Comments (2)
If you do not plan to create a ultimate shader loading tool, then you could split the code to create two separate vulkan layers and one meta-layer file to load both of them.
Let's say VK_LAYER_VKBASALT_cas
and VK_LAYER_VKBASALT_fxaa
, which can be used separately and VK_LAYER_VKBASALT_fxaa_cas
as meta-layer.
{
"file_format_version" : "1.1.0",
"layer" : {
"name": "VK_LAYER_VKBASALT_fxaa_cas",
"type": "GLOBAL",
"api_version": "1.1.125",
"implementation_version": "1",
"description": "a post process layer",
"component_layers": [
"VK_LAYER_VKBASALT_fxaa",
"VK_LAYER_VKBASALT_cas"
]
}
}
Later, in case there will be TXAA (if it even possible), just add one more small vulkan layer and new meta-layer file for VK_LAYER_VKBASALT_txaa_cas
.
Also, in this case you may want to use built-in shader data. E.g. generate C header file and use it during compilation.
$ glslangValidator -V fxaa.frag --vn fxaaShaderData -o fxaa.h
An environment variable for CAS configuration let you completely avoid user data directory dependency. In case of an explicit vulkan layer the launch command could look like
$ VK_INSTANCE_LAYERS=VK_LAYER_VKBASALT_fxaa_cas CAS="0.1" vkcube
Layers and directory structure examples: vkBasalt.zip
LD_LIBRARY_PATH="/path/to/lib64:/path/to/lib"
and ~/.local/share/vulkan/
(or VK_LAYER_PATH=/path/to/layer/file
) for local installation.
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@pchome I have considered splitting the layer up, but this would be result in more memory fragmentation and adding new shaders would mean to many possible combination of those.
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Related Issues (20)
- vkBasalt doesn't compile (ninja: build stopped: subcommand failed.)
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- API to indicate global state of effects
- Reshade update?
- CRT-Royale support HOT 8
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- Document the Deband shader
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- Suggestion-Info more than "issue"
- feature req: per-app config file support HOT 2
- Is required the path /home/username/.local/share/reshade/.git/ for work correctly ? HOT 1
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- [GNU/Linux + Wayland] vkBasalt causes Wayland compositors stall when fullscreen windows are closed with ALT+F4 HOT 3
- [TIP] custom .fx file per game
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- Hold to toggle
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