Replace MVP uniform buffer with push constants

UBO should be used for large data. MVP should be
push constants, since it's a small amount of data
updated every frame

Signed-off-by: Piotr Krygier <piotrkrygier@everyonecancode@xyz>
This commit is contained in:
Piotr Krygier
2026-02-10 14:34:11 +01:00
parent b8509a9a68
commit b8fc36910f
7 changed files with 106 additions and 71 deletions
+2 -2
View File
@@ -1,6 +1,6 @@
#version 450
layout(binding = 0) uniform UniformBufferObject {
layout(push_constant) uniform pc {
mat4 model;
mat4 view;
mat4 proj;
@@ -16,7 +16,7 @@ struct InstanceData
uint texture_id;
};
layout(binding = 1) uniform InstanceUniformBuffer {
layout(binding = 0) uniform InstanceUniformBuffer {
InstanceData instances[MAX_INSTANCES];
};
+1 -1
View File
@@ -1,7 +1,7 @@
#version 450
#extension GL_EXT_nonuniform_qualifier : enable
layout(set = 0, binding = 2) uniform sampler2D texSampler[];
layout(set = 0, binding = 1) uniform sampler2D texSampler[];
layout(location = 0) in vec3 fragColor;
layout(location = 1) in vec2 fragTexCoord;