Reorganize assets

This commit is contained in:
ReenigneArcher
2022-05-05 22:17:07 -04:00
parent 5135c16bda
commit 8b86abfceb
59 changed files with 271 additions and 278 deletions

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@@ -107,29 +107,34 @@ jobs:
DESKTOP_FILE="${DESKTOP_FILE:-sunshine.desktop}"
ICON_FILE="${ICON_FILE:-sunshine.png}"
CONFIG_DIR="${CONFIG_DIR:-sunshine/sunshine.AppImage.config/}"
HOME_DIR="${HOME_DIR:-sunshine/sunshine.AppImage.home/}"
# CONFIG_DIR="${CONFIG_DIR:-sunshine/sunshine.AppImage.config/}"
# HOME_DIR="${HOME_DIR:-sunshine/sunshine.AppImage.home/}"
wget https://github.com/linuxdeploy/linuxdeploy/releases/download/continuous/linuxdeploy-x86_64.AppImage && chmod +x linuxdeploy-x86_64.AppImage
./linuxdeploy-x86_64.AppImage --appdir ../AppDir -e ../appimage-build/sunshine -i "../$ICON_FILE" -d "../appimage-build/$DESKTOP_FILE" --output appimage
mv sunshine*.AppImage sunshine.AppImage
mkdir sunshine && mv sunshine.AppImage sunshine/
./sunshine/sunshine.AppImage --appimage-portable-config
./sunshine/sunshine.AppImage --appimage-portable-home
cp -r ../assets/* "$CONFIG_DIR"
rm -f "$CONFIG_DIR"/apps_windows.json
mkdir -p ./"$HOME_DIR"/.config/"$CONFIG_DIR"
cp ./"$CONFIG_DIR"/apps_linux.json ./"$HOME_DIR"/.config/"$CONFIG_DIR"
zip -r ./sunshine-appimage.zip ./sunshine/*
# mv sunshine*.AppImage sunshine.AppImage
# mkdir sunshine && mv sunshine.AppImage sunshine/
# ./sunshine/sunshine.AppImage --appimage-portable-config
# ./sunshine/sunshine.AppImage --appimage-portable-home
# cp -r ../assets/assets_common/* "$CONFIG_DIR"
# cp -r ../assets/assets_linux/* "$CONFIG_DIR"
mv sunshine-appimage.zip ../artifacts/
# mkdir -p ./"$HOME_DIR"/.config/"$CONFIG_DIR"
# cp ./"$CONFIG_DIR"/apps.json ./"$HOME_DIR"/.config/"$CONFIG_DIR"
# zip -r ./sunshine-appimage.zip ./sunshine/*
# mv sunshine-appimage.zip ../artifacts/
mv sunshine*.AppImage ../artifacts/sunshine.AppImage
# if testing succeeds, can remove commented lines
- name: Verify AppImage
run: |
cd appimage_temp
wget https://github.com/TheAssassin/appimagelint/releases/download/continuous/appimagelint-x86_64.AppImage && chmod +x appimagelint-x86_64.AppImage && ./appimagelint-x86_64.AppImage ./sunshine/sunshine.AppImage
# cd appimage_temp
wget https://github.com/TheAssassin/appimagelint/releases/download/continuous/appimagelint-x86_64.AppImage && chmod +x appimagelint-x86_64.AppImage && ./appimagelint-x86_64.AppImage ./artifacts/sunshine.AppImage
- name: Upload Artifacts
if: ${{ github.event_name == 'pull_request' || github.event_name == 'workflow_dispatch' }}
@@ -318,7 +323,7 @@ jobs:
cd build
# package
cpack -G NSIS
cpack -G NSIS
cpack -G ZIP
# move

