| /* | |
| * Copyright 2023 Rive | |
| */ | |
| // This header provides GLSL-specific #defines and declarations that enable our shaders to be | |
| // compiled on MSL and GLSL both. | |
| // HLSL warns that it will unroll the loops through r,g,b values in advanced_blend.glsl, but | |
| // unrolling these loops is exactly what we want. | |
| #pragma $warning($disable : 3550) | |
| // #define native hlsl types if their names are being rewritten. | |
| #define _ARE_TOKEN_NAMES_PRESERVED | |
| #ifndef $_ARE_TOKEN_NAMES_PRESERVED | |
| #define half $half | |
| #define half2 $half2 | |
| #define half3 $half3 | |
| #define half4 $half4 | |
| #define short $short | |
| #define short2 $short2 | |
| #define short3 $short3 | |
| #define short4 $short4 | |
| #define ushort $ushort | |
| #define ushort2 $ushort2 | |
| #define ushort3 $ushort3 | |
| #define ushort4 $ushort4 | |
| #define float2 $float2 | |
| #define float3 $float3 | |
| #define float4 $float4 | |
| #define bool2 $bool2 | |
| #define bool3 $bool3 | |
| #define bool4 $bool4 | |
| #define uint2 $uint2 | |
| #define uint3 $uint3 | |
| #define uint4 $uint4 | |
| #define int2 $int2 | |
| #define int3 $int3 | |
| #define int4 $int4 | |
| #define float4x2 $float4x2 | |
| #define ushort $ushort | |
| #define float2x2 $float2x2 | |
| #define half3x4 $half3x4 | |
| #endif | |
| $typedef float3 packed_float3; | |
| #define make_half float | |
| #define make_half2 float2 | |
| #define make_half3 float3 | |
| #define make_half4 float4 | |
| $typedef $min16int short; | |
| #define make_short $min16int | |
| #define make_short2 $min16int2 | |
| #define make_short3 $min16int3 | |
| #define make_short4 $min16int4 | |
| $typedef $min16uint ushort; | |
| #define make_ushort $min16uint | |
| #define make_ushort2 $min16uint2 | |
| #define make_ushort3 $min16uint3 | |
| #define make_ushort4 $min16uint4 | |
| #define make_half3x4 $half3x4 | |
| #define INLINE $inline | |
| #define OUT(ARG_TYPE) out ARG_TYPE | |
| #define ATTR_BLOCK_BEGIN(NAME) \ | |
| struct NAME \ | |
| { | |
| #define ATTR(IDX, TYPE, NAME) TYPE NAME : NAME | |
| #define ATTR_BLOCK_END \ | |
| } \ | |
| ; | |
| #define ATTR_LOAD(T, A, N, I) | |
| #define ATTR_UNPACK(ID, attrs, NAME, TYPE) TYPE NAME = attrs.NAME | |
| #define UNIFORM_BUFFER_REGISTER(IDX) $register($b##IDX) | |
| #define UNIFORM_BLOCK_BEGIN(IDX, NAME) \ | |
| $cbuffer NAME : UNIFORM_BUFFER_REGISTER(IDX) \ | |
| { \ | |
| struct \ | |
| { | |
| #define UNIFORM_BLOCK_END(NAME) \ | |
| } \ | |
| NAME; \ | |
| } | |
| #define VARYING_BLOCK_BEGIN \ | |
| struct Varyings \ | |
| { | |
| #define NO_PERSPECTIVE $noperspective | |
