mirror of
https://github.com/doitsujin/dxvk.git
synced 2025-01-19 05:52:11 +01:00
[hud] Optimize HUD rendering
Saves some bandwidth by using more compact vertex formats, and by using push constants for text colors instead of a vertex attribute.
This commit is contained in:
parent
02768182f1
commit
9355580c4f
@ -77,7 +77,7 @@ namespace dxvk::hud {
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const Rc<DxvkContext>& context,
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HudRenderer& renderer,
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HudPos position) {
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std::array<HudVertex, NumDataPoints * 2> vData;
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std::array<HudLineVertex, NumDataPoints * 2> vData;
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// 60 FPS = optimal, 10 FPS = worst
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const float targetUs = 16'666.6f;
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@ -100,8 +100,10 @@ namespace dxvk::hud {
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float g = std::min(std::max( 3.0f - us / targetUs, 0.0f), 1.0f);
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float l = std::sqrt(r * r + g * g);
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HudTexCoord tc = { 0u, 0u };
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HudColor color = { r / l, g / l, 0.0f, 1.0f };
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HudNormColor color = {
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uint8_t(255.0f * (r / l)),
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uint8_t(255.0f * (g / l)),
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uint8_t(0), uint8_t(255) };
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float x = position.x + float(i);
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float y = position.y + 24.0f;
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@ -110,8 +112,8 @@ namespace dxvk::hud {
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/ std::log2((maxUs - minUs) / targetUs);
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float h = std::min(std::max(40.0f * hVal, 2.0f), 40.0f);
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vData[2 * i + 0] = HudVertex { { x, y }, tc, color };
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vData[2 * i + 1] = HudVertex { { x, y - h }, tc, color };
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vData[2 * i + 0] = HudLineVertex { { x, y }, color };
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vData[2 * i + 1] = HudLineVertex { { x, y - h }, color };
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}
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renderer.drawLines(context, vData.size(), vData.data());
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@ -1,17 +1,18 @@
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#include "dxvk_hud_renderer.h"
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#include <hud_line.h>
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#include <hud_text.h>
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#include <hud_vert.h>
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#include <hud_line_frag.h>
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#include <hud_line_vert.h>
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#include <hud_text_frag.h>
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#include <hud_text_vert.h>
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namespace dxvk::hud {
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HudRenderer::HudRenderer(const Rc<DxvkDevice>& device)
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: m_mode (Mode::RenderNone),
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m_surfaceSize { 0, 0 },
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m_vertShader (createVertexShader(device)),
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m_textShader (createTextShader(device)),
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m_lineShader (createLineShader(device)),
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m_textShaders (createTextShaders(device)),
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m_lineShaders (createLineShaders(device)),
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m_fontImage (createFontImage(device)),
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m_fontView (createFontView(device)),
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m_fontSampler (createFontSampler(device)),
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@ -30,32 +31,11 @@ namespace dxvk::hud {
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auto vertexSlice = m_vertexBuffer->allocSlice();
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context->invalidateBuffer(m_vertexBuffer, vertexSlice);
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const std::array<DxvkVertexAttribute, 3> ilAttributes = {{
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{ 0, 0, VK_FORMAT_R32G32_SFLOAT, offsetof(HudVertex, position) },
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{ 1, 0, VK_FORMAT_R32G32_UINT, offsetof(HudVertex, texcoord) },
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{ 2, 0, VK_FORMAT_R32G32B32A32_SFLOAT, offsetof(HudVertex, color) },
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}};
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const std::array<DxvkVertexBinding, 1> ilBindings = {{
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{ 0, VK_VERTEX_INPUT_RATE_VERTEX },
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}};
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context->setInputLayout(
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ilAttributes.size(),
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ilAttributes.data(),
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ilBindings.size(),
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ilBindings.data());
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context->bindVertexBuffer(0,
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DxvkBufferSlice(m_vertexBuffer),
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sizeof(HudVertex));
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context->bindResourceSampler(1, m_fontSampler);
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context->bindResourceView (1, m_fontView, nullptr);
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m_mode = Mode::RenderNone;
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m_surfaceSize = surfaceSize;
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m_vertexIndex = 0;
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}
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@ -65,12 +45,19 @@ namespace dxvk::hud {