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@@ -66,8 +66,6 @@ if(WIN32)
add_compile_definitions(SUNSHINE_PLATFORM="windows")
add_subdirectory(tools) #This is temporary, only tools for Windows are needed, for now
list(APPEND SUNSHINE_DEFINITIONS APPS_JSON="apps_windows.json")
include_directories(third-party/ViGEmClient/include)
if(NOT DEFINED SUNSHINE_ICON_PATH)
@@ -126,7 +124,6 @@ if(WIN32)
set_source_files_properties(third-party/ViGEmClient/src/ViGEmClient.cpp PROPERTIES COMPILE_FLAGS "-Wno-unknown-pragmas -Wno-misleading-indentation -Wno-class-memaccess")
elseif(APPLE)
add_compile_definitions(SUNSHINE_PLATFORM="macos")
list(APPEND SUNSHINE_DEFINITIONS APPS_JSON="apps_mac.json")
link_directories(/opt/local/lib)
link_directories(/usr/local/lib)
ADD_DEFINITIONS(-DBOOST_LOG_DYN_LINK)
@@ -163,10 +160,9 @@ elseif(APPLE)
sunshine/platform/macos/publish.cpp
sunshine/platform/macos/TPCircularBuffer/TPCircularBuffer.c
sunshine/platform/macos/TPCircularBuffer/TPCircularBuffer.h
${CMAKE_CURRENT_SOURCE_DIR}/assets/Info.plist)
${CMAKE_CURRENT_SOURCE_DIR}/assets/assets_mac/Info.plist)
else()
add_compile_definitions(SUNSHINE_PLATFORM="linux")
list(APPEND SUNSHINE_DEFINITIONS APPS_JSON="apps_linux.json")
option(SUNSHINE_ENABLE_DRM "Enable KMS grab if available" ON)
option(SUNSHINE_ENABLE_X11 "Enable X11 grab if available" ON)
@@ -423,6 +419,7 @@ endif()
list(APPEND SUNSHINE_DEFINITIONS SUNSHINE_ASSETS_DIR="${SUNSHINE_ASSETS_DIR}")
list(APPEND SUNSHINE_DEFINITIONS SUNSHINE_CONFIG_DIR="${SUNSHINE_CONFIG_DIR}")
list(APPEND SUNSHINE_DEFINITIONS SUNSHINE_DEFAULT_DIR="${SUNSHINE_DEFAULT_DIR}")
list(APPEND SUNSHINE_DEFINITIONS APPS_JSON="apps.json")
add_executable(sunshine ${SUNSHINE_TARGET_FILES})
target_link_libraries(sunshine ${SUNSHINE_EXTERNAL_LIBRARIES} ${EXTRA_LIBS})
target_compile_definitions(sunshine PUBLIC ${SUNSHINE_DEFINITIONS})
@@ -437,7 +434,7 @@ if(NOT DEFINED CMAKE_CUDA_STANDARD)
endif()
if(APPLE)
target_link_options(sunshine PRIVATE LINKER:-sectcreate,__TEXT,__info_plist,${CMAKE_CURRENT_SOURCE_DIR}/assets/Info.plist)
target_link_options(sunshine PRIVATE LINKER:-sectcreate,__TEXT,__info_plist,${CMAKE_CURRENT_SOURCE_DIR}/assets/assets_mac/Info.plist)
endif()
foreach(flag IN LISTS SUNSHINE_COMPILE_OPTIONS)
@@ -471,12 +468,8 @@ if(WIN32) # see options at: https://cmake.org/cmake/help/latest/cpack_gen/nsis.h
install(TARGETS audio-info RUNTIME DESTINATION "tools" COMPONENT audio)
install(TARGETS sunshinesvc RUNTIME DESTINATION "tools" COMPONENT sunshinesvc)
install(DIRECTORY "${SUNSHINE_ASSETS_DIR}/web" DESTINATION "${SUNSHINE_CONFIG_DIR}" COMPONENT web)
install(FILES "${SUNSHINE_ASSETS_DIR}/apps_windows.json" DESTINATION "${SUNSHINE_CONFIG_DIR}" COMPONENT assets)
install(FILES "${SUNSHINE_ASSETS_DIR}/box.png" DESTINATION "${SUNSHINE_CONFIG_DIR}" COMPONENT assets)
install(FILES "${SUNSHINE_ASSETS_DIR}/steam.png" DESTINATION "${SUNSHINE_CONFIG_DIR}" COMPONENT assets)
install(FILES "${SUNSHINE_ASSETS_DIR}/sunshine.conf" DESTINATION "${SUNSHINE_CONFIG_DIR}" COMPONENT assets)
install(DIRECTORY "${SUNSHINE_ASSETS_DIR}/shaders/directx" DESTINATION "${SUNSHINE_CONFIG_DIR}/shaders" COMPONENT assets)
