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https://github.com/baldurk/renderdoc.git
synced 2026-07-08 16:50:44 +00:00
Add helpers for dispatching in bit-width-agnostic ways
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@@ -209,6 +209,18 @@ union ShaderValue
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DOCUMENT("64-bit signed integer values.");
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int64_t s64v[16];
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DOCUMENT("16-bit unsigned integer values.");
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uint16_t u16v[16];
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DOCUMENT("16-bit signed integer values.");
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int16_t s16v[16];
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DOCUMENT("8-bit unsigned integer values.");
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uint8_t u8v[16];
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DOCUMENT("8-bit signed integer values.");
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int8_t s8v[16];
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};
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DOCUMENT(R"(Holds a single named shader variable. It contains either a primitive type (up to a 4x4
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@@ -108,6 +108,7 @@ set(sources
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spirv_processor.h
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spirv_disassemble.cpp
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spirv_stringise.cpp
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var_dispatch_helpers.h
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${glslang_sources})
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add_definitions(-DAMD_EXTENSIONS)
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@@ -268,6 +268,7 @@
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<ClInclude Include="spirv_op_helpers.h" />
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<ClInclude Include="spirv_processor.h" />
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<ClInclude Include="spirv_reflect.h" />
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<ClInclude Include="var_dispatch_helpers.h" />
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</ItemGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<ImportGroup Label="ExtensionTargets">
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@@ -299,5 +299,6 @@
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</ClInclude>
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<ClInclude Include="spirv_processor.h" />
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<ClInclude Include="spirv_debug.h" />
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<ClInclude Include="var_dispatch_helpers.h" />
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</ItemGroup>
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</Project>
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@@ -0,0 +1,267 @@
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/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2020 Baldur Karlsson
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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******************************************************************************/
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#pragma once
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#include "3rdparty/half/half.hpp"
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#include "api/replay/replay_enums.h"
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#include "maths/half_convert.h"
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inline bool RDCISFINITE(half_float::half input)
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{
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return half_float::isfinite(input);
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}
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inline bool RDCISNAN(half_float::half input)
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{
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return half_float::isnan(input);
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}
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inline bool RDCISINF(half_float::half input)
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{
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return half_float::isinf(input);
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}
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template <typename T>
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inline T &comp(ShaderVariable &val, uint32_t c);
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template <>
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inline half_float::half &comp<half_float::half>(ShaderVariable &var, uint32_t c)
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{
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half_float::half *ret;
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uint16_t *comp = &var.value.u16v[c];
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memcpy(&ret, &comp, sizeof(ret));
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return *ret;
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}
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template <>
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inline float &comp<float>(ShaderVariable &var, uint32_t c)
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{
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return var.value.fv[c];
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}
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template <>
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inline double &comp<double>(ShaderVariable &var, uint32_t c)
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{
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return var.value.dv[c];
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}
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template <typename T>
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inline T comp(const ShaderVariable &val, uint32_t c);
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template <>
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inline half_float::half comp<half_float::half>(const ShaderVariable &var, uint32_t c)
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{
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half_float::half ret;
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uint16_t comp = var.value.u16v[c];
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memcpy(&ret, &comp, sizeof(ret));
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return ret;
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}
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template <>
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inline float comp<float>(const ShaderVariable &var, uint32_t c)
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{
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return var.value.fv[c];
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}
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template <>
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inline double comp<double>(const ShaderVariable &var, uint32_t c)
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{
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return var.value.dv[c];
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}
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#define INT_COMP(type, member) \
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template <> \
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inline type &comp<type>(ShaderVariable & var, uint32_t c) \
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{ \
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return var.value.member[c]; \
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} \
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template <> \
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inline type comp<type>(const ShaderVariable &var, uint32_t c) \
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{ \
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return var.value.member[c]; \
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}
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INT_COMP(uint8_t, u8v);
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INT_COMP(int8_t, s8v);
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INT_COMP(uint16_t, u16v);
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INT_COMP(int16_t, s16v);
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INT_COMP(uint32_t, uv);
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INT_COMP(int32_t, iv);
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INT_COMP(uint64_t, u64v);
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INT_COMP(int64_t, s64v);
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// helpers for when we just want the float value, up or downcasted
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inline float floatComp(const ShaderVariable &var, uint32_t c)
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{
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if(var.type == VarType::Float)