| #define @OPTIONALLY_FLAT $nointerpolation | |
| #define FLAT $nointerpolation | |
| #define VARYING(IDX, TYPE, NAME) TYPE NAME : $TEXCOORD##IDX | |
| #define VARYING_BLOCK_END \ | |
| float4 _pos : $SV_Position; \ | |
| } \ | |
| ; | |
| #define VARYING_INIT(NAME, TYPE) TYPE NAME | |
| #define VARYING_PACK(NAME) _varyings.NAME = NAME | |
| #define VARYING_UNPACK(NAME, TYPE) TYPE NAME = _varyings.NAME | |
| #ifdef @VERTEX | |
| #define VERTEX_TEXTURE_BLOCK_BEGIN | |
| #define VERTEX_TEXTURE_BLOCK_END | |
| #endif | |
| #ifdef @FRAGMENT | |
| #define FRAG_TEXTURE_BLOCK_BEGIN | |
| #define FRAG_TEXTURE_BLOCK_END | |
| #endif | |
| #define TEXTURE_RGBA32UI(IDX, NAME) uniform $Texture2D<uint4> NAME : $register($t##IDX) | |
| #define TEXTURE_RGBA32F(IDX, NAME) uniform $Texture2D<float4> NAME : $register($t##IDX) | |
| #define TEXTURE_RGBA8(IDX, NAME) uniform $Texture2D<$unorm float4> NAME : $register($t##IDX) | |
| // SAMPLER_LINEAR and SAMPLER_MIPMAP are the same because in d3d11, sampler parameters are defined | |
| // at the API level. | |
| #define SAMPLER(TEXTURE_IDX, NAME) $SamplerState NAME : $register($s##TEXTURE_IDX); | |
| #define SAMPLER_LINEAR SAMPLER | |
| #define SAMPLER_MIPMAP SAMPLER | |
| #define TEXEL_FETCH(NAME, COORD) NAME[COORD] | |
| #define TEXTURE_SAMPLE(NAME, SAMPLER_NAME, COORD) NAME.$Sample(SAMPLER_NAME, COORD) | |
| #define TEXTURE_SAMPLE_LOD(NAME, SAMPLER_NAME, COORD, LOD) \ | |
| NAME.$SampleLevel(SAMPLER_NAME, COORD, LOD) | |
| #define TEXTURE_SAMPLE_GRAD(NAME, SAMPLER_NAME, COORD, DDX, DDY) \ | |
| NAME.$SampleGrad(SAMPLER_NAME, COORD, DDX, DDY) | |
| #define PLS_INTERLOCK_BEGIN | |
| #define PLS_INTERLOCK_END | |
| #ifdef @ENABLE_RASTERIZER_ORDERED_VIEWS | |
| #define PLS_TEX2D $RasterizerOrderedTexture2D | |
| #else | |
| #define PLS_TEX2D $RWTexture2D | |
| #endif | |
| #define PLS_BLOCK_BEGIN | |
| #ifdef @ENABLE_TYPED_UAV_LOAD_STORE | |
| #define PLS_DECL4F(IDX, NAME) uniform PLS_TEX2D<$unorm half4> NAME : $register($u##IDX) | |
| #else | |
| #define PLS_DECL4F(IDX, NAME) uniform PLS_TEX2D<uint> NAME : $register($u##IDX) | |
| #endif | |
| #define PLS_DECLUI(IDX, NAME) uniform PLS_TEX2D<uint> NAME : $register($u##IDX) | |
| #define PLS_DECLUI_ATOMIC PLS_DECLUI | |
| #define PLS_LOADUI_ATOMIC PLS_LOADUI | |
| #define PLS_STOREUI_ATOMIC PLS_STOREUI | |
| #define PLS_BLOCK_END | |
| #ifdef @ENABLE_TYPED_UAV_LOAD_STORE | |
| #define PLS_LOAD4F(PLANE) PLANE[_plsCoord] | |
| #else | |
| #define PLS_LOAD4F(PLANE) unpackUnorm4x8(PLANE[_plsCoord]) | |
| #endif | |
| #define PLS_LOADUI(PLANE) PLANE[_plsCoord] | |
| #ifdef @ENABLE_TYPED_UAV_LOAD_STORE | |
