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authorMatthew Moulton <30711895+mmoult@users.noreply.github.com>2024-06-07 10:47:17 -0500
committerGitHub <noreply@github.com>2024-06-07 08:47:17 -0700
commit78d34f3b3cec6222f87fc69eddfe66f3fc91b1cf (patch)
tree3e3b2596e401c722de7c84b1e35a923d2051d0a7 /examples/autodiff-texture
parent7c6faf62158eed309f01bbef8a7b88e0c36459c7 (diff)
Improve documentation and example formatting consistency (#4299)
* Improve doc and example consistency Improve consistency of formatting in example shaders and remove trailing spaces in documentation files. Fix minor typos.
Diffstat (limited to 'examples/autodiff-texture')
-rw-r--r--examples/autodiff-texture/draw-quad.slang2
-rw-r--r--examples/autodiff-texture/reconstruct.slang4
-rw-r--r--examples/autodiff-texture/train.slang6
3 files changed, 6 insertions, 6 deletions
diff --git a/examples/autodiff-texture/draw-quad.slang b/examples/autodiff-texture/draw-quad.slang
index 55a33b46b..6742e12fa 100644
--- a/examples/autodiff-texture/draw-quad.slang
+++ b/examples/autodiff-texture/draw-quad.slang
@@ -25,7 +25,7 @@ struct Fragment
struct VertexStageOutput
{
float2 uv : UV;
- float4 sv_position : SV_Position;
+ float4 sv_position : SV_Position;
};
[shader("vertex")]
diff --git a/examples/autodiff-texture/reconstruct.slang b/examples/autodiff-texture/reconstruct.slang
index c123010e5..8ea033160 100644
--- a/examples/autodiff-texture/reconstruct.slang
+++ b/examples/autodiff-texture/reconstruct.slang
@@ -28,8 +28,8 @@ void computeMain(uint3 threadIdx : SV_DispatchThreadID)
newDstValToAdd = (float3)dstVal.xyz * float3(1.0 / (dstVal.w * 65536.0));
float4 existingVal = 0.0;
-
- if (dstLayer < layerCount - 1 )
+
+ if (dstLayer < layerCount - 1)
{
uint parentOffset = mipOffset[(dstLayer + 1) / 4][(dstLayer + 1) % 4];
uint parentW = dstW / 2;
diff --git a/examples/autodiff-texture/train.slang b/examples/autodiff-texture/train.slang
index e171d3d71..c6a819d2f 100644
--- a/examples/autodiff-texture/train.slang
+++ b/examples/autodiff-texture/train.slang
@@ -2,12 +2,12 @@
// This class encapsulates a differentiable texture object that uses
// hardware sampling for the primal version, but substitutes a reference
-// interpolation implementation to generate backward pass.
-//
+// interpolation implementation to generate backward pass.
+//
// This specific implementation also makes the choice to use fast fixed point
// atomics to accumulate the derivative (suitable for this example, but maybe
// not in general)
-//
+//
struct DifferentiableTexture
{
RWStructuredBuffer<int> accumulateBuffer; // Per-mip-level accumulate buffer