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vulkan: use single push constant range per pipeline

This commit is contained in:
Julian Orth 2025-02-17 12:15:01 +01:00
parent 5a5f918f71
commit 20716cdd1e
11 changed files with 71 additions and 140 deletions

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@ -0,0 +1,4 @@
layout(push_constant, std430) uniform Data {
layout(offset = 0) vec2 pos[4];
layout(offset = 32) vec4 color;
} data;

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@ -1,10 +1,7 @@
#version 450
#include "frag_spec_const.glsl"
layout(push_constant, std430) uniform Data {
layout(offset = 32) vec4 color;
} data;
#include "fill.common.glsl"
layout(location = 0) out vec4 out_color;

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@ -1,9 +1,7 @@
#version 450
//#extension GL_EXT_debug_printf : enable
layout(push_constant, std430) uniform Data {
layout(offset = 0) vec2 pos[4];
} data;
#include "fill.common.glsl"
void main() {
vec2 pos;

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@ -1 +1,2 @@
layout(constant_id = 0) const bool src_has_alpha = false;
layout(constant_id = 1) const bool has_alpha_multiplier = false;

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layout(push_constant, std430) uniform Data {
layout(offset = 0) vec2 pos[4];
layout(offset = 32) vec2 tex_pos[4];
layout(offset = 64) float mul;
} data;

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@ -1,24 +1,20 @@
#version 450
#include "frag_spec_const.glsl"
#include "tex.common.glsl"
#ifdef ALPHA_MULTIPLIER
layout(push_constant, std430) uniform Data {
layout(offset = 64) float mul;
} data;
#endif
layout(set = 0, binding = 0) uniform sampler2D tex;
layout(location = 0) in vec2 tex_pos;
layout(location = 0) out vec4 out_color;
void main() {
#ifdef ALPHA_MULTIPLIER
if (src_has_alpha) {
out_color = textureLod(tex, tex_pos, 0) * data.mul;
if (has_alpha_multiplier) {
if (src_has_alpha) {
out_color = textureLod(tex, tex_pos, 0) * data.mul;
} else {
out_color = vec4(textureLod(tex, tex_pos, 0).rgb * data.mul, data.mul);
}
} else {
out_color = vec4(textureLod(tex, tex_pos, 0).rgb * data.mul, data.mul);
out_color = textureLod(tex, tex_pos, 0);
}
#else // !ALPHA_MULTIPLIER
out_color = textureLod(tex, tex_pos, 0);
#endif
}

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@ -1,10 +1,7 @@
#version 450
//#extension GL_EXT_debug_printf : enable
layout(push_constant, std430) uniform Data {
layout(offset = 0) vec2 pos[4];
layout(offset = 32) vec2 tex_pos[4];
} data;
#include "tex.common.glsl"
layout(location = 0) out vec2 tex_pos;