Fix code style

This commit is contained in:
Wojtek Figat
2020-12-22 13:45:02 +01:00
parent 760d586923
commit 4fe91d57b7
12 changed files with 151 additions and 182 deletions

View File

@@ -264,37 +264,33 @@ META_VS(true, FEATURE_LEVEL_SM4)
META_FLAG(VertexToGeometryShader)
META_VS_IN_ELEMENT(POSITION, 0, R32G32_FLOAT, 0, ALIGN, PER_VERTEX, 0, true)
META_VS_IN_ELEMENT(TEXCOORD, 0, R32G32_FLOAT, 0, ALIGN, PER_VERTEX, 0, true)
Quad_VS2GS VS_WriteToSlice(float2 Position : POSITION0, float2 TexCoord : TEXCOORD0, uint LayerIndex : SV_InstanceID)
Quad_VS2GS VS_WriteToSlice(float2 position : POSITION0, float2 texCoord : TEXCOORD0, uint layerIndex : SV_InstanceID)
{
Quad_VS2GS output;
output.Vertex.Position = float4(Position, 0, 1);
output.Vertex.TexCoord = TexCoord;
output.LayerIndex = LayerIndex;
output.Vertex.Position = float4(position, 0, 1);
output.Vertex.TexCoord = texCoord;
output.LayerIndex = layerIndex;
return output;
}
// Geometry shader that writes to a range of slices of a volume texture
META_GS(true, FEATURE_LEVEL_SM4)
[maxvertexcount(3)]
void GS_WriteToSlice(triangle Quad_VS2GS input[3], inout TriangleStream<Quad_GS2PS> OutStream)
void GS_WriteToSlice(triangle Quad_VS2GS input[3], inout TriangleStream<Quad_GS2PS> stream)
{
Quad_GS2PS vertex0;
vertex0.Vertex = input[0].Vertex;
vertex0.LayerIndex = input[0].LayerIndex;
Quad_GS2PS vertex;
Quad_GS2PS vertex1;
vertex1.Vertex = input[1].Vertex;
vertex1.LayerIndex = input[1].LayerIndex;
vertex.Vertex = input[0].Vertex;
vertex.LayerIndex = input[0].LayerIndex;
stream.Append(vertex);
Quad_GS2PS vertex2;
vertex2.Vertex = input[2].Vertex;
vertex2.LayerIndex = input[2].LayerIndex;
vertex.Vertex = input[1].Vertex;
vertex.LayerIndex = input[1].LayerIndex;
stream.Append(vertex);
OutStream.Append(vertex0);
OutStream.Append(vertex1);
OutStream.Append(vertex2);
vertex.Vertex = input[2].Vertex;
vertex.LayerIndex = input[2].LayerIndex;
stream.Append(vertex);
}
META_PS(true, FEATURE_LEVEL_ES2)