Argument Buffers (#24)
* Stuff * More arg buffer stuff * Fixes * Rebase * Pass storage buffers to inline functions * Fix binding * Fix typo + Fix a couple shaders * Enforce ids * Dispose * Mark used buffers as resident * Update depth clear shader * Fix non-contiguous struct defs * Update ChangeBufferStride * Fix StorageBuffer assignments * Fix odyssey crash * Retain buffer bindings * Pad Std140 * Set texture data with safe buffers * Clone buffers * Always declare vert in * Stop clears from breaking OpenGL games * Fix depth clear * Use invariant position * Horribly inefficient texture & sampler arg buffers * Fix missing struct access * Minimise rebinds as much as possible * Build arg buffers on staging buffer
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committed by
Evan Husted
parent
a1ab7fe6a2
commit
dae0f3cded
@@ -11,6 +11,14 @@ struct FragmentOut {
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uint stencil [[stencil]];
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};
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struct ClearDepth {
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float data;
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};
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struct ConstantBuffers {
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constant ClearDepth* clear_depth;
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};
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vertex VertexOut vertexMain(ushort vid [[vertex_id]]) {
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int low = vid & 1;
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int high = vid >> 1;
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@@ -26,10 +34,10 @@ vertex VertexOut vertexMain(ushort vid [[vertex_id]]) {
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}
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fragment FragmentOut fragmentMain(VertexOut in [[stage_in]],
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constant float& clear_depth [[buffer(0)]]) {
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constant ConstantBuffers &constant_buffers [[buffer(20)]]) {
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FragmentOut out;
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out.depth = clear_depth;
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out.depth = constant_buffers.clear_depth->data;
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// out.stencil = stencil_clear;
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return out;
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