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HudPos pos,
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HudColor color,
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const std::string& text) {
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this->setRenderMode(context, Mode::RenderText);
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beginTextRendering(context);
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uint32_t vertexCount = 6 * text.size();
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auto vertexSlice = allocVertexBuffer(context,
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vertexCount * sizeof(HudTextVertex));
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const size_t vertexIndex = m_vertexIndex;
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HudVertex* vertexData = reinterpret_cast<HudVertex*>(
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m_vertexBuffer->mapPtr(vertexIndex * sizeof(HudVertex)));
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context->bindVertexBuffer(0, vertexSlice, sizeof(HudTextVertex));
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context->pushConstants(0, sizeof(color), &color);
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context->draw(vertexCount, 1, 0, 0);
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auto vertexData = reinterpret_cast<HudTextVertex*>(
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vertexSlice.getSliceHandle().mapPtr);
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const float sizeFactor = size / static_cast<float>(g_hudFont.size);
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@ -99,132 +86,183 @@ namespace dxvk::hud {
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vertexData[6 * i + 0].position = { posTl.x, posTl.y };
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vertexData[6 * i + 0].texcoord = { texTl.u, texTl.v };
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vertexData[6 * i + 0].color = color;
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vertexData[6 * i + 1].position = { posBr.x, posTl.y };
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vertexData[6 * i + 1].texcoord = { texBr.u, texTl.v };
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vertexData[6 * i + 1].color = color;
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vertexData[6 * i + 2].position = { posTl.x, posBr.y };
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vertexData[6 * i + 2].texcoord = { texTl.u, texBr.v };
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vertexData[6 * i + 2].color = color;
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vertexData[6 * i + 3].position = { posBr.x, posBr.y };
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vertexData[6 * i + 3].texcoord = { texBr.u, texBr.v };
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vertexData[6 * i + 3].color = color;
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vertexData[6 * i + 4].position = { posTl.x, posBr.y };
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vertexData[6 * i + 4].texcoord = { texTl.u, texBr.v };
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vertexData[6 * i + 4].color = color;
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vertexData[6 * i + 5].position = { posBr.x, posTl.y };
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vertexData[6 * i + 5].texcoord = { texBr.u, texTl.v };
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vertexData[6 * i + 5].color = color;
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pos.x += sizeFactor * static_cast<float>(g_hudFont.advance);
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}
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const uint32_t vertexCount = 6 * text.size();
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context->draw(vertexCount, 1, vertexIndex, 0);
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m_vertexIndex += vertexCount;
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}
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void HudRenderer::drawLines(
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const Rc<DxvkContext>& context,
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size_t vertexCount,
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const HudVertex* vertexData) {
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this->setRenderMode(context, Mode::RenderLines);
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const size_t vertexIndex = m_vertexIndex;
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const HudLineVertex* vertexData) {
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beginLineRendering(context);
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auto vertexSlice = allocVertexBuffer(context,
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vertexCount * sizeof(HudLineVertex));
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HudVertex* dstVertexData = reinterpret_cast<HudVertex*>(
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m_vertexBuffer->mapPtr(vertexIndex * sizeof(HudVertex)));
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context->bindVertexBuffer(0, vertexSlice, sizeof(HudLineVertex));
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context->draw(vertexCount, 1, 0, 0);
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auto dstVertexData = reinterpret_cast<HudLineVertex*>(
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vertexSlice.getSliceHandle().mapPtr);
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for (size_t i = 0; i < vertexCount; i++)
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dstVertexData[i] = vertexData[i];
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context->draw(vertexCount, 1, vertexIndex, 0);
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m_vertexIndex += vertexCount;
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}
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void HudRenderer::setRenderMode(
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DxvkBufferSlice HudRenderer::allocVertexBuffer(
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const Rc<DxvkContext>& context,
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Mode mode) {
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if (m_mode != mode) {
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m_mode = mode;
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switch (mode) {
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case Mode::RenderNone:
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break;
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case Mode::RenderText: {
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context->bindShader(VK_SHADER_STAGE_VERTEX_BIT, m_vertShader);
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context->bindShader(VK_SHADER_STAGE_FRAGMENT_BIT, m_textShader);
