rnr/Content/Ogre/HLSL_SM4Support.hlsl

98 lines
3.1 KiB
HLSL

// This file is part of the OGRE project.
// It is subject to the license terms in the LICENSE file found in the top-level directory
// of this distribution and at https://www.ogre3d.org/licensing.
// @public-api
#if OGRE_HLSL >= 4
// SM4 separates sampler into Texture and SamplerState
#define sampler1D Sampler1D
#define sampler2D Sampler2D
#define sampler3D Sampler3D
#define samplerCUBE SamplerCube
struct Sampler1D
{
Texture1D t;
SamplerState s;
};
struct Sampler2D
{
Texture2D t;
SamplerState s;
};
struct Sampler3D
{
Texture3D t;
SamplerState s;
};
struct SamplerCube
{
TextureCube t;
SamplerState s;
};
float4 tex1D(Sampler1D s, float v) { return s.t.Sample(s.s, v); }
float4 tex2D(Sampler2D s, float2 v) { return s.t.Sample(s.s, v); }
float4 tex3D(Sampler3D s, float3 v) { return s.t.Sample(s.s, v); }
float4 texCUBE(SamplerCube s, float3 v) { return s.t.Sample(s.s, v); }
float4 texCUBElod(SamplerCube s, float4 v) { return s.t.SampleLevel(s.s, v.xyz, v.w); }
float4 tex2D(Sampler2D s, float2 v, float2 ddx, float2 ddy) { return s.t.SampleGrad(s.s, v, ddx, ddy); }
float4 tex2Dproj(Sampler2D s, float4 v) { return s.t.Sample(s.s, v.xy/v.w); }
float4 tex2Dlod(Sampler2D s, float4 v) { return s.t.SampleLevel(s.s, v.xy, v.w); }
#define SAMPLER1D(name, reg) \
Texture1D name ## Tex : register(t ## reg);\
SamplerState name ## State : register(s ## reg);\
static Sampler1D name = {name ## Tex, name ## State}
#define SAMPLER2D(name, reg) \
Texture2D name ## Tex : register(t ## reg);\
SamplerState name ## State : register(s ## reg);\
static Sampler2D name = {name ## Tex, name ## State}
#define SAMPLER3D(name, reg) \
Texture3D name ## Tex : register(t ## reg);\
SamplerState name ## State : register(s ## reg);\
static Sampler3D name = {name ## Tex, name ## State}
#define SAMPLERCUBE(name, reg) \
TextureCube name ## Tex : register(t ## reg);\
SamplerState name ## State : register(s ## reg);\
static SamplerCube name = {name ## Tex, name ## State}
// the following are not available in D3D9, but provided for convenience
struct Sampler2DShadow
{
Texture2D t;
SamplerComparisonState s;
};
struct Sampler2DArray
{
Texture2DArray t;
SamplerState s;
};
#define SAMPLER2DSHADOW(name, reg) \
Texture2D name ## Tex : register(t ## reg);\
SamplerComparisonState name ## State : register(s ## reg);\
static Sampler2DShadow name = {name ## Tex, name ## State}
#define SAMPLER2DARRAY(name, reg) \
Texture2DArray name ## Tex : register(t ## reg);\
SamplerState name ## State : register(s ## reg);\
static Sampler2DArray name = {name ## Tex, name ## State}
float tex2Dcmp(Sampler2DShadow s, float3 v) { return s.t.SampleCmpLevelZero(s.s, v.xy, v.z); }
float4 tex2DARRAY(Sampler2DArray s, float3 v) { return s.t.Sample(s.s, v); }
#else
#define SAMPLER1D(name, reg) sampler1D name : register(s ## reg)
#define SAMPLER2D(name, reg) sampler2D name : register(s ## reg)
#define SAMPLER3D(name, reg) sampler3D name : register(s ## reg)
#define SAMPLERCUBE(name, reg) samplerCUBE name : register(s ## reg)
#endif