Compute: Rename Write Only suffix _WR to _WO.

This commit is contained in:
Бранимир Караџић 2024-04-18 10:07:40 -07:00
parent 0ed3ac95aa
commit 932302d8f4
28 changed files with 130 additions and 128 deletions

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@ -5,7 +5,7 @@
#include "bgfx_compute.sh"
IMAGE2D_ARRAY_WR(s_texColor, rgba8, 0);
IMAGE2D_ARRAY_WO(s_texColor, rgba8, 0);
uniform vec4 u_time;
NUM_THREADS(16, 16, 1)

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@ -6,7 +6,7 @@
#include "bgfx_compute.sh"
#include "uniforms.sh"
BUFFER_WR(indirectBuffer, uvec4, 0);
BUFFER_WO(indirectBuffer, uvec4, 0);
NUM_THREADS(1, 1, 1)
void main()

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@ -6,8 +6,8 @@
#include "bgfx_compute.sh"
#include "uniforms.sh"
BUFFER_WR(prevPositionBuffer, vec4, 0);
BUFFER_WR(currPositionBuffer, vec4, 1);
BUFFER_WO(prevPositionBuffer, vec4, 0);
BUFFER_WO(currPositionBuffer, vec4, 1);
uint rotl(uint _x, uint _r)
{

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@ -8,8 +8,8 @@
BUFFER_RO(prevPositionBuffer, vec4, 0);
BUFFER_RO(currPositionBuffer, vec4, 1);
BUFFER_WR(outPrevPositionBuffer, vec4, 2);
BUFFER_WR(outCurrPositionBuffer, vec4, 3);
BUFFER_WO(outPrevPositionBuffer, vec4, 2);
BUFFER_WO(outCurrPositionBuffer, vec4, 3);
#define GROUP_SIZE 512
SHARED vec3 otherEntries[GROUP_SIZE];

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@ -6,7 +6,7 @@
#include "bgfx_compute.sh"
SAMPLER2D(s_texOcclusionDepth, 0);
IMAGE2D_WR(s_texOcclusionDepthOut, r32f, 1);
IMAGE2D_WO(s_texOcclusionDepthOut, r32f, 1);
uniform vec4 u_inputRTSize;

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@ -6,7 +6,7 @@
#include "bgfx_compute.sh"
IMAGE2D_RO(s_texOcclusionDepthIn, r32f, 0);
IMAGE2D_WR(s_texOcclusionDepthOut, r32f, 1);
IMAGE2D_WO(s_texOcclusionDepthOut, r32f, 1);
uniform vec4 u_inputRTSize;

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@ -9,7 +9,7 @@ SAMPLER2D(s_texOcclusionDepth, 0);
BUFFER_RO(instanceDataIn, vec4, 1);
BUFFER_RW(drawcallInstanceCount, uint, 2);
BUFFER_WR(instancePredicates, bool, 3);
BUFFER_WO(instancePredicates, bool, 3);
uniform vec4 u_inputRTSize;
uniform vec4 u_cullingConfig;

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@ -17,7 +17,7 @@ BUFFER_RW(drawcallInstanceCount, uint, 3);
//drawcall data that will drive drawIndirect
BUFFER_RW(drawcallData, uvec4, 4);
//culled instance data
BUFFER_WR(instanceDataOut, vec4, 5);
BUFFER_WO(instanceDataOut, vec4, 5);
uniform vec4 u_cullingConfig;

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@ -6,7 +6,7 @@
#include "bgfx_compute.sh"
#include "uniforms.sh"
IMAGE2D_WR(s_target, r8, 0);
IMAGE2D_WO(s_target, r8, 0);
SAMPLER2DARRAY(s_finalSSAO, 1);
// unpacking for edges; 2 bits per edge mean 4 gradient values (0, 0.33, 0.66, 1) for smoother transitions!

