Manually expanded shader

This commit is contained in:
mcrcortex
2024-11-17 22:40:01 +10:00
parent c0be96e797
commit fac00a81d3

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@@ -19,8 +19,17 @@ layout(binding = SCENE_UNIFORM_BINDING, std140) uniform SceneUniform {
#import <voxy:lod/hierarchical/node.glsl> #import <voxy:lod/hierarchical/node.glsl>
#import <voxy:lod/hierarchical/screenspace.glsl> #import <voxy:lod/hierarchical/screenspace.glsl>
SIMPLE_QUEUE(uvec2, requestQueue, REQUEST_QUEUE_BINDING); //SIMPLE_QUEUE(uvec2, requestQueue, REQUEST_QUEUE_BINDING);
SIMPLE_QUEUE(uint, renderQueue, RENDER_QUEUE_BINDING); layout(binding = REQUEST_QUEUE_BINDING, std430) restrict buffer requestQueueStruct {
uvec2 requestQueueIndex;
uvec2[] requestQueue;
};
//SIMPLE_QUEUE(uint, renderQueue, RENDER_QUEUE_BINDING);
layout(binding = RENDER_QUEUE_BINDING, std430) restrict buffer renderQueueStruct {
uint renderQueueIndex;
uint[] renderQueue;
};
void addRequest(inout UnpackedNode node) { void addRequest(inout UnpackedNode node) {
//printf("Put node decend request"); //printf("Put node decend request");