|
|
|
|
|
|
// This file assumes SHADER_API_METAL is defined |
|
|
|
// TODO: This is a straight copy from D3D11.hlsl. Go through all this stuff and adjust where needed. |
|
|
|
|
|
|
|
#define UNITY_UV_STARTS_AT_TOP 1 |
|
|
|
#define UNITY_REVERSED_Z 1 |
|
|
|
#define UNITY_NEAR_CLIP_VALUE (1.0) |
|
|
|
// This value will not go through any matrix projection convertion |
|
|
|
#define UNITY_RAW_FAR_CLIP_VALUE (0.0) |
|
|
|
#define FRONT_FACE_SEMATIC SV_IsFrontFace |
|
|
|
#define FRONT_FACE_TYPE bool |
|
|
|
#define IS_FRONT_VFACE(VAL, FRONT, BACK) ((VAL) ? (FRONT) : (BACK)) |
|
|
|
|
|
|
|
#define CBUFFER_START(name) cbuffer name { |
|
|
|
#define CBUFFER_END }; |
|
|
|
|
|
|
|
// Initialize arbitrary structure with zero values. |
|
|
|
// 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 |
|
|
|
#define ZERO_INITIALIZE(type, name) name = (type)0; |
|
|
|
|
|
|
|
// Texture util abstraction |
|
|
|
|
|
|
|
#define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) |
|
|
|
|
|
|
|
// Texture abstraction |
|
|
|
|
|
|
|
#define TEXTURE2D(textureName) Texture2D textureName |
|
|
|
#define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName |
|
|
|
#define TEXTURECUBE(textureName) TextureCube textureName |
|
|
|
#define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName |
|
|
|
#define TEXTURE3D(textureName) Texture3D textureName |
|
|
|
|
|
|
|
#define SAMPLER2D(samplerName) SamplerState samplerName |
|
|
|
#define SAMPLERCUBE(samplerName) SamplerState samplerName |
|
|
|
#define SAMPLER3D(samplerName) SamplerState samplerName |
|
|
|
#define SAMPLER2D_SHADOW(samplerName) SamplerComparisonState samplerName |
|
|
|
#define SAMPLERCUBE_SHADOW(samplerName) SamplerComparisonState samplerName |
|
|
|
|
|
|
|
#define TEXTURE2D_ARGS(textureName, samplerName) Texture2D textureName, SamplerState samplerName |
|
|
|
#define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) Texture2DArray textureName, SamplerState samplerName |
|
|
|
#define TEXTURECUBE_ARGS(textureName, samplerName) TextureCube textureName, SamplerState samplerName |
|
|
|
#define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) TextureCubeArray textureName, SamplerState samplerName |
|
|
|
#define TEXTURE3D_ARGS(textureName, samplerName) Texture3D textureName, SamplerState samplerName |
|
|
|
#define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) Texture2D textureName, SamplerComparisonState samplerName |
|
|
|
#define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) Texture2DArray textureName, SamplerComparisonState samplerName |
|
|
|
#define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) TextureCube textureName, SamplerComparisonState samplerName |
|
|
|
|
|
|
|
#define TEXTURE2D_PARAM(textureName, samplerName) textureName, samplerName |
|
|
|
#define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) textureName, samplerName |
|
|
|
#define TEXTURECUBE_PARAM(textureName, samplerName) textureName, samplerName |
|
|
|
#define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) textureName, samplerName |
|
|
|
#define TEXTURE3D_PARAM(textureName, samplerName) textureName, samplerName |
|
|
|
#define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) textureName, samplerName |
|
|
|
#define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) textureName, samplerName |
|
|
|
#define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) textureName, samplerName |
|
|
|
|
|
|
|
#define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) |
|
|
|
#define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) |
|
|
|
#define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) textureName.SampleGrad(samplerName, coord2, ddx, ddy) |
|
|
|
#define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) |
|
|
|
#define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) |
|
|
|
#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_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_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) |
|
|
|
#define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) |
|
|
|
#define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) |
|
|
|
#define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord3).xyz, (coord3).w) |
|
|
|
|
|
|
|
#define TEXTURE2D_HALF TEXTURE2D |
|
|
|
#define TEXTURE2D_FLOAT TEXTURE2D |
|
|
|
#define SAMPLER2D_HALF SAMPLER2D |
|
|
|
#define SAMPLER2D_FLOAT SAMPLER2D |
|
|
|
|
|
|
|
#define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) |
|
|
|
#define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) |
|
|
|
#define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) |
|
|
|
#define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) |
|
|
|
#define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) |
|
|
|
|
|
|
|
#define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) |
|
|
|
#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) |
|
|
|
#define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) |
|
|
|
#define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) |