From 4bb7d0c6744fc83bbd9c60ff90ab6545b92c7eed Mon Sep 17 00:00:00 2001 From: luboslenco Date: Sun, 21 Sep 2025 21:42:48 +0200 Subject: [PATCH] Fix some vulkan warnings --- base/shaders/raytrace/src/raytrace_bake_ao.hlsl | 6 +++--- base/shaders/raytrace/src/raytrace_bake_bent.hlsl | 6 +++--- base/shaders/raytrace/src/raytrace_bake_light.hlsl | 6 +++--- base/shaders/raytrace/src/raytrace_bake_thick.hlsl | 6 +++--- base/shaders/raytrace/src/raytrace_brute.hlsl | 6 +++--- 5 files changed, 15 insertions(+), 15 deletions(-) diff --git a/base/shaders/raytrace/src/raytrace_bake_ao.hlsl b/base/shaders/raytrace/src/raytrace_bake_ao.hlsl index e6f6dd41..2da37c27 100644 --- a/base/shaders/raytrace/src/raytrace_bake_ao.hlsl +++ b/base/shaders/raytrace/src/raytrace_bake_ao.hlsl @@ -23,7 +23,7 @@ struct RayPayload { float3 ray_dir; }; -RWTexture2D render_target : register(u0); +RWTexture2D render_target : register(u0); RaytracingAccelerationStructure scene : register(t0); ByteAddressBuffer indices : register(t1); StructuredBuffer 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")] diff --git a/base/shaders/raytrace/src/raytrace_bake_bent.hlsl b/base/shaders/raytrace/src/raytrace_bake_bent.hlsl index 64cb6ef6..7f4a5186 100644 --- a/base/shaders/raytrace/src/raytrace_bake_bent.hlsl +++ b/base/shaders/raytrace/src/raytrace_bake_bent.hlsl @@ -23,7 +23,7 @@ struct RayPayload { float3 ray_dir; }; -RWTexture2D render_target : register(u0); +RWTexture2D render_target : register(u0); RaytracingAccelerationStructure scene : register(t0); ByteAddressBuffer indices : register(t1); StructuredBuffer 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")] diff --git a/base/shaders/raytrace/src/raytrace_bake_light.hlsl b/base/shaders/raytrace/src/raytrace_bake_light.hlsl index 687f0e1a..406d4b80 100644 --- a/base/shaders/raytrace/src/raytrace_bake_light.hlsl +++ b/base/shaders/raytrace/src/raytrace_bake_light.hlsl @@ -24,7 +24,7 @@ struct RayPayload { float3 ray_dir; }; -RWTexture2D render_target : register(u0); +RWTexture2D render_target : register(u0); RaytracingAccelerationStructure scene : register(t0); ByteAddressBuffer indices : register(t1); StructuredBuffer 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")] diff --git a/base/shaders/raytrace/src/raytrace_bake_thick.hlsl b/base/shaders/raytrace/src/raytrace_bake_thick.hlsl index 8af10002..f9fd2516 100644 --- a/base/shaders/raytrace/src/raytrace_bake_thick.hlsl +++ b/base/shaders/raytrace/src/raytrace_bake_thick.hlsl @@ -23,7 +23,7 @@ struct RayPayload { float3 ray_dir; }; -RWTexture2D render_target : register(u0); +RWTexture2D render_target : register(u0); RaytracingAccelerationStructure scene : register(t0); ByteAddressBuffer indices : register(t1); StructuredBuffer 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")] diff --git a/base/shaders/raytrace/src/raytrace_brute.hlsl b/base/shaders/raytrace/src/raytrace_brute.hlsl index 67c5f098..1801d830 100644 --- a/base/shaders/raytrace/src/raytrace_brute.hlsl +++ b/base/shaders/raytrace/src/raytrace_brute.hlsl @@ -32,7 +32,7 @@ struct RayPayload { float3 ray_dir; }; -RWTexture2D render_target : register(u0); +RWTexture2D render_target : register(u0); RaytracingAccelerationStructure scene : register(t0); ByteAddressBuffer indices : register(t1); StructuredBuffer 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 }