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More documentation for SpecializationConstants (#778)
* More documentation for SpecializationConstants * Fix doctest
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@ -494,11 +494,67 @@ impl fmt::Display for ShaderInterfaceMismatchError {
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/// Trait for types that contain specialization data for shaders.
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///
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/// It is implemented on `()` for shaders that don't have any specialization constant.
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/// Shader modules can contain what is called *specialization constants*. They are the same as
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/// constants except that their values can be defined when you create a compute pipeline or a
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/// graphics pipeline. Doing so is done by passing a type that implements the
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/// `SpecializationConstants` trait and that stores the values in question. The `descriptors()`
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/// method of this trait indicates how to grab them.
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///
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/// Boolean specialization constants must be stored as 32bits integers, where `0` means `false` and
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/// any non-zero value means `true`. Integer and floating-point specialization constants are
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/// stored as their Rust equivalent.
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///
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/// This trait is implemented on `()` for shaders that don't have any specialization constant.
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///
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/// Note that it is the shader module that chooses which type that implements
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/// `SpecializationConstants` it is possible to pass when creating the pipeline, through [the
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/// `EntryPointAbstract` trait](trait.EntryPointAbstract.html). Therefore there is generally no
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/// point to implement this trait yourself, unless you are also writing your own implementation of
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/// `EntryPointAbstract`.
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///
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/// # Example
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///
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/// ```rust
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/// use vulkano::pipeline::shader::SpecializationConstants;
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/// use vulkano::pipeline::shader::SpecializationMapEntry;
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///
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/// #[repr(C)] // `#[repr(C)]` guarantees that the struct has a specific layout
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/// struct MySpecConstants {
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/// my_integer_constant: i32,
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/// a_boolean: u32,
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/// floating_point: f32,
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/// }
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///
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/// unsafe impl SpecializationConstants for MySpecConstants {
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/// fn descriptors() -> &'static [SpecializationMapEntry] {
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/// static DESCRIPTORS: [SpecializationMapEntry; 3] = [
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/// SpecializationMapEntry {
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/// constant_id: 0,
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/// offset: 0,
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/// size: 4,
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/// },
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/// SpecializationMapEntry {
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/// constant_id: 1,
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/// offset: 4,
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/// size: 4,
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/// },
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/// SpecializationMapEntry {
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/// constant_id: 2,
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/// offset: 8,
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/// size: 4,
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/// },
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/// ];
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///
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/// &DESCRIPTORS
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/// }
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/// }
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/// ```
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///
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/// # Safety
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///
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/// - The `SpecializationMapEntry` returned must contain valid offsets and sizes.
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/// - The size of each `SpecializationMapEntry` must match the size of the corresponding constant
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/// (`4` for booleans).
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///
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pub unsafe trait SpecializationConstants {
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/// Returns descriptors of the struct's layout.
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@ -513,13 +569,20 @@ unsafe impl SpecializationConstants for () {
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}
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/// Describes an indiviual constant to set in the shader. Also a field in the struct.
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// Has the same memory representation as a `VkSpecializationMapEntry`.
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// Implementation note: has the same memory representation as a `VkSpecializationMapEntry`.
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#[repr(C)]
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pub struct SpecializationMapEntry {
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/// Identifier of the constant in the shader that corresponds to this field.
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///
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/// For SPIR-V, this must be the value of the `SpecId` decoration applied to the specialization
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/// constant.
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/// For GLSL, this must be the value of `N` in the `layout(constant_id = N)` attribute applied
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/// to a constant.
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pub constant_id: u32,
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/// Offset within this struct for the data.
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/// Offset within the struct where the data can be found.
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pub offset: u32,
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/// Size of the data in bytes.
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/// Size of the data in bytes. Must match the size of the constant (`4` for booleans).
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pub size: usize,
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}
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