Remove unused struct fields in VoxelGIData

This reduces the struct size from 112 bytes to 96 bytes.
This commit is contained in:
Hugo Locurcio 2021-11-28 23:09:30 +01:00
parent 69a194f051
commit 36106dba3b
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GPG Key ID: 39E8F8BE30B0A49C
4 changed files with 28 additions and 44 deletions

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@ -602,19 +602,15 @@ public:
};
struct VoxelGIData {
float xform[16];
float bounds[3];
float dynamic_range;
float xform[16]; // 64 - 64
float bias;
float normal_bias;
uint32_t blend_ambient;
uint32_t texture_slot;
float bounds[3]; // 12 - 76
float dynamic_range; // 4 - 80
uint32_t pad0;
uint32_t pad1;
uint32_t pad2;
uint32_t mipmaps;
float bias; // 4 - 84
float normal_bias; // 4 - 88
uint32_t blend_ambient; // 4 - 92
uint32_t mipmaps; // 4 - 96
};
struct PushConstant {

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@ -68,19 +68,15 @@ sdfgi;
#define MAX_VOXEL_GI_INSTANCES 8
struct VoxelGIData {
mat4 xform;
vec3 bounds;
float dynamic_range;
mat4 xform; // 64 - 64
float bias;
float normal_bias;
bool blend_ambient;
uint texture_slot;
vec3 bounds; // 12 - 76
float dynamic_range; // 4 - 80
uint pad0;
uint pad1;
uint pad2;
uint mipmaps;
float bias; // 4 - 84
float normal_bias; // 4 - 88
bool blend_ambient; // 4 - 92
uint mipmaps; // 4 - 96
};
layout(set = 0, binding = 16, std140) uniform VoxelGIs {

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@ -305,19 +305,15 @@ layout(set = 1, binding = 15) uniform texture2DArray sdfgi_lightprobe_texture;
layout(set = 1, binding = 16) uniform texture3D sdfgi_occlusion_cascades;
struct VoxelGIData {
mat4 xform;
vec3 bounds;
float dynamic_range;
mat4 xform; // 64 - 64
float bias;
float normal_bias;
bool blend_ambient;
uint texture_slot;
vec3 bounds; // 12 - 76
float dynamic_range; // 4 - 80
float anisotropy_strength;
float ambient_occlusion;
float ambient_occlusion_size;
uint mipmaps;
float bias; // 4 - 84
float normal_bias; // 4 - 88
bool blend_ambient; // 4 - 92
uint mipmaps; // 4 - 96
};
layout(set = 1, binding = 17, std140) uniform VoxelGIs {

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@ -76,19 +76,15 @@ layout(set = 0, binding = 10) uniform sampler shadow_sampler;
#define MAX_VOXEL_GI_INSTANCES 8
struct VoxelGIData {
mat4 xform;
vec3 bounds;
float dynamic_range;
mat4 xform; // 64 - 64
float bias;
float normal_bias;
bool blend_ambient;
uint texture_slot;
vec3 bounds; // 12 - 76
float dynamic_range; // 4 - 80
float anisotropy_strength;
float ambient_occlusion;
float ambient_occlusion_size;
uint mipmaps;
float bias; // 4 - 84
float normal_bias; // 4 - 88
bool blend_ambient; // 4 - 92
uint mipmaps; // 4 - 96
};
layout(set = 0, binding = 11, std140) uniform VoxelGIs {