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Merge pull request #16599 from hrydgard/revert-to-single-descriptor-set
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Vulkan: Remove the new 0th descriptor set, move everything else back to desc set 0
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hrydgard authored Dec 16, 2022
2 parents f0dab0e + 2688415 commit bd26250
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Showing 18 changed files with 42 additions and 125 deletions.
8 changes: 4 additions & 4 deletions Common/GPU/ShaderTranslation.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -98,7 +98,7 @@ R"(#version 450
)";

static const char *vulkanUboDecl = R"(
layout (std140, set = 1, binding = 0) uniform Data {
layout (std140, set = 0, binding = 0) uniform Data {
vec2 u_texelDelta;
vec2 u_pixelDelta;
vec4 u_time;
Expand Down Expand Up @@ -187,11 +187,11 @@ bool ConvertToVulkanGLSL(std::string *dest, TranslatedShaderMetadata *destMetada
continue;
} else if (line.find("uniform sampler2D") == 0) {
if (sscanf(line.c_str(), "uniform sampler2D sampler%d", &num) == 1)
line = StringFromFormat("layout(set = 1, binding = %d) ", num + 1) + line;
line = StringFromFormat("layout(set = 0, binding = %d) ", num + 1) + line;
else if (line.find("sampler0") != line.npos)
line = "layout(set = 1, binding = 1) " + line;
line = "layout(set = 0, binding = 1) " + line;
else
line = "layout(set = 1, binding = 2) " + line;
line = "layout(set = 0, binding = 2) " + line;
} else if (line.find("uniform ") != std::string::npos) {
continue;
} else if (2 == sscanf(line.c_str(), "varying vec%d v_texcoord%d;", &vecSize, &num)) {
Expand Down
6 changes: 3 additions & 3 deletions Common/GPU/ShaderWriter.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -326,7 +326,7 @@ void ShaderWriter::BeginFSMain(Slice<UniformDef> uniforms, Slice<VaryingDef> var
}
C("layout(location = 0, index = 0) out vec4 fragColor0;\n");
if (!uniforms.is_empty()) {
C("layout(std140, set = 1, binding = 0) uniform bufferVals {\n");
C("layout(std140, set = 0, binding = 0) uniform bufferVals {\n");
for (auto &uniform : uniforms) {
F("%s %s;\n", uniform.type, uniform.name);
}
Expand Down Expand Up @@ -480,9 +480,9 @@ void ShaderWriter::DeclareTexture2D(const SamplerDef &def) {
case GLSL_VULKAN:
// texBindingBase_ is used for the thin3d descriptor set layout, where they start at 1.
if (def.flags & SamplerFlags::ARRAY_ON_VULKAN) {
F("layout(set = 1, binding = %d) uniform sampler2DArray %s;\n", def.binding + texBindingBase_, def.name);
F("layout(set = 0, binding = %d) uniform sampler2DArray %s;\n", def.binding + texBindingBase_, def.name);
} else {
F("layout(set = 1, binding = %d) uniform sampler2D %s;\n", def.binding + texBindingBase_, def.name);
F("layout(set = 0, binding = %d) uniform sampler2D %s;\n", def.binding + texBindingBase_, def.name);
}
break;
default:
Expand Down
11 changes: 2 additions & 9 deletions Common/GPU/Vulkan/VulkanQueueRunner.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1008,9 +1008,6 @@ void VulkanQueueRunner::LogRenderPass(const VKRStep &pass, bool verbose) {
case VKRRenderCommand::DEBUG_ANNOTATION:
INFO_LOG(G3D, " DebugAnnotation(%s)", cmd.debugAnnotation.annotation);
break;
case VKRRenderCommand::BIND_DESCRIPTOR_SET:
INFO_LOG(G3D, " BindDescSet(%d)", cmd.bindDescSet.setNumber);
break;

case VKRRenderCommand::NUM_RENDER_COMMANDS:
break;
Expand Down Expand Up @@ -1456,7 +1453,7 @@ void VulkanQueueRunner::PerformRenderPass(const VKRStep &step, VkCommandBuffer c

