ue里对 UBMT_SRV和UBMT_TEXTURE的封装
texture 如果要被采样就该绑成srv这里封成两种就很奇怪了 跟了下看
使用时比如
这里
// Custom Depth / Stencil SHADER_PARAMETER_TEXTURE(Texture2D<float>, CustomDepthTextureNonMS) SHADER_PARAMETER_TEXTURE(Texture2D, CustomDepthTexture) SHADER_PARAMETER_SAMPLER(SamplerState, CustomDepthTextureSampler) SHADER_PARAMETER_SRV(Texture2D<uint2>, CustomStencilTexture) SHADER_PARAMETER_SRV(Texture2D<uint2>, SceneStencilTexture)
stencil仅仅bind成srv 而不是像上面depth那样 texture+sampler
从使用上能看到这种patten

最底层这两者封装差异能看到
inline void SetTexture(uint8 DescriptorSet, uint32 BindingIndex, const FVulkanTextureBase* TextureBase, VkImageLayout Layout)
{
check(TextureBase && TextureBase->PartialView);
MarkDirty(DSWriter[DescriptorSet].WriteImage(BindingIndex, *TextureBase->PartialView, Layout));
}
inline void SetSRVBufferViewState(uint8 DescriptorSet, uint32 BindingIndex, const FVulkanBufferView* View)
{
check(View && (View->Flags & VK_BUFFER_USAGE_UNIFORM_TEXEL_BUFFER_BIT) == VK_BUFFER_USAGE_UNIFORM_TEXEL_BUFFER_BIT);
MarkDirty(DSWriter[DescriptorSet].WriteUniformTexelBuffer(BindingIndex, View));
}
inline void SetSRVTextureView(uint8 DescriptorSet, uint32 BindingIndex, const FVulkanTextureView& TextureView, VkImageLayout Layout)
{
MarkDirty(DSWriter[DescriptorSet].WriteImage(BindingIndex, TextureView, Layout));
}
上面是pipeline那层的封装
中间省略100层封装
最后
descriptorSets层的封装差异
template <VkDescriptorType DescriptorType>
bool WriteTextureView(uint32 DescriptorIndex, const FVulkanTextureView& TextureView, VkImageLayout Layout)
{
check(DescriptorIndex < NumWrites);
if (DescriptorType == VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE)
{
check(WriteDescriptors[DescriptorIndex].descriptorType == VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE || WriteDescriptors[DescriptorIndex].descriptorType == VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER);
ensureMsgf(Layout == VK_IMAGE_LAYOUT_SHARED_PRESENT_KHR ||
Layout == VK_IMAGE_LAYOUT_DEPTH_READ_ONLY_STENCIL_ATTACHMENT_OPTIMAL ||
Layout == VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_STENCIL_READ_ONLY_OPTIMAL ||
Layout == VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL ||
Layout == VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL ||
Layout == VK_IMAGE_LAYOUT_GENERAL, TEXT("Invalid Layout %d, Index %d, Type %d\n"), Layout, DescriptorIndex, WriteDescriptors[DescriptorIndex].descriptorType);
}
else
{
check(WriteDescriptors[DescriptorIndex].descriptorType == DescriptorType);
}
VkDescriptorImageInfo* ImageInfo = const_cast<VkDescriptorImageInfo*>(WriteDescriptors[DescriptorIndex].pImageInfo);
check(ImageInfo);
bool bChanged = false;
if (UseVulkanDescriptorCache())
{
FVulkanHashableDescriptorInfo& HashableInfo = HashableDescriptorInfos[DescriptorIndex];
check(TextureView.ViewId > 0);
if (HashableInfo.Image.ImageViewId != TextureView.ViewId)
{
HashableInfo.Image.ImageViewId = TextureView.ViewId;
ImageInfo->imageView = TextureView.View;
bChanged = true;
}
if (HashableInfo.Image.ImageLayout != static_cast<uint32>(Layout))
{
HashableInfo.Image.ImageLayout = static_cast<uint32>(Layout);
ImageInfo->imageLayout = Layout;
bChanged = true;
}
bIsKeyDirty |= bChanged;
}
else
{
bChanged = CopyAndReturnNotEqual(ImageInfo->imageView, TextureView.View);
bChanged |= CopyAndReturnNotEqual(ImageInfo->imageLayout, Layout);
}
return bChanged;
}
template <VkDescriptorType DescriptorType>
bool WriteBufferView(uint32 DescriptorIndex, const FVulkanBufferView* View)
{
check(DescriptorIndex < NumWrites);
check(WriteDescriptors[DescriptorIndex].descriptorType == DescriptorType);
WriteDescriptors[DescriptorIndex].pTexelBufferView = &View->View;
BufferViewReferences[DescriptorIndex] = View;
if (UseVulkanDescriptorCache())
{
bool bChanged = false;
FVulkanHashableDescriptorInfo& HashableInfo = HashableDescriptorInfos[DescriptorIndex];
check(View->ViewId > 0);
if (HashableInfo.BufferView.Id != View->ViewId)
{
HashableInfo.BufferView.Id = View->ViewId;
bChanged = true;
}
bIsKeyDirty |= bChanged;
return bChanged;
}
else
{
return true;
}
}
descriptor更新 view更新
除此中间还有些buffer flag的差异
总结:
rhi层封装为texture view和buffer view的区分
浙公网安备 33010602011771号