Just a starting point to display frame timings & drawcalls/submissions per frame. Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com> Acked-by: Jason Ekstrand <jason@jlekstrand.net> +1-by: Mike Lothian <mike@fireburn.co.uk> +1-by: Tapani Pälli <tapani.palli@intel.com> +1-by: Eric Engestrom <eric.engestrom@intel.com> +1-by: Yurii Kolesnykov <root@yurikoles.com> +1-by: myfreeweb <greg@unrelenting.technology> +1-by: Kenneth Graunke <kenneth@whitecape.org>
26 lines
447 B
GLSL
26 lines
447 B
GLSL
#version 450 core
|
|
layout(location = 0) in vec2 aPos;
|
|
layout(location = 1) in vec2 aUV;
|
|
layout(location = 2) in vec4 aColor;
|
|
|
|
layout(push_constant) uniform uPushConstant{
|
|
vec2 uScale;
|
|
vec2 uTranslate;
|
|
} pc;
|
|
|
|
out gl_PerVertex{
|
|
vec4 gl_Position;
|
|
};
|
|
|
|
layout(location = 0) out struct{
|
|
vec4 Color;
|
|
vec2 UV;
|
|
} Out;
|
|
|
|
void main()
|
|
{
|
|
Out.Color = aColor;
|
|
Out.UV = aUV;
|
|
gl_Position = vec4(aPos*pc.uScale+pc.uTranslate, 0, 1);
|
|
}
|