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[vulkan] Switch glyph vertex and texture data bindings
With an eye towards merging the 2d pipelines as much as possible, I found that the glyph and basic 2d quad texture descriptors were in different slots for no reason I can think of. Having them in the same slot would mean I could use the same fragment shader for all 2d pipelines (though the plan is to get it down to two: (sliced) quads and lines).
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5 changed files with 15 additions and 15 deletions
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@ -281,20 +281,20 @@
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};
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glyph_data_set = {
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bindings = (
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{
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// glyph geometry data (offset and uv)
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binding = 0;
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descriptorType = uniform_texel_buffer;
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descriptorCount = 1;
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stageFlags = vertex;
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},
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{
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// glyph texture data
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binding = 1;
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binding = 0;
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descriptorType = combined_image_sampler;
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descriptorCount = 1;
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stageFlags = fragment;
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},
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{
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// glyph geometry data (offset and uv)
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binding = 1;
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descriptorType = uniform_texel_buffer;
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descriptorCount = 1;
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stageFlags = vertex;
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},
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);
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};
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texture_set = {
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@ -1,6 +1,6 @@
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#version 450
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layout (set = 1, binding = 1) uniform sampler2D Texture;
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layout (set = 1, binding = 0) uniform sampler2D Texture;
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layout (location = 0) in vec2 uv;
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layout (location = 1) in vec4 color;
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@ -4,7 +4,7 @@
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layout (set = 0, binding = 0) uniform
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#include "matrices.h"
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;
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layout (set = 1, binding = 0) uniform textureBuffer glyph_data;
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layout (set = 1, binding = 1) uniform textureBuffer glyph_data;
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// per instance data
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layout (location = 0) in uint glyph_index;
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@ -4,7 +4,7 @@
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layout (set = 0, binding = 0) uniform
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#include "matrices.h"
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;
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layout (set = 1, binding = 0) uniform textureBuffer glyph_data;
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layout (set = 1, binding = 1) uniform textureBuffer glyph_data;
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// per instance data
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layout (location = 0) in uint glyph_index;
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@ -1503,12 +1503,12 @@ Vulkan_Draw_AddFont (font_t *rfont, vulkan_ctx_t *ctx)
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VkWriteDescriptorSet write[] = {
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{ VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET, 0,
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font->set, 0, 0, 1,
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VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER,
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0, 0, &glyph_bview->buffer_view.view },
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{ VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET, 0,
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font->set, 1, 0, 1,
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VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
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&imageInfo, 0, 0 },
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{ VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET, 0,
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font->set, 1, 0, 1,
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VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER,
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0, 0, &glyph_bview->buffer_view.view },
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};
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dfunc->vkUpdateDescriptorSets (device->dev, 2, write, 0, 0);
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free (glyph_sets);
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