363 lines
19 KiB
Bash
363 lines
19 KiB
Bash
/*
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* Copyright 2011-2019 Branimir Karadzic. All rights reserved.
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* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
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*/
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#ifndef BGFX_COMPUTE_H_HEADER_GUARD
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#define BGFX_COMPUTE_H_HEADER_GUARD
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#include "bgfx_shader.sh"
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#ifndef __cplusplus
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#if BGFX_SHADER_LANGUAGE_GLSL
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# define __UAV_REG_0 4
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# define __UAV_REG_1 5
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# define __UAV_REG_2 6
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# define __UAV_REG_3 7
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#else
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# define __UAV_REG_0 16
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# define __UAV_REG_1 17
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# define __UAV_REG_2 18
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# define __UAV_REG_3 19
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#endif // BGFX_SHADER_LANGUAGE_GLSL
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#define FRAMEBUFFER_IMAGE2D_RW(_name, _format, _reg) IMAGE2D_RW(_name, _format, __UAV_REG_ ## _reg)
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#if BGFX_SHADER_LANGUAGE_GLSL
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#define SHARED shared
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#define __IMAGE_XX(_name, _format, _reg, _image, _access) \
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layout(_format, binding=_reg) _access uniform highp _image _name
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#define readwrite
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#define IMAGE2D_RO( _name, _format, _reg) __IMAGE_XX(_name, _format, _reg, image2D, readonly)
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#define UIMAGE2D_RO(_name, _format, _reg) __IMAGE_XX(_name, _format, _reg, uimage2D, readonly)
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#define IMAGE2D_WR( _name, _format, _reg) __IMAGE_XX(_name, _format, _reg, image2D, writeonly)
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#define UIMAGE2D_WR(_name, _format, _reg) __IMAGE_XX(_name, _format, _reg, uimage2D, writeonly)
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#define IMAGE2D_RW( _name, _format, _reg) __IMAGE_XX(_name, _format, _reg, image2D, readwrite)
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#define UIMAGE2D_RW(_name, _format, _reg) __IMAGE_XX(_name, _format, _reg, uimage2D, readwrite)
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#define IMAGE2D_ARRAY_RO( _name, _format, _reg) __IMAGE_XX(_name, _format, _reg, image2DArray, readonly)
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#define UIMAGE2D_ARRAY_RO(_name, _format, _reg) __IMAGE_XX(_name, _format, _reg, uimage2DArray, readonly)
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#define IMAGE2D_ARRAY_WR( _name, _format, _reg) __IMAGE_XX(_name, _format, _reg, image2DArray, writeonly)
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#define UIMAGE2D_ARRAY_WR(_name, _format, _reg) __IMAGE_XX(_name, _format, _reg, uimage2DArray, writeonly)
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#define IMAGE2D_ARRAY_RW( _name, _format, _reg) __IMAGE_XX(_name, _format, _reg, image2DArray, readwrite)
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#define UIMAGE2D_ARRAY_RW(_name, _format, _reg) __IMAGE_XX(_name, _format, _reg, uimage2DArray, readwrite)
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#define IMAGE3D_RO( _name, _format, _reg) __IMAGE_XX(_name, _format, _reg, image3D, readonly)
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#define UIMAGE3D_RO(_name, _format, _reg) __IMAGE_XX(_name, _format, _reg, uimage3D, readonly)
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#define IMAGE3D_WR( _name, _format, _reg) __IMAGE_XX(_name, _format, _reg, image3D, writeonly)
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#define UIMAGE3D_WR(_name, _format, _reg) __IMAGE_XX(_name, _format, _reg, uimage3D, writeonly)
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#define IMAGE3D_RW( _name, _format, _reg) __IMAGE_XX(_name, _format, _reg, image3D, readwrite)
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#define UIMAGE3D_RW(_name, _format, _reg) __IMAGE_XX(_name, _format, _reg, uimage3D, readwrite)
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#define __BUFFER_XX(_name, _type, _reg, _access) \
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layout(std430, binding=_reg) _access buffer _name ## Buffer \
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{ \
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_type _name[]; \
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}
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#define BUFFER_RO(_name, _type, _reg) __BUFFER_XX(_name, _type, _reg, readonly)
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#define BUFFER_RW(_name, _type, _reg) __BUFFER_XX(_name, _type, _reg, readwrite)
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#define BUFFER_WR(_name, _type, _reg) __BUFFER_XX(_name, _type, _reg, writeonly)
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#define NUM_THREADS(_x, _y, _z) layout (local_size_x = _x, local_size_y = _y, local_size_z = _z) in;
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#define atomicFetchAndAdd(_mem, _data, _original) _original = atomicAdd(_mem, _data)
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#define atomicFetchAndAnd(_mem, _data, _original) _original = atomicAnd(_mem, _data)
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#define atomicFetchAndMax(_mem, _data, _original) _original = atomicMax(_mem, _data)
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#define atomicFetchAndMin(_mem, _data, _original) _original = atomicMin(_mem, _data)
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#define atomicFetchAndOr(_mem, _data, _original) _original = atomicOr(_mem, _data)
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#define atomicFetchAndXor(_mem, _data, _original) _original = atomicXor(_mem, _data)
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#define atomicFetchAndExchange(_mem, _data, _original) _original = atomicExchange(_mem, _data)
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#define atomicFetchCompareExchange(_mem, _compare, _data, _original) _original = atomicCompSwap(_mem,_compare, _data)
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#else
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#define SHARED groupshared
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#define r32ui uint
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#define rg32ui uint2
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#define rgba32ui uint4
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#define r32f float
