diff options
Diffstat (limited to 'servers/visual/rasterizer_rd')
8 files changed, 143 insertions, 81 deletions
diff --git a/servers/visual/rasterizer_rd/rasterizer_scene_forward_rd.cpp b/servers/visual/rasterizer_rd/rasterizer_scene_forward_rd.cpp index f63ceb9dfa..1eb0ab3d8d 100644 --- a/servers/visual/rasterizer_rd/rasterizer_scene_forward_rd.cpp +++ b/servers/visual/rasterizer_rd/rasterizer_scene_forward_rd.cpp @@ -92,7 +92,7 @@ void RasterizerSceneForwardRD::ShaderData::set_code(const String &p_code) { ShaderCompilerRD::GeneratedCode gen_code; int blend_mode = BLEND_MODE_MIX; - int depth_test = DEPTH_TEST_ENABLED; + int depth_testi = DEPTH_TEST_ENABLED; int cull = CULL_BACK; uses_point_size = false; @@ -127,7 +127,7 @@ void RasterizerSceneForwardRD::ShaderData::set_code(const String &p_code) { actions.render_mode_values["depth_draw_opaque"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_OPAQUE); actions.render_mode_values["depth_draw_always"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_ALWAYS); - actions.render_mode_values["depth_test_disabled"] = Pair<int *, int>(&depth_test, DEPTH_TEST_DISABLED); + actions.render_mode_values["depth_test_disabled"] = Pair<int *, int>(&depth_testi, DEPTH_TEST_DISABLED); actions.render_mode_values["cull_disabled"] = Pair<int *, int>(&cull, CULL_DISABLED); actions.render_mode_values["cull_front"] = Pair<int *, int>(&cull, CULL_FRONT); @@ -161,7 +161,7 @@ void RasterizerSceneForwardRD::ShaderData::set_code(const String &p_code) { RasterizerSceneForwardRD *scene_singleton = (RasterizerSceneForwardRD *)RasterizerSceneForwardRD::singleton; - Error err = scene_singleton->shader.compiler.compile(VS::SHADER_CANVAS_ITEM, code, &actions, path, gen_code); + Error err = scene_singleton->shader.compiler.compile(VS::SHADER_SPATIAL, code, &actions, path, gen_code); ERR_FAIL_COND(err != OK); @@ -170,6 +170,7 @@ void RasterizerSceneForwardRD::ShaderData::set_code(const String &p_code) { } depth_draw = DepthDraw(depth_drawi); + depth_test = DepthTest(depth_testi); #if 0 print_line("**compiling shader:"); @@ -257,8 +258,6 @@ void RasterizerSceneForwardRD::ShaderData::set_code(const String &p_code) { depth_stencil_state.enable_depth_write = depth_draw != DEPTH_DRAW_DISABLED ? true : false; } - bool first = true; - for (int i = 0; i < CULL_VARIANT_MAX; i++) { RD::PolygonCullMode cull_mode_rd_table[3][CULL_VARIANT_MAX] = { @@ -321,11 +320,6 @@ void RasterizerSceneForwardRD::ShaderData::set_code(const String &p_code) { } RID shader_variant = scene_singleton->shader.scene_shader.version_get_shader(version, k); - - if (first) { - //should be the same for all, so.. - vertex_input_mask = RD::get_singleton()->shader_get_vertex_input_attribute_mask(shader_variant); - } pipelines[i][j][k].setup(shader_variant, primitive_rd, raster_state, RD::PipelineMultisampleState(), depth_stencil, blend_state, 0); } } @@ -586,6 +580,7 @@ bool RasterizerSceneForwardRD::free(RID p_rid) { void RasterizerSceneForwardRD::instance_create_custom_data(InstanceBase *p_instance) { InstanceGeometryData *geom_data = memnew(InstanceGeometryData); geom_data->ubo = RD::get_singleton()->uniform_buffer_create(sizeof(InstanceGeometryData::UBO)); + p_instance->custom_data = geom_data; } void RasterizerSceneForwardRD::instance_free_custom_data(InstanceBase *p_instance) { @@ -650,6 +645,10 @@ void RasterizerSceneForwardRD::_render_list(RenderingDevice::DrawListID p_draw_l RID prev_vertex_array_rd; RID prev_index_array_rd; + RID prev_pipeline_rd; + + PushConstant