| /* |
| * 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 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_BLOCK_BEGIN(NAME) \ |
| $cbuffer NAME : $register($b0) \ |
| { \ |
| struct \ |
| { |
| |
| #define UNIFORM_BLOCK_END(NAME) \ |
| } \ |
| NAME; \ |
| } |
| |
| #define VARYING_BLOCK_BEGIN(NAME) \ |
| struct NAME \ |
| { |
| |
| #define NO_PERSPECTIVE $noperspective |
| #define @OPTIONALLY_FLAT $nointerpolation |
| #define FLAT $nointerpolation |
| #define VARYING(IDX, TYPE, NAME) TYPE NAME : $TEXCOORD##IDX |
| |
| #define VARYING_BLOCK_END(_pos) \ |
| float4 _pos : $SV_Position; \ |
| } \ |
| ; |
| |
| #define VARYING_INIT(varyings, NAME, TYPE) TYPE NAME |
| #define VARYING_PACK(varyings, NAME) varyings.NAME = NAME |
| #define VARYING_UNPACK(varyings, NAME, TYPE) TYPE NAME = varyings.NAME |
| |
| #ifdef @VERTEX |
| #define VERTEX_TEXTURE_BLOCK_BEGIN(NAME) |
| #define VERTEX_TEXTURE_BLOCK_END |
| #endif |
| |
| #ifdef @FRAGMENT |
| #define FRAG_TEXTURE_BLOCK_BEGIN(NAME) |
| #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) |
| |
| #define TEXEL_FETCH(TEXTURE_BLOCK, NAME, COORD) NAME[COORD] |
| |
| #define GRADIENT_SAMPLER_DECL(IDX, NAME) $SamplerState NAME : $register($s##IDX); |
| |
| #define TEXTURE_SAMPLE(TEXTURE_BLOCK, NAME, SAMPLER_NAME, COORD) NAME.$Sample(SAMPLER_NAME, COORD) |
| |
| #define PLS_INTERLOCK_BEGIN |
| #define PLS_INTERLOCK_END |
| |
| #ifdef @DRAW_INTERIOR_TRIANGLES |
| // The interior triangles don't overlap, so therefore don't need rasterizer ordering. |
| #define PLS_TEX2D $RWTexture2D |
| #else |
| #define PLS_TEX2D $RasterizerOrderedTexture2D |
| #endif |
| |
| #define PLS_BLOCK_BEGIN |
| #define PLS_DECL4F(IDX, NAME) uniform PLS_TEX2D<$unorm float4> NAME : $register($u##IDX) |
| #define PLS_DECL2F(IDX, NAME) uniform PLS_TEX2D<uint> NAME : $register($u##IDX) |
| #define PLS_BLOCK_END |
| |
| #define PLS_LOAD4F(P) P[_plsCoord] |
| #define PLS_LOAD2F(P) unpackHalf2x16(P[_plsCoord]) |
| #define PLS_STORE4F(P, V) P[_plsCoord] = V |
| #define PLS_STORE2F(P, X, Y) P[_plsCoord] = packHalf2x16(float2(X, Y)) |
| |
| #define PLS_PRESERVE_VALUE(P) |
| |
| #ifdef @ENABLE_BASE_INSTANCE_POLYFILL |
| #define BASE_INSTANCE_POLYFILL_DECL(NAME) \ |
| $cbuffer NAME##_cbuff : $register($b1) \ |
| { \ |
| uint NAME; \ |
| uint NAME##_pad0; \ |
| uint NAME##_pad1; \ |
| uint NAME##_pad2; \ |
| } |
| |
| #endif |
| |
| #define VERTEX_MAIN(NAME, \ |
| Uniforms, \ |
| uniforms, \ |
| Attrs, \ |
| attrs, \ |
| Varyings, \ |
| varyings, \ |
| VertexTextures, \ |
| textures, \ |
| _vertexID, \ |
| _instanceID, \ |
| _pos) \ |
| Varyings NAME(Attrs attrs, uint _vertexID : $SV_VertexID, uint _instanceID : $SV_InstanceID) \ |
| { \ |
| Varyings varyings; \ |
| float4 _pos; |
| |
| #define EMIT_VERTEX(varyings, _pos) \ |
| } \ |
| varyings._pos = _pos; \ |
| return varyings; |
| |
| #define FRAG_DATA_MAIN(DATA_TYPE, NAME, Varyings, varyings) \ |
| DATA_TYPE NAME(Varyings varyings) : $SV_Target \ |
| { |
| |
| #define EMIT_FRAG_DATA(VALUE) \ |
| return VALUE; \ |
| } |
| |
| #define PLS_MAIN(NAME, Varyings, varyings, FragmentTextures, textures, _pos) \ |
| [$earlydepthstencil] void NAME(Varyings varyings) { \ |
| int2 _plsCoord = int2(floor(varyings._pos.xy)); |
| |
| #define EMIT_PLS } |
| |
| #define INLINE $inline |
| |
| #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) $mul(B, A) |
| |
| INLINE half2 unpackHalf2x16(uint u) |
| { |
| uint y = (u >> 16); |
| uint x = u & 0xffffu; |
| return make_half2($f16tof32(x), $f16tof32(y)); |
| } |
| |
| INLINE uint packHalf2x16(float2 v) |
| { |
| uint x = $f32tof16(v.x); |
| uint y = $f32tof16(v.y); |
| return (y << 16) | x; |
| } |
| |
| INLINE 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)); |
| } |