#version 450 /* Copyright (c) 2021-2024, Arm Limited and Contributors * * SPDX-License-Identifier: Apache-2.0 * * Licensed under the Apache License, Version 2.0 the "License"; * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #extension GL_EXT_nonuniform_qualifier : require layout(set = 0, binding = 0) uniform texture2D Textures[]; layout(set = 1, binding = 0) uniform sampler ImmutableSampler; layout(location = 0) in vec2 in_uv; layout(location = 0) out vec4 out_frag_color; layout(push_constant) uniform Registers { // Offset 0 is used by vertex. layout(offset = 4) uint table_offset; } registers; void main() { // This is a very common usage pattern for streamed descriptors with UPDATE_AFTER_BIND. // We only need to update push constants, and our materials can access new descriptors. // This avoids having to allocate and manage individual descriptor sets. // It does mean that the chance to introduce bugs is higher however ... // A push constant must be dynamically uniform over our draw call, so we do not have to do anything here. // This is simply considered dynamic indexing, which is a feature in core Vulkan 1.0. out_frag_color = texture(sampler2D(Textures[registers.table_offset], ImmutableSampler), in_uv); }