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vulkan: use uniform shader stage masks when setting up descriptor set layouts.
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@@ -113,6 +113,18 @@ static VkShaderStageFlagBits getStageBit(ShaderStageType type)
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}
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}
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static VkShaderStageFlags getStageFlags(ShaderStageMask mask)
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{
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VkShaderStageFlags flags = 0;
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if (mask & SHADERSTAGEMASK_VERTEX)
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flags |= VK_SHADER_STAGE_VERTEX_BIT;
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if (mask & SHADERSTAGEMASK_PIXEL)
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flags |= VK_SHADER_STAGE_FRAGMENT_BIT;
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if (mask & SHADERSTAGEMASK_COMPUTE)
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flags |= VK_SHADER_STAGE_COMPUTE_BIT;
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return flags;
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}
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static EShLanguage getGlslShaderType(ShaderStageType stage)
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{
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switch (stage)
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@@ -876,12 +888,6 @@ void Shader::createDescriptorSetLayout()
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{
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std::vector<VkDescriptorSetLayoutBinding> bindings;
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VkShaderStageFlags stageFlags;
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if (isCompute)
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stageFlags = VK_SHADER_STAGE_COMPUTE_BIT;
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else
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stageFlags = VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT;
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for (auto const &entry : reflection.allUniforms)
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{
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if (!entry.second->active)
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@@ -895,7 +901,7 @@ void Shader::createDescriptorSetLayout()
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layoutBinding.binding = entry.second->location;
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layoutBinding.descriptorType = type;
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layoutBinding.descriptorCount = entry.second->count;
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layoutBinding.stageFlags = stageFlags;
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layoutBinding.stageFlags = getStageFlags((ShaderStageMask)entry.second->stageMask);
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bindings.push_back(layoutBinding);
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}
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@@ -907,7 +913,10 @@ void Shader::createDescriptorSetLayout()
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uniformBinding.binding = localUniformLocation;
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uniformBinding.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
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uniformBinding.descriptorCount = 1;
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uniformBinding.stageFlags = stageFlags;
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if (isCompute)
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uniformBinding.stageFlags = VK_SHADER_STAGE_COMPUTE_BIT;
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else
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uniformBinding.stageFlags = VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT;
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bindings.push_back(uniformBinding);
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}
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