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/*
* 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 half3x3 mediump mat3x3
#define half2x3 mediump mat2x3
#define half4x4 mediump mat4x4
#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 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 bool2 bvec2
#define bool3 bvec3
#define bool4 bvec4
#define float2x2 mat2
#define INLINE
#define OUT(ARG_TYPE) out ARG_TYPE
#define INOUT(ARG_TYPE) inout ARG_TYPE
#ifdef GL_ANGLE_base_vertex_base_instance_shader_builtin
#extension GL_ANGLE_base_vertex_base_instance_shader_builtin : require
#endif
#ifdef @ENABLE_KHR_BLEND
#extension GL_KHR_blend_equation_advanced : require
#endif
// Enable the necessary extensions for rendering the feather atlas.
// NOTE: We do this here instead of render_atlas.glsl because extensions have to
// be declared before any code.
#ifdef @ATLAS_RENDER_TARGET_R32UI_FRAMEBUFFER_FETCH
#extension GL_EXT_shader_framebuffer_fetch : require
#elif defined(@ATLAS_RENDER_TARGET_R32UI_PLS_EXT)
#extension GL_EXT_shader_pixel_local_storage : require
#elif defined(@ATLAS_RENDER_TARGET_R32UI_PLS_ANGLE)
#extension GL_ANGLE_shader_pixel_local_storage : require
#elif defined(@ATLAS_RENDER_TARGET_R32I_ATOMIC_TEXTURE)
#ifdef GL_ARB_shader_image_load_store
#extension GL_ARB_shader_image_load_store : require
#endif
#ifdef GL_OES_shader_image_atomic
#extension GL_OES_shader_image_atomic : require
#endif
#endif
// clang-format off
#if defined(@RENDER_MODE_MSAA) && defined(@ENABLE_CLIP_RECT) && defined(GL_ES)
// clang-format on
#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 // RENDER_MODE_MSAA && ENABLE_CLIP_RECT
#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
#define DYNAMIC_SAMPLER_BLOCK_BEGIN
#define DYNAMIC_SAMPLER_BLOCK_END
#ifdef @TARGET_VULKAN
#define TEXTURE_RGBA32UI(SET, IDX, NAME) \
layout(set = SET, binding = IDX) uniform highp utexture2D NAME
#define TEXTURE_RGBA32F(SET, IDX, NAME) \
layout(set = SET, binding = IDX) uniform highp texture2D NAME
#define TEXTURE_RGBA8(SET, IDX, NAME) \
layout(set = SET, binding = IDX) uniform mediump texture2D NAME
#define TEXTURE_R16F(SET, IDX, NAME) \
layout(binding = IDX) uniform mediump texture2D NAME
#define TEXTURE_R32I(SET, IDX, NAME) \
layout(binding = IDX) uniform highp itexture2D NAME
#define TEXTURE_R32UI(SET, IDX, NAME) \
layout(binding = IDX) uniform highp utexture2D NAME
#if defined(@FRAGMENT) && defined(@RENDER_MODE_MSAA)
#define DST_COLOR_TEXTURE(NAME) \
layout(input_attachment_index = 0, \
binding = COLOR_PLANE_IDX, \
set = PLS_TEXTURE_BINDINGS_SET) uniform lowp subpassInputMS NAME
#endif // @FRAGMENT && @RENDER_MODE_MSAA
#elif @GLSL_VERSION >= 310
#define TEXTURE_RGBA32UI(SET, IDX, NAME) \
layout(binding = IDX) uniform highp usampler2D NAME
#define TEXTURE_RGBA32F(SET, IDX, NAME) \
layout(binding = IDX) uniform highp sampler2D NAME
#define TEXTURE_RGBA8(SET, IDX, NAME) \
layout(binding = IDX) uniform mediump sampler2D NAME
