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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@@ -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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