UBO consolidation (#3089)

Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
This commit is contained in:
Alex Cristici
2025-01-08 17:41:29 +02:00
committed by GitHub
parent cf9f41cf61
commit f582327191
262 changed files with 6968 additions and 6928 deletions

View File

@@ -6,24 +6,32 @@
namespace mbgl {
namespace shaders {
#define DEBUG_SHADER_PRELUDE \
R"(
#define idDebugUBO drawableReservedUBOCount
)"
template <>
struct ShaderSource<BuiltIn::DebugShader, gfx::Backend::Type::Vulkan> {
static constexpr const char* name = "DebugShader";
static const std::array<UniformBlockInfo, 1> uniforms;
static const std::array<AttributeInfo, 1> attributes;
static constexpr std::array<AttributeInfo, 0> instanceAttributes{};
static const std::array<TextureInfo, 1> textures;
static constexpr auto vertex = R"(
static constexpr auto vertex = DEBUG_SHADER_PRELUDE R"(
layout(location = 0) in ivec2 in_position;
layout(set = DRAWABLE_UBO_SET_INDEX, binding = 0) uniform DebugUBO {
layout(set = DRAWABLE_UBO_SET_INDEX, binding = idDebugUBO) uniform DebugUBO {
mat4 matrix;
vec4 color;
float overlay_scale;
float pad1, pad2, pad3;
float pad1;
float pad2;
float pad3;
} debug;
layout(location = 0) out vec2 frag_uv;
@@ -39,15 +47,17 @@ void main() {
}
)";
static constexpr auto fragment = R"(
static constexpr auto fragment = DEBUG_SHADER_PRELUDE R"(
layout(location = 0) in vec2 frag_uv;
layout(location = 0) out vec4 out_color;
layout(set = DRAWABLE_UBO_SET_INDEX, binding = 0) uniform DebugUBO {
layout(set = DRAWABLE_UBO_SET_INDEX, binding = idDebugUBO) uniform DebugUBO {
mat4 matrix;
vec4 color;
float overlay_scale;
float pad1, pad2, pad3;
float pad1;
float pad2;
float pad3;
} debug;
layout(set = DRAWABLE_IMAGE_SET_INDEX, binding = 0) uniform sampler2D image_sampler;