Cleanup.
This commit is contained in:
Родитель
08438fa567
Коммит
6ca8c213d9
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@ -164,6 +164,11 @@ vec4 bgfxTexture2DArray(BgfxSampler2DArray _sampler, vec3 _coord)
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return _sampler.m_texture.Sample(_sampler.m_sampler, _coord);
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}
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vec4 bgfxTexture2DArrayLod(BgfxSampler2DArray _sampler, vec3 _coord, float _lod)
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{
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return _sampler.m_texture.SampleLevel(_sampler.m_sampler, _coord, _lod);
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}
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float bgfxShadow2D(BgfxSampler2DShadow _sampler, vec3 _coord)
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{
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return _sampler.m_texture.SampleCmpLevelZero(_sampler.m_sampler, _coord.xy, _coord.z);
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@ -255,6 +260,7 @@ vec4 bgfxTexelFetch(BgfxSampler3D _sampler, ivec3 _coord, int _lod)
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static BgfxSampler2DArray _name = { _name ## Sampler, _name ## Texture }
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# define sampler2DArray BgfxSampler2DArray
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# define texture2DArray(_sampler, _coord) bgfxTexture2DArray(_sampler, _coord)
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# define texture2DArrayLod(_sampler, _coord, _lod) bgfxTexture2DArrayLod(_sampler, _coord, _lod)
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# define SAMPLER2DMS(_name, _reg) \
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uniform Texture2DMS<vec4> _name ## Texture : register(t[_reg]); \
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@ -22,6 +22,40 @@ static const uint8_t fs_texture_array_glsl[329] =
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0x72, 0x61, 0x6d, 0x73, 0x2e, 0x78, 0x29, 0x20, 0x2a, 0x20, 0x76, 0x5f, 0x63, 0x6f, 0x6c, 0x6f, // rams.x) * v_colo
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0x72, 0x30, 0x29, 0x3b, 0x0a, 0x7d, 0x0a, 0x0a, 0x00, // r0);.}...
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};
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static const uint8_t fs_texture_array_dx11[488] =
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{
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0x46, 0x53, 0x48, 0x04, 0x01, 0x83, 0xf2, 0xe1, 0x02, 0x00, 0x08, 0x75, 0x5f, 0x70, 0x61, 0x72, // FSH........u_par
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0x61, 0x6d, 0x73, 0x12, 0x00, 0x00, 0x00, 0x01, 0x00, 0x0a, 0x73, 0x5f, 0x74, 0x65, 0x78, 0x43, // ams.......s_texC
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0x6f, 0x6c, 0x6f, 0x72, 0x30, 0x01, 0x00, 0x00, 0x01, 0x00, 0xb8, 0x01, 0x44, 0x58, 0x42, 0x43, // olor0.......DXBC
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0x81, 0x20, 0x2f, 0xf0, 0x22, 0x82, 0x15, 0xc5, 0x5c, 0x50, 0xb5, 0xdb, 0x71, 0x0a, 0x7d, 0x9a, // . /."....P..q.}.
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0x01, 0x00, 0x00, 0x00, 0xb8, 0x01, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x2c, 0x00, 0x00, 0x00, // ............,...
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0xa0, 0x00, 0x00, 0x00, 0xd4, 0x00, 0x00, 0x00, 0x49, 0x53, 0x47, 0x4e, 0x6c, 0x00, 0x00, 0x00, // ........ISGNl...
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0x03, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x50, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ........P.......
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0x01, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, // ................
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0x5c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, // ................
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0x01, 0x00, 0x00, 0x00, 0x0f, 0x0f, 0x00, 0x00, 0x62, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ........b.......
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0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x03, 0x03, 0x00, 0x00, // ................
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0x53, 0x56, 0x5f, 0x50, 0x4f, 0x53, 0x49, 0x54, 0x49, 0x4f, 0x4e, 0x00, 0x43, 0x4f, 0x4c, 0x4f, // SV_POSITION.COLO
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0x52, 0x00, 0x54, 0x45, 0x58, 0x43, 0x4f, 0x4f, 0x52, 0x44, 0x00, 0xab, 0x4f, 0x53, 0x47, 0x4e, // R.TEXCOORD..OSGN
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0x2c, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00, // ,........... ...
