RendererRD: Remove binding specifier for push constants

This is unsupported and glslang made it raise an error in 11.7.0:
https://github.com/KhronosGroup/glslang/pull/2810

Co-authored-by: Clay John <claynjohn@gmail.com>
This commit is contained in:
Rémi Verschelde 2022-02-11 18:40:24 +01:00
parent cf13f8af64
commit 18d6b75ba8
No known key found for this signature in database
GPG Key ID: C3336907360768E1
55 changed files with 66 additions and 66 deletions

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@ -11,7 +11,7 @@ triangles = "#define MODE_TRIANGLES";
#include "lm_common_inc.glsl"
layout(push_constant, binding = 0, std430) uniform Params {
layout(push_constant, std430) uniform Params {
uint base_index;
uint slice;
vec2 uv_offset;
@ -78,7 +78,7 @@ void main() {
#include "lm_common_inc.glsl"
layout(push_constant, binding = 0, std430) uniform Params {
layout(push_constant, std430) uniform Params {
uint base_index;
uint slice;
vec2 uv_offset;

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@ -70,7 +70,7 @@ layout(rgba16f, set = 1, binding = 0) uniform restrict writeonly image2DArray de
layout(set = 1, binding = 1) uniform texture2DArray source_light;
#endif
layout(push_constant, binding = 0, std430) uniform Params {
layout(push_constant, std430) uniform Params {
ivec2 atlas_size; // x used for light probe mode total probes
uint ray_count;
uint ray_to;

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@ -14,7 +14,7 @@ layout(location = 4) flat out uvec3 vertex_indices;
layout(location = 5) flat out vec3 face_normal;
layout(location = 6) flat out uint fragment_action;
layout(push_constant, binding = 0, std430) uniform Params {
layout(push_constant, std430) uniform Params {
vec2 atlas_size;
vec2 uv_offset;
vec3 to_cell_size;
@ -69,7 +69,7 @@ void main() {
#include "lm_common_inc.glsl"
layout(push_constant, binding = 0, std430) uniform Params {
layout(push_constant, std430) uniform Params {
vec2 atlas_size;
vec2 uv_offset;
vec3 to_cell_size;

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@ -4,7 +4,7 @@
#VERSION_DEFINES
layout(push_constant, binding = 0, std140) uniform Pos {
layout(push_constant, std140) uniform Pos {
vec4 src_rect;
vec4 dst_rect;
@ -34,7 +34,7 @@ void main() {
#VERSION_DEFINES
layout(push_constant, binding = 0, std140) uniform Pos {
layout(push_constant, std140) uniform Pos {
vec4 src_rect;
vec4 dst_rect;

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@ -2,7 +2,7 @@
#define FLAG_USE_ORTHOGONAL_PROJECTION (1 << 1)
#define FLAG_GLOW_FIRST_PASS (1 << 2)
layout(push_constant, binding = 1, std430) uniform Blur {
layout(push_constant, std430) uniform Blur {
vec2 pixel_size;
uint flags;
uint pad;

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@ -1,4 +1,4 @@
layout(push_constant, binding = 1, std430) uniform Params {
layout(push_constant, std430) uniform Params {
ivec2 size;
float z_far;
float z_near;

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@ -6,7 +6,7 @@
layout(location = 0) in highp vec3 vertex;
layout(push_constant, binding = 0, std430) uniform Constants {
layout(push_constant, std430) uniform Constants {
mat4 projection;
mat2x4 modelview;
vec2 direction;
@ -34,7 +34,7 @@ void main() {
#VERSION_DEFINES
layout(push_constant, binding = 0, std430) uniform Constants {
layout(push_constant, std430) uniform Constants {
mat4 projection;
mat2x4 modelview;
vec2 direction;

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@ -12,7 +12,7 @@ layout(r16_snorm, set = 0, binding = 2) uniform restrict writeonly image2D dst_s
layout(rg16i, set = 0, binding = 3) uniform restrict readonly iimage2D src_process;
layout(rg16i, set = 0, binding = 4) uniform restrict writeonly iimage2D dst_process;
layout(push_constant, binding = 0, std430) uniform Params {
layout(push_constant, std430) uniform Params {
ivec2 size;
int stride;
int shift;

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@ -41,7 +41,7 @@
// Push Constant
layout(push_constant, binding = 0, std430) uniform DrawData {
layout(push_constant, std430) uniform DrawData {
vec2 world_x;
vec2 world_y;
vec2 world_ofs;

