Fix issues with Vulkan backend when using DDGI
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@@ -135,6 +135,13 @@ GPUContextVulkan::GPUContextVulkan(GPUDeviceVulkan* device, QueueVulkan* queue)
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_handles[(int32)SpirvShaderResourceBindingType::SAMPLER] = nullptr;
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_handles[(int32)SpirvShaderResourceBindingType::SRV] = _srHandles;
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_handles[(int32)SpirvShaderResourceBindingType::UAV] = _uaHandles;
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#if ENABLE_ASSERTION
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_handlesSizes[(int32)SpirvShaderResourceBindingType::INVALID] = 0;
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_handlesSizes[(int32)SpirvShaderResourceBindingType::CB] = GPU_MAX_CB_BINDED;
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_handlesSizes[(int32)SpirvShaderResourceBindingType::SAMPLER] = GPU_MAX_SAMPLER_BINDED;
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_handlesSizes[(int32)SpirvShaderResourceBindingType::SRV] = GPU_MAX_SR_BINDED;
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_handlesSizes[(int32)SpirvShaderResourceBindingType::UAV] = GPU_MAX_UA_BINDED;
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#endif
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}
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GPUContextVulkan::~GPUContextVulkan()
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@@ -447,12 +454,11 @@ void GPUContextVulkan::UpdateDescriptorSets(const SpirvShaderDescriptorInfo& des
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for (uint32 index = 0; index < descriptor.Count; index++)
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{
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const int32 slot = descriptor.Slot + index;
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ASSERT(slot < _handlesSizes[(int32)descriptor.BindingType]);
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switch (descriptor.DescriptorType)
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{
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case VK_DESCRIPTOR_TYPE_SAMPLER:
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{
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// Sampler
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ASSERT_LOW_LAYER(slot < GPU_MAX_SAMPLER_BINDED);
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const VkSampler sampler = _samplerHandles[slot];
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ASSERT(sampler);
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needsWrite |= dsWriter.WriteSampler(descriptorIndex, sampler, index);
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@@ -460,8 +466,6 @@ void GPUContextVulkan::UpdateDescriptorSets(const SpirvShaderDescriptorInfo& des
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}
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case VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE:
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{
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// Shader Resource (Texture)
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ASSERT_LOW_LAYER(slot < GPU_MAX_SR_BINDED);
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auto handle = (GPUTextureViewVulkan*)handles[slot];
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if (!handle)
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{
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@@ -491,68 +495,58 @@ void GPUContextVulkan::UpdateDescriptorSets(const SpirvShaderDescriptorInfo& des
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}
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case VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER:
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{
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// Shader Resource (Buffer)
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ASSERT_LOW_LAYER(slot < GPU_MAX_SR_BINDED);
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auto sr = handles[slot];
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if (!sr)
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auto handle = handles[slot];
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if (!handle)
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{
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const auto dummy = _device->HelperResources.GetDummyBuffer();
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sr = (DescriptorOwnerResourceVulkan*)dummy->View()->GetNativePtr();
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handle = (DescriptorOwnerResourceVulkan*)dummy->View()->GetNativePtr();
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}
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VkBufferView bufferView;
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sr->DescriptorAsUniformTexelBuffer(this, bufferView);
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handle->DescriptorAsUniformTexelBuffer(this, bufferView);
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ASSERT(bufferView != VK_NULL_HANDLE);
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needsWrite |= dsWriter.WriteUniformTexelBuffer(descriptorIndex, bufferView, index);
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break;
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}
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case VK_DESCRIPTOR_TYPE_STORAGE_IMAGE:
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{
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// Unordered Access (Texture)
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ASSERT_LOW_LAYER(slot < GPU_MAX_UA_BINDED);
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auto ua = handles[slot];
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ASSERT(ua);
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auto handle = handles[slot];
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ASSERT(handle);
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VkImageView imageView;
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VkImageLayout layout;
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ua->DescriptorAsStorageImage(this, imageView, layout);
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handle->DescriptorAsStorageImage(this, imageView, layout);
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needsWrite |= dsWriter.WriteStorageImage(descriptorIndex, imageView, layout, index);
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break;
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}
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case VK_DESCRIPTOR_TYPE_STORAGE_BUFFER:
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{
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// Unordered Access (Buffer)
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ASSERT_LOW_LAYER(slot < GPU_MAX_UA_BINDED);
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auto ua = handles[slot];
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if (!ua)
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auto handle = handles[slot];
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if (!handle)
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{
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const auto dummy = _device->HelperResources.GetDummyBuffer();
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ua = (DescriptorOwnerResourceVulkan*)dummy->View()->GetNativePtr();
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handle = (DescriptorOwnerResourceVulkan*)dummy->View()->GetNativePtr();
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}
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VkBuffer buffer;
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VkDeviceSize offset, range;
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ua->DescriptorAsStorageBuffer(this, buffer, offset, range);
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handle->DescriptorAsStorageBuffer(this, buffer, offset, range);
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needsWrite |= dsWriter.WriteStorageBuffer(descriptorIndex, buffer, offset, range, index);
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break;
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}
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case VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER:
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{
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// Unordered Access (Buffer)
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ASSERT_LOW_LAYER(slot < GPU_MAX_UA_BINDED);
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auto ua = handles[slot];
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if (!ua)
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auto handle = handles[slot];
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if (!handle)
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{
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const auto dummy = _device->HelperResources.GetDummyBuffer();
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ua = (DescriptorOwnerResourceVulkan*)dummy->View()->GetNativePtr();
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handle = (DescriptorOwnerResourceVulkan*)dummy->View()->GetNativePtr();
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}
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VkBufferView bufferView;
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ua->DescriptorAsStorageTexelBuffer(this, bufferView);
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handle->DescriptorAsStorageTexelBuffer(this, bufferView);
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ASSERT(bufferView != VK_NULL_HANDLE);
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needsWrite |= dsWriter.WriteStorageTexelBuffer(descriptorIndex, bufferView, index);
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break;
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}
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case VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC:
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{
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// Constant Buffer
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ASSERT_LOW_LAYER(slot < GPU_MAX_CB_BINDED);
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auto cb = handles[slot];
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ASSERT(cb);
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VkBuffer buffer;
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