push_constant; + zeromem(&push_constant, sizeof(PushConstant)); for (int i = 0; i < p_element_count; i++) { @@ -673,40 +672,25 @@ void RasterizerSceneForwardRD::_render_list(RenderingDevice::DrawListID p_draw_l //find primitive and vertex format VS::PrimitiveType primitive; - RD::VertexFormatID vertex_format; - RID vertex_array_rd; - RID index_array_rd; - RID prev_pipeline_rd; switch (e->instance->base_type) { case VS::INSTANCE_MESH: { - storage->mesh_get_arrays_primitive_and_format(e->instance->base, e->surface_index, shader->vertex_input_mask, primitive, vertex_array_rd, index_array_rd, vertex_format); + primitive = storage->mesh_surface_get_primitive(e->instance->base, e->surface_index); } break; case VS::INSTANCE_MULTIMESH: { - + ERR_CONTINUE(true); //should be a bug } break; case VS::INSTANCE_IMMEDIATE: { - + ERR_CONTINUE(true); //should be a bug } break; case VS::INSTANCE_PARTICLES: { - + ERR_CONTINUE(true); //should be a bug } break; default: { ERR_CONTINUE(true); //should be a bug } } - if (prev_vertex_array_rd != vertex_array_rd) { - RD::get_singleton()->draw_list_bind_vertex_array(draw_list, vertex_array_rd); - prev_vertex_array_rd = vertex_array_rd; - } - if (prev_index_array_rd != index_array_rd) { - if (index_array_rd.is_valid()) { - RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array_rd); - } - prev_index_array_rd = index_array_rd; - } - InstanceGeometryData *geom_data = (InstanceGeometryData *)e->instance->custom_data; ShaderVersion shader_version; @@ -726,7 +710,7 @@ void RasterizerSceneForwardRD::_render_list(RenderingDevice::DrawListID p_draw_l instance_uniform_set = geom_data->uniform_set_gi; shader_version = SHADER_VERSION_VCT_COLOR_PASS; } else { - instance_uniform_set = geom_data->uniform_set_base; + instance_uniform_set = geom_data->uniform_set_gi; shader_version = SHADER_VERSION_COLOR_PASS; } } break; @@ -741,7 +725,7 @@ void RasterizerSceneForwardRD::_render_list(RenderingDevice::DrawListID p_draw_l instance_uniform_set = geom_data->uniform_set_gi; shader_version = SHADER_VERSION_VCT_COLOR_PASS_WITH_SEPARATE_SPECULAR; } else { - instance_uniform_set = geom_data->uniform_set_base; + instance_uniform_set = geom_data->uniform_set_gi; shader_version = SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR; } } break; @@ -767,6 +751,40 @@ void RasterizerSceneForwardRD::_render_list(RenderingDevice::DrawListID p_draw_l pipeline = &shader->pipelines[cull_variant][primitive][shader_version]; + RD::VertexFormatID vertex_format; + RID vertex_array_rd; + RID index_array_rd; + + switch (e->instance->base_type) { + case VS::INSTANCE_MESH: { + storage->mesh_surface_get_arrays_and_format(e->instance->base, e->surface_index, pipeline->get_vertex_input_mask(), vertex_array_rd, index_array_rd, vertex_format); + } break; + case VS::INSTANCE_MULTIMESH: { + ERR_CONTINUE(true); //should be a bug + } break; + case VS::INSTANCE_IMMEDIATE: { + ERR_CONTINUE(true); //should be a bug + } break; + case VS::INSTANCE_PARTICLES: { + ERR_CONTINUE(true); //should be a bug + } break; + default: { + ERR_CONTINUE(true); //should be a bug + } + } + + if (prev_vertex_array_rd != vertex_array_rd) { + RD::get_singleton()->draw_list_bind_vertex_array(draw_list, vertex_array_rd); + prev_vertex_array_rd = vertex_array_rd; + } + + if (prev_index_array_rd != index_array_rd) { + if (index_array_rd.is_valid()) { + RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array_rd); + } + prev_index_array_rd = index_array_rd; + } + RID pipeline_rd = pipeline->get_render_pipeline(vertex_format, framebuffer_format); if (pipeline_rd != prev_pipeline_rd) { @@ -787,6 +805,8 @@ void RasterizerSceneForwardRD::_render_list(RenderingDevice::DrawListID p_draw_l RD::get_singleton()->draw_list_bind_uniform_set(draw_list, instance_uniform_set, 3); + RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(PushConstant)); + switch (e->instance->base_type) { case VS::INSTANCE_MESH: { RD::get_singleton()->draw_list_draw(draw_list, index_array_rd.is_valid()); @@ -810,9 +830,12 @@ void RasterizerSceneForwardRD::_render_list(RenderingDevice::DrawListID p_draw_l void RasterizerSceneForwardRD::_setup_environment(RID p_environment, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, bool p_no_fog) { Transform sky_orientation; + CameraMatrix projection = p_cam_projection; + projection.flip_y(); + //store camera into ubo - store_camera(p_cam_projection, scene_state.ubo.projection_matrix); - store_camera(p_cam_projection.inverse(), scene_state.ubo.inv_projection_matrix); + store_camera(projection, scene_state.ubo.projection_matrix); + store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix); store_transform(p_cam_transform, scene_state.ubo.camera_matrix); store_transform(p_cam_transform.affine_inverse(), scene_state.ubo.inv_camera_matrix); @@ -1063,9 +1086,9 @@ void RasterizerSceneForwardRD::_fill_render_list(InstanceBase **p_cull_result, i store_transform(inst->transform, ubo.transform); store_transform_3x3(inst->transform.basis.inverse().transposed(), ubo.normal_transform); ubo.flags = 0; - ubo.pad[0]; - ubo.pad[1]; - ubo.pad[2]; + ubo.pad[0] = 0; + ubo.pad[1] = 0; + ubo.pad[2] = 0; RD::get_singleton()->buffer_update(geom_data->ubo, 0, sizeof(InstanceGeometryData::UBO), &ubo, true); } @@ -1723,6 +1746,7 @@ void RasterizerSceneForwardRD::_render_scene(RenderBufferData *p_buffer_data, co RasterizerEffectsRD *effects = storage->get_effects(); effects->copy(render_buffer->color, storage->render_target_get_rd_framebuffer(render_buffer->render_target), Rect2()); + storage->render_target_disable_clear_request(render_buffer->render_target); #if 0 _post_process(env, p_cam_projection); @@ -1793,6 +1817,7 @@ void RasterizerSceneForwardRD::set_time(double p_time) { } RasterizerSceneForwardRD::RasterizerSceneForwardRD(RasterizerStorageRD *p_storage) { + singleton = this; storage = p_storage; /* SHADER */ diff --git a/servers/visual/rasterizer_rd/rasterizer_scene_forward_rd.h b/servers/visual/rasterizer_rd/rasterizer_scene_forward_rd.h index e09e42b1f3..299cd178e1 100644 --- a/servers/visual/rasterizer_rd/rasterizer_scene_forward_rd.h +++ b/servers/visual/rasterizer_rd/rasterizer_scene_forward_rd.h @@ -194,6 +194,19 @@ class RasterizerSceneForwardRD : public RasterizerSceneRD { bool using_vct_gi = false; }; + /* Push Constant */ + + struct PushConstant { + uint32_t reflection_probe_count; + uint32_t omni_light_count; + uint32_t spot_light_count; + uint32_t decal_count; + float reflection_probe_indices[4]; + float omni_light_indices[4]; + float spot_light_indices[4]; + float decal_indices[4]; + }; + /* Framebuffer */ struct RenderBufferDataForward : public RenderBufferData { diff --git a/servers/visual/rasterizer_rd/rasterizer_storage_rd.cpp b/servers/visual/rasterizer_rd/rasterizer_storage_rd.cpp index 5351af7c90..61f9a373a8 100644 --- a/servers/visual/rasterizer_rd/rasterizer_storage_rd.cpp +++ b/servers/visual/rasterizer_rd/rasterizer_storage_rd.cpp @@ -1939,17 +1939,12 @@ void RasterizerStorageRD::_mesh_surface_generate_version_for_input_mask(Mesh::Su for (int i = 0; i < VS::ARRAY_WEIGHTS; i++) { - if (!