a bit of stuff, time to add spirv-link into this project
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@@ -47,7 +47,7 @@ void CFunnyMesh::ConfigureShader( IShader *pShader )
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pShader->AddOutputImage(1, IMAGE_FORMAT_RGBA16_SFLOAT);
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pShader->AddOutputImage(2, IMAGE_FORMAT_RGBA32_SFLOAT);
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pShader->SetMultisampling(MULTISAMPLE_TYPE_1_SAMPLES);
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pShader->SetMultisampling(MULTISAMPLE_TYPE_4_SAMPLES);
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pShader->SetDepthImage(IMAGE_FORMAT_D32_SFLOAT);
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}
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@@ -140,6 +140,7 @@ public:
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private:
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CUtlVector<CFunnyMesh*> m_pMeshes;
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IImage *m_pOutputImage = NULL;
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IImage *m_pResolvedOutputImage = NULL;
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IImage *m_pDepthImage = NULL;
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IImage *m_pNormalImage = NULL;
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IImage *m_pWorldSpaceImage = NULL;
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@@ -162,29 +163,35 @@ void CFunnyWorldRenderer::Init()
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100,
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100,
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IMAGE_FORMAT_RGBA8_UNORM,
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MULTISAMPLE_TYPE_NONE
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MULTISAMPLE_TYPE_4_SAMPLES
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);
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m_pResolvedOutputImage = g_pRenderContext->CreateRenderTarget(
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100,
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100,
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IMAGE_FORMAT_RGBA8_UNORM,
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MULTISAMPLE_TYPE_1_SAMPLES
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);
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m_pNormalImage = g_pRenderContext->CreateRenderTarget(
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100,
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100,
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IMAGE_FORMAT_RGBA16_SFLOAT,
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MULTISAMPLE_TYPE_NONE
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MULTISAMPLE_TYPE_4_SAMPLES
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);
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m_pWorldSpaceImage = g_pRenderContext->CreateRenderTarget(
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100,
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100,
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IMAGE_FORMAT_RGBA32_SFLOAT,
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MULTISAMPLE_TYPE_NONE
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MULTISAMPLE_TYPE_4_SAMPLES
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);
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m_pDepthImage = g_pRenderContext->CreateRenderTarget(
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100,
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100,
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IMAGE_FORMAT_D32_SFLOAT,
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MULTISAMPLE_TYPE_NONE
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MULTISAMPLE_TYPE_4_SAMPLES
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);
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g_pMainWindow->SetOutputImage(m_pOutputImage);
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g_pMainWindow->SetOutputImage(m_pResolvedOutputImage);
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m_pRasterCommandList = g_pRenderContext->CreateCommandList();
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m_pViewBuffer = g_pRenderContext->CreateConstantBuffer(sizeof(ViewBuffer_t));
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@@ -226,26 +233,31 @@ void CFunnyWorldRenderer::Frame( float fDelta )
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g_pMainWindow->GetRenderWidth(),
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g_pMainWindow->GetRenderHeight(),
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IMAGE_FORMAT_RGBA8_UNORM,
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MULTISAMPLE_TYPE_NONE);
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MULTISAMPLE_TYPE_4_SAMPLES);
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m_pResolvedOutputImage = g_pRenderContext->CreateRenderTarget(
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g_pMainWindow->GetRenderWidth(),
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g_pMainWindow->GetRenderHeight(),
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IMAGE_FORMAT_RGBA8_UNORM,
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MULTISAMPLE_TYPE_1_SAMPLES);
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m_pNormalImage = g_pRenderContext->CreateRenderTarget(
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g_pMainWindow->GetRenderWidth(),
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g_pMainWindow->GetRenderHeight(),
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IMAGE_FORMAT_RGBA16_SFLOAT,
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MULTISAMPLE_TYPE_NONE
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MULTISAMPLE_TYPE_4_SAMPLES
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);
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m_pWorldSpaceImage = g_pRenderContext->CreateRenderTarget(
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g_pMainWindow->GetRenderWidth(),
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g_pMainWindow->GetRenderHeight(),
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IMAGE_FORMAT_RGBA32_SFLOAT,
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MULTISAMPLE_TYPE_NONE
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MULTISAMPLE_TYPE_4_SAMPLES
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);
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m_pDepthImage = g_pRenderContext->CreateRenderTarget(
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g_pMainWindow->GetRenderWidth(),
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g_pMainWindow->GetRenderHeight(),
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IMAGE_FORMAT_D32_SFLOAT,
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MULTISAMPLE_TYPE_NONE);
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g_pMainWindow->SetOutputImage(m_pOutputImage);
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MULTISAMPLE_TYPE_4_SAMPLES);
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g_pMainWindow->SetOutputImage(m_pResolvedOutputImage);
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}
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m_pRasterCommandList->StartRecording();
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m_pRasterCommandList->SetRenderResolution(uWidth, uHeight);
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@@ -290,6 +302,8 @@ void CFunnyWorldRenderer::Frame( float fDelta )
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m_pRasterCommandList->SetVertexBuffer(0, mesh->m_pVertexBuffer);
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m_pRasterCommandList->DrawPrimitives(mesh->m_pVertexBuffer->GetSize()/32, 0, mesh->m_instances.GetSize(), 0);
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}
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m_pRasterCommandList->ResolveImage(m_pOutputImage, m_pResolvedOutputImage);
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m_pRasterCommandList->EndRecording();
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g_pRenderContext->SubmitCommandList(m_pRasterCommandList);
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