Skip to content
Open
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension


Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
2 changes: 1 addition & 1 deletion Samples/BulkLoadDemo/BulkLoadDemo/BulkLoadDemo.vcxproj
Original file line number Diff line number Diff line change
Expand Up @@ -23,7 +23,7 @@
<PlatformToolset>v142</PlatformToolset>
<MinimumVisualStudioVersion>16.0</MinimumVisualStudioVersion>
<TargetRuntime>Native</TargetRuntime>
<WindowsTargetPlatformVersion>10.0.19041.0</WindowsTargetPlatformVersion>
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Label="Configuration">
Expand Down
2 changes: 1 addition & 1 deletion Samples/BulkLoadDemo/Core/Core.vcxproj
Original file line number Diff line number Diff line change
Expand Up @@ -20,7 +20,7 @@
<DefaultLanguage>en-US</DefaultLanguage>
<Keyword>Win32Proj</Keyword>
<MinimumVisualStudioVersion>16.0</MinimumVisualStudioVersion>
<WindowsTargetPlatformVersion>10.0.19041.0</WindowsTargetPlatformVersion>
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
<TargetRuntime>Native</TargetRuntime>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -31,7 +31,7 @@ float4 GetBicubicFilterWeights(float offset, float A)
//return ComputeWeights(offset, A);

// Precompute weights for 16 discrete offsets
static const float4 FilterWeights[16] =
const float4 FilterWeights[16] =
{
ComputeWeights( 0.5 / 16.0, -0.5),
ComputeWeights( 1.5 / 16.0, -0.5),
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -41,7 +41,7 @@ float3 GetColor(uint s, uint t)
}

[RootSignature(Present_RootSig)]
float4 main(float4 position : SV_Position, float2 uv : TexCoord0) : SV_Target0
float3 main(float4 position : SV_Position, float2 uv : TexCoord0) : SV_Target0
{
float2 t = uv * TextureSize + 0.5;
float2 f = frac(t);
Expand All @@ -61,5 +61,5 @@ float4 main(float4 position : SV_Position, float2 uv : TexCoord0) : SV_Target0
W.z * GetColor(s2, st.y) +
W.w * GetColor(s3, st.y);

return float4(Color, 1);
return Color;
}
6 changes: 3 additions & 3 deletions Samples/BulkLoadDemo/Core/Shaders/BicubicUpsamplePS.hlsl
Original file line number Diff line number Diff line change
Expand Up @@ -61,7 +61,7 @@ float3 GetColor(uint s, uint t)
}

[RootSignature(Present_RootSig)]
float4 main(float4 position : SV_Position, float2 uv : TexCoord0) : SV_Target0
float3 main(float4 position : SV_Position, float2 uv : TexCoord0) : SV_Target0
{
float2 t = uv * TextureSize + 0.5;
float2 f = frac(t);
Expand All @@ -88,8 +88,8 @@ float4 main(float4 position : SV_Position, float2 uv : TexCoord0) : SV_Target0
float3 Color = Cubic(GetWeights(f.y), c0, c1, c2, c3);

#ifdef GAMMA_SPACE
return float4(Color, 1);
return Color;
#else
return float4(ApplyDisplayProfile(Color, DISPLAY_PLANE_FORMAT), 1);
return ApplyDisplayProfile(Color, DISPLAY_PLANE_FORMAT);
#endif
}
Original file line number Diff line number Diff line change
Expand Up @@ -37,7 +37,7 @@ float3 GetColor(uint s, uint t)
}

[RootSignature(Present_RootSig)]
float4 main(float4 position : SV_Position, float2 uv : TexCoord0) : SV_Target0
float3 main(float4 position : SV_Position, float2 uv : TexCoord0) : SV_Target0
{
float2 t = uv * TextureSize + 0.5;
float2 f = frac(t);
Expand All @@ -58,8 +58,8 @@ float4 main(float4 position : SV_Position, float2 uv : TexCoord0) : SV_Target0
W.w * GetColor(st.x, t3);

#ifdef GAMMA_SPACE
return float4(Color,1);
return Color;
#else
return float4(ApplyDisplayProfile(Color, DISPLAY_PLANE_FORMAT), 1);
return ApplyDisplayProfile(Color, DISPLAY_PLANE_FORMAT);
#endif
}
4 changes: 2 additions & 2 deletions Samples/BulkLoadDemo/Core/Shaders/BilinearUpsamplePS.hlsl
Original file line number Diff line number Diff line change
Expand Up @@ -18,8 +18,8 @@ Texture2D<float3> ColorTex : register(t0);
SamplerState BilinearFilter : register(s0);

