nv2a/vk: Specify set in compute shader layout

This commit is contained in:
Matt Borgerson 2024-07-28 23:59:32 -07:00 committed by mborgerson
parent 9161e3e14a
commit dc5a220486
1 changed files with 12 additions and 12 deletions

View File

@ -31,9 +31,9 @@
const char *pack_d24_unorm_s8_uint_to_z24s8_glsl =
"layout(push_constant) uniform PushConstants { uint width_in, width_out; };\n"
"layout(binding = 0) buffer DepthIn { uint depth_in[]; };\n"
"layout(binding = 1) buffer StencilIn { uint stencil_in[]; };\n"
"layout(binding = 2) buffer DepthStencilOut { uint depth_stencil_out[]; };\n"
"layout(set = 0, binding = 0) buffer DepthIn { uint depth_in[]; };\n"
"layout(set = 0, binding = 1) buffer StencilIn { uint stencil_in[]; };\n"
"layout(set = 0, binding = 2) buffer DepthStencilOut { uint depth_stencil_out[]; };\n"
"uint get_input_idx(uint idx_out) {\n"
" uint scale = width_in / width_out;\n"
" uint y = (idx_out / width_out) * scale;\n"
@ -50,9 +50,9 @@ const char *pack_d24_unorm_s8_uint_to_z24s8_glsl =
const char *unpack_z24s8_to_d24_unorm_s8_uint_glsl =
"layout(push_constant) uniform PushConstants { uint width_in, width_out; };\n"
"layout(binding = 0) buffer DepthOut { uint depth_out[]; };\n"
"layout(binding = 1) buffer StencilOut { uint stencil_out[]; };\n"
"layout(binding = 2) buffer DepthStencilIn { uint depth_stencil_in[]; };\n"
"layout(set = 0, binding = 0) buffer DepthOut { uint depth_out[]; };\n"
"layout(set = 0, binding = 1) buffer StencilOut { uint stencil_out[]; };\n"
"layout(set = 0, binding = 2) buffer DepthStencilIn { uint depth_stencil_in[]; };\n"
"uint get_input_idx(uint idx_out) {\n"
" uint scale = width_out / width_in;\n"
" uint y = (idx_out / width_out) / scale;\n"
@ -75,9 +75,9 @@ const char *unpack_z24s8_to_d24_unorm_s8_uint_glsl =
const char *pack_d32_sfloat_s8_uint_to_z24s8_glsl =
"layout(push_constant) uniform PushConstants { uint width_in, width_out; };\n"
"layout(binding = 0) buffer DepthIn { float depth_in[]; };\n"
"layout(binding = 1) buffer StencilIn { uint stencil_in[]; };\n"
"layout(binding = 2) buffer DepthStencilOut { uint depth_stencil_out[]; };\n"
"layout(set = 0, binding = 0) buffer DepthIn { float depth_in[]; };\n"
"layout(set = 0, binding = 1) buffer StencilIn { uint stencil_in[]; };\n"
"layout(set = 0, binding = 2) buffer DepthStencilOut { uint depth_stencil_out[]; };\n"
"uint get_input_idx(uint idx_out) {\n"
" uint scale = width_in / width_out;\n"
" uint y = (idx_out / width_out) * scale;\n"
@ -94,9 +94,9 @@ const char *pack_d32_sfloat_s8_uint_to_z24s8_glsl =
const char *unpack_z24s8_to_d32_sfloat_s8_uint_glsl =
"layout(push_constant) uniform PushConstants { uint width_in, width_out; };\n"
"layout(binding = 0) buffer DepthOut { float depth_out[]; };\n"
"layout(binding = 1) buffer StencilOut { uint stencil_out[]; };\n"
"layout(binding = 2) buffer DepthStencilIn { uint depth_stencil_in[]; };\n"
"layout(set = 0, binding = 0) buffer DepthOut { float depth_out[]; };\n"
"layout(set = 0, binding = 1) buffer StencilOut { uint stencil_out[]; };\n"
"layout(set = 0, binding = 2) buffer DepthStencilIn { uint depth_stencil_in[]; };\n"
"uint get_input_idx(uint idx_out) {\n"
" uint scale = width_out / width_in;\n"
" uint y = (idx_out / width_out) / scale;\n"