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Checking for Cubemap array support on OGL based on what front end compiler expects instead of SM capability.

/LightweightPipelineExperimental
Felipe Lira 7 年前
当前提交
1b2ea142
共有 2 个文件被更改,包括 10 次插入10 次删除
  1. 10
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/GLCore.hlsl
  2. 10
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/GLES3.hlsl

10
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/GLCore.hlsl


#define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
#define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod)
#define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias)
#if OPENGL4_1_SM5
#define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index))
#define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod)
#define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias)
#else
#ifdef UNITY_NO_CUBEMAP_ARRAY
#else
#define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index))
#define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod)
#define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)textureName.SampleBias(samplerName, float4(coord3, index), bias)
#endif
#define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)

10
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/GLES3.hlsl


#define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod)
#define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias)
#if GLES3_1_AEP
#define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index))
#define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod)
#define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)textureName.SampleBias(samplerName, float4(coord3, index), bias)
#else
#ifdef UNITY_NO_CUBEMAP_ARRAY
#else
#define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index))
#define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod)
#define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)textureName.SampleBias(samplerName, float4(coord3, index), bias)
#endif
#define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)

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