// Copyright Epic Games, Inc. All Rights Reserved. /*============================================================================= GLSubpassSupport.usf: Vulkan specific subpass intrinsics =============================================================================*/ #pragma once #if PIXELSHADER #if COMPILER_DXC // Note: Do not rename subpass input attachment declarations, or adjust your changes in VulkanBackend.cpp (see VULKAN_SUBPASS_FETCH_VAR_W) [[vk::input_attachment_index(0)]] SubpassInput GENERATED_SubpassDepthFetchAttachment; #define GLSubpassDepthFetch() GENERATED_SubpassDepthFetchAttachment.SubpassLoad( ) [[vk::input_attachment_index(1)]] SubpassInput GENERATED_SubpassFetchAttachment0; #define GLSubpassFetch0() GENERATED_SubpassFetchAttachment0.SubpassLoad() [[vk::input_attachment_index(2)]] SubpassInput GENERATED_SubpassFetchAttachment1; #define GLSubpassFetch1() GENERATED_SubpassFetchAttachment1.SubpassLoad() [[vk::input_attachment_index(3)]] SubpassInput GENERATED_SubpassFetchAttachment2; #define GLSubpassFetch2() GENERATED_SubpassFetchAttachment2.SubpassLoad() [[vk::input_attachment_index(4)]] SubpassInput GENERATED_SubpassFetchAttachment3; #define GLSubpassFetch3() GENERATED_SubpassFetchAttachment3.SubpassLoad() #else // COMPILER_DXC #define GLSubpassDepthFetch() 1.0 #define GLSubpassFetch0() float4(1.0) #define GLSubpassFetch1() float4(1.0) #define GLSubpassFetch2() float4(1.0) #define GLSubpassFetch3() float4(1.0) #endif // COMPILER_DXC #endif // PIXELSHADER