Corrected attribute binding format, lowered particle count for android

This commit is contained in:
saschawillems 2016-04-21 22:02:22 +02:00
parent a8bdba8e3a
commit 272132a2a4
4 changed files with 10 additions and 5 deletions

View file

@ -23,7 +23,12 @@
#define VERTEX_BUFFER_BIND_ID 0 #define VERTEX_BUFFER_BIND_ID 0
#define ENABLE_VALIDATION false #define ENABLE_VALIDATION false
#if defined(__ANDROID__)
// Lower particle count on Android for performance reasons
#define PARTICLE_COUNT 512 * 1024
#else
#define PARTICLE_COUNT 2048 * 1024 #define PARTICLE_COUNT 2048 * 1024
#endif
class VulkanExample : public VulkanExampleBase class VulkanExample : public VulkanExampleBase
{ {
@ -253,10 +258,10 @@ public:
// Initial particle positions // Initial particle positions
std::vector<Particle> particleBuffer(PARTICLE_COUNT); std::vector<Particle> particleBuffer(PARTICLE_COUNT);
for (auto& element : particleBuffer) for (auto& particle : particleBuffer)
{ {
element.pos = glm::vec2(rDistribution(rGenerator), rDistribution(rGenerator)); particle.pos = glm::vec2(rDistribution(rGenerator), rDistribution(rGenerator));
element.vel = glm::vec2(0.0f); particle.vel = glm::vec2(0.0f);
} }
uint32_t storageBufferSize = particleBuffer.size() * sizeof(Particle); uint32_t storageBufferSize = particleBuffer.size() * sizeof(Particle);
@ -320,7 +325,7 @@ public:
vkTools::initializers::vertexInputAttributeDescription( vkTools::initializers::vertexInputAttributeDescription(
VERTEX_BUFFER_BIND_ID, VERTEX_BUFFER_BIND_ID,
0, 0,
VK_FORMAT_R32G32B32A32_SFLOAT, VK_FORMAT_R32G32_SFLOAT,
0); 0);
// Assign to vertex buffer // Assign to vertex buffer

View file

@ -3,7 +3,7 @@
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable #extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec4 inPos; layout (location = 0) in vec2 inPos;
layout (location = 0) out vec4 outColor; layout (location = 0) out vec4 outColor;