Using buffer reference instead of un-sized array

This commit is contained in:
mklefrancois 2021-06-11 12:25:06 +02:00
parent e3a57e6d63
commit c8a0122dd6
248 changed files with 2593 additions and 2660 deletions

View file

@ -16,16 +16,21 @@
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_EXT_scalar_block_layout : enable
#extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
#extension GL_EXT_buffer_reference2 : require
#include "binding.glsl"
#include "gltf.glsl"
// clang-format off
layout( set = 0, binding = B_MATRICES) readonly buffer _Matrix { mat4 matrices[]; };
layout(buffer_reference, scalar) buffer Matrices { mat4 m[]; };
layout( set = 0, binding = B_SCENEDESC ) readonly buffer SceneDesc_ { SceneDesc sceneDesc; };
// clang-format on
layout(binding = 0) uniform UniformBufferObject
@ -42,7 +47,7 @@ layout(push_constant) uniform shaderInformation
uint instanceId;
float lightIntensity;
int lightType;
int materialId;
int materialId;
}
pushC;
@ -65,7 +70,9 @@ out gl_PerVertex
void main()
{
mat4 objMatrix = matrices[pushC.instanceId];
Matrices matrices = Matrices(sceneDesc.matrixAddress);
mat4 objMatrix = matrices.m[pushC.instanceId];
mat4 objMatrixIT = transpose(inverse(objMatrix));
vec3 origin = vec3(ubo.viewI * vec4(0, 0, 0, 1));