vulkan: store tex vertices in buffer
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73611fd287
commit
9534da89a2
4 changed files with 100 additions and 47 deletions
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@ -1,5 +1,15 @@
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#extension GL_EXT_buffer_reference : require
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struct Vertex {
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vec2 pos[4];
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vec2 tex_pos[4];
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};
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layout(buffer_reference, buffer_reference_align = 8, std430) buffer Vertices {
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Vertex vertices[];
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};
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layout(push_constant, std430) uniform Data {
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layout(offset = 0) vec2 pos[4];
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layout(offset = 32) vec2 tex_pos[4];
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layout(offset = 64) float mul;
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Vertices vertices;
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float mul;
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} data;
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@ -1,18 +1,11 @@
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#version 450
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//#extension GL_EXT_debug_printf : enable
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#include "tex.common.glsl"
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layout(location = 0) out vec2 tex_pos;
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void main() {
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vec2 pos;
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switch (gl_VertexIndex) {
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case 0: pos = data.pos[0]; tex_pos = data.tex_pos[0]; break;
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case 1: pos = data.pos[1]; tex_pos = data.tex_pos[1]; break;
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case 2: pos = data.pos[2]; tex_pos = data.tex_pos[2]; break;
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case 3: pos = data.pos[3]; tex_pos = data.tex_pos[3]; break;
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}
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gl_Position = vec4(pos, 0.0, 1.0);
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// debugPrintfEXT("gl_Position = %v4f, tex_pos = %v2f", gl_Position, tex_pos);
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Vertex vertex = data.vertices.vertices[gl_InstanceIndex];
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gl_Position = vec4(vertex.pos[gl_VertexIndex], 0.0, 1.0);
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tex_pos = vertex.tex_pos[gl_VertexIndex];
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}
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