原来的VK_UniformBuffer下调为其子类。 另外增加一个VK_StorageBuffer,定义如下 classVK_StorageBuffer:publicVK_UniformBuffer{friendclassVK_ContextImpl;public:VK_StorageBuffer()=delete;VK_StorageBuffer(VK_ContextImpl*vkContext,uint32_tbinding,uint32_tbufferSize);~VK_StorageBuffer();public:voidinitBuffer(u...
对于一个texel的buffer,如uniform texel buffer或者storage texel buffer,shader如果需要使用的话,还需要用vkCreateBufferView(3)为其创建一个buffer view,才可以绑定到descriptor set上,创建信息保存在VkBufferViewCreateInfo(3)中,主要制定了view的format,以及view在buffer中的offset和range。 buffer和buffer view分别使用...
While normally the GLSL type for this would be samplerBuffer, the Vulkan flavor of GLSL uses textureBuffer instead. The corresponding descriptor for this type should of course use the VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER type. However, since Vulkan doesn't share OpenGL's notion that this is ...
● 使用VK_BUFFER_USAGE_UNIFORM_TEXEL_BUFFER_BIT标志值可以设定在着色器中将缓冲区作为统一纹素缓冲区。 ● 使用VK_BUFFER_USAGE_STORAGE_TEXEL_BUFFER_BIT标志值可以设定在着色器中将缓冲区作为纹素存储缓冲区。 ● 使用VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT标志值可以设定在着色器中将缓冲区作为统一变量(uniform var...
32之类的值或用下面的BITVK_USAGE_TRANSFER_SRC_BITVK_USAGE_TRANSFER_DST_BITVK_USAGE_UNIFORM_TEXEL_BUFFER_BITVK_USAGE_STORAGE_TEXEL_BUFFER_BITVK_USAGE_UNIFORM_BUFFER_BITVK_USAGE_STORAGE_BUFFER_BITVK_USAGE_INDEX_BUFFER_BITVK_USAGE_VERTEX_BUFFER_BITVK_USAGE_INDIRECT_BUFFER_BITvbci.sharingMode=<<...
//特指在任意 shader pipeline stage 读取 uniform bufer 的 read access。 static const VkAccessFlagBits2 VK_ACCESS_2_UNIFORM_READ_BIT_KHR = 0x00000008ULL; static const VkAccessFlagBits2 VK_ACCESS_2_INPUT_ATTACHMENT_READ_BIT = 0x00000010ULL; ...
7. Create the Uniform Variable Buffers 8. Create the Vertex Data Buffers 9. Create the texture sampler 10. Create the texture images 11. Create the Swap Chain 12. Create the Depth and Stencil Images 13. Create the RenderPass 14. Create the Framebuffer(s) ...
Vulkan有两种基本资源类型: Buffer和Image。 Buffer 是最简单的资源类型,可以用来储存线性的结构化的数据,也可以储存内存中原始字节。 从图中我们可以看到,vulkan中使用的buffer类型主要有: indirect buffer index buffer vertex buffer uniform texel buffer uniform buffer storage texel buffer storage buffer ...
typedef struct VkPhysicalDeviceLimits { uint32_t maxImageDimension1D; uint32_t maxImageDimension2D; uint32_t maxImageDimension3D; uint32_t maxImageDimensionCube; uint32_t maxImageArrayLayers; uint32_t maxTexelBufferElements; uint32_t maxUniformBufferRange; uint32_t maxStorageBufferRange; uint32...
3 Uniform texel buffer for Vulkan GLSL 0 Vulkan compute shader reading only parts of the uniform buffer 0 Rendering multiple objects with different textures, vertex buffers, and uniform values in Vulkan 0 Vulkan: Vertex Buffer doesn't get sent to vertex shader 0 Vulkan: weird performance...