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DxvkInputAssemblyState iaState;
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iaState.primitiveTopology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
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iaState.primitiveRestart = VK_FALSE;
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iaState.patchVertexCount = 0;
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context->setInputAssemblyState(iaState);
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} break;
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case Mode::RenderLines: {
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context->bindShader(VK_SHADER_STAGE_VERTEX_BIT, m_vertShader);
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context->bindShader(VK_SHADER_STAGE_FRAGMENT_BIT, m_lineShader);
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DxvkInputAssemblyState iaState;
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iaState.primitiveTopology = VK_PRIMITIVE_TOPOLOGY_LINE_LIST;
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iaState.primitiveRestart = VK_FALSE;
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iaState.patchVertexCount = 0;
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context->setInputAssemblyState(iaState);
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} break;
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}
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VkDeviceSize dataSize) {
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dataSize = align(dataSize, 64);
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if (m_vertexOffset + dataSize > m_vertexBuffer->info().size) {
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context->invalidateBuffer(m_vertexBuffer, m_vertexBuffer->allocSlice());
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m_vertexOffset = 0;
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}
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DxvkBufferSlice slice(m_vertexBuffer, m_vertexOffset, dataSize);
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m_vertexOffset += dataSize;
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return slice;
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}
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void HudRenderer::beginTextRendering(
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const Rc<DxvkContext>& context) {
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if (m_mode != Mode::RenderText) {
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m_mode = Mode::RenderText;
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context->bindShader(VK_SHADER_STAGE_VERTEX_BIT, m_textShaders.vert);
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context->bindShader(VK_SHADER_STAGE_FRAGMENT_BIT, m_textShaders.frag);
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static const DxvkInputAssemblyState iaState = {
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VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
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VK_FALSE, 0 };
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static const std::array<DxvkVertexAttribute, 2> ilAttributes = {{
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{ 0, 0, VK_FORMAT_R32G32_SFLOAT, offsetof(HudTextVertex, position) },
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{ 1, 0, VK_FORMAT_R32G32_UINT, offsetof(HudTextVertex, texcoord) },
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}};
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static const std::array<DxvkVertexBinding, 1> ilBindings = {{
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{ 0, VK_VERTEX_INPUT_RATE_VERTEX },
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}};
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context->setInputAssemblyState(iaState);
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context->setInputLayout(
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ilAttributes.size(),
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ilAttributes.data(),
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ilBindings.size(),
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ilBindings.data());
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}
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}
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void HudRenderer::beginLineRendering(
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const Rc<DxvkContext>& context) {
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if (m_mode != Mode::RenderLines) {
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m_mode = Mode::RenderLines;
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context->bindShader(VK_SHADER_STAGE_VERTEX_BIT, m_lineShaders.vert);
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context->bindShader(VK_SHADER_STAGE_FRAGMENT_BIT, m_lineShaders.frag);
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static const DxvkInputAssemblyState iaState = {
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VK_PRIMITIVE_TOPOLOGY_LINE_LIST,
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VK_FALSE, 0 };
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static const std::array<DxvkVertexAttribute, 2> ilAttributes = {{
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{ 0, 0, VK_FORMAT_R32G32_SFLOAT, offsetof(HudLineVertex, position) },
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{ 1, 0, VK_FORMAT_R8G8B8A8_UNORM, offsetof(HudLineVertex, color) },
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}};
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static const std::array<DxvkVertexBinding, 1> ilBindings = {{
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{ 0, VK_VERTEX_INPUT_RATE_VERTEX },
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}};
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context->setInputAssemblyState(iaState);
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context->setInputLayout(
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ilAttributes.size(),
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ilAttributes.data(),
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ilBindings.size(),
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ilBindings.data());
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}
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}
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Rc<DxvkShader> HudRenderer::createVertexShader(const Rc<DxvkDevice>& device) {
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const SpirvCodeBuffer codeBuffer(hud_vert);
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HudRenderer::ShaderPair HudRenderer::createTextShaders(const Rc<DxvkDevice>& device) {
