D3D11.hlsl

作者:追风剑情 发布于:2024-2-28 14:19 分类:Shader

参见 "PackageCache/com.unity.render-pipelines.core/ShaderLibrary/API/D3D11.hlsl"

HLSL 宏定义。

  1. // This file assume SHADER_API_D3D11 is defined
  2.  
  3. #define UNITY_UV_STARTS_AT_TOP 1
  4. #define UNITY_REVERSED_Z 1
  5. #define UNITY_NEAR_CLIP_VALUE (1.0)
  6. // This value will not go through any matrix projection conversion
  7. #define UNITY_RAW_FAR_CLIP_VALUE (0.0)
  8. #define VERTEXID_SEMANTIC SV_VertexID
  9. #define INSTANCEID_SEMANTIC SV_InstanceID
  10. #define FRONT_FACE_SEMANTIC SV_IsFrontFace
  11. #define FRONT_FACE_TYPE bool
  12. #define IS_FRONT_VFACE(VAL, FRONT, BACK) ((VAL) ? (FRONT) : (BACK))
  13.  
  14. // Only for d3d11 we need to have specific sv_position qualifiers in the case of a conservative depth offset
  15. #ifdef _CONSERVATIVE_DEPTH_OFFSET
  16. #undef SV_POSITION_QUALIFIERS
  17. #define SV_POSITION_QUALIFIERS linear noperspective centroid
  18. #undef DEPTH_OFFSET_SEMANTIC
  19. #define DEPTH_OFFSET_SEMANTIC SV_DepthLessEqual
  20. #endif
  21.  
  22. #define CBUFFER_START(name) cbuffer name {
  23. #define CBUFFER_END };
  24.  
  25. #define PLATFORM_SUPPORTS_EXPLICIT_BINDING
  26. #define PLATFORM_NEEDS_UNORM_UAV_SPECIFIER
  27. #define PLATFORM_SUPPORTS_BUFFER_ATOMICS_IN_PIXEL_SHADER
  28. #define PLATFORM_SUPPORTS_PRIMITIVE_ID_IN_PIXEL_SHADER
  29.  
  30.  
  31. // flow control attributes
  32. #define UNITY_BRANCH [branch]
  33. #define UNITY_FLATTEN [flatten]
  34. #define UNITY_UNROLL [unroll]
  35. #define UNITY_UNROLLX(_x) [unroll(_x)]
  36. #define UNITY_LOOP [loop]
  37.  
  38. // Initialize arbitrary structure with zero values.
  39. // 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
  40. #define ZERO_INITIALIZE(type, name) name = (type)0;
  41. #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } }
  42.  
  43. // Texture util abstraction
  44.  
  45. #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2)
  46.  
  47. // Texture abstraction
  48.  
  49. #define TEXTURE2D(textureName) Texture2D textureName
  50. #define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName
  51. #define TEXTURECUBE(textureName) TextureCube textureName
  52. #define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName
  53. #define TEXTURE3D(textureName) Texture3D textureName
  54.  
  55. #define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName)
  56. #define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName)
  57. #define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName)
  58. #define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName)
  59. #define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName)
  60.  
  61. #define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName)
  62. #define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName)
  63. #define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName)
  64. #define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName)
  65. #define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName)
  66.  
  67. #define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName)
  68. #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName)
  69. #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName)
  70. #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName)
  71.  
  72. #define RW_TEXTURE2D(type, textureName) RWTexture2D<type> textureName
  73. #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray<type> textureName
  74. #define RW_TEXTURE3D(type, textureName) RWTexture3D<type> textureName
  75.  
  76. #define SAMPLER(samplerName) SamplerState samplerName
  77. #define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName
  78. #define ASSIGN_SAMPLER(samplerName, samplerValue) samplerName = samplerValue
  79.  
  80. #define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName)
  81. #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName)
  82. #define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName)
  83. #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName)
  84. #define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName)
  85.  
  86. #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName)
  87. #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName)
  88. #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName)
  89. #define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName)
  90.  
  91. #define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName
  92. #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName
  93. #define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName
  94. #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName
  95. #define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName
  96.  
  97. #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName
  98. #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName
  99. #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName
  100. #define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName
  101.  
  102. #define PLATFORM_SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2)
  103. #define PLATFORM_SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod)
  104. #define PLATFORM_SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias)
  105. #define PLATFORM_SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy)
  106. #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index))
  107. #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod)
  108. #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias)
  109. #define PLATFORM_SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy)
  110. #define PLATFORM_SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
  111. #define PLATFORM_SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod)
  112. #define PLATFORM_SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias)
  113. #define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index))
  114. #define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod)
  115. #define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias)
  116. #define PLATFORM_SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
  117. #define PLATFORM_SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod)
  118.  
  119. #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) PLATFORM_SAMPLE_TEXTURE2D(textureName, samplerName, coord2)
  120. #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) PLATFORM_SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod)
  121. #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) PLATFORM_SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias)
  122. #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) PLATFORM_SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy)
  123. #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) PLATFORM_SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index)
  124. #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod)
  125. #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias)
  126. #define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) PLATFORM_SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy)
  127. #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) PLATFORM_SAMPLE_TEXTURECUBE(textureName, samplerName, coord3)
  128. #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) PLATFORM_SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod)
  129. #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) PLATFORM_SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias)
  130. #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index)
  131. #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod)
  132. #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) PLATFORM_SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)
  133. #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) PLATFORM_SAMPLE_TEXTURE3D(textureName, samplerName, coord3)
  134. #define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) PLATFORM_SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod)
  135.  
  136. #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z)
  137. #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z)
  138. #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w)
  139. #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w)
  140.  
  141. #define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r
  142. #define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod).r
  143.  
  144. #define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0))
  145. #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod))
  146. #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex)
  147. #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0))
  148. #define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex)
  149. #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod))
  150. #define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0))
  151. #define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod))
  152.  
  153. #define PLATFORM_SUPPORT_GATHER
  154. #define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2)
  155. #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index))
  156. #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3)
  157. #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index))
  158. #define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2)
  159. #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2)
  160. #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2)
  161. #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2)

标签: Shader

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