render/vulkan: Use instanced draws instead of scissors

Similar to what we have already done for gles2. To simplify things we
use the staging ring buffer for the vertex buffers by extending the
usage bits, rather than introducing a separate pool.
This commit is contained in:
Kenny Levinsen 2026-04-12 17:47:40 +02:00
parent 3c9f1e35b1
commit b16dd0178b
3 changed files with 156 additions and 36 deletions

View file

@ -8,11 +8,14 @@ layout(push_constant, row_major) uniform UBO {
vec2 uv_size;
} data;
layout(location = 0) in vec4 inst_rect;
layout(location = 0) out vec2 uv;
void main() {
vec2 pos = vec2(float((gl_VertexIndex + 1) & 2) * 0.5f,
float(gl_VertexIndex & 2) * 0.5f);
pos = inst_rect.xy + pos * inst_rect.zw;
uv = data.uv_offset + pos * data.uv_size;
gl_Position = data.proj * vec4(pos, 0.0, 1.0);
}