Minimal labels implementation for descriptorset layout

This commit is contained in:
bridgewaterrobbie
2025-05-06 13:22:33 -04:00
parent 67b9c72442
commit 3bd0039ee9
3 changed files with 29 additions and 5 deletions

View File

@@ -39,6 +39,7 @@
#include <stddef.h>
#include <stdint.h>
#include <utils/StaticString.h>
/**
* Types and enums used by filament's driver.
@@ -1139,6 +1140,7 @@ struct ExternalSamplerDatum {
static_assert(sizeof(ExternalSamplerDatum) == 12);
struct DescriptorSetLayout {
std::variant<utils::StaticString, utils::CString, std::monostate> label;
utils::FixedCapacityVector<DescriptorSetLayoutBinding> bindings;
// TODO: uncomment when needed

View File

@@ -1140,6 +1140,7 @@ void FMaterial::precacheDepthVariants(FEngine& engine) {
void FMaterial::processDescriptorSets(FEngine& engine, MaterialParser const* const parser) {
UTILS_UNUSED_IN_RELEASE bool success;
success = parser->getDescriptorBindings(&mProgramDescriptorBindings);
assert_invariant(success);
@@ -1147,6 +1148,22 @@ void FMaterial::processDescriptorSets(FEngine& engine, MaterialParser const* con
success = parser->getDescriptorSetLayout(&descriptorSetLayout);
assert_invariant(success);
// Setup Labels for debugging
utils::CString namestr;
utils::StaticString perViewStr = "_perView";
utils::StaticString singleStr = "_single";
parser->getName(&namestr);
utils::CString singleLabel(namestr.c_str(), namestr.length() + singleStr.length());
memccpy(singleLabel.c_str() + namestr.length(), singleStr.c_str(), '\0', singleStr.length());
utils::CString perViewLabel(namestr.c_str(), namestr.length() + perViewStr.length());
memccpy(perViewLabel.c_str() + namestr.length(), perViewStr.c_str(), '\0', perViewStr.length());
descriptorSetLayout[0].label = namestr;
descriptorSetLayout[1].label = perViewLabel;
mDescriptorSetLayout = {
engine.getDescriptorSetLayoutFactory(),
engine.getDriverApi(), std::move(descriptorSetLayout[0]) };

View File

@@ -33,11 +33,13 @@ namespace filament::descriptor_sets {
using namespace backend;
static DescriptorSetLayout const postProcessDescriptorSetLayout{{
static DescriptorSetLayout const postProcessDescriptorSetLayout{
utils::StaticString("postProcess"),{
{ DescriptorType::UNIFORM_BUFFER, ShaderStageFlags::VERTEX | ShaderStageFlags::FRAGMENT, +PerViewBindingPoints::FRAME_UNIFORMS },
}};
static DescriptorSetLayout const depthVariantDescriptorSetLayout{{
static DescriptorSetLayout const depthVariantDescriptorSetLayout{
utils::StaticString("depthVariant"),{
{ DescriptorType::UNIFORM_BUFFER, ShaderStageFlags::VERTEX | ShaderStageFlags::FRAGMENT, +PerViewBindingPoints::FRAME_UNIFORMS },
}};
@@ -46,14 +48,16 @@ static DescriptorSetLayout const depthVariantDescriptorSetLayout{{
// dedicated SSR vertex shader), which uses perViewDescriptorSetLayout.
// This means that PerViewBindingPoints::SHADOWS must be in the layout even though it's not used
// by the SSR variant.
static DescriptorSetLayout const ssrVariantDescriptorSetLayout{{
static DescriptorSetLayout const ssrVariantDescriptorSetLayout{
utils::StaticString("ssrVariant"),{
{ DescriptorType::UNIFORM_BUFFER, ShaderStageFlags::VERTEX | ShaderStageFlags::FRAGMENT, +PerViewBindingPoints::FRAME_UNIFORMS },
{ DescriptorType::UNIFORM_BUFFER, ShaderStageFlags::VERTEX | ShaderStageFlags::FRAGMENT, +PerViewBindingPoints::SHADOWS },
{ DescriptorType::SAMPLER, ShaderStageFlags::FRAGMENT, +PerViewBindingPoints::STRUCTURE },
{ DescriptorType::SAMPLER, ShaderStageFlags::FRAGMENT, +PerViewBindingPoints::SSR },
}};
static DescriptorSetLayout perViewDescriptorSetLayout = {{
static DescriptorSetLayout perViewDescriptorSetLayout = {
utils::StaticString("perView"),{
{ DescriptorType::UNIFORM_BUFFER, ShaderStageFlags::VERTEX | ShaderStageFlags::FRAGMENT, +PerViewBindingPoints::FRAME_UNIFORMS },
{ DescriptorType::UNIFORM_BUFFER, ShaderStageFlags::VERTEX | ShaderStageFlags::FRAGMENT, +PerViewBindingPoints::SHADOWS },
{ DescriptorType::UNIFORM_BUFFER, ShaderStageFlags::FRAGMENT, +PerViewBindingPoints::LIGHTS },
@@ -68,7 +72,8 @@ static DescriptorSetLayout perViewDescriptorSetLayout = {{
{ DescriptorType::SAMPLER, ShaderStageFlags::FRAGMENT, +PerViewBindingPoints::FOG },
}};
static DescriptorSetLayout perRenderableDescriptorSetLayout = {{
static DescriptorSetLayout perRenderableDescriptorSetLayout = {
utils::StaticString("perRenderable"),{
{ DescriptorType::UNIFORM_BUFFER, ShaderStageFlags::VERTEX | ShaderStageFlags::FRAGMENT, +PerRenderableBindingPoints::OBJECT_UNIFORMS, DescriptorFlags::DYNAMIC_OFFSET },
{ DescriptorType::UNIFORM_BUFFER, ShaderStageFlags::VERTEX | ShaderStageFlags::FRAGMENT, +PerRenderableBindingPoints::BONES_UNIFORMS, DescriptorFlags::DYNAMIC_OFFSET },
{ DescriptorType::UNIFORM_BUFFER, ShaderStageFlags::VERTEX | ShaderStageFlags::FRAGMENT, +PerRenderableBindingPoints::MORPHING_UNIFORMS },