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Fixed a number of compilation issue with PS4.

/main
Julien Ignace 8 年前
当前提交
7b7eb3b4
共有 11 个文件被更改,包括 112 次插入14 次删除
  1. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/Resources/DebugViewMaterialGBuffer.shader
  2. 10
      Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/Resources/DebugViewTiles.shader
  3. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/Resources/Deferred.shader
  4. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/Resources/lightlistbuild-bigtile.compute
  5. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader
  6. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Lit.shader
  7. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Resources/PreIntegratedFGD.shader
  8. 2
      Assets/ScriptableRenderLoop/ShaderLibrary/Common.hlsl
  9. 6
      Assets/ScriptableRenderLoop/ShaderLibrary/Packing.hlsl
  10. 87
      Assets/ScriptableRenderLoop/ShaderLibrary/API/PSSL.hlsl
  11. 9
      Assets/ScriptableRenderLoop/ShaderLibrary/API/PSSL.hlsl.meta

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/Resources/DebugViewMaterialGBuffer.shader


HLSLPROGRAM
#pragma target 5.0
#pragma only_renderers d3d11 // TEMP: unitl we go futher in dev
#pragma only_renderers d3d11 ps4// TEMP: unitl we go futher in dev
#pragma vertex Vert
#pragma fragment Frag

10
Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/Resources/DebugViewTiles.shader


HLSLPROGRAM
#pragma target 5.0
#pragma only_renderers d3d11 // TEMP: unitl we go futher in dev
#pragma only_renderers d3d11 ps4// TEMP: unitl we go futher in dev
#pragma vertex Vert
#pragma fragment Frag

float depthMouse = LOAD_TEXTURE2D(_CameraDepthTexture, mousePosInput.unPositionSS).x;
UpdatePositionInput(depthMouse, _InvViewProjMatrix, _ViewProjMatrix, mousePosInput);
int category = (LIGHTCATEGORY_COUNT - 1) - tileCoord.y;
int start;
int count;
uint category = (LIGHTCATEGORY_COUNT - 1) - tileCoord.y;
uint start;
uint count;
GetCountAndStart(mousePosInput, category, start, count);
float4 result2 = float4(.1,.1,.1,.9);

}
}
Fallback Off
}
}

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/Resources/Deferred.shader


HLSLPROGRAM
#pragma target 5.0
#pragma only_renderers d3d11 // TEMP: unitl we go futher in dev
#pragma only_renderers d3d11 ps4// TEMP: unitl we go futher in dev
#pragma vertex Vert
#pragma fragment Frag

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/Resources/lightlistbuild-bigtile.compute


#include "common.hlsl"
#include "../TilePass.cs.hlsl"
#include "../LightingConvexHullUtils.hlsl"
#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL)
#if !defined(SHADER_API_XBOXONE)
#include "../SortingComputeUtils.hlsl"
#endif

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader


HLSLINCLUDE
#pragma target 5.0
#pragma only_renderers d3d11 // TEMP: unitl we go futher in dev
#pragma only_renderers d3d11 ps4// TEMP: unitl we go futher in dev
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _DISTORTION_ON

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Lit.shader


HLSLINCLUDE
#pragma target 5.0
#pragma only_renderers d3d11 // TEMP: unitl we go futher in dev
#pragma only_renderers d3d11 ps4// TEMP: unitl we go futher in dev
//-------------------------------------------------------------------------------------
// Variant

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Resources/PreIntegratedFGD.shader


#pragma vertex Vert
#pragma fragment Frag
#pragma target 5.0
#pragma only_renderers d3d11 // TEMP: unitl we go futher in dev
#pragma only_renderers d3d11 ps4// TEMP: unitl we go futher in dev
#include "Common.hlsl"
#include "ImageBasedLighting.hlsl"

2
Assets/ScriptableRenderLoop/ShaderLibrary/Common.hlsl


// Include language header
#if defined(SHADER_API_D3D11)
#include "API/D3D11.hlsl"
#elif defined(SHADER_API_PSSL)
#include "API/PSSL.hlsl"
#elif defined(SHADER_API_XBOXONE)
#include "API/D3D11_1.hlsl"
#else

6
Assets/ScriptableRenderLoop/ShaderLibrary/Packing.hlsl


return PackFloatInt(f, i, maxi, 255.0);
}
float UnpackFloatInt8bit(float val, float maxi, out float f, out int i)
void UnpackFloatInt8bit(float val, float maxi, out float f, out int i)
{
UnpackFloatInt(val, maxi, 255.0, f, i);
}

return PackFloatInt(f, i, maxi, 1024.0);
}
float UnpackFloatInt10bit(float val, float maxi, out float f, out int i)
void UnpackFloatInt10bit(float val, float maxi, out float f, out int i)
{
UnpackFloatInt(val, maxi, 1024.0, f, i);
}

return PackFloatInt(f, i, maxi, 65536.0);
}
float UnpackFloatInt16bit(float val, float maxi, out float f, out int i)
void UnpackFloatInt16bit(float val, float maxi, out float f, out int i)
{
UnpackFloatInt(val, maxi, 65536.0, f, i);
}

87
Assets/ScriptableRenderLoop/ShaderLibrary/API/PSSL.hlsl


// This file assume SHADER_API_D3D11 is defined
#define INTRINSIC_BITFIELD_EXTRACT
#define INTRINSIC_MAD24
#define Mad24 mad24
#define INTRINSIC_MED3
#define INTRINSIC_MINMAX3
#define Min3 min3
#define Max3 max3
//#define INTRINSIC_CUBEMAP_FACE_ID // Must investigate why AMD reference implementation is different than ours
#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 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_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))

9
Assets/ScriptableRenderLoop/ShaderLibrary/API/PSSL.hlsl.meta


fileFormatVersion: 2
guid: 0437569999393274f8baf4c00cc0100a
timeCreated: 1483982129
licenseType: Pro
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:
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