(p_input_mask & (1 << i))) { - continue; // Shader does not need this, skip it - } - RD::VertexDescription vd; RID buffer; vd.location = i; if (!(s->format & (1 << i))) { - // Shader needs this, but it's not provided by this surface - // Create a default attribue using the default buffers + // Not supplied by surface, use default value buffer = mesh_default_rd_buffers[i]; switch (i) { @@ -1986,7 +1981,7 @@ void RasterizerStorageRD::_mesh_surface_generate_version_for_input_mask(Mesh::Su } break; } } else { - //Shader needs this, and it's also provided + //Supplied, use it vd.offset = stride; vd.stride = 1; //mark that it needs a stride set @@ -2072,6 +2067,10 @@ void RasterizerStorageRD::_mesh_surface_generate_version_for_input_mask(Mesh::Su } } + if (!(p_input_mask & (1 << i))) { + continue; // Shader does not need this, skip it + } + attributes.push_back(vd); buffers.push_back(buffer); } @@ -2436,6 +2435,13 @@ void RasterizerStorageRD::base_update_dependency(RID p_base, RasterizerScene::In } } +VS::InstanceType RasterizerStorageRD::get_base_type(RID p_rid) const { + + if (mesh_owner.owns(p_rid)) { + return VS::INSTANCE_MESH; + } + return VS::INSTANCE_NONE; +} void RasterizerStorageRD::update_dirty_resources() { _update_queued_materials(); } diff --git a/servers/visual/rasterizer_rd/rasterizer_storage_rd.h b/servers/visual/rasterizer_rd/rasterizer_storage_rd.h index 729e8b6556..dca270746b 100644 --- a/servers/visual/rasterizer_rd/rasterizer_storage_rd.h +++ b/servers/visual/rasterizer_rd/rasterizer_storage_rd.h @@ -485,7 +485,15 @@ public: return mesh->material_cache.ptr(); } - _FORCE_INLINE_ void mesh_get_arrays_primitive_and_format(RID p_mesh, uint32_t p_surface_index, uint32_t p_input_mask, VS::PrimitiveType &r_primitive, RID &r_vertex_array_rd, RID &r_index_array_rd, RD::VertexFormatID &r_vertex_format) { + _FORCE_INLINE_ VS::PrimitiveType mesh_surface_get_primitive(RID p_mesh, uint32_t p_surface_index) { + Mesh *mesh = mesh_owner.getornull(p_mesh); + ERR_FAIL_COND_V(!mesh, VS::PRIMITIVE_MAX); + ERR_FAIL_INDEX_V(p_surface_index, mesh->surface_count, VS::PRIMITIVE_MAX); + + return mesh->surfaces[p_surface_index]->primitive; + } + + _FORCE_INLINE_ void mesh_surface_get_arrays_and_format(RID p_mesh, uint32_t p_surface_index, uint32_t p_input_mask, RID &r_vertex_array_rd, RID &r_index_array_rd, RD::VertexFormatID &r_vertex_format) { Mesh *mesh = mesh_owner.getornull(p_mesh); ERR_FAIL_COND(!mesh); ERR_FAIL_INDEX(p_surface_index, mesh->surface_count); @@ -772,10 +780,7 @@ public: Size2 render_target_get_size(RID p_render_target); RID render_target_get_rd_framebuffer(RID p_render_target); - VS::InstanceType get_base_type(RID p_rid) const { - - return VS::INSTANCE_NONE; - } + VS::InstanceType get_base_type(RID p_rid) const; bool free(RID p_rid); diff --git a/servers/visual/rasterizer_rd/render_pipeline_vertex_format_cache_rd.cpp b/servers/visual/rasterizer_rd/render_pipeline_vertex_format_cache_rd.cpp index b2cb6a1634..aef6f07b2f 100644 --- a/servers/visual/rasterizer_rd/render_pipeline_vertex_format_cache_rd.cpp +++ b/servers/visual/rasterizer_rd/render_pipeline_vertex_format_cache_rd.cpp @@ -65,6 +65,7 @@ void RenderPipelineVertexFormatCacheRD::setup(RID p_shader, RD::RenderPrimitive ERR_FAIL_COND(p_shader.is_null()); _clear(); shader = p_shader; + input_mask = RD::get_singleton()->shader_get_vertex_input_attribute_mask(p_shader); render_primitive = p_primitive; rasterization_state = p_rasterization_state; multisample_state = p_multisample; @@ -82,11 +83,13 @@ void RenderPipelineVertexFormatCacheRD::update_shader(RID p_shader) { void RenderPipelineVertexFormatCacheRD::clear() { _clear(); shader = RID(); //clear shader + input_mask = 0; } RenderPipelineVertexFormatCacheRD::RenderPipelineVertexFormatCacheRD() { version_count = 0; versions = NULL; + input_mask = 0; } RenderPipelineVertexFormatCacheRD::~RenderPipelineVertexFormatCacheRD() { diff --git a/servers/visual/rasterizer_rd/render_pipeline_vertex_format_cache_rd.h b/servers/visual/rasterizer_rd/render_pipeline_vertex_format_cache_rd.h index 9faa466eae..2c3de2dbed 100644 --- a/servers/visual/rasterizer_rd/render_pipeline_vertex_format_cache_rd.h +++ b/servers/visual/rasterizer_rd/render_pipeline_vertex_format_cache_rd.h @@ -36,6 +36,7 @@ class RenderPipelineVertexFormatCacheRD { RID shader; + uint32_t input_mask; RD::FramebufferFormatID framebuffer_format; RD::RenderPrimitive render_primitive; @@ -75,6 +76,9 @@ public: return _generate_version(p_vertex_format_id, p_framebuffer_format_id); } + _FORCE_INLINE_ uint32_t get_vertex_input_mask() const { + return input_mask; + } void clear(); RenderPipelineVertexFormatCacheRD(); ~RenderPipelineVertexFormatCacheRD(); diff --git a/servers/visual/rasterizer_rd/shaders/scene_forward.glsl b/servers/visual/rasterizer_rd/shaders/scene_forward.glsl index c18fead23e..57fcd049b5 100644 --- a/servers/visual/rasterizer_rd/shaders/scene_forward.glsl +++ b/servers/visual/rasterizer_rd/shaders/scene_forward.glsl @@ -8,6 +8,9 @@ VERSION_DEFINES /* clang-format on */ +#include "scene_forward_inc.glsl" + + /* INPUT ATTRIBS */ layout(location = 0) in vec3 vertex_attrib; @@ -33,25 +36,24 @@ layout(location = 6) in uvec4 bone_attrib; // always bound, even if unused /* Varyings */ -out vec3 vertex_interp; -out vec3 normal_interp; +layout(location = 0) out vec3 vertex_interp; +layout(location = 1) out vec3 normal_interp; #if defined(COLOR_USED) -out vec4 color_interp; +layout(location = 2) out vec4 color_interp; #endif -#if defined(UV2_USED) || defined(USE_LIGHTMAP) -out vec2 uv_interp; +#if defined(UV_USED) +layout(location = 3) out vec4 uv_interp; #endif -//uv2 may be used for lightmapping, so always pass. -#if !defined(MODE_RENDER_DEPTH) -out vec2 uv2_interp; +#if defined(UV2_USED) || defined(USE_LIGHTMAP) +layout(location = 4) out vec2 uv2_interp; #endif #if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED) -out vec3 tangent_interp; -out vec3 binormal_interp; +layout(location = 5) out vec3 tangent_interp; +layout(location = 6) out vec3 binormal_interp; #endif #ifdef USE_MATERIAL_UNIFORMS @@ -152,7 +154,7 @@ VERTEX_SHADER_CODE binormal = modelview_normal * binormal; tangent = modelview_normal * tangent; #endif -#endif + //using world coordinates #if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED) @@ -184,7 +186,7 @@ VERTEX_SHADER_CODE #endif //MODE_RENDER_DEPTH #ifdef USE_OVERRIDE_POSITION - gl_Position = position; + gl_Position = position;; #else gl_Position = projection_matrix * vec4(vertex_interp, 1.0); #endif @@ -201,29 +203,30 @@ VERTEX_SHADER_CODE VERSION_DEFINES /* clang-format on */ +#include "scene_forward_inc.glsl" /* Varyings */ +layout(location = 0) in vec3 vertex_interp; +layout(location = 1) in vec3 normal_interp; + #if defined(COLOR_USED) -in vec4 color_interp; +layout(location = 2) in vec4 color_interp; #endif #if defined(UV_USED) -in vec2 uv_interp; +layout(location = 3) in vec4 uv_interp; #endif #if