[RootSignature(Present_RootSig)]
float4 main( float4 position : SV_Position, float2 uv : TexCoord0 ) : SV_Target0
float3 main( float4 position : SV_Position, float2 uv : TexCoord0 ) : SV_Target0
{
float3 LinearRGB = RemoveDisplayProfile(ColorTex.SampleLevel(BilinearFilter, uv, 0), LDR_COLOR_FORMAT);
return float4(ApplyDisplayProfile(LinearRGB, DISPLAY_PLANE_FORMAT), 1);
return ApplyDisplayProfile(LinearRGB, DISPLAY_PLANE_FORMAT);
}
11 changes: 7 additions & 4 deletions Samples/BulkLoadDemo/Core/Shaders/BlurCS.hlsl
Original file line number Diff line number Diff line change
Expand Up @@ -34,7 +34,7 @@ float3 BlurPixels( float3 a, float3 b, float3 c, float3 d, float3 e, float3 f, f
return Weights[0]*e + Weights[1]*(d+f) + Weights[2]*(c+g) + Weights[3]*(b+h) + Weights[4]*(a+i);
}

// 16x16 pixels with an 8x8 center that we will be blurring writing out. Each uint is two color channels packed together
// 16x16 pixels with an 8x8 center that we will be blurring writing out. Each uint is two color channels packed together
groupshared uint CacheR[128];
groupshared uint CacheG[128];
groupshared uint CacheB[128];
Expand Down Expand Up @@ -67,7 +67,7 @@ void Load1Pixel( uint index, out float3 pixel )
pixel = asfloat( uint3(CacheR[index], CacheG[index], CacheB[index]) );
}

// Blur two pixels horizontally. This reduces LDS reads and pixel unpacking.
// Blur two pixels horizontally. This reduces LDS reads and pixel unpacking.
void BlurHorizontally( uint outIndex, uint leftMostIndex )
{
float3 s0, s1, s2, s3, s4, s5, s6, s7, s8, s9;
Expand All @@ -77,6 +77,9 @@ void BlurHorizontally( uint outIndex, uint leftMostIndex )
Load2Pixels( leftMostIndex + 3, s6, s7 );
Load2Pixels( leftMostIndex + 4, s8, s9 );

// Be sure to finish loading values before we rewrite them.
GroupMemoryBarrierWithGroupSync();

Store1Pixel(outIndex , BlurPixels(s0, s1, s2, s3, s4, s5, s6, s7, s8));
Store1Pixel(outIndex+1, BlurPixels(s1, s2, s3, s4, s5, s6, s7, s8, s9));
}
Expand Down Expand Up @@ -104,8 +107,8 @@ void main( uint3 Gid : SV_GroupID, uint3 GTid : SV_GroupThreadID, uint3 DTid : S
//
// Load 4 pixels per thread into LDS
//
int2 GroupUL = (Gid.xy << 3) - 4; // Upper-left pixel coordinate of group read location
int2 ThreadUL = (GTid.xy << 1) + GroupUL; // Upper-left pixel coordinate of quad that this thread will read
int2 GroupUL = (Gid.xy << 3) - 4; // Upper-left pixel coordinate of group read location
int2 ThreadUL = (GTid.xy << 1) + GroupUL; // Upper-left pixel coordinate of quad that this thread will read

//
// Store 4 unblurred pixels in LDS
Expand Down
12 changes: 6 additions & 6 deletions Samples/BulkLoadDemo/Core/Shaders/ColorSpaceUtility.hlsli
Original file line number Diff line number Diff line change
Expand Up @@ -37,37 +37,37 @@
float3 ApplySRGBCurve( float3 x )
{
// Approximately pow(x, 1.0 / 2.2)
return x < 0.0031308 ? 12.92 * x : 1.055 * pow(x, 1.0 / 2.4) - 0.055;
return select(x < 0.0031308, 12.92 * x, 1.055 * pow(x, 1.0 / 2.4) - 0.055);
}

float3 RemoveSRGBCurve( float3 x )
{
// Approximately pow(x, 2.2)
return x < 0.04045 ? x / 12.92 : pow( (x + 0.055) / 1.055, 2.4 );
return select(x < 0.04045, x / 12.92, pow( (x + 0.055) / 1.055, 2.4 ));
}

