Comments (2)
Assuming that I understand your question correctly: Shader resource binding is already implemented. Here's how it works:
Step 1 - Descriptor set layout
For each shader, a list of resource slots that are used by the shader is stored. So if a vertex shader uses constant buffer c0
, that information will be remembered. When a given set of shaders is used for rendering for the first time, this information will be used to create a descriptor set layout.
Let's assume you render your scene with a vertex shader which uses constant buffer c0
, and a pixel shader which uses sampler s0
, texture t0
and its own constant buffer c0
. Bindings in the descriptor set layout are tightly packed, and each resource has its own binding, so you'll end up with:
- Binding 0 ->
c0
(Vertex shader) with typeVK_DESCRIPTOR_TYPE_UNIFORM_BUFFER
- Binding 1 ->
c0
(Pixel shader) with typeVK_DESCRIPTOR_TYPE_UNIFORM_BUFFER
- Binding 2 ->
s0
(Pixel shader) with typeVK_DESCRIPTOR_TYPE_SAMPLER
- Binding 3 ->
t0
(Pixel shader) with typeVK_DESCRIPTOR_TYPE_SAMPLED_IMAGE
Again, this binding mapping is stored. The descriptor set layout will be used to create a pipeline layout, there are no additional descriptor set layouts.
Step 2 - Descriptor set allocation
There is a descriptor set allocator tied to the command buffer, which automatically creates descriptor pools when needed. The descriptor pools don't really care about the pipeline layout, they just have a fixed number of descriptors of each type, and are created in a way that descriptor sets cannot be freed individually.
Each time a draw call is executed, if a new resource has been bound or if the shader pipeline itself has changed, a new descriptor set is created and immediately updated with vkUpdateDescriptorSets
, using the resources that are currently bound to the D3D context.
Now in reality, there's another level of indirection because all D3D stuff goes through an intermediate layer first (which does all the heavy lifting), but the explanation is still valid since a pixel shader's c0
is statically assigned to resource slot 12
in the backend and so on. Here's the relevant pieces of code:
src/dxvk/dxvk_descriptor.cpp
src/dxvk/dxvk_pipelayout.cpp
src/dxvk/dxvk-context.cpp
src/dxvk/dxvk-cmdlist.cpp
from dxvk.
Thanks for the answer, thus means you have only one unique descriptor set, my question was about multiple descriptor set introduced in vulkan but one set works as well.
Thanks
from dxvk.
Related Issues (20)
- Incorrect primary team color for non-standard clothing in Team Fortress 2 HOT 28
- Question about frame rate option rework HOT 1
- Question about custom Vendor and Device IDs HOT 4
- [d3d11, regression] Max Payne 3 LOD Fade Breaks After d66f838 HOT 3
- Gears of War (2007 - GFWL) HOT 1
- EverQuest - Low FPS when in foreground. HOT 1
- DMC 4 Don't Open, Help me in that
- Borderlands 2 crash HOT 3
- DXVK v2.0-26 not works for Death Stranding Director's Cut on Proton HOT 1
- [d3d9, regressions] Alt-tab issues in fullscreen at non native resolutions
- [d3d8, regression] Rome Total War broken world map
- C&c generals zhor bug on dxvk+d8vk HOT 5
- 16-bit color mode HOT 5
- Extend LongMad fix to Watch_Dogs 2 and Legion HOT 1
- [d3d9 Win10\11] Stuttering in Lineage2 and other UE2 games HOT 1
- Nine Sols rectangle graphic defect on AMD graphics systems(Linux & Windows) HOT 7
- native: Ability to set a WSI programmatically HOT 7
- [d3d10] Renegade Ops: hangs on launch with a black screen HOT 2
- MESA_VK_WSI_PRESENT_MODE no longer has effect on VSync HOT 6
- [d3d9] The First Templar minimap depth issue HOT 1
Recommend Projects
-
React
A declarative, efficient, and flexible JavaScript library for building user interfaces.
-
Vue.js
🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
-
Typescript
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
-
TensorFlow
An Open Source Machine Learning Framework for Everyone
-
Django
The Web framework for perfectionists with deadlines.
-
Laravel
A PHP framework for web artisans
-
D3
Bring data to life with SVG, Canvas and HTML. 📊📈🎉
-
Recommend Topics
-
javascript
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
-
web
Some thing interesting about web. New door for the world.
-
server
A server is a program made to process requests and deliver data to clients.
-
Machine learning
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
-
Visualization
Some thing interesting about visualization, use data art
-
Game
Some thing interesting about game, make everyone happy.
Recommend Org
-
Facebook
We are working to build community through open source technology. NB: members must have two-factor auth.
-
Microsoft
Open source projects and samples from Microsoft.
-
Google
Google ❤️ Open Source for everyone.
-
Alibaba
Alibaba Open Source for everyone
-
D3
Data-Driven Documents codes.
-
Tencent
China tencent open source team.
from dxvk.