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Put macros into their own header

/main
Evgenii Golubev 7 年前
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5b3b76c3
共有 2 个文件被更改,包括 79 次插入74 次删除
  1. 75
      ScriptableRenderPipeline/Core/ShaderLibrary/Common.hlsl
  2. 78
      ScriptableRenderPipeline/Core/ShaderLibrary/Macros.hlsl

75
ScriptableRenderPipeline/Core/ShaderLibrary/Common.hlsl


#endif
#include "API/Validate.hlsl"
#include "Macros.hlsl"
// Some shader compiler don't support to do multiple ## for concatenation inside the same macro, it require an indirection.
// This is the purpose of this macro
#define MERGE_NAME(X, Y) X##Y
// These define are use to abstract the way we sample into a cubemap array.
// Some platform don't support cubemap array so we fallback on 2D latlong
#ifdef UNITY_NO_CUBEMAP_ARRAY
#define TEXTURECUBE_ARRAY_ABSTRACT TEXTURE2D_ARRAY
#define SAMPLERCUBE_ABSTRACT SAMPLER2D
#define TEXTURECUBE_ARRAY_ARGS_ABSTRACT TEXTURE2D_ARRAY_ARGS
#define TEXTURECUBE_ARRAY_PARAM_ABSTRACT TEXTURE2D_ARRAY_PARAM
#define SAMPLE_TEXTURECUBE_ARRAY_LOD_ABSTRACT(textureName, samplerName, coord3, index, lod) SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, DirectionToLatLongCoordinate(coord3), index, lod)
#else
#define TEXTURECUBE_ARRAY_ABSTRACT TEXTURECUBE_ARRAY
#define SAMPLERCUBE_ABSTRACT SAMPLERCUBE
#define TEXTURECUBE_ARRAY_ARGS_ABSTRACT TEXTURECUBE_ARRAY_ARGS
#define TEXTURECUBE_ARRAY_PARAM_ABSTRACT TEXTURECUBE_ARRAY_PARAM
#define SAMPLE_TEXTURECUBE_ARRAY_LOD_ABSTRACT(textureName, samplerName, coord3, index, lod) SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod)
#endif
#define TEMPLATE_1(FunctionName, Parameter1, FunctionBody) \
int FunctionName(int Parameter1) { FunctionBody; } \
int2 FunctionName(int2 Parameter1) { FunctionBody; } \
int3 FunctionName(int3 Parameter1) { FunctionBody; } \
int4 FunctionName(int4 Parameter1) { FunctionBody; } \
uint FunctionName(uint Parameter1) { FunctionBody; } \
uint2 FunctionName(uint2 Parameter1) { FunctionBody; } \
uint3 FunctionName(uint3 Parameter1) { FunctionBody; } \
uint4 FunctionName(uint4 Parameter1) { FunctionBody; } \
float FunctionName(float Parameter1) { FunctionBody; } \
float2 FunctionName(float2 Parameter1) { FunctionBody; } \
float3 FunctionName(float3 Parameter1) { FunctionBody; } \
float4 FunctionName(float4 Parameter1) { FunctionBody; } \
bool FunctionName(bool Parameter1) { FunctionBody; } \
bool2 FunctionName(bool2 Parameter1) { FunctionBody; } \
bool3 FunctionName(bool3 Parameter1) { FunctionBody; } \
bool4 FunctionName(bool4 Parameter1) { FunctionBody; }
#define TEMPLATE_2(FunctionName, Parameter1, Parameter2, FunctionBody) \
int FunctionName(int Parameter1, int Parameter2) { FunctionBody; } \
int2 FunctionName(int2 Parameter1, int2 Parameter2) { FunctionBody; } \
