问题
I have a vertex shader with a push-constant block containing one float:
layout(push_constant) uniform pushConstants {
float test1;
} u_pushConstants;
And a fragment shader with another push-constant block with a different float value:
layout(push_constant) uniform pushConstants {
float test2;
} u_pushConstants;
test1 and test2 are supposed to be different.
The push-constant ranges for the pipeline layout are defined like this:
std::array<vk::PushConstantRange,2> ranges = {
vk::PushConstantRange{
vk::ShaderStageFlagBits::eVertex,
0,
sizeof(float)
},
vk::PushConstantRange{
vk::ShaderStageFlagBits::eFragment,
sizeof(float), // Push-constant range offset (Start after vertex push constants)
sizeof(float)
}
};
The actual constants are then pushed during rendering like this:
std::array<float,1> constants = {123.f};
commandBufferDraw.pushConstants(
pipelineLayout,
vk::ShaderStageFlagBits::eVertex,
0,
sizeof(float),
constants.data()
);
std::array<float,1> constants = {456.f};
commandBufferDraw.pushConstants(
pipelineLayout,
vk::ShaderStageFlagBits::eFragment,
sizeof(float), // Offset in bytes
sizeof(float),
constants.data()
);
However, when checking the values inside the shaders, both have the value 123. It seems that the offsets are completely ignored. Am I using them incorrectly?
回答1:
In your pipeline layout, you stated that your vertex shader would access the range of data from [0, 4) bytes in the push constant range. You stated that your fragment shader would access the range of data from [4, 8) in the push constant range.
But your shaders tell a different story.
layout(push_constant) uniform pushConstants {
float test2;
} u_pushConstants;
This definition very clearly says that the push constant range starts uses [0, 4). But you told Vulkan it uses [4, 8). Which should Vulkan believe: your shader, or your pipeline layout?
A general rule of thumb to remember is this: your shader means what it says it means. Parameters given to pipeline creation cannot change the meaning of your code.
If you intend to have the fragment shader really use [4, 8), then the fragment shader must really use it:
layout(push_constant) uniform fragmentPushConstants {
layout(offset = 4) float test2;
} u_pushConstants;
Since it has a different definition from the VS version, it should have a different block name too. The offset
layout specifies the offset of the variable in question. That's standard stuff from GLSL, and compiling for Vulkan doesn't change that.
来源:https://stackoverflow.com/questions/37056159/using-different-push-constants-in-different-shader-stages