| /* |
| * Copyright 2023 Rive |
| */ |
| |
| // This header provides GLSL-specific #defines and declarations that enable our shaders to be |
| // compiled on MSL and GLSL both. |
| |
| #define float2 vec2 |
| #define float3 vec3 |
| #define packed_float3 vec3 |
| #define float4 vec4 |
| |
| #define half mediump float |
| #define half2 mediump vec2 |
| #define half3 mediump vec3 |
| #define half4 mediump vec4 |
| #define make_half float |
| #define make_half2 vec2 |
| #define make_half3 vec3 |
| #define make_half4 vec4 |
| |
| #define int2 ivec2 |
| #define int3 ivec3 |
| #define int4 ivec4 |
| |
| #define short mediump int |
| #define short2 mediump ivec2 |
| #define short3 mediump ivec3 |
| #define short4 mediump ivec4 |
| #define make_short ivec |
| #define make_short2 ivec2 |
| #define make_short3 ivec3 |
| #define make_short4 ivec4 |
| |
| #define uint2 uvec2 |
| #define uint3 uvec3 |
| #define uint4 uvec4 |
| |
| #define ushort mediump uint |
| #define ushort2 mediump uvec2 |
| #define ushort3 mediump uvec3 |
| #define ushort4 mediump uvec4 |
| #define make_ushort uint |
| #define make_ushort2 uvec2 |
| #define make_ushort3 uvec3 |
| #define make_ushort4 uvec4 |
| |
| #define float2x2 mat2 |
| #define float4x2 mat4x2 |
| #define make_float2x2 mat2 |
| #define make_float4x2 mat4x2 |
| #define make_half3x4 mat3x4 |
| |
| #define INLINE |
| #define FRONT_FACING gl_FrontFacing |
| #define POSITION gl_Position |
| #define VERTEX_ID gl_VertexID |
| |
| #if defined(GL_ANGLE_base_vertex_base_instance_shader_builtin) |
| #extension GL_ANGLE_base_vertex_base_instance_shader_builtin : require |
| #endif |
| |
| #ifndef @BASE_INSTANCE_POLYFILL |
| #define INSTANCE_ID (gl_BaseInstance + gl_InstanceID) |
| #else |
| #define INSTANCE_ID gl_InstanceID |
| #endif |
| |
| #define UNIFORM_BLOCK_BEGIN(N) \ |
| layout(std140) uniform N \ |
| { |
| // clang-format barrier... Otherwise it tries to merge this #define into the above macro... |
| #define UNIFORM_BLOCK_END(N) \ |
| } \ |
| N; |
| |
| #define ATTR_BLOCK_BEGIN(N) |
| #define ATTR(L) layout(location = L) in |
| #define ATTR_BLOCK_END |
| #define ATTR_LOAD(A, B, C, D) |
| |
| #define VARYING_BLOCK_BEGIN(N) |
| #ifdef @VERTEX |
| #define VARYING out |
| #else |
| #define VARYING in |
| #endif |
| #define FLAT flat |
| #define VARYING_BLOCK_END |
| |
| #if defined(GL_NV_shader_noperspective_interpolation) |
| #extension GL_NV_shader_noperspective_interpolation : require |
| #define NO_PERSPECTIVE noperspective |
| #else |
| #define NO_PERSPECTIVE |
| #endif |
| |
| #ifdef @VERTEX |
| #define VERTEX_TEXTURE_BLOCK_BEGIN(N) |
| #define VERTEX_TEXTURE_BLOCK_END |
| #endif |
| |
| #ifdef @FRAGMENT |
| #define FRAG_TEXTURE_BLOCK_BEGIN(N) |
| #define FRAG_TEXTURE_BLOCK_END |
| #endif |
| |
| #define TEXTURE_RGBA32UI(B) uniform highp usampler2D |
| #define TEXTURE_RGBA32F(B) uniform highp sampler2D |
| #define TEXTURE_RGBA8(B) uniform mediump sampler2D |
| |
| #define TEXEL_FETCH(T, N, C, L) texelFetch(N, C, L) |
| #define TEXTURE_SAMPLE(T, N, C) texture(N, C) |
| |
| // Define macros for implementing pixel local storage based on available extensions. |
| #ifdef @PLS_IMPL_WEBGL |
| |
| #extension GL_ANGLE_shader_pixel_local_storage : require |
| |
| #define PLS_BLOCK_BEGIN |
| #define PLS_DECL4F(B) layout(binding = B, rgba8) uniform lowp pixelLocalANGLE |
| #define PLS_DECL2F(B) layout(binding = B, r32ui) uniform highp upixelLocalANGLE |
| #define PLS_BLOCK_END |
| |
| #define PLS_LOAD4F(P) pixelLocalLoadANGLE(P) |
| #define PLS_LOAD2F(P) unpackHalf2x16(pixelLocalLoadANGLE(P).x) |
