mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2025-03-15 07:00:58 +00:00
Compile shaders to renderprogs2, removed motion_vectors.*.hlsl
This commit is contained in:
parent
c6735ce1df
commit
1c4968a873
5 changed files with 3 additions and 140 deletions
|
@ -121,11 +121,11 @@ void idRenderProgManager::LoadShader( shader_t& shader )
|
|||
adjustedName.StripFileExtension();
|
||||
if( deviceManager->GetGraphicsAPI() == nvrhi::GraphicsAPI::D3D12 )
|
||||
{
|
||||
adjustedName = idStr( "renderprogs/dxil/" ) + adjustedName + "." + stage + ".bin";
|
||||
adjustedName = idStr( "renderprogs2/dxil/" ) + adjustedName + "." + stage + ".bin";
|
||||
}
|
||||
else if( deviceManager->GetGraphicsAPI() == nvrhi::GraphicsAPI::VULKAN )
|
||||
{
|
||||
adjustedName = idStr( "renderprogs/spirv/" ) + adjustedName + "." + stage + ".bin";
|
||||
adjustedName = idStr( "renderprogs2/spirv/" ) + adjustedName + "." + stage + ".bin";
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -34,7 +34,7 @@ source_group("user" FILES ${usershaders})
|
|||
compile_shaders_all_platforms(
|
||||
TARGET Shaders
|
||||
CONFIG ${CMAKE_CURRENT_SOURCE_DIR}/shaders.cfg
|
||||
OUTPUT_BASE ${CMAKE_CURRENT_SOURCE_DIR}/../../base/renderprogs # This path scheme is a bit odd.
|
||||
OUTPUT_BASE ${CMAKE_CURRENT_SOURCE_DIR}/../../base/renderprogs2 # This path scheme is a bit odd.
|
||||
SHADER_INCLUDE_DIR ${CMAKE_CURRENT_SOURCE_DIR}
|
||||
SOURCES ${shaders}
|
||||
)
|
|
@ -1,102 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2014-2021, NVIDIA CORPORATION. All rights reserved.
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a
|
||||
* copy of this software and associated documentation files (the "Software"),
|
||||
* to deal in the Software without restriction, including without limitation
|
||||
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
|
||||
* and/or sell copies of the Software, and to permit persons to whom the
|
||||
* Software is furnished to do so, subject to the following conditions:
|
||||
*
|
||||
* The above copyright notice and this permission notice shall be included in
|
||||
* all copies or substantial portions of the Software.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
|
||||
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
|
||||
* DEALINGS IN THE SOFTWARE.
|
||||
*/
|
||||
|
||||
#pragma pack_matrix(row_major)
|
||||
|
||||
//#include <donut/shaders/taa_cb.h>
|
||||
|
||||
struct TemporalAntiAliasingConstants
|
||||
{
|
||||
float4x4 reprojectionMatrix;
|
||||
|
||||
float2 inputViewOrigin;
|
||||
float2 inputViewSize;
|
||||
|
||||
float2 outputViewOrigin;
|
||||
float2 outputViewSize;
|
||||
|
||||
float2 inputPixelOffset;
|
||||
float2 outputTextureSizeInv;
|
||||
|
||||
float2 inputOverOutputViewSize;
|
||||
float2 outputOverInputViewSize;
|
||||
|
||||
float clampingFactor;
|
||||
float newFrameWeight;
|
||||
float pqC;
|
||||
float invPqC;
|
||||
|
||||
uint stencilMask;
|
||||
};
|
||||
|
||||
cbuffer c_TemporalAA :
|
||||
register( b0 )
|
||||
{
|
||||
TemporalAntiAliasingConstants g_TemporalAA;
|
||||
};
|
||||
|
||||
Texture2D<float> t_GBufferDepth :
|
||||
register( t0 );
|
||||
#if USE_STENCIL
