diff options
Diffstat (limited to 'src/gui/rhi')
-rw-r--r-- | src/gui/rhi/qrhi.cpp | 66 | ||||
-rw-r--r-- | src/gui/rhi/qrhi_p.h | 11 | ||||
-rw-r--r-- | src/gui/rhi/qrhid3d11.cpp | 282 | ||||
-rw-r--r-- | src/gui/rhi/qrhid3d11_p_p.h | 11 | ||||
-rw-r--r-- | src/gui/rhi/qrhigles2.cpp | 61 | ||||
-rw-r--r-- | src/gui/rhi/qrhimetal.mm | 112 | ||||
-rw-r--r-- | src/gui/rhi/qrhimetal_p_p.h | 11 | ||||
-rw-r--r-- | src/gui/rhi/qrhivulkan.cpp | 92 | ||||
-rw-r--r-- | src/gui/rhi/qrhivulkan_p_p.h | 11 |
9 files changed, 423 insertions, 234 deletions
diff --git a/src/gui/rhi/qrhi.cpp b/src/gui/rhi/qrhi.cpp index c805e23ad0..83c1e8eaa2 100644 --- a/src/gui/rhi/qrhi.cpp +++ b/src/gui/rhi/qrhi.cpp @@ -2885,16 +2885,57 @@ QRhiShaderResourceBinding QRhiShaderResourceBinding::uniformBufferWithDynamicOff \return a shader resource binding for the given binding number, pipeline stages, texture, and sampler specified by \a binding, \a stage, \a tex, \a sampler. + + \note This function is equivalent to calling sampledTextures() with a + \c count of 1. + + \sa sampledTextures() */ QRhiShaderResourceBinding QRhiShaderResourceBinding::sampledTexture( int binding, StageFlags stage, QRhiTexture *tex, QRhiSampler *sampler) { + const TextureAndSampler texSampler = { tex, sampler }; + return sampledTextures(binding, stage, 1, &texSampler); +} + +/*! + \return a shader resource binding for the given binding number, pipeline + stages, and the array of texture-sampler pairs specified by \a binding, \a + stage, \a count, and \a texSamplers. + + \note \a count must be at least 1, and not larger than 16. + + \note When \a count is 1, this function is equivalent to sampledTexture(). + + This function is relevant when arrays of combined image samplers are + involved. For example, in GLSL \c{layout(binding = 5) uniform sampler2D + shadowMaps[8];} declares an array of combined image samplers. The + application is then expected provide a QRhiShaderResourceBinding for + binding point 5, set up by calling this function with \a count set to 8 and + a valid texture and sampler for each element of the array. + + \warning All elements of the array must be specified. With the above + example, the only valid, portable approach is calling this function with a + \a count of 8. Additionally, all QRhiTexture and QRhiSampler instances must + be valid, meaning nullptr is not an accepted value. This is due to some of + the underlying APIs, such as, Vulkan, that require a valid image and + sampler object for each element in descriptor arrays. Applications are + advised to provide "dummy" samplers and textures if some array elements are + not relevant (due to not being accessed in the shader). + + \sa sampledTexture() + */ +QRhiShaderResourceBinding QRhiShaderResourceBinding::sampledTextures( + int binding, StageFlags stage, int count, const TextureAndSampler *texSamplers) +{ + Q_ASSERT(count >= 1 && count <= Data::MAX_TEX_SAMPLER_ARRAY_SIZE); QRhiShaderResourceBinding b; b.d.binding = binding; b.d.stage = stage; b.d.type = SampledTexture; - b.d.u.stex.tex = tex; - b.d.u.stex.sampler = sampler; + b.d.u.stex.count = count; + for (int i = 0; i < count; ++i) + b.d.u.stex.texSamplers[i] = texSamplers[i]; return b; } @@ -3084,10 +3125,14 @@ bool operator==(const QRhiShaderResourceBinding &a, const QRhiShaderResourceBind } break; case QRhiShaderResourceBinding::SampledTexture: - if (da->u.stex.tex != db->u.stex.tex - || da->u.stex.sampler != db->u.stex.sampler) - { + if (da->u.stex.count != db->u.stex.count) return false; + for (int i = 0; i < da->u.stex.count; ++i) { + if (da->u.stex.texSamplers[i].tex != db->u.stex.texSamplers[i].tex + || da->u.stex.texSamplers[i].sampler != db->u.stex.texSamplers[i].sampler) + { + return false; + } } break; case QRhiShaderResourceBinding::ImageLoad: @@ -3162,10 +3207,13 @@ QDebug operator<<(QDebug dbg, const QRhiShaderResourceBinding &b) << ')'; break; case QRhiShaderResourceBinding::SampledTexture: - dbg.nospace() << " SampledTexture(" - << "texture=" << d->u.stex.tex - << " sampler=" << d->u.stex.sampler - << ')'; + dbg.nospace() << " SampledTextures(" + << "count=" << d->u.stex.count; + for (int i = 0; i < d->u.stex.count; ++i) { + dbg.nospace() << " texture=" << d->u.stex.texSamplers[i].tex + << " sampler=" << d->u.stex.texSamplers[i].sampler; + } + dbg.nospace() << ')'; break; case QRhiShaderResourceBinding::ImageLoad: dbg.nospace() << " ImageLoad(" diff --git a/src/gui/rhi/qrhi_p.h b/src/gui/rhi/qrhi_p.h index 17c911a5ff..9d906d7bbd 100644 --- a/src/gui/rhi/qrhi_p.h +++ b/src/gui/rhi/qrhi_p.h @@ -348,6 +348,12 @@ public: static QRhiShaderResourceBinding sampledTexture(int binding, StageFlags stage, QRhiTexture *tex, QRhiSampler *sampler); + struct TextureAndSampler { + QRhiTexture *tex; + QRhiSampler *sampler; + }; + static QRhiShaderResourceBinding sampledTextures(int binding, StageFlags stage, int count, const TextureAndSampler *texSamplers); + static QRhiShaderResourceBinding imageLoad(int binding, StageFlags stage, QRhiTexture *tex, int level); static QRhiShaderResourceBinding imageStore(int binding, StageFlags stage, QRhiTexture *tex, int level); static QRhiShaderResourceBinding imageLoadStore(int binding, StageFlags stage, QRhiTexture *tex, int level); @@ -370,9 +376,10 @@ public: int maybeSize; bool hasDynamicOffset; }; + static const