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Merge branch 'master' into SkySystem

/main
Evgenii Golubev 8 年前
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4e63bc81
共有 1 个文件被更改,包括 9 次插入4 次删除
  1. 13
      Assets/ScriptableRenderLoop/ShaderLibrary/API/D3D11.hlsl

13
Assets/ScriptableRenderLoop/ShaderLibrary/API/D3D11.hlsl


#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_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3((coord2).xy, index))
#define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3((coord2).xy, index), lod)
#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_ARRAY(textureName, samplerName, coord3) textureName.Sample(samplerName, float4((coord3).xyz, index))
#define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, float4((coord3).xyz, index), lod)
#define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3) textureName.Sample(samplerName, float4(coord3, index))
#define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, 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 LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0))
#define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex)
#define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2)
#define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index))
#define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3)
#define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3) textureName.Gather(samplerName, float4(coord3, index))
#define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3)
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