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ................
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0x0f, 0x00, 0x00, 0x00, 0x53, 0x56, 0x5f, 0x54, 0x41, 0x52, 0x47, 0x45, 0x54, 0x00, 0xab, 0xab, // ....SV_TARGET...
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0x53, 0x48, 0x44, 0x52, 0xdc, 0x00, 0x00, 0x00, 0x40, 0x00, 0x00, 0x00, 0x37, 0x00, 0x00, 0x00, // SHDR....@...7...
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0x59, 0x00, 0x00, 0x04, 0x46, 0x8e, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, // Y...F. .........
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0x5a, 0x00, 0x00, 0x03, 0x00, 0x60, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x58, 0x40, 0x00, 0x04, // Z....`......X@..
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0x00, 0x70, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x55, 0x55, 0x00, 0x00, 0x62, 0x10, 0x00, 0x03, // .p......UU..b...
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0xf2, 0x10, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, 0x62, 0x10, 0x00, 0x03, 0x32, 0x10, 0x10, 0x00, // ........b...2...
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0x02, 0x00, 0x00, 0x00, 0x65, 0x00, 0x00, 0x03, 0xf2, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, // ....e.... ......
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0x68, 0x00, 0x00, 0x02, 0x01, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x05, 0x32, 0x00, 0x10, 0x00, // h.......6...2...
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0x00, 0x00, 0x00, 0x00, 0x46, 0x10, 0x10, 0x00, 0x02, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x06, // ....F.......6...
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0x42, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1a, 0x80, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, // B......... .....
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0x00, 0x00, 0x00, 0x00, 0x48, 0x00, 0x00, 0x0c, 0xf2, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, // ....H...........
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0x46, 0x02, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x46, 0x7e, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, // F.......F~......
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0x00, 0x60, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0a, 0x80, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, // .`........ .....
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0x00, 0x00, 0x00, 0x00, 0x38, 0x00, 0x00, 0x07, 0xf2, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, // ....8.... ......
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0x46, 0x0e, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x46, 0x1e, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, // F.......F.......
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0x3e, 0x00, 0x00, 0x01, 0x00, 0x00, 0x10, 0x00, // >.......
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};
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static const uint8_t fs_texture_array_mtl[811] =
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{
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0x46, 0x53, 0x48, 0x04, 0x01, 0x83, 0xf2, 0xe1, 0x00, 0x00, 0x1c, 0x03, 0x00, 0x00, 0x75, 0x73, // FSH...........us
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@ -661,10 +661,11 @@ int _main_(int _argc, char** _argv)
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case bgfx::RendererType::Direct3D11:
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case bgfx::RendererType::Direct3D12:
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vs_texture = bgfx::makeRef(vs_texture_dx11, sizeof(vs_texture_dx11) );
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fs_texture = bgfx::makeRef(fs_texture_dx11, sizeof(fs_texture_dx11) );
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vs_texture_cube = bgfx::makeRef(vs_texture_cube_dx11, sizeof(vs_texture_cube_dx11) );
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fs_texture_cube = bgfx::makeRef(fs_texture_cube_dx11, sizeof(fs_texture_cube_dx11) );
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vs_texture = bgfx::makeRef(vs_texture_dx11, sizeof(vs_texture_dx11) );
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fs_texture = bgfx::makeRef(fs_texture_dx11, sizeof(fs_texture_dx11) );
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fs_texture_array = bgfx::makeRef(fs_texture_array_dx11, sizeof(fs_texture_dx11) );
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vs_texture_cube = bgfx::makeRef(vs_texture_cube_dx11, sizeof(vs_texture_cube_dx11) );
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fs_texture_cube = bgfx::makeRef(fs_texture_cube_dx11, sizeof(fs_texture_cube_dx11) );
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break;
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default:
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