| /* |
| * Copyright 2023 Rive |
| */ |
| |
| // This header provides GLSL-specific #defines and declarations that enable our shaders to be |
| // compiled on MSL and GLSL both. |
| |
| #define GLSL |
| |
| #ifndef @GLSL_VERSION |
| // In "#version 320 es", Qualcomm incorrectly substitutes __VERSION__ to 300. @GLSL_VERSION is a |
| // workaround for this. |
| #define @GLSL_VERSION __VERSION__ |
| #endif |
| |
| #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 make_half3x4 mat3x4 |
| |
| #define INLINE |
| #define OUT(ARG_TYPE) out ARG_TYPE |
| |
| #ifdef GL_ANGLE_base_vertex_base_instance_shader_builtin |
| #extension GL_ANGLE_base_vertex_base_instance_shader_builtin : require |
| #endif |
| |
| #ifdef @ENABLE_BINDLESS_TEXTURES |
| #extension GL_ARB_bindless_texture : require |
| #endif |
| |
| #ifdef @ENABLE_KHR_BLEND |
| #extension GL_KHR_blend_equation_advanced : require |
| #endif |
| |
| #ifdef @USING_DEPTH_STENCIL |
| #ifdef @ENABLE_CLIP_RECT |
| #ifdef GL_EXT_clip_cull_distance |
| #extension GL_EXT_clip_cull_distance : require |
| #elif defined(GL_ANGLE_clip_cull_distance) |
| #extension GL_ANGLE_clip_cull_distance : require |
| #endif |
| #endif // ENABLE_CLIP_RECT |
| #endif // USING_DEPTH_STENCIL |
| |
| #if @GLSL_VERSION >= 310 |
| #define UNIFORM_BLOCK_BEGIN(IDX, NAME) \ |
| layout(binding = IDX, std140) uniform NAME \ |
| { |
| #else |
| #define UNIFORM_BLOCK_BEGIN(IDX, NAME) \ |
| layout(std140) uniform NAME \ |
| { |
| #endif |
| // clang-format barrier... Otherwise it tries to merge this #define into the above macro... |
| #define UNIFORM_BLOCK_END(NAME) \ |
| } \ |
| NAME; |
| |
| #define ATTR_BLOCK_BEGIN(NAME) |
| #define ATTR(IDX, TYPE, NAME) layout(location = IDX) in TYPE NAME |
| #define ATTR_BLOCK_END |
| #define ATTR_LOAD(A, B, C, D) |
| #define ATTR_UNPACK(ID, attrs, NAME, TYPE) |
| |
| #ifdef @VERTEX |
| #if @GLSL_VERSION >= 310 |
| #define VARYING(IDX, TYPE, NAME) layout(location = IDX) out TYPE NAME |
| #else |
| #define VARYING(IDX, TYPE, NAME) out TYPE NAME |
| #endif |
| #else |
| #if @GLSL_VERSION >= 310 |
| #define VARYING(IDX, TYPE, NAME) layout(location = IDX) in TYPE NAME |
| #else |
| #define VARYING(IDX, TYPE, NAME) in TYPE NAME |
| #endif |
| #endif |
| #define FLAT flat |
| #define VARYING_BLOCK_BEGIN |
| #define VARYING_BLOCK_END |
| |
| // clang-format off |
| #ifdef @TARGET_VULKAN |
| // Since Vulkan is compiled offline and not all platforms support noperspective, don't use it. |
| # define NO_PERSPECTIVE |
| #else |
| # ifdef GL_NV_shader_noperspective_interpolation |
| # extension GL_NV_shader_noperspective_interpolation : require |
| # define NO_PERSPECTIVE noperspective |
| # else |
| # define NO_PERSPECTIVE |
| # endif |
| #endif |
| // clang-format on |
| |
| #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 |
| |
| #ifdef @TARGET_VULKAN |
| #define TEXTURE_RGBA32UI(IDX, NAME) layout(binding = IDX) uniform highp utexture2D NAME |
