Merge pull request #737 from dariomanesku/master

Added SAMPLER2DMS.
This commit is contained in:
Branimir Karadžić 2016-03-30 08:36:05 -07:00
commit 360517bdc8

View File

@ -110,6 +110,20 @@ vec4 bgfxTexture2DProj(BgfxSampler2D _sampler, vec4 _coord)
return _sampler.m_texture.Sample(_sampler.m_sampler, coord);
}
struct BgfxSampler2DMS
{
SamplerState m_sampler;
Texture2DMS m_texture;
};
vec4 bgfxTexture2DMS(BgfxSampler2DMS _sampler, vec2 _coord, int _sampleIdx)
{
ivec2 size;
int numSamples;
_sampler.m_texture.GetDimensions(size.x, size.y, numSamples);
return _sampler.m_texture.Load(ivec2(_coord * size), _sampleIdx);
}
struct BgfxSampler2DShadow
{
SamplerComparisonState m_sampler;
@ -188,6 +202,11 @@ vec4 bgfxTexelFetch(BgfxSampler2D _sampler, ivec2 _coord, int _lod)
return _sampler.m_texture.Load(ivec3(_coord, _lod) );
}
vec4 bgfxTexelFetch(BgfxSampler2DMS _sampler, ivec2 _coord, int _sampleIdx)
{
return _sampler.m_texture.Load(_coord, _sampleIdx);
}
vec4 bgfxTexelFetch(BgfxSampler3D _sampler, ivec3 _coord, int _lod)
{
return _sampler.m_texture.Load(ivec4(_coord, _lod) );
@ -202,6 +221,13 @@ vec4 bgfxTexelFetch(BgfxSampler3D _sampler, ivec3 _coord, int _lod)
# define texture2DLod(_sampler, _coord, _level) bgfxTexture2DLod(_sampler, _coord, _level)
# define texture2DProj(_sampler, _coord) bgfxTexture2DProj(_sampler, _coord)
# define SAMPLER2DMS(_name, _reg) \
uniform SamplerState _name ## Sampler : register(s[_reg]); \
uniform Texture2DMS _name ## Texture : register(t[_reg]); \
static BgfxSampler2DMS _name = { _name ## Sampler, _name ## Texture }
# define sampler2DMS BgfxSampler2DMS
# define texture2DMS(_sampler, _coord, _idx) bgfxTexture2DMS(_sampler, _coord, _idx)
# define SAMPLER2DSHADOW(_name, _reg) \
uniform SamplerComparisonState _name ## Sampler : register(s[_reg]); \
uniform Texture2D _name ## Texture : register(t[_reg]); \
@ -269,6 +295,7 @@ float bgfxShadow2DProj(sampler2DShadow _sampler, vec4 _coord)
}
# define SAMPLER2D(_name, _reg) uniform sampler2D _name : register(s ## _reg)
# define SAMPLER2DMS(_name, _reg) uniform sampler2DMS _name : register(s ## _reg)
# define texture2D(_sampler, _coord) tex2D(_sampler, _coord)
# define texture2DProj(_sampler, _coord) bgfxTexture2DProj(_sampler, _coord)
@ -339,6 +366,7 @@ vec4 mod(vec4 _a, vec4 _b) { return _a - _b * floor(_a / _b); }
# define mul(_a, _b) ( (_a) * (_b) )
# define saturate(_x) clamp(_x, 0.0, 1.0)
# define SAMPLER2D(_name, _reg) uniform sampler2D _name
# define SAMPLER2DMS(_name, _reg) uniform sampler2DMS _name
# define SAMPLER3D(_name, _reg) uniform sampler3D _name
# define SAMPLERCUBE(_name, _reg) uniform samplerCube _name
# define SAMPLER2DSHADOW(_name, _reg) uniform sampler2DShadow _name