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@ -40,7 +40,7 @@ const vec3 usage_gradient[33] = vec3[]( // 1 (none) + 32
vec3(0.83, 0.22, 0.27),
vec3(0.83, 0.22, 0.32),
vec3(1.00, 0.63, 0.70));
layout(push_constant, binding = 0, std430) uniform Params {
layout(push_constant, std430) uniform Params {
uvec2 screen_size;
uvec2 cluster_screen_size;

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@ -9,7 +9,7 @@ layout(location = 0) in vec3 vertex_attrib;
layout(location = 0) out float depth_interp;
layout(location = 1) out flat uint element_index;
layout(push_constant, binding = 0, std430) uniform Params {
layout(push_constant, std430) uniform Params {
uint base_index;
uint pad0;
uint pad1;

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@ -6,7 +6,7 @@
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
layout(push_constant, binding = 0, std430) uniform Params {
layout(push_constant, std430) uniform Params {
uint cluster_render_data_size; // how much data for a single cluster takes
uint max_render_element_count_div_32; //divided by 32
uvec2 cluster_screen_size;

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@ -17,7 +17,7 @@ layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
#define FLAG_HIGH_QUALITY_GLOW (1 << 8)
#define FLAG_ALPHA_TO_ONE (1 << 9)
layout(push_constant, binding = 1, std430) uniform Params {
layout(push_constant, std430) uniform Params {
ivec4 section;
ivec2 target;
uint flags;

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@ -6,7 +6,7 @@
layout(location = 0) out vec2 uv_interp;
layout(push_constant, binding = 1, std430) uniform Params {
layout(push_constant, std430) uniform Params {
vec4 section;
vec2 pixel_size;
bool flip_y;
@ -39,7 +39,7 @@ void main() {
#VERSION_DEFINES
layout(push_constant, binding = 1, std430) uniform Params {
layout(push_constant, std430) uniform Params {
vec4 section;
vec2 pixel_size;
bool flip_y;

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@ -4,7 +4,7 @@
#VERSION_DEFINES
layout(push_constant, binding = 1, std430) uniform Params {
layout(push_constant, std430) uniform Params {
float z_far;
float z_near;
vec2 texel_size;
@ -31,7 +31,7 @@ layout(location = 0) in vec2 uv_interp;
layout(set = 0, binding = 0) uniform samplerCube source_cube;
layout(push_constant, binding = 1, std430) uniform Params {
layout(push_constant, std430) uniform Params {
float z_far;
float z_near;
vec2 texel_size;

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@ -1,4 +1,4 @@
layout(push_constant, binding = 1, std430) uniform Params {
layout(push_constant, std430) uniform Params {
uint face_size;
uint face_id; // only used in raster shader
}

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@ -25,7 +25,7 @@
#VERSION_DEFINES
layout(push_constant, binding = 1, std430) uniform Params {
layout(push_constant, std430) uniform Params {
int mip_level;
uint face_id;
}
@ -47,7 +47,7 @@ void main() {
#VERSION_DEFINES
layout(push_constant, binding = 1, std430) uniform Params {
layout(push_constant, std430) uniform Params {
int mip_level;
uint face_id;
}

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@ -1,6 +1,6 @@
#define M_PI 3.14159265359
layout(push_constant, binding = 1, std430) uniform Params {
layout(push_constant, std430) uniform Params {
uint face_id;
uint sample_count;
float roughness;

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@ -53,7 +53,7 @@ layout(set = 0, binding = 0) uniform sampler2D source_image;
#define FSR_UPSCALE_PASS_TYPE_EASU 0
#define FSR_UPSCALE_PASS_TYPE_RCAS 1
layout(push_constant, binding = 1, std430) uniform Params {
layout(push_constant, std430) uniform Params {
float resolution_width;
float resolution_height;
float upscaled_width;

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@ -86,7 +86,7 @@ voxel_gi_instances;
layout(set = 0, binding = 17) uniform texture3D voxel_gi_textures[MAX_VOXEL_GI_INSTANCES];
layout(push_constant, binding = 0, std430) uniform Params {
layout(push_constant, std430) uniform Params {
ivec2 screen_size;
float z_near;
float z_far;