int MAX_TEX_SAMPLER_ARRAY_SIZE = 16; struct SampledTextureData { - QRhiTexture *tex; - QRhiSampler *sampler; + int count; + TextureAndSampler texSamplers[MAX_TEX_SAMPLER_ARRAY_SIZE]; }; struct StorageImageData { QRhiTexture *tex; diff --git a/src/gui/rhi/qrhid3d11.cpp b/src/gui/rhi/qrhid3d11.cpp index 7b583e6fd2..ed202958f3 100644 --- a/src/gui/rhi/qrhid3d11.cpp +++ b/src/gui/rhi/qrhid3d11.cpp @@ -113,6 +113,10 @@ QT_BEGIN_NAMESPACE #define DXGI_ADAPTER_FLAG_SOFTWARE 2 #endif +#ifndef D3D11_1_UAV_SLOT_COUNT +#define D3D11_1_UAV_SLOT_COUNT 64 +#endif + QRhiD3D11::QRhiD3D11(QRhiD3D11InitParams *params, QRhiD3D11NativeHandles *importDevice) : ofr(this), deviceCurse(this) @@ -627,18 +631,25 @@ void QRhiD3D11::setShaderResources(QRhiCommandBuffer *cb, QRhiShaderResourceBind break; case QRhiShaderResourceBinding::SampledTexture: { - QD3D11Texture *texD = QRHI_RES(QD3D11Texture, b->u.stex.tex); - QD3D11Sampler *samplerD = QRHI_RES(QD3D11Sampler, b->u.stex.sampler); - if (texD->generation != bd.stex.texGeneration - || texD->m_id != bd.stex.texId - || samplerD->generation != bd.stex.samplerGeneration - || samplerD->m_id != bd.stex.samplerId) - { + const QRhiShaderResourceBinding::Data::SampledTextureData *data = &b->u.stex; + if (bd.stex.count != data->count) { + bd.stex.count = data->count; srbUpdate = true; - bd.stex.texId = texD->m_id; - bd.stex.texGeneration = texD->generation; - bd.stex.samplerId = samplerD->m_id; - bd.stex.samplerGeneration = samplerD->generation; + } + for (int elem = 0; elem < data->count; ++elem) { + QD3D11Texture *texD = QRHI_RES(QD3D11Texture, data->texSamplers[elem].tex); + QD3D11Sampler *samplerD = QRHI_RES(QD3D11Sampler, data->texSamplers[elem].sampler); + if (texD->generation != bd.stex.d[elem].texGeneration + || texD->m_id != bd.stex.d[elem].texId + || samplerD->generation != bd.stex.d[elem].samplerGeneration + || samplerD->m_id != bd.stex.d[elem].samplerId) + { + srbUpdate = true; + bd.stex.d[elem].texId = texD->m_id; + bd.stex.d[elem].texGeneration = texD->generation; + bd.stex.d[elem].samplerId = samplerD->m_id; + bd.stex.d[elem].samplerGeneration = samplerD->generation; + } } } break; @@ -1894,31 +1905,38 @@ void QRhiD3D11::updateShaderResourceBindings(QD3D11ShaderResourceBindings *srbD, break; case QRhiShaderResourceBinding::SampledTexture: { - QD3D11Texture *texD = QRHI_RES(QD3D11Texture, b->u.stex.tex); - QD3D11Sampler *samplerD = QRHI_RES(QD3D11Sampler, b->u.stex.sampler); - bd.stex.texId = texD->m_id; - bd.stex.texGeneration = texD->generation; - bd.stex.samplerId = samplerD->m_id; - bd.stex.samplerGeneration = samplerD->generation; - if (b->stage.testFlag(QRhiShaderResourceBinding::VertexStage)) { - QPair<int, int> nativeBinding = mapBinding(b->binding, RBM_VERTEX, nativeResourceBindingMaps); - if (nativeBinding.first >= 0 && nativeBinding.second >= 0) { - res[RBM_VERTEX].textures.append({ nativeBinding.first, texD->srv }); - res[RBM_VERTEX].samplers.append({ nativeBinding.second, samplerD->samplerState }); + const QRhiShaderResourceBinding::Data::SampledTextureData *data = &b->u.stex; + bd.stex.count = data->count; + const QPair<int, int> nativeBindingVert = mapBinding(b->binding, RBM_VERTEX, nativeResourceBindingMaps); + const QPair<int, int> nativeBindingFrag = mapBinding(b->binding, RBM_FRAGMENT, nativeResourceBindingMaps); + const QPair<int, int> nativeBindingComp = mapBinding(b->binding, RBM_COMPUTE, nativeResourceBindingMaps); + // if SPIR-V binding b is mapped to tN and sN in HLSL, and it + // is an array, then it will use tN, tN+1, tN+2, ..., and sN, + // sN+1, sN+2, ... + for (int elem = 0; elem < data->count; ++elem) { + QD3D11Texture *texD = QRHI_RES(QD3D11Texture, data->texSamplers[elem].tex); + QD3D11Sampler *samplerD = QRHI_RES(QD3D11Sampler, data->texSamplers[elem].sampler); + bd.stex.d[elem].texId = texD->m_id; + bd.stex.d[elem].texGeneration = texD->generation; + bd.stex.d[elem].samplerId = samplerD->m_id; + bd.stex.d[elem].samplerGeneration = samplerD->generation; + if (b->stage.testFlag(QRhiShaderResourceBinding::VertexStage)) { + if (nativeBindingVert.first >= 0 && nativeBindingVert.second >= 0) { + res[RBM_VERTEX].textures.append({ nativeBindingVert.first + elem, texD->srv }); + res[RBM_VERTEX].samplers.append({ nativeBindingVert.second + elem, samplerD->samplerState }); + } } - } - if (b->stage.testFlag(QRhiShaderResourceBinding::FragmentStage)) { - QPair<int, int> nativeBinding = mapBinding(b->binding, RBM_FRAGMENT, nativeResourceBindingMaps); - if (nativeBinding.first >= 0 && nativeBinding.second >= 0) { - res[RBM_FRAGMENT].textures.append({ nativeBinding.first, texD->srv }); - res[RBM_FRAGMENT].samplers.append({ nativeBinding.second, samplerD->samplerState }); + if (b->stage.testFlag(QRhiShaderResourceBinding::FragmentStage)) { + if (nativeBindingFrag.first >= 0 && nativeBindingFrag.second >= 0) { + res[RBM_FRAGMENT].textures.append({ nativeBindingFrag.first + elem, texD->srv }); + res[RBM_FRAGMENT].samplers.append({ nativeBindingFrag.second + elem, samplerD->samplerState }); + } } - } - if (b->stage.testFlag(QRhiShaderResourceBinding::ComputeStage)) { - QPair<int, int> nativeBinding = mapBinding(b->binding, RBM_COMPUTE, nativeResourceBindingMaps); - if (nativeBinding.first >= 0 && nativeBinding.second >= 0) { - res[RBM_COMPUTE].textures.append({ nativeBinding.first, texD->srv }); - res[RBM_COMPUTE].samplers.append({ nativeBinding.second, samplerD->samplerState }); + if (b->stage.testFlag(QRhiShaderResourceBinding::ComputeStage)) { + if (nativeBindingComp.first >= 0 && nativeBindingComp.second >= 0) { + res[RBM_COMPUTE].textures.append({ nativeBindingComp.first + elem, texD->srv }); + res[RBM_COMPUTE].samplers.append({ nativeBindingComp.second + elem, samplerD->samplerState }); + } } } } @@ -2077,102 +2095,156 @@ static void applyDynamicOffsets(QVarLengthArray<UINT, 4> *offsets, } } +static inline uint clampedResourceCount(uint startSlot, int countSlots, uint maxSlots, const char *resType) +{ + if (startSlot + countSlots > maxSlots) { + qWarning("Not enough D3D11 %s slots to bind %d resources starting at slot %d, max slots is %d", + resType, countSlots, startSlot, maxSlots); + countSlots = maxSlots > startSlot ? maxSlots - startSlot : 0; + } + return countSlots; +} + void QRhiD3D11::bindShaderResources(QD3D11ShaderResourceBindings *srbD, const uint *dynOfsPairs, int dynOfsPairCount, bool offsetOnlyChange) { if (!offsetOnlyChange) { - for (const auto &batch : srbD->vssamplers.batches) - context->VSSetSamplers(batch.startBinding, UINT(batch.resources.count()), batch.resources.constData()); + for (const auto &batch : srbD->vssamplers.batches) { + const uint count = clampedResourceCount(batch.startBinding, batch.resources.count(), + D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, "VS sampler"); + if (count) + context->VSSetSamplers(batch.startBinding, count, batch.resources.constData()); + } for (const auto &batch : srbD->vsshaderresources.batches) { - context->VSSetShaderResources(batch.startBinding, UINT(batch.resources.count()), batch.resources.constData()); - contextState.vsHighestActiveSrvBinding = qMax<int>(contextState.vsHighestActiveSrvBinding, - int(batch.startBinding) + batch.resources.count() - 1); + const uint count = clampedResourceCount(batch.startBinding, batch.resources.count(), + D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, "VS SRV"); + if (count) { + context->VSSetShaderResources(batch.startBinding, count, batch.resources.constData()); + contextState.vsHighestActiveSrvBinding = qMax(contextState.vsHighestActiveSrvBinding, + int(batch.startBinding + count) - 1); + } } - for (const auto &batch : srbD->fssamplers.batches) - context->PSSetSamplers(batch.startBinding, UINT(batch.resources.count()), batch.resources.constData()); + for (const auto &batch : srbD->fssamplers.batches) { + const uint count = clampedResourceCount(batch.startBinding, batch.resources.count(), + D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, "PS sampler"); + if (count) + context->PSSetSamplers(batch.startBinding, count, batch.resources.constData()); + } for (const auto &batch : srbD->fsshaderresources.batches) { - context->PSSetShaderResources(batch.startBinding, UINT(batch.resources.count()), batch.resources.constData()); - contextState.fsHighestActiveSrvBinding = qMax<int>(contextState.fsHighestActiveSrvBinding, - int(batch.startBinding) + batch.resources.count() - 1); + const uint count = clampedResourceCount(batch.startBinding, batch.resources.count(), + D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, "PS SRV"); + if (count) { + context->PSSetShaderResources(batch.startBinding, count, batch.resources.constData()); + contextState.fsHighestActiveSrvBinding = qMax(contextState.fsHighestActiveSrvBinding, + int(batch.startBinding + count) - 1); + } } - for (const auto &batch : srbD->cssamplers.batches) - context->CSSetSamplers(batch.startBinding, UINT(batch.resources.count()), batch.resources.constData()); + for (const auto &batch : srbD->cssamplers.batches) { + const uint count = clampedResourceCount(batch.startBinding, batch.resources.count(), + D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, "CS sampler"); + if (count) + context->CSSetSamplers(batch.startBinding, count, batch.resources.constData()); + } for (const auto &batch : srbD->csshaderresources.batches) { - context->CSSetShaderResources(batch.startBinding, UINT(batch.resources.count()), batch.resources.constData()); - contextState.csHighestActiveSrvBinding = qMax<int>(contextState.csHighestActiveSrvBinding, - int(batch.startBinding) + batch.resources.count() - 1); + const uint count = clampedResourceCount(batch.startBinding, batch.resources.count(), + D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, "CS SRV"); + if (count) { + context->CSSetShaderResources(batch.startBinding, count, batch.resources.constData()); + contextState.csHighestActiveSrvBinding = qMax(contextState.csHighestActiveSrvBinding, + int(batch.startBinding + count) - 1); + } } } for (int i = 0, ie = srbD->vsubufs.batches.count(); i != ie; ++i) { - if (!dynOfsPairCount) { - context->VSSetConstantBuffers1(srbD->vsubufs.batches[i].startBinding, - UINT(srbD->vsubufs.batches[i].resources.count()), - srbD->vsubufs.batches[i].resources.constData(), - srbD->vsubufoffsets.batches[i].resources.constData(), - srbD->vsubufsizes.batches[i].resources.constData()); - } else { - QVarLengthArray<UINT, 4> offsets; - applyDynamicOffsets(&offsets, i, &srbD->vsubufs, &srbD->vsubufoffsets, dynOfsPairs, dynOfsPairCount); - context->VSSetConstantBuffers1(srbD->vsubufs.batches[i].startBinding, - UINT(srbD->vsubufs.batches[i].resources.count()), - srbD->vsubufs.batches[i].resources.constData(), - offsets.constData(), - srbD->vsubufsizes.batches[i].resources.constData()); + const