Panagiotis Christopoulos Charitos 11 месяцев назад
Родитель
Сommit
cdcd16c24a

+ 2 - 2
AnKi/Gr/D3D/D3DTexture.cpp

@@ -787,8 +787,8 @@ D3D12_BARRIER_LAYOUT TextureImpl::computeLayout(TextureUsageBit usage) const
 	}
 	else
 	{
-		// No idea so play it safe
-		out = D3D12_BARRIER_LAYOUT_COMMON;
+		// No idea
+		ANKI_ASSERT(!"Can't figure out the layout");
 	}
 
 	return out;

+ 3 - 3
AnKi/Renderer/Reflections.cpp

@@ -150,9 +150,9 @@ void Reflections::populateRenderGraph(RenderingContext& ctx)
 	}
 	else
 	{
-		mainRt = rgraph.importRenderTarget(m_tex.get(), TextureUsageBit::kAllCompute);
-		readMomentsRt = rgraph.importRenderTarget(m_momentsTextures[getRenderer().getFrameCount() & 1].get(), TextureUsageBit::kAllCompute);
-		writeMomentsRt = rgraph.importRenderTarget(m_momentsTextures[(getRenderer().getFrameCount() + 1) & 1].get(), TextureUsageBit::kAllCompute);
+		mainRt = rgraph.importRenderTarget(m_tex.get(), TextureUsageBit::kAllSrv);
+		readMomentsRt = rgraph.importRenderTarget(m_momentsTextures[getRenderer().getFrameCount() & 1].get(), TextureUsageBit::kAllSrv);
+		writeMomentsRt = rgraph.importRenderTarget(m_momentsTextures[(getRenderer().getFrameCount() + 1) & 1].get(), TextureUsageBit::kAllSrv);
 		m_texImportedOnce = true;
 	}
 

+ 1 - 1
AnKi/Shaders/MotionBlur.ankiprog

@@ -158,7 +158,7 @@ F32 readDepth(Vec2 uv)
 	const Vec2 uv = (Vec2(svDispatchThreadId) + 0.5) / colorTexSize;
 	const Vec2 x = Vec2(svDispatchThreadId) + 0.5;
 #	else
-Vec3 main(Vec2 uv : TEXCOORDS, Vec4 svPosition : SV_Position): SV_Target0
+Vec3 main(Vec2 uv : TEXCOORDS, Vec4 svPosition : SV_Position) : SV_Target0
 {
 	Vec2 colorTexSize;
 	g_colorTex.GetDimensions(colorTexSize.x, colorTexSize.y);

+ 1 - 1
AnKi/Shaders/TemporalAA.ankiprog

@@ -36,7 +36,7 @@ RWTexture2D<RVec4> g_storageTex : register(u0);
 #	if ANKI_COMPUTE_SHADER
 [numthreads(8, 8, 1)] void main(UVec3 svDispatchThreadId : SV_DISPATCHTHREADID)
 #	else
-RVec3 main(VertOut input): SV_Target0
+RVec3 main(VertOut input) : SV_Target0
 #	endif
 {
 #	if ANKI_COMPUTE_SHADER

+ 2 - 1
Tools/FormatSource.py

@@ -16,7 +16,8 @@ import platform
 file_extensions = ["h", "hpp", "c", "cpp", "glsl", "hlsl", "ankiprog"]
 directories = ["AnKi", "Tests", "Sandbox", "Tools", "Samples"]
 hlsl_semantics = ["TEXCOORD", "SV_POSITION", "SV_Position", "SV_TARGET0", "SV_TARGET1", "SV_TARGET2", "SV_TARGET3", "SV_TARGET4",
-                  "SV_TARGET5", "SV_TARGET6", "SV_TARGET7", "SV_DISPATCHTHREADID", "SV_DispatchThreadID", "SV_GROUPINDEX", "SV_GroupIndex",
+                  "SV_TARGET5", "SV_TARGET6", "SV_TARGET7", "SV_Target0", "SV_Target1", "SV_Target2", "SV_Target3", "SV_Target4",
+                  "SV_Target5", "SV_Target6", "SV_Target7", "SV_DISPATCHTHREADID", "SV_DispatchThreadID", "SV_GROUPINDEX", "SV_GroupIndex",
                   "SV_GROUPID", "SV_GroupID", "SV_GROUPTHREADID", "SV_GroupThreadID"]
 hlsl_attribs = ["[shader(\"closesthit\")]", "[shader(\"anyhit\")]", "[shader(\"raygeneration\")]", "[shader(\"miss\")]",
                 "[raypayload]", "[outputtopology(\"triangle\")]"]