My question is similar to this one but part of the (useful) given answer isn't compatible with compiling GLSL for vulkan based on OpenGL ES ESSL 3.10.
In order to use a separate section of the push constant memory in the vertex shader and the fragment shader, the suggested solution is to use layout(offset = #) before the first member of the push constant structure.
Attempting to do this in GLSL ES 310 code leads to the error "'offset on block member': not supported with this profile: es".
Is there a supported way to declare such an offset that is compatible with es?
The only workaround I've found is to declare a bunch of dummy variables in the fragment shader. When I do so, I get validation layer errors if I don't declare the full range of the fragment shader's push constant buffer in VkPipelineLayoutCreateInfo. After fixing that, I get validation layer warnings about "vkCreatePipelineLayout() call has push constants with overlapping ranges".
Obviously I can ignore warnings, but if there's a tidier solution, then that would be much more preferable.
Simple example, this compiles successfully with VulkanSDK\1.0.13.0\Bin\glslangValidator.exe:
#version 430
#extension GL_ARB_enhanced_layouts: enable
layout(std140, push_constant) uniform PushConstants
{
layout(offset=64) mat4 matWorldViewProj;
} ubuf;
layout(location = 0) in vec4 i_Position;
void main() {
gl_Position = ubuf.matWorldViewProj * i_Position;
}
Whereas this does not:
#version 310 es
#extension GL_ARB_enhanced_layouts: enable
layout(std140, push_constant) uniform PushConstants
{
layout(offset=64) mat4 matWorldViewProj;
} ubuf;
layout(location = 0) in vec4 i_Position;
void main() {
gl_Position = ubuf.matWorldViewProj * i_Position;
}
Converting all my 310 ES shader code to 430 would solve my problem, but that wouldn't be ideal. GL_ARB_enhanced_layouts doesn't apply to 310 ES code, so my question is not about why it doesn't work, but rather, do I have any options in ES to achieve the same goal?