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// Copyright (c) 2016 The vulkano developers
// Licensed under the Apache License, Version 2.0
// <LICENSE-APACHE or
// https://www.apache.org/licenses/LICENSE-2.0> or the MIT
// license <LICENSE-MIT or https://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.
//! Configures how data from vertex buffers is read into vertex shader input locations.
//!
//! The vertex input stage is the stage where data is read from a buffer and fed into the vertex
//! shader. After each invocation of the vertex shader, the pipeline then proceeds to the input
//! assembly stage.
//!
//! # Input locations and components
//!
//! Input data is assigned per shader input location. Locations are set by adding the `location`
//! layout qualifier to an input variable in GLSL. A single location contains four data elements,
//! named "components", which are each 32 bits in size. These correspond to the `x`, `y`, `z` and
//! `w` (or equivalently `r`, `g`, `b`, `a`) components of a `vec4` inside the shader.
//! A component can contain at most one value, and data types that are smaller than 32 bits will
//! still take up a whole component, so a single `i8vec4` variable will still take up all four
//! components in a location, even if not all bits are actually used.
//!
//! A variable may take up fewer than four components. For example, a single `float` takes up only
//! one component, a `vec2` takes up two, and so on. Using the `component` layout qualifier in GLSL,
//! it is possible to fit multiple variables into a single four-component location slot, as long
//! as the components of each variable don't overlap.
//!
//! If the input variable is an array, then it takes up a series of consecutive locations. Each
//! element of the array always starts at a new location, regardless of whether there is still room
//! in the previous one. So, for example, an array of three `vec2` takes three locations, since
//! `vec2` alone needs one location. An array can be decorated with the `component` qualifier as
//! well; this is equivalent to applying the qualifier to every element of the array. If elements do
//! not use all components in their locations, those free components can be filled with additional
//! variables, just like for non-array types.
//!
//! Matrices are laid out as if they were an array of column vectors. Thus, a `mat4x3` is laid out
//! as an array of four `vec3`s, `mat2x4` as two `vec4`s. As with individual vectors, each column of
//! the matrix uses up as many components of its location as there are rows in the matrix, and the
//! remaining components are available for additional variables as described above. However, it is
//! not possible to use the `component` qualifier on a matrix.
//!
//! If a 64-bit value is to be passed to a shader, it will take up two adjacent components. Vectors
//! of 64-bit values are correspondingly twice as large: `dvec2` takes up all four components of a
//! location, `dvec4` takes two full locations, while `dvec3` takes one full location and the first
//! two components of the next. An array or matrix of a 64-bit type is made up of multiple adjacent
//! 64-bit elements, just like for smaller types: each new element starts at a fresh location.
//!
//! # Input attributes
//!
//! An input attribute is a mapping between data in a vertex buffer and the locations and components
//! of the vertex shader.
//!
//! Input attributes are assigned on a per-location basis; it is not possible to assign attributes
//! to individual components. Instead, each attribute specifies up to four values to be read from
//! the vertex buffer at once, which are then mapped to the four components of the given location.
//! Like the texels in an image, each attribute's data format in a vertex buffer is described by a
//! [`Format`]. The input data doesn't have to be an actual color, the format simply describes the
//! type, size and layout of the data for the four input components. For example,
//! `Format::R32G32B32A32_SFLOAT` will read four `f32` values from the vertex buffer and assigns
//! them to the four components of the attribute's location.
//!
//! It is possible to specify a `Format` that contains less than four components. In this case, the
//! missing components are given default values: the first three components default to 0, while the
//! fourth defaults to 1. This means that you can, for example, store only the `x`, `y` and `z`
//! components of a vertex position in a vertex buffer, and have the vertex input state
//! automatically set the `w` value to 1 for you. An exception to this are 64-bit values: these do
//! *not* receive default values, meaning that components that are missing from the format are
//! assigned no value and must not be used in the shader at all.
//!
//! When matching attribute formats to shader input types, the following rules apply:
//! - Signed integers in the shader must have an attribute format with a `SINT` type.
//! - Unsigned integers in the shader must have an attribute format with a `UINT` type.