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@ -6,7 +6,7 @@
#include "bgfx_compute.sh"
#include "uniforms.sh"
IMAGE2D_WR(s_target, r8, 0);
IMAGE2D_WO(s_target, r8, 0);
SAMPLER2DARRAY(s_finalSSAO, 1);
NUM_THREADS(8, 8, 1)

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@ -62,7 +62,7 @@ IMAGE2D_RO(s_normalmapSource, rgba8, 2);
BUFFER_RO(s_loadCounter, uint, 3);
SAMPLER2D(s_importanceMap, 4);
IMAGE2D_ARRAY_RO(s_baseSSAO, rg8, 5);
IMAGE2D_ARRAY_WR(s_target, rg8, 6);
IMAGE2D_ARRAY_WO(s_target, rg8, 6);
// packing/unpacking for edges; 2 bits per edge mean 4 gradient values (0, 0.33, 0.66, 1) for smoother transitions!
float PackEdges( vec4 edgesLRTB )

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@ -6,7 +6,7 @@
#include "bgfx_compute.sh"
#include "uniforms.sh"
BUFFER_WR(s_loadCounter, uint, 0);
BUFFER_WO(s_loadCounter, uint, 0);
NUM_THREADS(1, 1, 1)
void main()

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@ -6,7 +6,7 @@
#include "bgfx_compute.sh"
#include "uniforms.sh"
IMAGE2D_WR(s_target, r8, 0);
IMAGE2D_WO(s_target, r8, 0);
SAMPLER2DARRAY(s_finalSSAO, 1);
// edge-ignorant blur & apply (for the lowest quality level 0)

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@ -6,7 +6,7 @@
#include "bgfx_compute.sh"
#include "uniforms.sh"
IMAGE2D_ARRAY_WR(s_target, rg8, 0);
IMAGE2D_ARRAY_WO(s_target, rg8, 0);
SAMPLER2DARRAY(s_blurInput, 1);
// edge-ignorant blur in x and y directions, 9 pixels touched (for the lowest quality level 0)

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@ -6,7 +6,7 @@
#include "bgfx_compute.sh"
#include "uniforms.sh"
IMAGE2D_WR(s_target, r8, 0);
IMAGE2D_WO(s_target, r8, 0);
SAMPLER2DARRAY(s_finalSSAO, 1);
// edge-ignorant blur & apply, skipping half pixels in checkerboard pattern (for the Lowest quality level 0 and Settings::SkipHalfPixelsOnLowQualityLevel == true )

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@ -6,7 +6,7 @@
#include "bgfx_compute.sh"
#include "uniforms.sh"
IMAGE2D_WR(s_target, r8, 0);
IMAGE2D_WO(s_target, r8, 0);
SAMPLER2D(s_importanceMap, 1);
// Shaders below only needed for adaptive quality level

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@ -6,7 +6,7 @@
#include "bgfx_compute.sh"
#include "uniforms.sh"
IMAGE2D_WR(s_target, r8, 0);
IMAGE2D_WO(s_target, r8, 0);
SAMPLER2D(s_importanceMap, 1);
BUFFER_RW(s_loadCounter, uint, 2);

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@ -11,10 +11,10 @@ IMAGE2D_RO(s_viewspaceDepthSource1, r16f, 1);
IMAGE2D_RO(s_viewspaceDepthSource2, r16f, 2);
IMAGE2D_RO(s_viewspaceDepthSource3, r16f, 3);
IMAGE2D_WR(s_target0, r16f, 4);
IMAGE2D_WR(s_target1, r16f, 5);
IMAGE2D_WR(s_target2, r16f, 6);
IMAGE2D_WR(s_target3, r16f, 7);
IMAGE2D_WO(s_target0, r16f, 4);
IMAGE2D_WO(s_target1, r16f, 5);
IMAGE2D_WO(s_target2, r16f, 6);
IMAGE2D_WO(s_target3, r16f, 7);
// calculate effect radius and fit our screen sampling pattern inside it
void CalculateRadiusParameters( const float pixCenterLength, const vec2 pixelDirRBViewspaceSizeAtCenterZ, out float pixLookupRadiusMod, out float effectRadius, out float falloffCalcMulSq )

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@ -8,10 +8,10 @@
SAMPLER2D(s_depthSource, 0);
IMAGE2D_WR(s_target0, r16f, 1);
IMAGE2D_WR(s_target1, r16f, 2);
IMAGE2D_WR(s_target2, r16f, 3);
IMAGE2D_WR(s_target3, r16f, 4);
IMAGE2D_WO(s_target0, r16f, 1);
IMAGE2D_WO(s_target1, r16f, 2);
IMAGE2D_WO(s_target2, r16f, 3);
IMAGE2D_WO(s_target3, r16f, 4);
float ScreenSpaceToViewSpaceDepth( float screenDepth )
{

