Use push constants for fixed object data, some minor code cleanup

This commit is contained in:
Sascha Willems 2020-08-21 17:27:54 +02:00
parent fbc3526c58
commit e04c084312
9 changed files with 80 additions and 128 deletions

View file

@ -11,25 +11,24 @@ struct Node
uint next;
};
layout (set = 0, binding = 1) uniform ObjectUBO
{
mat4 model;
vec4 color;
} objectUBO;
layout (set = 0, binding = 2) buffer GeometrySBO
layout (set = 0, binding = 1) buffer GeometrySBO
{
uint count;
uint maxNodeCount;
};
layout (set = 0, binding = 3, r32ui) uniform uimage2D headIndexImage;
layout (set = 0, binding = 2, r32ui) uniform uimage2D headIndexImage;
layout (set = 0, binding = 4) buffer LinkedListSBO
layout (set = 0, binding = 3) buffer LinkedListSBO
{
Node nodes[];
};
layout(push_constant) uniform PushConsts {
mat4 model;
vec4 color;
} pushConsts;
void main()
{
// Increase the node count
@ -42,7 +41,7 @@ void main()
uint prevHeadIdx = imageAtomicExchange(headIndexImage, ivec2(gl_FragCoord.xy), nodeIdx);
// Store node data
nodes[nodeIdx].color = objectUBO.color;
nodes[nodeIdx].color = pushConsts.color;
nodes[nodeIdx].depth = gl_FragCoord.z;
nodes[nodeIdx].next = prevHeadIdx;
}

View file

@ -8,14 +8,13 @@ layout (set = 0, binding = 0) uniform RenderPassUBO
mat4 view;
} renderPassUBO;
layout (set = 0, binding = 1) uniform ObjectUBO
{
mat4 model;
layout(push_constant) uniform PushConsts {
mat4 model;
vec4 color;
} objectUBO;
} pushConsts;
void main()
{
mat4 PVM = renderPassUBO.projection * renderPassUBO.view * objectUBO.model;
mat4 PVM = renderPassUBO.projection * renderPassUBO.view * pushConsts.model;
gl_Position = PVM * vec4(inPos, 1.0);
}

View file

@ -14,25 +14,23 @@ struct Node
uint next;
};
struct ObjectUBO
{
float4x4 model;
float4 color;
};
cbuffer ubo : register(b1) { ObjectUBO objectUBO; }
struct GeometrySBO
{
uint count;
uint maxNodeCount;
};
// Binding 0 : Position storage buffer
RWStructuredBuffer<GeometrySBO> geometrySBO : register(u2);
RWStructuredBuffer<GeometrySBO> geometrySBO : register(u1);
RWTexture2D<uint> headIndexImage : register(u3);
RWTexture2D<uint> headIndexImage : register(u2);
RWStructuredBuffer<Node> nodes : register(u4);
RWStructuredBuffer<Node> nodes : register(u3);
struct PushConsts {
float4x4 model;
float4 color;
};
[[vk::push_constant]] PushConsts pushConsts;
[earlydepthstencil]
void main(VSOutput input)
@ -49,7 +47,7 @@ void main(VSOutput input)
InterlockedExchange(headIndexImage[uint2(input.Pos.xy)], nodeIdx, prevHeadIdx);
// Store node data
nodes[nodeIdx].color = objectUBO.color;
nodes[nodeIdx].color = pushConsts.color;
nodes[nodeIdx].depth = input.Pos.z;
nodes[nodeIdx].next = prevHeadIdx;
}

View file

@ -13,13 +13,11 @@ struct RenderPassUBO
cbuffer renderPassUBO : register(b0) { RenderPassUBO renderPassUBO; }
struct ObjectUBO
{
float4x4 model;
float4 color;
struct PushConsts {
float4x4 model;
float4 color;
};
cbuffer objectUBO : register(b1) { ObjectUBO objectUBO; }
[[vk::push_constant]] PushConsts pushConsts;
struct VSOutput
{
@ -29,6 +27,6 @@ struct VSOutput
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput)0;
output.Pos = mul(renderPassUBO.projection, mul(renderPassUBO.view, mul(objectUBO.model, input.Pos)));
output.Pos = mul(renderPassUBO.projection, mul(renderPassUBO.view, mul(pushConsts.model, input.Pos)));
return output;
}