mirror of
https://github.com/hedge-dev/XenosRecomp.git
synced 2025-10-30 07:12:17 +00:00
438 lines
12 KiB
C++
438 lines
12 KiB
C++
#ifndef SHADER_COMMON_H_INCLUDED
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#define SHADER_COMMON_H_INCLUDED
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#define SPEC_CONSTANT_R11G11B10_NORMAL (1 << 0)
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#define SPEC_CONSTANT_ALPHA_TEST (1 << 1)
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#ifdef UNLEASHED_RECOMP
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#define SPEC_CONSTANT_BICUBIC_GI_FILTER (1 << 2)
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#define SPEC_CONSTANT_ALPHA_TO_COVERAGE (1 << 3)
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#define SPEC_CONSTANT_REVERSE_Z (1 << 4)
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#endif
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#if defined(__air__) || !defined(__cplusplus) || defined(__INTELLISENSE__)
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#ifndef __air__
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#define FLT_MIN asfloat(0xff7fffff)
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#define FLT_MAX asfloat(0x7f7fffff)
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#endif
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#ifdef __spirv__
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struct PushConstants
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{
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uint64_t VertexShaderConstants;
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uint64_t PixelShaderConstants;
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uint64_t SharedConstants;
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};
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[[vk::push_constant]] ConstantBuffer<PushConstants> g_PushConstants;
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#define g_Booleans vk::RawBufferLoad<uint>(g_PushConstants.SharedConstants + 256)
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#define g_SwappedTexcoords vk::RawBufferLoad<uint>(g_PushConstants.SharedConstants + 260)
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#define g_AlphaThreshold vk::RawBufferLoad<float>(g_PushConstants.SharedConstants + 264)
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[[vk::constant_id(0)]] const uint g_SpecConstants = 0;
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#define g_SpecConstants() g_SpecConstants
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#elif __air__
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#include <metal_stdlib>
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using namespace metal;
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constant uint G_SPEC_CONSTANT [[function_constant(0)]];
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uint g_SpecConstants()
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{
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return G_SPEC_CONSTANT;
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}
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struct PushConstants
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{
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ulong VertexShaderConstants;
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ulong PixelShaderConstants;
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ulong SharedConstants;
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};
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#define g_Booleans (*(reinterpret_cast<device uint*>(g_PushConstants.SharedConstants + 256)))
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#define g_SwappedTexcoords (*(reinterpret_cast<device uint*>(g_PushConstants.SharedConstants + 260)))
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#define g_AlphaThreshold (*(reinterpret_cast<device float*>(g_PushConstants.SharedConstants + 264)))
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#else
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#define DEFINE_SHARED_CONSTANTS() \
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uint g_Booleans : packoffset(c16.x); \
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uint g_SwappedTexcoords : packoffset(c16.y); \
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float g_AlphaThreshold : packoffset(c16.z) \
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uint g_SpecConstants();
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#endif
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#ifdef __air__
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struct Texture2DDescriptorHeap
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{
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array<texture2d<float>, 1> g [[id(0)]];
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};
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struct Texture3DDescriptorHeap
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{
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array<texture3d<float>, 1> g [[id(0)]];
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};
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struct TextureCubeDescriptorHeap
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{
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array<texturecube<float>, 1> g [[id(0)]];
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};
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struct SamplerDescriptorHeap
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{
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array<sampler, 1> g [[id(0)]];
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};
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uint2 getTexture2DDimensions(texture2d<float> texture)
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{
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return uint2(texture.get_width(), texture.get_height());
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}
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float4 tfetch2D(constant Texture2DDescriptorHeap& textureHeap,
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constant SamplerDescriptorHeap& samplerHeap,
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uint resourceDescriptorIndex,
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uint samplerDescriptorIndex,
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float2 texCoord, float2 offset)
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{
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texture2d<float> texture = textureHeap.g[resourceDescriptorIndex];
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sampler sampler = samplerHeap.g[samplerDescriptorIndex];
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return texture.sample(sampler, texCoord + offset / (float2)getTexture2DDimensions(texture));
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}
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float2 getWeights2D(constant Texture2DDescriptorHeap& textureHeap,
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constant SamplerDescriptorHeap& samplerHeap,
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uint resourceDescriptorIndex,
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uint samplerDescriptorIndex,
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float2 texCoord, float2 offset)
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{
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texture2d<float> texture = textureHeap.g[resourceDescriptorIndex];
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return select(fract(texCoord * (float2)getTexture2DDimensions(texture) + offset - 0.5), 0.0, isnan(texCoord));
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}
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#else
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Texture2D<float4> g_Texture2DDescriptorHeap[] : register(t0, space0);
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Texture3D<float4> g_Texture3DDescriptorHeap[] : register(t0, space1);
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TextureCube<float4> g_TextureCubeDescriptorHeap[] : register(t0, space2);
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SamplerState g_SamplerDescriptorHeap[] : register(s0, space3);
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uint2 getTexture2DDimensions(Texture2D<float4> texture)
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{
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uint2 dimensions;
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texture.GetDimensions(dimensions.x, dimensions.y);
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return dimensions;
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}
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float4 tfetch2D(uint resourceDescriptorIndex, uint samplerDescriptorIndex, float2 texCoord, float2 offset)
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{
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Texture2D<float4> texture = g_Texture2DDescriptorHeap[resourceDescriptorIndex];
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return texture.Sample(g_SamplerDescriptorHeap[samplerDescriptorIndex], texCoord + offset / getTexture2DDimensions(texture));
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}
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float2 getWeights2D(uint resourceDescriptorIndex, uint samplerDescriptorIndex, float2 texCoord, float2 offset)
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{
