rtx: s/rgba8/rgba16f/ for color textures
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@ -2,8 +2,8 @@
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layout(local_size_x = 16, local_size_y = 8, local_size_z = 1) in;
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layout(local_size_x = 16, local_size_y = 8, local_size_z = 1) in;
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layout(set = 0, binding = 0, rgba8) uniform image2D source;
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layout(set = 0, binding = 0, rgba16f) uniform image2D source;
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layout(set = 0, binding = 1, rgba8) uniform image2D dest;
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layout(set = 0, binding = 1, rgba16f) uniform image2D dest;
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// Blatantly copypasted from https://www.shadertoy.com/view/XsGfWV
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// Blatantly copypasted from https://www.shadertoy.com/view/XsGfWV
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vec3 aces_tonemap(vec3 color){
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vec3 aces_tonemap(vec3 color){
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@ -1138,7 +1138,7 @@ qboolean VK_RayInit( void )
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createPipeline();
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createPipeline();
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for (int i = 0; i < ARRAYSIZE(g_rtx.frames); ++i) {
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for (int i = 0; i < ARRAYSIZE(g_rtx.frames); ++i) {
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g_rtx.frames[i] = VK_ImageCreate(FRAME_WIDTH, FRAME_HEIGHT, VK_FORMAT_R8G8B8A8_UNORM, VK_IMAGE_TILING_OPTIMAL,
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g_rtx.frames[i] = VK_ImageCreate(FRAME_WIDTH, FRAME_HEIGHT, VK_FORMAT_R16G16B16A16_SFLOAT, VK_IMAGE_TILING_OPTIMAL,
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VK_IMAGE_USAGE_STORAGE_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT);
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VK_IMAGE_USAGE_STORAGE_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT);
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SET_DEBUG_NAMEF(g_rtx.frames[i].image, VK_OBJECT_TYPE_IMAGE, "rtx frame[%d]", i);
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SET_DEBUG_NAMEF(g_rtx.frames[i].image, VK_OBJECT_TYPE_IMAGE, "rtx frame[%d]", i);
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