remove old kernel layer

This commit is contained in:
jacob 2025-09-23 19:19:21 -05:00
parent d4aa3de928
commit 506c59018b
10 changed files with 56 additions and 740 deletions

View File

@ -1324,32 +1324,35 @@ void GPU_ReleaseResource(GPU_Resource *gpu_resource, GPU_ReleaseFlag flags)
} }
u32 GPU_GetReadableId(GPU_Resource *resource) u32 GPU_GetReadableId(GPU_Resource *gpu_resource)
{ {
u32 result = U32Max; u32 result = U32Max;
if (resource && ((GPU_D12_Resource *)resource)->srv_descriptor) GPU_D12_Resource *r = (GPU_D12_Resource *)gpu_resource;
if (r && r->srv_descriptor)
{ {
result = ((GPU_D12_Resource *)resource)->srv_descriptor->index; result = r->srv_descriptor->index;
} }
return result; return result;
} }
u32 GPU_GetWritableId(GPU_Resource *resource) u32 GPU_GetWritableId(GPU_Resource *gpu_resource)
{ {
u32 result = U32Max; u32 result = U32Max;
if (resource && ((GPU_D12_Resource *)resource)->uav_descriptor) GPU_D12_Resource *r = (GPU_D12_Resource *)gpu_resource;
if (r && r->uav_descriptor)
{ {
result = ((GPU_D12_Resource *)resource)->uav_descriptor->index; result = r->uav_descriptor->index;
} }
return result; return result;
} }
u32 GPU_GetSamplerId(GPU_Resource *resource) u32 GPU_GetSamplerId(GPU_Resource *gpu_resource)
{ {
u32 result = U32Max; u32 result = U32Max;
if (resource && ((GPU_D12_Resource *)resource)->sampler_descriptor) GPU_D12_Resource *r = (GPU_D12_Resource *)gpu_resource;
if (r && r->sampler_descriptor)
{ {
result = ((GPU_D12_Resource *)resource)->sampler_descriptor->index; result = r->sampler_descriptor->index;
} }
return result; return result;
} }

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@ -1,201 +0,0 @@
/* Determine if file was included from C or from HLSL */
#if LanguageIsC
# define K_IS_CPU 1
#else
# define K_IS_CPU 0
#endif
#if !K_IS_CPU
/* ========================== *
* Root signature
* ========================== */
#define K_ROOTSIG \
"RootFlags(CBV_SRV_UAV_HEAP_DIRECTLY_INDEXED | SAMPLER_HEAP_DIRECTLY_INDEXED | ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT), " \
"RootConstants(b0, num32BitConstants = 64), " \
\
"StaticSampler(s0, " \
"filter = FILTER_MIN_MAG_MIP_POINT, " \
"addressU = TEXTURE_ADDRESS_CLAMP, " \
"addressV = TEXTURE_ADDRESS_CLAMP, " \
"addressW = TEXTURE_ADDRESS_CLAMP, " \
"maxAnisotropy = 1)"
SamplerState s_point_clamp : register(s0);
#define K_ENTRY [RootSignature(K_ROOTSIG)]
#endif
/* ========================== *
* Global textures
* ========================== */
/* Blue noise */
#define K_BLUE_NOISE_TEX_ID 0
#define K_BLUE_NOISE_TEX_WIDTH 128
#define K_BLUE_NOISE_TEX_HEIGHT 128
#define K_BLUE_NOISE_TEX_DEPTH 64
/* ========================== *
* Material shader structs
* ========================== */
Struct(K_MaterialSig)
{
/* ----------------------------------------------------- */
Mat4x4 projection; /* 16 consts */
/* ----------------------------------------------------- */
u32 instances_urid; /* 01 consts */
u32 grids_urid; /* 01 consts */
u32 _pad0; /* 01 consts (padding) */
u32 _pad1; /* 01 consts (padding) */
/* ----------------------------------------------------- */
