mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 13:30:02 +00:00
597 lines
17 KiB
C++
597 lines
17 KiB
C++
#include <cstdarg>
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#include <cstdio>
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#include <cstring>
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#include "Common/GPU/Shader.h"
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#include "Common/GPU/ShaderWriter.h"
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#include "Common/Log.h"
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const char * const vulkan_glsl_preamble_fs =
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"#extension GL_ARB_separate_shader_objects : enable\n"
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"#extension GL_ARB_shading_language_420pack : enable\n"
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"#extension GL_ARB_conservative_depth : enable\n"
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"#extension GL_ARB_shader_image_load_store : enable\n"
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"#define splat3(x) vec3(x)\n"
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"#define DISCARD discard\n"
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"precision lowp float;\n"
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"precision highp int;\n"
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"\n";
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const char * const hlsl_preamble_fs =
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"#define vec2 float2\n"
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"#define vec3 float3\n"
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"#define vec4 float4\n"
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"#define uvec3 uint3\n"
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"#define uvec4 uint4\n"
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"#define ivec2 int2\n"
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"#define ivec3 int3\n"
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"#define ivec4 int4\n"
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"#define mat4 float4x4\n"
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"#define mat3x4 float4x3\n" // note how the conventions are backwards
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"#define splat3(x) float3(x, x, x)\n"
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"#define mix lerp\n"
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"#define lowp\n"
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"#define mediump\n"
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"#define highp\n"
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"#define fract frac\n"
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"#define mod(x, y) fmod(x, y)\n";
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static const char * const hlsl_d3d11_preamble_fs =
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"#define DISCARD discard\n"
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"#define DISCARD_BELOW(x) clip(x);\n";
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static const char * const hlsl_d3d9_preamble_fs =
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"#define DISCARD clip(-1)\n"
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"#define DISCARD_BELOW(x) clip(x)\n";
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static const char * const vulkan_glsl_preamble_vs =
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"#extension GL_ARB_separate_shader_objects : enable\n"
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"#extension GL_ARB_shading_language_420pack : enable\n"
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"#define mul(x, y) ((x) * (y))\n"
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"#define splat3(x) vec3(x)\n"
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"precision highp float;\n"
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"\n";
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static const char * const hlsl_preamble_gs =
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"#define vec2 float2\n"
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"#define vec3 float3\n"
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"#define vec4 float4\n"
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"#define ivec2 int2\n"
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"#define ivec4 int4\n"
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"#define mat2 float2x2\n"
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"#define mat4 float4x4\n"
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"#define mat3x4 float4x3\n" // note how the conventions are backwards
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"#define splat3(x) vec3(x, x, x)\n"
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"#define lowp\n"
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"#define mediump\n"
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"#define highp\n"
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"\n";
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static const char * const vulkan_glsl_preamble_gs =
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"#extension GL_ARB_separate_shader_objects : enable\n"
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"#extension GL_ARB_shading_language_420pack : enable\n"
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"#define mul(x, y) ((x) * (y))\n"
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"#define splat3(x) vec3(x)\n"
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"precision highp float;\n"
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"\n";
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static const char * const hlsl_preamble_vs =
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"#define vec2 float2\n"
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"#define vec3 float3\n"
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"#define vec4 float4\n"
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"#define ivec2 int2\n"
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"#define ivec4 int4\n"
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"#define mat2 float2x2\n"
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"#define mat4 float4x4\n"
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"#define mat3x4 float4x3\n" // note how the conventions are backwards
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"#define splat3(x) vec3(x, x, x)\n"
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"#define lowp\n"
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"#define mediump\n"
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"#define highp\n"
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"\n";
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static const char * const semanticNames[] = {
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"POSITION",
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"COLOR0",
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"COLOR1",
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"TEXCOORD0",
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"TEXCOORD1",
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"NORMAL",
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"TANGENT",
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"BINORMAL",
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};
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static_assert(ARRAY_SIZE(semanticNames) == Draw::SEM_MAX, "Missing semantic in semanticNames");
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// Unsafe. But doesn't matter, we'll use big buffers for shader gen.
