mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2025-02-17 01:11:45 +00:00
[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:
parent
e2b6e0728e
commit
c834516c3c
3 changed files with 2 additions and 47 deletions
|
@ -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;
|
||||
};*/
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue