Skip to content

Commit

Permalink
[SSR, TAA]: Added prefixes for shaders (close #117)
Browse files Browse the repository at this point in the history
  • Loading branch information
MikhailGorobets authored and TheMostDiligent committed Apr 5, 2024
1 parent 71a906d commit c4ff628
Show file tree
Hide file tree
Showing 2 changed files with 8 additions and 8 deletions.
14 changes: 7 additions & 7 deletions PostProcess/ScreenSpaceReflection/src/ScreenSpaceReflection.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -511,7 +511,7 @@ void ScreenSpaceReflection::ComputeHierarchicalDepthBuffer(const RenderAttribute
Macros.Add("SSR_OPTION_INVERTED_DEPTH", (m_FeatureFlags & FEATURE_FLAG_REVERSED_DEPTH) != 0);

const auto VS = PostFXRenderTechnique::CreateShader(RenderAttribs.pDevice, RenderAttribs.pStateCache, "FullScreenTriangleVS.fx", "FullScreenTriangleVS", SHADER_TYPE_VERTEX);
const auto PS = PostFXRenderTechnique::CreateShader(RenderAttribs.pDevice, RenderAttribs.pStateCache, "ComputeHierarchicalDepthBuffer.fx", "ComputeHierarchicalDepthBufferPS", SHADER_TYPE_PIXEL, Macros);
const auto PS = PostFXRenderTechnique::CreateShader(RenderAttribs.pDevice, RenderAttribs.pStateCache, "SSR_ComputeHierarchicalDepthBuffer.fx", "ComputeHierarchicalDepthBufferPS", SHADER_TYPE_PIXEL, Macros);

PipelineResourceLayoutDescX ResourceLayout;
if (SupportedFeatures.TextureSubresourceViews)
Expand Down Expand Up @@ -670,7 +670,7 @@ void ScreenSpaceReflection::ComputeStencilMaskAndExtractRoughness(const RenderAt
Macros.Add("SSR_OPTION_INVERTED_DEPTH", (m_FeatureFlags & FEATURE_FLAG_REVERSED_DEPTH) != 0);

const auto VS = PostFXRenderTechnique::CreateShader(RenderAttribs.pDevice, RenderAttribs.pStateCache, "FullScreenTriangleVS.fx", "FullScreenTriangleVS", SHADER_TYPE_VERTEX);
const auto PS = PostFXRenderTechnique::CreateShader(RenderAttribs.pDevice, RenderAttribs.pStateCache, "ComputeStencilMaskAndExtractRoughness.fx", "ComputeStencilMaskAndExtractRoughnessPS", SHADER_TYPE_PIXEL, Macros);
const auto PS = PostFXRenderTechnique::CreateShader(RenderAttribs.pDevice, RenderAttribs.pStateCache, "SSR_ComputeStencilMaskAndExtractRoughness.fx", "ComputeStencilMaskAndExtractRoughnessPS", SHADER_TYPE_PIXEL, Macros);

RenderTech.InitializePSO(RenderAttribs.pDevice,
RenderAttribs.pStateCache, "ScreenSpaceReflection::ComputeStencilMaskAndExtractRoughness",
Expand Down Expand Up @@ -725,7 +725,7 @@ void ScreenSpaceReflection::ComputeDownsampledStencilMask(const RenderAttributes
Macros.Add("SSR_OPTION_INVERTED_DEPTH", (m_FeatureFlags & FEATURE_FLAG_REVERSED_DEPTH) != 0);

const auto VS = PostFXRenderTechnique::CreateShader(RenderAttribs.pDevice, RenderAttribs.pStateCache, "FullScreenTriangleVS.fx", "FullScreenTriangleVS", SHADER_TYPE_VERTEX);
const auto PS = PostFXRenderTechnique::CreateShader(RenderAttribs.pDevice, RenderAttribs.pStateCache, "ComputeDownsampledStencilMask.fx", "ComputeDownsampledStencilMaskPS", SHADER_TYPE_PIXEL, Macros);
const auto PS = PostFXRenderTechnique::CreateShader(RenderAttribs.pDevice, RenderAttribs.pStateCache, "SSR_ComputeDownsampledStencilMask.fx", "ComputeDownsampledStencilMaskPS", SHADER_TYPE_PIXEL, Macros);

RenderTech.InitializePSO(RenderAttribs.pDevice,
RenderAttribs.pStateCache, "ScreenSpaceReflection::ComputeDownsampledStencilMask",
Expand Down Expand Up @@ -787,7 +787,7 @@ void ScreenSpaceReflection::ComputeIntersection(const RenderAttributes& RenderAt
Macros.Add("SSR_OPTION_HALF_RESOLUTION", (m_FeatureFlags & FEATURE_FLAG_HALF_RESOLUTION) != 0);

const auto VS = PostFXRenderTechnique::CreateShader(RenderAttribs.pDevice, RenderAttribs.pStateCache, "FullScreenTriangleVS.fx", "FullScreenTriangleVS", SHADER_TYPE_VERTEX);
const auto PS = PostFXRenderTechnique::CreateShader(RenderAttribs.pDevice, RenderAttribs.pStateCache, "ComputeIntersection.fx", "ComputeIntersectionPS", SHADER_TYPE_PIXEL, Macros);
const auto PS = PostFXRenderTechnique::CreateShader(RenderAttribs.pDevice, RenderAttribs.pStateCache, "SSR_ComputeIntersection.fx", "ComputeIntersectionPS", SHADER_TYPE_PIXEL, Macros);