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ShaderPair result;
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const SpirvCodeBuffer vsCode(hud_text_vert);
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const SpirvCodeBuffer fsCode(hud_text_frag);
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// One shader resource: Global HUD uniform buffer
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const std::array<DxvkResourceSlot, 1> resourceSlots = {{
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const std::array<DxvkResourceSlot, 1> vsResources = {{
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{ 0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_IMAGE_VIEW_TYPE_MAX_ENUM },
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}};
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return device->createShader(
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VK_SHADER_STAGE_VERTEX_BIT,
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resourceSlots.size(),
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resourceSlots.data(),
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{ 0x7, 0x3 },
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codeBuffer);
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}
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Rc<DxvkShader> HudRenderer::createTextShader(const Rc<DxvkDevice>& device) {
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const SpirvCodeBuffer codeBuffer(hud_text);
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// Two shader resources: Font texture and sampler
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const std::array<DxvkResourceSlot, 1> resourceSlots = {{
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const std::array<DxvkResourceSlot, 1> fsResources = {{
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{ 1, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_IMAGE_VIEW_TYPE_2D },
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}};
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return device->createShader(
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VK_SHADER_STAGE_FRAGMENT_BIT,
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resourceSlots.size(),
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resourceSlots.data(),
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result.vert = device->createShader(
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VK_SHADER_STAGE_VERTEX_BIT,
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vsResources.size(),
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vsResources.data(),
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{ 0x3, 0x1 },
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codeBuffer);
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vsCode);
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result.frag = device->createShader(
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VK_SHADER_STAGE_FRAGMENT_BIT,
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fsResources.size(),
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fsResources.data(),
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{ 0x1, 0x1, 0, sizeof(HudColor) },
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fsCode);
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return result;
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}
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Rc<DxvkShader> HudRenderer::createLineShader(const Rc<DxvkDevice>& device) {
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const SpirvCodeBuffer codeBuffer(hud_line);
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HudRenderer::ShaderPair HudRenderer::createLineShaders(const Rc<DxvkDevice>& device) {
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ShaderPair result;
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const SpirvCodeBuffer vsCode(hud_line_vert);
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const SpirvCodeBuffer fsCode(hud_line_frag);
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return device->createShader(
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// One shader resource: Global HUD uniform buffer
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const std::array<DxvkResourceSlot, 1> vsResources = {{
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{ 0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_IMAGE_VIEW_TYPE_MAX_ENUM },
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}};
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result.vert = device->createShader(
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VK_SHADER_STAGE_VERTEX_BIT,
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vsResources.size(),
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vsResources.data(),
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{ 0x3, 0x1 },
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vsCode);
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result.frag = device->createShader(
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VK_SHADER_STAGE_FRAGMENT_BIT,
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0, nullptr, { 0x2, 0x1 },
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codeBuffer);
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0, nullptr, { 0x1, 0x1 },
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fsCode);
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return result;
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}
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@ -289,7 +327,7 @@ namespace dxvk::hud {
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Rc<DxvkBuffer> HudRenderer::createVertexBuffer(const Rc<DxvkDevice>& device) {
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DxvkBufferCreateInfo info;
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info.size = MaxVertexCount * sizeof(HudVertex);
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info.size = 1 << 16;
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info.usage = VK_BUFFER_USAGE_VERTEX_BUFFER_BIT;
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info.stages = VK_PIPELINE_STAGE_VERTEX_INPUT_BIT;
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info.access = VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT;
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@ -40,14 +40,32 @@ namespace dxvk::hud {
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float b;
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float a;
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};
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/**
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* \brief Normalized color
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* SRGB color with alpha channel.
