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