//! - Floating point values in the shader must have an attribute format with a type other than
//! `SINT` or `UINT`. This includes `SFLOAT`, `UFLOAT` and `SRGB`, but also `SNORM`, `UNORM`,
//! `SSCALED` and `USCALED`.
//! - 64-bit values in the shader must have a 64-bit attribute format.
//! - 32-bit and smaller values in the shader must have a 32-bit or smaller attribute format, but
//! the exact number of bits doesn't matter. For example, `Format::R8G8B8A8_UNORM` can be used
//! with a `vec4` in the shader.
//!
//! # Input bindings
//!
//! An input binding is a definition of a Vulkan buffer that contains the actual data from which
//! each input attribute is to be read. The buffer itself is referred to as a "vertex buffer", and
//! is set during drawing with the
//! [`bind_vertex_buffers`](crate::command_buffer::AutoCommandBufferBuilder::bind_vertex_buffers)
//! command.
//!
//! The data in a vertex buffer is typically arranged into an array, where each array element
//! contains the data for a single vertex shader invocation. When deciding which element read from
//! the vertex buffer for a given vertex and instance number, each binding has an "input rate".
//! If the input rate is `Vertex`, then the vertex input state advances to the next element of that
//! buffer each time a new vertex number is processed. Likewise, if the input rate is `Instance`,
//! it advances to the next element for each new instance number. Different bindings can have
//! different input rates, and it's also possible to have multiple bindings with the same input
//! rate.
pub use self::buffers::BuffersDefinition;
pub use self::collection::VertexBuffersCollection;
pub use self::definition::IncompatibleVertexDefinitionError;
pub use self::definition::VertexDefinition;
pub use self::impl_vertex::VertexMember;
pub use self::vertex::Vertex;
pub use self::vertex::VertexMemberInfo;
pub use self::vertex::VertexMemberTy;
use crate::device::Device;
use crate::format::Format;
use crate::pipeline::graphics::GraphicsPipelineCreationError;
use crate::pipeline::DynamicState;
use fnv::FnvHashMap;
use smallvec::SmallVec;
use std::ptr;
mod buffers;
mod collection;
mod definition;
mod impl_vertex;
mod vertex;
/// The state in a graphics pipeline describing how the vertex input stage should behave.
#[derive(Clone, Debug, Default)]
pub struct VertexInputState {
/// A description of the vertex buffers that the vertex input stage will read from.
pub bindings: FnvHashMap<u32, VertexInputBindingDescription>,
/// Describes, for each shader input location, the mapping between elements in a vertex buffer
/// and the components of that location in the shader.
pub attributes: FnvHashMap<u32, VertexInputAttributeDescription>,
}
impl VertexInputState {
/// Constructs a new `VertexInputState` with no bindings or attributes.
#[inline]
pub fn new() -> VertexInputState {
VertexInputState {
bindings: Default::default(),
attributes: Default::default(),
}
}
/// Adds a single binding.
#[inline]
pub fn binding(mut self, binding: u32, description: VertexInputBindingDescription) -> Self {
self.bindings.insert(binding, description);
self
}
/// Sets all bindings.
#[inline]
pub fn bindings(
mut self,
bindings: impl IntoIterator<Item = (u32, VertexInputBindingDescription)>,
) -> Self {
self.bindings = bindings.into_iter().collect();
self
}
/// Adds a single attribute.
#[inline]
pub fn attribute(
mut self,
location: u32,
description: VertexInputAttributeDescription,
) -> Self {
self.attributes.insert(location, description);
self
}
/// Sets all attributes.
