gfx_hal/pso/descriptor.rs
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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 crate::{
buffer::SubRange, device::OutOfMemory, image::Layout, pso::ShaderStageFlags, Backend, PseudoVec,
};
use std::{fmt, iter};
///
pub type DescriptorSetIndex = u16;
///
pub type DescriptorBinding = u32;
///
pub type DescriptorArrayIndex = usize;
/// Specific type of a buffer.
#[derive(Copy, Clone, Debug, PartialEq, Eq, PartialOrd, Ord, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
pub enum BufferDescriptorType {
/// Storage buffers allow load, store, and atomic operations.
Storage {
/// If true, store operations are not permitted on this buffer.
read_only: bool,
},
/// Uniform buffers provide constant data to be accessed in a shader.
Uniform,
}
/// Format of a buffer.
#[derive(Copy, Clone, Debug, PartialEq, Eq, PartialOrd, Ord, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
pub enum BufferDescriptorFormat {
/// The buffer is interpreted as a structure defined in a shader.
Structured {
/// If true, the buffer is accessed by an additional offset specified in
/// the `offsets` parameter of `CommandBuffer::bind_*_descriptor_sets`.
dynamic_offset: bool,
},
/// The buffer is interpreted as a 1-D array of texels, which undergo format
/// conversion when loaded in a shader.
Texel,
}
/// Specific type of an image descriptor.
#[derive(Copy, Clone, Debug, PartialEq, Eq, PartialOrd, Ord, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
pub enum ImageDescriptorType {
/// A sampled image allows sampling operations.
Sampled {
/// If true, this descriptor corresponds to both a sampled image and a
/// sampler to be used with that image.
with_sampler: bool,
},
/// A storage image allows load, store and atomic operations.
Storage {
/// If true, store operations are not permitted on this image.
read_only: bool,
},
}
/// The type of a descriptor.
#[derive(Clone, Copy, Debug, PartialEq, Eq, PartialOrd, Ord, Hash)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
pub enum DescriptorType {
/// A descriptor associated with sampler.
Sampler,
/// A descriptor associated with an image.
Image {
/// The specific type of this image descriptor.
ty: ImageDescriptorType,
},
/// A descriptor associated with a buffer.
Buffer {
/// The type of this buffer descriptor.
ty: BufferDescriptorType,
/// The format of this buffer descriptor.
format: BufferDescriptorFormat,
},
/// A descriptor associated with an input attachment.
InputAttachment,
}
/// 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(Clone, Debug, PartialEq, thiserror::Error)]
pub enum AllocationError {
/// OutOfMemory::Host: Memory allocation on the host side failed.
/// OutOfMemory::Device: Memory allocation on the device side failed.
/// This could be caused by a lack of memory or pool fragmentation.
#[error(transparent)]
OutOfMemory(#[from] OutOfMemory),
/// Memory allocation failed as there is not enough in the pool.
/// This could be caused by too many descriptor sets being created.
#[error("Out of pool memory")]
OutOfPoolMemory,
/// Memory allocation failed due to pool fragmentation.
#[error("Pool is fragmented")]
FragmentedPool,
/// Descriptor set allocation failed as the layout is incompatible with the pool.
#[error("Incompatible layout")]
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_one(
&mut self,
layout: &B::DescriptorSetLayout,
) -> Result<B::DescriptorSet, AllocationError> {
let mut result = PseudoVec(None);
self.allocate(iter::once(layout), &mut result)?;
Ok(result.0.unwrap())
}
/// Allocate 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<'a, I, E>(&mut self, layouts: I, list: &mut E) -> Result<(), AllocationError>
where
I: Iterator<Item = &'a B::DescriptorSetLayout>,
E: Extend<B::DescriptorSet>,
{
for layout in layouts {
let set = self.allocate_one(layout)?;
list.extend(iter::once(set));
}
Ok(())
}
/// Free the given descriptor sets provided as an iterator.
unsafe fn free<I>(&mut self, descriptor_sets: I)
where
I: Iterator<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`.
#[derive(Debug)]
pub struct DescriptorSetWrite<'a, B: Backend, I>
where
I: Iterator<Item = Descriptor<'a, B>>,
{
/// The descriptor set to modify.
pub set: &'a mut B::DescriptorSet,
/// Binding index to start writing at.
///
/// *Note*: when there are more descriptors provided than
/// array elements left in the specified binding starting
/// at the specified offset, the updates are spilled onto
/// the next binding (starting with offset 0), and so on.
pub binding: DescriptorBinding,
/// Offset into the array to copy to.
pub array_offset: DescriptorArrayIndex,
/// Descriptors to write to the set.
pub descriptors: I,
}
/// 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, SubRange),
TexelBuffer(&'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`.
#[derive(Debug)]
pub struct DescriptorSetCopy<'a, B: Backend> {
/// Descriptor set to copy from.
pub src_set: &'a B::DescriptorSet,
/// Binding to copy from.
///
/// *Note*: when there are more descriptors required than
/// array elements left in the specified binding starting
/// at the specified offset, the updates are taken from
/// the next binding (starting with offset 0), and so on.
pub src_binding: DescriptorBinding,
/// Offset into the descriptor array to start copying from.
pub src_array_offset: DescriptorArrayIndex,
/// Descriptor set to copy to.
pub dst_set: &'a mut B::DescriptorSet,
/// Binding to copy to.
///
/// *Note*: when there are more descriptors provided than
/// array elements left in the specified binding starting
/// at the specified offset, the updates are spilled onto
/// the next binding (starting with offset 0), and so on.
pub dst_binding: DescriptorBinding,
/// Offset into the descriptor array to copy to.
pub dst_array_offset: DescriptorArrayIndex,
/// How many descriptors to copy.
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;
}
}