mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 17:18:12 -05:00
227 lines
7.1 KiB
Bash
227 lines
7.1 KiB
Bash
/*
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* Copyright 2011-2015 Branimir Karadzic. All rights reserved.
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* License: http://www.opensource.org/licenses/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_HLSL
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float uintBitsToFloat(uint _x) { return asfloat(_x); }
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vec2 uintBitsToFloat(uint2 _x) { return asfloat(_x); }
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vec3 uintBitsToFloat(uint3 _x) { return asfloat(_x); }
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vec4 uintBitsToFloat(uint4 _x) { return asfloat(_x); }
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uint floatBitsToUint(float _x) { return asuint(_x); }
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uvec2 floatBitsToUint(vec2 _x) { return asuint(_x); }
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uvec3 floatBitsToUint(vec3 _x) { return asuint(_x); }
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uvec4 floatBitsToUint(vec4 _x) { return asuint(_x); }
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int floatBitsToInt(float _x) { return asint(_x); }
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ivec2 floatBitsToInt(vec2 _x) { return asint(_x); }
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ivec3 floatBitsToInt(vec3 _x) { return asint(_x); }
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ivec4 floatBitsToInt(vec4 _x) { return asint(_x); }
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uint bitfieldReverse(uint _x) { return reversebits(_x); }
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uint2 bitfieldReverse(uint2 _x) { return reversebits(_x); }
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uint3 bitfieldReverse(uint3 _x) { return reversebits(_x); }
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uint4 bitfieldReverse(uint4 _x) { return reversebits(_x); }
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uint packHalf2x16(vec2 _x)
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{
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return (f32tof16(_x.x)<<16) | f32tof16(_x.y);
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}
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vec2 unpackHalf2x16(uint _x)
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{
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return vec2(f16tof32(_x >> 16), f16tof32(_x) );
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}
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#define SHARED groupshared
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#define r32ui uint
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#define r32f float
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#define rg16f float2
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#define rgba16f float4
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#define rgba8 float4
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#define IMAGE2D_RO( _name, _format, _reg) Texture2D<_format> _name : register(t[_reg])
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#define UIMAGE2D_RO(_name, _format, _reg) Texture2D<_format> _name : register(t[_reg])
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#define IMAGE2D_WR( _name, _format, _reg) RWTexture2D<_format> _name : register(u[_reg])
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#define UIMAGE2D_WR(_name, _format, _reg) RWTexture2D<_format> _name : register(u[_reg])
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#define IMAGE2D_RW( _name, _reg) RWTexture2D<float> _name : register(u[_reg])
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#define UIMAGE2D_RW(_name, _reg) RWTexture2D<uint> _name : register(u[_reg])
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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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#define NUM_THREADS(_x, _y, _z) [numthreads(_x, _y, _z)]
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#define __IMAGE_IMPL(_textureType, _storeComponents, _type, _loadComponents) \
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_type imageLoad(Texture2D<_textureType> _image, ivec2 _uv) \
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{ \
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return _image[_uv]._loadComponents; \
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} \
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\
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void imageStore(RWTexture2D<_textureType> _image, ivec2 _uv, _type _value) \
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{ \
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_image[_uv] = _value._storeComponents; \
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}
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__IMAGE_IMPL(float, x, vec4, xxxx)
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__IMAGE_IMPL(vec2, xy, vec4, xyyy)
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__IMAGE_IMPL(vec3, xyz, vec4, xyzz)
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__IMAGE_IMPL(vec4, xyzw, vec4, xyzw)
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__IMAGE_IMPL(uint, x, uvec4, xxxx)
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__IMAGE_IMPL(uvec2, xy, uvec4, xyyy)
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__IMAGE_IMPL(uvec3, xyz, uvec4, xyzz)
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__IMAGE_IMPL(uvec4, xyzw, uvec4, xyzw)
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__IMAGE_IMPL(int, x, ivec4, xxxx)
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__IMAGE_IMPL(ivec2, xy, ivec4, xyyy)
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__IMAGE_IMPL(ivec3, xyz, ivec4, xyzz)
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__IMAGE_IMPL(ivec4, xyzw, ivec4, xyzw)
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uint4 imageLoad(RWTexture2D<uint> _image, ivec2 _uv)
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{
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uint rr = _image[_uv.xy];
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return uint4(rr, rr, rr, rr);
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}
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ivec2 imageSize(Texture2D _image)
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{
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ivec2 result;
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_image.GetDimensions(result.x, result.y);
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return result;
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}
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ivec2 imageSize(Texture2D<uint> _image)
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{
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ivec2 result;
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_image.GetDimensions(result.x, result.y);
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return result;
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}
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ivec2 imageSize(RWTexture2D<float4> _image)
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{
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ivec2 result;
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_image.GetDimensions(result.x, result.y);
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return result;
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}
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ivec2 imageSize(RWTexture2D<uint> _image)
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{
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ivec2 result;
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_image.GetDimensions(result.x, result.y);
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return result;
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}
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#define __ATOMIC_IMPL_TYPE(_genType, _glFunc, _dxFunc) \
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_genType _glFunc(_genType _mem, _genType _data) \
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{ \
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_genType result; \
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_dxFunc(_mem, _data, result); \
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return result; \
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}
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#define __ATOMIC_IMPL(_glFunc, _dxFunc) \
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__ATOMIC_IMPL_TYPE(int, _glFunc, _dxFunc) \
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__ATOMIC_IMPL_TYPE(uint, _glFunc, _dxFunc)
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__ATOMIC_IMPL(atomicAdd, InterlockedAdd);
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__ATOMIC_IMPL(atomicAnd, InterlockedAnd);
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__ATOMIC_IMPL(atomicExchange, InterlockedExchange);
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__ATOMIC_IMPL(atomicMax, InterlockedMax);
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__ATOMIC_IMPL(atomicMin, InterlockedMin);
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__ATOMIC_IMPL(atomicOr, InterlockedOr);
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__ATOMIC_IMPL(atomicXor, InterlockedXor);
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int atomicCompSwap(int _mem, int _compare, int _data)
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{
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int result;
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InterlockedCompareExchange(_mem, _compare, _data, result);
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return result;
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}
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uint atomicCompSwap(uint _mem, uint _compare, uint _data)
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{
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uint result;
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InterlockedCompareExchange(_mem, _compare, _data, result);
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return result;
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}
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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() GroupMemoryBarrierWithGroupSync()
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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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#else
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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, _reg) __IMAGE_XX(_name, r32f, _reg, image2D, readwrite)
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#define UIMAGE2D_RW(_name, _reg) __IMAGE_XX(_name, r32ui, _reg, uimage2D, 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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#endif // BGFX_SHADER_LANGUAGE_HLSL
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#define dispatchIndirect(_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(_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(_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, _startInstance); \
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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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