case VKRRenderCommand::DRAW_INDEXED:
if (pipelineOK) {
vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 1, 1, &c.drawIndexed.ds, c.drawIndexed.numUboOffsets, c.drawIndexed.uboOffsets);
vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &c.drawIndexed.ds, c.drawIndexed.numUboOffsets, c.drawIndexed.uboOffsets);
vkCmdBindIndexBuffer(cmd, c.drawIndexed.ibuffer, c.drawIndexed.ioffset, (VkIndexType)c.drawIndexed.indexType);
VkDeviceSize voffset = c.drawIndexed.voffset;
vkCmdBindVertexBuffers(cmd, 0, 1, &c.drawIndexed.vbuffer, &voffset);
Expand All @@ -1466,7 +1463,7 @@ void VulkanQueueRunner::PerformRenderPass(const VKRStep &step, VkCommandBuffer c

case VKRRenderCommand::DRAW:
if (pipelineOK) {
vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 1, 1, &c.draw.ds, c.draw.numUboOffsets, c.draw.uboOffsets);
vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &c.draw.ds, c.draw.numUboOffsets, c.draw.uboOffsets);
if (c.draw.vbuffer) {
vkCmdBindVertexBuffers(cmd, 0, 1, &c.draw.vbuffer, &c.draw.voffset);
}
Expand Down Expand Up @@ -1516,10 +1513,6 @@ void VulkanQueueRunner::PerformRenderPass(const VKRStep &step, VkCommandBuffer c
}
break;

case VKRRenderCommand::BIND_DESCRIPTOR_SET:
vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, c.bindDescSet.pipelineLayout, c.bindDescSet.setNumber, 1, &c.bindDescSet.set, 0, nullptr);
break;

default:
ERROR_LOG(G3D, "Unimpl queue command");
break;
Expand Down
1 change: 0 additions & 1 deletion Common/GPU/Vulkan/VulkanQueueRunner.h
Original file line number Diff line number Diff line change
Expand Up @@ -40,7 +40,6 @@ enum class VKRRenderCommand : uint8_t {
PUSH_CONSTANTS,
SELF_DEPENDENCY_BARRIER,
DEBUG_ANNOTATION,
BIND_DESCRIPTOR_SET,
NUM_RENDER_COMMANDS,
};

Expand Down
10 changes: 0 additions & 10 deletions Common/GPU/Vulkan/VulkanRenderManager.h
Original file line number Diff line number Diff line change
Expand Up @@ -238,16 +238,6 @@ class VulkanRenderManager {
compileMutex_.unlock();
}

// Mainly used to bind the frame-global desc set.
// Can be done before binding a pipeline, so not asserting on that.
void BindDescriptorSet(int setNumber, VkDescriptorSet set, VkPipelineLayout pipelineLayout) {
VkRenderData data{ VKRRenderCommand::BIND_DESCRIPTOR_SET };
data.bindDescSet.setNumber = setNumber;
data.bindDescSet.set = set;
data.bindDescSet.pipelineLayout = pipelineLayout;
curRenderStep_->commands.push_back(data);
}

void BindPipeline(VKRGraphicsPipeline *pipeline, PipelineFlags flags, VkPipelineLayout pipelineLayout) {
_dbg_assert_(curRenderStep_ && curRenderStep_->stepType == VKRStepType::RENDER);
_dbg_assert_(pipeline != nullptr);
Expand Down
17 changes: 1 addition & 16 deletions Common/GPU/Vulkan/thin3d_vulkan.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -524,7 +524,6 @@ class VKContext : public DrawContext {
int curIBufferOffset_ = 0;