#[inline]
pub fn attributes(
mut self,
attributes: impl IntoIterator<Item = (u32, VertexInputAttributeDescription)>,
) -> Self {
self.attributes = attributes.into_iter().collect();
self
}
pub(crate) fn to_vulkan(
&self,
device: &Device,
dynamic_state_modes: &mut FnvHashMap<DynamicState, bool>,
binding_descriptions: &[ash::vk::VertexInputBindingDescription],
attribute_descriptions: &[ash::vk::VertexInputAttributeDescription],
binding_divisor_state: Option<&ash::vk::PipelineVertexInputDivisorStateCreateInfoEXT>,
) -> ash::vk::PipelineVertexInputStateCreateInfo {
dynamic_state_modes.insert(DynamicState::VertexInput, false);
ash::vk::PipelineVertexInputStateCreateInfo {
p_next: if let Some(next) = binding_divisor_state {
next as *const _ as *const _
} else {
ptr::null()
},
flags: ash::vk::PipelineVertexInputStateCreateFlags::empty(),
vertex_binding_description_count: binding_descriptions.len() as u32,
p_vertex_binding_descriptions: binding_descriptions.as_ptr(),
vertex_attribute_description_count: attribute_descriptions.len() as u32,
p_vertex_attribute_descriptions: attribute_descriptions.as_ptr(),
..Default::default()
}
}
pub(crate) fn to_vulkan_bindings(
&self,
device: &Device,
) -> Result<SmallVec<[ash::vk::VertexInputBindingDescription; 8]>, GraphicsPipelineCreationError>
{
let binding_descriptions: SmallVec<[_; 8]> = self
.bindings
.iter()
.map(|(&binding, binding_desc)| {
if binding
>= device
.physical_device()
.properties()
.max_vertex_input_bindings
{
return Err(
GraphicsPipelineCreationError::MaxVertexInputBindingsExceeded {
max: device
.physical_device()
.properties()
.max_vertex_input_bindings,
obtained: binding,
},
);
}
if binding_desc.stride
> device
.physical_device()
.properties()
.max_vertex_input_binding_stride
{
return Err(
GraphicsPipelineCreationError::MaxVertexInputBindingStrideExceeded {
binding,
max: device
.physical_device()
.properties()
.max_vertex_input_binding_stride,
obtained: binding_desc.stride,
},
);
}
Ok(ash::vk::VertexInputBindingDescription {
binding,
stride: binding_desc.stride,
input_rate: binding_desc.input_rate.into(),
})
})
.collect::<Result<_, _>>()?;
if binding_descriptions.len()
> device
.physical_device()
.properties()
.max_vertex_input_bindings as usize
{
return Err(
GraphicsPipelineCreationError::MaxVertexInputBindingsExceeded {
max: device
.physical_device()
.properties()
.max_vertex_input_bindings,
obtained: binding_descriptions.len() as u32,
},
);
}
Ok(binding_descriptions)
}
pub(crate) fn to_vulkan_attributes(
&self,
device: &Device,
) -> Result<
SmallVec<[ash::vk::VertexInputAttributeDescription; 8]>,
GraphicsPipelineCreationError,
> {
let attribute_descriptions: SmallVec<[_; 8]> = self
.attributes
.iter()
.map(|(&location, attribute_desc)| {
if !self.bindings.contains_key(&attribute_desc.binding) {
return Err(
GraphicsPipelineCreationError::VertexInputAttributeInvalidBinding {
location,
binding: attribute_desc.binding,
},
);
}
if attribute_desc.offset
> device
.physical_device()
.properties()
.max_vertex_input_attribute_offset
{
return Err(
GraphicsPipelineCreationError::MaxVertexInputAttributeOffsetExceeded {
max: device
.physical_device()
.properties()
.max_vertex_input_attribute_offset,
obtained: attribute_desc.offset,
},
);
}
if !attribute_desc
.format
.properties(device.physical_device())
.buffer_features
.vertex_buffer
{
return Err(
GraphicsPipelineCreationError::VertexInputAttributeUnsupportedFormat {
location,
format: attribute_desc.format,
},
);
}
Ok(ash::vk::VertexInputAttributeDescription {
location,
binding: attribute_desc.binding,
format: attribute_desc.format.into(),
offset: attribute_desc.offset,
})
})
.collect::<Result<_, _>>()?;
if attribute_descriptions.len()
> device
.physical_device()
.properties()
.max_vertex_input_attributes as usize
{
return Err(
GraphicsPipelineCreationError::MaxVertexInputAttributesExceeded {