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@ -58,7 +58,7 @@ lights;
#endif
layout(push_constant, binding = 0, std430) uniform Params {
layout(push_constant, std430) uniform Params {
ivec3 limits;
uint stack_size;

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@ -28,7 +28,7 @@ layout(r32f, set = 1, binding = 0) uniform restrict writeonly image2D dest_lumin
layout(set = 2, binding = 0) uniform sampler2D prev_luminance;
#endif
layout(push_constant, binding = 1, std430) uniform Params {
layout(push_constant, std430) uniform Params {
ivec2 source_size;
float max_luminance;
float min_luminance;

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@ -1,5 +1,5 @@
layout(push_constant, binding = 1, std430) uniform PushConstant {
layout(push_constant, std430) uniform PushConstant {
ivec2 source_size;
ivec2 dest_size;

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@ -168,7 +168,7 @@ layout(set = 3, binding = 0, std140) uniform MaterialUniforms{
} material;
#endif
layout(push_constant, binding = 0, std430) uniform Params {
layout(push_constant, std430) uniform Params {
float lifetime;
bool clear;
uint total_particles;

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@ -42,7 +42,7 @@ layout(set = 2, binding = 0, std430) restrict readonly buffer TrailBindPoses {
}
trail_bind_poses;
layout(push_constant, binding = 0, std430) uniform Params {
layout(push_constant, std430) uniform Params {
vec3 sort_direction;
uint total_particles;

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@ -25,7 +25,7 @@ layout(rg8ui, set = 3, binding = 0) uniform restrict writeonly uimage2D dest_vox
#endif
layout(push_constant, binding = 16, std430) uniform Params {
layout(push_constant, std430) uniform Params {
ivec2 screen_size;
int sample_count;
uint pad;

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@ -9,7 +9,7 @@ layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
layout(set = 0, binding = 0) uniform sampler2D source_normal;
layout(r8, set = 1, binding = 0) uniform restrict writeonly image2D dest_roughness;
layout(push_constant, binding = 1, std430) uniform Params {
layout(push_constant, std430) uniform Params {
ivec2 screen_size;
float curve;
uint pad;

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@ -21,7 +21,7 @@
#endif
#endif
layout(push_constant, binding = 0, std430) uniform DrawCall {
layout(push_constant, std430) uniform DrawCall {
uint instance_index;
uint uv_offset;
uint pad0;

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@ -15,7 +15,7 @@
/* don't exceed 128 bytes!! */
/* put instance data into our push content, not a array */
layout(push_constant, binding = 0, std430) uniform DrawCall {
layout(push_constant, std430) uniform DrawCall {
highp mat4 transform; // 64 - 64
uint flags; // 04 - 68
uint instance_uniforms_ofs; //base offset in global buffer for instance variables // 04 - 72

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@ -15,7 +15,7 @@ layout(r8, set = 1, binding = 1) uniform restrict writeonly image2D blur_radius_
layout(rgba8, set = 2, binding = 0) uniform restrict readonly image2D source_normal_roughness;
layout(set = 3, binding = 0) uniform sampler2D source_metallic;
layout(push_constant, binding = 2, std430) uniform Params {
layout(push_constant, std430) uniform Params {
vec4 proj_info;
ivec2 screen_size;

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@ -16,7 +16,7 @@ layout(r8, set = 2, binding = 1) uniform restrict writeonly image2D dest_radius;
#endif
layout(r32f, set = 3, binding = 0) uniform restrict readonly image2D source_depth;
layout(push_constant, binding = 2, std430) uniform Params {
layout(push_constant, std430) uniform Params {
vec4 proj_info;
bool orthogonal;

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@ -13,7 +13,7 @@ layout(rgba16f, set = 2, binding = 0) uniform restrict writeonly image2D dest_ss
layout(r32f, set = 3, binding = 0) uniform restrict writeonly image2D dest_depth;
layout(rgba8, set = 3, binding = 1) uniform restrict writeonly image2D dest_normal;
layout(push_constant, binding = 1, std430) uniform Params {
layout(push_constant, std430) uniform Params {
ivec2 screen_size;
float camera_z_near;
float camera_z_far;

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@ -32,7 +32,7 @@ layout(rgba16f, set = 0, binding = 10) uniform restrict writeonly image2D screen
layout(set = 0, binding = 11) uniform texture2DArray lightprobe_texture;
layout(push_constant, binding = 0, std430) uniform Params {
layout(push_constant, std430) uniform Params {
vec3 grid_size;
uint max_cascades;

