rename res/fx -> res/sh
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012d0aaf07
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@ -1,11 +1,11 @@
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#include "fx/common.hlsl"
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#include "sh/common.hlsl"
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struct fx_material_constant {
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struct sh_material_constant {
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float4x4 projection;
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uint instance_offset;
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};
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struct fx_material_instance {
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struct sh_material_instance {
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float2x3 xf;
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float2 uv0;
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float2 uv1;
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@ -24,10 +24,10 @@ struct fx_material_instance {
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cbuffer cbuff : register(b0)
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{
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struct fx_material_constant g_constant;
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struct sh_material_constant g_constant;
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};
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StructuredBuffer<struct fx_material_instance> g_instances : register(t0);
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StructuredBuffer<struct sh_material_instance> g_instances : register(t0);
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Texture2D g_texture : register(t1);
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@ -58,9 +58,9 @@ struct vs_output {
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};
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[RootSignature(ROOTSIG)]
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struct vs_output fx_material_vs(uint instance_id : SV_InstanceID, uint vertex_id : SV_VertexID)
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struct vs_output sh_material_vs(uint instance_id : SV_InstanceID, uint vertex_id : SV_VertexID)
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{
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struct fx_material_instance instance = g_instances[g_constant.instance_offset + instance_id];
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struct sh_material_instance instance = g_instances[g_constant.instance_offset + instance_id];
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float2 vert = g_quad_verts[vertex_id];
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float2 uv_factor = g_uv_factors[vertex_id];
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float2 world_pos = mul(instance.xf, float3(vert, 1)).xy;
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@ -78,7 +78,7 @@ struct vs_output fx_material_vs(uint instance_id : SV_InstanceID, uint vertex_id
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* ========================== */
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[RootSignature(ROOTSIG)]
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float4 fx_material_ps(struct vs_output input) : SV_TARGET
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float4 sh_material_ps(struct vs_output input) : SV_TARGET
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{
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float4 color = g_texture.Sample(g_sampler, input.uv) * input.tint_lin;
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return color;
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@ -27,7 +27,7 @@
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#pragma comment(lib, "dxguid")
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#pragma comment(lib, "d3dcompiler")
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#define FX_CPU 1
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#define SH_CPU 1
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#define DX12_WAIT_FRAME_LATENCY 1
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#define DX12_ALLOW_TEARING 1
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@ -578,8 +578,8 @@ INTERNAL void dx12_init_pipelines(void)
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/* Material pipeline */
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{
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.name = "material",
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.vs = { "fx/material.hlsl", "fx_material_vs" },
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.ps = { "fx/material.hlsl", "fx_material_ps" }
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.vs = { "sh/material.hlsl", "sh_material_vs" },
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.ps = { "sh/material.hlsl", "sh_material_ps" }
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}
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};
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@ -741,7 +741,7 @@ INTERNAL WORK_TASK_FUNC_DEF(shader_compile_task, comp_arg_raw)
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} break;
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}
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D3D_SHADER_MACRO defines[] = {
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{ "FX_CPU", "0" },
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{ "SH_CPU", "0" },
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{ NULL, NULL }
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};
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HRESULT hr = D3DCompile(shader_src.text, shader_src.len, friendly_name_cstr, defines, (ID3DInclude *)&include_handler, shader_desc.func, target, d3d_compile_flags, 0, &blob, &error_blob);
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