46 lines
1.6 KiB
HLSL
46 lines
1.6 KiB
HLSL
/* Copyright (c) 2024, Sascha Willems
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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[[vk::location(0)]] float2 UV : TEXCOORD0;
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};
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[[vk::binding(0, 0)]]
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Texture2D Textures[] : register(t0, space0);
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[[vk::binding(0, 1)]]
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SamplerState ImmutableSampler : register(s0, space1);
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struct Registers
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{
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[[vk::offset(4)]] uint table_offset;
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};
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[[vk::push_constant]] Registers registers;
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float4 main(VSOutput input) : SV_TARGET0
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{
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// This is a very common usage pattern for streamed descriptors with UPDATE_AFTER_BIND.
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// We only need to update push constants, and our materials can access new descriptors.
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// This avoids having to allocate and manage individual descriptor sets.
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// It does mean that the chance to introduce bugs is higher however ...
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// A push constant must be dynamically uniform over our draw call, so we do not have to do anything here.
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// This is simply considered dynamic indexing, which is a feature in core Vulkan 1.0.
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return Textures[registers.table_offset].Sample(ImmutableSampler, input.UV);
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}
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