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
This commit is contained in:
emil28092005
2026-06-18 20:21:54 +03:00
parent dd86f6e9ad
commit c32c75cd69
3 changed files with 33 additions and 32 deletions
+25 -9
View File
@@ -235,6 +235,22 @@ internal sealed unsafe class VulkanRenderer : IRenderer, Engine.Graphics.IScreen
if (!dc.castShadow) continue;
var vertexBuf = dc.vertexBuf;
ulong offset = 0;
Vk.vkCmdBindVertexBuffers(cmd, 0, 1, &vertexBuf, &offset);
Vk.vkCmdBindIndexBuffer(cmd, dc.indexBuf, 0, 1);
// Pack all push constants for shadow pass
var pcData = stackalloc byte[160];
var modelCopy = dc.model;
System.Buffer.MemoryCopy(&modelCopy, pcData, 64, 64);
var lpCopy = lightPos;
System.Buffer.MemoryCopy(&lpCopy, pcData + 64, 16, 16);
var lcCopy = lightColor;
System.Buffer.MemoryCopy(&lcCopy, pcData + 80, 16, 16);
var lvpCopy = lightViewProj;
System.Buffer.MemoryCopy(&lvpCopy, pcData + 96, 64, 64);
Vk.vkCmdPushConstants(cmd, _shadowMap.PipelineLayout, VkShaderStageFlags.Vertex | VkShaderStageFlags.Fragment, 0, 160, pcData);
Vk.vkCmdDrawIndexed(cmd, dc.indexCount, 1, 0, 0, 0);
}
@@ -332,18 +348,18 @@ internal sealed unsafe class VulkanRenderer : IRenderer, Engine.Graphics.IScreen
Vk.vkCmdBindVertexBuffers(cmd, 0, 1, &vertexBuf, &offset);
Vk.vkCmdBindIndexBuffer(cmd, dc.indexBuf, 0, 1);
var model = dc.model;
Vk.vkCmdPushConstants(cmd, _pipeline.PipelineLayout, VkShaderStageFlags.Vertex, 0, 64, &model);
// Light data as push constants at offset 64 (fragment stage)
// Pack all push constants: model(64) + lightPos(16) + lightColor(16) + lightViewProj(64) = 160
var pcData = stackalloc byte[160];
var modelCopy = dc.model;
System.Buffer.MemoryCopy(&modelCopy, pcData, 64, 64);
var lpCopy = lightPos;
Vk.vkCmdPushConstants(cmd, _pipeline.PipelineLayout, VkShaderStageFlags.Fragment, 64, 16, &lpCopy);
System.Buffer.MemoryCopy(&lpCopy, pcData + 64, 16, 16);
var lcCopy = lightColor;
Vk.vkCmdPushConstants(cmd, _pipeline.PipelineLayout, VkShaderStageFlags.Fragment, 80, 16, &lcCopy);
// Light view-proj at offset 96 (vertex + fragment)
System.Buffer.MemoryCopy(&lcCopy, pcData + 80, 16, 16);
var lvpCopy = lightViewProj;
Vk.vkCmdPushConstants(cmd, _pipeline.PipelineLayout, VkShaderStageFlags.Vertex | VkShaderStageFlags.Fragment, 96, 64, &lvpCopy);
System.Buffer.MemoryCopy(&lvpCopy, pcData + 96, 64, 64);
Vk.vkCmdPushConstants(cmd, _pipeline.PipelineLayout, VkShaderStageFlags.Vertex | VkShaderStageFlags.Fragment, 0, 160, pcData);
Vk.vkCmdDrawIndexed(cmd, dc.indexCount, 1, 0, 0, 0);
}