install(DIRECTORY "${SUNSHINE_ASSETS_DIR}/assets_common/" DESTINATION "${SUNSHINE_CONFIG_DIR}" COMPONENT assets)
install(DIRECTORY "${SUNSHINE_ASSETS_DIR}/assets_windows/" DESTINATION "${SUNSHINE_CONFIG_DIR}" COMPONENT assets)
set(CPACK_PACKAGE_ICON "${CMAKE_CURRENT_SOURCE_DIR}\\\\sunshine.ico")
set(CPACK_NSIS_INSTALLED_ICON_NAME "${PROJECT__DIR}\\\\${PROJECT_EXE}")
@@ -517,17 +510,15 @@ if(WIN32) # see options at: https://cmake.org/cmake/help/latest/cpack_gen/nsis.h
set(CPACK_COMPONENT_AUDIO_GROUP "Extra Tools")
set(CPACK_COMPONENT_SUNSHINESVC_GROUP "Extra Tools")
set(CPACK_COMPONENT_APPLICATION_DEPENDS web assets)
set(CPACK_COMPONENT_APPLICATION_DEPENDS assets)
endif()
if(APPLE) # TODO: test
set(prefix "${CMAKE_PROJECT_NAME}.app/Contents")
set(INSTALL_RUNTIME_DIR "${prefix}/MacOS")
install(DIRECTORY "${SUNSHINE_ASSETS_DIR}/web" DESTINATION "${INSTALL_RUNTIME_DIR}")
install(FILES "${SUNSHINE_ASSETS_DIR}/apps_mac.json" DESTINATION "${INSTALL_RUNTIME_DIR}")
install(FILES "${SUNSHINE_ASSETS_DIR}/box.png" DESTINATION "${INSTALL_RUNTIME_DIR}")
install(FILES "${SUNSHINE_ASSETS_DIR}/sunshine.conf" DESTINATION "${INSTALL_RUNTIME_DIR}")
install(DIRECTORY "${SUNSHINE_ASSETS_DIR}/assets_common/" DESTINATION "${INSTALL_RUNTIME_DIR}")
install(DIRECTORY "${SUNSHINE_ASSETS_DIR}/assets_mac/" DESTINATION "${INSTALL_RUNTIME_DIR}")
install(TARGETS sunshine
BUNDLE DESTINATION . COMPONENT Runtime
@@ -535,23 +526,20 @@ if(APPLE) # TODO: test
# TODO: bundle doesn't produce a valid .app use cpack -G DragNDrop
set(CPACK_BUNDLE_NAME "${CMAKE_PROJECT_NAME}")
set(CPACK_BUNDLE_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/assets/Info.plist")
set(CPACK_BUNDLE_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/assets_mac/Info.plist")
set(CPACK_BUNDLE_ICON "${PROJECT_SOURCE_DIR}/sunshine.icns")
# Portfile
configure_file(Portfile.in Portfile @ONLY)
endif()
if(UNIX AND NOT APPLE)
install(DIRECTORY "${SUNSHINE_ASSETS_DIR}/web" DESTINATION "${SUNSHINE_CONFIG_DIR}")
install(FILES "${SUNSHINE_ASSETS_DIR}/85-sunshine-rules.rules" DESTINATION "/etc/udev/rules.d")
install(FILES "${SUNSHINE_ASSETS_DIR}/apps_linux.json" DESTINATION "${SUNSHINE_CONFIG_DIR}")
install(FILES "${SUNSHINE_ASSETS_DIR}/box.png" DESTINATION "${SUNSHINE_CONFIG_DIR}")
install(FILES "${SUNSHINE_ASSETS_DIR}/steam.png" DESTINATION "${SUNSHINE_CONFIG_DIR}")
install(FILES "${SUNSHINE_ASSETS_DIR}/sunshine.conf" DESTINATION "${SUNSHINE_CONFIG_DIR}")
install(DIRECTORY "${SUNSHINE_ASSETS_DIR}/assets_common/" DESTINATION "${SUNSHINE_CONFIG_DIR}")
install(DIRECTORY "${SUNSHINE_ASSETS_DIR}/assets_linux/" DESTINATION "${SUNSHINE_CONFIG_DIR}")
install(FILES "${SUNSHINE_ASSETS_DIR}/linux-misc/85-sunshine-rules.rules" DESTINATION "/etc/udev/rules.d")
install(TARGETS sunshine RUNTIME DESTINATION "/usr/bin")
install(FILES "${CMAKE_CURRENT_BINARY_DIR}/sunshine.service" DESTINATION "/usr/lib/systemd/user")
install(DIRECTORY "${SUNSHINE_ASSETS_DIR}/shaders/opengl" DESTINATION "${SUNSHINE_CONFIG_DIR}/shaders")
# Pre and post install
set(CPACK_DEBIAN_PACKAGE_CONTROL_EXTRA

