| 26 | namespace vkb |
| 27 | { |
| 28 | PipelineLayout::PipelineLayout(vkb::core::DeviceC &device, const std::vector<ShaderModule *> &shader_modules) : |
| 29 | device{device}, |
| 30 | shader_modules{shader_modules} |
| 31 | { |
| 32 | // Collect and combine all the shader resources from each of the shader modules |
| 33 | // Collate them all into a map that is indexed by the name of the resource |
| 34 | for (auto *shader_module : shader_modules) |
| 35 | { |
| 36 | for (const auto &shader_resource : shader_module->get_resources()) |
| 37 | { |
| 38 | std::string key = shader_resource.name; |
| 39 | |
| 40 | // Since 'Input' and 'Output' resources can have the same name, we modify the key string |
| 41 | if (shader_resource.type == ShaderResourceType::Input || shader_resource.type == ShaderResourceType::Output) |
| 42 | { |
| 43 | key = std::to_string(shader_resource.stages) + "_" + key; |
| 44 | } |
| 45 | |
| 46 | auto it = shader_resources.find(key); |
| 47 | |
| 48 | if (it != shader_resources.end()) |
| 49 | { |
| 50 | // Append stage flags if resource already exists |
| 51 | it->second.stages |= shader_resource.stages; |
| 52 | } |
| 53 | else |
| 54 | { |
| 55 | // Create a new entry in the map |
| 56 | shader_resources.emplace(key, shader_resource); |
| 57 | } |
| 58 | } |
| 59 | } |
| 60 | |
| 61 | // Sift through the map of name indexed shader resources |
| 62 | // Separate them into their respective sets |
| 63 | for (auto &it : shader_resources) |
| 64 | { |
| 65 | auto &shader_resource = it.second; |
| 66 | |
| 67 | // Find binding by set index in the map. |
| 68 | auto it2 = shader_sets.find(shader_resource.set); |
| 69 | |
| 70 | if (it2 != shader_sets.end()) |
| 71 | { |
| 72 | // Add resource to the found set index |
| 73 | it2->second.push_back(shader_resource); |
| 74 | } |
| 75 | else |
| 76 | { |
| 77 | // Create a new set index and with the first resource |
| 78 | shader_sets.emplace(shader_resource.set, std::vector<ShaderResource>{shader_resource}); |
| 79 | } |
| 80 | } |
| 81 | |
| 82 | // Create a descriptor set layout for each shader set in the shader modules |
| 83 | for (auto &shader_set_it : shader_sets) |
| 84 | { |
| 85 | descriptor_set_layouts.emplace_back(&device.get_resource_cache().request_descriptor_set_layout(shader_set_it.first, shader_modules, shader_set_it.second)); |
nothing calls this directly
no test coverage detected