Remove unused struct fields in VoxelGIData
This reduces the struct size from 112 bytes to 96 bytes.
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69a194f051
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@ -602,19 +602,15 @@ public:
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};
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struct VoxelGIData {
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float xform[16];
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float bounds[3];
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float dynamic_range;
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float xform[16]; // 64 - 64
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float bias;
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float normal_bias;
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uint32_t blend_ambient;
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uint32_t texture_slot;
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float bounds[3]; // 12 - 76
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float dynamic_range; // 4 - 80
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uint32_t pad0;
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uint32_t pad1;
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uint32_t pad2;
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uint32_t mipmaps;
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float bias; // 4 - 84
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float normal_bias; // 4 - 88
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uint32_t blend_ambient; // 4 - 92
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uint32_t mipmaps; // 4 - 96
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};
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struct PushConstant {
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@ -68,19 +68,15 @@ sdfgi;
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#define MAX_VOXEL_GI_INSTANCES 8
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struct VoxelGIData {
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mat4 xform;
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vec3 bounds;
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float dynamic_range;
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mat4 xform; // 64 - 64
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float bias;
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float normal_bias;
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bool blend_ambient;
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uint texture_slot;
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vec3 bounds; // 12 - 76
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float dynamic_range; // 4 - 80
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uint pad0;
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uint pad1;
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uint pad2;
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uint mipmaps;
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float bias; // 4 - 84
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float normal_bias; // 4 - 88
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bool blend_ambient; // 4 - 92
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uint mipmaps; // 4 - 96
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};
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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;
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layout(set = 1, binding = 16) uniform texture3D sdfgi_occlusion_cascades;
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struct VoxelGIData {
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mat4 xform;
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vec3 bounds;
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float dynamic_range;
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mat4 xform; // 64 - 64
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float bias;
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float normal_bias;
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bool blend_ambient;
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uint texture_slot;
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vec3 bounds; // 12 - 76
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float dynamic_range; // 4 - 80
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float anisotropy_strength;
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float ambient_occlusion;
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float ambient_occlusion_size;
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uint mipmaps;
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float bias; // 4 - 84
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float normal_bias; // 4 - 88
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bool blend_ambient; // 4 - 92
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uint mipmaps; // 4 - 96
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};
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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;
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#define MAX_VOXEL_GI_INSTANCES 8
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struct VoxelGIData {
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mat4 xform;
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vec3 bounds;
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float dynamic_range;
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mat4 xform; // 64 - 64
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float bias;
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float normal_bias;
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bool blend_ambient;
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uint texture_slot;
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vec3 bounds; // 12 - 76
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float dynamic_range; // 4 - 80
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float anisotropy_strength;
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float ambient_occlusion;
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float ambient_occlusion_size;
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uint mipmaps;
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float bias; // 4 - 84
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float normal_bias; // 4 - 88
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bool blend_ambient; // 4 - 92
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uint mipmaps; // 4 - 96
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};
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layout(set = 0, binding = 11, std140) uniform VoxelGIs {
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