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Texture2D<float4> texture = g_Texture2DDescriptorHeap[resourceDescriptorIndex];
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return select(isnan(texCoord), 0.0, frac(texCoord * getTexture2DDimensions(texture) + offset - 0.5));
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}
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#endif
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#ifdef __air__
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#define selectWrapper(a, b, c) select(c, b, a)
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#else
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#define selectWrapper(a, b, c) select(a, b, c)
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#endif
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#ifdef __air__
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#define frac(X) fract(X)
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template<typename T>
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void clip(T a)
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{
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if (a < 0.0) {
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discard_fragment();
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}
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}
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template<typename T>
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float rcp(T a)
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{
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return 1.0 / a;
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}
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template<typename T>
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float4x4 mul(T a, T b)
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{
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return a * b;
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}
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#endif
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#ifdef __air__
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#define UNROLL
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#define BRANCH
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#else
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#define UNROLL [unroll]
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#define BRANCH [branch]
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#endif
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float w0(float a)
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{
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return (1.0f / 6.0f) * (a * (a * (-a + 3.0f) - 3.0f) + 1.0f);
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}
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float w1(float a)
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{
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return (1.0f / 6.0f) * (a * a * (3.0f * a - 6.0f) + 4.0f);
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}
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float w2(float a)
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{
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return (1.0f / 6.0f) * (a * (a * (-3.0f * a + 3.0f) + 3.0f) + 1.0f);
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}
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float w3(float a)
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{
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return (1.0f / 6.0f) * (a * a * a);
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}
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float g0(float a)
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{
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return w0(a) + w1(a);
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}
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float g1(float a)
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{
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return w2(a) + w3(a);
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}
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float h0(float a)
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{
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return -1.0f + w1(a) / (w0(a) + w1(a)) + 0.5f;
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}
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float h1(float a)
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{
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return 1.0f + w3(a) / (w2(a) + w3(a)) + 0.5f;
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}
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struct CubeMapData
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{
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float3 cubeMapDirections[2];
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uint cubeMapIndex;
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};
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#ifdef __air__
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float4 tfetch2DBicubic(constant Texture2DDescriptorHeap& textureHeap,
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constant SamplerDescriptorHeap& samplerHeap,
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uint resourceDescriptorIndex,
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uint samplerDescriptorIndex,
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float2 texCoord, float2 offset)
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{
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texture2d<float> texture = textureHeap.g[resourceDescriptorIndex];
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sampler sampler = samplerHeap.g[samplerDescriptorIndex];
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uint2 dimensions = getTexture2DDimensions(texture);
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float x = texCoord.x * dimensions.x + offset.x;
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float y = texCoord.y * dimensions.y + offset.y;
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x -= 0.5f;
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y -= 0.5f;
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float px = floor(x);
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float py = floor(y);
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float fx = x - px;
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float fy = y - py;
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float g0x = g0(fx);
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float g1x = g1(fx);
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float h0x = h0(fx);
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float h1x = h1(fx);
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float h0y = h0(fy);
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float h1y = h1(fy);
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float4 r =
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g0(fy) * (g0x * texture.sample(sampler, float2(px + h0x, py + h0y) / float2(dimensions)) +
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g1x * texture.sample(sampler, float2(px + h1x, py + h0y) / float2(dimensions))) +
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g1(fy) * (g0x * texture.sample(sampler, float2(px + h0x, py + h1y) / float2(dimensions)) +
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g1x * texture.sample(sampler, float2(px + h1x, py + h1y) / float2(dimensions)));
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return r;
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}
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float4 tfetch3D(constant Texture3DDescriptorHeap& textureHeap,
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constant SamplerDescriptorHeap& samplerHeap,
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uint resourceDescriptorIndex,
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uint samplerDescriptorIndex,
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float3 texCoord)
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{
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texture3d<float> texture = textureHeap.g[resourceDescriptorIndex];
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sampler sampler = samplerHeap.g[samplerDescriptorIndex];
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return texture.sample(sampler, texCoord);
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}
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float4 tfetchCube(constant TextureCubeDescriptorHeap& textureHeap,
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constant SamplerDescriptorHeap& samplerHeap,
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uint resourceDescriptorIndex,
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uint samplerDescriptorIndex,
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float3 texCoord, thread CubeMapData* cubeMapData)
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{
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texturecube<float> texture = textureHeap.g[resourceDescriptorIndex];
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sampler sampler = samplerHeap.g[samplerDescriptorIndex];
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return texture.sample(sampler, cubeMapData->cubeMapDirections[(uint)texCoord.z]);
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}
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#else
