/* * Copyright 2011-2015 Branimir Karadzic. All rights reserved. * License: http://www.opensource.org/licenses/BSD-2-Clause */ #ifndef BGFX_COMPUTE_H_HEADER_GUARD #define BGFX_COMPUTE_H_HEADER_GUARD #include "bgfx_shader.sh" #ifndef __cplusplus #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 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 IMAGE2D_RO(_name, _reg) Texture2D _name : register(t[_reg]) #define IMAGE2D_RW(_name, _reg) RWTexture2D _name : register(u[_reg]) #define IMAGE2D_WR(_name, _reg) IMAGE2D_RW(_name, _reg) #define BUFFER_RO(_name, _struct, _reg) Buffer<_struct> _name : register(b[_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 NUM_THREADS(_x, _y, _z) [numthreads(_x, _y, _z)] vec4 imageLoad(Texture2D _image, ivec2 _uv) { return _image.Load(uint3(_uv.xy, 0) ); } uint imageLoad(Texture2D _image, ivec2 _uv) { return _image.Load(uint3(_uv.xy, 0) ); } uint imageLoad(RWTexture2D _image, ivec2 _uv) { return _image[_uv.xy]; } ivec2 imageSize(Texture2D _image) { ivec2 result; _image.GetDimensions(result.x, result.y); return result; } ivec2 imageSize(RWTexture2D _image) { ivec2 result; _image.GetDimensions(result.x, result.y); return result; } ivec2 imageSize(RWTexture2D _image) { ivec2 result; _image.GetDimensions(result.x, result.y); return result; } void imageStore(RWTexture2D _image, ivec2 _uv, vec4 _rgba) { _image[_uv] = _rgba; } void imageStore(RWTexture2D _image, ivec2 _uv, uvec4 _r) { _image[_uv] = _r.x; } #define __ATOMIC_IMPL_TYPE(_genType, _glFunc, _dxFunc) \ _genType _glFunc(_genType _mem, _genType _data) \ { \ _genType result; \ _dxFunc(_mem, _data, result); \ return result; \ } #define __ATOMIC_IMPL(_glFunc, _dxFunc) \ __ATOMIC_IMPL_TYPE(int, _glFunc, _dxFunc) \ __ATOMIC_IMPL_TYPE(uint, _glFunc, _dxFunc) __ATOMIC_IMPL(atomicAdd, InterlockedAdd); __ATOMIC_IMPL(atomicAnd, InterlockedAnd); __ATOMIC_IMPL(atomicExchange, InterlockedExchange); __ATOMIC_IMPL(atomicMax, InterlockedMax); __ATOMIC_IMPL(atomicMin, InterlockedMin); __ATOMIC_IMPL(atomicOr, InterlockedOr); __ATOMIC_IMPL(atomicXor, InterlockedXor); int atomicCompSwap(int _mem, int _compare, int _data) { int result; InterlockedCompareExchange(_mem, _compare, _data, result); return result; } uint atomicCompSwap(uint _mem, uint _compare, uint _data) { uint result; InterlockedCompareExchange(_mem, _compare, _data, result); return result; } // InterlockedCompareStore #define barrier() GroupMemoryBarrierWithGroupSync() #define memoryBarrier() GroupMemoryBarrierWithGroupSync() #define memoryBarrierAtomicCounter() GroupMemoryBarrierWithGroupSync() #define memoryBarrierBuffer() GroupMemoryBarrierWithGroupSync() #define memoryBarrierImage() GroupMemoryBarrierWithGroupSync() #define memoryBarrierShared() GroupMemoryBarrierWithGroupSync() #define groupMemoryBarrier() GroupMemoryBarrierWithGroupSync() #else #define SHARED shared #define __IMAGE2D_XX(_name, _reg, _access) \ layout(rgba8, binding=_reg) _access uniform highp image2D _name #define IMAGE2D_RO(_name, _reg) __IMAGE2D_XX(_name, _reg, readonly) #define IMAGE2D_RW(_name, _reg) __IMAGE2D_XX(_name, _reg, readwrite) #define IMAGE2D_WR(_name, _reg) __IMAGE2D_XX(_name, _reg, writeonly) #define __BUFFER_XX(_name, _type, _reg, _access) \ layout(std430, binding=_reg) _access buffer _name ## Buffer \ { \ _type _name[]; \ } #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 NUM_THREADS(_x, _y, _z) layout (local_size_x = _x, local_size_y = _y, local_size_z = _z) in; #endif // BGFX_SHADER_LANGUAGE_HLSL #endif // __cplusplus #endif // BGFX_COMPUTE_H_HEADER_GUARD