};
AssertRootConst(K_MaterialSig, 20);
Struct(K_MaterialInstance)
{
u32 tex_nurid;
u32 grid_id;
Xform xf;
Vec2 uv0;
Vec2 uv1;
u32 tint_srgb;
u32 is_light;
Vec3 light_emittance_srgb;
};
Struct(K_MaterialGrid)
{
f32 line_thickness;
f32 line_spacing;
Vec2 offset;
u32 bg0_srgb;
u32 bg1_srgb;
u32 line_srgb;
u32 x_srgb;
u32 y_srgb;
};
/* ========================== *
* Flood shader structs
* ========================== */
Struct(K_FloodSig)
{
/* ----------------------------------------------------- */
i32 step_len; /* 01 consts */
u32 emittance_tex_urid; /* 01 consts */
u32 read_flood_tex_urid; /* 01 consts */
u32 target_flood_tex_urid; /* 01 consts */
/* ----------------------------------------------------- */
u32 tex_width; /* 01 consts */
u32 tex_height; /* 01 consts */
u32 _pad0; /* 01 consts (padding) */
u32 _pad1; /* 01 consts (padding) */
/* ----------------------------------------------------- */
};
AssertRootConst(K_FloodSig, 8);
/* ========================== *
* Shade shader structs
* ========================== */
#define K_SHADE_FLAG_NONE (0 << 0)
#define K_SHADE_FLAG_DISABLE_EFFECTS (1 << 0)
Struct(K_ShadeSig)
{
/* ----------------------------------------------------- */
Vec4I32 frame_seed; /* 04 consts */
/* ----------------------------------------------------- */
u32 flags; /* 01 consts */
u32 _pad0; /* 01 consts (padding) */
u32 tex_width; /* 01 consts */
u32 tex_height; /* 01 consts */
/* ----------------------------------------------------- */
Vec2 camera_offset; /* 02 consts */
u32 frame_index; /* 01 consts */
u32 albedo_tex_urid; /* 01 consts */
/* ----------------------------------------------------- */
u32 emittance_tex_urid; /* 01 consts */
u32 emittance_flood_tex_urid; /* 01 consts */
u32 read_tex_urid; /* 01 consts */
u32 target_tex_urid; /* 01 consts */
/* ----------------------------------------------------- */
};
AssertRootConst(K_ShadeSig, 16);
/* ========================== *
* Shape shader structs
* ========================== */
Struct(K_ShapeSig)
{
/* ----------------------------------------------------- */
Mat4x4 projection; /* 16 consts */
/* ----------------------------------------------------- */
u32 verts_urid; /* 01 consts */
u32 _pad0; /* 01 consts (padding) */
u32 _pad1; /* 01 consts (padding) */
u32 _pad2; /* 01 consts (padding) */
/* ----------------------------------------------------- */
};
AssertRootConst(K_ShapeSig, 20);
Struct(K_ShapeVert)
{
Vec2 pos;
u32 color_srgb;
};
/* ========================== *
* UI shader structs
* ========================== */
Struct(K_UiSig)
{
/* ----------------------------------------------------- */
Mat4x4 projection; /* 16 consts */
/* ----------------------------------------------------- */
u32 instances_urid; /* 01 consts */
u32 _pad0; /* 01 consts (padding) */
u32 _pad1; /* 01 consts (padding) */
u32 _pad2; /* 01 consts (padding) */
/* ----------------------------------------------------- */
};
AssertRootConst(K_UiSig, 20);
Struct(K_UiInstance)
{
u32 tex_nurid;
u32 grid_id;
Xform xf;
Vec2 uv0;
Vec2 uv1;
u32 tint_srgb;
};
/* ========================== *
* Blit shader structs