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ShaderWriter & ShaderWriter::F(const char *format, ...) {
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va_list args;
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va_start(args, format);
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p_ += vsprintf(p_, format, args);
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va_end(args);
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return *this;
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}
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void ShaderWriter::Preamble(Slice<const char *> extensions) {
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switch (lang_.shaderLanguage) {
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case GLSL_VULKAN:
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C("#version 450\n");
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if (flags_ & ShaderWriterFlags::FS_AUTO_STEREO) {
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C("#extension GL_EXT_multiview : enable\n");
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}
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// IMPORTANT! Extensions must be the first thing after #version.
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for (size_t i = 0; i < extensions.size(); i++) {
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F("%s\n", extensions[i]);
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}
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switch (stage_) {
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case ShaderStage::Vertex:
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W(vulkan_glsl_preamble_vs);
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break;
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case ShaderStage::Fragment:
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W(vulkan_glsl_preamble_fs);
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break;
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case ShaderStage::Geometry:
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W(vulkan_glsl_preamble_gs);
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break;
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default:
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break;
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}
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break;
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case HLSL_D3D11:
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case HLSL_D3D9:
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switch (stage_) {
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case ShaderStage::Vertex:
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W(hlsl_preamble_vs);
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break;
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case ShaderStage::Fragment:
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W(hlsl_preamble_fs);
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if (lang_.shaderLanguage == HLSL_D3D9) {
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W(hlsl_d3d9_preamble_fs);
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} else {
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W(hlsl_d3d11_preamble_fs);
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}
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break;
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case ShaderStage::Geometry:
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W(hlsl_preamble_gs);
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break;
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default:
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break;
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}
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break;
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default: // OpenGL
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F("#version %d%s\n", lang_.glslVersionNumber, lang_.gles && lang_.glslES30 ? " es" : "");
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// IMPORTANT! Extensions must be the first thing after #version.
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for (size_t i = 0; i < extensions.size(); i++) {
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F("%s\n", extensions[i]);
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}
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// Print some system info - useful to gather information directly from screenshots.
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if (strlen(lang_.driverInfo) != 0) {
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F("// Driver: %s\n", lang_.driverInfo);
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}
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switch (stage_) {
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case ShaderStage::Fragment:
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C("#define DISCARD discard\n");
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if (lang_.gles) {
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C("precision lowp float;\n");
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if (lang_.glslES30) {
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C("precision highp int;\n");
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}
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}
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break;
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case ShaderStage::Vertex:
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if (lang_.gles) {
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C("precision highp float;\n");
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}
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C("#define gl_VertexIndex gl_VertexID\n");
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break;
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case ShaderStage::Geometry:
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if (lang_.gles) {
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C("precision highp float;\n");
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}
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break;
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default:
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break;
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}
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if (!lang_.gles) {
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C("#define lowp\n");
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C("#define mediump\n");
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C("#define highp\n");
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}
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C("#define splat3(x) vec3(x)\n");
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C("#define mul(x, y) ((x) * (y))\n");
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break;
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}
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}
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void ShaderWriter::BeginVSMain(Slice<InputDef> inputs, Slice<UniformDef> uniforms, Slice<VaryingDef> varyings) {
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_assert_(this->stage_ == ShaderStage::Vertex);
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switch (lang_.shaderLanguage) {
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case HLSL_D3D11:
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case HLSL_D3D9:
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{
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C("struct VS_OUTPUT {\n");
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for (auto &varying : varyings) {
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F(" %s %s : %s;\n", varying.type, varying.name, semanticNames[varying.semantic]);
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}
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F(" vec4 pos : %s;\n", lang_.shaderLanguage == HLSL_D3D11 ? "SV_Position" : "POSITION");
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C("};\n");
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C("VS_OUTPUT main( "); // 2 spaces for the rewind
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if (lang_.shaderLanguage == HLSL_D3D11) {
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C("uint gl_VertexIndex : SV_VertexID, ");
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}
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// List the inputs.