| #define TEXTURE_RGBA32F(IDX, NAME) layout(binding = IDX) uniform highp texture2D NAME |
| #define TEXTURE_RGBA8(IDX, NAME) layout(binding = IDX) uniform mediump texture2D NAME |
| #elif @GLSL_VERSION >= 310 |
| #define TEXTURE_RGBA32UI(IDX, NAME) layout(binding = IDX) uniform highp usampler2D NAME |
| #define TEXTURE_RGBA32F(IDX, NAME) layout(binding = IDX) uniform highp sampler2D NAME |
| #define TEXTURE_RGBA8(IDX, NAME) layout(binding = IDX) uniform mediump sampler2D NAME |
| #else |
| #define TEXTURE_RGBA32UI(IDX, NAME) uniform highp usampler2D NAME |
| #define TEXTURE_RGBA32F(IDX, NAME) uniform highp sampler2D NAME |
| #define TEXTURE_RGBA8(IDX, NAME) uniform mediump sampler2D NAME |
| #endif |
| #define TEXTURE_RG32UI(IDX, NAME) TEXTURE_RGBA32UI(IDX, NAME) |
| |
| #ifdef @TARGET_VULKAN |
| #define SAMPLER_LINEAR(TEXTURE_IDX, NAME) \ |
| layout(binding = TEXTURE_IDX, set = SAMPLER_BINDINGS_SET) uniform mediump sampler NAME; |
| #define SAMPLER_MIPMAP(TEXTURE_IDX, NAME) \ |
| layout(binding = TEXTURE_IDX, set = SAMPLER_BINDINGS_SET) uniform mediump sampler NAME; |
| #define TEXTURE_SAMPLE(NAME, SAMPLER_NAME, COORD) texture(sampler2D(NAME, SAMPLER_NAME), COORD) |
| #define TEXTURE_SAMPLE_LOD(NAME, SAMPLER_NAME, COORD, LOD) \ |
| textureLod(sampler2D(NAME, SAMPLER_NAME), COORD, LOD) |
| #define TEXTURE_SAMPLE_GRAD(NAME, SAMPLER_NAME, COORD, DDX, DDY) \ |
| textureGrad(sampler2D(NAME, SAMPLER_NAME), COORD, DDX, DDY) |
| #else |
| // SAMPLER_LINEAR and SAMPLER_MIPMAP are no-ops because in GL, sampling parameters are API-level |
| // state tied to the texture. |
| #define SAMPLER_LINEAR(TEXTURE_IDX, NAME) |
| #define SAMPLER_MIPMAP(TEXTURE_IDX, NAME) |
| #define TEXTURE_SAMPLE(NAME, SAMPLER_NAME, COORD) texture(NAME, COORD) |
| #define TEXTURE_SAMPLE_LOD(NAME, SAMPLER_NAME, COORD, LOD) textureLod(NAME, COORD, LOD) |
| #define TEXTURE_SAMPLE_GRAD(NAME, SAMPLER_NAME, COORD, DDX, DDY) textureGrad(NAME, COORD, DDX, DDY) |
| #endif |
| |
| #define TEXEL_FETCH(NAME, COORD) texelFetch(NAME, COORD, 0) |
| |
| #define VERTEX_STORAGE_BUFFER_BLOCK_BEGIN |
| #define VERTEX_STORAGE_BUFFER_BLOCK_END |
| |
| #define FRAG_STORAGE_BUFFER_BLOCK_BEGIN |
| #define FRAG_STORAGE_BUFFER_BLOCK_END |
| |
| #ifdef @DISABLE_SHADER_STORAGE_BUFFERS |
| |
| #define STORAGE_BUFFER_U32x2(IDX, GLSL_STRUCT_NAME, NAME) TEXTURE_RGBA32UI(IDX, NAME) |
| #define STORAGE_BUFFER_U32x4(IDX, GLSL_STRUCT_NAME, NAME) TEXTURE_RG32UI(IDX, NAME) |
| #define STORAGE_BUFFER_F32x4(IDX, GLSL_STRUCT_NAME, NAME) TEXTURE_RGBA32F(IDX, NAME) |
| #define STORAGE_BUFFER_LOAD4(NAME, I) \ |
| TEXEL_FETCH(NAME, int2((I)&STORAGE_TEXTURE_MASK_X, (I) >> STORAGE_TEXTURE_SHIFT_Y)) |
| #define STORAGE_BUFFER_LOAD2(NAME, I) \ |
| TEXEL_FETCH(NAME, int2((I)&STORAGE_TEXTURE_MASK_X, (I) >> STORAGE_TEXTURE_SHIFT_Y)).xy |
| |
| #else |
| |
| #ifdef GL_ARB_shader_storage_buffer_object |
