fix: single push constant range (0-160, Vertex|Fragment) — fixes validation errors
- Vulkan spec: each stage can only appear in ONE push constant range - Merged 3 ranges into 1: offset=0, size=160, stageFlags=Vertex|Fragment - Both main and shadow pipelines use same single range - Push constants packed into 160-byte buffer and sent in one call - Shadow pass: restored vertex/index buffer binding + push constants - Fixes: device lost, validation errors, missing shadow geometry
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@@ -150,24 +150,11 @@ internal sealed unsafe class VulkanPipeline : IDisposable
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pDynamicStates = dynamicStates,
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};
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var pushConstantRanges = stackalloc VkPushConstantRange[3];
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pushConstantRanges[0] = new VkPushConstantRange
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{
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stageFlags = VkShaderStageFlags.Vertex,
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offset = 0,
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size = 64,
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};
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pushConstantRanges[1] = new VkPushConstantRange
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{
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stageFlags = VkShaderStageFlags.Fragment,
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offset = 64,
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size = 32,
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};
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pushConstantRanges[2] = new VkPushConstantRange
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var pushConstantRange = new VkPushConstantRange
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{
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stageFlags = VkShaderStageFlags.Vertex | VkShaderStageFlags.Fragment,
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offset = 96,
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size = 64,
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offset = 0,
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size = 160,
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};
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var descLayout = DescriptorSetLayout;
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@@ -176,8 +163,8 @@ internal sealed unsafe class VulkanPipeline : IDisposable
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sType = VkStructureType.PipelineLayoutCreateInfo,
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setLayoutCount = 1,
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pSetLayouts = &descLayout,
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pushConstantRangeCount = 3,
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pPushConstantRanges = (nint)pushConstantRanges,
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pushConstantRangeCount = 1,
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pPushConstantRanges = (nint)(&pushConstantRange),
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};
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fixed (VkPipelineLayout* layoutPtr = &PipelineLayout)
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@@ -235,6 +235,22 @@ internal sealed unsafe class VulkanRenderer : IRenderer, Engine.Graphics.IScreen
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if (!dc.castShadow) continue;
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var vertexBuf = dc.vertexBuf;
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ulong offset = 0;
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Vk.vkCmdBindVertexBuffers(cmd, 0, 1, &vertexBuf, &offset);
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Vk.vkCmdBindIndexBuffer(cmd, dc.indexBuf, 0, 1);
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// Pack all push constants for shadow pass
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var pcData = stackalloc byte[160];
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var modelCopy = dc.model;
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System.Buffer.MemoryCopy(&modelCopy, pcData, 64, 64);
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var lpCopy = lightPos;
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System.Buffer.MemoryCopy(&lpCopy, pcData + 64, 16, 16);
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var lcCopy = lightColor;
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System.Buffer.MemoryCopy(&lcCopy, pcData + 80, 16, 16);
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var lvpCopy = lightViewProj;
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System.Buffer.MemoryCopy(&lvpCopy, pcData + 96, 64, 64);
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Vk.vkCmdPushConstants(cmd, _shadowMap.PipelineLayout, VkShaderStageFlags.Vertex | VkShaderStageFlags.Fragment, 0, 160, pcData);
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Vk.vkCmdDrawIndexed(cmd, dc.indexCount, 1, 0, 0, 0);
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}
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@@ -332,18 +348,18 @@ internal sealed unsafe class VulkanRenderer : IRenderer, Engine.Graphics.IScreen
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Vk.vkCmdBindVertexBuffers(cmd, 0, 1, &vertexBuf, &offset);
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Vk.vkCmdBindIndexBuffer(cmd, dc.indexBuf, 0, 1);
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var model = dc.model;
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Vk.vkCmdPushConstants(cmd, _pipeline.PipelineLayout, VkShaderStageFlags.Vertex, 0, 64, &model);
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// Light data as push constants at offset 64 (fragment stage)
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// Pack all push constants: model(64) + lightPos(16) + lightColor(16) + lightViewProj(64) = 160
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var pcData = stackalloc byte[160];
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var modelCopy = dc.model;
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System.Buffer.MemoryCopy(&modelCopy, pcData, 64, 64);
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var lpCopy = lightPos;
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Vk.vkCmdPushConstants(cmd, _pipeline.PipelineLayout, VkShaderStageFlags.Fragment, 64, 16, &lpCopy);
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System.Buffer.MemoryCopy(&lpCopy, pcData + 64, 16, 16);
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var lcCopy = lightColor;
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Vk.vkCmdPushConstants(cmd, _pipeline.PipelineLayout, VkShaderStageFlags.Fragment, 80, 16, &lcCopy);
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// Light view-proj at offset 96 (vertex + fragment)
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System.Buffer.MemoryCopy(&lcCopy, pcData + 80, 16, 16);
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var lvpCopy = lightViewProj;
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Vk.vkCmdPushConstants(cmd, _pipeline.PipelineLayout, VkShaderStageFlags.Vertex | VkShaderStageFlags.Fragment, 96, 64, &lvpCopy);
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System.Buffer.MemoryCopy(&lvpCopy, pcData + 96, 64, 64);
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Vk.vkCmdPushConstants(cmd, _pipeline.PipelineLayout, VkShaderStageFlags.Vertex | VkShaderStageFlags.Fragment, 0, 160, pcData);
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Vk.vkCmdDrawIndexed(cmd, dc.indexCount, 1, 0, 0, 0);
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}
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@@ -205,16 +205,14 @@ internal sealed unsafe class VulkanShadowMap : IDisposable
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pDynamicStates = dynamicStates,
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};
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var pushConstantRanges = stackalloc VkPushConstantRange[2];
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pushConstantRanges[0] = new VkPushConstantRange { stageFlags = VkShaderStageFlags.Vertex, offset = 0, size = 64 };
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pushConstantRanges[1] = new VkPushConstantRange { stageFlags = VkShaderStageFlags.Fragment, offset = 64, size = 96 };
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var pushConstantRange = new VkPushConstantRange { stageFlags = VkShaderStageFlags.Vertex | VkShaderStageFlags.Fragment, offset = 0, size = 160 };
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var layoutInfo = new VkPipelineLayoutCreateInfo
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{
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sType = VkStructureType.PipelineLayoutCreateInfo,
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setLayoutCount = 0,
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pushConstantRangeCount = 2,
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pPushConstantRanges = (nint)pushConstantRanges,
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pushConstantRangeCount = 1,
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pPushConstantRanges = (nint)(&pushConstantRange),
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};
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var pl = VkPipelineLayout.Null;
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