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for (auto &input : inputs) {
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F("in %s %s : %s, ", input.type, input.name, semanticNames[input.semantic]);
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}
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Rewind(2); // Get rid of the last comma.
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C(") {\n");
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C(" vec4 gl_Position;\n");
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for (auto &varying : varyings) {
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F(" %s %s; // %s\n", varying.type, varying.name, semanticNames[varying.semantic]);
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}
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break;
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}
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case GLSL_VULKAN:
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{
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for (auto &input : inputs) {
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F("layout(location = %d) in %s %s;\n", input.semantic /*index*/, input.type, input.name);
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}
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for (auto &varying : varyings) {
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F("layout(location = %d) %s out %s %s; // %s\n",
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varying.index, varying.precision ? varying.precision : "", varying.type, varying.name, semanticNames[varying.semantic]);
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}
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C("void main() {\n");
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break;
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}
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default: // OpenGL
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for (auto &input : inputs) {
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F("%s %s %s;\n", lang_.attribute, input.type, input.name);
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}
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for (auto &varying : varyings) {
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F("%s %s %s %s; // %s (%d)\n", lang_.varying_vs, varying.precision ? varying.precision : "", varying.type, varying.name, semanticNames[varying.semantic], varying.index);
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}
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C("void main() {\n");
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break;
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}
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}
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void ShaderWriter::BeginFSMain(Slice<UniformDef> uniforms, Slice<VaryingDef> varyings) {
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_assert_(this->stage_ == ShaderStage::Fragment);
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switch (lang_.shaderLanguage) {
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case HLSL_D3D11:
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if (!uniforms.is_empty()) {
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C("cbuffer base : register(b0) {\n");
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for (auto &uniform : uniforms) {
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F(" %s %s;\n", uniform.type, uniform.name);
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}
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C("};\n");
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}
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if (flags_ & ShaderWriterFlags::FS_WRITE_DEPTH) {
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C("float gl_FragDepth;\n");
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}
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C("struct PS_OUT {\n");
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C(" vec4 target : SV_Target0;\n");
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if (flags_ & ShaderWriterFlags::FS_WRITE_DEPTH) {
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C(" float depth : SV_Depth;\n");
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}
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C("};\n");
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// Let's do the varyings as parameters to main, no struct.
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C("PS_OUT main(");
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for (auto &varying : varyings) {
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F(" %s %s : %s, ", varying.type, varying.name, semanticNames[varying.semantic]);
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}
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// Erase the last comma
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Rewind(2);
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F(") {\n");
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C(" PS_OUT ps_out;\n");
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if (flags_ & ShaderWriterFlags::FS_WRITE_DEPTH) {
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C(" float gl_FragDepth;\n");
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}
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break;
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case HLSL_D3D9:
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C("struct PS_OUT {\n");
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C(" vec4 target : SV_Target0;\n");
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if (flags_ & ShaderWriterFlags::FS_WRITE_DEPTH) {
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C(" float depth : DEPTH;\n");
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}
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C("};\n");
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for (auto &uniform : uniforms) {
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F(" %s %s : register(c%d);\n", uniform.type, uniform.name, uniform.index);
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}
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// Let's do the varyings as parameters to main, no struct.