// These functions avoid pow() to efficiently approximate sRGB with an error < 0.4%.
float3 ApplySRGBCurve_Fast( float3 x )
{
return x < 0.0031308 ? 12.92 * x : 1.13005 * sqrt(x - 0.00228) - 0.13448 * x + 0.005719;
return select(x < 0.0031308, 12.92 * x, 1.13005 * sqrt(x - 0.00228) - 0.13448 * x + 0.005719);
}

float3 RemoveSRGBCurve_Fast( float3 x )
{
return x < 0.04045 ? x / 12.92 : -7.43605 * x - 31.24297 * sqrt(-0.53792 * x + 1.279924) + 35.34864;
return select(x < 0.04045, x / 12.92, -7.43605 * x - 31.24297 * sqrt(-0.53792 * x + 1.279924) + 35.34864);
}

// The OETF recommended for content shown on HDTVs. This "gamma ramp" may increase contrast as
// appropriate for viewing in a dark environment. Always use this curve with Limited RGB as it is
// used in conjunction with HDTVs.
float3 ApplyREC709Curve( float3 x )
{
return x < 0.0181 ? 4.5 * x : 1.0993 * pow(x, 0.45) - 0.0993;
return select(x < 0.0181, 4.5 * x, 1.0993 * pow(x, 0.45) - 0.0993);
}

float3 RemoveREC709Curve( float3 x )
{
return x < 0.08145 ? x / 4.5 : pow((x + 0.0993) / 1.0993, 1.0 / 0.45);
return select(x < 0.08145, x / 4.5, pow((x + 0.0993) / 1.0993, 1.0 / 0.45));
}

// This is the new HDR transfer function, also called "PQ" for perceptual quantizer. Note that REC2084
Expand Down
4 changes: 2 additions & 2 deletions Samples/BulkLoadDemo/Core/Shaders/CompositeHDRPS.hlsl
Original file line number Diff line number Diff line change
Expand Up @@ -24,7 +24,7 @@ cbuffer CB0 : register(b0)
}

[RootSignature(Present_RootSig)]
float4 main( float4 position : SV_Position, float2 uv : TexCoord0 ) : SV_Target0
float3 main( float4 position : SV_Position, float2 uv : TexCoord0 ) : SV_Target0
{
int2 ST = (int2)position.xy;

Expand All @@ -36,5 +36,5 @@ float4 main( float4 position : SV_Position, float2 uv : TexCoord0 ) : SV_Target0
OverlayColor.rgb = REC709toREC2020(OverlayColor.rgb / (OverlayColor.a == 0.0 ? 1.0 : OverlayColor.a));
OverlayColor.rgb = ApplyREC2084Curve(OverlayColor.rgb * PaperWhiteRatio);

return float4(lerp(MainColor, OverlayColor.rgb, OverlayColor.a), 1);
return lerp(MainColor, OverlayColor.rgb, OverlayColor.a);
}
4 changes: 2 additions & 2 deletions Samples/BulkLoadDemo/Core/Shaders/CompositeSDRPS.hlsl
Original file line number Diff line number Diff line change
Expand Up @@ -18,9 +18,9 @@ Texture2D<float3> MainBuffer : register(t0);
Texture2D<float4> OverlayBuffer : register(t1);

[RootSignature(Present_RootSig)]
float4 main( float4 position : SV_Position ) : SV_Target0
float3 main( float4 position : SV_Position ) : SV_Target0
{
float3 MainColor = ApplyDisplayProfile(MainBuffer[(int2)position.xy], DISPLAY_PLANE_FORMAT);
float4 OverlayColor = OverlayBuffer[(int2)position.xy];
return float4(OverlayColor.rgb + MainColor.rgb * (1.0 - OverlayColor.a), 1);
return OverlayColor.rgb + MainColor.rgb * (1.0 - OverlayColor.a);
}
23 changes: 13 additions & 10 deletions Samples/BulkLoadDemo/Core/Shaders/DoFPass1CS.hlsl
Original file line number Diff line number Diff line change
Expand Up @@ -37,21 +37,24 @@ void main( uint3 Gid : SV_GroupID, uint GI : SV_GroupIndex, uint3 GTid : SV_Grou
float TileMaxDepth = Max4(Depths);
float TileMaxCoC = MaxCoC(Depths);