|
||||
Texture2D<uint2> t_GBufferStencil :
|
||||
register( t1 );
|
||||
#endif
|
||||
|
||||
void main(
|
||||
in float4 i_position : SV_Position,
|
||||
in float2 i_uv : UV,
|
||||
out float4 o_color : SV_Target0
|
||||
)
|
||||
{
|
||||
o_color = 0;
|
||||
|
||||
#if USE_STENCIL
|
||||
uint stencil = t_GBufferStencil[i_position.xy].y;
|
||||
if( ( stencil & g_TemporalAA.stencilMask ) == g_TemporalAA.stencilMask )
|
||||
{
|
||||
discard;
|
||||
}
|
||||
#endif
|
||||
float depth = t_GBufferDepth[i_position.xy].x;
|
||||
|
||||
float4 clipPos;
|
||||
clipPos.x = i_uv.x * 2 - 1;
|
||||
clipPos.y = 1 - i_uv.y * 2;
|
||||
clipPos.z = depth;
|
||||
clipPos.w = 1;
|
||||
|
||||
float4 prevClipPos = mul( clipPos, g_TemporalAA.reprojectionMatrix );
|
||||
|
||||
if( prevClipPos.w <= 0 )
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
prevClipPos.xyz /= prevClipPos.w;
|
||||
float2 prevUV;
|
||||
prevUV.x = 0.5 + prevClipPos.x * 0.5;
|
||||
prevUV.y = 0.5 - prevClipPos.y * 0.5;
|
||||
|
||||
float2 prevWindowPos = prevUV * g_TemporalAA.inputViewSize + g_TemporalAA.inputViewOrigin;
|
||||
|
||||
o_color.xy = prevWindowPos.xy - i_position.xy;
|
||||
}
|
|
@ -1,33 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2014-2021, NVIDIA CORPORATION. All rights reserved.
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a
|
||||
* copy of this software and associated documentation files (the "Software"),
|
||||
* to deal in the Software without restriction, including without limitation
|
||||
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
|
||||
* and/or sell copies of the Software, and to permit persons to whom the
|
||||
* Software is furnished to do so, subject to the following conditions:
|
||||
*
|
||||
* The above copyright notice and this permission notice shall be included in
|
||||
* all copies or substantial portions of the Software.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
|
||||
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
|
||||
* DEALINGS IN THE SOFTWARE.
|
||||
*/
|
||||
|
||||
void main(
|
||||
in uint iVertex : SV_VertexID,
|
||||
out float4 o_posClip : SV_Position,
|
||||
out float2 o_uv : UV )
|
||||
{
|
||||
uint u = iVertex & 1;
|
||||
uint v = ( iVertex >> 1 ) & 1;
|
||||
|
||||
o_posClip = float4( float( u ) * 2 - 1, 1 - float( v ) * 2, QUAD_Z, 1 );
|
||||
o_uv = float2( u, v );
|
||||
}
|
|
@ -74,8 +74,6 @@ builtin/post/exposure.cs.hlsl -T cs_5_0 -D HISTOGRAM_BINS=256
|
|||
builtin/post/histogram.cs.hlsl -T cs_5_0 -D HISTOGRAM_BINS=256 -D SOURCE_ARRAY={0,1}
|
||||
builtin/post/tonemapping.ps.hlsl -T ps_5_0 -D HISTOGRAM_BINS=256 -D SOURCE_ARRAY={0,1} -D QUAD_Z={0,1}
|
||||
builtin/post/tonemapping.vs.hlsl -T vs_5_0 -D HISTOGRAM_BINS=256 -D SOURCE_ARRAY={0,1} -D QUAD_Z={0,1}
|
||||
builtin/post/motion_vectors.vs.hlsl -T vs_5_0 -D USE_STENCIL=0 -D QUAD_Z={0,1}
|
||||
builtin/post/motion_vectors.ps.hlsl -T ps_5_0 -D USE_STENCIL=0 -D QUAD_Z={0,1}
|
||||
builtin/post/taa.cs.hlsl -T cs_5_0 -D SAMPLE_COUNT={1,2,4,8} -D USE_CATMULL_ROM_FILTER={0,1}
|
||||
|
||||
builtin/SSAO/AmbientOcclusion_AO.vs.hlsl -T vs_5_0 -D BRIGHTPASS={0,1}
|
||||
|
|
Loading…
Reference in a new issue