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use {
super::Texture,
crate::graphics::vulkan::{raii, Frame, FramesInFlight, VulkanContext},
anyhow::Result,
ash::vk,
std::sync::Arc,
};
mod descriptors;
/// Maintains descriptors for a list of texture images. Textures can be accessed
/// by their index in shaders when the descriptor is bound. e.g. "bindless"
/// textures.
///
/// The descriptor set provided by the atlas expects the following bindings in
/// shader code for descriptor set 0:
///
/// 1. `[vk_binding(0, 0)] SamplerState samplers[3];`
/// 2. `[vk_binding(1, 0)] texture2D textures[];`
///
/// Samplers have the following properties (by index):
///
/// 1. `samplers[0]` - Linear filtering, linear mipmaps, no anisotropic
/// filtering
/// 2. `samplers[1]` - Linear filtering, linear mipmaps, with anisotropic
/// filtering
/// 3. `samplers[2]` - Nearest filtering, nearest mipmap, no anisotropic
/// filtering
///
/// ## Why Descriptor Set 0?
///
/// Because the BindlessTextureAtlas can be bound a single time at the beginning
/// of the renderpass for the frame and ignored after that. If a higher index is
/// used, then switching to different graphics pipelines could require
/// rebinding.
///
/// This works only so long as any subsequently bound pipelines have a
/// compatible layout (e.g. they use the BindlessTextureAtlas's
/// descriptor_set_layout as descriptor 0).
pub struct BindlessTextureAtlas {
_samplers: Vec<raii::Sampler>,
textures: Vec<Arc<Texture>>,
frame_resources: Vec<FrameResources>,
pipeline_layout: raii::PipelineLayout,
descriptor_set_layout: raii::DescriptorSetLayout,
_descriptor_pool: raii::DescriptorPool,
ctx: Arc<VulkanContext>,
}
impl BindlessTextureAtlas {
/// Creates a new atlas that can hold up to max_textures total textures.
pub fn new(
ctx: Arc<VulkanContext>,
max_textures: u32,
frames_in_flight: &FramesInFlight,
) -> Result<Self> {
let samplers = Self::create_samplers(&ctx)?;
let descriptor_set_layout = descriptors::create_descriptor_layout(
&ctx,
max_textures,
&samplers,
)?;
let pipeline_layout =
Self::create_pipeline_layout(&ctx, &descriptor_set_layout)?;
let descriptor_pool = descriptors::create_descriptor_pool(
&ctx,
frames_in_flight.frame_count() as u32,
max_textures,
)?;
let descriptor_sets = descriptors::allocate_descriptor_sets(
&ctx,
&descriptor_pool,
&descriptor_set_layout,
frames_in_flight.frame_count() as u32,
)?;
let frame_resources = descriptor_sets
.iter()
.copied()
.map(FrameResources::new)
.collect::<Vec<_>>();
Ok(Self {
_samplers: samplers,
textures: Vec::with_capacity(max_textures as usize),
frame_resources,
pipeline_layout,
descriptor_set_layout,
_descriptor_pool: descriptor_pool,
ctx,
})
}
/// Adds a texture to the atlas. The returned texture number can be used to
/// index in to the textures array in a shader.
///
/// This function is safe to call at any time. The new texture will be
/// available in the shader in the next frame.
pub fn add_texture(&mut self, texture: Arc<Texture>) -> u32 {
self.textures.push(texture);
self.textures.len() as u32 - 1
}
/// Borrows the descriptor set layout for the atlas. Useful when creating
/// pipelines.
pub fn descriptor_set_layout(&self) -> &raii::DescriptorSetLayout {
&self.descriptor_set_layout
}
/// Binds the descriptor for the given frame.
///
/// Conditionally updates the descriptor if any new textures have been added
/// since the last frame.
