Descriptor Buffer

This chapter aims to illustrate better how VK_EXT_descriptor_buffer mapping of memory works.

The goal here is not to show a real example or recommended usage, but instead help understand how the API is mapping data to the shader, so that afterwards you can use this API in any way you want.

This will only use Storage Buffers because it’s simpler to demonstrate the mappings. Samplers and images work in the same general way, but with caveats better explained in the extension proposal.

Terminology Overload

To try and clear some terms up first:

  • "descriptor buffers" are just VkBuffer created with the VK_BUFFER_USAGE_RESOURCE_DESCRIPTOR_BUFFER_BIT_EXT flags

  • "samplers" are VkSampler (VK_DESCRIPTOR_TYPE_SAMPLER)

  • "resources" are all other VkDescriptorType

    • This could be a VkBuffer, which can be called a "resource buffer"

The Example Shader

We will take a basic shader that has 3 sets, each with 3 descriptors inside of them. Each descriptor gets written a unique value.

layout (set = 0, binding = 0) buffer A { uint a; };
layout (set = 0, binding = 1) buffer B { uint b; };
layout (set = 0, binding = 2) buffer C { uint c; };

layout (set = 1, binding = 0) buffer D { uint d; };
layout (set = 1, binding = 1) buffer E { uint e; };
layout (set = 1, binding = 2) buffer F { uint f; };

layout (set = 2, binding = 0) buffer G { uint g; } array[3];

void main() {
    a = 10;
    b = 20;
    c = 30;
    d = 40;
    e = 50;
    f = 60;
    array[0].g = 70;
    array[1].g = 80;
    array[2].g = 90;
}

With this shader, we will then have 3 VkDescriptorSetLayout in a single pipeline that exactly matches the shader interface.

// Set 0 and 1
VkDescriptorSetLayoutBinding bindings_a[3] {
    { binding = 0, descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, descriptorCount = 1 },
    { binding = 1, descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, descriptorCount = 1 },
    { binding = 2, descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, descriptorCount = 1 }
}

// Set 2
VkDescriptorSetLayoutBinding bindings_b[1] {
    { binding = 0, descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, descriptorCount = 3 }
}

VkDescriptorSetLayout ds_layout_0(bindings_a); // Set 0
VkDescriptorSetLayout ds_layout_1(bindings_a); // Set 1
VkDescriptorSetLayout ds_layout_2(bindings_b); // Set 2
VkPipelineLayout pipeline_layot([ds_layout_0, ds_layout_1, ds_layout_2]);

Query Descriptor Set Layout Sizes

Now using the vkGetDescriptorSetLayoutSizeEXT and vkGetDescriptorSetLayoutBindingOffsetEXT commands, we can get info from the driver what size it needs to properly use these VkDescriptorSetLayout.

Don’t make the assumption that binding 0 will be the lowest offset! The driver might sort bindings in a more optimal way such that the offsets might not be incremental as the binding numbers.

// This could be done in an array where the set/binding are indexes used to get the size/offsets
VkDeviceSize set_0_size, set_1_size, set_2_size;
vkGetDescriptorSetLayoutSizeEXT(device, ds_layout_0, &set_0_size);
vkGetDescriptorSetLayoutSizeEXT(device, ds_layout_1, &set_1_size);
vkGetDescriptorSetLayoutSizeEXT(device, ds_layout_2, &set_2_size);

VkDeviceSize binding_0_offset, binding_1_offset, binding_2_offset;
vkGetDescriptorSetLayoutBindingOffsetEXT(device, ds_layout_0, 0, &binding_0_offset);
vkGetDescriptorSetLayoutBindingOffsetEXT(device, ds_layout_0, 1, &binding_1_offset);
vkGetDescriptorSetLayoutBindingOffsetEXT(device, ds_layout_0, 2, &binding_2_offset);

// ...

Creating Descriptor Buffers

We will create a "special" VkBuffer with VK_BUFFER_USAGE_RESOURCE_DESCRIPTOR_BUFFER_BIT_EXT that now makes it a "descriptor buffer" VkBuffer.

These buffers can be large and they hold a "look up table" to your resources and samplers.

The minimum required limit for VkPhysicalDeviceDescriptorBufferPropertiesEXT::descriptorBufferAddressSpaceSize is 128MB, but many devices can support 4GB

For this demo, we will create two of them.

descriptor_buffer_1.svg

Creating Resources

For this demo, we will create a couple of "normal" VkBuffer that we will use as our resources. These are small since all the descriptors in our shader as declared as uint.

descriptor_buffer_2.svg

Mapping Resources to the Descriptor Buffer

Using vkGetDescriptorEXT we find a spot in the "descriptor buffer" and map it you our resources.

The following code will map the 3 of the descriptors using a single resource buffer.

