This PR adds the ability to provide per-descriptor-set IO mapping shift
values.  If a particular binding does not land into a per-set value,
then it falls back to the prior behavior (global shifts per resource class).
Because there were already 6 copies of many different methods and internal
variables and functions, and this PR would have added 6 more, a new API is
introduced to cut down on replication and present a cleaner interface.
For the global (non-set-specific) API, the old entry points still exist
for backward compatibility, but are phrased internally in terms of the
following.
    // Resource type for IO resolver
    enum TResourceType {
        EResSampler,
        EResTexture,
        EResImage,
        EResUbo,
        EResSsbo,
        EResUav,
        EResCount
    };
Methods on TShader:
    void setShiftBinding(TResourceType res, unsigned int base);
    void setShiftBindingForSet(TResourceType res, unsigned int set, unsigned int base);
The first method replaces the 6 prior entry points of various spellings, which
exist now in depreciated form.  The second provides per-resource-set functionality.
Both accept an enum from the list above.
From the command line, the existing options can accept either a single shift value as
before, or a series of 1 or more [set offset] pairs.  Both can be provided, as in:
    ... --stb 20 --stb 2 25 3 30 ...
which will use the offset 20 for anything except descriptor set 2 (which uses 25) and
3 (which uses 30).
		
	
			
		
			
				
	
	
		
			60 lines
		
	
	
		
			1.1 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			60 lines
		
	
	
		
			1.1 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
// Test register class offsets for different resource types
 | 
						|
 | 
						|
SamplerState       s1 : register(s1, space1);
 | 
						|
SamplerComparisonState s2 : register(s2, space2);
 | 
						|
 | 
						|
Texture1D <float4> t1 : register(t1, space1);
 | 
						|
Texture2D <float4> t2 : register(t2, space1);
 | 
						|
Texture3D <float4> t3 : register(t1, space2);
 | 
						|
 | 
						|
StructuredBuffer<float4> t4 : register(t1, space3);
 | 
						|
 | 
						|
ByteAddressBuffer t5 : register(t2, space3);
 | 
						|
Buffer<float4> t6 : register(t3, space3);
 | 
						|
 | 
						|
RWTexture1D <float4> u1 : register(u1, space1);
 | 
						|
RWTexture2D <float4> u2 : register(u2, space2);
 | 
						|
RWTexture3D <float4> u3 : register(u3, space2);
 | 
						|
 | 
						|
RWBuffer <float> u4 : register(u4, space1);
 | 
						|
RWByteAddressBuffer u5 : register(u4, space2);
 | 
						|
RWStructuredBuffer<float> u6 : register(u4, space3);
 | 
						|
AppendStructuredBuffer<float> u7 : register(u4, space4);
 | 
						|
ConsumeStructuredBuffer<float> u8 : register(u4, space5);
 | 
						|
 | 
						|
cbuffer cb : register(b1, space6) {
 | 
						|
    int cb1;
 | 
						|
};
 | 
						|
 | 
						|
tbuffer tb : register(t7) {
 | 
						|
    int tb1;
 | 
						|
};
 | 
						|
 | 
						|
float4 main() : SV_Target0
 | 
						|
{
 | 
						|
    t1;
 | 
						|
    t2;
 | 
						|
    t3;
 | 
						|
    t4[0];
 | 
						|
    t5.Load(0);
 | 
						|
    t6;
 | 
						|
 | 
						|
    s1;
 | 
						|
    s2;
 | 
						|
 | 
						|
    u1;
 | 
						|
    u2;
 | 
						|
    u3;
 | 
						|
 | 
						|
    u4[0];
 | 
						|
    u5.Load(0);
 | 
						|
    u6[0];
 | 
						|
    u7;
 | 
						|
    u8;
 | 
						|
 | 
						|
    cb1;
 | 
						|
    tb1;
 | 
						|
 | 
						|
    return 0;
 | 
						|
}
 |