VkDescriptorSetLayout descriptorSetLayout_ = VK_NULL_HANDLE;
VkDescriptorSetLayout frameDescSetLayout_ = VK_NULL_HANDLE;
VkPipelineLayout pipelineLayout_ = VK_NULL_HANDLE;
VkPipelineCache pipelineCache_ = VK_NULL_HANDLE;
AutoRef<VKFramebuffer> curFramebuffer_;
Expand Down Expand Up @@ -995,23 +994,12 @@ VKContext::VKContext(VulkanContext *vulkan)
VkResult res = vkCreateDescriptorSetLayout(device_, &dsl, nullptr, &descriptorSetLayout_);
_assert_(VK_SUCCESS == res);

VkDescriptorSetLayoutBinding frameBindings[1]{};
frameBindings[0].descriptorCount = 1;
frameBindings[0].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
frameBindings[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
frameBindings[0].binding = 0;

dsl.bindingCount = ARRAY_SIZE(frameBindings);
dsl.pBindings = frameBindings;
res = vkCreateDescriptorSetLayout(device_, &dsl, nullptr, &frameDescSetLayout_);
_dbg_assert_(VK_SUCCESS == res);

vulkan_->SetDebugName(descriptorSetLayout_, VK_OBJECT_TYPE_DESCRIPTOR_SET_LAYOUT, "thin3d_d_layout");

VkPipelineLayoutCreateInfo pl = { VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO };
pl.pPushConstantRanges = nullptr;
pl.pushConstantRangeCount = 0;
VkDescriptorSetLayout setLayouts[2] = { frameDescSetLayout_, descriptorSetLayout_ };
VkDescriptorSetLayout setLayouts[1] = { descriptorSetLayout_ };
pl.setLayoutCount = ARRAY_SIZE(setLayouts);
pl.pSetLayouts = setLayouts;
res = vkCreatePipelineLayout(device_, &pl, nullptr, &pipelineLayout_);
Expand All @@ -1033,7 +1021,6 @@ VKContext::~VKContext() {
delete frame_[i].pushBuffer;
}
vulkan_->Delete().QueueDeleteDescriptorSetLayout(descriptorSetLayout_);
vulkan_->Delete().QueueDeleteDescriptorSetLayout(frameDescSetLayout_);
vulkan_->Delete().QueueDeletePipelineLayout(pipelineLayout_);
vulkan_->Delete().QueueDeletePipelineCache(pipelineCache_);
}
Expand Down Expand Up @@ -1772,8 +1759,6 @@ uint64_t VKContext::GetNativeObject(NativeObject obj, void *srcObject) {
return (uint64_t)curFramebuffer_->GetFB()->color.texAllLayersView;
case NativeObject::BOUND_FRAMEBUFFER_COLOR_IMAGEVIEW_RT:
return (uint64_t)curFramebuffer_->GetFB()->GetRTView();
case NativeObject::FRAME_DATA_DESC_SET_LAYOUT:
return (uint64_t)frameDescSetLayout_;
case NativeObject::THIN3D_PIPELINE_LAYOUT:
return (uint64_t)pipelineLayout_;

