/* Copyright (c) 2024, Sascha Willems * * 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. */ struct VSOutput { float4 Pos : SV_POSITION; [[vk::location(0)]] float2 UV : TEXCOORD0; }; [[vk::binding(0, 0)]] Texture2D Textures[] : register(t0, space0); [[vk::binding(0, 1)]] SamplerState ImmutableSampler : register(s0, space1); struct Registers { [[vk::offset(4)]] uint table_offset; }; [[vk::push_constant]] Registers registers; float4 main(VSOutput input) : SV_TARGET0 { // 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. return Textures[registers.table_offset].Sample(ImmutableSampler, input.UV); }