crate `vulkano`."><meta name="keywords" content="rust, rustlang, rust-lang, descriptor"><title>vulkano::descriptor - Rust</title><link rel="stylesheet" type="text/css" href="../../normalize.css"><link rel="stylesheet" type="text/css" href="../../rustdoc.css" id="mainThemeStyle"><link rel="stylesheet" type="text/css" href="../../dark.css"><link rel="stylesheet" type="text/css" href="../../light.css" id="themeStyle"><script src="../../storage.js"></script><noscript><link rel="stylesheet" href="../../noscript.css"></noscript><link rel="shortcut icon" href="../../favicon.ico"><style type="text/css">#crate-search{background-image:url("../../down-arrow.svg");}</style></head><body class="rustdoc mod"><!--[if lte IE 8]><div class="warning">This old browser is unsupported and will most likely display funky things.</div><![endif]--><nav class="sidebar"><div class="sidebar-menu">☰</div><a href='../../vulkano/index.html'><div class='logo-container'><img src='https://raw.githubusercontent.com/vulkano-rs/vulkano/master/logo.png' alt='logo'></div></a><p class='location'>Module descriptor</p><div class="sidebar-elems"><div class="block items"><ul><li><a href="#reexports">Re-exports</a></li><li><a href="#modules">Modules</a></li><li><a href="#traits">Traits</a></li></ul></div><p class='location'><a href='../index.html'>vulkano</a></p><script>window.sidebarCurrent = {name: 'descriptor', ty: 'mod', relpath: '../'};</script><script defer src="../sidebar-items.js"></script></div></nav><div class="theme-picker"><button id="theme-picker" aria-label="Pick another theme!"><img src="../../brush.svg" width="18" alt="Pick another theme!"></button><div id="theme-choices"></div></div><script src="../../theme.js"></script><nav class="sub"><form class="search-form js-only"><div class="search-container"><div><select id="crate-search"><option value="All crates">All crates</option></select><input class="search-input" name="search" autocomplete="off" spellcheck="false" placeholder="Click or press ‘S’ to search, ‘?’ for more options…" type="search"></div><a id="settings-menu" href="../../settings.html"><img src="../../wheel.svg" width="18" alt="Change settings"></a></div></form></nav><section id="main" class="content"><h1 class='fqn'><span class='out-of-band'><span id='render-detail'><a id="toggle-all-docs" href="javascript:void(0)" title="collapse all docs">[<span class='inner'>−</span>]</a></span><a class='srclink' href='../../src/vulkano/descriptor/mod.rs.html#10-91' title='goto source code'>[src]</a></span><span class='in-band'>Module <a href='../index.html'>vulkano</a>::<wbr><a class="mod" href=''>descriptor</a></span></h1><div class='docblock'><p>Provides a way for shaders to access the content of buffers and images, or read arbitrary data.</p>
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<p>If you except vertex attributes, there are two ways in Vulkan to pass data to a shader:</p>
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<ul>
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<li>You can pass a very small amount of data (only a guaranteed 128 bytes) through the <em>push
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constants</em> mechanism. Push constants are the fastest and easiest way to pass data.</li>
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<li>You can make your shader read from a buffer or an image by binding it to a <em>descriptor</em>.</li>
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</ul>
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<p>Here is an example fragment shader in GLSL that uses both:</p>
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<div class='information'><div class='tooltip ignore'>ⓘ<span class='tooltiptext'>This example is not tested</span></div></div><div class="example-wrap"><pre class="rust rust-example-rendered ignore">
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#<span class="ident">version</span> <span class="number">450</span>
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<span class="comment">// This is a descriptor that contains a texture.</span>
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<span class="ident">layout</span>(<span class="ident">set</span> <span class="op">=</span> <span class="number">0</span>, <span class="ident">binding</span> <span class="op">=</span> <span class="number">0</span>) <span class="ident">uniform</span> <span class="ident">sampler2D</span> <span class="ident">u_texture</span>;
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<span class="comment">// This is a descriptor that contains a buffer.</span>
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<span class="ident">layout</span>(<span class="ident">set</span> <span class="op">=</span> <span class="number">0</span>, <span class="ident">binding</span> <span class="op">=</span> <span class="number">1</span>) <span class="ident">uniform</span> <span class="kw">struct</span> {
