Move histogram/minmax shaders into vulkan shader cache

* This lets us cache all shaders instead of having some be regenerated outside
  the cache and looked up into it.
This commit is contained in:
baldurk
2020-09-04 16:39:42 +01:00
parent 311dcb989b
commit 2bfa2c0ced
8 changed files with 251 additions and 209 deletions
+26
View File
@@ -174,3 +174,29 @@ vec3 CalcCubeCoord(vec2 uv, int face)
#define MESH_TRIANGLE_FAN 3u
#define MESH_TRIANGLE_LIST_ADJ 4u
#define MESH_TRIANGLE_STRIP_ADJ 5u
#if defined(SHADER_BASETYPE) && SHADER_BASETYPE == 0
#define FLOAT_TEX 1
#define UINT_TEX 0
#define SINT_TEX 0
#elif defined(SHADER_BASETYPE) && SHADER_BASETYPE == 1
#define FLOAT_TEX 0
#define UINT_TEX 1
#define SINT_TEX 0
#elif defined(SHADER_BASETYPE) && SHADER_BASETYPE == 2
#define FLOAT_TEX 0
#define UINT_TEX 0
#define SINT_TEX 1
#else
#define FLOAT_TEX 1
#define UINT_TEX 0
#define SINT_TEX 0
#endif
+26
View File
@@ -218,3 +218,29 @@ cbuffer HistogramCBufferData REG(b0)
#define MESH_TRIANGLE_STRIP 2
#define MESH_TRIANGLE_LIST_ADJ 3
#define MESH_TRIANGLE_STRIP_ADJ 4
#if defined(SHADER_BASETYPE) && SHADER_BASETYPE == 0
#define FLOAT_TEX 1
#define UINT_TEX 0
#define SINT_TEX 0
#elif defined(SHADER_BASETYPE) && SHADER_BASETYPE == 1
#define FLOAT_TEX 0
#define UINT_TEX 1
#define SINT_TEX 0
#elif defined(SHADER_BASETYPE) && SHADER_BASETYPE == 2
#define FLOAT_TEX 0
#define UINT_TEX 0
#define SINT_TEX 1
#else
#define FLOAT_TEX 1
#define UINT_TEX 0
#define SINT_TEX 0
#endif