mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
227 lines
6.5 KiB
C
227 lines
6.5 KiB
C
/*
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* Copyright 2019 Philip Rebohle
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#ifndef __VKD3D_SHADERS_H
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#define __VKD3D_SHADERS_H
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static const char cs_uav_clear_buffer_float_code[] =
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"RWBuffer<float4> dst;\n"
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"\n"
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"struct\n"
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"{\n"
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" float4 clear_value;\n"
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" int2 dst_offset;\n"
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" int2 dst_extent;\n"
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"} u_info;\n"
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"\n"
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"[numthreads(128, 1, 1)]\n"
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"void main(int3 thread_id : SV_DispatchThreadID)\n"
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"{\n"
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" if (thread_id.x < u_info.dst_extent.x)\n"
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" dst[u_info.dst_offset.x + thread_id.x] = u_info.clear_value;\n"
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"}\n";
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static const char cs_uav_clear_buffer_uint_code[] =
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"RWBuffer<uint4> dst;\n"
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"\n"
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"struct\n"
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"{\n"
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" uint4 clear_value;\n"
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" int2 dst_offset;\n"
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" int2 dst_extent;\n"
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"} u_info;\n"
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"\n"
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"[numthreads(128, 1, 1)]\n"
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"void main(int3 thread_id : SV_DispatchThreadID)\n"
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"{\n"
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" if (thread_id.x < u_info.dst_extent.x)\n"
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" dst[u_info.dst_offset.x + thread_id.x] = u_info.clear_value;\n"
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"}\n";
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static const char cs_uav_clear_1d_array_float_code[] =
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"RWTexture1DArray<float4> dst;\n"
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"\n"
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"struct\n"
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"{\n"
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" float4 clear_value;\n"
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" int2 dst_offset;\n"
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" int2 dst_extent;\n"
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"} u_info;\n"
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"\n"
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"[numthreads(64, 1, 1)]\n"
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"void main(int3 thread_id : SV_DispatchThreadID)\n"
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"{\n"
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" if (thread_id.x < u_info.dst_extent.x)\n"
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" dst[int2(u_info.dst_offset.x + thread_id.x, thread_id.y)] = u_info.clear_value;\n"
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"}\n";
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static const char cs_uav_clear_1d_array_uint_code[] =
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"RWTexture1DArray<uint4> dst;\n"
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"\n"
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"struct\n"
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"{\n"
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" uint4 clear_value;\n"
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" int2 dst_offset;\n"
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" int2 dst_extent;\n"
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"} u_info;\n"
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"\n"
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"[numthreads(64, 1, 1)]\n"
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"void main(int3 thread_id : SV_DispatchThreadID)\n"
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"{\n"
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" if (thread_id.x < u_info.dst_extent.x)\n"
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" dst[int2(u_info.dst_offset.x + thread_id.x, thread_id.y)] = u_info.clear_value;\n"
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"}\n";
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static const char cs_uav_clear_1d_float_code[] =
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"RWTexture1D<float4> dst;\n"
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"\n"
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"struct\n"
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"{\n"
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" float4 clear_value;\n"
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" int2 dst_offset;\n"
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" int2 dst_extent;\n"
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"} u_info;\n"
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"\n"
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"[numthreads(64, 1, 1)]\n"
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"void main(int3 thread_id : SV_DispatchThreadID)\n"
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"{\n"
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" if (thread_id.x < u_info.dst_extent.x)\n"
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" dst[u_info.dst_offset.x + thread_id.x] = u_info.clear_value;\n"
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"}\n";
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static const char cs_uav_clear_1d_uint_code[] =
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"RWTexture1D<uint4> dst;\n"
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"\n"
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"struct\n"
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"{\n"
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" uint4 clear_value;\n"
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" int2 dst_offset;\n"
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" int2 dst_extent;\n"
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"} u_info;\n"
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"\n"
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"[numthreads(64, 1, 1)]\n"
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"void main(int3 thread_id : SV_DispatchThreadID)\n"
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"{\n"
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" if (thread_id.x < u_info.dst_extent.x)\n"
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" dst[u_info.dst_offset.x + thread_id.x] = u_info.clear_value;\n"