int3 FunctionName(int3 Parameter1, int3 Parameter2) { FunctionBody; } \
int4 FunctionName(int4 Parameter1, int4 Parameter2) { FunctionBody; } \
uint FunctionName(uint Parameter1, uint Parameter2) { FunctionBody; } \
uint2 FunctionName(uint2 Parameter1, uint2 Parameter2) { FunctionBody; } \
uint3 FunctionName(uint3 Parameter1, uint3 Parameter2) { FunctionBody; } \
uint4 FunctionName(uint4 Parameter1, uint4 Parameter2) { FunctionBody; } \
float FunctionName(float Parameter1, float Parameter2) { FunctionBody; } \
float2 FunctionName(float2 Parameter1, float2 Parameter2) { FunctionBody; } \
float3 FunctionName(float3 Parameter1, float3 Parameter2) { FunctionBody; } \
float4 FunctionName(float4 Parameter1, float4 Parameter2) { FunctionBody; } \
bool FunctionName(bool Parameter1, bool Parameter2) { FunctionBody; } \
bool2 FunctionName(bool2 Parameter1, bool2 Parameter2) { FunctionBody; } \
bool3 FunctionName(bool3 Parameter1, bool3 Parameter2) { FunctionBody; } \
bool4 FunctionName(bool4 Parameter1, bool4 Parameter2) { FunctionBody; }
#define TEMPLATE_3(FunctionName, Parameter1, Parameter2, Parameter3, FunctionBody) \
int FunctionName(int Parameter1, int Parameter2, int Parameter3) { FunctionBody; } \
int2 FunctionName(int2 Parameter1, int2 Parameter2, int2 Parameter3) { FunctionBody; } \
int3 FunctionName(int3 Parameter1, int3 Parameter2, int3 Parameter3) { FunctionBody; } \
int4 FunctionName(int4 Parameter1, int4 Parameter2, int4 Parameter3) { FunctionBody; } \
uint FunctionName(uint Parameter1, uint Parameter2, uint Parameter3) { FunctionBody; } \
uint2 FunctionName(uint2 Parameter1, uint2 Parameter2, uint2 Parameter3) { FunctionBody; } \
uint3 FunctionName(uint3 Parameter1, uint3 Parameter2, uint3 Parameter3) { FunctionBody; } \
uint4 FunctionName(uint4 Parameter1, uint4 Parameter2, uint4 Parameter3) { FunctionBody; } \
float FunctionName(float Parameter1, float Parameter2, float Parameter3) { FunctionBody; } \
float2 FunctionName(float2 Parameter1, float2 Parameter2, float2 Parameter3) { FunctionBody; } \
float3 FunctionName(float3 Parameter1, float3 Parameter2, float3 Parameter3) { FunctionBody; } \
float4 FunctionName(float4 Parameter1, float4 Parameter2, float4 Parameter3) { FunctionBody; } \
bool FunctionName(bool Parameter1, bool Parameter2, bool Parameter3) { FunctionBody; } \
bool2 FunctionName(bool2 Parameter1, bool2 Parameter2, bool2 Parameter3) { FunctionBody; } \
bool3 FunctionName(bool3 Parameter1, bool3 Parameter2, bool3 Parameter3) { FunctionBody; } \
bool4 FunctionName(bool4 Parameter1, bool4 Parameter2, bool4 Parameter3) { FunctionBody; }
// ----------------------------------------------------------------------------
// Common intrinsic (general implementation of intrinsic available on some platform)