* ========================== */
#define K_BLIT_FLAG_NONE (0 << 0)
#define K_BLIT_FLAG_TONE_MAP (1 << 0)
#define K_BLIT_FLAG_GAMMA_CORRECT (1 << 1)
Struct(K_BlitSig)
{
/* ----------------------------------------------------- */
Mat4x4 projection; /* 16 consts */
/* ----------------------------------------------------- */
u32 flags; /* 01 consts */
u32 tex_urid; /* 01 consts */
f32 exposure; /* 01 consts */
f32 gamma; /* 01 consts */
/* ----------------------------------------------------- */
};
AssertRootConst(K_BlitSig, 20);

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@ -1,8 +0,0 @@
@Layer kernel
//- Dependencies
@Dep base
//- Api
@IncludeC kernel_core.h
@IncludeGpu kernel_core.h

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@ -1,80 +0,0 @@
ConstantBuffer<K_BlitSig> sig : register(b0);
/* ========================== *
* Vertex shader
* ========================== */
Struct(VsInput)
{
Semantic(u32, SV_VertexID);
};
Struct(VSOutput)
{
Semantic(Vec4, SV_Position);
Semantic(Vec2, uv);
};
K_ENTRY VSOutput vs(VsInput input)
{
static const Vec2 unit_quad_verts[4] = {
Vec2(-0.5f, -0.5f),
Vec2(0.5f, -0.5f),
Vec2(0.5f, 0.5f),
Vec2(-0.5f, 0.5f)
};
Vec2 vert = unit_quad_verts[input.SV_VertexID];
VSOutput output;
output.SV_Position = mul(sig.projection, Vec4(vert, 0, 1));
output.uv = vert + 0.5;
return output;
}
/* ========================== *
* Tone map
* ========================== */
/* ACES approximation by Krzysztof Narkowicz
* https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/ */
Vec3 tone_map(Vec3 v)
{
return saturate((v * (2.51f * v + 0.03f)) / (v * (2.43f * v + 0.59f) + 0.14f));
}
/* ========================== *
* Pixel shader
* ========================== */
Struct(PsInput)
{
VSOutput vs;
};
Struct(PSOutput)
{
Semantic(Vec4, SV_Target);
};
K_ENTRY PSOutput ps(PsInput input)
{
PSOutput output;
Texture2D<Vec4> tex = GpuResourceFromUrid(sig.tex_urid);
Vec4 color = tex.Sample(s_point_clamp, input.vs.uv);
/* Apply tone map */
if (sig.flags & K_BLIT_FLAG_TONE_MAP) {
/* TODO: Dynamic exposure based on average scene luminance */
color.rgb *= sig.exposure;
color.rgb = tone_map(color.rgb);
}
/* Apply gamma correction */
if (sig.flags & K_BLIT_FLAG_GAMMA_CORRECT) {
color = pow(abs(color), 1/sig.gamma);
}
output.SV_Target = color;
return output;
}

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@ -1,60 +0,0 @@
ConstantBuffer<K_FloodSig> sig : register(b0);
/* ========================== *
* Entry point
* ========================== */
Struct(CsInput)
{
Semantic(uint3, SV_DispatchThreadID);
};
[numthreads(8, 8, 1)]
K_ENTRY void cs(CsInput input)
{
uint2 id = input.SV_DispatchThreadID.xy;
uint2 tex_size = uint2(sig.tex_width, sig.tex_height);
if (id.x < tex_size.x && id.y < tex_size.y) {
Texture2D<Vec4> emittance_tex = GpuResourceFromUrid(sig.emittance_tex_urid);
RWTexture2D<uint2> read_flood_tex = GpuResourceFromUrid(sig.read_flood_tex_urid);
RWTexture2D<uint2> target_flood_tex = GpuResourceFromUrid(sig.target_flood_tex_urid);
int step_len = sig.step_len;
if (step_len == -1) {
/* Seed */
Vec4 emittance = emittance_tex[id];