uint count = clampedResourceCount(srbD->vsubufs.batches[i].startBinding, + srbD->vsubufs.batches[i].resources.count(), + D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, + "VS cbuf"); + if (count) { + if (!dynOfsPairCount) { + context->VSSetConstantBuffers1(srbD->vsubufs.batches[i].startBinding, + count, + srbD->vsubufs.batches[i].resources.constData(), + srbD->vsubufoffsets.batches[i].resources.constData(), + srbD->vsubufsizes.batches[i].resources.constData()); + } else { + QVarLengthArray<UINT, 4> offsets; + applyDynamicOffsets(&offsets, i, &srbD->vsubufs, &srbD->vsubufoffsets, dynOfsPairs, dynOfsPairCount); + context->VSSetConstantBuffers1(srbD->vsubufs.batches[i].startBinding, + count, + srbD->vsubufs.batches[i].resources.constData(), + offsets.constData(), + srbD->vsubufsizes.batches[i].resources.constData()); + } } } for (int i = 0, ie = srbD->fsubufs.batches.count(); i != ie; ++i) { - if (!dynOfsPairCount) { - context->PSSetConstantBuffers1(srbD->fsubufs.batches[i].startBinding, - UINT(srbD->fsubufs.batches[i].resources.count()), - srbD->fsubufs.batches[i].resources.constData(), - srbD->fsubufoffsets.batches[i].resources.constData(), - srbD->fsubufsizes.batches[i].resources.constData()); - } else { - QVarLengthArray<UINT, 4> offsets; - applyDynamicOffsets(&offsets, i, &srbD->fsubufs, &srbD->fsubufoffsets, dynOfsPairs, dynOfsPairCount); - context->PSSetConstantBuffers1(srbD->fsubufs.batches[i].startBinding, - UINT(srbD->fsubufs.batches[i].resources.count()), - srbD->fsubufs.batches[i].resources.constData(), - offsets.constData(), - srbD->fsubufsizes.batches[i].resources.constData()); + const uint count = clampedResourceCount(srbD->fsubufs.batches[i].startBinding, + srbD->fsubufs.batches[i].resources.count(), + D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, + "PS cbuf"); + if (count) { + if (!dynOfsPairCount) { + context->PSSetConstantBuffers1(srbD->fsubufs.batches[i].startBinding, + count, + srbD->fsubufs.batches[i].resources.constData(), + srbD->fsubufoffsets.batches[i].resources.constData(), + srbD->fsubufsizes.batches[i].resources.constData()); + } else { + QVarLengthArray<UINT, 4> offsets; + applyDynamicOffsets(&offsets, i, &srbD->fsubufs, &srbD->fsubufoffsets, dynOfsPairs, dynOfsPairCount); + context->PSSetConstantBuffers1(srbD->fsubufs.batches[i].startBinding, + count, + srbD->fsubufs.batches[i].resources.constData(), + offsets.constData(), + srbD->fsubufsizes.batches[i].resources.constData()); + } } } for (int i = 0, ie = srbD->csubufs.batches.count(); i != ie; ++i) { - if (!dynOfsPairCount) { - context->CSSetConstantBuffers1(srbD->csubufs.batches[i].startBinding, - UINT(srbD->csubufs.batches[i].resources.count()), - srbD->csubufs.batches[i].resources.constData(), - srbD->csubufoffsets.batches[i].resources.constData(), - srbD->csubufsizes.batches[i].resources.constData()); - } else { - QVarLengthArray<UINT, 4> offsets; - applyDynamicOffsets(&offsets, i, &srbD->csubufs, &srbD->csubufoffsets, dynOfsPairs, dynOfsPairCount); - context->CSSetConstantBuffers1(srbD->csubufs.batches[i].startBinding, - UINT(srbD->csubufs.batches[i].resources.count()), - srbD->csubufs.batches[i].resources.constData(), - offsets.constData(), - srbD->csubufsizes.batches[i].resources.constData()); + const uint count = clampedResourceCount(srbD->csubufs.batches[i].startBinding, + srbD->csubufs.batches[i].resources.count(), + D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, + "CS cbuf"); + if (count) { + if (!dynOfsPairCount) { + context->CSSetConstantBuffers1(srbD->csubufs.batches[i].startBinding, + count, + srbD->csubufs.batches[i].resources.constData(), + srbD->csubufoffsets.batches[i].resources.constData(), + srbD->csubufsizes.batches[i].resources.constData()); + } else { + QVarLengthArray<UINT, 4> offsets; + applyDynamicOffsets(&offsets, i, &srbD->csubufs, &srbD->csubufoffsets, dynOfsPairs, dynOfsPairCount); + context->CSSetConstantBuffers1(srbD->csubufs.batches[i].startBinding, + count, + srbD->csubufs.batches[i].resources.constData(), + offsets.constData(), + srbD->csubufsizes.batches[i].resources.constData()); + } } } - for (int i = 0, ie = srbD->csUAVs.batches.count(); i != ie; ++i) { - const uint startBinding = srbD->csUAVs.batches[i].startBinding; - const uint count = uint(srbD->csUAVs.batches[i].resources.count()); - context->CSSetUnorderedAccessViews(startBinding, - count, - srbD->csUAVs.batches[i].resources.constData(), - nullptr); - contextState.csHighestActiveUavBinding = qMax<int>(contextState.csHighestActiveUavBinding, - int(startBinding + count - 1)); + for (const auto &batch : srbD->csUAVs.batches) { + const uint count = clampedResourceCount(batch.startBinding, batch.resources.count(), + D3D11_1_UAV_SLOT_COUNT, "CS UAV"); + if (count) { + context->CSSetUnorderedAccessViews(batch.startBinding, + count, + batch.resources.constData(), + nullptr); + contextState.csHighestActiveUavBinding = qMax(contextState.csHighestActiveUavBinding, + int(batch.startBinding + count) - 1); + } } } @@ -3529,11 +3601,15 @@ static pD3DCompile resolveD3DCompile() static QByteArray compileHlslShaderSource(const QShader &shader, QShader::Variant shaderVariant, QString *error, QShaderKey *usedShaderKey) { - QShaderCode dxbc = shader.shader({ QShader::DxbcShader, 50, shaderVariant }); - if (!dxbc.shader().isEmpty()) + QShaderKey key = { QShader::DxbcShader, 50, shaderVariant }; + QShaderCode dxbc = shader.shader(key); + if (!dxbc.shader().isEmpty()) { + if (usedShaderKey) + *usedShaderKey = key; return dxbc.shader(); + } - const QShaderKey key = { QShader::HlslShader, 50, shaderVariant }; + key = { QShader::HlslShader, 50, shaderVariant }; QShaderCode hlslSource = shader.shader(key); if (hlslSource.shader().isEmpty()) { qWarning() << "No HLSL (shader model 5.0) code found in baked shader" << shader; diff --git a/src/gui/rhi/qrhid3d11_p_p.h b/src/gui/rhi/qrhid3d11_p_p.h index f749b612b5..33412b8011 100644 --- a/src/gui/rhi/qrhid3d11_p_p.h +++ b/src/gui/rhi/qrhid3d11_p_p.h @@ -210,10 +210,13 @@ struct QD3D11ShaderResourceBindings : public QRhiShaderResourceBindings uint generation; }; struct BoundSampledTextureData { - quint64 texId; - uint texGeneration; - quint64 samplerId; - uint samplerGeneration; + int count; + struct { + quint64 texId; + uint texGeneration; + quint64 samplerId; + uint samplerGeneration; + } d[QRhiShaderResourceBinding::Data::MAX_TEX_SAMPLER_ARRAY_SIZE]; }; struct BoundStorageImageData { quint64 id; diff --git a/src/gui/rhi/qrhigles2.cpp b/src/gui/rhi/qrhigles2.cpp index 4a442bc582..ea9bce08e4 100644 --- a/src/gui/rhi/qrhigles2.cpp +++ b/src/gui/rhi/qrhigles2.cpp @@ -917,10 +917,12 @@ void QRhiGles2::setShaderResources(QRhiCommandBuffer *cb, QRhiShaderResourceBind hasDynamicOffsetInSrb = true; break; case QRhiShaderResourceBinding::SampledTexture: - trackedRegisterTexture(&passResTracker, - QRHI_RES(QGles2Texture, b->u.stex.tex), - QRhiPassResourceTracker::TexSample, - QRhiPassResourceTracker::toPassTrackerTextureStage(b->stage)); + for (int elem = 0; elem < b->u.stex.count; ++elem) { + trackedRegisterTexture(&passResTracker, + QRHI_RES(QGles2Texture, b->u.stex.texSamplers[elem].tex), + QRhiPassResourceTracker::TexSample, + QRhiPassResourceTracker::toPassTrackerTextureStage(b->stage)); + } break; case QRhiShaderResourceBinding::ImageLoad: case QRhiShaderResourceBinding::ImageStore: @@ -2572,36 +2574,37 @@ void QRhiGles2::bindShaderResources(QRhiGraphicsPipeline *maybeGraphicsPs, QRhiC break; case QRhiShaderResourceBinding::SampledTexture: { - QGles2Texture *texD = QRHI_RES(QGles2Texture, b->u.stex.tex); - QGles2Sampler *samplerD = QRHI_RES(QGles2Sampler, b->u.stex.sampler); QVector<QGles2SamplerDescription> &samplers(maybeGraphicsPs ? QRHI_RES(QGles2GraphicsPipeline, maybeGraphicsPs)->samplers : QRHI_RES(QGles2ComputePipeline, maybeComputePs)->samplers); - - for (QGles2SamplerDescription &sampler : samplers) { - if (sampler.binding == b->binding) { - f->glActiveTexture(GL_TEXTURE0 + uint(texUnit)); - f->glBindTexture(texD->target, texD->texture); - - if (texD->samplerState != samplerD->d) { - f->glTexParameteri(texD->target, GL_TEXTURE_MIN_FILTER, GLint(samplerD->d.glminfilter)); - f->glTexParameteri(texD->target, GL_TEXTURE_MAG_FILTER, GLint(samplerD->d.glmagfilter)); - f->glTexParameteri(texD->target, GL_TEXTURE_WRAP_S, GLint(samplerD->d.glwraps)); - f->glTexParameteri(texD->target, GL_TEXTURE_WRAP_T, GLint(samplerD->d.glwrapt)); - // 3D textures not supported by GLES 2.0 or by us atm... - //f->glTexParameteri(texD->target, GL_TEXTURE_WRAP_R, samplerD->d.glwrapr); - if (caps.textureCompareMode) { - if (samplerD->d.gltexcomparefunc != GL_NEVER) { - f->glTexParameteri(texD->target, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE); - f->glTexParameteri(texD->target, GL_TEXTURE_COMPARE_FUNC, GLint(samplerD->d.gltexcomparefunc)); - } else { - f->glTexParameteri(texD->target, GL_TEXTURE_COMPARE_MODE, GL_NONE); + for (int elem = 0; elem < b->u.stex.count; ++elem) { + QGles2Texture *texD = QRHI_RES(QGles2Texture, b->u.stex.texSamplers[elem].tex); + QGles2Sampler *samplerD = QRHI_RES(QGles2Sampler, b->u.stex.texSamplers[elem].sampler); + for (QGles2SamplerDescription &sampler : samplers) { + if (sampler.binding == b->binding) { + f->glActiveTexture(GL_TEXTURE0 + uint(texUnit)); + f->glBindTexture(texD->target, texD->texture); + + if (texD->samplerState != samplerD->d) { + f->glTexParameteri(texD->target, GL_TEXTURE_MIN_FILTER, GLint(samplerD->d.glminfilter)); + f->glTexParameteri(texD->target, GL_TEXTURE_MAG_FILTER, GLint(samplerD->d.glmagfilter)); + f->glTexParameteri(texD->target, GL_TEXTURE_WRAP_S, GLint(samplerD->d.glwraps)); + f->glTexParameteri(texD->target, GL_TEXTURE_WRAP_T, GLint(samplerD->d.glwrapt)); + // 3D textures not supported by GLES 2.0 or by us atm... + //f->glTexParameteri(texD->target, GL_TEXTURE_WRAP_R, samplerD->d.glwrapr); + if (caps.textureCompareMode) { + if (samplerD->d.gltexcomparefunc != GL_NEVER) { + f->glTexParameteri(texD->target, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE); + f->glTexParameteri(texD->target, GL_TEXTURE_COMPARE_FUNC, GLint(samplerD->d.gltexcomparefunc)); + } else { + f->glTexParameteri(texD->target, GL_TEXTURE_COMPARE_MODE, GL_NONE); + } } + texD->samplerState = samplerD->d; } - texD->samplerState = samplerD->d; - } - f->glUniform1i(sampler.glslLocation, texUnit); - ++texUnit; + f->glUniform1i(sampler.glslLocation + elem, texUnit); + ++texUnit; + } } } } diff --git a/src/gui/rhi/qrhimetal.mm b/src/gui/rhi/qrhimetal.mm index 314c58b0b7..0806c8a052 