#define TEXTURE_R16F(SET, IDX, NAME) \
layout(binding = IDX) uniform mediump sampler2D NAME
#define TEXTURE_R32I(SET, IDX, NAME) \
layout(binding = IDX) uniform highp isampler2D NAME
#define TEXTURE_R32UI(SET, IDX, NAME) \
layout(binding = IDX) uniform highp usampler2D NAME
#define DST_COLOR_TEXTURE(NAME) \
TEXTURE_RGBA8(PER_FLUSH_BINDINGS_SET, DST_COLOR_TEXTURE_IDX, NAME)
#else
#define TEXTURE_RGBA32UI(SET, IDX, NAME) uniform highp usampler2D NAME
#define TEXTURE_RGBA32F(SET, IDX, NAME) uniform highp sampler2D NAME
#define TEXTURE_RGBA8(SET, IDX, NAME) uniform mediump sampler2D NAME
#define TEXTURE_R16F(SET, IDX, NAME) uniform mediump sampler2D NAME
#define TEXTURE_R32I(SET, IDX, NAME) uniform highp isampler2D NAME
#define TEXTURE_R32UI(SET, IDX, NAME) uniform highp usampler2D NAME
#define DST_COLOR_TEXTURE(NAME) \
TEXTURE_RGBA8(PER_FLUSH_BINDINGS_SET, DST_COLOR_TEXTURE_IDX, NAME)
#endif
#ifdef @TARGET_VULKAN
#define SAMPLER_LINEAR(TEXTURE_IDX, NAME) \
layout(set = IMMUTABLE_SAMPLER_BINDINGS_SET, binding = TEXTURE_IDX) \
uniform mediump sampler NAME;
#define SAMPLER_MIPMAP(TEXTURE_IDX, NAME) \
layout(set = IMMUTABLE_SAMPLER_BINDINGS_SET, binding = TEXTURE_IDX) \
uniform mediump sampler NAME;
#define SAMPLER_DYNAMIC(SET, IDX, NAME) \
layout(set = SET, binding = IDX) 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_LODBIAS(NAME, SAMPLER_NAME, COORD, LODBIAS) \
texture(sampler2D(NAME, SAMPLER_NAME), COORD, LODBIAS)
#define TEXTURE_SAMPLE_GRAD(NAME, SAMPLER_NAME, COORD, DDX, DDY) \
textureGrad(sampler2D(NAME, SAMPLER_NAME), COORD, DDX, DDY)
#if defined(@FRAGMENT) && defined(@RENDER_MODE_MSAA)
#extension GL_OES_sample_variables : require
#define DST_COLOR_FETCH(NAME) \
dst_color_fetch(mat4(subpassLoad(NAME, 0), \
subpassLoad(NAME, 1), \
subpassLoad(NAME, 2), \
subpassLoad(NAME, 3)))
#endif // @FRAGMENT && @RENDER_MODE_MSAA
#else // @TARGET_VULKAN -> !@TARGET_VULKAN
// 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 SAMPLER_DYNAMIC(SET, 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_LODBIAS(NAME, SAMPLER_NAME, COORD, LODBIAS) \
texture(NAME, COORD, LODBIAS)
#define TEXTURE_SAMPLE_GRAD(NAME, SAMPLER_NAME, COORD, DDX, DDY) \
textureGrad(NAME, COORD, DDX, DDY)
#define DST_COLOR_FETCH(NAME) texelFetch(NAME, ivec2(floor(_fragCoord.xy)), 0)
#endif // !@TARGET_VULKAN
#define TEXTURE_SAMPLE_DYNAMIC(TEXTURE, SAMPLER_NAME, COORD) \
TEXTURE_SAMPLE(TEXTURE, SAMPLER_NAME, COORD)
#define TEXTURE_SAMPLE_DYNAMIC_LOD(TEXTURE, SAMPLER_NAME, COORD, LOD) \
TEXTURE_SAMPLE_LOD(TEXTURE, SAMPLER_NAME, COORD, LOD)
#define TEXTURE_SAMPLE_DYNAMIC_LODBIAS(TEXTURE, SAMPLER_NAME, COORD, LODBIAS) \
TEXTURE_SAMPLE_LODBIAS(TEXTURE, SAMPLER_NAME, COORD, LODBIAS)
// Polyfill the feather texture as a sampler2D since ES doesn't support
// sampler1DArray. This is why the macro needs "ARRAY_INDEX_NORMALIZED": when
// polyfilled as a 2D texture, the "array index" needs to be a 0..1 normalized
// y coordinate instead of the literal array index.