uint2 seed = uint2(0xFFFF, 0xFFFF);
if (emittance.a > 0) {
seed = id;
}
target_flood_tex[id] = seed;
} else {
/* Flood */
Vec2I32 read_coords[9] = {
(Vec2I32)id + Vec2I32(-step_len, -step_len), /* top left */
(Vec2I32)id + Vec2I32(0 , -step_len), /* top center */
(Vec2I32)id + Vec2I32(+step_len, -step_len), /* top right */
(Vec2I32)id + Vec2I32(-step_len, 0 ), /* center left */
(Vec2I32)id + Vec2I32(0 , 0 ), /* center center */
(Vec2I32)id + Vec2I32(+step_len, 0 ), /* center right */
(Vec2I32)id + Vec2I32(-step_len, +step_len), /* bottom left */
(Vec2I32)id + Vec2I32(0 , +step_len), /* bottom center */
(Vec2I32)id + Vec2I32(+step_len, +step_len) /* bottom right */
};
uint2 closest_seed = uint2(0xFFFF, 0xFFFF);
u32 closest_seed_len_sq = 0xFFFFFFFF;
for (int i = 0; i < 9; ++i) {
Vec2I32 coord = read_coords[i];
if (coord.x >= 0 && coord.x < (int)tex_size.x && coord.y >= 0 && coord.y < (int)tex_size.y) {
uint2 seed = read_flood_tex[coord];
Vec2I32 dist_vec = (Vec2I32)id - (Vec2I32)seed;
u32 dist_len_sq = dot(dist_vec, dist_vec);
if (dist_len_sq < closest_seed_len_sq) {
closest_seed = seed;
closest_seed_len_sq = dist_len_sq;
}
}
}
target_flood_tex[id] = closest_seed;
}
}
}

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@ -1,108 +0,0 @@
ConstantBuffer<K_MaterialSig> sig : register(b0);
/* ========================== *
* Vertex shader
* ========================== */
Struct(VsInput)
{
Semantic(u32, SV_InstanceID);
Semantic(u32, SV_VertexID);
};
Struct(VSOutput)
{
nointerpolation Semantic(u32, tex_nurid);
nointerpolation Semantic(u32, grid_id);
Semantic(Vec2, uv);
Semantic(Vec4, tint_lin);
Semantic(Vec4, emittance_lin);
Semantic(Vec4, SV_Position);
};
K_ENTRY VSOutput vs(VsInput input)
{
static const Vec2 unit_quad_verts[4] = {
Vec2(-0.5f, -0.5f),
Vec2(0.5f, -0.5f),
Vec2(0.5f, 0.5f),
Vec2(-0.5f, 0.5f)
};
StructuredBuffer<K_MaterialInstance> instances = GpuResourceFromUrid(sig.instances_urid);
K_MaterialInstance instance = instances[input.SV_InstanceID];
Vec2 vert = unit_quad_verts[input.SV_VertexID];
Vec2 world_pos = mul(instance.xf, Vec3(vert, 1)).xy;
VSOutput output;
output.SV_Position = mul(sig.projection, Vec4(world_pos, 0, 1));
output.tex_nurid = instance.tex_nurid;
output.grid_id = instance.grid_id;
output.uv = instance.uv0 + ((vert + 0.5) * (instance.uv1 - instance.uv0));
output.tint_lin = LinearFromSrgbU32(instance.tint_srgb);
output.emittance_lin = LinearFromSrgbVec4(Vec4(instance.light_emittance_srgb, instance.is_light));
return output;
}
/* ========================== *
* Pixel shader
* ========================== */
Struct(PsInput)
{
VSOutput vs;
};
Struct(PSOutput)
{
Semantic(Vec4, SV_Target0); /* Albedo */
Semantic(Vec4, SV_Target1); /* Emittance */
};
K_ENTRY PSOutput ps(PsInput input)
{
PSOutput output;
Vec4 albedo = input.vs.tint_lin;
/* Texture */
if (input.vs.tex_nurid < 0xFFFFFFFF) {
Texture2D<Vec4> tex = GpuResourceFromNurid(input.vs.tex_nurid);
albedo *= tex.Sample(s_point_clamp, input.vs.uv);
}
/* Grid */
if (input.vs.grid_id < 0xFFFFFFFF) {
StructuredBuffer<K_MaterialGrid> grids = GpuResourceFromUrid(sig.grids_urid);
