From 7a7c6c2350dda97d49d5ffddf9c7f5245d48b657 Mon Sep 17 00:00:00 2001 From: jacob Date: Tue, 23 Sep 2025 19:56:51 -0500 Subject: [PATCH] formatting --- src/pp/pp_draw.gpu | 44 ++++++++++++++++++++++---------------------- 1 file changed, 22 insertions(+), 22 deletions(-) diff --git a/src/pp/pp_draw.gpu b/src/pp/pp_draw.gpu index f2d8900d..daa1cb74 100644 --- a/src/pp/pp_draw.gpu +++ b/src/pp/pp_draw.gpu @@ -10,18 +10,18 @@ ConstantBuffer ui_shape_sig : register (b0); Struct(MaterialPS_Input) { - nointerpolation Semantic(u32, tex_nurid); - nointerpolation Semantic(u32, grid_id); + Semantic(Vec4, sv_position); + Semantic(nointerpolation u32, tex_nurid); + Semantic(nointerpolation u32, grid_id); Semantic(Vec2, uv); Semantic(Vec4, tint_lin); Semantic(Vec4, emittance_lin); - Semantic(Vec4, SV_Position); }; Struct(MaterialPS_Output) { - Semantic(Vec4, SV_Target0); /* Albedo */ - Semantic(Vec4, SV_Target1); /* Emittance */ + Semantic(Vec4, sv_target0); /* Albedo */ + Semantic(Vec4, sv_target1); /* Emittance */ }; //- Vertex shader @@ -43,7 +43,7 @@ MaterialPS_Input VSDef(MaterialVS, Semantic(u32, SV_InstanceID), Semantic(u32, S Vec2 world_pos = mul(instance.xf, Vec3(vert, 1)).xy; MaterialPS_Input output; - output.SV_Position = mul(sig.projection, Vec4(world_pos, 0, 1)); + 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)); @@ -74,7 +74,7 @@ MaterialPS_Output PSDef(MaterialPS, MaterialPS_Input input) { StructuredBuffer grids = GpuResourceFromUrid(sig.grids_urid); MaterialGrid grid = grids[input.grid_id]; - Vec2 grid_pos = input.SV_Position.xy + grid.offset; + Vec2 grid_pos = input.sv_position.xy + grid.offset; f32 half_thickness = grid.line_thickness / 2; f32 spacing = grid.line_spacing; u32 color_srgb = grid.bg0_srgb; @@ -115,8 +115,8 @@ MaterialPS_Output PSDef(MaterialPS, MaterialPS_Input input) Vec4 emittance = input.emittance_lin * albedo.a; - output.SV_Target0 = albedo; - output.SV_Target1 = emittance; + output.sv_target0 = albedo; + output.sv_target1 = emittance; return output; } @@ -298,13 +298,13 @@ void CSDef(ShadeCS, Semantic(Vec3U32, SV_DispatchThreadID)) Struct(UiBlitPS_Input) { - Semantic(Vec4, SV_Position); + Semantic(Vec4, sv_position); Semantic(Vec2, uv); }; Struct(UiBlitPS_Output) { - Semantic(Vec4, SV_Target); + Semantic(Vec4, sv_target); }; //- ACES @@ -330,7 +330,7 @@ UiBlitPS_Input VSDef(UiBlitVS, Semantic(u32, SV_VertexID)) Vec2 vert = unit_quad_verts[SV_VertexID]; UiBlitPS_Input output; - output.SV_Position = mul(sig.projection, Vec4(vert, 0, 1)); + output.sv_position = mul(sig.projection, Vec4(vert, 0, 1)); output.uv = vert + 0.5; return output; } @@ -360,7 +360,7 @@ UiBlitPS_Output PSDef(UiBlitPS, UiBlitPS_Input input) color = pow(abs(color), 1/sig.gamma); } - output.SV_Target = color; + output.sv_target = color; return output; } @@ -369,15 +369,15 @@ UiBlitPS_Output PSDef(UiBlitPS, UiBlitPS_Input input) Struct(UiRectPS_Input) { - nointerpolation Semantic(u32, tex_nurid); + Semantic(Vec4, sv_position); + Semantic(nointerpolation u32, tex_nurid); Semantic(Vec2, uv); Semantic(Vec4, tint_srgb); - Semantic(Vec4, SV_Position); }; Struct(UiRectPS_Output) { - Semantic(Vec4, SV_Target0); + Semantic(Vec4, sv_target0); }; //- Vertex shader @@ -398,7 +398,7 @@ UiRectPS_Input VSDef(UiRectVS, Semantic(u32, SV_InstanceID), Semantic(u32, SV_Ve Vec2 world_pos = mul(instance.xf, Vec3(vert, 1)).xy; UiRectPS_Input output; - output.SV_Position = mul(sig.projection, Vec4(world_pos, 0, 1)); + 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); @@ -421,7 +421,7 @@ UiRectPS_Output PSDef(UiRectPS, UiRectPS_Input input) color *= tex.Sample(sampler, input.uv); } - output.SV_Target0 = color; + output.sv_target0 = color; return output; } @@ -430,13 +430,13 @@ UiRectPS_Output PSDef(UiRectPS, UiRectPS_Input input) Struct(UiShapePS_Input) { - Semantic(Vec4, SV_Position); + Semantic(Vec4, sv_position); Semantic(Vec4, color_srgb); }; Struct(UiShapePS_Output) { - Semantic(Vec4, SV_Target); + Semantic(Vec4, sv_target); }; //- Vertex shader @@ -447,7 +447,7 @@ UiShapePS_Input VSDef(UiShapeVS, Semantic(u32, SV_VertexID)) StructuredBuffer verts = GpuResourceFromUrid(sig.verts_urid); UiShapeVert vert = verts[SV_VertexID]; UiShapePS_Input output; - output.SV_Position = mul(sig.projection, Vec4(vert.pos.xy, 0, 1)); + output.sv_position = mul(sig.projection, Vec4(vert.pos.xy, 0, 1)); output.color_srgb = Vec4NormFromU32(vert.color_srgb); return output; } @@ -457,6 +457,6 @@ UiShapePS_Input VSDef(UiShapeVS, Semantic(u32, SV_VertexID)) UiShapePS_Output PSDef(UiShapePS, UiShapePS_Input input) { UiShapePS_Output output; - output.SV_Target = input.color_srgb; + output.sv_target = input.color_srgb; return output; }