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*/
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struct HudNormColor {
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uint8_t r;
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uint8_t g;
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uint8_t b;
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uint8_t a;
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};
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/**
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* \brief Vertex
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* \brief Text vertex and texture coordinates
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*/
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struct HudVertex {
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HudPos position;
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HudTexCoord texcoord;
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HudColor color;
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struct HudTextVertex {
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HudPos position;
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HudTexCoord texcoord;
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};
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/**
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* \brief Line vertex and color
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*/
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struct HudLineVertex {
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HudPos position;
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HudNormColor color;
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};
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/**
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@ -57,7 +75,7 @@ namespace dxvk::hud {
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* display performance and driver information.
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*/
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class HudRenderer {
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constexpr static VkDeviceSize MaxVertexCount = 1 << 16;
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public:
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HudRenderer(
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@ -79,7 +97,7 @@ namespace dxvk::hud {
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void drawLines(
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const Rc<DxvkContext>& context,
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size_t vertexCount,
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const HudVertex* vertexData);
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const HudLineVertex* vertexData);
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VkExtent2D surfaceSize() const {
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return m_surfaceSize;
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@ -92,34 +110,41 @@ namespace dxvk::hud {
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RenderText,
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RenderLines,
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};
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struct ShaderPair {
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Rc<DxvkShader> vert;
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Rc<DxvkShader> frag;
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};
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std::array<uint8_t, 256> m_charMap;
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Mode m_mode;
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VkExtent2D m_surfaceSize;
|
||||
|
||||
Rc<DxvkShader> m_vertShader;