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C("PS_OUT main(");
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for (auto &varying : varyings) {
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F(" %s %s : %s, ", varying.type, varying.name, semanticNames[varying.semantic]);
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}
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// Erase the last comma
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Rewind(2);
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F(") {\n");
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C(" PS_OUT ps_out;\n");
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if (flags_ & ShaderWriterFlags::FS_WRITE_DEPTH) {
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C(" float gl_FragDepth;\n");
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}
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break;
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case GLSL_VULKAN:
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for (auto &varying : varyings) {
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F("layout(location = %d) %s in %s %s; // %s\n", varying.index, varying.precision ? varying.precision : "", varying.type, varying.name, semanticNames[varying.semantic]);
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}
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C("layout(location = 0, index = 0) out vec4 fragColor0;\n");
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if (!uniforms.is_empty()) {
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C("layout(std140, set = 0, binding = 0) uniform bufferVals {\n");
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for (auto &uniform : uniforms) {
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F("%s %s;\n", uniform.type, uniform.name);
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}
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C("};\n");
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}
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C("\nvoid main() {\n");
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break;
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default: // GLSL OpenGL
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for (auto &varying : varyings) {
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F("%s %s %s %s; // %s\n", lang_.varying_fs, varying.precision ? varying.precision : "", varying.type, varying.name, semanticNames[varying.semantic]);
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}
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for (auto &uniform : uniforms) {
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F("uniform %s %s;\n", uniform.type, uniform.name);
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}
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if (!strcmp(lang_.fragColor0, "fragColor0")) {
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C("out vec4 fragColor0;\n");
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}
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C("\nvoid main() {\n");
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break;
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}
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}
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void ShaderWriter::BeginGSMain(Slice<VaryingDef> varyings, Slice<VaryingDef> outVaryings) {
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_assert_(this->stage_ == ShaderStage::Geometry);
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switch (lang_.shaderLanguage) {
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case HLSL_D3D11:
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// Untested, but should work.
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C("\nstruct GS_OUTPUT {\n");
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for (auto &varying : outVaryings) {
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F(" %s %s : %s;\n", varying.type, varying.name, semanticNames[varying.semantic]);
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}
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F(" vec4 pos : %s;\n", lang_.shaderLanguage == HLSL_D3D11 ? "SV_Position" : "POSITION");
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C("};\n");
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C("#define EmitVertex() emit.Append(gsout)\n");
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C("void main(");
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for (auto &varying : varyings) {
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F(" in %s %s : %s, ", varying.type, varying.name, semanticNames[varying.semantic]);
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}
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C("inout TriangleStream<GS_OUTPUT> emit) {\n");
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C(" GS_OUTPUT gsout;\n");
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break;
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case GLSL_VULKAN:
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for (auto &varying : varyings) {
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F("layout(location = %d) %s in %s %s[]; // %s\n", varying.index, varying.precision ? varying.precision : "", varying.type, varying.name, semanticNames[varying.semantic]);
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}
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for (auto &varying : outVaryings) {
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F("layout(location = %d) %s out %s %s; // %s\n", varying.index, varying.precision ? varying.precision : "", varying.type, varying.name, semanticNames[varying.semantic]);
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}
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C("\nvoid main() {\n");
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break;
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case GLSL_3xx:
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C("\nvoid main() {\n");
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break;
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default:
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break;
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}
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}
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void ShaderWriter::EndVSMain(Slice<VaryingDef> varyings) {
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_assert_(this->stage_ == ShaderStage::Vertex);
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switch (lang_.shaderLanguage) {
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case HLSL_D3D11:
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case HLSL_D3D9:
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C(" VS_OUTPUT vs_out;\n");
