Fix parameters for rendering 3D depth images in texture zoos

This commit is contained in:
baldurk
2019-12-12 13:38:42 +00:00
parent fb452c3c02
commit f8ff6b4f6c
4 changed files with 4 additions and 4 deletions
+1 -1
View File
@@ -980,7 +980,7 @@ int4 main(float4 pos : SV_Position, uint samp : SV_SampleIndex) : SV_Target0
// need to do each sample separately to let us vary the stencil value
for(UINT sm = 0; sm < SampleCount; sm++)
{
Vec4i params(sl, mp);
Vec4i params(tex3 ? 0 : sl, mp, 0, tex3 ? sl : 0);
ctx->UpdateSubresource(mscb, 0, NULL, &params, sizeof(params), sizeof(params));
ctx->OMSetBlendState(NULL, NULL, 1 << sm);
+1 -1
View File
@@ -1053,7 +1053,7 @@ int4 main(float4 pos : SV_Position, uint samp : SV_SampleIndex) : SV_Target0
cmd->SetPipelineState(pso);
Vec4i params(sl, mp);
Vec4i params(tex3d ? 0 : sl, mp, 0, tex3d ? sl : 0);
cmd->SetGraphicsRoot32BitConstants(0, 4, &params, 0);
cmd->OMSetStencilRef(100 + (mp + sm) * 10);
+1 -1
View File
@@ -870,7 +870,7 @@ void main()
glUniform1ui(glGetUniformLocation(p, "texWidth"), texWidth);
glUniform1ui(glGetUniformLocation(p, "slice"), sl);
glUniform1ui(glGetUniformLocation(p, "slice"), t.dim == 3 ? 0 : sl);
glUniform1ui(glGetUniformLocation(p, "mip"), mp);
glUniform1ui(glGetUniformLocation(p, "flags"), flags);
glUniform1ui(glGetUniformLocation(p, "zlayer"), t.dim == 3 ? sl : 0);
+1 -1
View File
@@ -1318,7 +1318,7 @@ void main()
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipe);
Vec4i params(sl, mp);
Vec4i params(tex3d ? 0 : sl, mp, 0, tex3d ? sl : 0);
vkCmdPushConstants(cmd, layout, VK_SHADER_STAGE_ALL, 0, sizeof(params), &params);
vkCmdSetStencilReference(cmd, VK_STENCIL_FACE_FRONT_AND_BACK, 100 + (mp + sm) * 10);