Files
UnrealEngine/Engine/Shaders/Public/Platform/GL/GLSubpassSupport.ush
2025-05-18 13:04:45 +08:00

46 lines
1.5 KiB
HLSL

// 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<float> GENERATED_SubpassDepthFetchAttachment;
#define GLSubpassDepthFetch() GENERATED_SubpassDepthFetchAttachment.SubpassLoad( )
[[vk::input_attachment_index(1)]]
SubpassInput<float4> GENERATED_SubpassFetchAttachment0;
#define GLSubpassFetch0() GENERATED_SubpassFetchAttachment0.SubpassLoad()
[[vk::input_attachment_index(2)]]
SubpassInput<float4> GENERATED_SubpassFetchAttachment1;
#define GLSubpassFetch1() GENERATED_SubpassFetchAttachment1.SubpassLoad()
[[vk::input_attachment_index(3)]]
SubpassInput<float4> GENERATED_SubpassFetchAttachment2;
#define GLSubpassFetch2() GENERATED_SubpassFetchAttachment2.SubpassLoad()
[[vk::input_attachment_index(4)]]
SubpassInput<float4> 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