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 92 93 94 95 96 97 98 99 100 101 102 103 104 105
// 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; //! //! 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; //! 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 with 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. You are //! therefore encouraged to put descriptors that are often used together in the same set. //! //! The layout of all the descriptors and the push constants used by all the stages of a graphics //! or compute pipeline is grouped in a *pipeline layout* object. //! //! # Pipeline initialization //! //! When you build a pipeline object (a `GraphicsPipeline` or a `ComputePipeline`), you have to //! pass a reference to a struct that implements the `PipelineLayout` trait. This object will //! describe to the Vulkan implementation the types and layouts of the descriptors and push //! constants that are going to be accessed by the shaders of the pipeline. //! //! The `PipelineLayout` trait is unsafe. You are encouraged not to implemented it yourself, but //! instead use the `pipeline_layout!` macro, which will generate a struct that implements this //! trait for you. //! //! Here is an example usage: //! //! ```ignore // TODO: make it pass doctests //! mod pipeline_layout { //! pipeline_layout!{ //! push_constants: { //! opacity: f32 //! }, //! set0: { //! u_texture: CombinedImageSampler //! } //! } //! } //! //! let _pipeline_layout = pipeline_layout::CustomPipeline::new(&device).unwrap(); //! ``` //! //! # 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 pipeline layout that //! you used when creating the pipeline. //! //! It is encouraged, but not mandatory, that the descriptor sets you pass when drawing were //! created from the same pipeline layout as the one you create the graphics or compute pipeline //! with. //! //! Descriptor sets have to be created in advance from a descriptor pool. You can use the same //! descriptor set multiple time with multiple draw commands, and keep alive descriptor sets //! between frames. Creating a descriptor set is quite cheap, so it won't kill your performances //! to create new sets at each frame. //! //! TODO: talk about perfs of changing sets pub use self::descriptor_set::DescriptorSet; pub use self::pipeline_layout::PipelineLayout; pub mod descriptor; pub mod descriptor_set; pub mod pipeline_layout;