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//! Descriptor sets and layouts. //! //! A [`Descriptor`] is an object that describes the connection between a resource, such as //! an `Image` or `Buffer`, and a variable in a shader. Descriptors are organized into //! `DescriptorSet`s, each of which contains multiple descriptors that are bound and unbound to //! shaders as a single unit. The contents of each descriptor in a set is defined by a //! `DescriptorSetLayout` which is in turn built of [`DescriptorSetLayoutBinding`]s. A `DescriptorSet` //! is then allocated from a [`DescriptorPool`] using the `DescriptorSetLayout`, and specific [`Descriptor`]s are //! then bound to each binding point in the set using a [`DescriptorSetWrite`] and/or [`DescriptorSetCopy`]. //! Each descriptor set may contain descriptors to multiple different sorts of resources, and a shader may //! use multiple descriptor sets at a time. //! //! [`Descriptor`]: enum.Descriptor.html //! [`DescriptorSetLayoutBinding`]: struct.DescriptorSetLayoutBinding.html //! [`DescriptorPool`]: trait.DescriptorPool.html //! [`DescriptorSetWrite`]: struct.DescriptorSetWrite.html //! [`DescriptorSetCopy`]: struct.DescriptorSetWrite.html use std::borrow::Borrow; use std::fmt; use std::ops::Range; use crate::buffer::Offset; use crate::image::Layout; use crate::pso::ShaderStageFlags; use crate::Backend; /// pub type DescriptorSetIndex = u16; /// pub type DescriptorBinding = u32; /// pub type DescriptorArrayIndex = usize; /// DOC TODO: Grasping and remembering the differences between these /// types is a tough task. We might be able to come up with better names? /// Or even use tuples to describe functionality instead of coming up with fancy names. #[repr(C)] #[derive(Copy, Clone, Debug, PartialEq, Eq, Hash)] #[cfg_attr(feature = "serde", derive(Serialize, Deserialize))] pub enum DescriptorType { /// Controls filtering parameters for sampling from images. Sampler = 0, /// CombinedImageSampler = 1, /// Allows sampling (filtered loading) from associated image memory. /// Usually combined with a `Sampler`. SampledImage = 2, /// Allows atomic operations, (non-filtered) loads and stores on image memory. StorageImage = 3, /// Read-only, formatted buffer. UniformTexelBuffer = 4, /// Read-Write, formatted buffer. StorageTexelBuffer = 5, /// Read-only, structured buffer. UniformBuffer = 6, /// Read-Write, structured buffer. StorageBuffer = 7, /// A uniform buffer that can be bound with an offset into its memory with minimal performance impact, /// usually used to store pieces of "uniform" data that change per draw call rather than /// per render pass. UniformBufferDynamic = 8, /// StorageBufferDynamic = 9, /// Allows unfiltered loads of pixel local data in the fragment shader. InputAttachment = 10, } /// Information about the contents of and in which stages descriptors may be bound to a descriptor /// set at a certain binding point. Multiple `DescriptorSetLayoutBinding`s are assembled into /// a `DescriptorSetLayout`, which is then allocated into a `DescriptorSet` using a /// [`DescriptorPool`]. /// /// A descriptor set consists of multiple binding points. /// Each binding point contains one or multiple descriptors of a certain type. /// The binding point is only valid for the pipelines stages specified. /// /// The binding _must_ match with the corresponding shader interface. /// /// [`DescriptorPool`]: trait.DescriptorPool.html #[derive(Clone, Debug)] #[cfg_attr(feature = "serde", derive(Serialize, Deserialize))] pub struct DescriptorSetLayoutBinding { /// Descriptor bindings range. pub binding: DescriptorBinding, /// Type of the bound descriptors. pub ty: DescriptorType, /// Number of descriptors in the array. /// /// *Note*: If count is zero, the binding point is reserved /// and can't be accessed from any shader stages. pub count: DescriptorArrayIndex, /// Valid shader stages. pub stage_flags: ShaderStageFlags, /// Use the associated list of immutable samplers. pub immutable_samplers: bool, } /// Set of descriptors of a specific type. #[derive(Clone, Copy, Debug)] #[cfg_attr(feature = "serde", derive(Serialize, Deserialize))] pub struct DescriptorRangeDesc { /// Type of the stored descriptors. pub ty: DescriptorType, /// Amount of space. pub count: usize, } /// An error allocating descriptor sets from a pool. #[derive(Fail, Clone, Copy, Debug, PartialEq, Eq)] pub enum AllocationError { /// Memory allocation on the host side failed. /// This could be caused by a lack of memory or pool fragmentation. #[fail(display = "Host memory allocation failed.")] OutOfHostMemory, /// Memory allocation on the host side failed. /// This could be caused by a lack of memory or pool fragmentation. #[fail(display = "Device memory allocation failed.")] OutOfDeviceMemory, /// Memory allocation