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@ -8,11 +8,11 @@
SAMPLER2D(s_depthSource, 0);
IMAGE2D_WR(s_target0, r16f, 1);
IMAGE2D_WR(s_target1, r16f, 2);
IMAGE2D_WR(s_target2, r16f, 3);
IMAGE2D_WR(s_target3, r16f, 4);
IMAGE2D_WR(s_normalsOutputUAV, rgba8, 5);
IMAGE2D_WO(s_target0, r16f, 1);
IMAGE2D_WO(s_target1, r16f, 2);
IMAGE2D_WO(s_target2, r16f, 3);
IMAGE2D_WO(s_target3, r16f, 4);
IMAGE2D_WO(s_normalsOutputUAV, rgba8, 5);
float ScreenSpaceToViewSpaceDepth( float screenDepth )
{

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@ -8,9 +8,9 @@
SAMPLER2D(s_depthSource, 0);
IMAGE2D_WR(s_target0, r16f, 1);
IMAGE2D_WR(s_target1, r16f, 2);
IMAGE2D_WR(s_normalsOutputUAV, rgba8, 5);
IMAGE2D_WO(s_target0, r16f, 1);
IMAGE2D_WO(s_target1, r16f, 2);
IMAGE2D_WO(s_normalsOutputUAV, rgba8, 5);
float ScreenSpaceToViewSpaceDepth( float screenDepth )
{

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@ -7,8 +7,8 @@
#include "uniforms.sh"
SAMPLER2D(s_depthSource, 0);
IMAGE2D_WR(s_target0, r16f, 1);
IMAGE2D_WR(s_target1, r16f, 2);
IMAGE2D_WO(s_target0, r16f, 1);
IMAGE2D_WO(s_target1, r16f, 2);
float ScreenSpaceToViewSpaceDepth( float screenDepth )
{

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@ -6,7 +6,7 @@
#include "bgfx_compute.sh"
#include "uniforms.sh"
IMAGE2D_ARRAY_WR(s_target, rg8, 0);
IMAGE2D_ARRAY_WO(s_target, rg8, 0);
SAMPLER2DARRAY(s_blurInput, 1);
// unpacking for edges; 2 bits per edge mean 4 gradient values (0, 0.33, 0.66, 1) for smoother transitions!

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@ -6,7 +6,7 @@
#include "bgfx_compute.sh"
#include "uniforms.sh"
IMAGE2D_ARRAY_WR(s_target, rg8, 0);
IMAGE2D_ARRAY_WO(s_target, rg8, 0);
SAMPLER2DARRAY(s_blurInput, 1);
// unpacking for edges; 2 bits per edge mean 4 gradient values (0, 0.33, 0.66, 1) for smoother transitions!

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@ -2,11 +2,11 @@
#include "uniforms.sh"
BUFFER_WR(u_SubdBufferOut, uint, 1);
BUFFER_WO(u_SubdBufferOut, uint, 1);
BUFFER_RW(u_CulledSubdBuffer, uint, 2);
BUFFER_RW(indirectBuffer, uvec4, 3);
BUFFER_RW(atomicCounterBuffer, uint, 4);
BUFFER_WR(u_SubdBufferIn, uint, 8);
BUFFER_WO(u_SubdBufferIn, uint, 8);
NUM_THREADS(1u, 1u, 1u)
void main()

