mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2025-02-25 05:01:24 +00:00
[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:
parent
594ba86aae
commit
e3d403cada
9 changed files with 19 additions and 19 deletions
|
@ -2,11 +2,11 @@
|
|||
#extension GL_GOOGLE_include_directive : enable
|
||||
#extension GL_EXT_multiview : enable
|
||||
|
||||
layout (set = 0, binding = 0) buffer ShadowView {
|
||||
layout (set = 0, binding = 0) readonly buffer ShadowView {
|
||||
mat4x4 shadowView[];
|
||||
};
|
||||
|
||||
layout (set = 0, binding = 1) buffer ShadowId {
|
||||
layout (set = 0, binding = 1) readonly buffer ShadowId {
|
||||
uint shadowId[];
|
||||
};
|
||||
|
||||
|
|
|
@ -8,7 +8,7 @@ layout (set = 0, binding = 0) uniform
|
|||
#include "matrices.h"
|
||||
;
|
||||
|
||||
layout (set = 1, binding = 0) buffer Entities {
|
||||
layout (set = 1, binding = 0) readonly buffer Entities {
|
||||
Entity entities[];
|
||||
};
|
||||
|
||||
|
|
|
@ -7,7 +7,7 @@ layout (set = 0, binding = 0) uniform
|
|||
#include "matrices.h"
|
||||
;
|
||||
|
||||
layout (set = 1, binding = 0) buffer Entities {
|
||||
layout (set = 1, binding = 0) readonly buffer Entities {
|
||||
Entity entities[];
|
||||
};
|
||||
|
||||
|
|
|
@ -2,11 +2,11 @@
|
|||
#extension GL_GOOGLE_include_directive : enable
|
||||
#extension GL_EXT_multiview : enable
|
||||
|
||||
layout (set = 0, binding = 0) buffer ShadowView {
|
||||
layout (set = 0, binding = 0) readonly buffer ShadowView {
|
||||
mat4x4 shadowView[];
|
||||
};
|
||||
|
||||
layout (set = 0, binding = 1) buffer ShadowId {
|
||||
layout (set = 0, binding = 1) readonly buffer ShadowId {
|
||||
uint shadowId[];
|
||||
};
|
||||
|
||||
|
@ -16,7 +16,7 @@ layout (push_constant) uniform PushConstants {
|
|||
|
||||
#include "entity.h"
|
||||
|
||||
layout (set = 1, binding = 0) buffer Entities {
|
||||
layout (set = 1, binding = 0) readonly buffer Entities {
|
||||
Entity entities[];
|
||||
};
|
||||
|
||||
|
|
|
@ -14,7 +14,7 @@ struct PlaneData {
|
|||
vec4 tcolor;
|
||||
};
|
||||
|
||||
layout (set = 1, binding = 0) buffer Planes {
|
||||
layout (set = 1, binding = 0) readonly buffer Planes {
|
||||
int numPlanes;
|
||||
PlaneData planes[];
|
||||
};
|
||||
|
|
|
@ -8,7 +8,7 @@ layout (set = 0, binding = 0) uniform
|
|||
#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
|
||||
mat3x4 bones[];
|
||||
};
|
||||
|
|
|
@ -4,15 +4,15 @@
|
|||
|
||||
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[];
|
||||
};
|
||||
|
||||
layout (set = 0, binding = 1) buffer ShadowId {
|
||||
layout (set = 0, binding = 1) readonly buffer 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
|
||||
mat3x4 bones[];
|
||||
};
|
||||
|
|
|
@ -15,22 +15,22 @@ struct LightRender {
|
|||
uint style;
|
||||
};
|
||||
|
||||
layout (set = 0, binding = 0) buffer ShadowMatrices {
|
||||
layout (set = 0, binding = 0) readonly buffer ShadowMatrices {
|
||||
mat4 shadow_mats[];
|
||||
};
|
||||
layout (set = 1, binding = 0) buffer LightIds {
|
||||
layout (set = 1, binding = 0) readonly buffer LightIds {
|
||||
uint lightIds[];
|
||||
};
|
||||
layout (set = 1, binding = 1) buffer Lights {
|
||||
layout (set = 1, binding = 1) readonly buffer Lights {
|
||||
LightData lights[];
|
||||
};
|
||||
layout (set = 1, binding = 2) buffer Renderer {
|
||||
layout (set = 1, binding = 2) readonly buffer Renderer {
|
||||
LightRender renderer[];
|
||||
};
|
||||
layout (set = 1, binding = 3) buffer Style {
|
||||
layout (set = 1, binding = 3) readonly buffer Style {
|
||||
vec4 style[];
|
||||
};
|
||||
layout (set = 1, binding = 4) buffer LightEntIds {
|
||||
layout (set = 1, binding = 4) readonly buffer LightEntIds {
|
||||
uint light_entids[];
|
||||
};
|
||||
|
||||
|
|
|
@ -8,7 +8,7 @@ layout (set = 0, binding = 0) uniform
|
|||
#include "matrices.h"
|
||||
;
|
||||
|
||||
layout (set = 1, binding = 0) buffer Entities {
|
||||
layout (set = 1, binding = 0) readonly buffer Entities {
|
||||
Entity entities[];
|
||||
};
|
||||
|
||||
|
|
Loading…
Reference in a new issue