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<span class="ident">int</span> <span class="ident">data</span>[<span class="number">128</span>];
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} <span class="ident">u_buffer</span>;
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<span class="ident">layout</span>(<span class="ident">push_constant</span>) <span class="ident">uniform</span> <span class="ident">PushConstants</span> {
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<span class="comment">// This is a push constant.</span>
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<span class="ident">float</span> <span class="ident">opacity</span>;
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} <span class="ident">push_constants</span>;
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<span class="ident">layout</span>(<span class="ident">location</span> <span class="op">=</span> <span class="number">0</span>) <span class="kw">in</span> <span class="ident">vec2</span> <span class="ident">v_tex_coords</span>;
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<span class="ident">layout</span>(<span class="ident">location</span> <span class="op">=</span> <span class="number">0</span>) <span class="ident">out</span> <span class="ident">vec4</span> <span class="ident">f_output</span>;
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<span class="ident">void</span> <span class="ident">main</span>() {
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<span class="ident">f_output</span>.<span class="ident">rgb</span> <span class="op">=</span> <span class="ident">texture</span>(<span class="ident">u_texture</span>, <span class="ident">v_tex_coords</span>).<span class="ident">rgb</span>;
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<span class="kw">if</span> (<span class="ident">u_buffer</span>.<span class="ident">data</span>[<span class="number">12</span>] <span class="op">=</span><span class="op">=</span> <span class="number">5</span>) { <span class="ident">f_output</span>.<span class="ident">rgb</span> <span class="kw-2">*</span><span class="op">=</span> <span class="number">2.0</span>; }
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<span class="ident">f_output</span>.<span class="ident">a</span> <span class="op">=</span> <span class="ident">push_constants</span>.<span class="ident">opacity</span>;
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}</pre></div>
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<h1 id="descriptors" class="section-header"><a href="#descriptors">Descriptors</a></h1>
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<p>In order to read the content of a buffer or an image from a shader, that buffer or image
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must be put in a <em>descriptor</em>. Each descriptor contains one buffer or one image alongside with
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the way that it can be accessed. A descriptor can also be an array, in which case it contains
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multiple buffers or images that all have the same layout.</p>
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<p>Descriptors are grouped in what is called <em>descriptor sets</em>. In Vulkan you don't bind
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individual descriptors one by one, but you create then bind descriptor sets one by one. As
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binding a descriptor set has (small but non-null) a cost, you are encouraged to put descriptors
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that are often used together in the same set so that you can keep the same set binding through
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multiple draws.</p>
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<h1 id="example" class="section-header"><a href="#example">Example</a></h1>
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<blockquote>
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<p><strong>Note</strong>: This section describes the simple way to bind resources. There are more optimized
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ways.</p>
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</blockquote>
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<p>There are two steps to give access to a resource in a shader: creating the descriptor set, and
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passing the descriptor sets when drawing.</p>
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<h2 id="creating-a-descriptor-set" class="section-header"><a href="#creating-a-descriptor-set">Creating a descriptor set</a></h2>
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<div class='information'><div class='tooltip ignore'>ⓘ<span class='tooltiptext'>This example is not tested</span></div></div><div class="example-wrap"><pre class="rust rust-example-rendered ignore">