Expand Down
8 changes: 4 additions & 4 deletions Common/GPU/thin3d.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -161,7 +161,7 @@ static const std::vector<ShaderSource> fsTexCol = {
"layout(location = 0) in vec4 oColor0;\n"
"layout(location = 1) in vec2 oTexCoord0;\n"
"layout(location = 0) out vec4 fragColor0;\n"
"layout(set = 1, binding = 1) uniform sampler2D Sampler0;\n"
"layout(set = 0, binding = 1) uniform sampler2D Sampler0;\n"
"void main() { fragColor0 = texture(Sampler0, oTexCoord0) * oColor0; }\n"
}
};
Expand Down Expand Up @@ -205,7 +205,7 @@ static const std::vector<ShaderSource> fsTexColRBSwizzle = {
"layout(location = 0) in vec4 oColor0;\n"
"layout(location = 1) in vec2 oTexCoord0;\n"
"layout(location = 0) out vec4 fragColor0\n;"
"layout(set = 1, binding = 1) uniform sampler2D Sampler0;\n"
"layout(set = 0, binding = 1) uniform sampler2D Sampler0;\n"
"void main() { fragColor0 = texture(Sampler0, oTexCoord0).bgra * oColor0; }\n"
}
};
Expand Down Expand Up @@ -294,7 +294,7 @@ static const std::vector<ShaderSource> vsCol = {
R"(#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (std140, set = 1, binding = 0) uniform bufferVals {
layout (std140, set = 0, binding = 0) uniform bufferVals {
mat4 WorldViewProj;
vec2 TintSaturation;
} myBufferVals;
Expand Down Expand Up @@ -440,7 +440,7 @@ VS_OUTPUT main(VS_INPUT input) {
R"(#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (std140, set = 1, binding = 0) uniform bufferVals {
layout (std140, set = 0, binding = 0) uniform bufferVals {
mat4 WorldViewProj;
vec2 TintSaturation;
} myBufferVals;
Expand Down
1 change: 0 additions & 1 deletion Common/GPU/thin3d.h
Original file line number Diff line number Diff line change
Expand Up @@ -251,7 +251,6 @@ enum class NativeObject {
TEXTURE_VIEW,
NULL_IMAGEVIEW,
NULL_IMAGEVIEW_ARRAY,
FRAME_DATA_DESC_SET_LAYOUT,
THIN3D_PIPELINE_LAYOUT,
};

Expand Down
10 changes: 5 additions & 5 deletions GPU/Common/FragmentShaderGenerator.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -191,21 +191,21 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLangu
WRITE(p, "layout (depth_unchanged) out float gl_FragDepth;\n");
}

WRITE(p, "layout (std140, set = 1, binding = %d) uniform baseUBO {\n%s};\n", DRAW_BINDING_DYNUBO_BASE, ub_baseStr);
WRITE(p, "layout (std140, set = 0, binding = %d) uniform baseUBO {\n%s};\n", DRAW_BINDING_DYNUBO_BASE, ub_baseStr);
if (doTexture) {
WRITE(p, "layout (set = 1, binding = %d) uniform %s%s tex;\n", DRAW_BINDING_TEXTURE, texture3D ? "sampler3D" : "sampler2D", arrayTexture ? "Array" : "");
WRITE(p, "layout (set = 0, binding = %d) uniform %s%s tex;\n", DRAW_BINDING_TEXTURE, texture3D ? "sampler3D" : "sampler2D", arrayTexture ? "Array" : "");
}

if (readFramebufferTex) {
// The framebuffer texture is always bound as an array.
p.F("layout (set = 1, binding = %d) uniform sampler2DArray fbotex;\n", DRAW_BINDING_2ND_TEXTURE);
p.F("layout (set = 0, binding = %d) uniform sampler2DArray fbotex;\n", DRAW_BINDING_2ND_TEXTURE);
} else if (fetchFramebuffer) {
p.F("layout (input_attachment_index = 0, set = 1, binding = %d) uniform subpassInput inputColor;\n", DRAW_BINDING_INPUT_ATTACHMENT);
p.F("layout (input_attachment_index = 0, set = 0, binding = %d) uniform subpassInput inputColor;\n", DRAW_BINDING_INPUT_ATTACHMENT);
*fragmentShaderFlags |= FragmentShaderFlags::INPUT_ATTACHMENT;
}

if (shaderDepalMode != ShaderDepalMode::OFF) {
WRITE(p, "layout (set = 1, binding = %d) uniform sampler2D pal;\n", DRAW_BINDING_DEPAL_TEXTURE);
WRITE(p, "layout (set = 0, binding = %d) uniform sampler2D pal;\n", DRAW_BINDING_DEPAL_TEXTURE);
}

