From 30f41c02aec763d32e62351452da9ef582bc3472 Mon Sep 17 00:00:00 2001 From: 3gg <3gg@shellblade.net> Date: Fri, 6 Mar 2026 13:30:59 -0800 Subject: Move contrib libraries to contrib repo --- contrib/SDL-3.2.8/src/gpu/d3d12/D3D_Blit.hlsl | 97 --------------------------- 1 file changed, 97 deletions(-) delete mode 100644 contrib/SDL-3.2.8/src/gpu/d3d12/D3D_Blit.hlsl (limited to 'contrib/SDL-3.2.8/src/gpu/d3d12/D3D_Blit.hlsl') diff --git a/contrib/SDL-3.2.8/src/gpu/d3d12/D3D_Blit.hlsl b/contrib/SDL-3.2.8/src/gpu/d3d12/D3D_Blit.hlsl deleted file mode 100644 index 69748d4..0000000 --- a/contrib/SDL-3.2.8/src/gpu/d3d12/D3D_Blit.hlsl +++ /dev/null @@ -1,97 +0,0 @@ -#define BlitRS \ - "DescriptorTable ( Sampler(s0, space=2), visibility = SHADER_VISIBILITY_PIXEL ),"\ - "DescriptorTable ( SRV(t0, space=2), visibility = SHADER_VISIBILITY_PIXEL ),"\ - "CBV(b0, space=3, visibility = SHADER_VISIBILITY_PIXEL),"\ - -struct VertexToPixel -{ - float2 tex : TEXCOORD0; - float4 pos : SV_POSITION; -}; - -cbuffer SourceRegionBuffer : register(b0, space3) -{ - float2 UVLeftTop; - float2 UVDimensions; - uint MipLevel; - float LayerOrDepth; -}; - -Texture2D SourceTexture2D : register(t0, space2); -Texture2DArray SourceTexture2DArray : register(t0, space2); -Texture3D SourceTexture3D : register(t0, space2); -TextureCube SourceTextureCube : register(t0, space2); -TextureCubeArray SourceTextureCubeArray : register(t0, space2); -sampler SourceSampler : register(s0, space2); - -[RootSignature(BlitRS)] -VertexToPixel FullscreenVert(uint vI : SV_VERTEXID) -{ - float2 inTex = float2((vI << 1) & 2, vI & 2); - VertexToPixel Out = (VertexToPixel)0; - Out.tex = inTex; - Out.pos = float4(inTex * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f), 0.0f, 1.0f); - return Out; -} - -[RootSignature(BlitRS)] -float4 BlitFrom2D(VertexToPixel input) : SV_Target0 -{ - float2 newCoord = UVLeftTop + UVDimensions * input.tex; - return SourceTexture2D.SampleLevel(SourceSampler, newCoord, MipLevel); -} - -[RootSignature(BlitRS)] -float4 BlitFrom2DArray(VertexToPixel input) : SV_Target0 -{ - float3 newCoord = float3(UVLeftTop + UVDimensions * input.tex, (uint)LayerOrDepth); - return SourceTexture2DArray.SampleLevel(SourceSampler, newCoord, MipLevel); -} - -[RootSignature(BlitRS)] -float4 BlitFrom3D(VertexToPixel input) : SV_Target0 -{ - float3 newCoord = float3(UVLeftTop + UVDimensions * input.tex, LayerOrDepth); - return SourceTexture3D.SampleLevel(SourceSampler, newCoord, MipLevel); -} - -[RootSignature(BlitRS)] -float4 BlitFromCube(VertexToPixel input) : SV_Target0 -{ - // Thanks, Wikipedia! https://en.wikipedia.org/wiki/Cube_mapping - float3 newCoord; - float2 scaledUV = UVLeftTop + UVDimensions * input.tex; - float u = 2.0 * scaledUV.x - 1.0; - float v = 2.0 * scaledUV.y - 1.0; - switch ((uint)LayerOrDepth) { - case 0: newCoord = float3(1.0, -v, -u); break; // POSITIVE X - case 1: newCoord = float3(-1.0, -v, u); break; // NEGATIVE X - case 2: newCoord = float3(u, 1.0, -v); break; // POSITIVE Y - case 3: newCoord = float3(u, -1.0, v); break; // NEGATIVE Y - case 4: newCoord = float3(u, -v, 1.0); break; // POSITIVE Z - case 5: newCoord = float3(-u, -v, -1.0); break; // NEGATIVE Z - default: newCoord = float3(0, 0, 0); break; // silences warning - } - return SourceTextureCube.SampleLevel(SourceSampler, newCoord, MipLevel); -} - -[RootSignature(BlitRS)] -float4 BlitFromCubeArray(VertexToPixel input) : SV_Target0 -{ - // Thanks, Wikipedia! https://en.wikipedia.org/wiki/Cube_mapping - float3 newCoord; - float2 scaledUV = UVLeftTop + UVDimensions * input.tex; - float u = 2.0 * scaledUV.x - 1.0; - float v = 2.0 * scaledUV.y - 1.0; - uint ArrayIndex = (uint)LayerOrDepth / 6; - switch ((uint)LayerOrDepth % 6) { - case 0: newCoord = float3(1.0, -v, -u); break; // POSITIVE X - case 1: newCoord = float3(-1.0, -v, u); break; // NEGATIVE X - case 2: newCoord = float3(u, 1.0, -v); break; // POSITIVE Y - case 3: newCoord = float3(u, -1.0, v); break; // NEGATIVE Y - case 4: newCoord = float3(u, -v, 1.0); break; // POSITIVE Z - case 5: newCoord = float3(-u, -v, -1.0); break; // NEGATIVE Z - default: newCoord = float3(0, 0, 0); break; // silences warning - } - return SourceTextureCubeArray.SampleLevel(SourceSampler, float4(newCoord, float(ArrayIndex)), MipLevel); -} -- cgit v1.2.3