Fix some vulkan warnings

This commit is contained in:
luboslenco
2025-09-21 21:42:48 +02:00
parent a3a6e5e736
commit 4bb7d0c674
5 changed files with 15 additions and 15 deletions
@@ -23,7 +23,7 @@ struct RayPayload {
float3 ray_dir;
};
RWTexture2D<float4> render_target : register(u0);
RWTexture2D<half4> render_target : register(u0);
RaytracingAccelerationStructure scene : register(t0);
ByteAddressBuffer indices : register(t1);
StructuredBuffer<Vertex> vertices : register(t2);
@@ -45,7 +45,7 @@ void raygeneration() {
float2 xy = DispatchRaysIndex().xy + 0.5f;
float4 tex0 = mytexture0.Load(uint3(xy, 0));
if (tex0.a == 0.0) {
render_target[DispatchRaysIndex().xy] = float4(0.0f, 0.0f, 0.0f, 0.0f);
render_target[DispatchRaysIndex().xy] = half4(0.0f, 0.0f, 0.0f, 0.0f);
return;
}
float3 pos = tex0.rgb;
@@ -78,7 +78,7 @@ void raygeneration() {
float b = 1.0 - a;
color = color * b + accum.xyz * a;
}
render_target[DispatchRaysIndex().xy] = float4(color.xyz, 1.0f);
render_target[DispatchRaysIndex().xy] = half4(color.xyz, 1.0f);
}
[shader("closesthit")]
@@ -23,7 +23,7 @@ struct RayPayload {
float3 ray_dir;
};
RWTexture2D<float4> render_target : register(u0);
RWTexture2D<half4> render_target : register(u0);
RaytracingAccelerationStructure scene : register(t0);
ByteAddressBuffer indices : register(t1);
StructuredBuffer<Vertex> vertices : register(t2);
@@ -45,7 +45,7 @@ void raygeneration() {
float2 xy = DispatchRaysIndex().xy + 0.5f;
float4 tex0 = mytexture0.Load(uint3(xy, 0));
if (tex0.a == 0.0) {
render_target[DispatchRaysIndex().xy] = float4(0.0f, 0.0f, 0.0f, 0.0f);
render_target[DispatchRaysIndex().xy] = half4(0.0f, 0.0f, 0.0f, 0.0f);
return;
}
float3 pos = tex0.rgb;
@@ -80,7 +80,7 @@ void raygeneration() {
float b = 1.0 - a;
color = color * b + accum.xyz * a;
}
render_target[DispatchRaysIndex().xy] = float4(color.xyz, 1.0f);
render_target[DispatchRaysIndex().xy] = half4(color.xyz, 1.0f);
}
[shader("closesthit")]
@@ -24,7 +24,7 @@ struct RayPayload {
float3 ray_dir;
};
RWTexture2D<float4> render_target : register(u0);
RWTexture2D<half4> render_target : register(u0);
RaytracingAccelerationStructure scene : register(t0);
ByteAddressBuffer indices : register(t1);
StructuredBuffer<Vertex> vertices : register(t2);
@@ -46,7 +46,7 @@ void raygeneration() {
float2 xy = DispatchRaysIndex().xy + 0.5f;
float4 tex0 = mytexture0.Load(uint3(xy, 0));
if (tex0.a == 0.0) {
render_target[DispatchRaysIndex().xy] = float4(0.0f, 0.0f, 0.0f, 0.0f);
render_target[DispatchRaysIndex().xy] = half4(0.0f, 0.0f, 0.0f, 0.0f);
return;
}
float3 pos = tex0.rgb;
@@ -82,7 +82,7 @@ void raygeneration() {
float b = 1.0 - a;
color = color * b + accum.xyz * a;
}
render_target[DispatchRaysIndex().xy] = float4(color.xyz, 1.0f);
render_target[DispatchRaysIndex().xy] = half4(color.xyz, 1.0f);
}
[shader("closesthit")]
@@ -23,7 +23,7 @@ struct RayPayload {
float3 ray_dir;
};
RWTexture2D<float4> render_target : register(u0);
RWTexture2D<half4> render_target : register(u0);
RaytracingAccelerationStructure scene : register(t0);
ByteAddressBuffer indices : register(t1);
StructuredBuffer<Vertex> vertices : register(t2);
@@ -45,7 +45,7 @@ void raygeneration() {
float2 xy = DispatchRaysIndex().xy + 0.5f;
float4 tex0 = mytexture0.Load(uint3(xy, 0));
if (tex0.a == 0.0) {
render_target[DispatchRaysIndex().xy] = float4(0.0f, 0.0f, 0.0f, 0.0f);
render_target[DispatchRaysIndex().xy] = half4(0.0f, 0.0f, 0.0f, 0.0f);
return;
}
float3 pos = tex0.rgb;
@@ -79,7 +79,7 @@ void raygeneration() {
float b = 1.0 - a;
color = color * b + accum.xyz * a;
}
render_target[DispatchRaysIndex().xy] = float4(color.xyz, 1.0f);
render_target[DispatchRaysIndex().xy] = half4(color.xyz, 1.0f);
}
[shader("closesthit")]
@@ -32,7 +32,7 @@ struct RayPayload {
float3 ray_dir;
};
RWTexture2D<float4> render_target : register(u0);
RWTexture2D<half4> render_target : register(u0);
RaytracingAccelerationStructure scene : register(t0);
ByteAddressBuffer indices : register(t1);
StructuredBuffer<Vertex> vertices : register(t2);
@@ -145,14 +145,14 @@ void raygeneration() {
float a = 1.0 / (constant_buffer.eye.w + 1);
float b = 1.0 - a;
color = color * b + accum * a;
render_target[DispatchRaysIndex().xy] = float4(color, 0.0f);
render_target[DispatchRaysIndex().xy] = half4(color, 0.0f);
#else
if (constant_buffer.eye.w == 0) {
color = accum;
}
render_target[DispatchRaysIndex().xy] = float4(lerp(color, accum, 1.0 / 4.0), 0.0f);
render_target[DispatchRaysIndex().xy] = half4(lerp(color, accum, 1.0 / 4.0), 0.0f);
#endif
}