Fix Vulkan performance warnings
This commit is contained in:
parent
b3ff5767f7
commit
754a0016c7
|
|
@ -21,7 +21,7 @@ external
|
|||
|
||||
struct FragIn
|
||||
{
|
||||
[builtin(fragcoord)] fragcoord: vec4<f32>
|
||||
[location(0)] uv: vec2<f32>
|
||||
}
|
||||
|
||||
struct FragOut
|
||||
|
|
@ -31,21 +31,21 @@ struct FragOut
|
|||
|
||||
struct VertIn
|
||||
{
|
||||
[location(0)] pos: vec2<f32>
|
||||
[location(0)] pos: vec2<f32>,
|
||||
[location(1)] uv: vec2<f32>,
|
||||
}
|
||||
|
||||
struct VertOut
|
||||
{
|
||||
[location(0)] uv: vec2<f32>,
|
||||
[builtin(position)] position: vec4<f32>
|
||||
}
|
||||
|
||||
[entry(frag)]
|
||||
fn main(input: FragIn) -> FragOut
|
||||
{
|
||||
let fragcoord = input.fragcoord.xy * viewerData.invRenderTargetSize;
|
||||
|
||||
{
|
||||
let output: FragOut;
|
||||
output.color = /*colorTexture.Sample(fragcoord) + */bloomTexture.Sample(fragcoord);
|
||||
output.color = /*colorTexture.Sample(fragcoord) + */bloomTexture.Sample(input.uv);
|
||||
|
||||
return output;
|
||||
}
|
||||
|
|
@ -55,6 +55,7 @@ fn main(input: VertIn) -> VertOut
|
|||
{
|
||||
let output: VertOut;
|
||||
output.position = vec4<f32>(input.pos, 0.0, 1.0);
|
||||
output.uv = input.uv;
|
||||
|
||||
return output;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -28,7 +28,7 @@ external
|
|||
|
||||
struct FragIn
|
||||
{
|
||||
[builtin(fragcoord)] fragcoord: vec4<f32>
|
||||
[location(0)] uv: vec2<f32>
|
||||
}
|
||||
|
||||
struct FragOut
|
||||
|
|
@ -38,11 +38,13 @@ struct FragOut
|
|||
|
||||
struct VertIn
|
||||
{
|
||||
[location(0)] pos: vec2<f32>
|
||||
[location(0)] pos: vec2<f32>,
|
||||
[location(1)] uv: vec2<f32>,
|
||||
}
|
||||
|
||||
struct VertOut
|
||||
{
|
||||
[location(0)] uv: vec2<f32>,
|
||||
[builtin(position)] position: vec4<f32>
|
||||
}
|
||||
|
||||
|
|
@ -50,15 +52,14 @@ struct VertOut
|
|||
fn main(input: FragIn) -> FragOut
|
||||
{
|
||||
let invTargetSize = viewerData.invRenderTargetSize * blurData.sizeFactor;
|
||||
let fragcoord = input.fragcoord.xy * invTargetSize;
|
||||
|
||||
let color = colorTexture.Sample(fragcoord).rgb * 0.2270270270;
|
||||
let color = colorTexture.Sample(input.uv).rgb * 0.2270270270;
|
||||
|
||||
color += colorTexture.Sample(fragcoord + blurData.direction * 1.3846153846 * invTargetSize).rgb * 0.3162162162;
|
||||
color += colorTexture.Sample(fragcoord - blurData.direction * 1.3846153846 * invTargetSize).rgb * 0.3162162162;
|
||||
color += colorTexture.Sample(input.uv + blurData.direction * 1.3846153846 * invTargetSize).rgb * 0.3162162162;
|
||||
color += colorTexture.Sample(input.uv - blurData.direction * 1.3846153846 * invTargetSize).rgb * 0.3162162162;
|
||||
|
||||
color += colorTexture.Sample(fragcoord + blurData.direction * 3.2307692308 * invTargetSize).rgb * 0.0702702703;
|
||||
color += colorTexture.Sample(fragcoord - blurData.direction * 3.2307692308 * invTargetSize).rgb * 0.0702702703;
|
||||
color += colorTexture.Sample(input.uv + blurData.direction * 3.2307692308 * invTargetSize).rgb * 0.0702702703;
|
||||
color += colorTexture.Sample(input.uv - blurData.direction * 3.2307692308 * invTargetSize).rgb * 0.0702702703;
|
||||