RenderTech.InitializePSO(RenderAttribs.pDevice,
RenderAttribs.pStateCache, "ScreenSpaceReflection::ComputeIntersection",
Expand Down Expand Up @@ -855,7 +855,7 @@ void ScreenSpaceReflection::ComputeSpatialReconstruction(const RenderAttributes&
Macros.Add("SSR_OPTION_HALF_RESOLUTION", (m_FeatureFlags & FEATURE_FLAG_HALF_RESOLUTION) != 0);

const auto VS = PostFXRenderTechnique::CreateShader(RenderAttribs.pDevice, RenderAttribs.pStateCache, "FullScreenTriangleVS.fx", "FullScreenTriangleVS", SHADER_TYPE_VERTEX);
const auto PS = PostFXRenderTechnique::CreateShader(RenderAttribs.pDevice, RenderAttribs.pStateCache, "ComputeSpatialReconstruction.fx", "ComputeSpatialReconstructionPS", SHADER_TYPE_PIXEL, Macros);
const auto PS = PostFXRenderTechnique::CreateShader(RenderAttribs.pDevice, RenderAttribs.pStateCache, "SSR_ComputeSpatialReconstruction.fx", "ComputeSpatialReconstructionPS", SHADER_TYPE_PIXEL, Macros);

RenderTech.InitializePSO(RenderAttribs.pDevice,
RenderAttribs.pStateCache, "ScreenSpaceReflection::ComputeSpatialReconstruction",
Expand Down Expand Up @@ -922,7 +922,7 @@ void ScreenSpaceReflection::ComputeTemporalAccumulation(const RenderAttributes&
Macros.Add("SSR_OPTION_INVERTED_DEPTH", (m_FeatureFlags & FEATURE_FLAG_REVERSED_DEPTH) != 0);

const auto VS = PostFXRenderTechnique::CreateShader(RenderAttribs.pDevice, RenderAttribs.pStateCache, "FullScreenTriangleVS.fx", "FullScreenTriangleVS", SHADER_TYPE_VERTEX);
const auto PS = PostFXRenderTechnique::CreateShader(RenderAttribs.pDevice, RenderAttribs.pStateCache, "ComputeTemporalAccumulation.fx", "ComputeTemporalAccumulationPS", SHADER_TYPE_PIXEL, Macros);
const auto PS = PostFXRenderTechnique::CreateShader(RenderAttribs.pDevice, RenderAttribs.pStateCache, "SSR_ComputeTemporalAccumulation.fx", "ComputeTemporalAccumulationPS", SHADER_TYPE_PIXEL, Macros);

RenderTech.InitializePSO(RenderAttribs.pDevice,
RenderAttribs.pStateCache, "ScreenSpaceReflection::ComputeTemporalAccumulation",
Expand Down Expand Up @@ -989,7 +989,7 @@ void ScreenSpaceReflection::ComputeBilateralCleanup(const RenderAttributes& Rend
Macros.Add("SSR_OPTION_INVERTED_DEPTH", (m_FeatureFlags & FEATURE_FLAG_REVERSED_DEPTH) != 0);

const auto VS = PostFXRenderTechnique::CreateShader(RenderAttribs.pDevice, RenderAttribs.pStateCache, "FullScreenTriangleVS.fx", "FullScreenTriangleVS", SHADER_TYPE_VERTEX);
const auto PS = PostFXRenderTechnique::CreateShader(RenderAttribs.pDevice, RenderAttribs.pStateCache, "ComputeBilateralCleanup.fx", "ComputeBilateralCleanupPS", SHADER_TYPE_PIXEL, Macros);
const auto PS = PostFXRenderTechnique::CreateShader(RenderAttribs.pDevice, RenderAttribs.pStateCache, "SSR_ComputeBilateralCleanup.fx", "ComputeBilateralCleanupPS", SHADER_TYPE_PIXEL, Macros);

RenderTech.InitializePSO(RenderAttribs.pDevice,
RenderAttribs.pStateCache, "ScreenSpaceReflection::ComputeBilateralCleanup",
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -225,7 +225,7 @@ void TemporalAntiAliasing::ComputeTemporalAccumulation(const RenderAttributes& R
Macros.Add("TAA_OPTION_BICUBIC_FILTER", (m_FeatureFlags & FEATURE_FLAG_BICUBIC_FILTER) != 0);

const auto VS = PostFXRenderTechnique::CreateShader(RenderAttribs.pDevice, RenderAttribs.pStateCache, "FullScreenTriangleVS.fx", "FullScreenTriangleVS", SHADER_TYPE_VERTEX);
const auto PS = PostFXRenderTechnique::CreateShader(RenderAttribs.pDevice, RenderAttribs.pStateCache, "ComputeTemporalAntiAliasing.fx", "ComputeTemporalAccumulationPS", SHADER_TYPE_PIXEL, Macros);
const auto PS = PostFXRenderTechnique::CreateShader(RenderAttribs.pDevice, RenderAttribs.pStateCache, "TAA_ComputeTemporalAccumulation.fx", "ComputeTemporalAccumulationPS", SHADER_TYPE_PIXEL, Macros);

RenderTech.InitializePSO(RenderAttribs.pDevice,
RenderAttribs.pStateCache, "TemporalAntiAliasing::ComputeTemporalAccumulation",
Expand Down

0 comments on commit c4ff628

Please sign in to comment.