pub fn bind_frame_descriptor(&mut self, frame: &Frame) -> Result<()> {
let frame_resources = &mut self.frame_resources[frame.frame_index()];
if frame_resources.needs_update(&self.textures) {
frame_resources.update_descriptor_set(&self.ctx, &self.textures)?;
}
unsafe {
self.ctx.cmd_bind_descriptor_sets(
frame.command_buffer(),
vk::PipelineBindPoint::GRAPHICS,
self.pipeline_layout.raw,
0,
&[frame_resources.descriptor_set],
&[],
);
}
Ok(())
}
// Private API ------------------------------------------------------------
fn create_pipeline_layout(
ctx: &VulkanContext,
descriptor_set_layout: &raii::DescriptorSetLayout,
) -> Result<raii::PipelineLayout> {
raii::PipelineLayout::new(
ctx.device.clone(),
&vk::PipelineLayoutCreateInfo {
set_layout_count: 1,
p_set_layouts: &descriptor_set_layout.raw,
push_constant_range_count: 0,
p_push_constant_ranges: std::ptr::null(),
..Default::default()
},
)
}
fn create_samplers(ctx: &VulkanContext) -> Result<Vec<raii::Sampler>> {
// find out the max anisotropy:
let properties = unsafe {
ctx.instance
.get_physical_device_properties(ctx.physical_device)
};
Ok(vec![
// Linear Sampler - no anisotropy
raii::Sampler::new(
ctx.device.clone(),
&vk::SamplerCreateInfo {
mag_filter: vk::Filter::LINEAR,
min_filter: vk::Filter::LINEAR,
mipmap_mode: vk::SamplerMipmapMode::LINEAR,
address_mode_u: vk::SamplerAddressMode::CLAMP_TO_EDGE,
address_mode_v: vk::SamplerAddressMode::CLAMP_TO_EDGE,
address_mode_w: vk::SamplerAddressMode::CLAMP_TO_EDGE,
mip_lod_bias: 0.0,
anisotropy_enable: vk::FALSE,
compare_enable: vk::FALSE,
min_lod: 0.0,
max_lod: vk::LOD_CLAMP_NONE,
border_color: vk::BorderColor::INT_OPAQUE_BLACK,
unnormalized_coordinates: vk::FALSE,
..Default::default()
},
)?,
// Linear Sampler - with anisotropic sampling
raii::Sampler::new(
ctx.device.clone(),
&vk::SamplerCreateInfo {
mag_filter: vk::Filter::LINEAR,
min_filter: vk::Filter::LINEAR,
mipmap_mode: vk::SamplerMipmapMode::LINEAR,
address_mode_u: vk::SamplerAddressMode::CLAMP_TO_EDGE,
address_mode_v: vk::SamplerAddressMode::CLAMP_TO_EDGE,
address_mode_w: vk::SamplerAddressMode::CLAMP_TO_EDGE,
mip_lod_bias: 0.0,
anisotropy_enable: vk::TRUE,
max_anisotropy: properties.limits.max_sampler_anisotropy,
compare_enable: vk::FALSE,
min_lod: 0.0,
max_lod: vk::LOD_CLAMP_NONE,
border_color: vk::BorderColor::INT_OPAQUE_BLACK,
unnormalized_coordinates: vk::FALSE,
..Default::default()
},
)?,
// Nearest Sampler
raii::Sampler::new(
ctx.device.clone(),
&vk::SamplerCreateInfo {
mag_filter: vk::Filter::NEAREST,
min_filter: vk::Filter::NEAREST,
mipmap_mode: vk::SamplerMipmapMode::NEAREST,
address_mode_u: vk::SamplerAddressMode::CLAMP_TO_EDGE,
address_mode_v: vk::SamplerAddressMode::CLAMP_TO_EDGE,
address_mode_w: vk::SamplerAddressMode::CLAMP_TO_EDGE,
mip_lod_bias: 0.0,
anisotropy_enable: vk::FALSE,
compare_enable: vk::FALSE,
min_lod: 0.0,
max_lod: vk::LOD_CLAMP_NONE,
border_color: vk::BorderColor::INT_OPAQUE_BLACK,
unnormalized_coordinates: vk::FALSE,
..Default::default()
},
)?,
])
}
}
/// The BindlessTextureAtlas's per-Frame resources.
struct FrameResources {
descriptor_set: vk::DescriptorSet,
total_bound_textures: usize,
}
impl FrameResources {
pub fn new(descriptor_set: vk::DescriptorSet) -> Self {
Self {
descriptor_set,
total_bound_textures: 0,
}
}
pub fn update_descriptor_set(
&self,
ctx: &VulkanContext,
textures: &[Arc<Texture>],
) -> Result<()> {
let image_infos = textures
.iter()
.map(|texture| vk::DescriptorImageInfo {
sampler: vk::Sampler::null(),
image_view: texture.view(),
image_layout: vk::ImageLayout::SHADER_READ_ONLY_OPTIMAL,
})
.collect::<Vec<_>>();
let writes = [vk::WriteDescriptorSet {
dst_set: self.descriptor_set,
dst_binding: 1,
dst_array_element: 0,
descriptor_count: textures.len() as u32,
descriptor_type: vk::DescriptorType::SAMPLED_IMAGE,
p_image_info: image_infos.as_ptr(),
p_buffer_info: std::ptr::null(),
p_texel_buffer_view: std::ptr::null(),
..Default::default()
}];
unsafe {
ctx.update_descriptor_sets(&writes, &[]);
}
Ok(())
}
pub fn needs_update(&self, textures: &[Arc<Texture>]) -> bool {
self.total_bound_textures < textures.len()
}
}