Pure Texture to Sampled Texture Transform

Adds a transformation step to the post processing step.
Two modes are available:
1) keep
- Keeps samplers, textures and sampled textures as is
2) transform pure texture into sampled texture and remove pure samplers
- removes all pure samplers
- transforms all pure textures into its sampled counter part

Change-Id: If54972e8052961db66c23f4b7e719d363cf6edbd
This commit is contained in:
t.jung 2017-04-25 23:31:03 +02:00
parent d6af18f621
commit baf570efa5
9 changed files with 159 additions and 2 deletions

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spv.texture.sampler.transform.frag
Warning, version 440 is not yet complete; most version-specific features are present, but some are missing.
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 19
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 9 16
ExecutionMode 4 OriginUpperLeft
Source GLSL 440
Name 4 "main"
Name 9 "color"
Name 12 "tex"
Name 16 "coord"
Decorate 12(tex) DescriptorSet 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypePointer Output 7(fvec4)
9(color): 8(ptr) Variable Output
10: TypeImage 6(float) 2D sampled format:Unknown
11: TypePointer UniformConstant 10
12(tex): 11(ptr) Variable UniformConstant
14: TypeVector 6(float) 2
15: TypePointer Input 14(fvec2)
16(coord): 15(ptr) Variable Input
4(main): 2 Function None 3
5: Label
13: 10 Load 12(tex)
17: 14(fvec2) Load 16(coord)
18: 7(fvec4) ImageSampleImplicitLod 13 17
Store 9(color) 18
Return
FunctionEnd

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#version 440
uniform sampler smp;
uniform texture2D tex;
in vec2 coord;
out vec4 color;
void main()
{
color = texture(sampler2D(tex, smp), coord);
}