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if (strlen(lang_.viewportYSign)) {
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F(" gl_Position.y *= %s1.0;\n", lang_.viewportYSign);
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}
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C(" vs_out.pos = gl_Position;\n");
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for (auto &varying : varyings) {
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F(" vs_out.%s = %s;\n", varying.name, varying.name);
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}
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C(" return vs_out;\n");
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break;
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case GLSL_VULKAN:
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default: // OpenGL
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break;
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}
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C("}\n");
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}
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void ShaderWriter::EndFSMain(const char *vec4_color_variable) {
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_assert_(this->stage_ == ShaderStage::Fragment);
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switch (lang_.shaderLanguage) {
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case HLSL_D3D11:
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case HLSL_D3D9:
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F(" ps_out.target = %s;\n", vec4_color_variable);
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if (flags_ & ShaderWriterFlags::FS_WRITE_DEPTH) {
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C(" ps_out.depth = gl_FragDepth;\n");
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}
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C(" return ps_out;\n");
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break;
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case GLSL_VULKAN:
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default: // OpenGL
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F(" %s = %s;\n", lang_.fragColor0, vec4_color_variable);
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break;
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}
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C("}\n");
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}
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void ShaderWriter::EndGSMain() {
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_assert_(this->stage_ == ShaderStage::Geometry);
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C("}\n");
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}
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void ShaderWriter::HighPrecisionFloat() {
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if ((ShaderLanguageIsOpenGL(lang_.shaderLanguage) && lang_.gles) || lang_.shaderLanguage == GLSL_VULKAN) {
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C("precision highp float;\n");
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}
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}
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void ShaderWriter::LowPrecisionFloat() {
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if ((ShaderLanguageIsOpenGL(lang_.shaderLanguage) && lang_.gles) || lang_.shaderLanguage == GLSL_VULKAN) {
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C("precision lowp float;\n");
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}
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}
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void ShaderWriter::ConstFloat(const char *name, float value) {
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switch (lang_.shaderLanguage) {
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case HLSL_D3D11:
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case HLSL_D3D9:
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F("static const float %s = %f;\n", name, value);
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break;
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default:
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F("#define %s %f\n", name, value);
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break;
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}
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}
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void ShaderWriter::DeclareSamplers(Slice<SamplerDef> samplers) {
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for (int i = 0; i < (int)samplers.size(); i++) {
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DeclareTexture2D(samplers[i]);
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DeclareSampler2D(samplers[i]);
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}
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samplerDefs_ = samplers;
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}
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void ShaderWriter::ApplySamplerMetadata(Slice<SamplerDef> samplers) {
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samplerDefs_ = samplers;
|
|
}
|
|
|
|
void ShaderWriter::DeclareTexture2D(const SamplerDef &def) {
|
|
switch (lang_.shaderLanguage) {
|
|
case HLSL_D3D11:
|
|
F("Texture2D<float4> %s : register(t%d);\n", def.name, def.binding);
|
|
break;
|
|
case HLSL_D3D9:
|
|
F("sampler %s: register(s%d);\n", def.name, def.binding);
|
|
break;
|
|
case GLSL_VULKAN:
|
|
// texBindingBase_ is used for the thin3d descriptor set layout, where they start at 1.
|
|
if (def.flags & SamplerFlags::ARRAY_ON_VULKAN) {
|
|
F("layout(set = 0, binding = %d) uniform sampler2DArray %s;\n", def.binding + texBindingBase_, def.name);
|
|
} else {
|
|
F("layout(set = 0, binding = %d) uniform sampler2D %s;\n", def.binding + texBindingBase_, def.name);
|
|
}
|
|
break;
|
|
default:
|
|
F("uniform sampler2D %s;\n", def.name);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void ShaderWriter::DeclareSampler2D(const SamplerDef &def) {
|
|
// We only use separate samplers in HLSL D3D11, where we have no choice.
|
|
switch (lang_.shaderLanguage) {
|
|
case HLSL_D3D11:
|
|
F("SamplerState %sSamp : register(s%d);\n", def.name, def.binding);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
ShaderWriter &ShaderWriter::SampleTexture2D(const char *sampName, const char *uv) {
|
|
const SamplerDef *samp = GetSamplerDef(sampName);
|
|
switch (lang_.shaderLanguage) {
|
|
case HLSL_D3D11:
|
|
F("%s.Sample(%sSamp, %s)", sampName, sampName, uv);
|
|
break;
|
|
case HLSL_D3D9:
|
|
F("tex2D(%s, %s)", sampName, uv);
|
|
break;
|
|
default:
|
|
// Note: we ignore the sampler. make sure you bound samplers to the textures correctly.