K_MaterialGrid grid = grids[input.vs.grid_id];
Vec2 grid_pos = input.vs.SV_Position.xy + grid.offset;
float half_thickness = grid.line_thickness / 2;
float spacing = grid.line_spacing;
u32 color_srgb = grid.bg0_srgb;
Vec2 v = abs(round(grid_pos / spacing) * spacing - grid_pos);
float dist = min(v.x, v.y);
if (grid_pos.y <= half_thickness && grid_pos.y >= -half_thickness) {
color_srgb = grid.x_srgb;
} else if (grid_pos.x <= half_thickness && grid_pos.x >= -half_thickness) {
color_srgb = grid.y_srgb;
} else if (dist < half_thickness) {
color_srgb = grid.line_srgb;
} else {
bool checker = 0;
u32 cell_x = (u32)(abs(grid_pos.x) / spacing) + (grid_pos.x < 0);
u32 cell_y = (u32)(abs(grid_pos.y) / spacing) + (grid_pos.y < 0);
if (cell_x % 2 == 0) {
checker = cell_y % 2 == 0;
} else {
checker = cell_y % 2 == 1;
}
if (checker) {
color_srgb = grid.bg1_srgb;
}
}
albedo = LinearFromSrgbU32(color_srgb);
}
Vec4 emittance = input.vs.emittance_lin * albedo.a;
output.SV_Target0 = albedo;
output.SV_Target1 = emittance;
return output;
}

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@ -1,106 +0,0 @@
#include "kernel.h"
ConstantBuffer<K_ShadeSig> sig : register(b0);
/* ========================== *
* Lighting
* ========================== */
#define SAMPLES 16
#define MARCHES 16
#define EDGE_FALLOFF 100
float rand_angle(uint2 pos, u32 ray_index) {
Texture3D<u32> noise_tex = GpuResourceFromUrid(K_BLUE_NOISE_TEX_ID);
Vec3I32 noise_coord = Vec3I32(1, 1, 1);
noise_coord += Vec3I32(pos.xy, ray_index);
noise_coord.xyz += sig.frame_seed.xyz;
// noise_coord.xy -= sig.camera_offset;
u32 noise = noise_tex[noise_coord % uint3(K_BLUE_NOISE_TEX_WIDTH, K_BLUE_NOISE_TEX_HEIGHT, K_BLUE_NOISE_TEX_DEPTH)];
return ((float)noise / (float)0xFFFF) * Tau;
}
Vec3 get_light_in_dir(uint2 ray_start, Vec2 ray_dir)
{
Texture2D<uint2> flood_tex = GpuResourceFromUrid(sig.emittance_flood_tex_urid);
Texture2D<Vec4> emittance_tex = GpuResourceFromUrid(sig.emittance_tex_urid);
Vec3 result = Vec3(0, 0, 0);
Vec2 at_float = ray_start;
uint2 at_uint = ray_start;
for (u32 i = 0; i < MARCHES; ++i) {
uint2 flood = flood_tex[at_uint];
Vec2 dist_vec = at_float - (Vec2)flood;
float dist = length(dist_vec);
if (dist < 1) {
/* Scale light by distance from edge so that offscreen-lights fade in/out rather than popping in */
float dist_x = min(abs(sig.tex_width - at_float.x), at_float.x);
float dist_y = min(abs(sig.tex_height - at_float.y), at_float.y);
float dist_scale = min(min(dist_x, dist_y) / EDGE_FALLOFF, 1);
result = emittance_tex[flood].rgb * dist_scale;
break;
} else {
at_float += ray_dir * dist;
at_uint = round(at_float);
if (at_uint.x < 0 || at_uint.x >= sig.tex_width || at_uint.y < 0 || at_uint.y >= sig.tex_height) {
/* Ray hit edge of screen */
break;
}
}
}
return result;
}
Vec3 get_light_at_pos(uint2 pos)
{
Vec3 result = 0;
for (u32 i = 0; i < SAMPLES; ++i) {
float angle = rand_angle(pos, i);
Vec2 dir = Vec2(cos(angle), sin(angle));
Vec3 light_in_dir = get_light_in_dir(pos, dir);
result += light_in_dir;
}
result /= SAMPLES;
return result;
}
/* ========================== *
* Entry point