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@ -24,36 +24,36 @@ uniform vec4 u_params[3];
#endif // BGFX_SHADER_LANGUAGE_GLSL
#if SAMPLE_SLOW_FALLBACK
#include "ffx_a.h"
SAMPLER2D(InputTexture, 0);
IMAGE2D_WR(OutputTexture, rgba32f, 1);
#if SAMPLE_EASU
#define FSR_EASU_F 1
AF4 FsrEasuRF(AF2 p) { AF4 res = textureGather(InputTexture, p, 0); return res; }
AF4 FsrEasuGF(AF2 p) { AF4 res = textureGather(InputTexture, p, 1); return res; }
AF4 FsrEasuBF(AF2 p) { AF4 res = textureGather(InputTexture, p, 2); return res; }
#endif
#if SAMPLE_RCAS
#define FSR_RCAS_F
AF4 FsrRcasLoadF(ASU2 p) { return texelFetch(InputTexture, ASU2(p), 0); }
void FsrRcasInputF(inout AF1 r, inout AF1 g, inout AF1 b) {}
#endif
# include "ffx_a.h"
SAMPLER2D(InputTexture, 0);
IMAGE2D_WO(OutputTexture, rgba32f, 1);
# if SAMPLE_EASU
#define FSR_EASU_F 1
AF4 FsrEasuRF(AF2 p) { AF4 res = textureGather(InputTexture, p, 0); return res; }
AF4 FsrEasuGF(AF2 p) { AF4 res = textureGather(InputTexture, p, 1); return res; }
AF4 FsrEasuBF(AF2 p) { AF4 res = textureGather(InputTexture, p, 2); return res; }
# endif
# if SAMPLE_RCAS
#define FSR_RCAS_F
AF4 FsrRcasLoadF(ASU2 p) { return texelFetch(InputTexture, ASU2(p), 0); }
void FsrRcasInputF(inout AF1 r, inout AF1 g, inout AF1 b) {}
# endif
#else
#define A_HALF
#include "ffx_a.h"
SAMPLER2D(InputTexture, 0);
IMAGE2D_WR(OutputTexture, rgba16f, 1);
#if SAMPLE_EASU
#define FSR_EASU_H 1
AH4 FsrEasuRH(AF2 p) { AH4 res = AH4(textureGather(InputTexture, p, 0)); return res; }
AH4 FsrEasuGH(AF2 p) { AH4 res = AH4(textureGather(InputTexture, p, 1)); return res; }
AH4 FsrEasuBH(AF2 p) { AH4 res = AH4(textureGather(InputTexture, p, 2)); return res; }
#endif
#if SAMPLE_RCAS
#define FSR_RCAS_H
AH4 FsrRcasLoadH(ASW2 p) { return AH4(texelFetch(InputTexture, ASU2(p), 0)); }
void FsrRcasInputH(inout AH1 r,inout AH1 g,inout AH1 b){}
#endif
# define A_HALF
# include "ffx_a.h"
SAMPLER2D(InputTexture, 0);
IMAGE2D_WO(OutputTexture, rgba16f, 1);
# if SAMPLE_EASU
#define FSR_EASU_H 1
AH4 FsrEasuRH(AF2 p) { AH4 res = AH4(textureGather(InputTexture, p, 0)); return res; }
AH4 FsrEasuGH(AF2 p) { AH4 res = AH4(textureGather(InputTexture, p, 1)); return res; }
AH4 FsrEasuBH(AF2 p) { AH4 res = AH4(textureGather(InputTexture, p, 2)); return res; }
# endif
# if SAMPLE_RCAS
#define FSR_RCAS_H
AH4 FsrRcasLoadH(ASW2 p) { return AH4(texelFetch(InputTexture, ASU2(p), 0)); }
void FsrRcasInputH(inout AH1 r,inout AH1 g,inout AH1 b){}
# endif
#endif
#include "ffx_fsr1.h"
@ -61,38 +61,40 @@ uniform vec4 u_params[3];
void CurrFilter(AU2 pos, AU4 Const0, AU4 Const1, AU4 Const2, AU4 Const3, AU4 Sample)
{
#if SAMPLE_BILINEAR
AF2 pp = (AF2(pos) * AF2_AU2(Const0.xy) + AF2_AU2(Const0.zw)) * AF2_AU2(Const1.xy) + AF2(0.5, -0.5) * AF2_AU2(Const1.zw);
