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Niklas Haas authored
1. Drop the use of UBOs and SSBOs; since not only are there unaddressed packing concerns, but they also don't really provide an advantage. Instead, use regular uniform floats (i.e. input variables with dim_v), but only do this by default if we have global inputs. 2. Implement the missing case (SH_LITERAL) 3. Improve the signature for the `fill` function. On my nvidia hardware, both SH_LITERAL and SH_UNIFORM sadly explode for large inputs - SH_UNIFORM exhausts the UBO size limits when using vulkan, mainly due to the vec4/float packing inefficiency. SH_LITERAL on the other hand just makes the nvidia shader compiler explode. Further investigation is required, but for small LUTs it should work nonetheless.
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