fixed vulkan validation errors
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5b0169cd94
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cd83c528ee
@ -7,7 +7,7 @@ layout(set = 1, binding = 0) uniform Viewport {
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layout(location = 0) in ivec2 position;
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layout(location = 0) in ivec2 position;
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layout(location = 1) in ivec4 attr; // quad x,y,w,h
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layout(location = 1) in ivec4 attr; // quad x,y,w,h
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layout(location = 2) in ivec2 uv; // x,y in the texture
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layout(location = 2) in ivec2 uv; // x,y in the texture
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layout(location = 3) in ivec4 color;
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layout(location = 3) in uvec4 color;
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layout(location = 0) out vec4 out_color;
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layout(location = 0) out vec4 out_color;
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layout(location = 1) out vec4 out_quad_size;
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layout(location = 1) out vec4 out_quad_size;
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@ -7,7 +7,7 @@ layout(set = 1, binding = 0) uniform Viewport {
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layout(location = 0) in ivec2 position;
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layout(location = 0) in ivec2 position;
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layout(location = 1) in ivec4 attr; // quad x,y,w,h
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layout(location = 1) in ivec4 attr; // quad x,y,w,h
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layout(location = 2) in ivec2 in_uv;
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layout(location = 2) in ivec2 in_uv;
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layout(location = 3) in ivec4 color;
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layout(location = 3) in uvec4 color;
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layout(location = 0) out vec2 out_uv;
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layout(location = 0) out vec2 out_uv;
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layout(location = 1) out vec4 out_color;
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layout(location = 1) out vec4 out_color;
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@ -86,7 +86,7 @@ struct Renderer {
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Id sprite_atlas_id;
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Id sprite_atlas_id;
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Id font_atlas_id;
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Id font_atlas_id;
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uint scissor_x, scissor_y, scissor_w, scissor_h;
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int scissor_x, scissor_y, scissor_w, scissor_h;
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}
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}
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// How each vertex is represented in the gpu
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// How each vertex is represented in the gpu
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@ -291,7 +291,18 @@ fn void Renderer.free(&self)
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}
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}
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self.pipelines.free();
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self.pipelines.free();
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// FIXME: release the quad buffer
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foreach (&t: self.textures) {
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sdl::release_gpu_texture(self.gpu, t.texture);
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sdl::release_gpu_sampler(self.gpu, t.sampler);
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}
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self.textures.free();
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QuadBuffer* qb = &self.quad_buffer;
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sdl::unmap_gpu_transfer_buffer(self.gpu, qb.attr_ts);
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sdl::release_gpu_transfer_buffer(self.gpu, qb.attr_ts);
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sdl::release_gpu_buffer(self.gpu, qb.vert_buf);
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sdl::release_gpu_buffer(self.gpu, qb.idx_buf);
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sdl::release_gpu_buffer(self.gpu, qb.attr_buf);
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sdl::release_window_from_gpu_device(self.gpu, self.win);
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sdl::release_window_from_gpu_device(self.gpu, self.win);
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sdl::destroy_gpu_device(self.gpu);
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sdl::destroy_gpu_device(self.gpu);
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@ -377,12 +388,14 @@ fn void Renderer.load_spirv_shader_from_file(&self, String name, String vert_pat
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char[] frag_code;
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char[] frag_code;
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// create vertex shader
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// create vertex shader
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vert_code = mem::new_array(char, file::get_size(vert_path)!!+1);
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usz size = file::get_size(vert_path)!!;
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vert_code = mem::new_array(char, size + size%4);
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file::load_buffer(vert_path, vert_code)!!;
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file::load_buffer(vert_path, vert_code)!!;
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defer mem::free(vert_code);
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defer mem::free(vert_code);
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// create fragment shader
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// create fragment shader
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frag_code = mem::new_array(char, file::get_size(frag_path)!!+1);
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size = file::get_size(frag_path)!!;
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frag_code = mem::new_array(char, size + size%4);
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file::load_buffer(frag_path, frag_code)!!;
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file::load_buffer(frag_path, frag_code)!!;
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defer mem::free(frag_code);
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defer mem::free(frag_code);
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@ -810,8 +823,11 @@ fn void Renderer.bind_texture(&self, String texture_name)
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);
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);
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}
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}
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fn void Renderer.set_scissor(&self, uint x, uint y, uint w, uint h)
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fn void Renderer.set_scissor(&self, int x, int y, int w, int h)
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{
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{
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// in vulkan scissor size must be positive, clamp to zero
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w = max(w, 0);
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h = max(h, 0);
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sdl::set_gpu_scissor(self.render_pass, &&(sdl::Rect){x,y,w,h});
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sdl::set_gpu_scissor(self.render_pass, &&(sdl::Rect){x,y,w,h});
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}
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}
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