| #define PLS_STORE4F(PLANE, VALUE) PLANE[_plsCoord] = (VALUE) | |
| #else | |
| #define PLS_STORE4F(PLANE, VALUE) PLANE[_plsCoord] = packUnorm4x8(VALUE) | |
| #endif | |
| #define PLS_STOREUI(PLANE, VALUE) PLANE[_plsCoord] = (VALUE) | |
| INLINE uint pls_atomic_max(PLS_TEX2D<uint> plane, int2 _plsCoord, uint x) | |
| { | |
| uint originalValue; | |
| $InterlockedMax(plane[_plsCoord], x, originalValue); | |
| return originalValue; | |
| } | |
| #define PLS_ATOMIC_MAX(PLANE, X) pls_atomic_max(PLANE, _plsCoord, X) | |
| INLINE uint pls_atomic_add(PLS_TEX2D<uint> plane, int2 _plsCoord, uint x) | |
| { | |
| uint originalValue; | |
| $InterlockedAdd(plane[_plsCoord], x, originalValue); | |
| return originalValue; | |
| } | |
| #define PLS_ATOMIC_ADD(PLANE, X) pls_atomic_add(PLANE, _plsCoord, X) | |
| #define PLS_PRESERVE_VALUE(PLANE) | |
| #define PLS_MEMORY_BARRIER(clipBuffer) | |
| #define VERTEX_CONTEXT_DECL | |
| #define VERTEX_CONTEXT_UNPACK | |
| #define VERTEX_MAIN(NAME, Attrs, attrs, _vertexID, _instanceID) \ | |
| $cbuffer DrawUniforms : UNIFORM_BUFFER_REGISTER(PATH_BASE_INSTANCE_UNIFORM_BUFFER_IDX) \ | |
| { \ | |
| uint baseInstance; \ | |
| uint NAME##_pad0; \ | |
| uint NAME##_pad1; \ | |
| uint NAME##_pad2; \ | |
| } \ | |
| Varyings NAME(Attrs attrs, uint _vertexID \ | |
| : $SV_VertexID, uint _instanceIDWithoutBase \ | |
| : $SV_InstanceID) \ | |
| { \ | |
| uint _instanceID = _instanceIDWithoutBase + baseInstance; \ | |
| Varyings _varyings; | |
| #define IMAGE_RECT_VERTEX_MAIN(NAME, Attrs, attrs, _vertexID, _instanceID) \ | |
| Varyings NAME(Attrs attrs, uint _vertexID : $SV_VertexID) \ | |
| { \ | |
| Varyings _varyings; \ | |
| float4 _pos; | |
| #define IMAGE_MESH_VERTEX_MAIN(NAME, PositionAttr, position, UVAttr, uv, _vertexID) \ | |
| Varyings NAME(PositionAttr position, UVAttr uv, uint _vertexID : $SV_VertexID) \ | |
| { \ | |
| Varyings _varyings; \ | |
| float4 _pos; | |
| #define EMIT_VERTEX(POSITION) \ | |
| _varyings._pos = POSITION; \ | |
| } \ | |
| return _varyings; | |
| #define FRAG_DATA_MAIN(DATA_TYPE, NAME) \ | |
| DATA_TYPE NAME(Varyings _varyings) : $SV_Target \ | |
| { | |
| #define EMIT_FRAG_DATA(VALUE) \ | |
| return VALUE; \ | |
| } | |
| #define FRAGMENT_CONTEXT_DECL , float2 _fragCoord | |
| #define FRAGMENT_CONTEXT_UNPACK , _fragCoord | |
| #define PLS_CONTEXT_DECL , int2 _plsCoord | |
| #define PLS_CONTEXT_UNPACK , _plsCoord | |
| #define PLS_MAIN(NAME) [$earlydepthstencil] void NAME(Varyings _varyings) { \ | |
| float2 _fragCoord = _varyings._pos.xy;\ | |
| int2 _plsCoord = int2(floor(_fragCoord)); | |
| #define PLS_MAIN_WITH_IMAGE_UNIFORMS(NAME) PLS_MAIN(NAME) | |