defined(UV2_USED) || defined(USE_LIGHTMAP) -in vec2 uv2_interp; +layout(location = 4) in vec2 uv2_interp; #endif #if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED) -in vec3 tangent_interp; -in vec3 binormal_interp; +layout(location = 5) in vec3 tangent_interp; +layout(location = 6) in vec3 binormal_interp; #endif -in highp vec3 vertex_interp; -in vec3 normal_interp; - //defines to keep compatibility with vertex #define world_matrix instance_data.transform; @@ -583,11 +586,9 @@ void main() { vec2 screen_uv = gl_FragCoord.xy * screen_pixel_size; #endif -#if defined(SSS_USED) float sss_strength = 0.0; -#endif -#define + { /* clang-format off */ @@ -680,7 +681,7 @@ FRAGMENT_SHADER_CODE const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022); const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04); vec4 r = roughness * c0 + c1; - float ndotv = clamp(dot(normal, eye_vec), 0.0, 1.0); + float ndotv = clamp(dot(normal, view), 0.0, 1.0); float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y; vec2 env = vec2(-1.04, 1.04) * a004 + r.zw; @@ -718,7 +719,7 @@ FRAGMENT_SHADER_CODE //nothing happens, so a tree-ssa optimizer will result in no fragment shader :) #else - specular_light *= reflection_multiplier; + specular_light *= scene_data.reflection_multiplier; ambient_light *= albedo; //ambient must be multiplied by albedo at the end #if defined(ENABLE_AO) @@ -742,7 +743,7 @@ FRAGMENT_SHADER_CODE #else - diffuse_buffer = vec4(emission + diffuse_light + ambient_light, sss_strenght); + diffuse_buffer = vec4(emission + diffuse_light + ambient_light, sss_strength); specular_buffer = vec4(specular_light, metallic); #endif @@ -752,7 +753,8 @@ FRAGMENT_SHADER_CODE #ifdef USE_NO_SHADING frag_color = vec4(albedo, alpha); #else - frag_color = vec4(emission + ambient_light + diffuse_light + specular_light, alpha); + //frag_color = vec4(emission + ambient_light + diffuse_light + specular_light, alpha); + frag_color = vec4(1.0); #endif //USE_NO_SHADING diff --git a/servers/visual/rasterizer_rd/shaders/scene_forward_inc.glsl b/servers/visual/rasterizer_rd/shaders/scene_forward_inc.glsl index 189371c2c0..c481ddf8f4 100644 --- a/servers/visual/rasterizer_rd/shaders/scene_forward_inc.glsl +++ b/servers/visual/rasterizer_rd/shaders/scene_forward_inc.glsl @@ -4,9 +4,9 @@ /* Set 0 Scene data, screen and sources (changes the least) */ -layout(set=0,location=1) uniform texture2D depth_buffer; -layout(set=0,location=2) uniform texture2D color_buffer; -layout(set=0,location=3) uniform texture2D normal_buffer; +layout(set=0,binding=1) uniform texture2D depth_buffer; +layout(set=0,binding=2) uniform texture2D color_buffer; +layout(set=0,binding=3) uniform texture2D normal_buffer; layout(set=0,binding=4,std140) uniform SceneData { @@ -105,19 +105,23 @@ layout(set = 1, binding = 1) uniform textureBuffer skeleton_bones; layout(push_constant, binding = 0, std430) uniform DrawData { //used in forward rendering, 16 bits indices, max 8 + uint reflection_probe_count; + uint omni_light_count; + uint spot_light_count; + uint decal_count; uvec4 reflection_probe_indices; uvec4 omni_light_indices; uvec4 spot_light_indices; uvec4 decal_indices; } draw_data; -layout(set = 3 binding = 0, std140) uniform InstanceData { +layout(set = 3, binding = 0, std140) uniform InstanceData { mat4 transform; mat3 normal_transform; uint flags; uint pad0; - uint pad0; - uint pad0; + uint pad1; + uint pad2; } instance_data; layout(set = 3, binding = 1) uniform textureBuffer multimesh_transforms; |