max: device
.physical_device()
.properties()
.max_vertex_input_attributes,
obtained: attribute_descriptions.len(),
},
);
}
Ok(attribute_descriptions)
}
pub(crate) fn to_vulkan_binding_divisor_state(
&self,
binding_divisor_descriptions: &[ash::vk::VertexInputBindingDivisorDescriptionEXT],
) -> Option<ash::vk::PipelineVertexInputDivisorStateCreateInfoEXT> {
if !binding_divisor_descriptions.is_empty() {
Some(ash::vk::PipelineVertexInputDivisorStateCreateInfoEXT {
vertex_binding_divisor_count: binding_divisor_descriptions.len() as u32,
p_vertex_binding_divisors: binding_divisor_descriptions.as_ptr(),
..Default::default()
})
} else {
None
}
}
pub(crate) fn to_vulkan_binding_divisors(
&self,
device: &Device,
) -> Result<
SmallVec<[ash::vk::VertexInputBindingDivisorDescriptionEXT; 8]>,
GraphicsPipelineCreationError,
> {
self.bindings
.iter()
.filter_map(|(&binding, binding_desc)| match binding_desc.input_rate {
VertexInputRate::Instance { divisor } if divisor != 1 => Some((binding, divisor)),
_ => None,
})
.map(|(binding, divisor)| {
if !device
.enabled_features()
.vertex_attribute_instance_rate_divisor
{
return Err(GraphicsPipelineCreationError::FeatureNotEnabled {
feature: "vertex_attribute_instance_rate_divisor",
reason: "VertexInputRate::Instance::divisor was not 1",
});
}
if divisor == 0
&& !device
.enabled_features()
.vertex_attribute_instance_rate_zero_divisor
{
return Err(GraphicsPipelineCreationError::FeatureNotEnabled {
feature: "vertex_attribute_instance_rate_zero_divisor",
reason: "VertexInputRate::Instance::divisor was 0",
});
}
if divisor
> device
.physical_device()
.properties()
.max_vertex_attrib_divisor
.unwrap()
{
return Err(
GraphicsPipelineCreationError::MaxVertexAttribDivisorExceeded {
binding,
max: device
.physical_device()
.properties()
.max_vertex_attrib_divisor
.unwrap(),
obtained: divisor,
},
);
}
Ok(ash::vk::VertexInputBindingDivisorDescriptionEXT { binding, divisor })
})
.collect()
}
}
/// Describes a single vertex buffer binding.
#[derive(Clone, Debug)]
pub struct VertexInputBindingDescription {
/// The number of bytes from the start of one element in the vertex buffer to the start of the
/// next element. This can be simply the size of the data in each element, but larger strides
/// are possible.
pub stride: u32,
/// How often the vertex input should advance to the next element.
pub input_rate: VertexInputRate,
}
/// Describes a single vertex buffer attribute mapping.
#[derive(Clone, Copy, Debug)]
pub struct VertexInputAttributeDescription {
/// The vertex buffer binding number that this attribute should take its data from.
pub binding: u32,
/// The size and type of the vertex data.
pub format: Format,
/// Number of bytes between the start of a vertex buffer element and the location of attribute.
pub offset: u32,
}
/// How the vertex source should be unrolled.
#[derive(Clone, Copy, Debug)]
pub enum VertexInputRate {
/// Each element of the source corresponds to a vertex.
Vertex,
/// Each element of the source corresponds to an instance.
///
/// `divisor` indicates how many consecutive instances will use the same instance buffer data.
/// This value must be 1, unless the
/// [`vertex_attribute_instance_rate_divisor`](crate::device::Features::vertex_attribute_instance_rate_divisor)
/// feature has been enabled on the device.
///
/// `divisor` can be 0 if the
/// [`vertex_attribute_instance_rate_zero_divisor`](crate::device::Features::vertex_attribute_instance_rate_zero_divisor)
/// feature is also enabled. This means that every vertex will use the same vertex and instance
/// data.
Instance { divisor: u32 },
}
impl From<VertexInputRate> for ash::vk::VertexInputRate {
#[inline]
fn from(val: VertexInputRate) -> Self {
match val {
VertexInputRate::Vertex => ash::vk::VertexInputRate::VERTEX,
VertexInputRate::Instance { .. } => ash::vk::VertexInputRate::INSTANCE,
}
}
}