mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-29 15:41:59 +00:00
[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).
This commit is contained in:
parent
70e93bb7e8
commit
37b6d4da7e
5 changed files with 15 additions and 15 deletions
|
@ -281,20 +281,20 @@
|
||||||
};
|
};
|
||||||
glyph_data_set = {
|
glyph_data_set = {
|
||||||
bindings = (
|
bindings = (
|
||||||
{
|
|
||||||
// glyph geometry data (offset and uv)
|
|
||||||
binding = 0;
|
|
||||||
descriptorType = uniform_texel_buffer;
|
|
||||||
descriptorCount = 1;
|
|
||||||
stageFlags = vertex;
|
|
||||||
},
|
|
||||||
{
|
{
|
||||||
// glyph texture data
|
// glyph texture data
|
||||||
binding = 1;
|
binding = 0;
|
||||||
descriptorType = combined_image_sampler;
|
descriptorType = combined_image_sampler;
|
||||||
descriptorCount = 1;
|
descriptorCount = 1;
|
||||||
stageFlags = fragment;
|
stageFlags = fragment;
|
||||||
},
|
},
|
||||||
|
{
|
||||||
|
// glyph geometry data (offset and uv)
|
||||||
|
binding = 1;
|
||||||
|
descriptorType = uniform_texel_buffer;
|
||||||
|
descriptorCount = 1;
|
||||||
|
stageFlags = vertex;
|
||||||
|
},
|
||||||
);
|
);
|
||||||
};
|
};
|
||||||
texture_set = {
|
texture_set = {
|
||||||
|
|
|
@ -1,6 +1,6 @@
|
||||||
#version 450
|
#version 450
|
||||||
|
|
||||||
layout (set = 1, binding = 1) uniform sampler2D Texture;
|
layout (set = 1, binding = 0) uniform sampler2D Texture;
|
||||||
|
|
||||||
layout (location = 0) in vec2 uv;
|
layout (location = 0) in vec2 uv;
|
||||||
layout (location = 1) in vec4 color;
|
layout (location = 1) in vec4 color;
|
||||||
|
|
|
@ -4,7 +4,7 @@
|
||||||
layout (set = 0, binding = 0) uniform
|
layout (set = 0, binding = 0) uniform
|
||||||
#include "matrices.h"
|
#include "matrices.h"
|
||||||
;
|
;
|
||||||
layout (set = 1, binding = 0) uniform textureBuffer glyph_data;
|
layout (set = 1, binding = 1) uniform textureBuffer glyph_data;
|
||||||
|
|
||||||
// per instance data
|
// per instance data
|
||||||
layout (location = 0) in uint glyph_index;
|
layout (location = 0) in uint glyph_index;
|
||||||
|
|
|
@ -4,7 +4,7 @@
|
||||||
layout (set = 0, binding = 0) uniform
|
layout (set = 0, binding = 0) uniform
|
||||||
#include "matrices.h"
|
#include "matrices.h"
|
||||||
;
|
;
|
||||||
layout (set = 1, binding = 0) uniform textureBuffer glyph_data;
|
layout (set = 1, binding = 1) uniform textureBuffer glyph_data;
|
||||||
|
|
||||||
// per instance data
|
// per instance data
|
||||||
layout (location = 0) in uint glyph_index;
|
layout (location = 0) in uint glyph_index;
|
||||||
|
|
|
@ -1503,12 +1503,12 @@ Vulkan_Draw_AddFont (font_t *rfont, vulkan_ctx_t *ctx)
|
||||||
VkWriteDescriptorSet write[] = {
|
VkWriteDescriptorSet write[] = {
|
||||||
{ VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET, 0,
|
{ VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET, 0,
|
||||||
font->set, 0, 0, 1,
|
font->set, 0, 0, 1,
|
||||||
VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER,
|
|
||||||
0, 0, &glyph_bview->buffer_view.view },
|
|
||||||
{ VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET, 0,
|
|
||||||
font->set, 1, 0, 1,
|
|
||||||
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
|
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
|
||||||
&imageInfo, 0, 0 },
|
&imageInfo, 0, 0 },
|
||||||
|
{ VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET, 0,
|
||||||
|
font->set, 1, 0, 1,
|
||||||
|
VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER,
|
||||||
|
0, 0, &glyph_bview->buffer_view.view },
|
||||||
};
|
};
|
||||||
dfunc->vkUpdateDescriptorSets (device->dev, 2, write, 0, 0);
|
dfunc->vkUpdateDescriptorSets (device->dev, 2, write, 0, 0);
|
||||||
free (glyph_sets);
|
free (glyph_sets);
|
||||||
|
|
Loading…
Reference in a new issue