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133 行
10 KiB
133 行
10 KiB
// This file assumes SHADER_API_METAL is defined
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// TODO: This is a straight copy from D3D11.hlsl. Go through all this stuff and adjust where needed.
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#define UNITY_UV_STARTS_AT_TOP 1
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#define UNITY_REVERSED_Z 1
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#define UNITY_NEAR_CLIP_VALUE (1.0)
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// This value will not go through any matrix projection conversion
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#define UNITY_RAW_FAR_CLIP_VALUE (0.0)
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#define VERTEXID_SEMANTIC SV_VertexID
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#define INSTANCEID_SEMANTIC SV_InstanceID
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#define FRONT_FACE_SEMANTIC SV_IsFrontFace
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#define FRONT_FACE_TYPE bool
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#define IS_FRONT_VFACE(VAL, FRONT, BACK) ((VAL) ? (FRONT) : (BACK))
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#define CBUFFER_START(name) cbuffer name {
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#define CBUFFER_END };
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#define PLATFORM_SUPPORTS_EXPLICIT_BINDING
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#define PLATFORM_NEEDS_UNORM_UAV_SPECIFIER
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// flow control attributes
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#define UNITY_BRANCH [branch]
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#define UNITY_FLATTEN [flatten]
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#define UNITY_UNROLL [unroll]
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#define UNITY_UNROLLX(_x) [unroll(_x)]
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#define UNITY_LOOP [loop]
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// Initialize arbitrary structure with zero values.
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// Do not exist on some platform, in this case we need to have a standard name that call a function that will initialize all parameters to 0
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#define ZERO_INITIALIZE(type, name) name = (type)0;
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#define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } }
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// Texture util abstraction
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#define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2)
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// Texture abstraction
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#define TEXTURE2D(textureName) Texture2D textureName
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#define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName
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#define TEXTURECUBE(textureName) TextureCube textureName
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#define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName
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#define TEXTURE3D(textureName) Texture3D textureName
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#define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName
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#define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray textureName // no support to _float on Array, it's being added
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#define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName
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#define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray textureName // no support to _float on Array, it's being added
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#define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName
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#define TEXTURE2D_HALF(textureName) Texture2D_half textureName
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#define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray textureName // no support to _float on Array, it's being added
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#define TEXTURECUBE_HALF(textureName) TextureCube_half textureName
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#define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray textureName // no support to _float on Array, it's being added
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#define TEXTURE3D_HALF(textureName) Texture3D_half textureName
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#define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName)
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#define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName)
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#define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName)
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#define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName)
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#define RW_TEXTURE2D(type, textureName) RWTexture2D<type> textureName
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#define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray<type> textureName
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#define RW_TEXTURE3D(type, textureName) RWTexture3D<type> textureName
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#define SAMPLER(samplerName) SamplerState samplerName
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#define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName
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#define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName)
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#define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName)
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#define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName)
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#define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName)
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#define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName)
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#define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName)
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#define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName)
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#define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName)
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#define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName)
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#define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName
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#define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName
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#define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName
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#define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName
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#define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName
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#define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName
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#define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName
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#define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName
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#define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName
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#define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2)
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#define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod)
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#define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias)
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#define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy)
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#define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index))
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#define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod)
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#define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias)
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#define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy)
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#define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
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#define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod)
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#define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias)
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#define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index))
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#define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod)
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#define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias)
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#define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
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#define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod)
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#define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z)
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#define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z)
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#define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w)
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#define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w)
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#define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r
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#define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod).r
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#define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0))
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#define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod))
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#define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex)
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#define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0))
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#define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex)
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#define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod))
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#define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0))
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#define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod))
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#define PLATFORM_SUPPORT_GATHER
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#define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2)
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#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index))
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#define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3)
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#define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index))
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#define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2)
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#define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2)
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#define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2)
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#define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2)
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