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float4 tfetch2DBicubic(uint resourceDescriptorIndex, uint samplerDescriptorIndex, float2 texCoord, float2 offset)
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{
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Texture2D<float4> texture = g_Texture2DDescriptorHeap[resourceDescriptorIndex];
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SamplerState samplerState = g_SamplerDescriptorHeap[samplerDescriptorIndex];
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uint2 dimensions = getTexture2DDimensions(texture);
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float x = texCoord.x * dimensions.x + offset.x;
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float y = texCoord.y * dimensions.y + offset.y;
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x -= 0.5f;
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y -= 0.5f;
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float px = floor(x);
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float py = floor(y);
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float fx = x - px;
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float fy = y - py;
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float g0x = g0(fx);
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float g1x = g1(fx);
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float h0x = h0(fx);
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float h1x = h1(fx);
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float h0y = h0(fy);
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float h1y = h1(fy);
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float4 r =
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g0(fy) * (g0x * texture.Sample(samplerState, float2(px + h0x, py + h0y) / float2(dimensions)) +
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g1x * texture.Sample(samplerState, float2(px + h1x, py + h0y) / float2(dimensions))) +
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g1(fy) * (g0x * texture.Sample(samplerState, float2(px + h0x, py + h1y) / float2(dimensions)) +
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g1x * texture.Sample(samplerState, float2(px + h1x, py + h1y) / float2(dimensions)));
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return r;
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}
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float4 tfetch3D(uint resourceDescriptorIndex, uint samplerDescriptorIndex, float3 texCoord)
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{
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return g_Texture3DDescriptorHeap[resourceDescriptorIndex].Sample(g_SamplerDescriptorHeap[samplerDescriptorIndex], texCoord);
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}
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float4 tfetchCube(uint resourceDescriptorIndex, uint samplerDescriptorIndex, float3 texCoord, inout CubeMapData cubeMapData)
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{
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return g_TextureCubeDescriptorHeap[resourceDescriptorIndex].Sample(g_SamplerDescriptorHeap[samplerDescriptorIndex], cubeMapData.cubeMapDirections[texCoord.z]);
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}
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#endif
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float4 tfetchR11G11B10(uint4 value)
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{
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if (g_SpecConstants() & SPEC_CONSTANT_R11G11B10_NORMAL)
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{
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return float4(
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(value.x & 0x00000400 ? -1.0 : 0.0) + ((value.x & 0x3FF) / 1024.0),
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(value.x & 0x00200000 ? -1.0 : 0.0) + (((value.x >> 11) & 0x3FF) / 1024.0),
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(value.x & 0x80000000 ? -1.0 : 0.0) + (((value.x >> 22) & 0x1FF) / 512.0),
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0.0);
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}
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else
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{
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#ifdef __air__
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return as_type<float4>(value);
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#else
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return asfloat(value);
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#endif
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}
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}
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float4 tfetchTexcoord(uint swappedTexcoords, float4 value, uint semanticIndex)
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{
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return (swappedTexcoords & (1ull << semanticIndex)) != 0 ? value.yxwz : value;
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}
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#ifdef __air__
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float4 cube(float4 value, thread CubeMapData* cubeMapData)
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{
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uint index = cubeMapData->cubeMapIndex;
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cubeMapData->cubeMapDirections[index] = value.xyz;
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++cubeMapData->cubeMapIndex;
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return float4(0.0, 0.0, 0.0, index);
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}
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#else
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float4 cube(float4 value, inout CubeMapData cubeMapData)
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{
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uint index = cubeMapData.cubeMapIndex;
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cubeMapData.cubeMapDirections[index] = value.xyz;
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++cubeMapData.cubeMapIndex;
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return float4(0.0, 0.0, 0.0, index);
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}
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#endif
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float4 dst(float4 src0, float4 src1)
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{
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float4 dest;
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dest.x = 1.0;
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dest.y = src0.y * src1.y;
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dest.z = src0.z;
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dest.w = src1.w;
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return dest;
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}
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float4 max4(float4 src0)
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{
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return max(max(src0.x, src0.y), max(src0.z, src0.w));
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}
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#ifdef __air__
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float2 getPixelCoord(constant Texture2DDescriptorHeap& textureHeap,
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uint resourceDescriptorIndex,
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float2 texCoord)
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{
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texture2d<float> texture = textureHeap.g[resourceDescriptorIndex];
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return (float2)getTexture2DDimensions(texture) * texCoord;
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}
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#else
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float2 getPixelCoord(uint resourceDescriptorIndex, float2 texCoord)
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{
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return getTexture2DDimensions(g_Texture2DDescriptorHeap[resourceDescriptorIndex]) * texCoord;
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}
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#endif
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float computeMipLevel(float2 pixelCoord)
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{
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#ifdef __air__
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float2 dx = dfdx(pixelCoord);
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float2 dy = dfdy(pixelCoord);
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#else
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float2 dx = ddx(pixelCoord);
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float2 dy = ddy(pixelCoord);
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#endif
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float deltaMaxSqr = max(dot(dx, dx), dot(dy, dy));
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return max(0.0, 0.5 * log2(deltaMaxSqr));
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}
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#endif
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#endif
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