A game about forced loneliness, made by TACStudios
1// This file assume SHADER_API_VULKAN 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_SUPPORTS_BUFFER_ATOMICS_IN_PIXEL_SHADER
21#define PLATFORM_SUPPORTS_PRIMITIVE_ID_IN_PIXEL_SHADER
22
23// flow control attributes
24#define UNITY_BRANCH [branch]
25#define UNITY_FLATTEN [flatten]
26#define UNITY_UNROLL [unroll]
27#define UNITY_UNROLLX(_x) [unroll(_x)]
28#define UNITY_LOOP [loop]
29
30// Initialize arbitrary structure with zero values.
31// 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
32#define ZERO_INITIALIZE(type, name) name = (type)0;
33#define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } }
34
35// Texture util abstraction
36
37#define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2)
38
39// Texture abstraction
40
41#define TEXTURE2D(textureName) Texture2D textureName
42#define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName
43#define TEXTURECUBE(textureName) TextureCube textureName
44#define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName
45#define TEXTURE3D(textureName) Texture3D textureName
46
47#define TEXTURE2D_FLOAT(textureName) Texture2D<float4> textureName
48#define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray<float4> textureName
49#define TEXTURECUBE_FLOAT(textureName) TextureCube<float4> textureName
50#define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray<float4> textureName
51#define TEXTURE3D_FLOAT(textureName) Texture3D<float4> textureName
52
53#define TEXTURE2D_HALF(textureName) Texture2D<half4> textureName
54#define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray<half4> textureName
55#define TEXTURECUBE_HALF(textureName) TextureCube<half4> textureName
56#define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray<half4> textureName
57#define TEXTURE3D_HALF(textureName) Texture3D<half4> textureName
58
59#define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName)
60#define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName)
61#define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName)
62#define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName)
63
64#define TYPED_TEXTURE2D(type, textureName) Texture2D<type> textureName
65#define TYPED_TEXTURE2D_ARRAY(type, textureName) Texture2DArray<type> textureName
66#define TYPED_TEXTURE3D(type, textureName) Texture3D<type> textureName
67#define RW_TEXTURE2D(type, textureName) RWTexture2D<type> textureName
68#define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray<type> textureName
69#define RW_TEXTURE3D(type, textureName) RWTexture3D<type> textureName
70
71#define SAMPLER(samplerName) SamplerState samplerName
72#define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName
73#define ASSIGN_SAMPLER(samplerName, samplerValue) samplerName = samplerValue
74
75#define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName)
76#define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName)
77#define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName)
78#define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName)
79#define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName)
80
81#define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName)
82#define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName)
83#define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName)
84#define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName)
85
86#define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName
87#define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName
88#define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName
89#define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName
90#define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName
91
92#define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName
93#define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName
94#define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName
95#define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName
96
97#define PLATFORM_SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2)
98#define PLATFORM_SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod)
99#define PLATFORM_SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias)
100#define PLATFORM_SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy)
101#define PLATFORM_SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index))
102#define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod)
103#define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias)
104#define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy)
105#define PLATFORM_SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
106#define PLATFORM_SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod)
107#define PLATFORM_SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias)
108#define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index))
109#define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod)
110#define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias)
111#define PLATFORM_SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
112#define PLATFORM_SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod)
113
114#define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) PLATFORM_SAMPLE_TEXTURE2D(textureName, samplerName, coord2)
115#define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) PLATFORM_SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod)
116#define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) PLATFORM_SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias)
117#define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) PLATFORM_SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy)
118#define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) PLATFORM_SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index)
119#define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod)
120#define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias)
121#define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy)
122#define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) PLATFORM_SAMPLE_TEXTURECUBE(textureName, samplerName, coord3)
123#define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) PLATFORM_SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod)
124#define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) PLATFORM_SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias)
125#define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index)
126#define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod)
127#define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)
128#define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) PLATFORM_SAMPLE_TEXTURE3D(textureName, samplerName, coord3)
129#define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) PLATFORM_SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod)
130
131#define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z)
132#define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z)
133#define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w)
134#define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w)
135
136#define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r
137#define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod).r
138
139#define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0))
140#define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod))
141#define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex)
142#define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0))
143#define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex)
144#define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod))
145#define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0))
146#define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod))
147
148#define PLATFORM_SUPPORT_GATHER
149#define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2)
150#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index))
151#define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3)
152#define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index))
153#define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2)
154#define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2)
155#define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2)
156#define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2)
157
158#define PLATFORM_SUPPORTS_NATIVE_RENDERPASS
159
160// Vulkan SwapChain pre-transform
161#ifdef UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION
162# ifdef UNITY_COMPILER_DXC
163 [[vk::constant_id(1)]] const int UnityDisplayOrientationPreTransform = 0;
164# else
165 cbuffer UnityDisplayOrientationPreTransformData { int UnityDisplayOrientationPreTransform; };
166# endif
167# define UNITY_DISPLAY_ORIENTATION_PRETRANSFORM UnityDisplayOrientationPreTransform
168# define UNITY_DISPLAY_ORIENTATION_PRETRANSFORM_0 0
169# define UNITY_DISPLAY_ORIENTATION_PRETRANSFORM_90 1
170# define UNITY_DISPLAY_ORIENTATION_PRETRANSFORM_180 2
171# define UNITY_DISPLAY_ORIENTATION_PRETRANSFORM_270 3
172float4 ApplyPretransformRotation(float4 v)
173{
174 switch (UNITY_DISPLAY_ORIENTATION_PRETRANSFORM)
175 {
176 default:
177 case UNITY_DISPLAY_ORIENTATION_PRETRANSFORM_0: break;
178 case UNITY_DISPLAY_ORIENTATION_PRETRANSFORM_90: v.xy = float2(v.y, -v.x); break;
179 case UNITY_DISPLAY_ORIENTATION_PRETRANSFORM_180: v.xy = -v.xy; break;
180 case UNITY_DISPLAY_ORIENTATION_PRETRANSFORM_270: v.xy = float2(-v.y, v.x); break;
181 }
182 return v;
183}
184#endif