https://www.khronos.org/registry/vulkan/specs/1.0/man/html/VkVertexInputBindingDescription.html https://www.khronos.org/registry/vulkan/specs/1.0/man/html/VkVertexInputBindingDescription.html
我不确定这意味着什么,例如https://github.com/SaschaWillems/Vulkan/blob/master/triangle/triangle.cpp https://github.com/SaschaWillems/Vulkan/blob/master/triangle/triangle.cpp
#define VERTEX_BUFFER_BIND_ID 0
....
vertices.inputAttributes[0].binding = VERTEX_BUFFER_BIND_ID;
vertices.inputAttributes[0].location = 0;
vertices.inputAttributes[0].format = VK_FORMAT_R32G32B32_SFLOAT;
vertices.inputAttributes[0].offset = offsetof(Vertex, position);
// Attribute location 1: Color
vertices.inputAttributes[1].binding = VERTEX_BUFFER_BIND_ID;
vertices.inputAttributes[1].location = 1;
vertices.inputAttributes[1].format = VK_FORMAT_R32G32B32_SFLOAT;
vertices.inputAttributes[1].offset = offsetof(Vertex, color);
顶点着色器看起来像这样
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inColor;
layout (binding = 0) uniform UBO
{
mat4 projectionMatrix;
mat4 modelMatrix;
mat4 viewMatrix;
} ubo;
layout (location = 0) out vec3 outColor;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outColor = inColor;
gl_Position = ubo.projectionMatrix * ubo.viewMatrix * ubo.modelMatrix * vec4(inPos.xyz, 1.0);
}
为什么是binding
0?什么时候它的值会不同于 0?目的是什么binding
?
我的第一个想法是它可能是 glsl 中的一个特殊限定符https://www.opengl.org/wiki/Layout_Qualifier_(GLSL)#Binding_points https://www.opengl.org/wiki/Layout_Qualifier_(GLSL)#Binding_points .
但这似乎不适用于顶点输入限定符。
Update:
我想我已经明白绑定的目的是什么了
void vkCmdBindVertexBuffers(
VkCommandBuffer commandBuffer,
uint32_t firstBinding,
uint32_t bindingCount,
const VkBuffer* pBuffers,
const VkDeviceSize* pOffsets);
我假设您可以拥有具有某些支持状态的管道,但它仍然可以更改顶点输入布局,以便每个管道可以有不同的着色器。
然后是binding
只是“动态”更改顶点布局的唯一标识符。