Consistantly use USE_MULTIVIEW as the define in shaders

This commit is contained in:
Bastiaan Olij
2024-03-11 14:40:00 +11:00
parent 810f127022
commit df8ff797b7
6 changed files with 55 additions and 55 deletions
@@ -4,14 +4,14 @@
#VERSION_DEFINES
#ifdef MULTIVIEW
#ifdef USE_MULTIVIEW
#ifdef has_VK_KHR_multiview
#extension GL_EXT_multiview : enable
#define ViewIndex gl_ViewIndex
#else // has_VK_KHR_multiview
#define ViewIndex 0
#endif // has_VK_KHR_multiview
#endif //MULTIVIEW
#endif //USE_MULTIVIEW
#define FLAG_FLIP_Y (1 << 0)
#define FLAG_USE_SECTION (1 << 1)
@@ -22,7 +22,7 @@
#define FLAG_LINEAR (1 << 6)
#define FLAG_NORMAL (1 << 7)
#ifdef MULTIVIEW
#ifdef USE_MULTIVIEW
layout(location = 0) out vec3 uv_interp;
#else
layout(location = 0) out vec2 uv_interp;
@@ -41,7 +41,7 @@ params;
void main() {
vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
uv_interp.xy = base_arr[gl_VertexIndex];
#ifdef MULTIVIEW
#ifdef USE_MULTIVIEW
uv_interp.z = ViewIndex;
#endif
vec2 vpos = uv_interp.xy;
@@ -62,14 +62,14 @@ void main() {
#VERSION_DEFINES
#ifdef MULTIVIEW
#ifdef USE_MULTIVIEW
#ifdef has_VK_KHR_multiview
#extension GL_EXT_multiview : enable
#define ViewIndex gl_ViewIndex
#else // has_VK_KHR_multiview
#define ViewIndex 0
#endif // has_VK_KHR_multiview
#endif //MULTIVIEW
#endif //USE_MULTIVIEW
#define FLAG_FLIP_Y (1 << 0)
#define FLAG_USE_SECTION (1 << 1)
@@ -91,24 +91,24 @@ layout(push_constant, std430) uniform Params {
params;
#ifndef MODE_SET_COLOR
#ifdef MULTIVIEW
#ifdef USE_MULTIVIEW
layout(location = 0) in vec3 uv_interp;
#else
layout(location = 0) in vec2 uv_interp;
#endif
#ifdef MULTIVIEW
#ifdef USE_MULTIVIEW
layout(set = 0, binding = 0) uniform sampler2DArray source_color;
#ifdef MODE_TWO_SOURCES
layout(set = 1, binding = 0) uniform sampler2DArray source_depth;
layout(location = 1) out float depth;
#endif /* MODE_TWO_SOURCES */
#else /* MULTIVIEW */
#else /* USE_MULTIVIEW */
layout(set = 0, binding = 0) uniform sampler2D source_color;
#ifdef MODE_TWO_SOURCES
layout(set = 1, binding = 0) uniform sampler2D source_color2;
#endif /* MODE_TWO_SOURCES */
#endif /* MULTIVIEW */
#endif /* USE_MULTIVIEW */
#endif /* !SET_COLOR */
layout(location = 0) out vec4 frag_color;
@@ -129,7 +129,7 @@ void main() {
frag_color = params.color;
#else
#ifdef MULTIVIEW
#ifdef USE_MULTIVIEW
vec3 uv = uv_interp;
#else
vec2 uv = uv_interp;
@@ -165,19 +165,19 @@ void main() {
}
#endif /* MODE_PANORAMA_TO_DP */
#ifdef MULTIVIEW
#ifdef USE_MULTIVIEW
vec4 color = textureLod(source_color, uv, 0.0);
#ifdef MODE_TWO_SOURCES
// In multiview our 2nd input will be our depth map
depth = textureLod(source_depth, uv, 0.0).r;
#endif /* MODE_TWO_SOURCES */
#else /* MULTIVIEW */
#else /* USE_MULTIVIEW */
vec4 color = textureLod(source_color, uv, 0.0);
#ifdef MODE_TWO_SOURCES
color += textureLod(source_color2, uv, 0.0);
#endif /* MODE_TWO_SOURCES */
#endif /* MULTIVIEW */
#endif /* USE_MULTIVIEW */
if (bool(params.flags & FLAG_FORCE_LUMINANCE)) {
color.rgb = vec3(max(max(color.r, color.g), color.b));