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"}\n";
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static const char cs_uav_clear_2d_array_float_code[] =
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"RWTexture2DArray<float4> dst;\n"
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"\n"
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"struct\n"
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"{\n"
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" float4 clear_value;\n"
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" int2 dst_offset;\n"
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" int2 dst_extent;\n"
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"} u_info;\n"
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"\n"
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"[numthreads(8, 8, 1)]\n"
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"void main(int3 thread_id : SV_DispatchThreadID)\n"
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"{\n"
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" if (all(thread_id.xy < u_info.dst_extent.xy))\n"
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" dst[int3(u_info.dst_offset.xy + thread_id.xy, thread_id.z)] = u_info.clear_value;\n"
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"}\n";
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static const char cs_uav_clear_2d_array_uint_code[] =
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"RWTexture2DArray<uint4> dst;\n"
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"\n"
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"struct\n"
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"{\n"
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" uint4 clear_value;\n"
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" int2 dst_offset;\n"
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" int2 dst_extent;\n"
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"} u_info;\n"
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"\n"
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"[numthreads(8, 8, 1)]\n"
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"void main(int3 thread_id : SV_DispatchThreadID)\n"
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"{\n"
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" if (all(thread_id.xy < u_info.dst_extent.xy))\n"
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" dst[int3(u_info.dst_offset.xy + thread_id.xy, thread_id.z)] = u_info.clear_value;\n"
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"}\n";
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static const char cs_uav_clear_2d_float_code[] =
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"RWTexture2D<float4> dst;\n"
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"\n"
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"struct\n"
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"{\n"
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" float4 clear_value;\n"
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" int2 dst_offset;\n"
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" int2 dst_extent;\n"
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"} u_info;\n"
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"\n"
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"[numthreads(8, 8, 1)]\n"
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"void main(int3 thread_id : SV_DispatchThreadID)\n"
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"{\n"
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" if (all(thread_id.xy < u_info.dst_extent.xy))\n"
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" dst[u_info.dst_offset.xy + thread_id.xy] = u_info.clear_value;\n"
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"}\n";
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static const char cs_uav_clear_2d_uint_code[] =
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"RWTexture2D<uint4> dst;\n"
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"\n"
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"struct\n"
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"{\n"
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" uint4 clear_value;\n"
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" int2 dst_offset;\n"
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" int2 dst_extent;\n"
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"} u_info;\n"
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"\n"
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"[numthreads(8, 8, 1)]\n"
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"void main(int3 thread_id : SV_DispatchThreadID)\n"
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"{\n"
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" if (all(thread_id.xy < u_info.dst_extent.xy))\n"
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" dst[u_info.dst_offset.xy + thread_id.xy] = u_info.clear_value;\n"
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"}\n";
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static const char cs_uav_clear_3d_float_code[] =
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"RWTexture3D<float4> dst;\n"
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"\n"
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"struct\n"
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"{\n"
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" float4 clear_value;\n"
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" int2 dst_offset;\n"
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" int2 dst_extent;\n"
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"} u_info;\n"
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"\n"
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"[numthreads(8, 8, 1)]\n"
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"void main(int3 thread_id : SV_DispatchThreadID)\n"
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"{\n"
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" if (all(thread_id.xy < u_info.dst_extent.xy))\n"
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" dst[int3(u_info.dst_offset.xy, 0) + thread_id.xyz] = u_info.clear_value;\n"
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"}\n";
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static const char cs_uav_clear_3d_uint_code[] =
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"RWTexture3D<uint4> dst;\n"
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"\n"
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"struct\n"
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"{\n"
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" uint4 clear_value;\n"
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" int2 dst_offset;\n"
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" int2 dst_extent;\n"
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"} u_info;\n"
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"\n"
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"[numthreads(8, 8, 1)]\n"
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"void main(int3 thread_id : SV_DispatchThreadID)\n"
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"{\n"
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" if (all(thread_id.xy < u_info.dst_extent.xy))\n"
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" dst[int3(u_info.dst_offset.xy, 0) + thread_id.xyz] = u_info.clear_value;\n"
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"}\n";
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#endif /* __VKD3D_SHADERS_H */
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