A game about forced loneliness, made by TACStudios
1// This file assume SHADER_API_SWITCH is defined
2// TODO: This is a straight copy from D3D11.hlsl. Go through all this stuff and adjust where needed.
3
4#define UNITY_UV_STARTS_AT_TOP 1
5#define UNITY_REVERSED_Z 1
6#define UNITY_NEAR_CLIP_VALUE (1.0)
7// This value will not go through any matrix projection conversion
8#define UNITY_RAW_FAR_CLIP_VALUE (0.0)
9#define VERTEXID_SEMANTIC SV_VertexID
10#define INSTANCEID_SEMANTIC SV_InstanceID
11#define FRONT_FACE_SEMANTIC SV_IsFrontFace
12#define FRONT_FACE_TYPE bool
13#define IS_FRONT_VFACE(VAL, FRONT, BACK) ((VAL) ? (FRONT) : (BACK))
14
15#define CBUFFER_START(name) cbuffer name {
16#define CBUFFER_END };
17
18#define PLATFORM_SUPPORTS_EXPLICIT_BINDING
19#define PLATFORM_NEEDS_UNORM_UAV_SPECIFIER
20#define PLATFORM_LANE_COUNT 32
21
22// flow control attributes
23#define UNITY_BRANCH [branch]
24#define UNITY_FLATTEN [flatten]
25#define UNITY_UNROLL [unroll]
26#define UNITY_UNROLLX(_x) [unroll(_x)]
27#define UNITY_LOOP [loop]
28
29// Initialize arbitrary structure with zero values.
30// Do not exist on some platform, in this case we need to have a standard name that call a function that will initialize all parameters to 0
31#define ZERO_INITIALIZE(type, name) name = (type)0;
32#define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } }
33
34// Texture util abstraction
35
36#define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2)
37
38// Texture abstraction
39
40#define TEXTURE2D(textureName) Texture2D textureName
41#define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName
42#define TEXTURECUBE(textureName) TextureCube textureName
43#define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName
44#define TEXTURE3D(textureName) Texture3D textureName
45
46#define TEXTURE2D_FLOAT(textureName) Texture2D<float4> textureName
47#define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray<float4> textureName
48#define TEXTURECUBE_FLOAT(textureName) TextureCube<float4> textureName
49#define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray<float4> textureName
50#define TEXTURE3D_FLOAT(textureName) Texture3D<float4> textureName
51
52#define TEXTURE2D_HALF(textureName) Texture2D<half4> textureName
53#define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray<half4> textureName
54#define TEXTURECUBE_HALF(textureName) TextureCube<half4> textureName
55#define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray<half4> textureName
56#define TEXTURE3D_HALF(textureName) Texture3D<half4> textureName
57
58#define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName)
59#define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName)
60#define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName)
61#define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName)
62
63#define TYPED_TEXTURE2D(type, textureName) Texture2D<type> textureName
64#define TYPED_TEXTURE2D_ARRAY(type, textureName) Texture2DArray<type> textureName
65#define TYPED_TEXTURE3D(type, textureName) Texture3D<type> textureName
66#define RW_TEXTURE2D(type, textureName) RWTexture2D<type> textureName
67#define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray<type> textureName
68#define RW_TEXTURE3D(type, textureName) RWTexture3D<type> textureName
69
70#define SAMPLER(samplerName) SamplerState samplerName
71#define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName
72#define ASSIGN_SAMPLER(samplerName, samplerValue) samplerName = samplerValue
73
74#define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName)
75#define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName)
76#define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName)
77#define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName)
78#define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName)
79
80#define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName)
81#define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName)
82#define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName)
83#define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName)
84
85#define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName
86#define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName
87#define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName
88#define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName
89#define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName
90
91#define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName
92#define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName
93#define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName
94#define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName
95
96#define PLATFORM_SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2)
97#define PLATFORM_SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod)
98#define PLATFORM_SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias)
99#define PLATFORM_SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy)
100#define PLATFORM_SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index))
101#define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod)
102#define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias)
103#define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy)
104#define PLATFORM_SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
105#define PLATFORM_SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod)
106#define PLATFORM_SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias)
107#define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index))
108#define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod)
109#define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias)
110#define PLATFORM_SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
111#define PLATFORM_SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod)
112
113#define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) PLATFORM_SAMPLE_TEXTURE2D(textureName, samplerName, coord2)
114#define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) PLATFORM_SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod)
115#define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) PLATFORM_SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias)
116#define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) PLATFORM_SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy)
117#define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) PLATFORM_SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index)
118#define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod)
119#define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias)
120#define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy)
121#define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) PLATFORM_SAMPLE_TEXTURECUBE(textureName, samplerName, coord3)
122#define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) PLATFORM_SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod)
123#define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) PLATFORM_SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias)
124#define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index)
125#define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod)
126#define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)
127#define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) PLATFORM_SAMPLE_TEXTURE3D(textureName, samplerName, coord3)
128#define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) PLATFORM_SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod)
129
130#define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z)
131#define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z)
132#define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w)
133#define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w)
134
135#define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r
136#define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod).r
137
138#define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0))
139#define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod))
140#define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex)
141#define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0))
142#define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex)
143#define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod))
144#define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0))
145#define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod))
146
147#define PLATFORM_SUPPORT_GATHER
148#define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2)
149#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index))
150#define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3)
151#define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index))
152#define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2)
153#define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2)
154#define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2)
155#define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2)