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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 \ } scene;\n \
layout (binding = 2) uniform sampler2D sun_shadow;\n \ layout (binding = 2) uniform sampler2D sun_shadow;\n \
layout (binding = 6) uniform sampler2DArray spot_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 \ mat4 model;\n \
};\n"; };\n";

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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