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gfx: refactor binding mappings #10013
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Interface Check Report! WARNING this pull request has changed these public interfaces:
@@ -11710,11 +11710,12 @@
GLES2 = 1,
GLES3 = 2,
METAL = 3,
VULKAN = 4,
- WEBGL = 5,
- WEBGL2 = 6,
- WEBGPU = 7
+ NVN = 5,
+ WEBGL = 6,
+ WEBGL2 = 7,
+ WEBGPU = 8
}
export enum SurfaceTransform {
IDENTITY = 0,
ROTATE_90 = 1,
@@ -12309,13 +12310,33 @@
w: number;
constructor(x?: number, y?: number, z?: number, w?: number);
copy(info: Readonly<Color>): this;
}
+ /**
+ * For non-vulkan backends, to maintain compatibility and maximize
+ * descriptor cache-locality, descriptor-set-based binding numbers need
+ * to be mapped to backend-specific bindings based on maximum limit
+ * of available descriptor slots in each set.
+ *
+ * The GFX layer assumes the binding numbers for each descriptor type inside each set
+ * are guaranteed to be consecutive, so the mapping procedure is reduced
+ * to a simple shifting operation. This data structure specifies the
+ * capacity for each descriptor type in each set.
+ *
+ * The `setIndices` field defines the binding ordering between different sets.
+ * The last set index is treated as the 'flexible set', whose capacity is dynamically
+ * assigned based on the total available descriptor slots on the runtime device.
+ */
export class BindingMappingInfo {
- bufferOffsets: number[];
- samplerOffsets: number[];
- flexibleSet: number;
- constructor(bufferOffsets?: number[], samplerOffsets?: number[], flexibleSet?: number);
+ maxBlockCounts: number[];
+ maxSamplerTextureCounts: number[];
+ maxSamplerCounts: number[];
+ maxTextureCounts: number[];
+ maxBufferCounts: number[];
+ maxImageCounts: number[];
+ maxSubpassInputCounts: number[];
+ setIndices: number[];
+ constructor(maxBlockCounts?: number[], maxSamplerTextureCounts?: number[], maxSamplerCounts?: number[], maxTextureCounts?: number[], maxBufferCounts?: number[], maxImageCounts?: number[], maxSubpassInputCounts?: number[], setIndices?: number[]);
copy(info: Readonly<BindingMappingInfo>): this;
}
export class SwapchainInfo {
windowHandle: HTMLCanvasElement;
@@ -34919,8 +34940,9 @@
get extensions(): __private.cocos_core_gfx_webgl_webgl_define_IWebGLExtensions;
get stateCache(): __private.cocos_core_gfx_webgl_webgl_state_cache_WebGLStateCache;
get nullTex2D(): __private.cocos_core_gfx_webgl_webgl_texture_WebGLTexture;
get nullTexCube(): __private.cocos_core_gfx_webgl_webgl_texture_WebGLTexture;
+ get bindingMappings(): __private.cocos_core_gfx_webgl_webgl_gpu_objects_IWebGLBindingMapping;
initialize(info: gfx.DeviceInfo): boolean;
destroy(): void;
flushCommands(cmdBuffs: gfx.CommandBuffer[]): void;
acquire(swapchains: gfx.Swapchain[]): void;
@@ -34950,8 +34972,9 @@
get extensions(): __private.cocos_core_gfx_webgl2_webgl2_define_IWebGL2Extensions;
get stateCache(): __private.cocos_core_gfx_webgl2_webgl2_state_cache_WebGL2StateCache;
get nullTex2D(): __private.cocos_core_gfx_webgl2_webgl2_texture_WebGL2Texture;
get nullTexCube(): __private.cocos_core_gfx_webgl2_webgl2_texture_WebGL2Texture;
+ get bindingMappings(): __private.cocos_core_gfx_webgl2_webgl2_gpu_objects_IWebGL2BindingMapping;
initialize(info: gfx.DeviceInfo): boolean;
destroy(): void;
flushCommands(cmdBuffs: gfx.CommandBuffer[]): void;
acquire(swapchains: gfx.Swapchain[]): void;
@@ -50026,8 +50049,13 @@
destroy(): void;
resize(width: number, height: number): void;
protected initAsSwapchainTexture(info: gfx.ISwapchainTextureInfo): void;
}
+ export interface cocos_core_gfx_webgl_webgl_gpu_objects_IWebGLBindingMapping {
+ blockOffsets: number[];
+ samplerTextureOffsets: number[];
+ flexibleSet: number;
+ }
export interface cocos_core_gfx_webgl2_webgl2_define_IWebGL2Extensions {
EXT_texture_filter_anisotropic: EXT_texture_filter_anisotropic | null;
EXT_color_buffer_half_float: EXT_color_buffer_half_float | null;
EXT_color_buffer_float: EXT_color_buffer_float | null;
@@ -50104,8 +50132,13 @@
destroy(): void;
resize(width: number, height: number): void;
protected initAsSwapchainTexture(info: gfx.ISwapchainTextureInfo): void;
}
+ export interface cocos_core_gfx_webgl2_webgl2_gpu_objects_IWebGL2BindingMapping {
+ blockOffsets: number[];
+ samplerTextureOffsets: number[];
+ flexibleSet: number;
+ }
/**
* @en Test line and line
* @zh 测试线段与线段是否相交
*/
|
@@ -1712,7 +1738,7 @@ export class QueryPoolInfo { | |||
|
|||
constructor ( | |||
public type: QueryType = QueryType.OCCLUSION, | |||
public maxQueryObjects: number = 65536, | |||
public maxQueryObjects: number = 32767, |
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16bit count should be 32768
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This is synced from native changes @stanleyljl
public maxBufferCounts: number[] = [0], | ||
public maxImageCounts: number[] = [0], | ||
public maxSubpassInputCounts: number[] = [0], | ||
public setIndices: number[] = [0], |
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Looks like a lot more data, have memory impact ?
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And I don't understand why maxXXXCounts are arrays...
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The limits are given per descriptor set, thus the array structure.
The arrays are very small by nature, 4 elements at most according to vk spec. For our purposes this is fixed as length-3 arrays, corresponding to the 3 descriptor sets (global, material & local).
This interface is transparent to the upper layer most of the time, and the semantics should be pretty straightforward.
The complexities are all encapsulated inside the actual backends.
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