imageStore(OutputTexture, ASU2(pos), texture2DLod(InputTexture, pp, 0.0));
AF2 pp = (AF2(pos) * AF2_AU2(Const0.xy) + AF2_AU2(Const0.zw)) * AF2_AU2(Const1.xy) + AF2(0.5, -0.5) * AF2_AU2(Const1.zw);
imageStore(OutputTexture, ASU2(pos), texture2DLod(InputTexture, pp, 0.0));
#endif
#if SAMPLE_EASU
#if SAMPLE_SLOW_FALLBACK
AF3 c;
FsrEasuF(c, pos, Const0, Const1, Const2, Const3);
if( Sample.x == 1 )
c *= c;
imageStore(OutputTexture, ASU2(pos), AF4(c, 1));
#else
AH3 c;
FsrEasuH(c, pos, Const0, Const1, Const2, Const3);
if( Sample.x == 1 )
c *= c;
imageStore(OutputTexture, ASU2(pos), AH4(c, 1));
#endif
# if SAMPLE_SLOW_FALLBACK
AF3 c;
FsrEasuF(c, pos, Const0, Const1, Const2, Const3);
if( Sample.x == 1 )
c *= c;
imageStore(OutputTexture, ASU2(pos), AF4(c, 1));
# else
AH3 c;
FsrEasuH(c, pos, Const0, Const1, Const2, Const3);
if( Sample.x == 1 )
c *= c;
imageStore(OutputTexture, ASU2(pos), AH4(c, 1));
# endif
#endif
#if SAMPLE_RCAS
#if SAMPLE_SLOW_FALLBACK
AF3 c;
FsrRcasF(c.r, c.g, c.b, pos, Const0);
if( Sample.x == 1 )
c *= c;
imageStore(OutputTexture, ASU2(pos), AF4(c, 1));
#else
AH3 c;
FsrRcasH(c.r, c.g, c.b, pos, Const0);
if( Sample.x == 1 )
c *= c;
imageStore(OutputTexture, ASU2(pos), AH4(c, 1));
#endif
# if SAMPLE_SLOW_FALLBACK
AF3 c;
FsrRcasF(c.r, c.g, c.b, pos, Const0);
if( Sample.x == 1 )
c *= c;
imageStore(OutputTexture, ASU2(pos), AF4(c, 1));
# else
AH3 c;
FsrRcasH(c.r, c.g, c.b, pos, Const0);
if( Sample.x == 1 )
c *= c;
imageStore(OutputTexture, ASU2(pos), AH4(c, 1));
# endif
#endif
}
@ -108,20 +110,20 @@ void main()
SrcSize.x, SrcSize.y, // The size of the input image.
DstSize.x, DstSize.y); // The output resolution.
Sample.x = 0; // no HDR output
#endif
#endif // SAMPLE_EASU || SAMPLE_BILINEAR
#if SAMPLE_RCAS
FsrRcasCon(Const0, ViewportSizeRcasAttenuation.z);
Sample.x = 0; // no HDR output
#endif
#endif // SAMPLE_RCAS
// Do remapping of local xy in workgroup for a more PS-like swizzle pattern.
AU2 gxy = ARmp8x8(gl_LocalInvocationID.x) + AU2(gl_WorkGroupID.x << 4u, gl_WorkGroupID.y << 4u);
CurrFilter(gxy, Const0, Const1, Const2, Const3, Sample);
gxy.x += 8u;
CurrFilter(gxy, Const0, Const1, Const2, Const3, Sample);
gxy.y += 8u;
CurrFilter(gxy, Const0, Const1, Const2, Const3, Sample);
gxy.x -= 8u;
CurrFilter(gxy, Const0, Const1, Const2, Const3, Sample);
// Do remapping of local xy in workgroup for a more PS-like swizzle pattern.
AU2 gxy = ARmp8x8(gl_LocalInvocationID.x) + AU2(gl_WorkGroupID.x << 4u, gl_WorkGroupID.y << 4u);
CurrFilter(gxy, Const0, Const1, Const2, Const3, Sample);
gxy.x += 8u;
CurrFilter(gxy, Const0, Const1, Const2, Const3, Sample);
gxy.y += 8u;
CurrFilter(gxy, Const0, Const1, Const2, Const3, Sample);
gxy.x -= 8u;
CurrFilter(gxy, Const0, Const1, Const2, Const3, Sample);
}

