Refactor folder structure
This commit is contained in:
99
src/Runtime/Ghost.Graphics/Shaders/Includes/Common.hlsl
Normal file
99
src/Runtime/Ghost.Graphics/Shaders/Includes/Common.hlsl
Normal file
@@ -0,0 +1,99 @@
|
||||
#ifndef BUILTIN_COMMON_HLSL
|
||||
#define BUILTIN_COMMON_HLSL
|
||||
|
||||
struct Vertex
|
||||
{
|
||||
float4 position;
|
||||
float4 normal;
|
||||
float4 tangent;
|
||||
float4 uv;
|
||||
float4 color;
|
||||
};
|
||||
|
||||
// Resource descriptor heap definitions
|
||||
|
||||
#define GLOBAL_TEXTURE2D_HEAP ResourceDescriptorHeap
|
||||
#define GLOBAL_TEXTURE3D_HEAP ResourceDescriptorHeap
|
||||
#define GLOBAL_TEXTURECUBE_HEAP ResourceDescriptorHeap
|
||||
#define GLOBAL_TEXTURE2D_ARRAY_HEAP ResourceDescriptorHeap
|
||||
#define GLOBAL_TEXTURECUBE_ARRAY_HEAP ResourceDescriptorHeap
|
||||
#define GLOBAL_BUFFER_HEAP ResourceDescriptorHeap
|
||||
#define GLOBAL_SAMPLER_HEAP SamplerDescriptorHeap
|
||||
|
||||
// Bindless resource type definitions
|
||||
|
||||
#define TEXTURE2D uint
|
||||
#define TEXTURE3D uint
|
||||
#define TEXTURECUBE uint
|
||||
#define TEXTURE2D_ARRAY uint
|
||||
#define TEXTURECUBE_ARRAY uint
|
||||
|
||||
#define SAMPLER uint
|
||||
|
||||
#define STRUCT_BUFFER uint
|
||||
#define BYTE_ADDRESS_BUFFER uint
|
||||
|
||||
|
||||
// Texture and sampler access macros
|
||||
|
||||
#define GET_TEXTURE2D(id) GLOBAL_TEXTURE2D_HEAP[id]
|
||||
#define GET_TEXTURE2D_ARRAY(id) GLOBAL_TEXTURE2D_ARRAY_HEAP[id]
|
||||
#define GET_TEXTURE3D(id) GLOBAL_TEXTURE3D_HEAP[id]
|
||||
#define GET_TEXTURECUBE(id) GLOBAL_TEXTURECUBE_HEAP[id]
|
||||
#define GET_TEXTURECUBE_ARRAY(id) GLOBAL_TEXTURECUBE_ARRAY_HEAP[id]
|
||||
#define GET_BUFFER(id) GLOBAL_BUFFER_HEAP[id]
|
||||
#define GET_SAMPLER(id) GLOBAL_SAMPLER_HEAP[id]
|
||||
|
||||
#define SAMPLE_TEXTURE2D(texId, sampId, uv) SampleTexture2D(texId, sampId, uv)
|
||||
#define SAMPLE_TEXTURE2D_LEVEL(texId, sampId, uv, level) SampleTexture2DLevel(texId, sampId, uv, level)
|
||||
#define SAMPLE_TEXTURE2D_ARRAY(texId, sampId, uvw) SampleTextureArray(texId, sampId, uvw)
|
||||
|
||||
|
||||
#define OUTPUT_TRIANGLE_TOPOLOGY outputtopology("triangle")
|
||||
#define OUTPUT_LINE_TOPOLOGY outputtopology("line")
|
||||
|
||||
|
||||
#define ZERO_INIT(T) (T)0
|
||||
|
||||
|
||||
static inline float4 SampleTexture2D(uint texId, uint sampId, float2 uv)
|
||||
{
|
||||
Texture2D tex = GET_TEXTURE2D(texId);
|
||||
SamplerState samp = GET_SAMPLER(sampId);
|
||||
return tex.Sample(samp, uv);
|
||||
}
|
||||
|
||||
static inline float4 SampleTexture2DLevel(uint texId, uint sampId, float2 uv, float level)
|
||||
{
|
||||
Texture2D tex = GET_TEXTURE2D(texId);
|
||||
SamplerState samp = GET_SAMPLER(sampId);
|
||||
return tex.SampleLevel(samp, uv, level);
|
||||
}
|
||||
|
||||
static inline float4 SampleTextureArray(uint texId, uint sampId, float3 uvw)
|
||||
{
|
||||
Texture2DArray tex = GET_TEXTURE2D_ARRAY(texId);
|
||||
SamplerState samp = GET_SAMPLER(sampId);
|
||||
return tex.Sample(samp, uvw);
|
||||
}
|
||||
|
||||
static inline Vertex LoadVertexData(uint vertexID, uint groupID, BYTE_ADDRESS_BUFFER vertexBuffer, BYTE_ADDRESS_BUFFER indexBuffer)
|
||||
{
|
||||
ByteAddressBuffer vertices = GET_BUFFER(vertexBuffer);
|
||||
ByteAddressBuffer indices = GET_BUFFER(indexBuffer);
|
||||
|
||||
// Compute the triangle’s vertex indices
|
||||
uint indexOffset = (groupID * 3 + vertexID) * 4; // uint32 index
|
||||
uint vertexIndex = indices.Load(indexOffset);
|
||||
|
||||
return vertices.Load<Vertex>(vertexIndex * sizeof(Vertex));
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
static inline T LoadData(BYTE_ADDRESS_BUFFER buffer, uint index)
|
||||
{
|
||||
ByteAddressBuffer buf = GET_BUFFER(buffer);
|
||||
return buf.Load<T>(index * sizeof(T));
|
||||
}
|
||||
|
||||
#endif // BUILTIN_COMMON_HLSL
|
||||
Reference in New Issue
Block a user