Get sampler index from UBO instead of passing from VS to FS

Fixes #826
This commit is contained in:
Sascha Willems 2022-08-03 20:11:40 +02:00
parent 79ec9b126b
commit 0f8a349f0c
7 changed files with 37 additions and 26 deletions

View file

@ -5,16 +5,25 @@ layout (set = 0, binding = 2) uniform sampler samplers[3];
layout (location = 0) in vec2 inUV;
layout (location = 1) in float inLodBias;
layout (location = 2) flat in int inSamplerIndex;
layout (location = 3) in vec3 inNormal;
layout (location = 4) in vec3 inViewVec;
layout (location = 5) in vec3 inLightVec;
layout (location = 2) in vec3 inNormal;
layout (location = 3) in vec3 inViewVec;
layout (location = 4) in vec3 inLightVec;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 view;
mat4 model;
vec4 viewPos;
float lodBias;
int samplerIndex;
} ubo;
layout (location = 0) out vec4 outFragColor;
void main()
{
vec4 color = texture(sampler2D(textureColor, samplers[inSamplerIndex]), inUV, inLodBias);
vec4 color = texture(sampler2D(textureColor, samplers[uniform.samplerIndex]), inUV, inLodBias);
vec3 N = normalize(inNormal);
vec3 L = normalize(inLightVec);

View file

@ -16,21 +16,14 @@ layout (binding = 0) uniform UBO
layout (location = 0) out vec2 outUV;
layout (location = 1) out float outLodBias;
layout (location = 2) flat out int outSamplerIndex;
layout (location = 3) out vec3 outNormal;
layout (location = 4) out vec3 outViewVec;
layout (location = 5) out vec3 outLightVec;
out gl_PerVertex
{
vec4 gl_Position;
};
layout (location = 2) out vec3 outNormal;
layout (location = 3) out vec3 outViewVec;
layout (location = 4) out vec3 outLightVec;
void main()
{
outUV = inUV * vec2(2.0, 1.0);
outLodBias = ubo.lodBias;
outSamplerIndex = ubo.samplerIndex;
vec3 worldPos = vec3(ubo.model * vec4(inPos, 1.0));

View file

@ -3,19 +3,30 @@
Texture2D textureColor : register(t1);
SamplerState samplers[3] : register(s2);
struct UBO
{
float4x4 projection;
float4x4 view;
float4x4 model;
float4 viewPos;
float lodBias;
int samplerIndex;
};
cbuffer ubo : register(b0) { UBO ubo; }
struct VSOutput
{
[[vk::location(0)]] float2 UV : TEXCOORD0;
[[vk::location(1)]] float LodBias : TEXCOORD3;
[[vk::location(2)]] int SamplerIndex : TEXCOORD4;
[[vk::location(3)]] float3 Normal : NORMAL0;
[[vk::location(4)]] float3 ViewVec : TEXCOORD1;
[[vk::location(5)]] float3 LightVec : TEXCOORD2;
[[vk::location(2)]] float3 Normal : NORMAL0;
[[vk::location(3)]] float3 ViewVec : TEXCOORD1;
[[vk::location(4)]] float3 LightVec : TEXCOORD2;
};
float4 main(VSOutput input) : SV_TARGET
{
float4 color = textureColor.Sample(samplers[input.SamplerIndex], input.UV, int2(0, 0), input.LodBias);
float4 color = textureColor.Sample(samplers[ubo.samplerIndex], input.UV, int2(0, 0), input.LodBias);
float3 N = normalize(input.Normal);
float3 L = normalize(input.LightVec);

View file

@ -24,10 +24,9 @@ struct VSOutput
float4 Pos : SV_POSITION;
[[vk::location(0)]] float2 UV : TEXCOORD0;
[[vk::location(1)]] float LodBias : TEXCOORD3;
[[vk::location(2)]] int SamplerIndex : TEXCOORD4;
[[vk::location(3)]] float3 Normal : NORMAL0;
[[vk::location(4)]] float3 ViewVec : TEXCOORD1;
[[vk::location(5)]] float3 LightVec : TEXCOORD2;
[[vk::location(2)]] float3 Normal : NORMAL0;
[[vk::location(3)]] float3 ViewVec : TEXCOORD1;
[[vk::location(4)]] float3 LightVec : TEXCOORD2;
};
VSOutput main(VSInput input)
@ -35,7 +34,6 @@ VSOutput main(VSInput input)
VSOutput output = (VSOutput)0;
output.UV = input.UV * float2(2.0, 1.0);
output.LodBias = ubo.lodBias;
output.SamplerIndex = ubo.samplerIndex;
float3 worldPos = mul(ubo.model, float4(input.Pos, 1.0)).xyz;

View file

@ -443,7 +443,7 @@ public:
{
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
// Binding 0: Vertex shader uniform buffer
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0),
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0),
// Binding 1: Sampled image
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, VK_SHADER_STAGE_FRAGMENT_BIT, 1),
// Binding 2: Sampler array (3 descriptors)