[vulkan] Drop the id buffer for now

I've decided to just get things working the usual way for now, and I
wasn't too happy about mixing the id writing into irrelevant shaders.
This commit is contained in:
Bill Currie 2023-06-30 12:19:46 +09:00
parent e2b6e0728e
commit c834516c3c
3 changed files with 2 additions and 47 deletions

View file

@ -1012,11 +1012,6 @@ images = {
usage = color_attachment|input_attachment|sampled;
format = $render_output.format;
};
entid = {
@inherit = $image_base;
format = r32_uint;
}
};
imageviews = {
depth = {
@ -1096,11 +1091,6 @@ imageviews = {
image = cube_output;
format = $render_output.format;
};
entid = {
@inherit = $view_base;
image = entid;
};
};
output = {
view = $output;
@ -1604,16 +1594,6 @@ renderpasses = {
layers = 1;
attachments = {
output = $swapchain;
entid = {
@inherit = $attachment_base;
format = $images.entid.format;
loadOp = clear;
storeOp = store;
clearValue = {
color = { int32 = (-1, -1, -1, -1); };
};
view = entid;
};
};
};
subpasses = {
@ -1672,26 +1652,6 @@ renderpasses = {
);
layout = $fisheye.layout;
};
};
};
slice = {
color = $color.slice;
dependencies = {
compose = $color_dependency;
};
attachments = {
color = {
output = {
layout = color_attachment_optimal;
blend = $alpha_blend;
};
entid = {
layout = color_attachment_optimal;
blend = $blend_disable;
};
};
};
pipelines = {
slice = {
@inherit = $compose_base;
@ -1708,7 +1668,7 @@ renderpasses = {
inputAssembly = $slice.inputAssembly;
layout = $slice.layout;
};
/*lines = {
lines = {
@inherit = $compose_base;
color = $color.lines;
@ -1723,7 +1683,7 @@ renderpasses = {
vertexInput = $lines.vertexInput;
inputAssembly = $lines.inputAssembly;
layout = $lines.layout;
};*/
};
};
};
};

View file

@ -17,7 +17,6 @@ layout (location = 3) in vec2 glyph_offset; // for 9-slice
layout (location = 0) out vec2 uv;
layout (location = 1) out vec4 color;
layout (location = 2) out uint id;
void
main (void)
@ -30,5 +29,4 @@ main (void)
// texture uv stored in glyph components 2 and 3
uv = glyph.pq;
color = glyph_color;
id = gl_InstanceIndex;
}

View file

@ -4,10 +4,8 @@ layout (set = 1, binding = 0) uniform sampler2D Texture;
layout (location = 0) in vec2 st;
layout (location = 1) in vec4 color;
layout (location = 2) in flat uint id;
layout (location = 0) out vec4 frag_color;
layout (location = 1) out uint entid;
void
main (void)
@ -16,5 +14,4 @@ main (void)
pix = texture (Texture, st);
frag_color = pix * color;
entid = id;
}