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Move DepthDownscale to the new format

Panagiotis Christopoulos Charitos hace 5 años
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edfeaaadbc

+ 3 - 4
shaders/DepthDownscale.glslp → shaders/DepthDownscale.ankiprog

@@ -4,16 +4,15 @@
 // http://www.anki3d.org/LICENSE
 // http://www.anki3d.org/LICENSE
 
 
 #pragma anki mutator SAMPLE_RESOLVE_TYPE 0 1 2 // 0: average, 1: min, 2: max
 #pragma anki mutator SAMPLE_RESOLVE_TYPE 0 1 2 // 0: average, 1: min, 2: max
+#define AVG 0
+#define MIN 1
+#define MAX 2
 
 
 #pragma anki start comp
 #pragma anki start comp
 #include <shaders/Common.glsl>
 #include <shaders/Common.glsl>
 
 
 layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
 layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
 
 
-#define AVG 0
-#define MIN 1
-#define MAX 2
-
 layout(push_constant, std430) uniform pc_
 layout(push_constant, std430) uniform pc_
 {
 {
 	UVec2 u_level0WriteImgSize;
 	UVec2 u_level0WriteImgSize;

+ 5 - 5
src/anki/renderer/DepthDownscale.cpp

@@ -41,13 +41,13 @@ Error DepthDownscale::initInternal(const ConfigSet&)
 	m_hizTex = m_r->createAndClearRenderTarget(texInit);
 	m_hizTex = m_r->createAndClearRenderTarget(texInit);
 
 
 	// Progs
 	// Progs
-	ANKI_CHECK(getResourceManager().loadResource("shaders/DepthDownscale.glslp", m_prog));
+	ANKI_CHECK(getResourceManager().loadResource("shaders/DepthDownscale.ankiprog", m_prog));
 
 
-	ShaderProgramResourceMutationInitList<1> mutations(m_prog);
-	mutations.add("SAMPLE_RESOLVE_TYPE", 2);
+	ShaderProgramResourceVariantInitInfo2 variantInitInfo(m_prog);
+	variantInitInfo.addMutation("SAMPLE_RESOLVE_TYPE", 2);
 
 
-	const ShaderProgramResourceVariant* variant;
-	m_prog->getOrCreateVariant(mutations.get(), variant);
+	const ShaderProgramResourceVariant2* variant;
+	m_prog->getOrCreateVariant(variantInitInfo, variant);
 	m_grProg = variant->getProgram();
 	m_grProg = variant->getProgram();
 
 
 	// Copy to buffer
 	// Copy to buffer

+ 1 - 1
src/anki/renderer/DepthDownscale.h

@@ -58,7 +58,7 @@ private:
 
 
 	TexturePtr m_hizTex;
 	TexturePtr m_hizTex;
 	Bool m_hizTexImportedOnce = false;
 	Bool m_hizTexImportedOnce = false;
-	ShaderProgramResourcePtr m_prog;
+	ShaderProgramResource2Ptr m_prog;
 	ShaderProgramPtr m_grProg;
 	ShaderProgramPtr m_grProg;
 	U32 m_mipCount = 0;
 	U32 m_mipCount = 0;