d3d12: Move root sigs to D3D12_Shader_Common.hlsli, fix mismatch
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e2a8209263
commit
c74f273848
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@ -1,18 +1,7 @@
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#include "D3D12_PixelShader_Common.incl"
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#include "D3D12_PixelShader_Common.hlsli"
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#define ADVANCEDRS \
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"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
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" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
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" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
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" DENY_HULL_SHADER_ROOT_ACCESS )," \
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"RootConstants(num32BitConstants=24, b1),"\
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"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
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"DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\
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"DescriptorTable ( SRV(t2), visibility = SHADER_VISIBILITY_PIXEL ),"\
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"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
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[RootSignature(ADVANCEDRS)]
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[RootSignature(AdvancedRS)]
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float4 main(PixelShaderInput input) : SV_TARGET
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{
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return AdvancedPixelShader(input);
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@ -1,12 +1,5 @@
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#include "D3D12_PixelShader_Common.incl"
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#define ColorRS \
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"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
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"DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
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"DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
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"DENY_HULL_SHADER_ROOT_ACCESS )," \
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"RootConstants(num32BitConstants=24, b1)"
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#include "D3D12_PixelShader_Common.hlsli"
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[RootSignature(ColorRS)]
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float4 main(PixelShaderInput input) : SV_TARGET0
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@ -1,3 +1,4 @@
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#include "D3D12_Shader_Common.hlsli"
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Texture2D texture0 : register(t0);
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Texture2D texture1 : register(t1);
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@ -1,14 +1,5 @@
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#include "D3D12_PixelShader_Common.incl"
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#define TextureRS \
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"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
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" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
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" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
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" DENY_HULL_SHADER_ROOT_ACCESS )," \
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"RootConstants(num32BitConstants=24, b1),"\
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"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
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"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
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#include "D3D12_PixelShader_Common.hlsli"
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[RootSignature(TextureRS)]
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float4 main(PixelShaderInput input) : SV_TARGET
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@ -0,0 +1,37 @@
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#pragma pack_matrix( row_major )
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cbuffer VertexShaderConstants : register(b0)
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{
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matrix model;
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matrix projectionAndView;
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};
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#define ColorRS \
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"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
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"DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
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"DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
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"DENY_HULL_SHADER_ROOT_ACCESS )," \
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"RootConstants(num32BitConstants=32, b0)," \
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"RootConstants(num32BitConstants=24, b1)"\
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#define TextureRS \
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"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
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" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
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" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
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" DENY_HULL_SHADER_ROOT_ACCESS )," \
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"RootConstants(num32BitConstants=32, b0),"\
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"RootConstants(num32BitConstants=24, b1),"\
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"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
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"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
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#define AdvancedRS \
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"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
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" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
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" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
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" DENY_HULL_SHADER_ROOT_ACCESS )," \
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"RootConstants(num32BitConstants=32, b0),"\
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"RootConstants(num32BitConstants=24, b1),"\
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"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
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"DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\
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"DescriptorTable ( SRV(t2), visibility = SHADER_VISIBILITY_PIXEL ),"\
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"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
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@ -1,10 +1,4 @@
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#pragma pack_matrix( row_major )
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cbuffer VertexShaderConstants : register(b0)
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{
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matrix model;
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matrix projectionAndView;
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};
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#include "D3D12_Shader_Common.hlsli"
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struct VertexShaderInput
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{
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@ -20,36 +14,6 @@ struct VertexShaderOutput
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float4 color : COLOR0;
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};
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#define ColorRS \
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"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
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"DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
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"DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
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"DENY_HULL_SHADER_ROOT_ACCESS )," \
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"RootConstants(num32BitConstants=32, b0)," \
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"RootConstants(num32BitConstants=20, b1)"\
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#define TextureRS \
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"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
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" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
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" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
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" DENY_HULL_SHADER_ROOT_ACCESS )," \
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"RootConstants(num32BitConstants=32, b0),"\
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"RootConstants(num32BitConstants=20, b1),"\
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"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
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"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
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#define AdvancedRS \
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"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
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" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
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" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
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" DENY_HULL_SHADER_ROOT_ACCESS )," \
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"RootConstants(num32BitConstants=32, b0),"\
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"RootConstants(num32BitConstants=20, b1),"\
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"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
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"DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\
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"DescriptorTable ( SRV(t2), visibility = SHADER_VISIBILITY_PIXEL ),"\
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"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
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[RootSignature(ColorRS)]
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VertexShaderOutput mainColor(VertexShaderInput input)
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{
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@ -90,7 +90,7 @@ typedef struct
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Float4X4 projectionAndView;
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} VertexShaderConstants;
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/* These should mirror the definitions in D3D12_PixelShader_Common.incl */
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/* These should mirror the definitions in D3D12_PixelShader_Common.hlsli */
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//static const float TONEMAP_NONE = 0;
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//static const float TONEMAP_LINEAR = 1;
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static const float TONEMAP_CHROME = 2;
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