failed as there is not enough in the pool. /// This could be caused by too many descriptor sets being created. #[fail(display = "Descriptor pool memory allocation failed.")] OutOfPoolMemory, /// Memory allocation failed due to pool fragmentation. #[fail(display = "Descriptor pool is fragmented.")] FragmentedPool, /// Descriptor set allocation failed as the layout is incompatible with the pool. #[fail(display = "Descriptor layout incompatible with pool.")] IncompatibleLayout, } /// A descriptor pool is a collection of memory from which descriptor sets are allocated. pub trait DescriptorPool<B: Backend>: Send + Sync + fmt::Debug { /// Allocate a descriptor set from the pool. /// /// The descriptor set will be allocated from the pool according to the corresponding set layout. However, /// specific descriptors must still be written to the set before use using a [`DescriptorSetWrite`] or /// [`DescriptorSetCopy`]. /// /// Descriptors will become invalid once the pool is reset. Usage of invalidated descriptor sets results /// in undefined behavior. /// /// [`DescriptorSetWrite`]: struct.DescriptorSetWrite.html /// [`DescriptorSetCopy`]: struct.DescriptorSetCopy.html unsafe fn allocate_set( &mut self, layout: &B::DescriptorSetLayout, ) -> Result<B::DescriptorSet, AllocationError> { let mut sets = Vec::with_capacity(1); self.allocate_sets(Some(layout), &mut sets) .map(|_| sets.remove(0)) } /// Allocate one or multiple descriptor sets from the pool. /// /// The descriptor set will be allocated from the pool according to the corresponding set layout. However, /// specific descriptors must still be written to the set before use using a [`DescriptorSetWrite`] or /// [`DescriptorSetCopy`]. /// /// Each descriptor set will be allocated from the pool according to the corresponding set layout. /// Descriptors will become invalid once the pool is reset. Usage of invalidated descriptor sets results /// in undefined behavior. /// /// [`DescriptorSetWrite`]: struct.DescriptorSetWrite.html /// [`DescriptorSetCopy`]: struct.DescriptorSetCopy.html unsafe fn allocate_sets<I>( &mut self, layouts: I, sets: &mut Vec<B::DescriptorSet>, ) -> Result<(), AllocationError> where I: IntoIterator, I::Item: Borrow<B::DescriptorSetLayout>, { let base = sets.len(); for layout in layouts { match self.allocate_set(layout.borrow()) { Ok(set) => sets.push(set), Err(e) => { self.free_sets(sets.drain(base ..)); return Err(e); } } } Ok(()) } /// Free the given descriptor sets provided as an iterator. unsafe fn free_sets<I>(&mut self, descriptor_sets: I) where I: IntoIterator<Item = B::DescriptorSet>; /// Resets a descriptor pool, releasing all resources from all the descriptor sets /// allocated from it and freeing the descriptor sets. Invalidates all descriptor /// sets allocated from the pool; trying to use one after the pool has been reset /// is undefined behavior. unsafe fn reset(&mut self); } /// Writes the actual descriptors to be bound into a descriptor set. Should be provided /// to the `write_descriptor_sets` method of a `Device`. #[allow(missing_docs)] #[derive(Debug)] pub struct DescriptorSetWrite<'a, B: Backend, WI> where WI: IntoIterator, WI::Item: Borrow<Descriptor<'a, B>>, { pub set: &'a B::DescriptorSet, /// *Note*: when there is more descriptors provided than /// array elements left in the specified binding starting /// at specified, offset, the updates are spilled onto /// the next binding (starting with offset 0), and so on. pub binding: DescriptorBinding, pub array_offset: DescriptorArrayIndex, pub descriptors: WI, } /// A handle to a specific shader resource that can be bound for use in a `DescriptorSet`. /// Usually provided in a [`DescriptorSetWrite`] /// /// [`DescriptorSetWrite`]: struct.DescriptorSetWrite.html #[allow(missing_docs)] #[derive(Clone, Debug)] pub enum Descriptor<'a, B: Backend> { Sampler(&'a B::Sampler), Image(&'a B::ImageView, Layout), CombinedImageSampler(&'a B::ImageView, Layout, &'a B::Sampler), Buffer(&'a B::Buffer, Range<Option<Offset>>), UniformTexelBuffer(&'a B::BufferView), StorageTexelBuffer(&'a B::BufferView), } /// Copies a range of descriptors to be bound from one descriptor set to another Should be /// provided to the `copy_descriptor_sets` method of a `Device`. #[allow(missing_docs)] #[derive(Clone, Copy, Debug)] pub struct DescriptorSetCopy<'a, B: Backend> { pub src_set: &'a B::DescriptorSet, pub src_binding: DescriptorBinding, pub src_array_offset: DescriptorArrayIndex, pub dst_set: &'a B::DescriptorSet, pub dst_binding: DescriptorBinding, pub dst_array_offset: DescriptorArrayIndex, pub count: usize, } bitflags! { /// Descriptor pool creation flags. pub struct DescriptorPoolCreateFlags: u32 { /// Specifies that descriptor sets are allowed to be freed from the pool /// individually. const FREE_DESCRIPTOR_SET = 0x1; } }