Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Updated to use storage buffer where approrpiate #300

Merged
merged 1 commit into from
Mar 30, 2024
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
4 changes: 2 additions & 2 deletions data/shaders/standard.vert
Original file line number Diff line number Diff line change
Expand Up @@ -31,9 +31,9 @@ layout(location = 4) in vec3 vsg_position;
layout(location = 5) in ivec4 vsg_JointIndices;
layout(location = 6) in vec4 vsg_JointWeights;

layout(set = MATERIAL_DESCRIPTOR_SET, binding = 11) uniform JointMatrices
layout(set = MATERIAL_DESCRIPTOR_SET, binding = 11) buffer JointMatrices
{
mat4 matrices[64];
mat4 matrices[];
} joint;
#endif

Expand Down
4 changes: 2 additions & 2 deletions data/shaders/standard_pbr.frag
Original file line number Diff line number Diff line change
Expand Up @@ -48,9 +48,9 @@ layout(set = MATERIAL_DESCRIPTOR_SET, binding = 10) uniform PbrData
} pbr;

// ViewDependentState
layout(set = VIEW_DESCRIPTOR_SET, binding = 0) uniform LightData
layout(set = VIEW_DESCRIPTOR_SET, binding = 0) buffer LightData
{
vec4 values[2048];
vec4 values[];
} lightData;

layout(set = VIEW_DESCRIPTOR_SET, binding = 2) uniform texture2DArray shadowMaps;
Expand Down
4 changes: 2 additions & 2 deletions data/shaders/standard_phong.frag
Original file line number Diff line number Diff line change
Expand Up @@ -36,9 +36,9 @@ layout(set = MATERIAL_DESCRIPTOR_SET, binding = 10) uniform MaterialData
float alphaMaskCutoff;
} material;

layout(set = VIEW_DESCRIPTOR_SET, binding = 0) uniform LightData
layout(set = VIEW_DESCRIPTOR_SET, binding = 0) buffer LightData
{
vec4 values[2048];
vec4 values[];
} lightData;


Expand Down
6 changes: 3 additions & 3 deletions examples/utils/vsgshaderset/flat.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -57,10 +57,10 @@ vsg::ref_ptr<vsg::ShaderSet> flat_ShaderSet(vsg::ref_ptr<const vsg::Options> opt
shaderSet->addDescriptorBinding("diffuseMap", "VSG_DIFFUSE_MAP", MATERIAL_DESCRIPTOR_SET, 0, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT, vsg::ubvec4Array2D::create(1, 1, vsg::Data::Properties{VK_FORMAT_R8G8B8A8_UNORM}));
shaderSet->addDescriptorBinding("material", "", MATERIAL_DESCRIPTOR_SET, 10, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_FRAGMENT_BIT, vsg::PhongMaterialValue::create());

shaderSet->addDescriptorBinding("jointMatrices", "VSG_SKINNING", MATERIAL_DESCRIPTOR_SET, 11, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT, vsg::mat4Value::create());
shaderSet->addDescriptorBinding("jointMatrices", "VSG_SKINNING", MATERIAL_DESCRIPTOR_SET, 11, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT, vsg::mat4Value::create());

shaderSet->addDescriptorBinding("lightData", "", VIEW_DESCRIPTOR_SET, 0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, vsg::vec4Array::create(64));
shaderSet->addDescriptorBinding("viewportData", "", VIEW_DESCRIPTOR_SET, 1, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, vsg::vec4Value::create(0,0, 1280, 1024));
shaderSet->addDescriptorBinding("lightData", "", VIEW_DESCRIPTOR_SET, 0, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, vsg::vec4Array::create(64));
shaderSet->addDescriptorBinding("viewportData", "", VIEW_DESCRIPTOR_SET, 1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, vsg::vec4Value::create(0,0, 1280, 1024));
shaderSet->addDescriptorBinding("shadowMaps", "", VIEW_DESCRIPTOR_SET, 2, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT, vsg::floatArray3D::create(1, 1, 1, vsg::Data::Properties{VK_FORMAT_R32_SFLOAT}));

