Fix various shader warnings
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@@ -62,7 +62,7 @@ void CS_IndirectArgs(uint groupIndex : SV_GroupIndex)
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return;
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uint count = CounterBuffer.Load(CounterOffset);
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uint k = 2048 << groupIndex;
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uint k = 2048u << groupIndex;
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// We need one more iteration every time the number of thread groups doubles
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if (k > NextPow2((count + 2047) & ~2047))
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@@ -115,6 +115,7 @@
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// Avoids flow control constructs.
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#define UNROLL [unroll]
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#define UNROLL_N(n) [unroll(n)]
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// Gives preference to flow control constructs.
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#define LOOP [loop]
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@@ -139,6 +140,7 @@
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// Compiler attribute fallback
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#ifndef UNROLL
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#define UNROLL
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#define UNROLL_N(n)
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#endif
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#ifndef LOOP
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#define LOOP
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@@ -185,7 +185,7 @@ void CS_DepthOfField(uint3 groupID : SV_GroupID, uint3 groupThreadID : SV_GroupT
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GroupMemoryBarrierWithGroupSync();
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// Don't continue for threads in the apron, and threads outside the render target size
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if (grid >= 0 && grid < DOF_GRID_SIZE && samplePos.DOF_COMP >= 0 && samplePos.DOF_COMP < textureSize.DOF_COMP)
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if (grid >= 0 && grid < DOF_GRID_SIZE && samplePos.DOF_COMP >= 0 && samplePos.DOF_COMP < (int)textureSize.DOF_COMP)
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{
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BRANCH
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if (cocSize > 0.0f)
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@@ -26,7 +26,6 @@ struct ModelInput
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struct VertexOutput
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{
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float4 Position : SV_Position;
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float2 TexCoord : TEXCOORD0;
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float3 WorldPosition : TEXCOORD1;
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};
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@@ -34,7 +33,6 @@ struct VertexOutput
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struct PixelInput
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{
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float4 Position : SV_Position;
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noperspective float2 TexCoord : TEXCOORD0;
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float3 WorldPosition : TEXCOORD1;
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};
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@@ -90,7 +90,7 @@ float GetFontMSDFPixelRange(Texture2D font, float2 uv)
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uint width, height;
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font.GetDimensions(width, height);
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float pxRange = 4.0f; // Must match C++ code
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float unitRange = float2(pxRange, pxRange) / float2(width, height);
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float2 unitRange = float2(pxRange, pxRange) / float2(width, height);
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float2 dx = ddx(uv);
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float2 dy = ddy(uv);
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@@ -136,6 +136,7 @@ void CS_RasterizeModel(uint3 DispatchThreadId : SV_DispatchThreadID)
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#if READ_SDF
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minDistance *= GlobalSDFTex[voxelCoord];
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#endif
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UNROLL_N(GLOBAL_SDF_RASTERIZE_MODEL_MAX_COUNT)
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for (uint i = 0; i < ObjectsCount; i++)
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{
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ObjectRasterizeData objectData = ObjectsBuffer[Objects[i / 4][i % 4]];
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@@ -164,6 +165,7 @@ void CS_RasterizeHeightfield(uint3 DispatchThreadId : SV_DispatchThreadID)
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voxelCoord.x += CascadeIndex * CascadeResolution;
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float minDistance = MaxDistance * GlobalSDFTex[voxelCoord];
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float thickness = -300.0f;
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UNROLL_N(GLOBAL_SDF_RASTERIZE_HEIGHTFIELD_MAX_COUNT)
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for (uint i = 0; i < ObjectsCount; i++)
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{
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ObjectRasterizeData objectData = ObjectsBuffer[Objects[i / 4][i % 4]];
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@@ -153,7 +153,7 @@ float4 PS_Complexity(Quad_VS2PS input) : SV_Target0
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float outline = DepthOutline(Depth, input.TexCoord);
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// Sample accumulated complexity
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float complexity = SAMPLE_RT(GBuffer0, input.TexCoord);
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float complexity = SAMPLE_RT(GBuffer0, input.TexCoord).r;
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// Custom coloring
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const uint colorsCount = 9;
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