Started work on sparsely bound partially resident texture example
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data/shaders/texturesparseresidency/sparseresidency.frag
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data/shaders/texturesparseresidency/sparseresidency.frag
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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// Required for the sparse* commands used in this shader
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#extension GL_ARB_sparse_texture2 : enable
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layout (binding = 1) uniform sampler2D samplerColor;
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layout (location = 0) in vec2 inUV;
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layout (location = 1) in float inLodBias;
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layout (location = 2) in vec3 inNormal;
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layout (location = 3) in vec3 inViewVec;
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layout (location = 4) in vec3 inLightVec;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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// Get residency code for current texel
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int residencyCode = sparseTextureARB(samplerColor, inUV, outFragColor);
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// Check if texel is resident
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bool texelResident = sparseTexelsResidentARB(residencyCode);
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vec4 color;
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if (texelResident)
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{
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color = texture(samplerColor, inUV, inLodBias);
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}
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else
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{
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color = vec4(1.0, 0.0, 0.0, 0.0);
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}
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outFragColor = vec4(color.rgb, 1.0);
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}
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data/shaders/texturesparseresidency/sparseresidency.frag.spv
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data/shaders/texturesparseresidency/sparseresidency.frag.spv
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data/shaders/texturesparseresidency/sparseresidency.vert
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data/shaders/texturesparseresidency/sparseresidency.vert
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec2 inUV;
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layout (location = 2) in vec3 inNormal;
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 model;
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vec4 viewPos;
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float lodBias;
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} ubo;
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layout (location = 0) out vec2 outUV;
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layout (location = 1) out float outLodBias;
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layout (location = 2) out vec3 outNormal;
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layout (location = 3) out vec3 outViewVec;
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layout (location = 4) out vec3 outLightVec;
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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void main()
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{
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outUV = inUV;
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outLodBias = ubo.lodBias;
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vec3 worldPos = vec3(ubo.model * vec4(inPos, 1.0));
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gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
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vec4 pos = ubo.model * vec4(inPos, 1.0);
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outNormal = mat3(inverse(transpose(ubo.model))) * inNormal;
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vec3 lightPos = vec3(0.0);
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vec3 lPos = mat3(ubo.model) * lightPos.xyz;
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outLightVec = lPos - pos.xyz;
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outViewVec = ubo.viewPos.xyz - pos.xyz;
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}
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data/shaders/texturesparseresidency/sparseresidency.vert.spv
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data/shaders/texturesparseresidency/sparseresidency.vert.spv
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