// This file assume SHADER_API_VULKAN 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 conversion #define UNITY_RAW_FAR_CLIP_VALUE (0.0) #define VERTEXID_SEMANTIC SV_VertexID #define FRONT_FACE_SEMANTIC 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; #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (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 TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName #define SAMPLER(samplerName) SamplerState samplerName #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName #define TEXTURE2D_ARGS(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) #define TEXTURECUBE_ARGS(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) #define TEXTURE3D_ARGS(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(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 TEXTURECUBE_ARRAY_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_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) #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_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) #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) #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) #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) #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 SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) #define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r #define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod).r #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 LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) #define PLATFORM_SUPPORT_GATHER #define GATHER_TEXTURE2D(textureName, samplerName, coord2, offset) textureName.Gather(samplerName, coord2, offset) #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index), offset) #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2, offset) textureName.GatherRed(samplerName, coord2, offset) #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2, offset) textureName.GatherGreen(samplerName, coord2, offset) #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2, offset) textureName.GatherBlue(samplerName, coord2, offset)