| #extension GL_ARB_shader_storage_buffer_object : require |
| #endif |
| #define STORAGE_BUFFER_U32x2(IDX, GLSL_STRUCT_NAME, NAME) \ |
| layout(std430, binding = IDX) readonly buffer GLSL_STRUCT_NAME { uint2 _values[]; } \ |
| NAME |
| #define STORAGE_BUFFER_U32x4(IDX, GLSL_STRUCT_NAME, NAME) \ |
| layout(std430, binding = IDX) readonly buffer GLSL_STRUCT_NAME { uint4 _values[]; } \ |
| NAME |
| #define STORAGE_BUFFER_F32x4(IDX, GLSL_STRUCT_NAME, NAME) \ |
| layout(std430, binding = IDX) readonly buffer GLSL_STRUCT_NAME { float4 _values[]; } \ |
| NAME |
| #define STORAGE_BUFFER_LOAD4(NAME, I) NAME._values[I] |
| #define STORAGE_BUFFER_LOAD2(NAME, I) NAME._values[I] |
| |
| #endif // DISABLE_SHADER_STORAGE_BUFFERS |
| |
| // Define macros for implementing pixel local storage based on available extensions. |
| #ifdef @PLS_IMPL_ANGLE |
| |
| #extension GL_ANGLE_shader_pixel_local_storage : require |
| |
| #define PLS_BLOCK_BEGIN |
| #define PLS_DECL4F(IDX, NAME) layout(binding = IDX, rgba8) uniform lowp pixelLocalANGLE NAME |
| #define PLS_DECLUI(IDX, NAME) layout(binding = IDX, r32ui) uniform highp upixelLocalANGLE NAME |
| #define PLS_BLOCK_END |
| |
| #define PLS_LOAD4F(PLANE) pixelLocalLoadANGLE(PLANE) |
| #define PLS_LOADUI(PLANE) pixelLocalLoadANGLE(PLANE).r |
| #define PLS_STORE4F(PLANE, VALUE) pixelLocalStoreANGLE(PLANE, VALUE) |
| #define PLS_STOREUI(PLANE, VALUE) pixelLocalStoreANGLE(PLANE, uvec4(VALUE)) |
| |
| #define PLS_PRESERVE_VALUE(PLANE) |
| |
| #define PLS_INTERLOCK_BEGIN |
| #define PLS_INTERLOCK_END |
| |
| #endif // PLS_IMPL_ANGLE |
| |
| #ifdef @PLS_IMPL_EXT_NATIVE |
| |
| #extension GL_EXT_shader_pixel_local_storage : enable |
| |
| // 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(IDX, NAME) layout(rgba8) lowp vec4 NAME |
| #define PLS_DECLUI(IDX, NAME) layout(r32ui) highp uint NAME |
| #define PLS_BLOCK_END \ |
| } \ |
| ; |
| |
| #define PLS_LOAD4F(PLANE) PLANE |
| #define PLS_LOADUI(PLANE) PLANE |
| #define PLS_STORE4F(PLANE, VALUE) PLANE = (VALUE) |
| #define PLS_STOREUI(PLANE, VALUE) PLANE = (VALUE) |
| |
| #define PLS_PRESERVE_VALUE(PLANE) |
| |
| #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(IDX, NAME) layout(location = IDX) inout lowp vec4 NAME |
| #define PLS_DECLUI(IDX, NAME) layout(location = IDX) inout highp uvec4 NAME |
| #define PLS_BLOCK_END |
| |
| #define PLS_LOAD4F(PLANE) PLANE |
| #define PLS_LOADUI(PLANE) PLANE.r |
| #define PLS_STORE4F(PLANE, VALUE) PLANE = (VALUE) |
| #define PLS_STOREUI(PLANE, VALUE) PLANE.r = (VALUE) |
| |
| // 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(PLANE) PLANE = PLANE |
| |
| #define PLS_INTERLOCK_BEGIN |
| #define PLS_INTERLOCK_END |
| |
| #endif // PLS_IMPL_FRAMEBUFFER_FETCH |
| |
| #ifdef @PLS_IMPL_STORAGE_TEXTURE |
| |
| #ifdef GL_ARB_shader_image_load_store |
| #extension GL_ARB_shader_image_load_store : require |
| #endif |
| #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 |