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#define r16f float
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#define rg16f float2
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#define rgba16f float4
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#if BGFX_SHADER_LANGUAGE_HLSL
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# define rgba8 unorm float4
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# define rg8 unorm float2
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# define r8 unorm float
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#else
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# define rgba8 float4
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# define rg8 float2
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# define r8 float
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#endif // BGFX_SHADER_LANGUAGE_HLSL
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#define rgba32f float4
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#define IMAGE2D_RO( _name, _format, _reg) \
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Texture2D<_format> _name ## Texture : REGISTER(t, _reg); \
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static BgfxROImage2D_ ## _format _name = { _name ## Texture }
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#define UIMAGE2D_RO(_name, _format, _reg) IMAGE2D_RO(_name, _format, _reg)
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#define IMAGE2D_RW( _name, _format, _reg) \
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RWTexture2D<_format> _name ## Texture : REGISTER(u, _reg); \
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static BgfxRWImage2D_ ## _format _name = { _name ## Texture }
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#define IMAGE2D_WR( _name, _format, _reg) IMAGE2D_RW(_name, _format, _reg)
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#define UIMAGE2D_WR(_name, _format, _reg) IMAGE2D_RW(_name, _format, _reg)
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#define UIMAGE2D_RW(_name, _format, _reg) IMAGE2D_RW(_name, _format, _reg)
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#define IMAGE2D_ARRAY_RO(_name, _format, _reg) \
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Texture2DArray<_format> _name ## Texture : REGISTER(t, _reg); \
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static BgfxROImage2DArray_ ## _format _name = { _name ## Texture }
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#define UIMAGE2D_ARRAY_RO(_name, _format, _reg) IMAGE2D_ARRAY_RO(_name, _format, _reg)
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#define IMAGE2D_ARRAY_RW(_name, _format, _reg) \
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RWTexture2DArray<_format> _name ## Texture : REGISTER(u, _reg); \
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static BgfxRWImage2DArray_ ## _format _name = { _name ## Texture }
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#define UIMAGE2D_ARRAY_RW(_name, _format, _reg) IMAGE2D_ARRAY_RW(_name, _format, _reg)
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#define IMAGE2D_ARRAY_WR( _name, _format, _reg) IMAGE2D_ARRAY_RW(_name, _format, _reg)
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#define UIMAGE2D_ARRAY_WR(_name, _format, _reg) IMAGE2D_ARRAY_RW(_name, _format, _reg)
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#define IMAGE3D_RO( _name, _format, _reg) \
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Texture3D<_format> _name ## Texture : REGISTER(t, _reg); \
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static BgfxROImage3D_ ## _format _name = { _name ## Texture }
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#define UIMAGE3D_RO(_name, _format, _reg) IMAGE3D_RO(_name, _format, _reg)
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#define IMAGE3D_RW( _name, _format, _reg) \
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RWTexture3D<_format> _name ## Texture : REGISTER(u, _reg); \
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static BgfxRWImage3D_ ## _format _name = { _name ## Texture }
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#define UIMAGE3D_RW(_name, _format, _reg) IMAGE3D_RW(_name, _format, _reg)
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#define IMAGE3D_WR( _name, _format, _reg) IMAGE3D_RW(_name, _format, _reg)
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#define UIMAGE3D_WR(_name, _format, _reg) IMAGE3D_RW(_name, _format, _reg)
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#if BGFX_SHADER_LANGUAGE_METAL
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#define BUFFER_RO(_name, _struct, _reg) StructuredBuffer<_struct> _name : REGISTER(t, _reg)
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#define BUFFER_RW(_name, _struct, _reg) RWStructuredBuffer <_struct> _name : REGISTER(u, _reg)
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#define BUFFER_WR(_name, _struct, _reg) BUFFER_RW(_name, _struct, _reg)
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#else
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#define BUFFER_RO(_name, _struct, _reg) Buffer<_struct> _name : REGISTER(t, _reg)
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#define BUFFER_RW(_name, _struct, _reg) RWBuffer<_struct> _name : REGISTER(u, _reg)
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#define BUFFER_WR(_name, _struct, _reg) BUFFER_RW(_name, _struct, _reg)
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#endif
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#define NUM_THREADS(_x, _y, _z) [numthreads(_x, _y, _z)]
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#define __IMAGE_IMPL_S(_format, _storeComponents, _type, _loadComponents) \
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\
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struct BgfxROImage2D_ ## _format \
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{ \
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Texture2D<_format> m_texture; \
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}; \
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\
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struct BgfxRWImage2D_ ## _format \
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{ \
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RWTexture2D<_format> m_texture; \
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}; \
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\
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struct BgfxROImage2DArray_ ## _format \
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{ \
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Texture2DArray<_format> m_texture; \
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}; \
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\
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struct BgfxRWImage2DArray_ ## _format \
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{ \
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RWTexture2DArray<_format> m_texture; \
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}; \
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\
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struct BgfxROImage3D_ ## _format \
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{ \
