[vulkan] Mark read-only buffers as such

Recent vulkan validation layers started complaining about vertex
processing stages having read-write buffers without atomics enabled
(fair enough), but I decided to get all the buffers that don't need to
be written.
This commit is contained in:
Bill Currie 2024-09-24 10:44:59 +09:00
parent 594ba86aae
commit e3d403cada
9 changed files with 19 additions and 19 deletions

View file

@ -2,11 +2,11 @@
#extension GL_GOOGLE_include_directive : enable #extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_multiview : enable #extension GL_EXT_multiview : enable
layout (set = 0, binding = 0) buffer ShadowView { layout (set = 0, binding = 0) readonly buffer ShadowView {
mat4x4 shadowView[]; mat4x4 shadowView[];
}; };
layout (set = 0, binding = 1) buffer ShadowId { layout (set = 0, binding = 1) readonly buffer ShadowId {
uint shadowId[]; uint shadowId[];
}; };

View file

@ -8,7 +8,7 @@ layout (set = 0, binding = 0) uniform
#include "matrices.h" #include "matrices.h"
; ;
layout (set = 1, binding = 0) buffer Entities { layout (set = 1, binding = 0) readonly buffer Entities {
Entity entities[]; Entity entities[];
}; };

View file

@ -7,7 +7,7 @@ layout (set = 0, binding = 0) uniform
#include "matrices.h" #include "matrices.h"
; ;
layout (set = 1, binding = 0) buffer Entities { layout (set = 1, binding = 0) readonly buffer Entities {
Entity entities[]; Entity entities[];
}; };

View file

@ -2,11 +2,11 @@
#extension GL_GOOGLE_include_directive : enable #extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_multiview : enable #extension GL_EXT_multiview : enable
layout (set = 0, binding = 0) buffer ShadowView { layout (set = 0, binding = 0) readonly buffer ShadowView {
mat4x4 shadowView[]; mat4x4 shadowView[];
}; };
layout (set = 0, binding = 1) buffer ShadowId { layout (set = 0, binding = 1) readonly buffer ShadowId {
uint shadowId[]; uint shadowId[];
}; };
@ -16,7 +16,7 @@ layout (push_constant) uniform PushConstants {
#include "entity.h" #include "entity.h"
layout (set = 1, binding = 0) buffer Entities { layout (set = 1, binding = 0) readonly buffer Entities {
Entity entities[]; Entity entities[];
}; };

View file

@ -14,7 +14,7 @@ struct PlaneData {
vec4 tcolor; vec4 tcolor;
}; };
layout (set = 1, binding = 0) buffer Planes { layout (set = 1, binding = 0) readonly buffer Planes {
int numPlanes; int numPlanes;
PlaneData planes[]; PlaneData planes[];
}; };

View file

@ -8,7 +8,7 @@ layout (set = 0, binding = 0) uniform
#include "matrices.h" #include "matrices.h"
; ;
layout (set = 3, binding = 0) buffer Bones { layout (set = 3, binding = 0) readonly buffer Bones {
// NOTE these are transposed, so v * m // NOTE these are transposed, so v * m
mat3x4 bones[]; mat3x4 bones[];
}; };

View file

@ -4,15 +4,15 @@
layout (constant_id = 0) const bool IQMDepthOnly = false; layout (constant_id = 0) const bool IQMDepthOnly = false;
layout (set = 0, binding = 0) buffer ShadowView { layout (set = 0, binding = 0) readonly buffer ShadowView {
mat4x4 shadowView[]; mat4x4 shadowView[];
}; };
layout (set = 0, binding = 1) buffer ShadowId { layout (set = 0, binding = 1) readonly buffer ShadowId {
uint shadowId[]; uint shadowId[];
}; };
layout (set = 3, binding = 0) buffer Bones { layout (set = 3, binding = 0) readonly buffer Bones {
// NOTE these are transposed, so v * m // NOTE these are transposed, so v * m
mat3x4 bones[]; mat3x4 bones[];
}; };

View file

@ -15,22 +15,22 @@ struct LightRender {
uint style; uint style;
}; };
layout (set = 0, binding = 0) buffer ShadowMatrices { layout (set = 0, binding = 0) readonly buffer ShadowMatrices {
mat4 shadow_mats[]; mat4 shadow_mats[];
}; };
layout (set = 1, binding = 0) buffer LightIds { layout (set = 1, binding = 0) readonly buffer LightIds {
uint lightIds[]; uint lightIds[];
}; };
layout (set = 1, binding = 1) buffer Lights { layout (set = 1, binding = 1) readonly buffer Lights {
LightData lights[]; LightData lights[];
}; };
layout (set = 1, binding = 2) buffer Renderer { layout (set = 1, binding = 2) readonly buffer Renderer {
LightRender renderer[]; LightRender renderer[];
}; };
layout (set = 1, binding = 3) buffer Style { layout (set = 1, binding = 3) readonly buffer Style {
vec4 style[]; vec4 style[];
}; };
layout (set = 1, binding = 4) buffer LightEntIds { layout (set = 1, binding = 4) readonly buffer LightEntIds {
uint light_entids[]; uint light_entids[];
}; };

View file

@ -8,7 +8,7 @@ layout (set = 0, binding = 0) uniform
#include "matrices.h" #include "matrices.h"
; ;
layout (set = 1, binding = 0) buffer Entities { layout (set = 1, binding = 0) readonly buffer Entities {
Entity entities[]; Entity entities[];
}; };