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@ -9,10 +9,10 @@
BUFFER_RO(instanceDataIn, vec4, 0);
// Output
BUFFER_WR(indirectBuffer, uvec4, 1);
BUFFER_WR(instanceBufferOut, vec4, 2);
BUFFER_WO(indirectBuffer, uvec4, 1);
BUFFER_WO(instanceBufferOut, vec4, 2);
#ifdef INDIRECT_COUNT
BUFFER_WR(indirectCountBuffer, int, 3);
BUFFER_WO(indirectCountBuffer, int, 3);
#endif
uniform vec4 u_drawParams;

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@ -32,22 +32,22 @@
#define readwrite
#define IMAGE2D_RO( _name, _format, _reg) __IMAGE_XX(_name, _format, _reg, image2D, readonly)
#define UIMAGE2D_RO(_name, _format, _reg) __IMAGE_XX(_name, _format, _reg, uimage2D, readonly)
#define IMAGE2D_WR( _name, _format, _reg) __IMAGE_XX(_name, _format, _reg, image2D, writeonly)
#define UIMAGE2D_WR(_name, _format, _reg) __IMAGE_XX(_name, _format, _reg, uimage2D, writeonly)
#define IMAGE2D_WO( _name, _format, _reg) __IMAGE_XX(_name, _format, _reg, image2D, writeonly)
#define UIMAGE2D_WO(_name, _format, _reg) __IMAGE_XX(_name, _format, _reg, uimage2D, writeonly)
#define IMAGE2D_RW( _name, _format, _reg) __IMAGE_XX(_name, _format, _reg, image2D, readwrite)
#define UIMAGE2D_RW(_name, _format, _reg) __IMAGE_XX(_name, _format, _reg, uimage2D, readwrite)
#define IMAGE2D_ARRAY_RO( _name, _format, _reg) __IMAGE_XX(_name, _format, _reg, image2DArray, readonly)
#define UIMAGE2D_ARRAY_RO(_name, _format, _reg) __IMAGE_XX(_name, _format, _reg, uimage2DArray, readonly)
#define IMAGE2D_ARRAY_WR( _name, _format, _reg) __IMAGE_XX(_name, _format, _reg, image2DArray, writeonly)
#define UIMAGE2D_ARRAY_WR(_name, _format, _reg) __IMAGE_XX(_name, _format, _reg, uimage2DArray, writeonly)
#define IMAGE2D_ARRAY_WO( _name, _format, _reg) __IMAGE_XX(_name, _format, _reg, image2DArray, writeonly)
#define UIMAGE2D_ARRAY_WO(_name, _format, _reg) __IMAGE_XX(_name, _format, _reg, uimage2DArray, writeonly)
#define IMAGE2D_ARRAY_RW( _name, _format, _reg) __IMAGE_XX(_name, _format, _reg, image2DArray, readwrite)
#define UIMAGE2D_ARRAY_RW(_name, _format, _reg) __IMAGE_XX(_name, _format, _reg, uimage2DArray, readwrite)
#define IMAGE3D_RO( _name, _format, _reg) __IMAGE_XX(_name, _format, _reg, image3D, readonly)
#define UIMAGE3D_RO(_name, _format, _reg) __IMAGE_XX(_name, _format, _reg, uimage3D, readonly)
#define IMAGE3D_WR( _name, _format, _reg) __IMAGE_XX(_name, _format, _reg, image3D, writeonly)
#define UIMAGE3D_WR(_name, _format, _reg) __IMAGE_XX(_name, _format, _reg, uimage3D, writeonly)
#define IMAGE3D_WO( _name, _format, _reg) __IMAGE_XX(_name, _format, _reg, image3D, writeonly)
#define UIMAGE3D_WO(_name, _format, _reg) __IMAGE_XX(_name, _format, _reg, uimage3D, writeonly)
#define IMAGE3D_RW( _name, _format, _reg) __IMAGE_XX(_name, _format, _reg, image3D, readwrite)
#define UIMAGE3D_RW(_name, _format, _reg) __IMAGE_XX(_name, _format, _reg, uimage3D, readwrite)
@ -59,7 +59,7 @@