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Texture3D<_format> m_texture; \
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}; \
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\
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struct BgfxRWImage3D_ ## _format \
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{ \
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RWTexture3D<_format> m_texture; \
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}; \
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#define __IMAGE_IMPL_A(_format, _storeComponents, _type, _loadComponents) \
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__IMAGE_IMPL_S(_format, _storeComponents, _type, _loadComponents) \
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\
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_type imageLoad(BgfxROImage2D_ ## _format _image, ivec2 _uv) \
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{ \
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return _image.m_texture[_uv]._loadComponents; \
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} \
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\
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ivec2 imageSize(BgfxROImage2D_ ## _format _image) \
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{ \
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uvec2 result; \
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_image.m_texture.GetDimensions(result.x, result.y); \
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return ivec2(result); \
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} \
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\
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_type imageLoad(BgfxRWImage2D_ ## _format _image, ivec2 _uv) \
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{ \
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return _image.m_texture[_uv]._loadComponents; \
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} \
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\
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ivec2 imageSize(BgfxRWImage2D_ ## _format _image) \
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{ \
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uvec2 result; \
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_image.m_texture.GetDimensions(result.x, result.y); \
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return ivec2(result); \
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} \
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\
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void imageStore(BgfxRWImage2D_ ## _format _image, ivec2 _uv, _type _value) \
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{ \
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_image.m_texture[_uv] = _value._storeComponents; \
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} \
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\
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_type imageLoad(BgfxROImage2DArray_ ## _format _image, ivec3 _uvw) \
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{ \
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return _image.m_texture[_uvw]._loadComponents; \
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} \
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\
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ivec3 imageSize(BgfxROImage2DArray_ ## _format _image) \
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{ \
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uvec3 result; \
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_image.m_texture.GetDimensions(result.x, result.y, result.z); \
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return ivec3(result); \
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} \
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\
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_type imageLoad(BgfxRWImage2DArray_ ## _format _image, ivec3 _uvw) \
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{ \
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return _image.m_texture[_uvw]._loadComponents; \
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} \
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\
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void imageStore(BgfxRWImage2DArray_ ## _format _image, ivec3 _uvw, _type _value) \
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{ \
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_image.m_texture[_uvw] = _value._storeComponents; \
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} \
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\
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ivec3 imageSize(BgfxRWImage2DArray_ ## _format _image) \
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{ \
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uvec3 result; \
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_image.m_texture.GetDimensions(result.x, result.y, result.z); \
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return ivec3(result); \
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} \
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\
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_type imageLoad(BgfxROImage3D_ ## _format _image, ivec3 _uvw) \
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{ \
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return _image.m_texture[_uvw]._loadComponents; \
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} \
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\
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ivec3 imageSize(BgfxROImage3D_ ## _format _image) \
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{ \
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uvec3 result; \
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_image.m_texture.GetDimensions(result.x, result.y, result.z); \
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return ivec3(result); \
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} \
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\
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_type imageLoad(BgfxRWImage3D_ ## _format _image, ivec3 _uvw) \
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{ \
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return _image.m_texture[_uvw]._loadComponents; \
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} \
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\
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ivec3 imageSize(BgfxRWImage3D_ ## _format _image) \
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{ \
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uvec3 result; \
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_image.m_texture.GetDimensions(result.x, result.y, result.z); \
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return ivec3(result); \
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} \
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\
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void imageStore(BgfxRWImage3D_ ## _format _image, ivec3 _uvw, _type _value) \
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{ \
