1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91
// Copyright (c) 2016 The vulkano developers // Licensed under the Apache License, Version 2.0 // <LICENSE-APACHE or // http://www.apache.org/licenses/LICENSE-2.0> or the MIT // license <LICENSE-MIT or http://opensource.org/licenses/MIT>, // at your option. All files in the project carrying such // notice may not be copied, modified, or distributed except // according to those terms. //! Provides a way for shaders to access the content of buffers and images, or read arbitrary data. //! //! If you except vertex attributes, there are two ways in Vulkan to pass data to a shader: //! //! - You can pass a very small amount of data (only a guaranteed 128 bytes) through the *push //! constants* mechanism. Push constants are the fastest and easiest way to pass data. //! - You can make your shader read from a buffer or an image by binding it to a *descriptor*. //! //! Here is an example fragment shader in GLSL that uses both: //! //! ```ignore //! #version 450 //! //! // This is a descriptor that contains a texture. //! layout(set = 0, binding = 0) uniform sampler2D u_texture; //! //! // This is a descriptor that contains a buffer. //! layout(set = 0, binding = 1) uniform struct { //! int data[128]; //! } u_buffer; //! //! layout(push_constant) uniform PushConstants { //! // This is a push constant. //! float opacity; //! } push_constants; //! //! layout(location = 0) in vec2 v_tex_coords; //! layout(location = 0) out vec4 f_output; //! //! void main() { //! f_output.rgb = texture(u_texture, v_tex_coords).rgb; //! if (u_buffer.data[12] == 5) { f_output.rgb *= 2.0; } //! f_output.a = push_constants.opacity; //! } //! ``` //! //! # Descriptors //! //! In order to read the content of a buffer or an image from a shader, that buffer or image //! must be put in a *descriptor*. Each descriptor contains one buffer or one image alongside with //! the way that it can be accessed. A descriptor can also be an array, in which case it contains //! multiple buffers or images that all have the same layout. //! //! Descriptors are grouped in what is called *descriptor sets*. In Vulkan you don't bind //! individual descriptors one by one, but you create then bind descriptor sets one by one. As //! binding a descriptor set has (small but non-null) a cost, you are encouraged to put descriptors //! that are often used together in the same set so that you can keep the same set binding through //! multiple draws. //! //! # Example //! //! > **Note**: This section describes the simple way to bind resources. There are more optimized //! > ways. //! //! There are two steps to give access to a resource in a shader: creating the descriptor set, and //! passing the descriptor sets when drawing. //! //! ## Creating a descriptor set //! //! ```ignore //! // TODO: write example for: PersistentDescriptorSet::start(pipeline.clone(), 0).add_buffer(data_buffer.clone()) //! ``` //! //! ## Passing the descriptor set when drawing //! //! TODO: write //! //! # When drawing //! //! When you call a function that adds a draw command to a command buffer, one of the parameters //! corresponds to the list of descriptor sets to use, and another parameter contains the push //! constants. Vulkano will check that what you passed is compatible with the layout of the //! compute or graphics pipeline. //! //! TODO: talk about perfs of changing sets pub use self::descriptor_set::DescriptorSet; pub use self::pipeline_layout::PipelineLayoutAbstract; pub mod descriptor; pub mod descriptor_set; pub mod pipeline_layout;