#define TEXTURE_R16F_1D_ARRAY(SET, IDX, NAME) TEXTURE_R16F(SET, IDX, NAME)
// clang-format off
// Clang formatting on this line trips up the Qualcomm compiler.
#define TEXTURE_SAMPLE_LOD_1D_ARRAY(NAME, SAMPLER_NAME, X, ARRAY_INDEX, ARRAY_INDEX_NORMALIZED, LOD) \
TEXTURE_SAMPLE_LOD(NAME, SAMPLER_NAME, float2(X, ARRAY_INDEX_NORMALIZED), LOD)
// clang-format on
#define TEXTURE_RG32UI(SET, IDX, NAME) TEXTURE_RGBA32UI(SET, IDX, NAME)
#define TEXTURE_CONTEXT_DECL
#define TEXTURE_CONTEXT_FORWARD
#define TEXEL_FETCH(NAME, COORD) texelFetch(NAME, COORD, 0)
#ifdef @TARGET_VULKAN
#define TEXTURE_GATHER(NAME, SAMPLER_NAME, COORD, TEXTURE_INVERSE_SIZE) \
textureGather(sampler2D(NAME, SAMPLER_NAME), \
(COORD) * (TEXTURE_INVERSE_SIZE))
#elif @GLSL_VERSION >= 310
#define TEXTURE_GATHER(NAME, SAMPLER_NAME, COORD, TEXTURE_INVERSE_SIZE) \
textureGather(NAME, (COORD) * (TEXTURE_INVERSE_SIZE))
#else
#define TEXTURE_GATHER(NAME, SAMPLER_NAME, COORD, TEXTURE_INVERSE_SIZE) \
TEXTURE_GATHER_MATRIX(NAME, COORD, .r)
#endif
#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(PER_FLUSH_BINDINGS_SET, IDX, NAME)
#define STORAGE_BUFFER_U32x4(IDX, GLSL_STRUCT_NAME, NAME) \
TEXTURE_RG32UI(PER_FLUSH_BINDINGS_SET, IDX, NAME)
#define STORAGE_BUFFER_F32x4(IDX, GLSL_STRUCT_NAME, NAME) \
TEXTURE_RGBA32F(PER_FLUSH_BINDINGS_SET, 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_U32_ATOMIC(IDX, GLSL_STRUCT_NAME, NAME) \
layout(std430, binding = IDX) buffer GLSL_STRUCT_NAME { uint _values[]; } \
NAME
#define STORAGE_BUFFER_LOAD4(NAME, I) NAME._values[I]
#define STORAGE_BUFFER_LOAD2(NAME, I) NAME._values[I]
#define STORAGE_BUFFER_LOAD(NAME, I) NAME._values[I]
#define STORAGE_BUFFER_ATOMIC_MAX(NAME, I, X) atomicMax(NAME._values[I], X)
#define STORAGE_BUFFER_ATOMIC_ADD(NAME, I, X) atomicAdd(NAME._values[I], X)
#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_4F(PLANE)
#define PLS_PRESERVE_UI(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 : require
#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_4F(PLANE) PLANE = PLANE
#define PLS_PRESERVE_UI(PLANE) PLANE = PLANE
#define PLS_INTERLOCK_BEGIN
#define PLS_INTERLOCK_END
#endif
#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_4F(PLANE)
#define PLS_PRESERVE_UI(PLANE)
#ifndef @USING_PLS_STORAGE_TEXTURES
#define @USING_PLS_STORAGE_TEXTURES
#endif // PLS_IMPL_STORAGE_TEXTURE
#endif // PLS_IMPL_STORAGE_TEXTURE
#ifdef @PLS_IMPL_SUBPASS_LOAD
#define PLS_BLOCK_BEGIN
#define PLS_DECL4F_READONLY(IDX, NAME) \
layout(input_attachment_index = IDX, \
binding = IDX, \
set = PLS_TEXTURE_BINDINGS_SET) \
uniform lowp subpassInput _in_##NAME;