// vkMapMemory()
uint8_t* descriptor_ptr = descriptor_buffer_a.GetMappedMemory();

// 64 in this example
size_t descriptor_size = VkPhysicalDeviceDescriptorBufferPropertiesEXT::storageBufferDescriptorSize;

VkDeviceAddress buffer_x_address = vkGetBufferDeviceAddress(buffer_x);

// Example results from vkGetDescriptorSetLayoutBindingOffsetEXT
VkDeviceSize binding_0_offset = 0;
VkDeviceSize binding_1_offset = 64;
VkDeviceSize binding_2_offset = 128;

VkDescriptorGetInfoEXT get_info;
get_info.type = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;

get_info.data.pStorageBuffer->range = 4;
get_info.data.pStorageBuffer->address = buffer_x_address;
vkGetDescriptorEXT(get_info, descriptor_size, descriptor_ptr + binding_0_offset);

get_info.data.pStorageBuffer->address = buffer_x_address + 4;
vkGetDescriptorEXT(get_info, descriptor_size, descriptor_ptr + binding_1_offset);

get_info.data.pStorageBuffer->address = buffer_x_address + 12;
vkGetDescriptorEXT(get_info, descriptor_size, descriptor_ptr + binding_2_offset);
descriptor_buffer_3.svg

We can also have each descriptor map to its own resource buffer.

// Switching descriptor buffers
descriptor_ptr = descriptor_buffer_b.GetMappedMemory();

get_info.data.pStorageBuffer->address = buffer_y1_address;
vkGetDescriptorEXT(get_info, descriptor_size, descriptor_ptr + binding_0_offset);

get_info.data.pStorageBuffer->address = buffer_y2_address;
vkGetDescriptorEXT(get_info, descriptor_size, descriptor_ptr + binding_1_offset);

get_info.data.pStorageBuffer->address = buffer_y3_address;
vkGetDescriptorEXT(get_info, descriptor_size, descriptor_ptr + binding_2_offset);
descriptor_buffer_4.svg

And finally we can bind our last set.

size_t set_offset = 256;
assert(set_offset > set_1_size);
assert(set_offset.IsAligned(VkPhysicalDeviceDescriptorBufferPropertiesEXT::descriptorBufferOffsetAlignment));

get_info.data.pStorageBuffer->address = buffer_z0_address;
vkGetDescriptorEXT(get_info, descriptor_size, descriptor_ptr + set_offset + binding_0_offset);

get_info.data.pStorageBuffer->address = buffer_z1_address;
vkGetDescriptorEXT(get_info, descriptor_size, descriptor_ptr + set_offset + binding_1_offset);

get_info.data.pStorageBuffer->address = buffer_z2_address;
vkGetDescriptorEXT(get_info, descriptor_size, descriptor_ptr + set_offset + binding_2_offset);
descriptor_buffer_5.svg

Binding Descriptor Buffers to the Command Buffer

With vkCmdBindDescriptorBuffersEXT we will now bind the "descriptor buffer" to the command buffer.

While you can create multiple descriptor buffers, there is a stricter limit how many are bound. The validation layers will warn you if you go over limits such as maxDescriptorBufferBindings or maxResourceDescriptorBufferBindings.

VkDescriptorBufferBindingInfoEXT binding_info[2];
binding_info[0].address = descriptor_buffer_a.Address();
binding_info[0].usage = VK_BUFFER_USAGE_RESOURCE_DESCRIPTOR_BUFFER_BIT_EXT;
binding_info[1].address = descriptor_buffer_b.Address();
binding_info[1].usage = VK_BUFFER_USAGE_RESOURCE_DESCRIPTOR_BUFFER_BIT_EXT;
vkCmdBindDescriptorBuffersEXT(commandbuffer, 2, binding_info);
descriptor_buffer_6.svg

Binding Offsets

Next we will call vkCmdSetDescriptorBufferOffsetsEXT and line up the VkDescriptorSetLayout (from the VkPipelineLayout) to our descriptor buffer.

Most commands recorded in a command buffer can be in any order as long as it’s in/out of a render pass, and before a draw. vkCmdSetDescriptorBufferOffsetsEXT needs to be called after vkCmdBindDescriptorBuffersEXT.

size_t set_offset = 256; // from above

uint32_t first_set = 0;
uint32_t set_count = 3;
uint32_t buffer_index[3] = {0, 1, 1};
VkDeviceSize buffer_offset[3] = {0, 0, set_offset};
vkCmdSetDescriptorBufferOffsetsEXT(commandbuffer, pipeline_bind_point, pipeline_layout, first_set, set_count, buffer_index, buffer_offset);
descriptor_buffer_7.svg

Draw away

That is it, from here you can just call vkCmdDraw (or other action commands such as vkCmdDispatch) and everything should be working!

descriptor_buffer_8.svg