|
||||
let output: FragOut;
|
||||
output.color = vec4<f32>(color, 1.0);
|
||||
|
|
@ -71,6 +72,7 @@ fn main(input: VertIn) -> VertOut
|
|||
{
|
||||
let output: VertOut;
|
||||
output.position = vec4<f32>(input.pos, 0.0, 1.0);
|
||||
output.uv = input.uv;
|
||||
|
||||
return output;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -33,7 +33,6 @@ external
|
|||
|
||||
struct FragIn
|
||||
{
|
||||
[builtin(fragcoord)] fragcoord: vec4<f32>,
|
||||
[location(0)] uv: vec2<f32>
|
||||
}
|
||||
|
||||
|
|
@ -65,8 +64,7 @@ fn main(input: FragIn) -> FragOut
|
|||
|
||||
let outputColor = vec4<f32>(0.0, 0.0, 0.0, 1.0);
|
||||
|
||||
let i = 0;
|
||||
while (i < SampleCount)
|
||||
for i in 0 -> SampleCount
|
||||
{
|
||||
uv -= deltaUV;
|
||||
let sample = occluderTexture.Sample(uv);
|
||||
|
|
@ -75,7 +73,6 @@ fn main(input: FragIn) -> FragOut
|
|||
outputColor += sample;
|
||||
|
||||
illuminationDecay *= settings.decay;
|
||||
i += 1;
|
||||
}
|
||||
|
||||
let output: FragOut;
|
||||
|
|
|
|||
|
|
@ -20,7 +20,7 @@ external
|
|||
|
||||
struct FragIn
|
||||
{
|
||||
[builtin(fragcoord)] fragcoord: vec4<f32>
|
||||
[location(0)] uv: vec2<f32>,
|
||||
}
|
||||
|
||||
struct FragOut
|
||||
|
|
@ -30,11 +30,13 @@ struct FragOut
|
|||
|
||||
struct VertIn
|
||||
{
|
||||
[location(0)] pos: vec2<f32>
|
||||
[location(0)] pos: vec2<f32>,
|
||||
[location(1)] uv: vec2<f32>,
|
||||
}
|
||||
|
||||
struct VertOut
|
||||
{
|
||||
[location(0)] uv: vec2<f32>,
|
||||
[builtin(position)] position: vec4<f32>
|
||||
}
|
||||
|
||||
|
|
@ -43,9 +45,7 @@ fn main(input: FragIn) -> FragOut
|
|||
{
|
||||
let exposure = 0.8;
|
||||
|
||||
let fragcoord = input.fragcoord.xy * viewerData.invRenderTargetSize;
|
||||
|
||||
let hdrColor = inputTexture.Sample(fragcoord).rgb;
|
||||
let hdrColor = inputTexture.Sample(input.uv).rgb;
|
||||
|
||||
// reinhard tone mapping
|
||||
let mapped = vec3<f32>(1.0, 1.0, 1.0) - exp(-hdrColor * exposure);
|
||||
|
|
@ -61,6 +61,7 @@ fn main(input: VertIn) -> VertOut
|
|||
{
|
||||
let output: VertOut;
|
||||
output.position = vec4<f32>(input.pos, 0.0, 1.0);
|
||||
output.uv = input.uv;
|
||||
|
||||
return output;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -111,6 +111,7 @@ int main()
|
|||
// Plane
|
||||
Nz::MeshParams meshPrimitiveParams;
|
||||
meshPrimitiveParams.storage = Nz::DataStorage::Software;
|
||||
meshPrimitiveParams.vertexDeclaration = Nz::VertexDeclaration::Get(Nz::VertexLayout::XYZ_Normal_UV);
|
||||
|
||||
std::shared_ptr<Nz::Mesh> planeMesh = std::make_shared<Nz::Mesh>();
|
||||
planeMesh->CreateStatic();
|
||||
|
|
@ -200,7 +201,7 @@ int main()
|
|||
std::shared_ptr<Nz::Material> flareMaterial = std::make_shared<Nz::Material>();
|
||||
std::shared_ptr<Nz::MaterialPass> flareMaterialPass;
|
||||
{
|
||||
flareMaterialPass = std::make_shared<Nz::MaterialPass>(customMatSettings);
|
||||
flareMaterialPass = std::make_shared<Nz::MaterialPass>(Nz::BasicMaterial::GetSettings());
|
||||
flareMaterialPass->EnableDepthBuffer(true);
|
||||
flareMaterialPass->EnableDepthWrite(false);
|
||||
flareMaterialPass->EnableDepthClamp(true);
|
||||
|
|
|
|||
Loading…
Reference in New Issue