|
||||
Rc<DxvkShader> m_textShader;
|
||||
Rc<DxvkShader> m_lineShader;
|
||||
ShaderPair m_textShaders;
|
||||
ShaderPair m_lineShaders;
|
||||
|
||||
Rc<DxvkImage> m_fontImage;
|
||||
Rc<DxvkImageView> m_fontView;
|
||||
Rc<DxvkSampler> m_fontSampler;
|
||||
|
||||
Rc<DxvkBuffer> m_vertexBuffer;
|
||||
size_t m_vertexIndex = 0;
|
||||
VkDeviceSize m_vertexOffset = 0;
|
||||
|
||||
void setRenderMode(
|
||||
DxvkBufferSlice allocVertexBuffer(
|
||||
const Rc<DxvkContext>& context,
|
||||
Mode mode);
|
||||
VkDeviceSize dataSize);
|
||||
|
||||
void beginTextRendering(
|
||||
const Rc<DxvkContext>& context);
|
||||
|
||||
Rc<DxvkShader> createVertexShader(
|
||||
void beginLineRendering(
|
||||
const Rc<DxvkContext>& context);
|
||||
|
||||
ShaderPair createTextShaders(
|
||||
const Rc<DxvkDevice>& device);
|
||||
|
||||
Rc<DxvkShader> createTextShader(
|
||||
const Rc<DxvkDevice>& device);
|
||||
|
||||
Rc<DxvkShader> createLineShader(
|
||||
ShaderPair createLineShaders(
|
||||
const Rc<DxvkDevice>& device);
|
||||
|
||||
Rc<DxvkImage> createFontImage(
|
||||
|
@ -1,6 +1,6 @@
|
||||
#version 450
|
||||
|
||||
layout(location = 1) in vec4 v_color;
|
||||
layout(location = 0) in vec4 v_color;
|
||||
layout(location = 0) out vec4 o_color;
|
||||
|
||||
void main() {
|
18
src/dxvk/hud/shaders/hud_line_vert.vert
Normal file
18
src/dxvk/hud/shaders/hud_line_vert.vert
Normal file
@ -0,0 +1,18 @@
|
||||
#version 450
|
||||
|
||||
layout(set = 0, binding = 0, std140)
|
||||
uniform u_hud {
|
||||
uvec2 size;
|
||||
} g_hud;
|
||||
|
||||
layout(location = 0) in vec2 v_position;
|
||||
layout(location = 1) in vec4 v_color;
|
||||
|
||||
layout(location = 0) out vec4 o_color;
|
||||
|
||||
void main() {
|
||||
o_color = v_color;
|
||||
|
||||
vec2 pos = 2.0f * (v_position / vec2(g_hud.size)) - 1.0f;
|
||||
gl_Position = vec4(pos, 0.0f, 1.0f);
|
||||
}
|
@ -3,10 +3,13 @@
|
||||
layout(set = 0, binding = 1) uniform sampler2D s_font;
|
||||
|
||||
layout(location = 0) in vec2 v_texcoord;
|
||||
layout(location = 1) in vec4 v_color;
|
||||
|
||||
layout(location = 0) out vec4 o_color;
|
||||
|
||||
layout(push_constant)
|
||||
uniform push_data {
|
||||
vec4 color;
|
||||
};
|
||||
|
||||
float sampleAlpha(float alpha_bias, float dist_range) {
|
||||
float value = texture(s_font, v_texcoord).r + alpha_bias - 0.5f;
|
||||
float dist = value * dot(vec2(dist_range, dist_range), 1.0f / fwidth(v_texcoord.xy));
|
||||
@ -17,7 +20,7 @@ void main() {
|
||||
float r_alpha_center = sampleAlpha(0.0f, 5.0f);
|
||||
float r_alpha_shadow = sampleAlpha(0.3f, 5.0f);
|
||||
|
||||
vec4 r_center = vec4(v_color.rgb, v_color.a * r_alpha_center);
|
||||
vec4 r_center = vec4(color.rgb, color.a * r_alpha_center);
|
||||
vec4 r_shadow = vec4(0.0f, 0.0f, 0.0f, r_alpha_shadow);
|
||||
|
||||
o_color = mix(r_shadow, r_center, r_alpha_center);
|
@ -7,14 +7,11 @@ uniform u_hud {
|
||||
|
||||
layout(location = 0) in vec2 v_position;
|
||||
layout(location = 1) in uvec2 v_texcoord;
|
||||
layout(location = 2) in vec4 v_color;
|
||||
|
||||
layout(location = 0) out vec2 o_texcoord;
|
||||
layout(location = 1) out vec4 o_color;
|
||||
|
||||
void main() {
|
||||
o_texcoord = vec2(v_texcoord);
|
||||
o_color = v_color;
|
||||
|
||||
vec2 pos = 2.0f * (v_position / vec2(g_hud.size)) - 1.0f;
|
||||
gl_Position = vec4(pos, 0.0f, 1.0f);
|
@ -39,9 +39,11 @@ dxvk_shaders = files([
|
||||
'shaders/dxvk_unpack_d24s8.comp',
|
||||
'shaders/dxvk_unpack_d32s8.comp',
|
||||
|
||||
'hud/shaders/hud_line.frag',
|
||||
'hud/shaders/hud_text.frag',
|
||||
'hud/shaders/hud_vert.vert',
|
||||
'hud/shaders/hud_line_frag.frag',
|
||||
'hud/shaders/hud_line_vert.vert',
|
||||
|
||||
'hud/shaders/hud_text_frag.frag',
|
||||
'hud/shaders/hud_text_vert.vert',
|
||||
])
|
||||
|
||||
dxvk_src = files([
|
||||
|
Loading…
x
Reference in New Issue
Block a user