| #else |
| #define PLS_INTERLOCK_BEGIN |
| #define PLS_INTERLOCK_END |
| #endif |
| |
| #define PLS_BLOCK_BEGIN |
| #ifdef @TARGET_VULKAN |
| #define PLS_DECL4F(IDX, NAME) \ |
| layout(set = PLS_TEXTURE_BINDINGS_SET, binding = IDX, rgba8) uniform lowp coherent image2D NAME |
| #define PLS_DECLUI(IDX, NAME) \ |
| layout(set = PLS_TEXTURE_BINDINGS_SET, binding = IDX, r32ui) \ |
| uniform highp coherent uimage2D NAME |
| #else |
| #define PLS_DECL4F(IDX, NAME) layout(binding = IDX, rgba8) uniform lowp coherent image2D NAME |
| #define PLS_DECLUI(IDX, NAME) layout(binding = IDX, r32ui) uniform highp coherent uimage2D NAME |
| #endif |
| #define PLS_BLOCK_END |
| |
| #define PLS_LOAD4F(PLANE) imageLoad(PLANE, _plsCoord) |
| #define PLS_LOADUI(PLANE) imageLoad(PLANE, _plsCoord).r |
| #define PLS_STORE4F(PLANE, VALUE) imageStore(PLANE, _plsCoord, VALUE) |
| #define PLS_STOREUI(PLANE, VALUE) imageStore(PLANE, _plsCoord, uvec4(VALUE)) |
| |
| #define PLS_PRESERVE_VALUE(PLANE) |
| |
| #endif // PLS_IMPL_STORAGE_TEXTURE |
| |
| #ifdef @PLS_IMPL_SUBPASS_LOAD |
| |
| #define PLS_BLOCK_BEGIN |
| #define PLS_DECL4F(IDX, NAME) \ |
| layout(input_attachment_index = IDX, binding = IDX, set = PLS_TEXTURE_BINDINGS_SET) \ |
| uniform lowp subpassInput _in_##NAME; \ |
| layout(location = IDX) out lowp vec4 NAME |
| #define PLS_DECLUI(IDX, NAME) \ |
| layout(input_attachment_index = IDX, binding = IDX, set = PLS_TEXTURE_BINDINGS_SET) \ |
| uniform lowp usubpassInput _in_##NAME; \ |
| layout(location = IDX) out highp uvec4 NAME |
| #define PLS_BLOCK_END |
| |
| #define PLS_LOAD4F(PLANE) subpassLoad(_in_##PLANE) |
| #define PLS_LOADUI(PLANE) subpassLoad(_in_##PLANE).r |
| #define PLS_STORE4F(PLANE, VALUE) PLANE = (VALUE) |
| #define PLS_STOREUI(PLANE, VALUE) PLANE.r = (VALUE) |
| |
| #define PLS_PRESERVE_VALUE(PLANE) PLANE = subpassLoad(_in_##PLANE) |
| #define PLS_INTERLOCK_BEGIN |
| #define PLS_INTERLOCK_END |
| |
| #endif |
| |
| #ifdef @PLS_IMPL_NONE |
| |
| #define PLS_BLOCK_BEGIN |
| #define PLS_DECL4F(IDX, NAME) layout(location = IDX) out lowp vec4 NAME |
| #define PLS_DECLUI(IDX, NAME) layout(location = IDX) out highp uvec4 NAME |
| #define PLS_BLOCK_END |
| |
| #define PLS_LOAD4F(PLANE) vec4(0) |
| #define PLS_LOADUI(PLANE) 0u |
| #define PLS_STORE4F(PLANE, VALUE) PLANE = (VALUE) |
| #define PLS_STOREUI(PLANE, VALUE) PLANE.r = (VALUE) |
| |
| #define PLS_PRESERVE_VALUE(PLANE) |
| #define PLS_INTERLOCK_BEGIN |
| #define PLS_INTERLOCK_END |
| |
| #endif |
| |
| #define PLS_MEMORY_BARRIER(PLANE) |
| |
| #ifdef @TARGET_VULKAN |
| #define gl_VertexID gl_VertexIndex |
| #endif |
| |
| // clang-format off |
| #ifdef @ENABLE_INSTANCE_INDEX |
| # ifdef @TARGET_VULKAN |
| # define INSTANCE_INDEX gl_InstanceIndex |
| # else |
| # ifdef @ENABLE_SPIRV_CROSS_BASE_INSTANCE |
| // This uniform is specifically named "SPIRV_Cross_BaseInstance" for compatibility with |