* ========================== */
Struct(CsInput)
{
Semantic(uint3, SV_DispatchThreadID);
};
[numthreads(8, 8, 1)]
K_ENTRY void cs(CsInput input)
{
uint2 id = input.SV_DispatchThreadID.xy;
if (id.x < sig.tex_width && id.y < sig.tex_height) {
Texture2D<Vec4> albedo_tex = GpuResourceFromUrid(sig.albedo_tex_urid);
Texture2D<Vec4> read_tex = GpuResourceFromUrid(sig.read_tex_urid);
RWTexture2D<Vec4> target_tex = GpuResourceFromUrid(sig.target_tex_urid);
Vec4 color = Vec4(1, 1, 1, 1);
/* Apply albedo */
color *= albedo_tex[id];
/* Apply lighting */
if (!(sig.flags & K_SHADE_FLAG_DISABLE_EFFECTS)) {
color.rgb *= get_light_at_pos(id);
}
/* Apply temporal accumulation */
float hysterisis = 0;
// hysterisis = 0.2;
// hysterisis = 0.4;
// hysterisis = 0.5;
// hysterisis = 0.9;
color.rgb = lerp(color.rgb, read_tex[id].rgb, hysterisis);
target_tex[id] = color;
}
}

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@ -1,49 +0,0 @@
#include "kernel.h"
ConstantBuffer<K_ShapeSig> sig : register(b0);
/* ========================== *
* Vertex shader
* ========================== */
Struct(VsInput)
{
Semantic(u32, SV_VertexID);
};
Struct(VSOutput)
{
Semantic(Vec4, SV_Position);
Semantic(Vec4, color_srgb);
};
K_ENTRY VSOutput vs(VsInput input)
{
StructuredBuffer<K_ShapeVert> verts = GpuResourceFromUrid(sig.verts_urid);
K_ShapeVert vert = verts[input.SV_VertexID];
VSOutput output;
output.SV_Position = mul(sig.projection, Vec4(vert.pos.xy, 0, 1));
output.color_srgb = Vec4NormFromU32(vert.color_srgb);
return output;
}
/* ========================== *
* Pixel shader
* ========================== */
Struct(PsInput)
{
VSOutput vs;
};
Struct(PSOutput)
{
Semantic(Vec4, SV_Target);
};
K_ENTRY PSOutput ps(PsInput input)
{
PSOutput output;
output.SV_Target = input.vs.color_srgb;
return output;
}

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@ -1,76 +0,0 @@
#include "kernel.h"
ConstantBuffer<K_UiSig> sig : register(b0);
////////////////////////////////
//~ Shader types
//- Vertex shader in/out
Struct(VsInput)
{
Semantic(u32, SV_InstanceID);
Semantic(u32, SV_VertexID);
};
Struct(VSOutput)
{
nointerpolation Semantic(u32, tex_nurid);
Semantic(Vec2, uv);
Semantic(Vec4, tint_srgb);
Semantic(Vec4, SV_Position);
};
//- Pixel shader in/out
Struct(PsInput)
{
VSOutput vs;
};
Struct(PSOutput)
{
Semantic(Vec4, SV_Target0);
};
////////////////////////////////
//~ Vertex shader
K_ENTRY VSOutput vs(VsInput input)
{
static const Vec2 unit_quad_verts[4] = {
Vec2(-0.5f, -0.5f),
Vec2(0.5f, -0.5f),
Vec2(0.5f, 0.5f),
Vec2(-0.5f, 0.5f)
};
StructuredBuffer<K_UiInstance> instances = GpuResourceFromUrid(sig.instances_urid);
K_UiInstance instance = instances[input.SV_InstanceID];
Vec2 vert = unit_quad_verts[input.SV_VertexID];
Vec2 world_pos = mul(instance.xf, Vec3(vert, 1)).xy;
VSOutput output;
output.SV_Position = mul(sig.projection, Vec4(world_pos, 0, 1));
output.tex_nurid = instance.tex_nurid;
output.uv = instance.uv0 + ((vert + 0.5) * (instance.uv1 - instance.uv0));
output.tint_srgb = Vec4NormFromU32(instance.tint_srgb);
return output;
}
////////////////////////////////
//~ Pixel shader
K_ENTRY PSOutput ps(PsInput input)