78
ScriptableRenderPipeline/Core/ShaderLibrary/Macros.hlsl


#ifndef UNITY_MACROS_INCLUDED
#define UNITY_MACROS_INCLUDED
// Some shader compiler don't support to do multiple ## for concatenation inside the same macro, it require an indirection.
// This is the purpose of this macro
#define MERGE_NAME(X, Y) X##Y
// These define are use to abstract the way we sample into a cubemap array.
// Some platform don't support cubemap array so we fallback on 2D latlong
#ifdef UNITY_NO_CUBEMAP_ARRAY
#define TEXTURECUBE_ARRAY_ABSTRACT TEXTURE2D_ARRAY
#define SAMPLERCUBE_ABSTRACT SAMPLER2D
#define TEXTURECUBE_ARRAY_ARGS_ABSTRACT TEXTURE2D_ARRAY_ARGS
#define TEXTURECUBE_ARRAY_PARAM_ABSTRACT TEXTURE2D_ARRAY_PARAM
#define SAMPLE_TEXTURECUBE_ARRAY_LOD_ABSTRACT(textureName, samplerName, coord3, index, lod) SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, DirectionToLatLongCoordinate(coord3), index, lod)
#else
#define TEXTURECUBE_ARRAY_ABSTRACT TEXTURECUBE_ARRAY
#define SAMPLERCUBE_ABSTRACT SAMPLERCUBE
#define TEXTURECUBE_ARRAY_ARGS_ABSTRACT TEXTURECUBE_ARRAY_ARGS
#define TEXTURECUBE_ARRAY_PARAM_ABSTRACT TEXTURECUBE_ARRAY_PARAM
#define SAMPLE_TEXTURECUBE_ARRAY_LOD_ABSTRACT(textureName, samplerName, coord3, index, lod) SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod)
#endif
#define TEMPLATE_1(FunctionName, Parameter1, FunctionBody) \
int FunctionName(int Parameter1) { FunctionBody; } \
int2 FunctionName(int2 Parameter1) { FunctionBody; } \
int3 FunctionName(int3 Parameter1) { FunctionBody; } \
int4 FunctionName(int4 Parameter1) { FunctionBody; } \
uint FunctionName(uint Parameter1) { FunctionBody; } \
uint2 FunctionName(uint2 Parameter1) { FunctionBody; } \
uint3 FunctionName(uint3 Parameter1) { FunctionBody; } \
uint4 FunctionName(uint4 Parameter1) { FunctionBody; } \
float FunctionName(float Parameter1) { FunctionBody; } \
float2 FunctionName(float2 Parameter1) { FunctionBody; } \
float3 FunctionName(float3 Parameter1) { FunctionBody; } \
float4 FunctionName(float4 Parameter1) { FunctionBody; } \
bool FunctionName(bool Parameter1) { FunctionBody; } \
bool2 FunctionName(bool2 Parameter1) { FunctionBody; } \
bool3 FunctionName(bool3 Parameter1) { FunctionBody; } \
bool4 FunctionName(bool4 Parameter1) { FunctionBody; }
#define TEMPLATE_2(FunctionName, Parameter1, Parameter2, FunctionBody) \
int FunctionName(int Parameter1, int Parameter2) { FunctionBody; } \
int2 FunctionName(int2 Parameter1, int2 Parameter2) { FunctionBody; } \
int3 FunctionName(int3 Parameter1, int3 Parameter2) { FunctionBody; } \
int4 FunctionName(int4 Parameter1, int4 Parameter2) { FunctionBody; } \
uint FunctionName(uint Parameter1, uint Parameter2) { FunctionBody; } \
uint2 FunctionName(uint2 Parameter1, uint2 Parameter2) { FunctionBody; } \
uint3 FunctionName(uint3 Parameter1, uint3 Parameter2) { FunctionBody; } \
uint4 FunctionName(uint4 Parameter1, uint4 Parameter2) { FunctionBody; } \
float FunctionName(float Parameter1, float Parameter2) { FunctionBody; } \
float2 FunctionName(float2 Parameter1, float2 Parameter2) { FunctionBody; } \
float3 FunctionName(float3 Parameter1, float3 Parameter2) { FunctionBody; } \
float4 FunctionName(float4 Parameter1, float4 Parameter2) { FunctionBody; } \
bool FunctionName(bool Parameter1, bool Parameter2) { FunctionBody; } \
bool2 FunctionName(bool2 Parameter1, bool2 Parameter2) { FunctionBody; } \
bool3 FunctionName(bool3 Parameter1, bool3 Parameter2) { FunctionBody; } \
bool4 FunctionName(bool4 Parameter1, bool4 Parameter2) { FunctionBody; }
#define TEMPLATE_3(FunctionName, Parameter1, Parameter2, Parameter3, FunctionBody) \
int FunctionName(int Parameter1, int Parameter2, int Parameter3) { FunctionBody; } \
int2 FunctionName(int2 Parameter1, int2 Parameter2, int2 Parameter3) { FunctionBody; } \
int3 FunctionName(int3 Parameter1, int3 Parameter2, int3 Parameter3) { FunctionBody; } \
int4 FunctionName(int4 Parameter1, int4 Parameter2, int4 Parameter3) { FunctionBody; } \
uint FunctionName(uint Parameter1, uint Parameter2, uint Parameter3) { FunctionBody; } \
uint2 FunctionName(uint2 Parameter1, uint2 Parameter2, uint2 Parameter3) { FunctionBody; } \
uint3 FunctionName(uint3 Parameter1, uint3 Parameter2, uint3 Parameter3) { FunctionBody; } \
uint4 FunctionName(uint4 Parameter1, uint4 Parameter2, uint4 Parameter3) { FunctionBody; } \
float FunctionName(float Parameter1, float Parameter2, float Parameter3) { FunctionBody; } \
float2 FunctionName(float2 Parameter1, float2 Parameter2, float2 Parameter3) { FunctionBody; } \
float3 FunctionName(float3 Parameter1, float3 Parameter2, float3 Parameter3) { FunctionBody; } \
float4 FunctionName(float4 Parameter1, float4 Parameter2, float4 Parameter3) { FunctionBody; } \
bool FunctionName(bool Parameter1, bool Parameter2, bool Parameter3) { FunctionBody; } \
bool2 FunctionName(bool2 Parameter1, bool2 Parameter2, bool2 Parameter3) { FunctionBody; } \
bool3 FunctionName(bool3 Parameter1, bool3 Parameter2, bool3 Parameter3) { FunctionBody; } \
bool4 FunctionName(bool4 Parameter1, bool4 Parameter2, bool4 Parameter3) { FunctionBody; }
#endif // UNITY_MACROS_INCLUDED
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