| #define PLS_STORE4F(P, V) pixelLocalStoreANGLE(P, V) |
| #define PLS_STORE2F(P, X, Y) pixelLocalStoreANGLE(P, uvec4(packHalf2x16(vec2(X, Y)))) |
| |
| #define PLS_PRESERVE_VALUE(P) |
| |
| #define PLS_INTERLOCK_BEGIN |
| #define PLS_INTERLOCK_END |
| |
| #endif |
| |
| #ifdef @PLS_IMPL_EXT_NATIVE |
| |
| #extension GL_EXT_shader_pixel_local_storage : require |
| |
| // We need one of the framebuffer fetch extensions for the shader that loads the framebuffer. |
| #extension GL_ARM_shader_framebuffer_fetch : enable |
| #extension GL_EXT_shader_framebuffer_fetch : enable |
| |
| #define PLS_BLOCK_BEGIN \ |
| __pixel_localEXT PLS \ |
| { |
| #define PLS_DECL4F(B) layout(rgba8) lowp vec4 |
| #define PLS_DECL2F(B) layout(rg16f) mediump vec2 |
| #define PLS_BLOCK_END \ |
| } \ |
| ; |
| |
| #define PLS_LOAD4F(P) P |
| #define PLS_LOAD2F(P) P |
| #define PLS_STORE4F(P, V) P = (V) |
| #define PLS_STORE2F(P, X, Y) P = vec2(X, Y) |
| |
| #define PLS_PRESERVE_VALUE(P) |
| |
| #define PLS_INTERLOCK_BEGIN |
| #define PLS_INTERLOCK_END |
| |
| #endif |
| |
| #ifdef @PLS_IMPL_FRAMEBUFFER_FETCH |
| |
| #extension GL_EXT_shader_framebuffer_fetch : require |
| |
| #define PLS_BLOCK_BEGIN |
| #define PLS_DECL4F(B) layout(location = B) inout lowp vec4 |
| #define PLS_DECL2F(B) layout(location = B) inout highp uvec4 |
| #define PLS_BLOCK_END |
| |
| #define PLS_LOAD4F(P) P |
| #define PLS_LOAD2F(P) unpackHalf2x16(P.x) |
| #define PLS_STORE4F(P, V) P = (V) |
| #define PLS_STORE2F(P, X, Y) P.x = packHalf2x16(vec2(X, Y)) |
| |
| // When using multiple color attachments, we have to write a value to every color attachment, every |
| // shader invocation, or else the contents become undefined. |
| #define PLS_PRESERVE_VALUE(P) P = P |
| |
| #define PLS_INTERLOCK_BEGIN |
| #define PLS_INTERLOCK_END |
| |
| #endif |
| |
| #ifdef @PLS_IMPL_RW_TEXTURE |
| |
| #if defined(GL_ARB_fragment_shader_interlock) |
| #extension GL_ARB_fragment_shader_interlock : require |
| #define PLS_INTERLOCK_BEGIN beginInvocationInterlockARB() |
| #define PLS_INTERLOCK_END endInvocationInterlockARB() |
| #elif defined(GL_INTEL_fragment_shader_ordering) |
| #extension GL_INTEL_fragment_shader_ordering : require |
| #define PLS_INTERLOCK_BEGIN beginFragmentShaderOrderingINTEL() |
| #define PLS_INTERLOCK_END |
| #endif |
| |
| #define PLS_BLOCK_BEGIN |
| #define PLS_DECL4F(B) layout(binding = B, rgba8) uniform lowp coherent image2D |
| #define PLS_DECL2F(B) layout(binding = B, r32ui) uniform highp coherent uimage2D |
| #define PLS_BLOCK_END |
| |
| #define PLS_LOAD4F(P) imageLoad(P, plsCoord) |
| #define PLS_LOAD2F(P) unpackHalf2x16(imageLoad(P, plsCoord).x) |
| #define PLS_STORE4F(P, V) imageStore(P, plsCoord, V) |
| #define PLS_STORE2F(P, X, Y) imageStore(P, plsCoord, uvec4(packHalf2x16(vec2(X, Y)))) |
| |
| #define PLS_PRESERVE_VALUE(P) |
| |
| #endif |
| |
| #define VERTEX_MAIN void main |
| #define EMIT_VERTEX(v) |
| #define EMIT_OFFSCREEN_VERTEX(v) |
| |
| #define FRAG_DATA_TYPE(T) out T _fd; |
| #define FRAG_DATA_MAIN void main |
| #define EMIT_FRAG_DATA(f) _fd = f |
| |
| #ifdef @PLS_IMPL_RW_TEXTURE |
| #define PLS_MAIN() \ |
| void main() \ |
| { \ |
| highp ivec2 plsCoord = ivec2(floor(gl_FragCoord.xy)); |
| #define EMIT_PLS } |
| #else |
| #define PLS_MAIN void main |
| #define EMIT_PLS |
| #endif |
| |
| // "FLD" for "field". |
| // In Metal, inputs and outputs are accessed from structs. |
| // In GLSL 300 es, they have to be global. |
| #define FLD(BLOCK, MEMBER) MEMBER |
| |
| precision highp float; |
| precision highp int; |