// Note: the precision qualifiers must match the vertex shader!
Expand Down
2 changes: 1 addition & 1 deletion GPU/Common/GeometryShaderGenerator.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -61,7 +61,7 @@ bool GenerateGeometryShader(const GShaderID &id, char *buffer, const ShaderLangu

if (compat.shaderLanguage == GLSL_VULKAN) {
WRITE(p, "\n");
WRITE(p, "layout (std140, set = 1, binding = 3) uniform baseVars {\n%s};\n", ub_baseStr);
WRITE(p, "layout (std140, set = 0, binding = 3) uniform baseVars {\n%s};\n", ub_baseStr);
} else if (compat.shaderLanguage == HLSL_D3D11) {
WRITE(p, "cbuffer base : register(b0) {\n%s};\n", ub_baseStr);
}
Expand Down
8 changes: 3 additions & 5 deletions GPU/Common/ShaderUniforms.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -72,10 +72,6 @@ void CalcCullRange(float minValues[4], float maxValues[4], bool flipViewport, bo
maxValues[3] = NAN;
}

void FrameUpdateUniforms(UB_Frame *ub, bool useBufferedRendering) {
ub->rotation = useBufferedRendering ? 0 : (float)g_display_rotation;
}

void BaseUpdateUniforms(UB_VS_FS_Base *ub, uint64_t dirtyUniforms, bool flipViewport, bool useBufferedRendering) {
if (dirtyUniforms & DIRTY_TEXENV) {
Uint8x3ToFloat3(ub->texEnvColor, gstate.texenvcolor);
Expand Down Expand Up @@ -143,6 +139,8 @@ void BaseUpdateUniforms(UB_VS_FS_Base *ub, uint64_t dirtyUniforms, bool flipView
flippedMatrix = flippedMatrix * g_display_rot_matrix;
}
CopyMatrix4x4(ub->proj, flippedMatrix.getReadPtr());

ub->rotation = useBufferedRendering ? 0 : (float)g_display_rotation;
}

if (dirtyUniforms & DIRTY_PROJTHROUGHMATRIX) {
Expand Down Expand Up @@ -194,7 +192,7 @@ void BaseUpdateUniforms(UB_VS_FS_Base *ub, uint64_t dirtyUniforms, bool flipView
}

if (dirtyUniforms & DIRTY_STENCILREPLACEVALUE) {
ub->stencil = (float)gstate.getStencilTestRef() / 255.0;
ub->stencil = (float)gstate.getStencilTestRef() * (1.0 / 255.0);
}

// Note - this one is not in lighting but in transformCommon as it has uses beyond lighting
Expand Down
16 changes: 2 additions & 14 deletions GPU/Common/ShaderUniforms.h
Original file line number Diff line number Diff line change
Expand Up @@ -36,7 +36,7 @@ struct alignas(16) UB_VS_FS_Base {
float fogColor[3]; uint32_t alphaColorRef;
float texEnvColor[3]; uint32_t colorTestMask;
float blendFixA[3]; float stencil;
float blendFixB[3]; float padUnused;
float blendFixB[3]; float rotation;
float texClamp[4];
float texClampOffset[2]; float fogCoef[2];
// VR stuff is to go here, later. For normal drawing, we can then get away
Expand All @@ -61,7 +61,7 @@ R"( mat4 u_proj;
vec3 u_fogcolor; uint u_alphacolorref;
vec3 u_texenv; uint u_alphacolormask;
vec3 u_blendFixA; float u_stencilReplaceValue;
vec3 u_blendFixB; float u_padUnused;
vec3 u_blendFixB; float u_rotation;
vec4 u_texclamp;
vec2 u_texclampoff;
vec2 u_fogcoef;
Expand Down Expand Up @@ -130,22 +130,10 @@ static const char * const ub_vs_bonesStr =
R"( mat3x4 u_bone0; mat3x4 u_bone1; mat3x4 u_bone2; mat3x4 u_bone3; mat3x4 u_bone4; mat3x4 u_bone5; mat3x4 u_bone6; mat3x4 u_bone7; mat3x4 u_bone8;
)";


static const char * const ub_frameStr =
R"(
float u_rotation;
)";