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<span class="comment">// TODO: write example for: PersistentDescriptorSet::start(pipeline.clone(), 0).add_buffer(data_buffer.clone())</span></pre></div>
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<h2 id="passing-the-descriptor-set-when-drawing" class="section-header"><a href="#passing-the-descriptor-set-when-drawing">Passing the descriptor set when drawing</a></h2>
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<p>TODO: write</p>
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<h1 id="when-drawing" class="section-header"><a href="#when-drawing">When drawing</a></h1>
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<p>When you call a function that adds a draw command to a command buffer, one of the parameters
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corresponds to the list of descriptor sets to use, and another parameter contains the push
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constants. Vulkano will check that what you passed is compatible with the layout of the
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compute or graphics pipeline.</p>
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<p>TODO: talk about perfs of changing sets</p>
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</div><h2 id='reexports' class='section-header'><a href="#reexports">Re-exports</a></h2>
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<table><tr><td><code>pub use self::descriptor_set::<a class="trait" href="../../vulkano/descriptor/descriptor_set/trait.DescriptorSet.html" title="trait vulkano::descriptor::descriptor_set::DescriptorSet">DescriptorSet</a>;</code></td></tr></table><h2 id='modules' class='section-header'><a href="#modules">Modules</a></h2>
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<table><tr class='module-item'><td><a class="mod" href="descriptor/index.html" title='vulkano::descriptor::descriptor mod'>descriptor</a></td><td class='docblock-short'><p>Description of a single descriptor.</p>
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</td></tr><tr class='module-item'><td><a class="mod" href="descriptor_set/index.html" title='vulkano::descriptor::descriptor_set mod'>descriptor_set</a></td><td class='docblock-short'><p>Descriptor sets creation and management</p>
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</td></tr><tr class='module-item'><td><a class="mod" href="pipeline_layout/index.html" title='vulkano::descriptor::pipeline_layout mod'>pipeline_layout</a></td><td class='docblock-short'><p>A pipeline layout describes the layout of descriptors and push constants used by a graphics
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pipeline or a compute pipeline.</p>
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</td></tr></table><h2 id='traits' class='section-header'><a href="#traits">Traits</a></h2>
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<table><tr class='module-item'><td><a class="trait" href="trait.PipelineLayoutAbstract.html" title='vulkano::descriptor::PipelineLayoutAbstract trait'>PipelineLayoutAbstract</a></td><td class='docblock-short'><p>Trait for objects that describe the layout of the descriptors and push constants of a pipeline.</p>
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</td></tr></table></section><section id="search" class="content hidden"></section><section class="footer"></section><aside id="help" class="hidden"><div><h1 class="hidden">Help</h1><div class="shortcuts"><h2>Keyboard Shortcuts</h2><dl><dt><kbd>?</kbd></dt><dd>Show this help dialog</dd><dt><kbd>S</kbd></dt><dd>Focus the search field</dd><dt><kbd>↑</kbd></dt><dd>Move up in search results</dd><dt><kbd>↓</kbd></dt><dd>Move down in search results</dd><dt><kbd>↹</kbd></dt><dd>Switch tab</dd><dt><kbd>⏎</kbd></dt><dd>Go to active search result</dd><dt><kbd>+</kbd></dt><dd>Expand all sections</dd><dt><kbd>-</kbd></dt><dd>Collapse all sections</dd></dl></div><div class="infos"><h2>Search Tricks</h2><p>Prefix searches with a type followed by a colon (e.g., <code>fn:</code>) to restrict the search to a given type.</p><p>Accepted types are: <code>fn</code>, <code>mod</code>, <code>struct</code>, <code>enum</code>, <code>trait</code>, <code>type</code>, <code>macro</code>, and <code>const</code>.</p><p>Search functions by type signature (e.g., <code>vec -> usize</code> or <code>* -> vec</code>)</p><p>Search multiple things at once by splitting your query with comma (e.g., <code>str,u8</code> or <code>String,struct:Vec,test</code>)</p></div></div></aside><script>window.rootPath = "../../";window.currentCrate = "vulkano";</script><script src="../../aliases.js"></script><script src="../../main.js"></script><script defer src="../../search-index.js"></script></body></html>
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