power_play/res/sh/jfa.hlsl
2025-07-16 11:04:28 -05:00

34 lines
936 B
HLSL

#include "sh/common.hlsl"
/* ========================== *
* Root signature
* ========================== */
#define ROOTSIG \
"RootConstants(num32BitConstants=16, b0), " \
"DescriptorTable(SRV(t0, numDescriptors = unbounded, flags = DESCRIPTORS_VOLATILE)), " \
"StaticSampler(s0, " \
"filter = FILTER_MIN_MAG_MIP_POINT, " \
"addressU = TEXTURE_ADDRESS_CLAMP, " \
"addressV = TEXTURE_ADDRESS_CLAMP, " \
"addressW = TEXTURE_ADDRESS_CLAMP, " \
"maxAnisotropy = 1)"
ConstantBuffer<struct sh_jfa_constants> g_constants : register(b0);
Texture2D g_textures[] : register(t0);
SamplerState g_sampler : register(s0);
/* ========================== *
* Compute shader
* ========================== */
struct cs_input {
DECLS(uint, SV_DispatchThreadID);
};
[numthreads(32, 1, 1)]
SH_ENTRY(ROOTSIG) void cs(struct cs_input input)
{
}