#define PLS_DECL4F(IDX, NAME) \
PLS_DECL4F_READONLY(IDX, 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 highp 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_4F(PLANE) PLS_STORE4F(PLANE, subpassLoad(_in_##PLANE))
#define PLS_PRESERVE_UI(PLANE) PLS_STOREUI(PLANE, subpassLoad(_in_##PLANE).r)
#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_4F(PLANE) PLANE = vec4(0)
#define PLS_PRESERVE_UI(PLANE) PLANE.r = 0u
#define PLS_INTERLOCK_BEGIN
#define PLS_INTERLOCK_END
#endif
#ifndef PLS_DECL4F_READONLY
#define PLS_DECL4F_READONLY PLS_DECL4F
#endif
#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 @BASE_INSTANCE_UNIFORM_NAME
// gl_BaseInstance isn't supported on this platform. The rendering
// backend will set this uniform for us instead.
uniform highp int @BASE_INSTANCE_UNIFORM_NAME;
# define INSTANCE_INDEX (gl_InstanceID + @BASE_INSTANCE_UNIFORM_NAME)
# 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
// clang-format off
#define IMAGE_MESH_VERTEX_MAIN(NAME, PositionAttr, position, UVAttr, uv, _vertexID) \
VERTEX_MAIN(NAME, PositionAttr, position, _vertexID, _instanceID)
// clang-format on
#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
#ifdef @TARGET_VULKAN
#define PLS_DECLUI_ATOMIC(IDX, NAME) \
layout(set = PLS_TEXTURE_BINDINGS_SET, binding = IDX, r32ui) \
uniform highp coherent uimage2D NAME
#else
#define PLS_DECLUI_ATOMIC(IDX, NAME) \
layout(binding = IDX, r32ui) uniform highp coherent uimage2D NAME
#endif
#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))
precision highp float;
precision highp int;
#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
// The Qualcomm compiler can't handle line breaks in #ifs.
// clang-format off
#if defined(@TARGET_VULKAN) && defined(@FRAGMENT) && defined(@RENDER_MODE_MSAA) && !defined(@FIXED_FUNCTION_COLOR_OUTPUT)
// clang-format on
half4 dst_color_fetch(mediump mat4 dstSamples)
{
if (gl_SampleMaskIn[0] == 0xf)
{
// Average together all samples for this fragment.
return (dstSamples[0] + dstSamples[1] + dstSamples[2] + dstSamples[3]) *
.25;
}
else
{
// Average together only the samples that are inside the sample mask.
half4 mask =
vec4(notEqual(gl_SampleMaskIn[0] & ivec4(1, 2, 4, 8), ivec4(0)));
half4 ret = dstSamples * mask;
// Since the sample mask can only have 4 bits, counting them is faster
// this way on Galaxy S24 than calling bitCount().
int numSamples =
(gl_SampleMaskIn[0] & 5) + ((gl_SampleMaskIn[0] >> 1) & 5);
numSamples = (numSamples & 3) + (numSamples >> 2);
ret *= 1. / float(numSamples);
return ret;
}
}
#endif // @TARGET_VULKAN && @FRAGMENT && @RENDER_MODE_MSAA &&
// !@FIXED_FUNCTION_COLOR_OUTPUT