| // SPIRV-Cross sytems that search for it by name. |
| uniform int $SPIRV_Cross_BaseInstance; |
| # define INSTANCE_INDEX (gl_InstanceID + $SPIRV_Cross_BaseInstance) |
| # else |
| # define INSTANCE_INDEX (gl_InstanceID + gl_BaseInstance) |
| # endif |
| # endif |
| #else |
| # define INSTANCE_INDEX 0 |
| #endif |
| // clang-format on |
| |
| #define VERTEX_CONTEXT_DECL |
| #define VERTEX_CONTEXT_UNPACK |
| |
| #define VERTEX_MAIN(NAME, Attrs, attrs, _vertexID, _instanceID) \ |
| void main() \ |
| { \ |
| int _vertexID = gl_VertexID; \ |
| int _instanceID = INSTANCE_INDEX; |
| |
| #define IMAGE_RECT_VERTEX_MAIN VERTEX_MAIN |
| |
| #define IMAGE_MESH_VERTEX_MAIN(NAME, PositionAttr, position, UVAttr, uv, _vertexID) \ |
| VERTEX_MAIN(NAME, PositionAttr, position, _vertexID, _instanceID) |
| |
| #define VARYING_INIT(NAME, TYPE) |
| #define VARYING_PACK(NAME) |
| #define VARYING_UNPACK(NAME, TYPE) |
| |
| #define EMIT_VERTEX(_pos) \ |
| gl_Position = _pos; \ |
| } |
| |
| #define FRAG_DATA_MAIN(DATA_TYPE, NAME) \ |
| layout(location = 0) out DATA_TYPE _fd; \ |
| void main() |
| |
| #define EMIT_FRAG_DATA(VALUE) _fd = VALUE |
| |
| #define _fragCoord gl_FragCoord.xy |
| |
| #define FRAGMENT_CONTEXT_DECL |
| #define FRAGMENT_CONTEXT_UNPACK |
| |
| #ifdef @USING_PLS_STORAGE_TEXTURES |
| |
| #define PLS_DECLUI_ATOMIC(IDX, NAME) \ |
| layout(binding = IDX, r32ui) uniform highp coherent uimage2D NAME |
| #define PLS_LOADUI_ATOMIC(PLANE) imageLoad(PLANE, _plsCoord).r |
| #define PLS_STOREUI_ATOMIC(PLANE, VALUE) imageStore(PLANE, _plsCoord, uvec4(VALUE)) |
| #define PLS_ATOMIC_MAX(PLANE, X) imageAtomicMax(PLANE, _plsCoord, X) |
| #define PLS_ATOMIC_ADD(PLANE, X) imageAtomicAdd(PLANE, _plsCoord, X) |
| |
| #define PLS_CONTEXT_DECL , int2 _plsCoord |
| #define PLS_CONTEXT_UNPACK , _plsCoord |
| |
| #define PLS_MAIN(NAME) \ |
| void main() \ |
| { \ |
| int2 _plsCoord = ivec2(floor(_fragCoord)); |
| |
| #define EMIT_PLS } |
| |
| #else // !USING_PLS_STORAGE_TEXTURES |
| |
| #define PLS_CONTEXT_DECL |
| #define PLS_CONTEXT_UNPACK |
| |
| #define PLS_MAIN(NAME) void main() |
| #define EMIT_PLS |
| |
| #endif // !USING_PLS_STORAGE_TEXTURES |
| |
| #define PLS_MAIN_WITH_IMAGE_UNIFORMS(NAME) PLS_MAIN(NAME) |
| |
| #define PLS_FRAG_COLOR_MAIN(NAME) \ |
| layout(location = 0) out half4 _fragColor; \ |
| PLS_MAIN(NAME) |
| |
| #define PLS_FRAG_COLOR_MAIN_WITH_IMAGE_UNIFORMS(NAME) \ |
| layout(location = 0) out half4 _fragColor; \ |
| PLS_MAIN(NAME) |
| |
| #define EMIT_PLS_AND_FRAG_COLOR EMIT_PLS |
| |
| #define MUL(A, B) ((A) * (B)) |
| |
| #if @GLSL_VERSION < 310 |
| // Polyfill ES 3.1+ methods. |
| INLINE half4 unpackUnorm4x8(uint u) |
| { |
| uint4 vals = uint4(u & 0xffu, (u >> 8) & 0xffu, (u >> 16) & 0xffu, u >> 24); |
| return float4(vals) * (1. / 255.); |
| } |
| #endif |
| |
| #ifndef @TARGET_VULKAN |
| #define FRAG_COORD_BOTTOM_UP |
| #endif |
| |
| precision highp float; |
| precision highp int; |