shaderSet->addPushConstantRange("pc", "", VK_SHADER_STAGE_VERTEX_BIT, 0, 128);
Expand Down
6 changes: 3 additions & 3 deletions examples/utils/vsgshaderset/pbr.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -56,10 +56,10 @@ vsg::ref_ptr<vsg::ShaderSet> pbr_ShaderSet(vsg::ref_ptr<const vsg::Options> opti
shaderSet->addDescriptorBinding("specularMap", "VSG_SPECULAR_MAP", MATERIAL_DESCRIPTOR_SET, 5, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT, vsg::ubvec4Array2D::create(1, 1, vsg::Data::Properties{VK_FORMAT_R8G8B8A8_UNORM}));
shaderSet->addDescriptorBinding("material", "", MATERIAL_DESCRIPTOR_SET, 10, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_FRAGMENT_BIT, vsg::PbrMaterialValue::create());

shaderSet->addDescriptorBinding("jointMatrices", "VSG_SKINNING", MATERIAL_DESCRIPTOR_SET, 11, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT, vsg::mat4Value::create());
shaderSet->addDescriptorBinding("jointMatrices", "VSG_SKINNING", MATERIAL_DESCRIPTOR_SET, 11, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT, vsg::mat4Value::create());

shaderSet->addDescriptorBinding("lightData", "", VIEW_DESCRIPTOR_SET, 0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, vsg::vec4Array::create(64));
shaderSet->addDescriptorBinding("viewportData", "", VIEW_DESCRIPTOR_SET, 1, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, vsg::vec4Value::create(0,0, 1280, 1024));
shaderSet->addDescriptorBinding("lightData", "", VIEW_DESCRIPTOR_SET, 0, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, vsg::vec4Array::create(64));
shaderSet->addDescriptorBinding("viewportData", "", VIEW_DESCRIPTOR_SET, 1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, vsg::vec4Value::create(0,0, 1280, 1024));
shaderSet->addDescriptorBinding("shadowMaps", "", VIEW_DESCRIPTOR_SET, 2, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT, vsg::floatArray3D::create(1, 1, 1, vsg::Data::Properties{VK_FORMAT_R32_SFLOAT}));

// additional defines
Expand Down
6 changes: 3 additions & 3 deletions examples/utils/vsgshaderset/phong.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -53,10 +53,10 @@ vsg::ref_ptr<vsg::ShaderSet> phong_ShaderSet(vsg::ref_ptr<const vsg::Options> op
shaderSet->addDescriptorBinding("emissiveMap", "VSG_EMISSIVE_MAP", MATERIAL_DESCRIPTOR_SET, 4, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT, vsg::vec4Array2D::create(1, 1, vsg::Data::Properties{VK_FORMAT_R8G8B8A8_UNORM}));
shaderSet->addDescriptorBinding("material", "", MATERIAL_DESCRIPTOR_SET, 10, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_FRAGMENT_BIT, vsg::PhongMaterialValue::create());

shaderSet->addDescriptorBinding("jointMatrices", "VSG_SKINNING", MATERIAL_DESCRIPTOR_SET, 11, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT, vsg::mat4Value::create());
shaderSet->addDescriptorBinding("jointMatrices", "VSG_SKINNING", MATERIAL_DESCRIPTOR_SET, 11, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT, vsg::mat4Value::create());

shaderSet->addDescriptorBinding("lightData", "", VIEW_DESCRIPTOR_SET, 0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, vsg::vec4Array::create(64));
shaderSet->addDescriptorBinding("viewportData", "", VIEW_DESCRIPTOR_SET, 1, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, vsg::vec4Value::create(0,0, 1280, 1024));
shaderSet->addDescriptorBinding("lightData", "", VIEW_DESCRIPTOR_SET, 0, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, vsg::vec4Array::create(64));
shaderSet->addDescriptorBinding("viewportData", "", VIEW_DESCRIPTOR_SET, 1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, vsg::vec4Value::create(0,0, 1280, 1024));
shaderSet->addDescriptorBinding("shadowMaps", "", VIEW_DESCRIPTOR_SET, 2, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT, vsg::floatArray3D::create(1, 1, 1, vsg::Data::Properties{VK_FORMAT_R32_SFLOAT}));

shaderSet->addPushConstantRange("pc", "", VK_SHADER_STAGE_VERTEX_BIT, 0, 128);
Expand Down