Remove the 0th descriptor set, move everything else back to 0

This commit is contained in:
Henrik Rydgård 2022-12-16 13:03:44 +01:00
parent 5406c4f97a
commit 26884150d7
18 changed files with 42 additions and 125 deletions

View file

@ -44,7 +44,7 @@ static const std::vector<Draw::ShaderSource> fsDiscard = {
layout(location = 0) in vec4 oColor0;
layout(location = 1) in vec2 oTexCoord0;
layout(location = 0) out vec4 fragColor0;
layout(set = 1, binding = 1) uniform sampler2D Sampler0;
layout(set = 0, binding = 1) uniform sampler2D Sampler0;
void main() {
vec4 color = texture(Sampler0, oTexCoord0) * oColor0;
if (color.a <= 0.0)
@ -86,7 +86,7 @@ static const std::vector<Draw::ShaderSource> fsAdrenoLogicTest = {
layout(location = 0) in vec4 oColor0;
layout(location = 1) in highp vec2 oTexCoord0;
layout(location = 0) out vec4 fragColor0;
layout(set = 1, binding = 1) uniform sampler2D Sampler0;
layout(set = 0, binding = 1) uniform sampler2D Sampler0;
void main() {
vec4 v = texture(Sampler0, oTexCoord0).aaaa * oColor0;
if (v.r < 0.2 && v.g < 0.2 && v.b < 0.2) discard;
@ -117,7 +117,7 @@ static const std::vector<Draw::ShaderSource> vsAdrenoLogicTest = {
"#version 450\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (std140, set = 1, binding = 0) uniform bufferVals {\n"
"layout (std140, set = 0, binding = 0) uniform bufferVals {\n"
" mat4 WorldViewProj;\n"
"} myBufferVals;\n"
"layout (location = 0) in vec4 pos;\n"
@ -173,7 +173,7 @@ static const std::vector<Draw::ShaderSource> fsFlat = {
"layout(location = 0) flat in lowp vec4 oColor0;\n"
"layout(location = 1) in highp vec2 oTexCoord0;\n"
"layout(location = 0) out vec4 fragColor0;\n"
"layout(set = 1, binding = 1) uniform sampler2D Sampler0;\n"
"layout(set = 0, binding = 1) uniform sampler2D Sampler0;\n"
"void main() { fragColor0 = texture(Sampler0, oTexCoord0) * oColor0; }\n"
}
};
@ -214,7 +214,7 @@ static const std::vector<Draw::ShaderSource> vsFlat = {
"#version 450\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (std140, set = 1, binding = 0) uniform bufferVals {\n"
"layout (std140, set = 0, binding = 0) uniform bufferVals {\n"
" mat4 WorldViewProj;\n"
"} myBufferVals;\n"
"layout (location = 0) in vec4 pos;\n"