Minimal labels implementation for descriptorset layout
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@@ -39,6 +39,7 @@
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#include <stddef.h>
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#include <stdint.h>
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#include <utils/StaticString.h>
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/**
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* Types and enums used by filament's driver.
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@@ -1139,6 +1140,7 @@ struct ExternalSamplerDatum {
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static_assert(sizeof(ExternalSamplerDatum) == 12);
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struct DescriptorSetLayout {
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std::variant<utils::StaticString, utils::CString, std::monostate> label;
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utils::FixedCapacityVector<DescriptorSetLayoutBinding> bindings;
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// TODO: uncomment when needed
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@@ -1140,6 +1140,7 @@ void FMaterial::precacheDepthVariants(FEngine& engine) {
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void FMaterial::processDescriptorSets(FEngine& engine, MaterialParser const* const parser) {
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UTILS_UNUSED_IN_RELEASE bool success;
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success = parser->getDescriptorBindings(&mProgramDescriptorBindings);
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assert_invariant(success);
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@@ -1147,6 +1148,22 @@ void FMaterial::processDescriptorSets(FEngine& engine, MaterialParser const* con
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success = parser->getDescriptorSetLayout(&descriptorSetLayout);
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assert_invariant(success);
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// Setup Labels for debugging
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utils::CString namestr;
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utils::StaticString perViewStr = "_perView";
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utils::StaticString singleStr = "_single";
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parser->getName(&namestr);
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utils::CString singleLabel(namestr.c_str(), namestr.length() + singleStr.length());
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memccpy(singleLabel.c_str() + namestr.length(), singleStr.c_str(), '\0', singleStr.length());
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utils::CString perViewLabel(namestr.c_str(), namestr.length() + perViewStr.length());
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memccpy(perViewLabel.c_str() + namestr.length(), perViewStr.c_str(), '\0', perViewStr.length());
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descriptorSetLayout[0].label = namestr;
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descriptorSetLayout[1].label = perViewLabel;
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mDescriptorSetLayout = {
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engine.getDescriptorSetLayoutFactory(),
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engine.getDriverApi(), std::move(descriptorSetLayout[0]) };
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@@ -33,11 +33,13 @@ namespace filament::descriptor_sets {
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using namespace backend;
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static DescriptorSetLayout const postProcessDescriptorSetLayout{{
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static DescriptorSetLayout const postProcessDescriptorSetLayout{
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utils::StaticString("postProcess"),{
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{ DescriptorType::UNIFORM_BUFFER, ShaderStageFlags::VERTEX | ShaderStageFlags::FRAGMENT, +PerViewBindingPoints::FRAME_UNIFORMS },
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}};
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static DescriptorSetLayout const depthVariantDescriptorSetLayout{{
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static DescriptorSetLayout const depthVariantDescriptorSetLayout{
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utils::StaticString("depthVariant"),{
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{ DescriptorType::UNIFORM_BUFFER, ShaderStageFlags::VERTEX | ShaderStageFlags::FRAGMENT, +PerViewBindingPoints::FRAME_UNIFORMS },
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}};
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@@ -46,14 +48,16 @@ static DescriptorSetLayout const depthVariantDescriptorSetLayout{{
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// dedicated SSR vertex shader), which uses perViewDescriptorSetLayout.
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// This means that PerViewBindingPoints::SHADOWS must be in the layout even though it's not used
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// by the SSR variant.
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static DescriptorSetLayout const ssrVariantDescriptorSetLayout{{
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static DescriptorSetLayout const ssrVariantDescriptorSetLayout{
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utils::StaticString("ssrVariant"),{
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{ DescriptorType::UNIFORM_BUFFER, ShaderStageFlags::VERTEX | ShaderStageFlags::FRAGMENT, +PerViewBindingPoints::FRAME_UNIFORMS },
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{ DescriptorType::UNIFORM_BUFFER, ShaderStageFlags::VERTEX | ShaderStageFlags::FRAGMENT, +PerViewBindingPoints::SHADOWS },
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{ DescriptorType::SAMPLER, ShaderStageFlags::FRAGMENT, +PerViewBindingPoints::STRUCTURE },
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{ DescriptorType::SAMPLER, ShaderStageFlags::FRAGMENT, +PerViewBindingPoints::SSR },
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}};
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static DescriptorSetLayout perViewDescriptorSetLayout = {{
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static DescriptorSetLayout perViewDescriptorSetLayout = {
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utils::StaticString("perView"),{
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{ DescriptorType::UNIFORM_BUFFER, ShaderStageFlags::VERTEX | ShaderStageFlags::FRAGMENT, +PerViewBindingPoints::FRAME_UNIFORMS },
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{ DescriptorType::UNIFORM_BUFFER, ShaderStageFlags::VERTEX | ShaderStageFlags::FRAGMENT, +PerViewBindingPoints::SHADOWS },
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{ DescriptorType::UNIFORM_BUFFER, ShaderStageFlags::FRAGMENT, +PerViewBindingPoints::LIGHTS },
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@@ -68,7 +72,8 @@ static DescriptorSetLayout perViewDescriptorSetLayout = {{
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{ DescriptorType::SAMPLER, ShaderStageFlags::FRAGMENT, +PerViewBindingPoints::FOG },
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}};
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static DescriptorSetLayout perRenderableDescriptorSetLayout = {{
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static DescriptorSetLayout perRenderableDescriptorSetLayout = {
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utils::StaticString("perRenderable"),{
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{ DescriptorType::UNIFORM_BUFFER, ShaderStageFlags::VERTEX | ShaderStageFlags::FRAGMENT, +PerRenderableBindingPoints::OBJECT_UNIFORMS, DescriptorFlags::DYNAMIC_OFFSET },
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{ DescriptorType::UNIFORM_BUFFER, ShaderStageFlags::VERTEX | ShaderStageFlags::FRAGMENT, +PerRenderableBindingPoints::BONES_UNIFORMS, DescriptorFlags::DYNAMIC_OFFSET },
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{ DescriptorType::UNIFORM_BUFFER, ShaderStageFlags::VERTEX | ShaderStageFlags::FRAGMENT, +PerRenderableBindingPoints::MORPHING_UNIFORMS },
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