|
|
if (samp && (samp->flags & SamplerFlags::ARRAY_ON_VULKAN) && lang_.shaderLanguage == GLSL_VULKAN) {
|
|
const char *index = (flags_ & ShaderWriterFlags::FS_AUTO_STEREO) ? "float(gl_ViewIndex)" : "0.0";
|
|
F("%s(%s, vec3(%s, %s))", lang_.texture, sampName, uv, index);
|
|
} else {
|
|
F("%s(%s, %s)", lang_.texture, sampName, uv);
|
|
}
|
|
break;
|
|
}
|
|
return *this;
|
|
}
|
|
|
|
ShaderWriter &ShaderWriter::SampleTexture2DOffset(const char *sampName, const char *uv, int offX, int offY) {
|
|
const SamplerDef *samp = GetSamplerDef(sampName);
|
|
|
|
switch (lang_.shaderLanguage) {
|
|
case HLSL_D3D11:
|
|
F("%s.Sample(%sSamp, %s, int2(%d, %d))", sampName, sampName, uv, offX, offY);
|
|
break;
|
|
case HLSL_D3D9:
|
|
// Not supported, we do a normal sample here to not crash or something
|
|
F("tex2D(%s, %s)", sampName, uv);
|
|
break;
|
|
default:
|
|
// Note: we ignore the sampler. make sure you bound samplers to the textures correctly.
|
|
if (samp && (samp->flags & SamplerFlags::ARRAY_ON_VULKAN) && lang_.shaderLanguage == GLSL_VULKAN) {
|
|
const char *index = (flags_ & ShaderWriterFlags::FS_AUTO_STEREO) ? "float(gl_ViewIndex)" : "0.0";
|
|
F("%sOffset(%s, vec3(%s, %s), ivec2(%d, %d))", lang_.texture, sampName, uv, index, offX, offY);
|
|
} else {
|
|
F("%sOffset(%s, %s, ivec2(%d, %d))", lang_.texture, sampName, uv, offX, offY);
|
|
}
|
|
break;
|
|
}
|
|
return *this;
|
|
}
|
|
|
|
ShaderWriter &ShaderWriter::LoadTexture2D(const char *sampName, const char *uv, int level) {
|
|
const SamplerDef *samp = GetSamplerDef(sampName);
|
|
|
|
switch (lang_.shaderLanguage) {
|
|
case HLSL_D3D11:
|
|
F("%s.Load(ivec3(%s, %d))", sampName, uv, level);
|
|
break;
|
|
case HLSL_D3D9:
|
|
// Not supported, we return a bad value
|
|
C("float4(1.0, 0.0, 1.0, 1.0)");
|
|
break;
|
|
default:
|
|
// Note: we ignore the sampler. make sure you bound samplers to the textures correctly.
|
|
if (samp && (samp->flags & SamplerFlags::ARRAY_ON_VULKAN) && lang_.shaderLanguage == GLSL_VULKAN) {
|
|
const char *index = (flags_ & ShaderWriterFlags::FS_AUTO_STEREO) ? "gl_ViewIndex" : "0";
|
|
F("texelFetch(%s, vec3(%s, %s), %d)", sampName, uv, index, level);
|
|
} else {
|
|
F("texelFetch(%s, %s, %d)", sampName, uv, level);
|
|
}
|
|
break;
|
|
}
|
|
return *this;
|
|
}
|
|
|
|
ShaderWriter &ShaderWriter::GetTextureSize(const char *szVariable, const char *texName) {
|
|
switch (lang_.shaderLanguage) {
|
|
case HLSL_D3D11:
|
|
case HLSL_D3D9:
|
|
F(" float2 %s; %s.GetDimensions(%s.x, %s.y);", szVariable, texName, szVariable, szVariable);
|
|
break;
|
|
default:
|
|
// Note: we ignore the sampler. make sure you bound samplers to the textures correctly.
|
|
F("vec2 %s = textureSize(%s, 0);", szVariable, texName);
|
|
break;
|
|
}
|
|
return *this;
|
|
}
|
|
|
|
const SamplerDef *ShaderWriter::GetSamplerDef(const char *name) const {
|
|
for (int i = 0; i < (int)samplerDefs_.size(); i++) {
|
|
if (!strcmp(samplerDefs_[i].name, name)) {
|
|
return &samplerDefs_[i];
|
|
}
|
|
}
|
|
return nullptr;
|
|
}
|