// Write and sync
gs_ClosestDepthSearch[GI] = TileMinDepth;
gs_FarthestDepthSearch[GI] = TileMaxDepth;
gs_MaximumCoC[GI] = TileMaxCoC;
GroupMemoryBarrierWithGroupSync();

for (uint i = 32; i > 0; i >>= 1)
{
// Write and sync
gs_ClosestDepthSearch[GI] = TileMinDepth;
gs_FarthestDepthSearch[GI] = TileMaxDepth;
gs_MaximumCoC[GI] = TileMaxCoC;
GroupMemoryBarrierWithGroupSync();

// Read and sync
TileMinDepth = min(TileMinDepth, gs_ClosestDepthSearch[(GI + i) % 64]);
TileMaxDepth = max(TileMaxDepth, gs_FarthestDepthSearch[(GI + i) % 64]);
TileMaxCoC = max(TileMaxCoC, gs_MaximumCoC[(GI + i) % 64]);
if (GI < i)
{
Copy link

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Hmm... it would be helpful to have a description in the PR for the reasoning of change in this method. Should this be setting [GI] instead of [i]?

gs_ClosestDepthSearch[i] = min(gs_ClosestDepthSearch[i], gs_ClosestDepthSearch[GI + i]);
gs_FarthestDepthSearch[i] = max(gs_FarthestDepthSearch[i], gs_FarthestDepthSearch[GI + i]);
gs_MaximumCoC[i] = max(gs_MaximumCoC[i], gs_MaximumCoC[GI + i]);
}
GroupMemoryBarrierWithGroupSync();
}

if (GI == 0)
TileClass[Gid.xy] = float3(TileMaxCoC, TileMinDepth, TileMaxDepth);
TileClass[Gid.xy] = float3(gs_MaximumCoC[0], gs_FarthestDepthSearch[0], gs_FarthestDepthSearch[0]);
Copy link

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Should this be gs_ClosestDepthSearch?

Copy link

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

(specifically, the first gs_FarthestDepthSearch on this line)

}
4 changes: 2 additions & 2 deletions Samples/BulkLoadDemo/Core/Shaders/GenerateMipsCS.hlsli
Original file line number Diff line number Diff line change
Expand Up @@ -55,10 +55,10 @@ float4 LoadColor( uint Index )
float3 ApplySRGBCurve(float3 x)
{
// This is exactly the sRGB curve
//return x < 0.0031308 ? 12.92 * x : 1.055 * pow(abs(x), 1.0 / 2.4) - 0.055;
//return select(x < 0.0031308, 12.92 * x, 1.055 * pow(abs(x), 1.0 / 2.4) - 0.055);

// This is cheaper but nearly equivalent
return x < 0.0031308 ? 12.92 * x : 1.13005 * sqrt(abs(x - 0.00228)) - 0.13448 * x + 0.005719;
return select(x < 0.0031308, 12.92 * x, 1.13005 * sqrt(abs(x - 0.00228)) - 0.13448 * x + 0.005719);
}

float4 PackColor(float4 Linear)
Expand Down
2 changes: 1 addition & 1 deletion Samples/BulkLoadDemo/Core/Shaders/LanczosFunctions.hlsli
Original file line number Diff line number Diff line change
Expand Up @@ -41,7 +41,7 @@ float4 GetUpscaleFilterWeights(float offset)
//return ComputeWeights(offset);

// Precompute weights for 16 discrete offsets
static const float4 FilterWeights[16] =
const float4 FilterWeights[16] =
{
ComputeWeights( 0.5 / 16.0),
ComputeWeights( 1.5 / 16.0),
Expand Down
4 changes: 2 additions & 2 deletions Samples/BulkLoadDemo/Core/Shaders/LanczosHorizontalPS.hlsl
Original file line number Diff line number Diff line change
Expand Up @@ -30,7 +30,7 @@ float4x3 LoadSamples(int2 ST, uint2 Stride)
}

[RootSignature(Present_RootSig)]
float4 main(float4 Pos : SV_Position, float2 UV : TexCoord0) : SV_Target0
float3 main(float4 Pos : SV_Position, float2 UV : TexCoord0) : SV_Target0
{
// We subtract 0.5 because that represents the center of the pixel. We need to know where
// we lie between two pixel centers, and we will use frac() for that. We subtract another
Expand All @@ -53,5 +53,5 @@ float4 main(float4 Pos : SV_Position, float2 UV : TexCoord0) : SV_Target0
Result = ApplyDisplayProfile(Result, DISPLAY_PLANE_FORMAT);
#endif

return float4(Result, 1);
return Result;
}
4 changes: 2 additions & 2 deletions Samples/BulkLoadDemo/Core/Shaders/MagnifyPixelsPS.hlsl
Original file line number Diff line number Diff line change
Expand Up @@ -23,8 +23,8 @@ cbuffer Constants : register(b0)
}

