diff options
author | RĂ©mi Verschelde <remi@verschelde.fr> | 2022-02-12 10:21:27 +0100 |
---|---|---|
committer | GitHub <noreply@github.com> | 2022-02-12 10:21:27 +0100 |
commit | d1dbe21c56b25aea4143db13a8fbf41bc8df1c2b (patch) | |
tree | 9f527e7f31e720b97516a33daac77c9bd825aa51 /servers/rendering/renderer_rd | |
parent | f5a27ee4fe45925cebfda11ea7d53ca8f39e0a13 (diff) | |
parent | 84d7a695704c439b86d8202ccd768bcd07eabfff (diff) |
Merge pull request #57980 from akien-mga/vulkan-1.3.204
Diffstat (limited to 'servers/rendering/renderer_rd')
52 files changed, 61 insertions, 61 deletions
diff --git a/servers/rendering/renderer_rd/shaders/blit.glsl b/servers/rendering/renderer_rd/shaders/blit.glsl index 8051f96738..14f190a49f 100644 --- a/servers/rendering/renderer_rd/shaders/blit.glsl +++ b/servers/rendering/renderer_rd/shaders/blit.glsl @@ -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; diff --git a/servers/rendering/renderer_rd/shaders/blur_raster_inc.glsl b/servers/rendering/renderer_rd/shaders/blur_raster_inc.glsl index 52bf2886b5..e7a2e18323 100644 --- a/servers/rendering/renderer_rd/shaders/blur_raster_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/blur_raster_inc.glsl @@ -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; diff --git a/servers/rendering/renderer_rd/shaders/bokeh_dof_inc.glsl b/servers/rendering/renderer_rd/shaders/bokeh_dof_inc.glsl index fadea1631c..b90a527554 100644 --- a/servers/rendering/renderer_rd/shaders/bokeh_dof_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/bokeh_dof_inc.glsl @@ -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; diff --git a/servers/rendering/renderer_rd/shaders/canvas_occlusion.glsl b/servers/rendering/renderer_rd/shaders/canvas_occlusion.glsl index 9f89f4b3b7..930cf792cb 100644 --- a/servers/rendering/renderer_rd/shaders/canvas_occlusion.glsl +++ b/servers/rendering/renderer_rd/shaders/canvas_occlusion.glsl @@ -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; diff --git a/servers/rendering/renderer_rd/shaders/canvas_sdf.glsl b/servers/rendering/renderer_rd/shaders/canvas_sdf.glsl index 2bdfbabfcf..0fafc7d486 100644 --- a/servers/rendering/renderer_rd/shaders/canvas_sdf.glsl +++ b/servers/rendering/renderer_rd/shaders/canvas_sdf.glsl @@ -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; diff --git a/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl b/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl index 0cff505cae..12f57b0178 100644 --- a/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl @@ -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; diff --git a/servers/rendering/renderer_rd/shaders/cluster_debug.glsl b/servers/rendering/renderer_rd/shaders/cluster_debug.glsl index 40da2c6e5c..0034de8c91 100644 --- a/servers/rendering/renderer_rd/shaders/cluster_debug.glsl +++ b/servers/rendering/renderer_rd/shaders/cluster_debug.glsl @@ -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; diff --git a/servers/rendering/renderer_rd/shaders/cluster_render.glsl b/servers/rendering/renderer_rd/shaders/cluster_render.glsl index 6d95722a57..2fe230f0bf 100644 --- a/servers/rendering/renderer_rd/shaders/cluster_render.glsl +++ b/servers/rendering/renderer_rd/shaders/cluster_render.glsl @@ -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; diff --git a/servers/rendering/renderer_rd/shaders/cluster_store.glsl b/servers/rendering/renderer_rd/shaders/cluster_store.glsl index b0606efa94..64a145f3c6 100644 --- a/servers/rendering/renderer_rd/shaders/cluster_store.glsl +++ b/servers/rendering/renderer_rd/shaders/cluster_store.glsl @@ -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; diff --git a/servers/rendering/renderer_rd/shaders/copy.glsl b/servers/rendering/renderer_rd/shaders/copy.glsl index ecf7bb9817..4563ac7af9 100644 --- a/servers/rendering/renderer_rd/shaders/copy.glsl +++ b/servers/rendering/renderer_rd/shaders/copy.glsl @@ -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; diff --git a/servers/rendering/renderer_rd/shaders/copy_to_fb.glsl b/servers/rendering/renderer_rd/shaders/copy_to_fb.glsl index 8c68e2dc2f..2f1f9c4765 100644 --- a/servers/rendering/renderer_rd/shaders/copy_to_fb.glsl +++ b/servers/rendering/renderer_rd/shaders/copy_to_fb.glsl @@ -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; diff --git a/servers/rendering/renderer_rd/shaders/cube_to_dp.glsl b/servers/rendering/renderer_rd/shaders/cube_to_dp.glsl index 69b895ed29..e77d0de719 100644 --- a/servers/rendering/renderer_rd/shaders/cube_to_dp.glsl +++ b/servers/rendering/renderer_rd/shaders/cube_to_dp.glsl @@ -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; diff --git a/servers/rendering/renderer_rd/shaders/cubemap_downsampler_inc.glsl b/servers/rendering/renderer_rd/shaders/cubemap_downsampler_inc.glsl index b329e67293..641e0906f5 100644 --- a/servers/rendering/renderer_rd/shaders/cubemap_downsampler_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/cubemap_downsampler_inc.glsl @@ -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 } diff --git a/servers/rendering/renderer_rd/shaders/cubemap_filter_raster.glsl b/servers/rendering/renderer_rd/shaders/cubemap_filter_raster.glsl index 324d306218..0990dc7c2f 100644 --- a/servers/rendering/renderer_rd/shaders/cubemap_filter_raster.glsl +++ b/servers/rendering/renderer_rd/shaders/cubemap_filter_raster.glsl @@ -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; } diff --git a/servers/rendering/renderer_rd/shaders/cubemap_roughness_inc.glsl b/servers/rendering/renderer_rd/shaders/cubemap_roughness_inc.glsl index be12be5dec..ce0a25e12f 100644 --- a/servers/rendering/renderer_rd/shaders/cubemap_roughness_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/cubemap_roughness_inc.glsl @@ -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; diff --git a/servers/rendering/renderer_rd/shaders/fsr_upscale.glsl b/servers/rendering/renderer_rd/shaders/fsr_upscale.glsl index 54a7790f77..c8eb78a2f0 100644 --- a/servers/rendering/renderer_rd/shaders/fsr_upscale.glsl +++ b/servers/rendering/renderer_rd/shaders/fsr_upscale.glsl @@ -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; diff --git a/servers/rendering/renderer_rd/shaders/gi.glsl b/servers/rendering/renderer_rd/shaders/gi.glsl index 9854f124d7..0c7f08813b 100644 --- a/servers/rendering/renderer_rd/shaders/gi.glsl +++ b/servers/rendering/renderer_rd/shaders/gi.glsl @@ -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; diff --git a/servers/rendering/renderer_rd/shaders/giprobe_write.glsl b/servers/rendering/renderer_rd/shaders/giprobe_write.glsl index a6d65bffeb..6c73864bf6 100644 --- a/servers/rendering/renderer_rd/shaders/giprobe_write.glsl +++ b/servers/rendering/renderer_rd/shaders/giprobe_write.glsl @@ -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; diff --git a/servers/rendering/renderer_rd/shaders/luminance_reduce.glsl b/servers/rendering/renderer_rd/shaders/luminance_reduce.glsl index 466442b67a..0ee4cf6e31 100644 --- a/servers/rendering/renderer_rd/shaders/luminance_reduce.glsl +++ b/servers/rendering/renderer_rd/shaders/luminance_reduce.glsl @@ -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; diff --git a/servers/rendering/renderer_rd/shaders/luminance_reduce_raster_inc.glsl b/servers/rendering/renderer_rd/shaders/luminance_reduce_raster_inc.glsl index 3cde9923fa..b8860f6518 100644 --- a/servers/rendering/renderer_rd/shaders/luminance_reduce_raster_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/luminance_reduce_raster_inc.glsl @@ -1,5 +1,5 @@ -layout(push_constant, binding = 1, std430) uniform PushConstant { +layout(push_constant, std430) uniform PushConstant { ivec2 source_size; ivec2 dest_size; diff --git a/servers/rendering/renderer_rd/shaders/particles.glsl b/servers/rendering/renderer_rd/shaders/particles.glsl index 328becbc20..d691ea2fdf 100644 --- a/servers/rendering/renderer_rd/shaders/particles.glsl +++ b/servers/rendering/renderer_rd/shaders/particles.glsl @@ -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; diff --git a/servers/rendering/renderer_rd/shaders/particles_copy.glsl b/servers/rendering/renderer_rd/shaders/particles_copy.glsl index e88e68b511..bb11e4c78d 100644 --- a/servers/rendering/renderer_rd/shaders/particles_copy.glsl +++ b/servers/rendering/renderer_rd/shaders/particles_copy.glsl @@ -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; diff --git a/servers/rendering/renderer_rd/shaders/resolve.glsl b/servers/rendering/renderer_rd/shaders/resolve.glsl index fecf812a8c..0e086331c0 100644 --- a/servers/rendering/renderer_rd/shaders/resolve.glsl +++ b/servers/rendering/renderer_rd/shaders/resolve.glsl @@ -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; diff --git a/servers/rendering/renderer_rd/shaders/roughness_limiter.glsl b/servers/rendering/renderer_rd/shaders/roughness_limiter.glsl index 7b964675ca..59027df8e9 100644 --- a/servers/rendering/renderer_rd/shaders/roughness_limiter.glsl +++ b/servers/rendering/renderer_rd/shaders/roughness_limiter.glsl @@ -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; diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl