diff options
Diffstat (limited to '3rdparty/bgfx/src/bgfx_shader.sh')
-rw-r--r-- | 3rdparty/bgfx/src/bgfx_shader.sh | 72 |
1 files changed, 36 insertions, 36 deletions
diff --git a/3rdparty/bgfx/src/bgfx_shader.sh b/3rdparty/bgfx/src/bgfx_shader.sh index e8a909d4be1..f607f17d74e 100644 --- a/3rdparty/bgfx/src/bgfx_shader.sh +++ b/3rdparty/bgfx/src/bgfx_shader.sh @@ -98,6 +98,12 @@ struct BgfxUSampler2D Texture2D<uvec4> m_texture; }; +struct BgfxSampler2DArray +{ + SamplerState m_sampler; + Texture2DArray m_texture; +}; + struct BgfxSampler2DShadow { SamplerComparisonState m_sampler; @@ -153,6 +159,16 @@ vec4 bgfxTexture2DProj(BgfxSampler2D _sampler, vec4 _coord) return _sampler.m_texture.Sample(_sampler.m_sampler, coord); } +vec4 bgfxTexture2DArray(BgfxSampler2DArray _sampler, vec3 _coord) +{ + return _sampler.m_texture.Sample(_sampler.m_sampler, _coord); +} + +vec4 bgfxTexture2DArrayLod(BgfxSampler2DArray _sampler, vec3 _coord, float _lod) +{ + return _sampler.m_texture.SampleLevel(_sampler.m_sampler, _coord, _lod); +} + float bgfxShadow2D(BgfxSampler2DShadow _sampler, vec3 _coord) { return _sampler.m_texture.SampleCmpLevelZero(_sampler.m_sampler, _coord.xy, _coord.z); @@ -238,6 +254,14 @@ vec4 bgfxTexelFetch(BgfxSampler3D _sampler, ivec3 _coord, int _lod) # define texture2DLod(_sampler, _coord, _level) bgfxTexture2DLod(_sampler, _coord, _level) # 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]); \ + 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]); \ static BgfxSampler2DMS _name = { _name ## Texture } @@ -380,50 +404,26 @@ vec4 mod(vec4 _a, vec4 _b) { return _a - _b * floor(_a / _b); } # define atan2(_x, _y) atan(_x, _y) # define mul(_a, _b) ( (_a) * (_b) ) # define saturate(_x) clamp(_x, 0.0, 1.0) -# define SAMPLER2D(_name, _reg) uniform sampler2D _name -# define SAMPLER2DMS(_name, _reg) uniform sampler2DMS _name -# define SAMPLER3D(_name, _reg) uniform sampler3D _name -# define SAMPLERCUBE(_name, _reg) uniform samplerCube _name +# define SAMPLER2D(_name, _reg) uniform sampler2D _name +# define SAMPLER2DMS(_name, _reg) uniform sampler2DMS _name +# define SAMPLER3D(_name, _reg) uniform sampler3D _name +# define SAMPLERCUBE(_name, _reg) uniform samplerCube _name # define SAMPLER2DSHADOW(_name, _reg) uniform sampler2DShadow _name +# define SAMPLER2DARRAY(_name, _reg) uniform sampler2DArray _name +# define SAMPLER2DMSARRAY(_name, _reg) uniform sampler2DMSArray _name +# define SAMPLERCUBEARRAY(_name, _reg) uniform samplerCubeArray _name +# define SAMPLER2DARRAYSHADOW(_name, _reg) uniform sampler2DArrayShadow _name + # if BGFX_SHADER_LANGUAGE_GLSL >= 130 # define ISAMPLER2D(_name, _reg) uniform isampler2D _name # define USAMPLER2D(_name, _reg) uniform usampler2D _name # define ISAMPLER3D(_name, _reg) uniform isampler3D _name # define USAMPLER3D(_name, _reg) uniform usampler3D _name -vec4 bgfxTexture2D(sampler2D _sampler, vec2 _coord) -{ - return texture(_sampler, _coord); -} - -ivec4 bgfxTexture2D(isampler2D _sampler, vec2 _coord) -{ - return texture(_sampler, _coord); -} - -uvec4 bgfxTexture2D(usampler2D _sampler, vec2 _coord) -{ - return texture(_sampler, _coord); -} - -vec4 bgfxTexture3D(sampler3D _sampler, vec3 _coord) -{ - return texture(_sampler, _coord); -} - -ivec4 bgfxTexture3D(isampler3D _sampler, vec3 _coord) -{ - return texture(_sampler, _coord); -} - -uvec4 bgfxTexture3D(usampler3D _sampler, vec3 _coord) -{ - return texture(_sampler, _coord); -} - -# define texture2D(_sampler, _coord) bgfxTexture2D(_sampler, _coord) -# define texture3D(_sampler, _coord) bgfxTexture3D(_sampler, _coord) +# define texture2D(_sampler, _coord) texture(_sampler, _coord) +# define texture2DArray(_sampler, _coord) texture(_sampler, _coord) +# define texture3D(_sampler, _coord) texture(_sampler, _coord) # endif // BGFX_SHADER_LANGUAGE_GLSL >= 130 vec3 instMul(vec3 _vec, mat3 _mtx) { return mul(_vec, _mtx); } |