#define BUFFER_RO(_name, _type, _reg) __BUFFER_XX(_name, _type, _reg, readonly)
#define BUFFER_RW(_name, _type, _reg) __BUFFER_XX(_name, _type, _reg, readwrite)
#define BUFFER_WR(_name, _type, _reg) __BUFFER_XX(_name, _type, _reg, writeonly)
#define BUFFER_WO(_name, _type, _reg) __BUFFER_XX(_name, _type, _reg, writeonly)
#define NUM_THREADS(_x, _y, _z) layout (local_size_x = _x, local_size_y = _y, local_size_z = _z) in;
@ -99,10 +99,10 @@
#define UIMAGE2D_RO(_name, _format, _reg) IMAGE2D_RO(_name, _format, _reg)
#define IMAGE2D_WR( _name, _format, _reg) \
#define IMAGE2D_WO( _name, _format, _reg) \
WRITEONLY FORMAT(_format) RWTexture2D<COMP_ ## _format> _name : REGISTER(u, _reg); \
#define UIMAGE2D_WR(_name, _format, _reg) IMAGE2D_WR(_name, _format, _reg)
#define UIMAGE2D_WO(_name, _format, _reg) IMAGE2D_WO(_name, _format, _reg)
#define IMAGE2D_RW( _name, _format, _reg) \
FORMAT(_format) RWTexture2D<COMP_ ## _format> _name : REGISTER(u, _reg); \
@ -114,10 +114,10 @@
#define UIMAGE2D_ARRAY_RO(_name, _format, _reg) IMAGE2D_ARRAY_RO(_name, _format, _reg)
#define IMAGE2D_ARRAY_WR( _name, _format, _reg) \
#define IMAGE2D_ARRAY_WO( _name, _format, _reg) \
WRITEONLY FORMAT(_format) RWTexture2DArray<COMP_ ## _format> _name : REGISTER(u, _reg); \
#define UIMAGE2D_ARRAY_WR(_name, _format, _reg) IMAGE2D_ARRAY_WR(_name, _format, _reg)
#define UIMAGE2D_ARRAY_WO(_name, _format, _reg) IMAGE2D_ARRAY_WO(_name, _format, _reg)
#define IMAGE2D_ARRAY_RW(_name, _format, _reg) \
FORMAT(_format) RWTexture2DArray<COMP_ ## _format> _name : REGISTER(u, _reg); \
@ -129,10 +129,10 @@
#define UIMAGE3D_RO(_name, _format, _reg) IMAGE3D_RO(_name, _format, _reg)
#define IMAGE3D_WR( _name, _format, _reg) \
#define IMAGE3D_WO( _name, _format, _reg) \
WRITEONLY FORMAT(_format) RWTexture3D<COMP_ ## _format> _name : REGISTER(u, _reg);
#define UIMAGE3D_WR(_name, _format, _reg) IMAGE3D_RW(_name, _format, _reg)
#define UIMAGE3D_WO(_name, _format, _reg) IMAGE3D_RW(_name, _format, _reg)
#define IMAGE3D_RW( _name, _format, _reg) \
FORMAT(_format) RWTexture3D<COMP_ ## _format> _name : REGISTER(u, _reg); \
@ -142,11 +142,11 @@
#if BGFX_SHADER_LANGUAGE_METAL || BGFX_SHADER_LANGUAGE_SPIRV
#define BUFFER_RO(_name, _struct, _reg) StructuredBuffer<_struct> _name : REGISTER(t, _reg)
#define BUFFER_RW(_name, _struct, _reg) RWStructuredBuffer <_struct> _name : REGISTER(u, _reg)
#define BUFFER_WR(_name, _struct, _reg) BUFFER_RW(_name, _struct, _reg)
#define BUFFER_WO(_name, _struct, _reg) BUFFER_RW(_name, _struct, _reg)
#else
#define BUFFER_RO(_name, _struct, _reg) Buffer<_struct> _name : REGISTER(t, _reg)
#define BUFFER_RW(_name, _struct, _reg) RWBuffer<_struct> _name : REGISTER(u, _reg)
#define BUFFER_WR(_name, _struct, _reg) BUFFER_RW(_name, _struct, _reg)
#define BUFFER_WO(_name, _struct, _reg) BUFFER_RW(_name, _struct, _reg)
#endif
#define NUM_THREADS(_x, _y, _z) [numthreads(_x, _y, _z)]