[RootSignature(Present_RootSig)]
float4 main( float4 position : SV_Position, float2 uv : TexCoord0 ) : SV_Target0
float3 main( float4 position : SV_Position, float2 uv : TexCoord0 ) : SV_Target0
{
float2 ScaledUV = ScaleFactor * (uv - 0.5) + 0.5;
return float4(ColorTex.SampleLevel(PointSampler, ScaledUV, 0), 1);
return ColorTex.SampleLevel(PointSampler, ScaledUV, 0);
}
Original file line number Diff line number Diff line change
Expand Up @@ -106,7 +106,7 @@ void main( uint3 Gid : SV_GroupID, uint GI : SV_GroupIndex, uint3 GTid : SV_Grou
ParticleCountInBin = min(MAX_PARTICLES_PER_BIN, ParticleCountInBin);

// Compute the next power of two for the bitonic sort
uint NextPow2 = countbits(ParticleCountInBin) <= 1u ? ParticleCountInBin : (2u << firstbithigh(ParticleCountInBin));
uint NextPow2 = countbits(ParticleCountInBin) <= 1 ? ParticleCountInBin : (2u << firstbithigh(ParticleCountInBin));

// Fill in the sort key array. Each sort key has passenger data (in the least signficant
// bits, so that as the sort keys are moved around, they retain a pointer to the particle
Expand Down
4 changes: 2 additions & 2 deletions Samples/BulkLoadDemo/Core/Shaders/PresentHDRPS.hlsl
Original file line number Diff line number Diff line change
Expand Up @@ -17,7 +17,7 @@
Texture2D<float3> MainBuffer : register(t0);

[RootSignature(Present_RootSig)]
float4 main( float4 position : SV_Position, float2 uv : TexCoord0 ) : SV_Target0
float3 main( float4 position : SV_Position, float2 uv : TexCoord0 ) : SV_Target0
{
return float4(ApplyREC2084Curve(MainBuffer[(int2)position.xy] / 10000.0), 1);
return ApplyREC2084Curve(MainBuffer[(int2)position.xy] / 10000.0);
}
4 changes: 2 additions & 2 deletions Samples/BulkLoadDemo/Core/Shaders/PresentSDRPS.hlsl
Original file line number Diff line number Diff line change
Expand Up @@ -17,8 +17,8 @@
Texture2D<float3> ColorTex : register(t0);

[RootSignature(Present_RootSig)]
float4 main( float4 position : SV_Position ) : SV_Target0
float3 main( float4 position : SV_Position ) : SV_Target0
{
float3 LinearRGB = ColorTex[(int2)position.xy];
return float4(ApplyDisplayProfile(LinearRGB, DISPLAY_PLANE_FORMAT), 1);
return ApplyDisplayProfile(LinearRGB, DISPLAY_PLANE_FORMAT);
}
6 changes: 3 additions & 3 deletions Samples/BulkLoadDemo/Core/Shaders/ScaleAndCompositeHDRPS.hlsl
Original file line number Diff line number Diff line change
Expand Up @@ -42,14 +42,14 @@ float3 ScaleBuffer(float2 uv)
}

[RootSignature(Present_RootSig)]
float4 main( float4 position : SV_Position, float2 uv : TexCoord0 ) : SV_Target0
float3 main( float4 position : SV_Position, float2 uv : TexCoord0 ) : SV_Target0
{
float3 MainColor = ApplyREC2084Curve(ScaleBuffer(uv) / 10000.0);
float3 MainColor = ApplyREC2084Curve( saturate(ScaleBuffer(uv) / 10000.0) );
Copy link

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I'm not very familiar with this method - what caused the need to add saturate?

