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@luluco250
Created Dec 31, 2020
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ReShade broken pooled texture behavior on DirectX 9 example shader
#ifndef BROKEN_POOLED_USE_POOLED
#define BROKEN_POOLED_USE_POOLED 1
#endif
texture BackBufferTex : COLOR;
sampler BackBuffer
{
Texture = BackBufferTex;
};
texture ATex
#if BROKEN_POOLED_USE_POOLED
<pooled = true;>
#endif
{
Width = BUFFER_WIDTH;
Height = BUFFER_HEIGHT;
};
sampler A
{
Texture = ATex;
};
texture BTex
#if BROKEN_POOLED_USE_POOLED
<pooled = true;>
#endif
{
Width = BUFFER_WIDTH;
Height = BUFFER_HEIGHT;
};
sampler B
{
Texture = BTex;
};
void ScreenVS(
uint id : SV_VERTEXID,
out float4 pos : SV_POSITION,
out float2 uv : TEXCOORD)
{
uv.x = (id == 2) ? 2.0 : 0.0;
uv.y = (id == 1) ? 2.0 : 0.0;
pos = float4(uv * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0);
}
float4 WriteAPS(float4 p : SV_POSITION, float2 uv : TEXCOORD) : SV_TARGET
{
return tex2D(BackBuffer, uv);
}
float4 WriteBPS(float4 p : SV_POSITION, float2 uv : TEXCOORD) : SV_TARGET
{
return tex2D(A, uv);
}
float4 FinalPS(float4 p : SV_POSITION, float2 uv : TEXCOORD) : SV_TARGET
{
return tex2D(B, uv);
}
technique BrokenPooled
{
pass WriteA
{
VertexShader = ScreenVS;
PixelShader = WriteAPS;
RenderTarget = ATex;
}
pass WriteB
{
VertexShader = ScreenVS;
PixelShader = WriteBPS;
RenderTarget = BTex;
}
pass Final
{
VertexShader = ScreenVS;
PixelShader = FinalPS;
}
}
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