| /* |
| * 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)); |
| } |