improve vulkan uniform layout generation
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@@ -4,6 +4,7 @@
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VkDescriptorType vkGryphnUniformType(gnUniformType type) {
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switch(type) {
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case GN_UNIFORM_BUFFER_DESCRIPTOR: return VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
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case GN_SHADER_STORE_BUFFER_DESCRIPTOR: return VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
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case GN_IMAGE_DESCRIPTOR: return VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
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case GN_UNIFORM_TYPE_MAX: return VK_DESCRIPTOR_TYPE_MAX_ENUM;
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}
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@@ -50,40 +50,26 @@ gnUniform* allocateUniforms(gnUniformPool pool, gnUniformAllocationInfo allocInf
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};
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// TODO: redo this, its not warning me IDK why cuz its totally wrong
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VkDescriptorPoolSize uniformBufferSize = {
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.type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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.descriptorCount = 0
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};
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VkDescriptorPoolSize imageSize = {
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.type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
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.descriptorCount = 0
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};
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VkDescriptorPoolSize poolSizes[GN_UNIFORM_TYPE_MAX];
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for (int i = 0; i < allocInfo.setCount; i++) {
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for (int c = 0; c < allocInfo.sets[i].uniformBindingCount; c++) {
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if (allocInfo.sets[i].uniformBindings[c].type == GN_UNIFORM_BUFFER_DESCRIPTOR) uniformBufferSize.descriptorCount++;
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if (allocInfo.sets[i].uniformBindings[c].type == GN_IMAGE_DESCRIPTOR) imageSize.descriptorCount++;
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poolSizes[allocInfo.sets[i].uniformBindings[c].type].descriptorCount++;
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}
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}
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uint32_t count = 0;
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VkDescriptorPoolSize poolSizes[2] = {};
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VkDescriptorPoolSize realPoolSize[GN_UNIFORM_TYPE_MAX] = {};
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if (uniformBufferSize.descriptorCount > 0) {
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poolSizes[count] = uniformBufferSize;
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count++;
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}
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if (imageSize.descriptorCount > 0) {
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poolSizes[count] = imageSize;
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for (int i = 0; i < GN_UNIFORM_TYPE_MAX; i++) {
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if (poolSizes[i].descriptorCount <= 0) continue;
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realPoolSize[count] = poolSizes[i];
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count++;
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}
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VkDescriptorPoolCreateInfo poolInfo = {
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.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO,
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.poolSizeCount = count,
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.pPoolSizes = poolSizes,
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.pPoolSizes = realPoolSize,
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.maxSets = allocInfo.setCount
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};
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