D3D11.hlsl 10 KB

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  1. // This file assume SHADER_API_D3D11 is defined
  2. #define UNITY_UV_STARTS_AT_TOP 1
  3. #define UNITY_REVERSED_Z 1
  4. #define UNITY_NEAR_CLIP_VALUE (1.0)
  5. // This value will not go through any matrix projection conversion
  6. #define UNITY_RAW_FAR_CLIP_VALUE (0.0)
  7. #define VERTEXID_SEMANTIC SV_VertexID
  8. #define INSTANCEID_SEMANTIC SV_InstanceID
  9. #define FRONT_FACE_SEMANTIC SV_IsFrontFace
  10. #define FRONT_FACE_TYPE bool
  11. #define IS_FRONT_VFACE(VAL, FRONT, BACK) ((VAL) ? (FRONT) : (BACK))
  12. #define CBUFFER_START(name) cbuffer name {
  13. #define CBUFFER_END };
  14. #define PLATFORM_SUPPORTS_EXPLICIT_BINDING
  15. #define PLATFORM_NEEDS_UNORM_UAV_SPECIFIER
  16. #define PLATFORM_SUPPORTS_BUFFER_ATOMICS_IN_PIXEL_SHADER
  17. // flow control attributes
  18. #define UNITY_BRANCH [branch]
  19. #define UNITY_FLATTEN [flatten]
  20. #define UNITY_UNROLL [unroll]
  21. #define UNITY_UNROLLX(_x) [unroll(_x)]
  22. #define UNITY_LOOP [loop]
  23. // Initialize arbitrary structure with zero values.
  24. // 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
  25. #define ZERO_INITIALIZE(type, name) name = (type)0;
  26. #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } }
  27. // Texture util abstraction
  28. #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2)
  29. // Texture abstraction
  30. #define TEXTURE2D(textureName) Texture2D textureName
  31. #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName
  32. #define TEXTURECUBE(textureName) TextureCube textureName
  33. #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName
  34. #define TEXTURE3D(textureName) Texture3D textureName
  35. #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName)
  36. #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName)
  37. #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName)
  38. #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName)
  39. #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName)
  40. #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName)
  41. #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName)
  42. #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName)
  43. #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName)
  44. #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName)
  45. #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName)
  46. #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName)
  47. #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName)
  48. #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName)
  49. #define RW_TEXTURE2D(type, textureName) RWTexture2D<type> textureName
  50. #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray<type> textureName
  51. #define RW_TEXTURE3D(type, textureName) RWTexture3D<type> textureName
  52. #define SAMPLER(samplerName) SamplerState samplerName
  53. #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName
  54. #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName)
  55. #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName)
  56. #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName)
  57. #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName)
  58. #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName)
  59. #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName)
  60. #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName)
  61. #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName)
  62. #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName)
  63. #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName
  64. #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName
  65. #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName
  66. #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName
  67. #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName
  68. #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName
  69. #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName
  70. #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName
  71. #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName
  72. #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2)
  73. #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod)
  74. #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias)
  75. #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy)
  76. #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index))
  77. #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod)
  78. #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias)
  79. #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy)
  80. #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
  81. #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod)
  82. #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias)
  83. #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index))
  84. #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod)
  85. #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias)
  86. #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
  87. #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod)
  88. #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z)
  89. #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z)
  90. #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w)
  91. #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w)
  92. #define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r
  93. #define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod).r
  94. #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0))
  95. #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod))
  96. #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex)
  97. #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0))
  98. #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex)
  99. #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod))
  100. #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0))
  101. #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod))
  102. #define PLATFORM_SUPPORT_GATHER
  103. #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2)
  104. #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index))
  105. #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3)
  106. #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index))
  107. #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2)
  108. #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2)
  109. #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2)
  110. #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2)