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@ -6,7 +6,7 @@
#define MAX_CASCADES 8
layout(push_constant, binding = 0, std430) uniform Params {
layout(push_constant, std430) uniform Params {
mat4 projection;
uint band_power;
@ -160,7 +160,7 @@ layout(location = 0) out vec4 frag_color;
layout(set = 0, binding = 2) uniform texture2DArray lightprobe_texture;
layout(set = 0, binding = 3) uniform sampler linear_sampler;
layout(push_constant, binding = 0, std430) uniform Params {
layout(push_constant, std430) uniform Params {
mat4 projection;
uint band_power;

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@ -82,7 +82,7 @@ lights;
layout(set = 0, binding = 10) uniform texture2DArray lightprobe_texture;
layout(set = 0, binding = 11) uniform texture3D occlusion_texture;
layout(push_constant, binding = 0, std430) uniform Params {
layout(push_constant, std430) uniform Params {
vec3 grid_size;
uint max_cascades;

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@ -52,7 +52,7 @@ layout(set = 1, binding = 1) uniform sampler linear_sampler_mipmaps;
#define SKY_MODE_COLOR 1
#define SKY_MODE_SKY 2
layout(push_constant, binding = 0, std430) uniform Params {
layout(push_constant, std430) uniform Params {
vec3 grid_size;
uint max_cascades;

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@ -155,7 +155,7 @@ layout(r16ui, set = 0, binding = 2) uniform restrict readonly uimage3D src_occlu
#endif
layout(push_constant, binding = 0, std430) uniform Params {
layout(push_constant, std430) uniform Params {
ivec3 scroll;
int grid_size;

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@ -36,7 +36,7 @@ layout(set = 2, binding = 0, std430) buffer restrict readonly SkeletonData {
}
bone_transforms;
layout(push_constant, binding = 0, std430) uniform Params {
layout(push_constant, std430) uniform Params {
bool has_normal;
bool has_tangent;
bool has_skeleton;

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@ -12,7 +12,7 @@
layout(location = 0) out vec2 uv_interp;
layout(push_constant, binding = 1, std430) uniform Params {
layout(push_constant, std430) uniform Params {
mat3 orientation;
vec4 projections[MAX_VIEWS];
vec4 position_multiplier;
@ -52,7 +52,7 @@ void main() {
layout(location = 0) in vec2 uv_interp;
layout(push_constant, binding = 1, std430) uniform Params {
layout(push_constant, std430) uniform Params {
mat3 orientation;
vec4 projections[MAX_VIEWS];
vec4 position_multiplier;

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@ -47,7 +47,7 @@ layout(set = 1, binding = 0, std430) restrict buffer SortBuffer {
}
sort_buffer;
layout(push_constant, binding = 0, std430) uniform Params {
layout(push_constant, std430) uniform Params {
uint total_elements;
uint pad[3];
ivec4 job_params;

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@ -25,7 +25,7 @@
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
layout(push_constant, binding = 1, std430) uniform Params {
layout(push_constant, std430) uniform Params {
vec2 pixel_size;
float z_far;
float z_near;

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@ -85,7 +85,7 @@ counter;
layout(rg8, set = 2, binding = 0) uniform restrict writeonly image2D dest_image;
// This push_constant is full - 128 bytes - if you need to add more data, consider adding to the uniform buffer instead
layout(push_constant, binding = 3, std430) uniform Params {
layout(push_constant, std430) uniform Params {
ivec2 screen_size;
int pass;
int quality;

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@ -29,7 +29,7 @@ layout(set = 0, binding = 0) uniform sampler2D source_ssao;
layout(rg8, set = 1, binding = 0) uniform restrict writeonly image2D dest_image;
layout(push_constant, binding = 1, std430) uniform Params {
layout(push_constant, std430) uniform Params {
float edge_sharpness;
float pad;
vec2 half_screen_pixel_size;

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@ -39,7 +39,7 @@ layout(set = 2, binding = 0, std430) buffer Counter {
counter;
#endif
layout(push_constant, binding = 1, std430) uniform Params {
layout(push_constant, std430) uniform Params {
vec2 half_screen_pixel_size;
float intensity;
float power;

