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Remove all push constant binding declarations

This was a leftover from sharing GLSL with Metal and OpenGL, this is now a warning with modern SPIR-V compilers anyway.
This commit is contained in:
Joshua Goins 2022-02-07 10:11:19 -05:00
parent 374d8f7b63
commit ea93df18dd
26 changed files with 27 additions and 27 deletions

View file

@ -157,7 +157,7 @@ layout(std430, binding = 1) buffer readonly SceneInformation {\n \
} scene;\n \
layout (binding = 2) uniform sampler2D sun_shadow;\n \
layout (binding = 6) uniform sampler2DArray spot_shadow;\n \
layout(push_constant, binding = 0) uniform PushConstant {\n \
layout(push_constant) uniform PushConstant {\n \
mat4 model;\n \
};\n";

View file

@ -2,7 +2,7 @@ layout (location = 0) in vec2 inUV;
layout (location = 0) out vec4 outColor;
layout(push_constant, binding = 1) uniform readonly PushConstant{
layout(push_constant) uniform readonly PushConstant{
mat4 mvp;
vec4 color;
};

View file

@ -1,6 +1,6 @@
layout (location = 0) out vec2 outUV;
layout(push_constant, binding = 1) uniform readonly PushConstant{
layout(push_constant) uniform readonly PushConstant{
mat4 mvp;
vec4 color;
};

View file

@ -1,6 +1,6 @@
layout (location = 0) out vec4 outColor;
layout(push_constant, binding = 1) uniform PushConstant{
layout(push_constant) uniform PushConstant{
mat4 mvp;
vec4 color;
};

View file

@ -1,6 +1,6 @@
layout (location = 0) in vec3 inPosition;
layout(push_constant, binding = 1) uniform PushConstant{
layout(push_constant) uniform PushConstant{
mat4 mvp;
vec4 color;
};

View file

@ -1,6 +1,6 @@
layout(location = 0) out vec4 outColor;
layout(push_constant, binding = 1) uniform PushConstant {
layout(push_constant) uniform PushConstant {
mat4 mvp;
vec4 color;
};

View file

@ -1,6 +1,6 @@
layout (location = 0) in vec3 inPosition;
layout(push_constant, binding = 1) uniform PushConstant{
layout(push_constant) uniform PushConstant{
mat4 mvp;
vec4 color;
};

View file

@ -7,7 +7,7 @@ layout(location = 0) out vec4 outColor;
layout(rgba32f, binding = 0) uniform image2D color_sampler;
layout(binding = 3) uniform sampler2D aperture_sampler;
layout(push_constant, binding = 2) uniform readonly PushConstant{
layout(push_constant) uniform readonly PushConstant{
vec4 params;
};

View file

@ -7,7 +7,7 @@ layout(location = 2) out float outDepth;
layout(binding = 1) uniform sampler2D depth_sampler;
layout(push_constant, binding = 2) uniform readonly PushConstant{
layout(push_constant) uniform readonly PushConstant{
vec4 params;
};

View file

@ -7,7 +7,7 @@ layout(location = 0) out vec4 outColor;
layout(binding = 2) uniform samplerCube environmentSampler;
layout(push_constant, binding = 1) uniform readonly PushConstant{
layout(push_constant) uniform readonly PushConstant{
mat4 mvp;
float roughness;
};

View file

@ -2,7 +2,7 @@ layout(location = 0) in vec3 inPosition;
layout(location = 0) out vec3 outPos;
layout(push_constant, binding = 1) uniform readonly PushConstant{
layout(push_constant) uniform readonly PushConstant{
mat4 mvp;
float roughness;
};

View file

@ -2,7 +2,7 @@ layout (location = 0) in vec2 inUV;
layout (location = 0) out vec4 outColor;
layout(push_constant, binding = 1) uniform PushConstants {
layout(push_constant) uniform PushConstants {
int horizontal;
};

View file

@ -12,7 +12,7 @@ layout(std430, binding = 1) buffer HistogramBuffer {
uint histogram[];
};
layout(push_constant, binding = 2) uniform readonly PushConstant{
layout(push_constant) uniform readonly PushConstant{
vec4 params;
};

