d3d11: set the proper sampler for each pass input
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@ -17,7 +17,6 @@ impl From<FilterMode> for Direct3D11::D3D11_FILTER {
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match value {
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match value {
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FilterMode::Linear => Direct3D11::D3D11_FILTER_MIN_MAG_MIP_LINEAR,
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FilterMode::Linear => Direct3D11::D3D11_FILTER_MIN_MAG_MIP_LINEAR,
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FilterMode::Nearest => Direct3D11::D3D11_FILTER_MIN_MAG_MIP_POINT,
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FilterMode::Nearest => Direct3D11::D3D11_FILTER_MIN_MAG_MIP_POINT,
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_ => Direct3D11::D3D11_FILTER_MIN_MAG_MIP_LINEAR,
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}
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}
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}
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}
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}
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}
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@ -527,8 +527,8 @@ impl FilterChainD3D11 {
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handle: target.create_shader_resource_view()?,
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handle: target.create_shader_resource_view()?,
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size,
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size,
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},
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},
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filter,
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filter: pass.config.filter,
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wrap_mode,
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wrap_mode: pass.config.wrap_mode,
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};
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};
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self.common.output_textures[index] = Some(source.clone());
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self.common.output_textures[index] = Some(source.clone());
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}
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}
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29
test/null.slang
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29
test/null.slang
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@ -0,0 +1,29 @@
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#version 450
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// 450 or 310 es are recommended
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layout(set = 0, binding = 0, std140) uniform UBO
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{
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mat4 MVP;
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};
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#pragma name StockShader
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#pragma format R8G8B8A8_UNORM
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(binding = 1) uniform sampler2D Source;
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void main()
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{
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FragColor = texture(Source, vTexCoord);
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}
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7
test/null.slangp
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7
test/null.slangp
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@ -0,0 +1,7 @@
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shaders = "1"
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shader0 = "null.slang"
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wrap_mode0 = "clamp_to_border"
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mipmap_input0 = "false"
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alias0 = ""
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float_framebuffer0 = "false"
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srgb_framebuffer0 = "false"
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BIN
test/sf2.png
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BIN
test/sf2.png
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Binary file not shown.
After Width: | Height: | Size: 53 KiB |
BIN
triangle.png
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BIN
triangle.png
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Binary file not shown.
After Width: | Height: | Size: 39 KiB |
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