Exposed GL_ARB_gpu_shader5 and GL_ARB_shading_language_packing to shaderc.

This commit is contained in:
Branimir Karadžić 2016-03-18 11:32:04 -07:00
parent 281da81910
commit a076c1a03b
3 changed files with 83 additions and 31 deletions

View File

@ -12,36 +12,6 @@
#if BGFX_SHADER_LANGUAGE_HLSL
float uintBitsToFloat(uint _x) { return asfloat(_x); }
vec2 uintBitsToFloat(uint2 _x) { return asfloat(_x); }
vec3 uintBitsToFloat(uint3 _x) { return asfloat(_x); }
vec4 uintBitsToFloat(uint4 _x) { return asfloat(_x); }
uint floatBitsToUint(float _x) { return asuint(_x); }
uvec2 floatBitsToUint(vec2 _x) { return asuint(_x); }
uvec3 floatBitsToUint(vec3 _x) { return asuint(_x); }
uvec4 floatBitsToUint(vec4 _x) { return asuint(_x); }
int floatBitsToInt(float _x) { return asint(_x); }
ivec2 floatBitsToInt(vec2 _x) { return asint(_x); }
ivec3 floatBitsToInt(vec3 _x) { return asint(_x); }
ivec4 floatBitsToInt(vec4 _x) { return asint(_x); }
uint bitfieldReverse(uint _x) { return reversebits(_x); }
uint2 bitfieldReverse(uint2 _x) { return reversebits(_x); }
uint3 bitfieldReverse(uint3 _x) { return reversebits(_x); }
uint4 bitfieldReverse(uint4 _x) { return reversebits(_x); }
uint packHalf2x16(vec2 _x)
{
return (f32tof16(_x.x)<<16) | f32tof16(_x.y);
}
vec2 unpackHalf2x16(uint _x)
{
return vec2(f16tof32(_x >> 16), f16tof32(_x) );
}
#define SHARED groupshared
#define r32ui uint

View File

@ -46,6 +46,41 @@
# define dFdyFine(_y) ddy_fine(-_y)
# endif // BGFX_SHADER_LANGUAGE_HLSL > 4
float intBitsToFloat(int _x) { return asfloat(_x); }
vec2 intBitsToFloat(uint2 _x) { return asfloat(_x); }
vec3 intBitsToFloat(uint3 _x) { return asfloat(_x); }
vec4 intBitsToFloat(uint4 _x) { return asfloat(_x); }
float uintBitsToFloat(uint _x) { return asfloat(_x); }
vec2 uintBitsToFloat(uint2 _x) { return asfloat(_x); }
vec3 uintBitsToFloat(uint3 _x) { return asfloat(_x); }
vec4 uintBitsToFloat(uint4 _x) { return asfloat(_x); }
uint floatBitsToUint(float _x) { return asuint(_x); }
uvec2 floatBitsToUint(vec2 _x) { return asuint(_x); }
uvec3 floatBitsToUint(vec3 _x) { return asuint(_x); }
uvec4 floatBitsToUint(vec4 _x) { return asuint(_x); }
int floatBitsToInt(float _x) { return asint(_x); }
ivec2 floatBitsToInt(vec2 _x) { return asint(_x); }
ivec3 floatBitsToInt(vec3 _x) { return asint(_x); }
ivec4 floatBitsToInt(vec4 _x) { return asint(_x); }
uint bitfieldReverse(uint _x) { return reversebits(_x); }
uint2 bitfieldReverse(uint2 _x) { return reversebits(_x); }
uint3 bitfieldReverse(uint3 _x) { return reversebits(_x); }
uint4 bitfieldReverse(uint4 _x) { return reversebits(_x); }
uint packHalf2x16(vec2 _x)
{
return (f32tof16(_x.x)<<16) | f32tof16(_x.y);
}
vec2 unpackHalf2x16(uint _x)
{
return vec2(f16tof32(_x >> 16), f16tof32(_x) );
}
struct BgfxSampler2D
{
SamplerState m_sampler;

View File

@ -70,6 +70,23 @@ namespace bgfx
NULL
};
static const char* s_ARB_gpu_shader5[] =
{
"bitfieldReverse",
"floatBitsToInt",
"floatBitsToUint",
"intBitsToFloat",
"uintBitsToFloat",
NULL
};
static const char* s_ARB_shading_language_packing[] =
{
"packHalf2x16",
"unpackHalf2x16",
NULL
};
static const char* s_130[] =
{
"uint",
@ -1706,7 +1723,9 @@ namespace bgfx
{
std::string code;
bool hasTextureLod = NULL != bx::findIdentifierMatch(input, s_ARB_shader_texture_lod /*EXT_shader_texture_lod*/);
const bool hasTextureLod = NULL != bx::findIdentifierMatch(input, s_ARB_shader_texture_lod /*EXT_shader_texture_lod*/);
const bool hasShader5 = NULL != bx::findIdentifierMatch(input, s_ARB_gpu_shader5);
const bool hasShaderPacking = NULL != bx::findIdentifierMatch(input, s_ARB_shading_language_packing);
if (0 == essl)
{
@ -1723,6 +1742,20 @@ namespace bgfx
bx::stringPrintf(code, "#version %s\n", need130 ? "130" : profile);
}
if (hasShader5)
{
bx::stringPrintf(code
, "#extension GL_ARB_gpu_shader5 : enable\n"
);
}
if (hasShaderPacking)
{
bx::stringPrintf(code
, "#extension GL_ARB_shading_language_packing : enable\n"
);
}
bx::stringPrintf(code
, "#define bgfxShadow2D shadow2D\n"
"#define bgfxShadow2DProj shadow2DProj\n"
@ -1772,6 +1805,20 @@ namespace bgfx
);
}
if (hasShader5)
{
bx::stringPrintf(code
, "#extension GL_ARB_gpu_shader5 : enable\n"
);
}
if (hasShaderPacking)
{
bx::stringPrintf(code
, "#extension GL_ARB_shading_language_packing : enable\n"
);
}
if (NULL != bx::findIdentifierMatch(input, "gl_FragDepth") )
{
bx::stringPrintf(code