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@@ -1 +1 @@
# See our documentation at https://sunshinestream.readthedocs.io/en/latest/about/advanced_usage.html
# See our documentation at https://sunshinestream.readthedocs.io/en/latest/about/advanced_usage.html

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@@ -1,35 +1,35 @@
#version 300 es
#ifdef GL_ES
precision lowp float;
#endif
uniform sampler2D image;
layout(shared) uniform ColorMatrix {
vec4 color_vec_y;
vec4 color_vec_u;
vec4 color_vec_v;
vec2 range_y;
vec2 range_uv;
};
in vec3 uuv;
layout(location = 0) out vec2 color;
//--------------------------------------------------------------------------------------
// Pixel Shader
//--------------------------------------------------------------------------------------
void main() {
vec3 rgb_left = texture(image, uuv.xz).rgb;
vec3 rgb_right = texture(image, uuv.yz).rgb;
vec3 rgb = (rgb_left + rgb_right) * 0.5;
float u = dot(color_vec_u.xyz, rgb) + color_vec_u.w;
float v = dot(color_vec_v.xyz, rgb) + color_vec_v.w;
u = u * range_uv.x + range_uv.y;
v = v * range_uv.x + range_uv.y;
color = vec2(u, v * 224.0f / 256.0f + 0.0625);
#version 300 es
#ifdef GL_ES
precision lowp float;
#endif
uniform sampler2D image;
layout(shared) uniform ColorMatrix {
vec4 color_vec_y;
vec4 color_vec_u;
vec4 color_vec_v;
vec2 range_y;
vec2 range_uv;
};
in vec3 uuv;
layout(location = 0) out vec2 color;
//--------------------------------------------------------------------------------------
// Pixel Shader
//--------------------------------------------------------------------------------------
void main() {
vec3 rgb_left = texture(image, uuv.xz).rgb;
vec3 rgb_right = texture(image, uuv.yz).rgb;
vec3 rgb = (rgb_left + rgb_right) * 0.5;
float u = dot(color_vec_u.xyz, rgb) + color_vec_u.w;
float v = dot(color_vec_v.xyz, rgb) + color_vec_v.w;
u = u * range_uv.x + range_uv.y;
v = v * range_uv.x + range_uv.y;
color = vec2(u, v * 224.0f / 256.0f + 0.0625);
}

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@@ -1,27 +1,27 @@
#version 300 es
#ifdef GL_ES
precision mediump float;
#endif
uniform float width_i;
out vec3 uuv;
//--------------------------------------------------------------------------------------
// Vertex Shader
//--------------------------------------------------------------------------------------
void main()
{
float idHigh = float(gl_VertexID >> 1);
float idLow = float(gl_VertexID & int(1));
float x = idHigh * 4.0 - 1.0;
float y = idLow * 4.0 - 1.0;
float u_right = idHigh * 2.0;
float u_left = u_right - width_i;
float v = idLow * 2.0;
uuv = vec3(u_left, u_right, v);
gl_Position = vec4(x, y, 0.0, 1.0);
#version 300 es
#ifdef GL_ES
precision mediump float;
#endif
uniform float width_i;
out vec3 uuv;
//--------------------------------------------------------------------------------------
// Vertex Shader
//--------------------------------------------------------------------------------------
void main()
{
float idHigh = float(gl_VertexID >> 1);
float idLow = float(gl_VertexID & int(1));
float x = idHigh * 4.0 - 1.0;
float y = idLow * 4.0 - 1.0;
float u_right = idHigh * 2.0;
float u_left = u_right - width_i;
float v = idLow * 2.0;
uuv = vec3(u_left, u_right, v);
gl_Position = vec4(x, y, 0.0, 1.0);
}

