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Some renaming

Panagiotis Christopoulos Charitos 6 月之前
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a1e7a09c70

+ 3 - 3
AnKi/Shaders/GBufferPost.ankiprog

@@ -22,7 +22,7 @@ StructuredBuffer<Cluster> g_clusters : register(t2);
 
 ConstantBuffer<GlobalRendererConstants> g_globalConstants : register(b0);
 
-SamplerState g_linearClampAnySampler : register(s0);
+SamplerState g_linearAnyClampSampler : register(s0);
 
 [NumThreads(8, 8, 1)] void main(UVec2 svDispatchThreadId : SV_DispatchThreadID)
 {
@@ -86,7 +86,7 @@ SamplerState g_linearClampAnySampler : register(s0);
 		// Do diffuse
 		if(decal.m_diffuseTexture != kMaxU32)
 		{
-			const HVec4 col = getBindlessTexture2DVec4(decal.m_diffuseTexture).SampleLevel(g_linearClampAnySampler, uv, 0.0);
+			const HVec4 col = getBindlessTexture2DVec4(decal.m_diffuseTexture).SampleLevel(g_linearAnyClampSampler, uv, 0.0);
 
 			factor *= col.a;
 			diffuse = lerp(diffuse, col.rgb, factor * decal.m_diffuseBlendFactor);
@@ -95,7 +95,7 @@ SamplerState g_linearClampAnySampler : register(s0);
 		// Do metal roughness
 		if(decal.m_roughnessMetalnessTexture != kMaxU32)
 		{
-			const HVec3 col = getBindlessTexture2DVec4(decal.m_roughnessMetalnessTexture).SampleLevel(g_linearClampAnySampler, uv, 0.0).gba;
+			const HVec3 col = getBindlessTexture2DVec4(decal.m_roughnessMetalnessTexture).SampleLevel(g_linearAnyClampSampler, uv, 0.0).gba;
 
 			if(decal.m_diffuseTexture == kMaxU32)
 			{

+ 2 - 2
AnKi/Shaders/IndirectDiffuse.ankiprog

@@ -61,7 +61,7 @@ Vec3 lightShading(Vec3 rayOrigin, Vec3 rayDir, Vec3 hitPos, Vec3 hitNormal, Vec3
 		else
 		{
 			const Vec2 uv = (g_globalRendererConstants.m_sky.m_type == 1) ? equirectangularMapping(rayDir) : octahedronEncode(rayDir);
-			color = g_envMap.SampleLevel(g_linearClampAnySampler, uv, 0.0).xyz;
+			color = g_envMap.SampleLevel(g_linearAnyClampSampler, uv, 0.0).xyz;
 		}
 	}
 	else
@@ -102,7 +102,7 @@ Vec3 lightShading(Vec3 rayOrigin, Vec3 rayDir, Vec3 hitPos, Vec3 hitNormal, Vec3
 		// Do simple light shading
 		color = emission;
 
-		const Vec3 indirectDiffuse = getDiffuseIndirect(g_giProbes, hitPos, hitNormal, g_linearClampAnySampler);
+		const Vec3 indirectDiffuse = getDiffuseIndirect(g_giProbes, hitPos, hitNormal, g_linearAnyClampSampler);
 		// color += diffuse * indirectDiffuse;
 
 		const Vec3 l = -dirLight.m_direction;

+ 1 - 1
AnKi/Shaders/Reflections.ankiprog

@@ -641,7 +641,7 @@ vector<T, 3> getDiffuseIndirect(Vec3 worldPos, Vec3 worldNormal)
 	if(probeFound)
 	{
 		const GpuSceneGlobalIlluminationProbe probe = g_giProbes[i];
-		return sampleGlobalIllumination<T>(worldPos, worldNormal, probe, getBindlessTexture3DVec4(probe.m_volumeTexture), g_linearClampAnySampler);
+		return sampleGlobalIllumination<T>(worldPos, worldNormal, probe, getBindlessTexture3DVec4(probe.m_volumeTexture), g_linearAnyClampSampler);
 	}
 	else
 	{

+ 3 - 3
AnKi/Shaders/RtMaterialFetch.hlsl

@@ -61,9 +61,9 @@ RWTexture2D<Vec4> g_hitPosAndDepthTex : register(u1, SPACE);
 #	endif
 
 // Samplers
-SamplerState g_linearClampAnySampler : register(s0, SPACE);
+SamplerState g_linearAnyClampSampler : register(s0, SPACE);
 SamplerComparisonState g_shadowSampler : register(s1, SPACE);
-SamplerState g_linearRepeatAnySampler : register(s2, SPACE);
+SamplerState g_linearAnyRepeatSampler : register(s2, SPACE);
 
 template<typename T>
 struct GBufferLight
@@ -105,7 +105,7 @@ Bool materialRayTrace(Vec3 rayOrigin, Vec3 rayDir, F32 tMin, F32 tMax, T texture
 		else
 		{
 			const Vec2 uv = (g_globalRendererConstants.m_sky.m_type == 1) ? equirectangularMapping(rayDir) : octahedronEncode(rayDir);
-			gbuffer.m_emission = g_envMap.SampleLevel(g_linearClampAnySampler, uv, 0.0).xyz;
+			gbuffer.m_emission = g_envMap.SampleLevel(g_linearAnyClampSampler, uv, 0.0).xyz;
 		}
 	}
 	else