This commit is contained in:
Branimir Karadžić 2016-10-04 20:38:34 -07:00
parent d639452e9b
commit e4b348bf59

View File

@ -39,6 +39,12 @@
# define bvec3 bool3
# define bvec4 bool4
# if BGFX_SHADER_LANGUAGE_HLSL > 4
# define REGISTER(_type, _reg) register(_type[_reg])
# else
# define REGISTER(_type, _reg) register(_type ## _reg)
# endif // BGFX_SHADER_LANGUAGE_HLSL
# if BGFX_SHADER_LANGUAGE_HLSL > 3 || BGFX_SHADER_LANGUAGE_PSSL
# if BGFX_SHADER_LANGUAGE_HLSL > 4 || BGFX_SHADER_LANGUAGE_PSSL
# define dFdxCoarse(_x) ddx_coarse(_x)
@ -242,14 +248,14 @@ vec4 bgfxTexelFetch(BgfxSampler3D _sampler, ivec3 _coord, int _lod)
}
# define SAMPLER2D(_name, _reg) \
uniform SamplerState _name ## Sampler : register(s[_reg]); \
uniform Texture2D _name ## Texture : register(t[_reg]); \
uniform SamplerState _name ## Sampler : REGISTER(s, _reg); \
uniform Texture2D _name ## Texture : REGISTER(t, _reg); \
static BgfxSampler2D _name = { _name ## Sampler, _name ## Texture }
# define ISAMPLER2D(_name, _reg) \
uniform Texture2D<ivec4> _name ## Texture : register(t[_reg]); \
uniform Texture2D<ivec4> _name ## Texture : REGISTER(t, _reg); \
static BgfxISampler2D _name = { _name ## Texture }
# define USAMPLER2D(_name, _reg) \
uniform Texture2D<uvec4> _name ## Texture : register(t[_reg]); \
uniform Texture2D<uvec4> _name ## Texture : REGISTER(t, _reg); \
static BgfxUSampler2D _name = { _name ## Texture }
# define sampler2D BgfxSampler2D
# define texture2D(_sampler, _coord) bgfxTexture2D(_sampler, _coord)
@ -257,43 +263,43 @@ vec4 bgfxTexelFetch(BgfxSampler3D _sampler, ivec3 _coord, int _lod)
# define texture2DProj(_sampler, _coord) bgfxTexture2DProj(_sampler, _coord)
# define SAMPLER2DARRAY(_name, _reg) \
uniform SamplerState _name ## Sampler : register(s[_reg]); \
uniform Texture2DArray _name ## Texture : register(t[_reg]); \
uniform SamplerState _name ## Sampler : REGISTER(s, _reg); \
uniform Texture2DArray _name ## Texture : REGISTER(t, _reg); \
static BgfxSampler2DArray _name = { _name ## Sampler, _name ## Texture }
# define sampler2DArray BgfxSampler2DArray
# define texture2DArray(_sampler, _coord) bgfxTexture2DArray(_sampler, _coord)
# define texture2DArrayLod(_sampler, _coord, _lod) bgfxTexture2DArrayLod(_sampler, _coord, _lod)
# define SAMPLER2DMS(_name, _reg) \
uniform Texture2DMS<vec4> _name ## Texture : register(t[_reg]); \
uniform Texture2DMS<vec4> _name ## Texture : REGISTER(t, _reg); \
static BgfxSampler2DMS _name = { _name ## Texture }
# define sampler2DMS BgfxSampler2DMS
# define SAMPLER2DSHADOW(_name, _reg) \
uniform SamplerComparisonState _name ## Sampler : register(s[_reg]); \
uniform Texture2D _name ## Texture : register(t[_reg]); \
uniform SamplerComparisonState _name ## Sampler : REGISTER(s, _reg); \
uniform Texture2D _name ## Texture : REGISTER(t, _reg); \
static BgfxSampler2DShadow _name = { _name ## Sampler, _name ## Texture }
# define sampler2DShadow BgfxSampler2DShadow
# define shadow2D(_sampler, _coord) bgfxShadow2D(_sampler, _coord)
# define shadow2DProj(_sampler, _coord) bgfxShadow2DProj(_sampler, _coord)
# define SAMPLER3D(_name, _reg) \
uniform SamplerState _name ## Sampler : register(s[_reg]); \
uniform Texture3D _name ## Texture : register(t[_reg]); \
uniform SamplerState _name ## Sampler : REGISTER(s, _reg); \
uniform Texture3D _name ## Texture : REGISTER(t[_reg]); \
static BgfxSampler3D _name = { _name ## Sampler, _name ## Texture }
# define ISAMPLER3D(_name, _reg) \
uniform Texture3D<ivec4> _name ## Texture : register(t[_reg]); \
uniform Texture3D<ivec4> _name ## Texture : REGISTER(t, _reg); \
static BgfxISampler3D _name = { _name ## Texture }
# define USAMPLER3D(_name, _reg) \
uniform Texture3D<uvec4> _name ## Texture : register(t[_reg]); \
uniform Texture3D<uvec4> _name ## Texture : REGISTER(t, _reg); \
static BgfxUSampler3D _name = { _name ## Texture }
# define sampler3D BgfxSampler3D
# define texture3D(_sampler, _coord) bgfxTexture3D(_sampler, _coord)
# define texture3DLod(_sampler, _coord, _level) bgfxTexture3DLod(_sampler, _coord, _level)
# define SAMPLERCUBE(_name, _reg) \
uniform SamplerState _name ## Sampler : register(s[_reg]); \
uniform TextureCube _name ## Texture : register(t[_reg]); \
uniform SamplerState _name ## Sampler : REGISTER(s, _reg); \
uniform TextureCube _name ## Texture : REGISTER(t, _reg); \
static BgfxSamplerCube _name = { _name ## Sampler, _name ## Texture }
# define samplerCube BgfxSamplerCube
# define textureCube(_sampler, _coord) bgfxTextureCube(_sampler, _coord)
@ -335,19 +341,19 @@ float bgfxShadow2DProj(sampler2DShadow _sampler, vec4 _coord)
#endif // 0
}
# define SAMPLER2D(_name, _reg) uniform sampler2D _name : register(s ## _reg)
# define SAMPLER2DMS(_name, _reg) uniform sampler2DMS _name : register(s ## _reg)
# 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)
# define SAMPLER2DSHADOW(_name, _reg) uniform sampler2DShadow _name : register(s ## _reg)
# define SAMPLER2DSHADOW(_name, _reg) uniform sampler2DShadow _name : REGISTER(s, _reg)
# define shadow2D(_sampler, _coord) bgfxShadow2D(_sampler, _coord)
# define shadow2DProj(_sampler, _coord) bgfxShadow2DProj(_sampler, _coord)
# define SAMPLER3D(_name, _reg) uniform sampler3D _name : register(s ## _reg)
# define SAMPLER3D(_name, _reg) uniform sampler3D _name : REGISTER(s, _reg)
# define texture3D(_sampler, _coord) tex3D(_sampler, _coord)
# define SAMPLERCUBE(_name, _reg) uniform samplerCUBE _name : register(s[_reg])
# define SAMPLERCUBE(_name, _reg) uniform samplerCUBE _name : REGISTER(s, _reg)
# define textureCube(_sampler, _coord) texCUBE(_sampler, _coord)
# if BGFX_SHADER_LANGUAGE_HLSL == 2