{
PSOutput output;
Vec4 color = input.vs.tint_srgb;
/* Texture */
if (input.vs.tex_nurid < 0xFFFFFFFF)
{
Texture2D<Vec4> tex = GpuResourceFromNurid(input.vs.tex_nurid);
color *= tex.Sample(s_point_clamp, input.vs.uv);
}
output.SV_Target0 = color;
return output;
}

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@ -2355,7 +2355,7 @@ void UpdateUser(P_Window *window)
sig.step_len = step_length; sig.step_len = step_length;
sig.emittance_tex_urid = GPU_GetReadableId(g->emittance); sig.emittance_tex_urid = GPU_GetReadableId(g->emittance);
sig.read_flood_tex_urid = GPU_GetWritableId(g->emittance_flood_read); sig.read_flood_tex_urid = GPU_GetWritableId(g->emittance_flood_read);
sig.target_flood_tex_urid = GPU_GetReadableId(g->emittance_flood_target); sig.target_flood_tex_urid = GPU_GetWritableId(g->emittance_flood_target);
sig.tex_width = g->render_size.x; sig.tex_width = g->render_size.x;
sig.tex_height = g->render_size.y; sig.tex_height = g->render_size.y;
GPU_Compute(cl, &sig, FloodCS, (g->render_size.x + 7) / 8, (g->render_size.y + 7) / 8, 1); GPU_Compute(cl, &sig, FloodCS, (g->render_size.x + 7) / 8, (g->render_size.y + 7) / 8, 1);
@ -2400,6 +2400,7 @@ void UpdateUser(P_Window *window)
{ {
shade_flags |= ShadeFlag_DisableEffects; shade_flags |= ShadeFlag_DisableEffects;
} }
ShadeSig sig = ZI; ShadeSig sig = ZI;
sig.flags = shade_flags; sig.flags = shade_flags;
sig.tex_width = g->render_size.x; sig.tex_width = g->render_size.x;
@ -2412,10 +2413,10 @@ void UpdateUser(P_Window *window)
sig.camera_offset = g->world_to_render_xf.og; sig.camera_offset = g->world_to_render_xf.og;
sig.albedo_tex_urid = GPU_GetReadableId(g->albedo); sig.albedo_tex_urid = GPU_GetReadableId(g->albedo);
sig.emittance_tex_urid = GPU_GetReadableId(g->emittance); sig.emittance_tex_urid = GPU_GetReadableId(g->emittance);
sig.noise_tex_urid = GPU_GetReadableId(g->gpu_noise);
sig.emittance_flood_tex_urid = GPU_GetWritableId(g->emittance_flood_read); sig.emittance_flood_tex_urid = GPU_GetWritableId(g->emittance_flood_read);
sig.read_tex_urid = GPU_GetWritableId(g->shade_read); sig.read_tex_urid = GPU_GetWritableId(g->shade_read);
sig.target_tex_urid = GPU_GetWritableId(g->shade_target); sig.target_tex_urid = GPU_GetWritableId(g->shade_target);
sig.noise_tex_urid = GPU_GetReadableId(g->gpu_noise);
sig.noise_tex_width = noise_size.x; sig.noise_tex_width = noise_size.x;
sig.noise_tex_height = noise_size.y; sig.noise_tex_height = noise_size.y;
sig.noise_tex_depth = noise_size.z; sig.noise_tex_depth = noise_size.z;
@ -2471,8 +2472,8 @@ void UpdateUser(P_Window *window)
GPU_Scissor scissor = GPU_ScissorFromRect(ui_viewport); GPU_Scissor scissor = GPU_ScissorFromRect(ui_viewport);
UiRectSig sig = ZI; UiRectSig sig = ZI;
sig.tex_sampler_urid = GPU_GetSamplerId(g->pt_sampler);
sig.projection = ui_vp_matrix; sig.projection = ui_vp_matrix;
sig.tex_sampler_urid = GPU_GetSamplerId(g->pt_sampler);
sig.instances_urid = GPU_GetReadableId(ui_rect_instance_buffer); sig.instances_urid = GPU_GetReadableId(ui_rect_instance_buffer);
GPU_Rasterize(cl, GPU_Rasterize(cl,
&sig, &sig,