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@@ -1,26 +1,26 @@
#version 300 es
#ifdef GL_ES
precision lowp float;
#endif
uniform sampler2D image;
layout(shared) uniform ColorMatrix {
vec4 color_vec_y;
vec4 color_vec_u;
vec4 color_vec_v;
vec2 range_y;
vec2 range_uv;
};
in vec2 tex;
layout(location = 0) out float color;
void main()
{
vec3 rgb = texture(image, tex).rgb;
float y = dot(color_vec_y.xyz, rgb);
color = y * range_y.x + range_y.y;
#version 300 es
#ifdef GL_ES
precision lowp float;
#endif
uniform sampler2D image;
layout(shared) uniform ColorMatrix {
vec4 color_vec_y;
vec4 color_vec_u;
vec4 color_vec_v;
vec2 range_y;
vec2 range_uv;
};
in vec2 tex;
layout(location = 0) out float color;
void main()
{
vec3 rgb = texture(image, tex).rgb;
float y = dot(color_vec_y.xyz, rgb);
color = y * range_y.x + range_y.y;
}

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@@ -1,14 +1,14 @@
#version 300 es
#ifdef GL_ES
precision lowp float;
#endif
uniform sampler2D image;
in vec2 tex;
layout(location = 0) out vec4 color;
void main()
{
color = texture(image, tex);
#version 300 es
#ifdef GL_ES
precision lowp float;
#endif
uniform sampler2D image;
in vec2 tex;
layout(location = 0) out vec4 color;
void main()
{
color = texture(image, tex);
}

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@@ -1,22 +1,22 @@
#version 300 es
#ifdef GL_ES
precision mediump float;
#endif
out vec2 tex;
void main()
{
float idHigh = float(gl_VertexID >> 1);
float idLow = float(gl_VertexID & int(1));
float x = idHigh * 4.0 - 1.0;
float y = idLow * 4.0 - 1.0;
float u = idHigh * 2.0;
float v = idLow * 2.0;
gl_Position = vec4(x, y, 0.0, 1.0);
tex = vec2(u, v);
#version 300 es
#ifdef GL_ES
precision mediump float;
#endif
out vec2 tex;
void main()
{
float idHigh = float(gl_VertexID >> 1);
float idLow = float(gl_VertexID & int(1));
float x = idHigh * 4.0 - 1.0;
float y = idLow * 4.0 - 1.0;
float u = idHigh * 2.0;
float v = idLow * 2.0;
gl_Position = vec4(x, y, 0.0, 1.0);
tex = vec2(u, v);
}

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@@ -1,33 +1,33 @@
Texture2D image : register(t0);
SamplerState def_sampler : register(s0);
struct FragTexWide {
float3 uuv : TEXCOORD0;
};
cbuffer ColorMatrix : register(b0) {
float4 color_vec_y;
float4 color_vec_u;
float4 color_vec_v;
float2 range_y;
float2 range_uv;
};
//--------------------------------------------------------------------------------------
// Pixel Shader
//--------------------------------------------------------------------------------------
float2 main_ps(FragTexWide input) : SV_Target
{
float3 rgb_left = image.Sample(def_sampler, input.uuv.xz).rgb;
float3 rgb_right = image.Sample(def_sampler, input.uuv.yz).rgb;
float3 rgb = (rgb_left + rgb_right) * 0.5;
float u = dot(color_vec_u.xyz, rgb) + color_vec_u.w;
float v = dot(color_vec_v.xyz, rgb) + color_vec_v.w;
u = u * range_uv.x + range_uv.y;
v = v * range_uv.x + range_uv.y;
return float2(u, v * 224.0f/256.0f + 0.0625);
Texture2D image : register(t0);
SamplerState def_sampler : register(s0);
struct FragTexWide {
float3 uuv : TEXCOORD0;
};
cbuffer ColorMatrix : register(b0) {
float4 color_vec_y;
float4 color_vec_u;
float4 color_vec_v;
float2 range_y;
float2 range_uv;
};
//--------------------------------------------------------------------------------------
// Pixel Shader
//--------------------------------------------------------------------------------------
float2 main_ps(FragTexWide input) : SV_Target
{
float3 rgb_left = image.Sample(def_sampler, input.uuv.xz).rgb;
float3 rgb_right = image.Sample(def_sampler, input.uuv.yz).rgb;
float3 rgb = (rgb_left + rgb_right) * 0.5;
float u = dot(color_vec_u.xyz, rgb) + color_vec_u.w;
float v = dot(color_vec_v.xyz, rgb) + color_vec_v.w;
u = u * range_uv.x + range_uv.y;
v = v * range_uv.x + range_uv.y;
return float2(u, v * 224.0f/256.0f + 0.0625);
}

