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GPU: Clean up D3D12 blit shader compilation
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@@ -1,21 +1,15 @@
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#if D3D12
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#define BlitRS \
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"DescriptorTable ( Sampler(s0, space=2), visibility = SHADER_VISIBILITY_PIXEL ),"\
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"DescriptorTable ( SRV(t0, space=2), visibility = SHADER_VISIBILITY_PIXEL ),"\
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"CBV(b0, space=3, visibility = SHADER_VISIBILITY_PIXEL),"\
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#define REG(reg, space) register(reg, space)
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#else
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#define REG(reg, space) register(reg)
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#endif
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struct VertexToPixel
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{
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float2 tex : TEXCOORD0;
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float4 pos : SV_POSITION;
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};
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cbuffer SourceRegionBuffer : REG(b0, space3)
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cbuffer SourceRegionBuffer : register(b0, space3)
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{
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float2 UVLeftTop;
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float2 UVDimensions;
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@@ -23,16 +17,14 @@ cbuffer SourceRegionBuffer : REG(b0, space3)
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float LayerOrDepth;
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};
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Texture2D SourceTexture2D : REG(t0, space2);
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Texture2DArray SourceTexture2DArray : REG(t0, space2);
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Texture3D SourceTexture3D : REG(t0, space2);
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TextureCube SourceTextureCube : REG(t0, space2);
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TextureCubeArray SourceTextureCubeArray : REG(t0, space2);
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sampler SourceSampler : REG(s0, space2);
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Texture2D SourceTexture2D : register(t0, space2);
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Texture2DArray SourceTexture2DArray : register(t0, space2);
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Texture3D SourceTexture3D : register(t0, space2);
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TextureCube SourceTextureCube : register(t0, space2);
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TextureCubeArray SourceTextureCubeArray : register(t0, space2);
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sampler SourceSampler : register(s0, space2);
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#if D3D12
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[RootSignature(BlitRS)]
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#endif
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VertexToPixel FullscreenVert(uint vI : SV_VERTEXID)
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{
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float2 inTex = float2((vI << 1) & 2, vI & 2);
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@@ -42,36 +34,28 @@ VertexToPixel FullscreenVert(uint vI : SV_VERTEXID)
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return Out;
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}
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#if D3D12
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[RootSignature(BlitRS)]
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#endif
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float4 BlitFrom2D(VertexToPixel input) : SV_Target0
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{
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float2 newCoord = UVLeftTop + UVDimensions * input.tex;
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return SourceTexture2D.SampleLevel(SourceSampler, newCoord, MipLevel);
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}
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#if D3D12
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[RootSignature(BlitRS)]
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#endif
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float4 BlitFrom2DArray(VertexToPixel input) : SV_Target0
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{
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float3 newCoord = float3(UVLeftTop + UVDimensions * input.tex, (uint)LayerOrDepth);
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return SourceTexture2DArray.SampleLevel(SourceSampler, newCoord, MipLevel);
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}
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#if D3D12
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[RootSignature(BlitRS)]
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#endif
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float4 BlitFrom3D(VertexToPixel input) : SV_Target0
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{
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float3 newCoord = float3(UVLeftTop + UVDimensions * input.tex, LayerOrDepth);
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return SourceTexture3D.SampleLevel(SourceSampler, newCoord, MipLevel);
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}
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#if D3D12
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[RootSignature(BlitRS)]
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#endif
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float4 BlitFromCube(VertexToPixel input) : SV_Target0
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{
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// Thanks, Wikipedia! https://en.wikipedia.org/wiki/Cube_mapping
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@@ -91,9 +75,7 @@ float4 BlitFromCube(VertexToPixel input) : SV_Target0
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return SourceTextureCube.SampleLevel(SourceSampler, newCoord, MipLevel);
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}
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#if D3D12
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[RootSignature(BlitRS)]
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#endif
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float4 BlitFromCubeArray(VertexToPixel input) : SV_Target0
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{
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// Thanks, Wikipedia! https://en.wikipedia.org/wiki/Cube_mapping
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@@ -8,11 +8,11 @@ echo Suffix %SUFFIX%
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cd "%~dp0"
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%DXC% -E FullscreenVert -T vs_6_0 -Fh D3D12_FullscreenVert.h ..\d3dcommon\D3D_Blit.hlsl /D D3D12=1
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%DXC% -E BlitFrom2D -T ps_6_0 -Fh D3D12_BlitFrom2D.h ..\d3dcommon\D3D_Blit.hlsl /D D3D12=1
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%DXC% -E BlitFrom2DArray -T ps_6_0 -Fh D3D12_BlitFrom2DArray.h ..\d3dcommon\D3D_Blit.hlsl /D D3D12=1
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%DXC% -E BlitFrom3D -T ps_6_0 -Fh D3D12_BlitFrom3D.h ..\d3dcommon\D3D_Blit.hlsl /D D3D12=1
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%DXC% -E BlitFromCube -T ps_6_0 -Fh D3D12_BlitFromCube.h ..\d3dcommon\D3D_Blit.hlsl /D D3D12=1
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%DXC% -E BlitFromCubeArray -T ps_6_0 -Fh D3D12_BlitFromCubeArray.h ..\d3dcommon\D3D_Blit.hlsl /D D3D12=1
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%DXC% -E FullscreenVert -T vs_6_0 -Fh D3D12_FullscreenVert.h D3D_Blit.hlsl
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%DXC% -E BlitFrom2D -T ps_6_0 -Fh D3D12_BlitFrom2D.h D3D_Blit.hlsl
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%DXC% -E BlitFrom2DArray -T ps_6_0 -Fh D3D12_BlitFrom2DArray.h D3D_Blit.hlsl
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%DXC% -E BlitFrom3D -T ps_6_0 -Fh D3D12_BlitFrom3D.h D3D_Blit.hlsl
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%DXC% -E BlitFromCube -T ps_6_0 -Fh D3D12_BlitFromCube.h D3D_Blit.hlsl
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%DXC% -E BlitFromCubeArray -T ps_6_0 -Fh D3D12_BlitFromCubeArray.h D3D_Blit.hlsl
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copy /b D3D12_FullscreenVert.h+D3D12_BlitFrom2D.h+D3D12_BlitFrom2DArray.h+D3D12_BlitFrom3D.h+D3D12_BlitFromCube.h+D3D12_BlitFromCubeArray.h D3D12_Blit%SUFFIX%
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del D3D12_FullscreenVert.h D3D12_BlitFrom2D.h D3D12_BlitFrom2DArray.h D3D12_BlitFrom3D.h D3D12_BlitFromCube.h D3D12_BlitFromCubeArray.h
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