Vulkan: Resolve Builtin Uniform(Block).
Resolving builtin uniforms and uniform blocks when creating shader interface. This maps builtin uniforms to uniforms defined by the shader. Works the same as the OpenGL builtin uniforms. Pull Request #105128
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@@ -85,6 +85,20 @@ void VKShaderInterface::init(const shader::ShaderCreateInfo &info)
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sort_inputs();
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/* Builtin Uniforms */
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for (int32_t u_int = 0; u_int < GPU_NUM_UNIFORMS; u_int++) {
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GPUUniformBuiltin u = static_cast<GPUUniformBuiltin>(u_int);
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const ShaderInput *uni = this->uniform_get(builtin_uniform_name(u));
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builtins_[u] = (uni != nullptr) ? uni->location : -1;
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}
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/* Builtin Uniforms Blocks */
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for (int32_t u_int = 0; u_int < GPU_NUM_UNIFORM_BLOCKS; u_int++) {
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GPUUniformBlockBuiltin u = static_cast<GPUUniformBlockBuiltin>(u_int);
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const ShaderInput *block = this->ubo_get(builtin_uniform_block_name(u));
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builtin_blocks_[u] = (block != nullptr) ? block->binding : -1;
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}
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/* Determine the descriptor set locations after the inputs have been sorted.*/
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descriptor_set_locations_ = Array<VKDescriptorSet::Location>(input_tot_len);
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uint32_t descriptor_set_location = 0;
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