Fix Vulkan performance warnings

This commit is contained in:
Jérôme Leclercq
2022-01-21 23:31:01 +01:00
parent b3ff5767f7
commit 754a0016c7
5 changed files with 26 additions and 24 deletions

View File

@@ -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;
}

View File

@@ -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;
}

View File

@@ -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;

View File

@@ -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;
}