index 0f7cd18534..084e2a0673 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl @@ -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; diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl index a9a4fce82a..541c0b0603 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl @@ -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 diff --git a/servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl b/servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl index 57349e55b1..a416891ff2 100644 --- a/servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl +++ b/servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl @@ -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; diff --git a/servers/rendering/renderer_rd/shaders/screen_space_reflection_filter.glsl b/servers/rendering/renderer_rd/shaders/screen_space_reflection_filter.glsl index 62d1cffb0a..20e1712496 100644 --- a/servers/rendering/renderer_rd/shaders/screen_space_reflection_filter.glsl +++ b/servers/rendering/renderer_rd/shaders/screen_space_reflection_filter.glsl @@ -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; diff --git a/servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl b/servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl index 2328effe7b..3f537e273a 100644 --- a/servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl +++ b/servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl @@ -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; diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl index 8b58796962..802a410825 100644 --- a/servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl +++ b/servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl @@ -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; diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl index 4290d5b869..e0be0bca12 100644 --- a/servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl +++ b/servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl @@ -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; diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl index d6e5c6a92e..5bda15236c 100644 --- a/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl +++ b/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl @@ -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; diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl index eedd28959c..9c03297f5c 100644 --- a/servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl +++ b/servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl @@ -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; diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl index f6ec249b5e..bce98f4054 100644 --- a/servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl +++ b/servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl @@ -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; diff --git a/servers/rendering/renderer_rd/shaders/skeleton.glsl b/servers/rendering/renderer_rd/shaders/skeleton.glsl index b831005256..4ef6a26443 100644 --- a/servers/rendering/renderer_rd/shaders/skeleton.glsl +++ b/servers/rendering/renderer_rd/shaders/skeleton.glsl @@ -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; diff --git a/servers/rendering/renderer_rd/shaders/sky.glsl b/servers/rendering/renderer_rd/shaders/sky.glsl index d07a454ade..b258e89c66 100644 --- a/servers/rendering/renderer_rd/shaders/sky.glsl +++ b/servers/rendering/renderer_rd/shaders/sky.glsl @@ -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; diff --git a/servers/rendering/renderer_rd/shaders/sort.glsl b/servers/rendering/renderer_rd/shaders/sort.glsl index 307e60dc21..48cf69012a 100644 --- a/servers/rendering/renderer_rd/shaders/sort.glsl +++ b/servers/rendering/renderer_rd/shaders/sort.glsl @@ -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; diff --git a/servers/rendering/renderer_rd/shaders/ss_effects_downsample.glsl b/servers/rendering/renderer_rd/shaders/ss_effects_downsample.glsl index bdabc146d8..134aae5ce7 100644 --- a/servers/rendering/renderer_rd/shaders/ss_effects_downsample.glsl +++ b/servers/rendering/renderer_rd/shaders/ss_effects_downsample.glsl @@ -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; diff --git a/servers/rendering/renderer_rd/shaders/ssao.glsl b/servers/rendering/renderer_rd/shaders/ssao.glsl index 18cab75c3b..2a87e273bc 100644 --- a/servers/rendering/renderer_rd/shaders/ssao.glsl +++ b/servers/rendering/renderer_rd/shaders/ssao.glsl @@ -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; diff --git a/servers/rendering/renderer_rd/shaders/ssao_blur.glsl b/servers/rendering/renderer_rd/shaders/ssao_blur.glsl index b154f5e527..f42734c46d 100644 --- a/servers/rendering/renderer_rd/shaders/ssao_blur.glsl +++ b/servers/rendering/renderer_rd/shaders/ssao_blur.glsl @@ -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; diff --git a/servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl b/servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl index 23eba34d63..04f98964e8 100644 --- a/servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl +++ b/servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl @@ -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; diff --git a/servers/rendering/renderer_rd/shaders/ssao_interleave.glsl b/servers/rendering/renderer_rd/shaders/ssao_interleave.glsl index 0907423d5d..f6a9a92fac 100644 --- a/servers/rendering/renderer_rd/shaders/ssao_interleave.glsl +++ b/servers/rendering/renderer_rd/shaders/ssao_interleave.glsl @@ -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; diff --git a/servers/rendering/renderer_rd/shaders/ssil.glsl b/servers/rendering/renderer_rd/shaders/ssil.glsl index d1f8f42790..513791dfbf 100644 --- a/servers/rendering/renderer_rd/shaders/ssil.glsl +++ b/servers/rendering/renderer_rd/shaders/ssil.glsl @@ -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; diff --git a/servers/rendering/renderer_rd/shaders/ssil_blur.glsl b/servers/rendering/renderer_rd/shaders/ssil_blur.glsl index 11861e261f..ee21d46a74 100644 --- a/servers/rendering/renderer_rd/shaders/ssil_blur.glsl +++ b/servers/rendering/renderer_rd/shaders/ssil_blur.glsl @@ -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; diff --git a/servers/rendering/renderer_rd/shaders/ssil_importance_map.glsl b/servers/rendering/renderer_rd/shaders/ssil_importance_map.glsl index 815aa55fd4..8818f8cada 100644 --- a/servers/rendering/renderer_rd/shaders/ssil_importance_map.glsl +++ b/servers/rendering/renderer_rd/shaders/ssil_importance_map.glsl @@ -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; diff --git a/servers/rendering/renderer_rd/shaders/ssil_interleave.glsl b/servers/rendering/renderer_rd/shaders/ssil_interleave.glsl index 8a7a5ae4fd..fa4309353d 100644 --- a/servers/rendering/renderer_rd/shaders/ssil_interleave.glsl +++ b/servers/rendering/renderer_rd/shaders/ssil_interleave.glsl @@ -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; diff --git a/servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl b/servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl index 9367b641c2..fb35d3cde6 100644 --- a/servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl +++ b/servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl @@ -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; diff --git a/servers/rendering/renderer_rd/shaders/tonemap.glsl b/servers/rendering/renderer_rd/shaders/tonemap.glsl index 41d41758f4..19a9350137 100644 --- a/servers/rendering/renderer_rd/shaders/tonemap.glsl +++ b/servers/rendering/renderer_rd/shaders/tonemap.glsl @@ -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; diff --git a/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl b/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl index 181d3b272f..a2a4c91894 100644 --- a/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl +++ b/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl @@ -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; diff --git a/servers/rendering/renderer_rd/shaders/voxel_gi.glsl b/servers/rendering/renderer_rd/shaders/voxel_gi.glsl index 73a97d9df1..577c6d0cd0 100644 --- a/servers/rendering/renderer_rd/shaders/voxel_gi.glsl +++ b/servers/rendering/renderer_rd/shaders/voxel_gi.glsl @@ -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; diff --git a/servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl b/servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl index 3f3437f527..fd7a2bf8ad 100644 --- a/servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl +++ b/servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl @@ -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; diff --git a/servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl b/servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl index 3bb4421646..47a611a543 100644 --- a/servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl +++ b/servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl @@ -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; } |