Copy link

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

also small nit: spacing

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

@Zu-shi The PR description states that it updates the shaders to match the DirectX-Graphics-Samples repository, which appears to be their primary location and is thus more up-to-date. The saturate call was added in commit 8fc63a4 (Better HDR color range clamp).


float4 OverlayColor = OverlayBuffer[(int2)position.xy];
OverlayColor.rgb = RemoveSRGBCurve(OverlayColor.rgb);
OverlayColor.rgb = REC709toREC2020(OverlayColor.rgb / (OverlayColor.a == 0.0 ? 1.0 : OverlayColor.a));
OverlayColor.rgb = ApplyREC2084Curve(OverlayColor.rgb * PaperWhiteRatio);

return float4(lerp(MainColor, OverlayColor.rgb, OverlayColor.a), 1);
return lerp(MainColor, OverlayColor.rgb, OverlayColor.a);
}
4 changes: 2 additions & 2 deletions Samples/BulkLoadDemo/Core/Shaders/ScaleAndCompositeSDRPS.hlsl
Original file line number Diff line number Diff line change
Expand Up @@ -40,9 +40,9 @@ float3 ScaleBuffer(float2 uv)
}

[RootSignature(Present_RootSig)]
float4 main( float4 position : SV_Position, float2 uv : TexCoord0 ) : SV_Target0
float3 main( float4 position : SV_Position, float2 uv : TexCoord0 ) : SV_Target0
{
float3 MainColor = ApplyDisplayProfile(ScaleBuffer(uv), DISPLAY_PLANE_FORMAT);
float4 OverlayColor = OverlayBuffer[(int2)position.xy];
return float4(OverlayColor.rgb + MainColor.rgb * (1.0 - OverlayColor.a), 1);
return OverlayColor.rgb + MainColor.rgb * (1.0 - OverlayColor.a);
}
6 changes: 3 additions & 3 deletions Samples/BulkLoadDemo/Core/Shaders/SharpeningUpsamplePS.hlsl
Original file line number Diff line number Diff line change
Expand Up @@ -37,15 +37,15 @@ float3 GetColor(float2 UV)
}

[RootSignature(Present_RootSig)]
float4 main(float4 position : SV_Position, float2 uv : TexCoord0) : SV_Target0
float3 main(float4 position : SV_Position, float2 uv : TexCoord0) : SV_Target0
{
float3 Color = WB * GetColor(uv) - WA * (
GetColor(uv + UVOffset0) + GetColor(uv - UVOffset0) +
GetColor(uv + UVOffset1) + GetColor(uv - UVOffset1));

#ifdef GAMMA_SPACE
return float4(Color, 1);
return Color;
#else
return float4(ApplyDisplayProfile(Color, DISPLAY_PLANE_FORMAT), 1);
return ApplyDisplayProfile(Color, DISPLAY_PLANE_FORMAT);
#endif
}
2 changes: 0 additions & 2 deletions Samples/BulkLoadDemo/Core/Shaders/TemporalBlendCS.hlsl
Original file line number Diff line number Diff line change
Expand Up @@ -194,8 +194,6 @@ void main(uint3 DTid : SV_DispatchThreadID, uint GI : SV_GroupIndex, uint3 GTid
uint Idx0 = GTid.x * 2 + GTid.y * kLdsPitch + kLdsPitch + 1;
uint Idx1 = Idx0 + 1;

GroupMemoryBarrierWithGroupSync();

float3 BoxMin, BoxMax;
GetBBoxForPair(Idx0, Idx1, BoxMin, BoxMax);

Expand Down
2 changes: 1 addition & 1 deletion Samples/BulkLoadDemo/Core/Shaders/ToneMappingUtility.hlsli
Original file line number Diff line number Diff line change
Expand Up @@ -30,7 +30,7 @@ float3 TM_Reinhard(float3 hdr, float k = 1.0)
// The inverse of Reinhard
float3 ITM_Reinhard(float3 sdr, float k = 1.0)
{
return k * sdr / (k - sdr);
return k * sdr / (1.0 - sdr);
}

//
Expand Down
2 changes: 1 addition & 1 deletion Samples/BulkLoadDemo/MiniArchive/MiniArchive.vcxproj
Original file line number Diff line number Diff line change
Expand Up @@ -20,7 +20,7 @@
<DefaultLanguage>en-US</DefaultLanguage>
<Keyword>Win32Proj</Keyword>
<MinimumVisualStudioVersion>16.0</MinimumVisualStudioVersion>
<WindowsTargetPlatformVersion>10.0.19041.0</WindowsTargetPlatformVersion>
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
<TargetRuntime>Native</TargetRuntime>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
Expand Down
Loading