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@ -27,7 +27,7 @@ layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
layout(rgba8, set = 0, binding = 0) uniform restrict writeonly image2D dest_image;
layout(set = 1, binding = 0) uniform sampler2DArray source_texture;
layout(push_constant, binding = 1, std430) uniform Params {
layout(push_constant, std430) uniform Params {
float inv_sharpness;
uint size_modifier;
vec2 pixel_size;

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@ -87,7 +87,7 @@ layout(set = 3, binding = 1) uniform ProjectionConstants {
}
projection_constants;
layout(push_constant, binding = 3, std430) uniform Params {
layout(push_constant, std430) uniform Params {
ivec2 screen_size;
int pass;
int quality;

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@ -12,7 +12,7 @@ layout(rgba16, set = 1, binding = 0) uniform restrict writeonly image2D dest_ima
layout(r8, set = 2, binding = 0) uniform restrict readonly image2D source_edges;
layout(push_constant, binding = 1, std430) uniform Params {
layout(push_constant, std430) uniform Params {
float edge_sharpness;
float pad;
vec2 half_screen_pixel_size;

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@ -39,7 +39,7 @@ layout(set = 2, binding = 0, std430) buffer Counter {
counter;
#endif
layout(push_constant, binding = 1, std430) uniform Params {
layout(push_constant, std430) uniform Params {
vec2 half_screen_pixel_size;
float intensity;
float pad;

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@ -10,7 +10,7 @@ layout(rgba16, set = 0, binding = 0) uniform restrict writeonly image2D dest_ima
layout(set = 1, binding = 0) uniform sampler2DArray source_texture;
layout(r8, set = 2, binding = 0) uniform restrict readonly image2DArray source_edges;
layout(push_constant, binding = 1, std430) uniform Params {
layout(push_constant, std430) uniform Params {
float inv_sharpness;
uint size_modifier;
vec2 pixel_size;

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@ -87,7 +87,7 @@ const vec4 skin_kernel[kernel_size] = vec4[](
#endif //USE_11_SAMPLES
layout(push_constant, binding = 1, std430) uniform Params {
layout(push_constant, std430) uniform Params {
ivec2 screen_size;
float camera_z_far;
float camera_z_near;

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@ -53,7 +53,7 @@ layout(set = 3, binding = 0) uniform sampler2D source_color_correction;
layout(set = 3, binding = 0) uniform sampler3D source_color_correction;
#endif
layout(push_constant, binding = 1, std430) uniform Params {
layout(push_constant, std430) uniform Params {
vec3 bcs;
bool use_bcs;

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@ -33,7 +33,7 @@ layout(set = 0, binding = 2, std430) restrict readonly buffer GlobalVariableData
}
global_variables;
layout(push_constant, binding = 0, std430) uniform Params {
layout(push_constant, std430) uniform Params {
vec3 position;
float pad;

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@ -74,7 +74,7 @@ layout(set = 0, binding = 5) uniform texture3D color_texture;
#ifndef MODE_DYNAMIC
layout(push_constant, binding = 0, std430) uniform Params {
layout(push_constant, std430) uniform Params {
ivec3 limits;
uint stack_size;
@ -108,7 +108,7 @@ layout(rgba8, set = 0, binding = 5) uniform restrict writeonly image3D color_tex
#ifdef MODE_DYNAMIC
layout(push_constant, binding = 0, std430) uniform Params {
layout(push_constant, std430) uniform Params {
ivec3 limits;
uint light_count; //when not lighting
ivec3 x_dir;

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@ -20,7 +20,7 @@ layout(set = 0, binding = 2) uniform texture3D color_tex;
layout(set = 0, binding = 3) uniform sampler tex_sampler;
layout(push_constant, binding = 0, std430) uniform Params {
layout(push_constant, std430) uniform Params {
mat4 projection;
uint cell_offset;
float dynamic_range;

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@ -33,7 +33,7 @@ cell_data;
layout(r8ui, set = 0, binding = 3) uniform restrict writeonly uimage3D sdf_tex;
layout(push_constant, binding = 0, std430) uniform Params {
layout(push_constant, std430) uniform Params {
uint offset;
uint end;
uint pad0;
@ -66,7 +66,7 @@ void main() {
}
#if 0
layout(push_constant, binding = 0, std430) uniform Params {
layout(push_constant, std430) uniform Params {
ivec3 limits;
uint stack_size;
}