100644 --- a/src/gui/rhi/qrhimetal.mm +++ b/src/gui/rhi/qrhimetal.mm @@ -748,30 +748,33 @@ void QRhiMetal::enqueueShaderResourceBindings(QMetalShaderResourceBindings *srbD break; case QRhiShaderResourceBinding::SampledTexture: { - QMetalTexture *texD = QRHI_RES(QMetalTexture, b->u.stex.tex); - QMetalSampler *samplerD = QRHI_RES(QMetalSampler, b->u.stex.sampler); - if (b->stage.testFlag(QRhiShaderResourceBinding::VertexStage)) { - const int nativeBindingTexture = mapBinding(b->binding, VERTEX, nativeResourceBindingMaps, BindingType::Texture); - const int nativeBindingSampler = mapBinding(b->binding, VERTEX, nativeResourceBindingMaps, BindingType::Sampler); - if (nativeBindingTexture >= 0 && nativeBindingSampler >= 0) { - res[VERTEX].textures.append({ nativeBindingTexture, texD->d->tex }); - res[VERTEX].samplers.append({ nativeBindingSampler, samplerD->d->samplerState }); + const QRhiShaderResourceBinding::Data::SampledTextureData *data = &b->u.stex; + for (int elem = 0; elem < data->count; ++elem) { + QMetalTexture *texD = QRHI_RES(QMetalTexture, b->u.stex.texSamplers[elem].tex); + QMetalSampler *samplerD = QRHI_RES(QMetalSampler, b->u.stex.texSamplers[elem].sampler); + if (b->stage.testFlag(QRhiShaderResourceBinding::VertexStage)) { + const int nativeBindingTexture = mapBinding(b->binding, VERTEX, nativeResourceBindingMaps, BindingType::Texture); + const int nativeBindingSampler = mapBinding(b->binding, VERTEX, nativeResourceBindingMaps, BindingType::Sampler); + if (nativeBindingTexture >= 0 && nativeBindingSampler >= 0) { + res[VERTEX].textures.append({ nativeBindingTexture + elem, texD->d->tex }); + res[VERTEX].samplers.append({ nativeBindingSampler + elem, samplerD->d->samplerState }); + } } - } - if (b->stage.testFlag(QRhiShaderResourceBinding::FragmentStage)) { - const int nativeBindingTexture = mapBinding(b->binding, FRAGMENT, nativeResourceBindingMaps, BindingType::Texture); - const int nativeBindingSampler = mapBinding(b->binding, FRAGMENT, nativeResourceBindingMaps, BindingType::Sampler); - if (nativeBindingTexture >= 0 && nativeBindingSampler >= 0) { - res[FRAGMENT].textures.append({ nativeBindingTexture, texD->d->tex }); - res[FRAGMENT].samplers.append({ nativeBindingSampler, samplerD->d->samplerState }); + if (b->stage.testFlag(QRhiShaderResourceBinding::FragmentStage)) { + const int nativeBindingTexture = mapBinding(b->binding, FRAGMENT, nativeResourceBindingMaps, BindingType::Texture); + const int nativeBindingSampler = mapBinding(b->binding, FRAGMENT, nativeResourceBindingMaps, BindingType::Sampler); + if (nativeBindingTexture >= 0 && nativeBindingSampler >= 0) { + res[FRAGMENT].textures.append({ nativeBindingTexture + elem, texD->d->tex }); + res[FRAGMENT].samplers.append({ nativeBindingSampler + elem, samplerD->d->samplerState }); + } } - } - if (b->stage.testFlag(QRhiShaderResourceBinding::ComputeStage)) { - const int nativeBindingTexture = mapBinding(b->binding, COMPUTE, nativeResourceBindingMaps, BindingType::Texture); - const int nativeBindingSampler = mapBinding(b->binding, COMPUTE, nativeResourceBindingMaps, BindingType::Sampler); - if (nativeBindingTexture >= 0 && nativeBindingSampler >= 0) { - res[COMPUTE].textures.append({ nativeBindingTexture, texD->d->tex }); - res[COMPUTE].samplers.append({ nativeBindingSampler, samplerD->d->samplerState }); + if (b->stage.testFlag(QRhiShaderResourceBinding::ComputeStage)) { + const int nativeBindingTexture = mapBinding(b->binding, COMPUTE, nativeResourceBindingMaps, BindingType::Texture); + const int nativeBindingSampler = mapBinding(b->binding, COMPUTE, nativeResourceBindingMaps, BindingType::Sampler); + if (nativeBindingTexture >= 0 && nativeBindingSampler >= 0) { + res[COMPUTE].textures.append({ nativeBindingTexture + elem, texD->d->tex }); + res[COMPUTE].samplers.append({ nativeBindingSampler + elem, samplerD->d->samplerState }); + } } } } @@ -1020,21 +1023,28 @@ void QRhiMetal::setShaderResources(QRhiCommandBuffer *cb, QRhiShaderResourceBind break; case QRhiShaderResourceBinding::SampledTexture: { - QMetalTexture *texD = QRHI_RES(QMetalTexture, b->u.stex.tex); - QMetalSampler *samplerD = QRHI_RES(QMetalSampler, b->u.stex.sampler); - if (texD->generation != bd.stex.texGeneration - || texD->m_id != bd.stex.texId - || samplerD->generation != bd.stex.samplerGeneration - || samplerD->m_id != bd.stex.samplerId) - { + const QRhiShaderResourceBinding::Data::SampledTextureData *data = &b->u.stex; + if (bd.stex.count != data->count) { + bd.stex.count = data->count; resNeedsRebind = true; - bd.stex.texId = texD->m_id; - bd.stex.texGeneration = texD->generation; - bd.stex.samplerId = samplerD->m_id; - bd.stex.samplerGeneration = samplerD->generation; } - texD->lastActiveFrameSlot = currentFrameSlot; - samplerD->lastActiveFrameSlot = currentFrameSlot; + for (int elem = 0; elem < data->count; ++elem) { + QMetalTexture *texD = QRHI_RES(QMetalTexture, data->texSamplers[elem].tex); + QMetalSampler *samplerD = QRHI_RES(QMetalSampler, data->texSamplers[elem].sampler); + if (texD->generation != bd.stex.d[elem].texGeneration + || texD->m_id != bd.stex.d[elem].texId + || samplerD->generation != bd.stex.d[elem].samplerGeneration + || samplerD->m_id != bd.stex.d[elem].samplerId) + { + resNeedsRebind = true; + bd.stex.d[elem].texId = texD->m_id; + bd.stex.d[elem].texGeneration = texD->generation; + bd.stex.d[elem].samplerId = samplerD->m_id; + bd.stex.d[elem].samplerGeneration = samplerD->generation; + } + texD->lastActiveFrameSlot = currentFrameSlot; + samplerD->lastActiveFrameSlot = currentFrameSlot; + } } break; case QRhiShaderResourceBinding::ImageLoad: @@ -2981,12 +2991,16 @@ bool QMetalShaderResourceBindings::build() break; case QRhiShaderResourceBinding::SampledTexture: { - QMetalTexture *texD = QRHI_RES(QMetalTexture, b->u.stex.tex); - QMetalSampler *samplerD = QRHI_RES(QMetalSampler, b->u.stex.sampler); - bd.stex.texId = texD->m_id; - bd.stex.texGeneration = texD->generation; - bd.stex.samplerId = samplerD->m_id; - bd.stex.samplerGeneration = samplerD->generation; + const QRhiShaderResourceBinding::Data::SampledTextureData *data = &b->u.stex; + bd.stex.count = data->count; + for (int elem = 0; elem < data->count; ++elem) { + QMetalTexture *texD = QRHI_RES(QMetalTexture, data->texSamplers[elem].tex); + QMetalSampler *samplerD = QRHI_RES(QMetalSampler, data->texSamplers[elem].sampler); + bd.stex.d[elem].texId = texD->m_id; + bd.stex.d[elem].texGeneration = texD->generation; + bd.stex.d[elem].samplerId = samplerD->m_id; + bd.stex.d[elem].samplerGeneration = samplerD->generation; + } } break; case QRhiShaderResourceBinding::ImageLoad: @@ -3241,8 +3255,12 @@ static inline MTLCullMode toMetalCullMode(QRhiGraphicsPipeline::CullMode c) id<MTLLibrary> QRhiMetalData::createMetalLib(const QShader &shader, QShader::Variant shaderVariant, QString *error, QByteArray *entryPoint, QShaderKey *activeKey) { - QShaderKey key = { QShader::MetalLibShader, 12, shaderVariant }; + QShaderKey key = { QShader::MetalLibShader, 20, shaderVariant }; QShaderCode mtllib = shader.shader(key); + if (mtllib.shader().isEmpty()) { + key.setSourceVersion(12); + mtllib = shader.shader(key); + } if (!mtllib.shader().isEmpty()) { dispatch_data_t data = dispatch_data_create(mtllib.shader().constData(), size_t(mtllib.shader().size()), @@ -3261,16 +3279,20 @@ id<MTLLibrary> QRhiMetalData::createMetalLib(const QShader &shader, QShader::Var } } - key = { QShader::MslShader, 12, shaderVariant }; + key = { QShader::MslShader, 20, shaderVariant }; QShaderCode mslSource = shader.shader(key); if (mslSource.shader().isEmpty()) { - qWarning() << "No MSL 1.2 code found in baked shader" << shader; + key.setSourceVersion(12); + mslSource = shader.shader(key); + } + if (mslSource.shader().isEmpty()) { + qWarning() << "No MSL 2.0 or 1.2 code found in baked shader" << shader; return nil; } NSString *src = [NSString stringWithUTF8String: mslSource.shader().constData()]; MTLCompileOptions *opts = [[MTLCompileOptions alloc] init]; - opts.languageVersion = MTLLanguageVersion1_2; + opts.languageVersion = key.sourceVersion() == 20 ? MTLLanguageVersion2_0 : MTLLanguageVersion1_2; NSError *err = nil; id<MTLLibrary> lib = [dev newLibraryWithSource: src options: opts error: &err]; [opts release]; diff --git a/src/gui/rhi/qrhimetal_p_p.h b/src/gui/rhi/qrhimetal_p_p.h index a5af5611a6..cb4b777d88 100644 --- a/src/gui/rhi/qrhimetal_p_p.h +++ b/src/gui/rhi/qrhimetal_p_p.h @@ -197,10 +197,13 @@ struct QMetalShaderResourceBindings : public QRhiShaderResourceBindings uint generation; }; struct BoundSampledTextureData { - quint64 texId; - uint texGeneration; - quint64 samplerId; - uint samplerGeneration; + int count; + struct { + quint64 texId; + uint texGeneration; + quint64 samplerId; + uint samplerGeneration; + } d[QRhiShaderResourceBinding::Data::MAX_TEX_SAMPLER_ARRAY_SIZE]; }; struct BoundStorageImageData { quint64 id; diff --git a/src/gui/rhi/qrhivulkan.cpp b/src/gui/rhi/qrhivulkan.cpp index a92c3e14e9..26c153afff 100644 --- a/src/gui/rhi/qrhivulkan.cpp +++ b/src/gui/rhi/qrhivulkan.cpp @@ -345,6 +345,15 @@ static bool qvk_debug_filter(VkDebugReportFlagsEXT flags, VkDebugReportObjectTyp return true; } + // In certain cases allocateDescriptorSet() will attempt to allocate from a + // pool that does not have enough descriptors of a certain type. This makes + // the validation layer shout. However, this is not an error since we will + // then move on to another pool. If there is a real error, a qWarning + // message is shown by allocateDescriptorSet(), so the validation warning + // does not have any value and is just noise. + if (strstr(pMessage, "VUID-VkDescriptorSetAllocateInfo-descriptorPool-00307")) + return true; + return false; } @@ -2487,7 +2496,8 @@ void QRhiVulkan::updateShaderResourceBindings(QRhiShaderResourceBindings *srb, i QVkShaderResourceBindings *srbD = QRHI_RES(QVkShaderResourceBindings, srb); QVarLengthArray<VkDescriptorBufferInfo, 8> bufferInfos; - QVarLengthArray<VkDescriptorImageInfo, 8> imageInfos; + using ArrayOfImageDesc = QVarLengthArray<VkDescriptorImageInfo, 8>; + QVarLengthArray<ArrayOfImageDesc, 8> imageInfos; QVarLengthArray<VkWriteDescriptorSet, 12> writeInfos; QVarLengthArray<QPair<int, int>, 12> infoIndices; @@ -2530,17 +2540,22 @@ void QRhiVulkan::updateShaderResourceBindings(QRhiShaderResourceBindings *srb, i break; case QRhiShaderResourceBinding::SampledTexture: { - QVkTexture *texD = QRHI_RES(QVkTexture, b->u.stex.tex); - QVkSampler *samplerD = QRHI_RES(QVkSampler, b->u.stex.sampler); + const QRhiShaderResourceBinding::Data::SampledTextureData *data = &b->u.stex; + writeInfo.descriptorCount = data->count; // arrays of combined image samplers are supported writeInfo.