View file

@ -15,7 +15,7 @@ layout(std430, binding = 1) buffer HistogramBuffer {
uint histogram[];
};
layout(push_constant, binding = 2) uniform readonly PushConstant{
layout(push_constant) uniform readonly PushConstant{
vec4 params;
};

View file

@ -5,7 +5,7 @@ layout(location = 2) in vec4 in_color;
layout(location = 0) out vec4 out_color;
layout(location = 1) out vec2 out_uv;
layout(std430, push_constant, binding = 1) uniform PushConstant {
layout(std430, push_constant) uniform PushConstant {
mat4 projection;
};

View file

@ -2,7 +2,7 @@ layout(location = 0) in vec3 inPosition;
layout(location = 0) out vec3 outPos;
layout(push_constant, binding = 1) uniform readonly PushConstant{
layout(push_constant) uniform readonly PushConstant{
mat4 mvp;
};

View file

@ -47,11 +47,11 @@ layout(std430, binding = 1) buffer readonly SceneInformation {
} scene;
#ifdef CUBEMAP
layout(push_constant, binding = 0) uniform readonly PushConstant{
layout(push_constant) uniform readonly PushConstant{
mat4 model, view;
};
#else
layout(push_constant, binding = 0) uniform readonly PushConstant{
layout(push_constant) uniform readonly PushConstant{
mat4 model;
};
#endif

View file

@ -5,7 +5,7 @@
#define SMAA_INCLUDE_VS 0
#define SMAA_INCLUDE_PS 1
layout(std430, push_constant, binding = 4) uniform PushConstant {
layout(std430, push_constant) uniform PushConstant {
vec4 viewport;
vec4 options;
vec4 transform_ops;

View file

@ -5,7 +5,7 @@
#define SMAA_INCLUDE_VS 1
#define SMAA_INCLUDE_PS 0
layout(std430, push_constant, binding = 4) uniform readonlPushConstant {
layout(std430, push_constant) uniform readonlPushConstant {
vec4 viewport;
float fade;
vec4 transform_ops;

View file

@ -33,7 +33,7 @@ layout(std430, binding = 5) buffer readonly SceneInformation {
int numLights;
} scene;
layout(push_constant, binding = 6) uniform readonly PushConstant{
layout(push_constant) uniform readonly PushConstant{
mat4 model, view;
int materialOffset;
};

View file

@ -10,7 +10,7 @@ layout (location = 5) in vec4 inBoneWeight;
layout (location = 0) out vec3 outPos;
layout (location = 1) flat out int index;
layout(push_constant, binding = 0) uniform PushConstant {
layout(push_constant) uniform PushConstant {
mat4 mvp, model;
};

View file

@ -4,7 +4,7 @@ layout (location = 0) in vec2 in_uv;
layout (location = 0) out vec4 out_color;
layout(push_constant, binding = 1) uniform PushConstant{
layout(push_constant) uniform PushConstant{
mat4 view;
vec4 sun_position_fov;
float aspect;

View file

@ -1,6 +1,6 @@
layout (location = 0) out vec2 out_uv;
layout(push_constant, binding = 1) uniform PushConstant{
layout(push_constant) uniform PushConstant{
mat4 view;
vec4 sun_position_fov;
float aspect;

View file

@ -4,7 +4,7 @@
#define SMAA_GLSL_4 1
#define SMAA_PREDICATION 1
layout(std430, push_constant, binding = 2) uniform PushConstant {
layout(std430, push_constant) uniform PushConstant {
vec4 viewport;
mat4 correctionMatrix;
};

View file

@ -29,7 +29,7 @@ layout(std430, binding = 2) buffer readonly StringBuffer {
StringInstance strings[];
};
layout(push_constant, binding = 4) uniform readonly PushConstant{
layout(push_constant) uniform readonly PushConstant{
vec2 screenSize;
mat4 mvp;
};

View file

@ -14,7 +14,7 @@ layout(std430, binding = 0) buffer readonly ElementBuffer {
ElementInstance elements[];
};
layout(push_constant, binding = 1) uniform readonly PushConstant{
layout(push_constant) uniform readonly PushConstant{
vec2 screenSize;
mat4 mvp;
};