Files
Vulkan-Samples/shaders/descriptor_indexing/hlsl/update-after-bind-quads.frag.hlsl
2025-09-04 10:54:47 +08:00

46 lines
1.6 KiB
HLSL

/* 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);
}