// Frame-global uniforms.
struct UB_Frame {
float rotation; // This is only used when using software transform, and non-buffered, to support native screen rotation.
};

void CalcCullRange(float minValues[4], float maxValues[4], bool flipViewport, bool hasNegZ);

void BaseUpdateUniforms(UB_VS_FS_Base *ub, uint64_t dirtyUniforms, bool flipViewport, bool useBufferedRendering);
void LightUpdateUniforms(UB_VS_Lights *ub, uint64_t dirtyUniforms);
void BoneUpdateUniforms(UB_VS_Bones *ub, uint64_t dirtyUniforms);
void FrameUpdateUniforms(UB_Frame *ub, bool useBufferedRendering);

uint32_t PackLightControlBits();
16 changes: 6 additions & 10 deletions GPU/Common/VertexShaderGenerator.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -251,15 +251,11 @@ bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguag
if (compat.shaderLanguage == GLSL_VULKAN) {
WRITE(p, "\n");

if (!useHWTransform) {
WRITE(p, "layout (std140, set = 0, binding = 0) uniform frameVars {\n%s};\n", ub_frameStr);
}

WRITE(p, "layout (std140, set = 1, binding = %d) uniform baseVars {\n%s};\n", DRAW_BINDING_DYNUBO_BASE, ub_baseStr);
WRITE(p, "layout (std140, set = 0, binding = %d) uniform baseVars {\n%s};\n", DRAW_BINDING_DYNUBO_BASE, ub_baseStr);
if (enableLighting || doShadeMapping)
WRITE(p, "layout (std140, set = 1, binding = %d) uniform lightVars {\n%s};\n", DRAW_BINDING_DYNUBO_LIGHT, ub_vs_lightsStr);
WRITE(p, "layout (std140, set = 0, binding = %d) uniform lightVars {\n%s};\n", DRAW_BINDING_DYNUBO_LIGHT, ub_vs_lightsStr);
if (enableBones)
WRITE(p, "layout (std140, set = 1, binding = %d) uniform boneVars {\n%s};\n", DRAW_BINDING_DYNUBO_BONE, ub_vs_bonesStr);
WRITE(p, "layout (std140, set = 0, binding = %d) uniform boneVars {\n%s};\n", DRAW_BINDING_DYNUBO_BONE, ub_vs_bonesStr);

if (enableBones) {
WRITE(p, "%s", boneWeightDecl[numBoneWeights]);
Expand Down Expand Up @@ -637,18 +633,18 @@ bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguag
WRITE(p, " vec4 tex;\n");
WRITE(p, " vec4 col;\n");
WRITE(p, "};\n");
WRITE(p, "layout (std430, set = 1, binding = %d) readonly buffer s_tess_data {\n", DRAW_BINDING_TESS_STORAGE_BUF);
WRITE(p, "layout (std430, set = 0, binding = %d) readonly buffer s_tess_data {\n", DRAW_BINDING_TESS_STORAGE_BUF);
WRITE(p, " TessData tess_data[];\n");
WRITE(p, "};\n");

WRITE(p, "struct TessWeight {\n");
WRITE(p, " vec4 basis;\n");
WRITE(p, " vec4 deriv;\n");
WRITE(p, "};\n");
WRITE(p, "layout (std430, set = 1, binding = %d) readonly buffer s_tess_weights_u {\n", DRAW_BINDING_TESS_STORAGE_BUF_WU);
WRITE(p, "layout (std430, set = 0, binding = %d) readonly buffer s_tess_weights_u {\n", DRAW_BINDING_TESS_STORAGE_BUF_WU);
WRITE(p, " TessWeight tess_weights_u[];\n");
WRITE(p, "};\n");
WRITE(p, "layout (std430, set = 1, binding = %d) readonly buffer s_tess_weights_v {\n", DRAW_BINDING_TESS_STORAGE_BUF_WV);
WRITE(p, "layout (std430, set = 0, binding = %d) readonly buffer s_tess_weights_v {\n", DRAW_BINDING_TESS_STORAGE_BUF_WV);
WRITE(p, " TessWeight tess_weights_v[];\n");
WRITE(p, "};\n");
} else if (ShaderLanguageIsOpenGL(compat.shaderLanguage)) {
Expand Down
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