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; - bd.stex.texId = texD->m_id; - bd.stex.texGeneration = texD->generation; - bd.stex.samplerId = samplerD->m_id; - bd.stex.samplerGeneration = samplerD->generation; - VkDescriptorImageInfo imageInfo; - imageInfo.sampler = samplerD->sampler; - imageInfo.imageView = texD->imageView; - imageInfo.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; + ArrayOfImageDesc imageInfo(data->count); + for (int elem = 0; elem < data->count; ++elem) { + QVkTexture *texD = QRHI_RES(QVkTexture, data->texSamplers[elem].tex); + QVkSampler *samplerD = QRHI_RES(QVkSampler, data->texSamplers[elem].sampler); + bd.stex.d[elem].texId = texD->m_id; + bd.stex.d[elem].texGeneration = texD->generation; + bd.stex.d[elem].samplerId = samplerD->m_id; + bd.stex.d[elem].samplerGeneration = samplerD->generation; + imageInfo[elem].sampler = samplerD->sampler; + imageInfo[elem].imageView = texD->imageView; + imageInfo[elem].imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; + } + bd.stex.count = data->count; imageInfoIndex = imageInfos.count(); imageInfos.append(imageInfo); } @@ -2555,10 +2570,10 @@ void QRhiVulkan::updateShaderResourceBindings(QRhiShaderResourceBindings *srb, i writeInfo.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE; bd.simage.id = texD->m_id; bd.simage.generation = texD->generation; - VkDescriptorImageInfo imageInfo; - imageInfo.sampler = VK_NULL_HANDLE; - imageInfo.imageView = view; - imageInfo.imageLayout = VK_IMAGE_LAYOUT_GENERAL; + ArrayOfImageDesc imageInfo(1); + imageInfo[0].sampler = VK_NULL_HANDLE; + imageInfo[0].imageView = view; + imageInfo[0].imageLayout = VK_IMAGE_LAYOUT_GENERAL; imageInfoIndex = imageInfos.count(); imageInfos.append(imageInfo); } @@ -2596,7 +2611,7 @@ void QRhiVulkan::updateShaderResourceBindings(QRhiShaderResourceBindings *srb, i if (bufferInfoIndex >= 0) writeInfos[i].pBufferInfo = &bufferInfos[bufferInfoIndex]; else if (imageInfoIndex >= 0) - writeInfos[i].pImageInfo = &imageInfos[imageInfoIndex]; + writeInfos[i].pImageInfo = imageInfos[imageInfoIndex].constData(); } df->vkUpdateDescriptorSets(dev, uint32_t(writeInfos.count()), writeInfos.constData(), 0, nullptr); @@ -4210,24 +4225,30 @@ void QRhiVulkan::setShaderResources(QRhiCommandBuffer *cb, QRhiShaderResourceBin break; case QRhiShaderResourceBinding::SampledTexture: { - QVkTexture *texD = QRHI_RES(QVkTexture, b->u.stex.tex); - QVkSampler *samplerD = QRHI_RES(QVkSampler, b->u.stex.sampler); - texD->lastActiveFrameSlot = currentFrameSlot; - samplerD->lastActiveFrameSlot = currentFrameSlot; - trackedRegisterTexture(&passResTracker, texD, - QRhiPassResourceTracker::TexSample, - QRhiPassResourceTracker::toPassTrackerTextureStage(b->stage)); - - if (texD->generation != bd.stex.texGeneration - || texD->m_id != bd.stex.texId - || samplerD->generation != bd.stex.samplerGeneration - || samplerD->m_id != bd.stex.samplerId) - { + const QRhiShaderResourceBinding::Data::SampledTextureData *data = &b->u.stex; + if (bd.stex.count != data->count) { + bd.stex.count = data->count; rewriteDescSet = true; - bd.stex.texId = texD->m_id; - bd.stex.texGeneration = texD->generation; - bd.stex.samplerId = samplerD->m_id; - bd.stex.samplerGeneration = samplerD->generation; + } + for (int elem = 0; elem < data->count; ++elem) { + QVkTexture *texD = QRHI_RES(QVkTexture, data->texSamplers[elem].tex); + QVkSampler *samplerD = QRHI_RES(QVkSampler, data->texSamplers[elem].sampler); + texD->lastActiveFrameSlot = currentFrameSlot; + samplerD->lastActiveFrameSlot = currentFrameSlot; + trackedRegisterTexture(&passResTracker, texD, + QRhiPassResourceTracker::TexSample, + QRhiPassResourceTracker::toPassTrackerTextureStage(b->stage)); + if (texD->generation != bd.stex.d[elem].texGeneration + || texD->m_id != bd.stex.d[elem].texId + || samplerD->generation != bd.stex.d[elem].samplerGeneration + || samplerD->m_id != bd.stex.d[elem].samplerId) + { + rewriteDescSet = true; + bd.stex.d[elem].texId = texD->m_id; + bd.stex.d[elem].texGeneration = texD->generation; + bd.stex.d[elem].samplerId = samplerD->m_id; + bd.stex.d[elem].samplerGeneration = samplerD->generation; + } } } break; @@ -6065,7 +6086,10 @@ bool QVkShaderResourceBindings::build() memset(&vkbinding, 0, sizeof(vkbinding)); vkbinding.binding = uint32_t(b->binding); vkbinding.descriptorType = toVkDescriptorType(b); - vkbinding.descriptorCount = 1; // no array support yet + if (b->type == QRhiShaderResourceBinding::SampledTexture) + vkbinding.descriptorCount = b->u.stex.count; + else + vkbinding.descriptorCount = 1; vkbinding.stageFlags = toVkShaderStageFlags(b->stage); vkbindings.append(vkbinding); } diff --git a/src/gui/rhi/qrhivulkan_p_p.h b/src/gui/rhi/qrhivulkan_p_p.h index fd65417e75..62516e268d 100644 --- a/src/gui/rhi/qrhivulkan_p_p.h +++ b/src/gui/rhi/qrhivulkan_p_p.h @@ -254,10 +254,13 @@ struct QVkShaderResourceBindings : public QRhiShaderResourceBindings uint generation; }; struct BoundSampledTextureData { - quint64 texId; - uint texGeneration; - quint64 samplerId; - uint samplerGeneration; + int count; + struct { + quint64 texId; + uint texGeneration; + quint64 samplerId; + uint samplerGeneration; + } d[QRhiShaderResourceBinding::Data::MAX_TEX_SAMPLER_ARRAY_SIZE]; }; struct BoundStorageImageData { quint64 id; |