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@@ -1,29 +1,29 @@
struct VertTexPosWide {
float3 uuv : TEXCOORD;
float4 pos : SV_POSITION;
};
cbuffer info : register(b0) {
float width_i;
};
//--------------------------------------------------------------------------------------
// Vertex Shader
//--------------------------------------------------------------------------------------
VertTexPosWide main_vs(uint vI : SV_VERTEXID)
{
float idHigh = float(vI >> 1);
float idLow = float(vI & uint(1));
float x = idHigh * 4.0 - 1.0;
float y = idLow * 4.0 - 1.0;
float u_right = idHigh * 2.0;
float u_left = u_right - width_i;
float v = 1.0 - idLow * 2.0;
VertTexPosWide vert_out;
vert_out.uuv = float3(u_left, u_right, v);
vert_out.pos = float4(x, y, 0.0, 1.0);
return vert_out;
struct VertTexPosWide {
float3 uuv : TEXCOORD;
float4 pos : SV_POSITION;
};
cbuffer info : register(b0) {
float width_i;
};
//--------------------------------------------------------------------------------------
// Vertex Shader
//--------------------------------------------------------------------------------------
VertTexPosWide main_vs(uint vI : SV_VERTEXID)
{
float idHigh = float(vI >> 1);
float idLow = float(vI & uint(1));
float x = idHigh * 4.0 - 1.0;
float y = idLow * 4.0 - 1.0;
float u_right = idHigh * 2.0;
float u_left = u_right - width_i;
float v = 1.0 - idLow * 2.0;
VertTexPosWide vert_out;
vert_out.uuv = float3(u_left, u_right, v);
vert_out.pos = float4(x, y, 0.0, 1.0);
return vert_out;
}

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@@ -1,25 +1,25 @@
Texture2D image : register(t0);
SamplerState def_sampler : register(s0);
cbuffer ColorMatrix : register(b0) {
float4 color_vec_y;
float4 color_vec_u;
float4 color_vec_v;
float2 range_y;
float2 range_uv;
};
struct PS_INPUT
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD;
};
float main_ps(PS_INPUT frag_in) : SV_Target
{
float3 rgb = image.Sample(def_sampler, frag_in.tex, 0).rgb;
float y = dot(color_vec_y.xyz, rgb);
return y * range_y.x + range_y.y;
Texture2D image : register(t0);
SamplerState def_sampler : register(s0);
cbuffer ColorMatrix : register(b0) {
float4 color_vec_y;
float4 color_vec_u;
float4 color_vec_v;
float2 range_y;
float2 range_uv;
};
struct PS_INPUT
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD;
};
float main_ps(PS_INPUT frag_in) : SV_Target
{
float3 rgb = image.Sample(def_sampler, frag_in.tex, 0).rgb;
float y = dot(color_vec_y.xyz, rgb);
return y * range_y.x + range_y.y;
}

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@@ -1,14 +1,14 @@
Texture2D image : register(t0);
SamplerState def_sampler : register(s0);
struct PS_INPUT
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD;
};
float4 main_ps(PS_INPUT frag_in) : SV_Target
{
return image.Sample(def_sampler, frag_in.tex, 0);
Texture2D image : register(t0);
SamplerState def_sampler : register(s0);
struct PS_INPUT
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD;
};
float4 main_ps(PS_INPUT frag_in) : SV_Target
{
return image.Sample(def_sampler, frag_in.tex, 0);
}

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@@ -1,22 +1,22 @@
struct PS_INPUT
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD;
};
PS_INPUT main_vs(uint vI : SV_VERTEXID)
{
float idHigh = float(vI >> 1);
float idLow = float(vI & uint(1));
float x = idHigh * 4.0 - 1.0;
float y = idLow * 4.0 - 1.0;
float u = idHigh * 2.0;
float v = 1.0 - idLow * 2.0;
PS_INPUT vert_out;
vert_out.pos = float4(x, y, 0.0, 1.0);
vert_out.tex = float2(u, v);
return vert_out;
struct PS_INPUT
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD;
};
PS_INPUT main_vs(uint vI : SV_VERTEXID)
{
float idHigh = float(vI >> 1);
float idLow = float(vI & uint(1));
float x = idHigh * 4.0 - 1.0;
float y = idLow * 4.0 - 1.0;
float u = idHigh * 2.0;
float v = 1.0 - idLow * 2.0;
PS_INPUT vert_out;
vert_out.pos = float4(x, y, 0.0, 1.0);
vert_out.tex = float2(u, v);
return vert_out;
}