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