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_image.m_texture[_uvw] = _value._storeComponents; \
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}
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#define __IMAGE_IMPL_ATOMIC(_format, _storeComponents, _type, _loadComponents) \
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\
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void imageAtomicAdd(BgfxRWImage2D_ ## _format _image, ivec2 _uv, _type _value) \
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{ \
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InterlockedAdd(_image.m_texture[_uv], _value._storeComponents); \
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} \
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__IMAGE_IMPL_A(rgba8, xyzw, vec4, xyzw)
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__IMAGE_IMPL_A(rg8, xy, vec4, xyyy)
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__IMAGE_IMPL_A(r8, x, vec4, xxxx)
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__IMAGE_IMPL_A(rg16f, xy, vec4, xyyy)
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#if BGFX_SHADER_LANGUAGE_HLSL
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__IMAGE_IMPL_S(rgba16f, xyzw, vec4, xyzw)
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__IMAGE_IMPL_S(r16f, x, vec4, xxxx)
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#else
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__IMAGE_IMPL_A(rgba16f, xyzw, vec4, xyzw)
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__IMAGE_IMPL_A(r16f, x, vec4, xxxx)
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#endif // BGFX_SHADER_LANGUAGE_HLSL
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__IMAGE_IMPL_A(r32f, x, vec4, xxxx)
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__IMAGE_IMPL_A(rgba32f, xyzw, vec4, xyzw)
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__IMAGE_IMPL_A(r32ui, x, uvec4, xxxx)
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__IMAGE_IMPL_A(rg32ui, xy, uvec4, xyyy)
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__IMAGE_IMPL_A(rgba32ui, xyzw, uvec4, xyzw)
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__IMAGE_IMPL_ATOMIC(r32ui, x, uvec4, xxxx)
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#define atomicAdd(_mem, _data) InterlockedAdd(_mem, _data)
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#define atomicAnd(_mem, _data) InterlockedAnd(_mem, _data)
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#define atomicMax(_mem, _data) InterlockedMax(_mem, _data)
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#define atomicMin(_mem, _data) InterlockedMin(_mem, _data)
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#define atomicOr(_mem, _data) InterlockedOr(_mem, _data)
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#define atomicXor(_mem, _data) InterlockedXor(_mem, _data)
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#define atomicFetchAndAdd(_mem, _data, _original) InterlockedAdd(_mem, _data, _original)
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#define atomicFetchAndAnd(_mem, _data, _original) InterlockedAnd(_mem, _data, _original)
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#define atomicFetchAndMax(_mem, _data, _original) InterlockedMax(_mem, _data, _original)
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#define atomicFetchAndMin(_mem, _data, _original) InterlockedMin(_mem, _data, _original)
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#define atomicFetchAndOr(_mem, _data, _original) InterlockedOr(_mem, _data, _original)
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#define atomicFetchAndXor(_mem, _data, _original) InterlockedXor(_mem, _data, _original)
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#define atomicFetchAndExchange(_mem, _data, _original) InterlockedExchange(_mem, _data, _original)
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#define atomicFetchCompareExchange(_mem, _compare, _data, _original) InterlockedCompareExchange(_mem,_compare, _data, _original)
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// InterlockedCompareStore
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#define barrier() GroupMemoryBarrierWithGroupSync()
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#define memoryBarrier() GroupMemoryBarrierWithGroupSync()
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#define memoryBarrierAtomicCounter() GroupMemoryBarrierWithGroupSync()
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#define memoryBarrierBuffer() AllMemoryBarrierWithGroupSync()
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#define memoryBarrierImage() GroupMemoryBarrierWithGroupSync()
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#define memoryBarrierShared() GroupMemoryBarrierWithGroupSync()
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#define groupMemoryBarrier() GroupMemoryBarrierWithGroupSync()
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#endif // BGFX_SHADER_LANGUAGE_GLSL
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#define dispatchIndirect( \
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_buffer \
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, _offset \
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, _numX \
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, _numY \
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, _numZ \
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) \
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_buffer[_offset*2+0] = uvec4(_numX, _numY, _numZ, 0u)
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#define drawIndirect( \
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_buffer \
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, _offset \
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, _numVertices \
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, _numInstances \
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, _startVertex \
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, _startInstance \
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) \
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_buffer[_offset*2+0] = uvec4(_numVertices, _numInstances, _startVertex, _startInstance)
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#define drawIndexedIndirect( \
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_buffer \
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, _offset \
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, _numIndices \
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, _numInstances \
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, _startIndex \
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, _startVertex \
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, _startInstance \
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) \
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_buffer[_offset*2+0] = uvec4(_numIndices, _numInstances, _startIndex, _startVertex); \
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_buffer[_offset*2+1] = uvec4(_startInstance, 0u, 0u, 0u)
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#endif // __cplusplus
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#endif // BGFX_COMPUTE_H_HEADER_GUARD
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