| #define EMIT_PLS } | |
| #define PLS_FRAG_COLOR_MAIN(NAME) \ | |
| [$earlydepthstencil] half4 NAME(Varyings _varyings) : $SV_Target \ | |
| { \ | |
| float2 _fragCoord = _varyings._pos.xy; \ | |
| int2 _plsCoord = int2(floor(_fragCoord)); \ | |
| half4 _fragColor; | |
| #define PLS_FRAG_COLOR_MAIN_WITH_IMAGE_UNIFORMS(NAME) PLS_FRAG_COLOR_MAIN(NAME) | |
| #define EMIT_PLS_AND_FRAG_COLOR \ | |
| } \ | |
| return _fragColor; | |
| #define uintBitsToFloat $asfloat | |
| #define intBitsToFloat $asfloat | |
| #define floatBitsToInt $asint | |
| #define floatBitsToUint $asuint | |
| #define fract $frac | |
| #define mix $lerp | |
| #define inversesqrt $rsqrt | |
| #define notEqual(A, B) ((A) != (B)) | |
| #define lessThanEqual(A, B) ((A) <= (B)) | |
| #define greaterThanEqual(A, B) ((A) >= (B)) | |
| // HLSL matrices are stored in row-major order, and therefore transposed from their counterparts | |
| // in GLSL and Metal. We can work around this entirely by reversing the arguments to mul(). | |
| #define MUL(A, B) $mul(B, A) | |
| #define VERTEX_STORAGE_BUFFER_BLOCK_BEGIN | |
| #define VERTEX_STORAGE_BUFFER_BLOCK_END | |
| #define FRAG_STORAGE_BUFFER_BLOCK_BEGIN | |
| #define FRAG_STORAGE_BUFFER_BLOCK_END | |
| #define STORAGE_BUFFER_U32x2(IDX, GLSL_STRUCT_NAME, NAME) \ | |
| $StructuredBuffer<uint2> NAME : $register($t##IDX) | |
| #define STORAGE_BUFFER_U32x4(IDX, GLSL_STRUCT_NAME, NAME) \ | |
| $StructuredBuffer<uint4> NAME : $register($t##IDX) | |
| #define STORAGE_BUFFER_F32x4(IDX, GLSL_STRUCT_NAME, NAME) \ | |
| $StructuredBuffer<float4> NAME : $register($t##IDX) | |
| #define STORAGE_BUFFER_LOAD4(NAME, I) NAME[I] | |
| #define STORAGE_BUFFER_LOAD2(NAME, I) NAME[I] | |
| INLINE half2 unpackHalf2x16(uint u) | |
| { | |
| uint y = (u >> 16); | |
| uint x = u & 0xffffu; | |
| return make_half2($f16tof32(x), $f16tof32(y)); | |
| } | |
| INLINE uint packHalf2x16(float2 v) | |
| { | |
| uint x = $f32tof16(v.x); | |
| uint y = $f32tof16(v.y); | |
| return (y << 16) | x; | |
| } | |
| INLINE half4 unpackUnorm4x8(uint u) | |
| { | |
| uint4 vals = uint4(u & 0xffu, (u >> 8) & 0xffu, (u >> 16) & 0xffu, u >> 24); | |
| return float4(vals) * (1. / 255.); | |
| } | |
| INLINE uint packUnorm4x8(half4 color) | |
| { | |
| uint4 vals = (uint4(color * 255.) & 0xff) << uint4(0, 8, 16, 24); | |
| vals.rg |= vals.ba; | |
| vals.r |= vals.g; | |
| return vals.r; | |
| } | |
| INLINE float atan(float y, float x) { return $atan2(y, x); } | |
| INLINE float2x2 inverse(float2x2 m) | |
| { | |
| float2x2 adjoint = float2x2(m[1][1], -m[0][1], -m[1][0], m[0][0]); | |
| return adjoint * (1. / determinant(m)); | |
| } |