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return var.value.fv[c];
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else if(var.type == VarType::Half)
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return ConvertFromHalf(var.value.u16v[c]);
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else if(var.type == VarType::Double)
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return (float)var.value.dv[c];
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else
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return 0.0f;
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}
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inline uint32_t uintComp(const ShaderVariable &var, uint32_t c)
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{
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uint32_t byteSize = VarTypeByteSize(var.type);
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if(byteSize == 4)
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return var.value.uv[c];
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else if(byteSize == 2)
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return var.value.u16v[c];
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else if(byteSize == 8)
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return (uint32_t)var.value.u64v[c];
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else if(byteSize == 1)
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return var.value.u8v[c];
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else
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return 0;
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}
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inline int32_t intComp(const ShaderVariable &var, uint32_t c)
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{
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uint32_t byteSize = VarTypeByteSize(var.type);
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if(byteSize == 4)
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return var.value.iv[c];
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else if(byteSize == 2)
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return var.value.s16v[c];
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else if(byteSize == 8)
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return (int32_t)var.value.s64v[c];
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else if(byteSize == 1)
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return var.value.s8v[c];
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else
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return 0;
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}
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inline void setFloatComp(ShaderVariable &var, uint32_t c, float f)
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{
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if(var.type == VarType::Float)
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var.value.fv[c] = f;
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else if(var.type == VarType::Half)
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var.value.u16v[c] = ConvertToHalf(f);
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else if(var.type == VarType::Double)
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var.value.dv[c] = f;
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}
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inline void setUintComp(ShaderVariable &var, uint32_t c, uint32_t u)
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{
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uint32_t byteSize = VarTypeByteSize(var.type);
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if(byteSize == 4)
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var.value.uv[c] = u;
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else if(byteSize == 2)
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var.value.u16v[c] = u & 0xffffu;
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else if(byteSize == 8)
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var.value.u64v[c] = u;
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else if(byteSize == 1)
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var.value.u8v[c] = u & 0xffu;
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}
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inline void setIntComp(ShaderVariable &var, uint32_t c, int32_t i)
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{
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uint32_t byteSize = VarTypeByteSize(var.type);
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if(byteSize == 4)
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var.value.iv[c] = i;
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else if(byteSize == 2)
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var.value.s16v[c] = (int16_t)i;
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else if(byteSize == 8)
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var.value.s64v[c] = i;
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else if(byteSize == 1)
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var.value.s8v[c] = (int8_t)i;
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}
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inline void set0001(ShaderVariable &result)
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{
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RDCEraseEl(result.value);
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if(result.type == VarType::Float)
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result.value.fv[3] = 1.0f;
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else if(result.type == VarType::Half)
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result.value.u16v[3] = ConvertToHalf(1.0f);
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else if(result.type == VarType::Double)
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result.value.dv[3] = 1.0;
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else
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setUintComp(result, 3, 1);
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}
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inline void copyComp(ShaderVariable &dst, uint32_t dstComp, const ShaderVariable &src,
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uint32_t srcComp, VarType type = VarType::Unknown)
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{
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if(type == VarType::Unknown)
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{
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RDCASSERTEQUAL(dst.type, src.type);
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type = src.type;
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}
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const uint32_t sz = VarTypeByteSize(type);
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memcpy(((byte *)dst.value.u64v) + sz * dstComp, ((byte *)src.value.u64v) + sz * srcComp, sz);
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}
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#define IMPL_FOR_FLOAT_TYPES_FOR_TYPE(impl, type) \
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if(type == VarType::Float) \
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{ \
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impl(float); \
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} \
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else if(type == VarType::Half) \
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{ \
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impl(half_float::half); \
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} \
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else if(type == VarType::Double) \
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{ \
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impl(double); \
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}
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#define IMPL_FOR_INT_TYPES_FOR_TYPE(impl, type) \
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if(type == VarType::UByte) \
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{ \
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impl(uint8_t, int8_t, uint8_t); \
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} \
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else if(type == VarType::SByte) \
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{ \
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impl(int8_t, int8_t, uint8_t); \
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} \
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else if(type == VarType::UShort) \
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{ \
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impl(uint16_t, int16_t, uint16_t); \
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} \
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else if(type == VarType::SShort) \
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{ \
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impl(int16_t, int16_t, uint16_t); \
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} \
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else if(type == VarType::UInt || type == VarType::Bool) \
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{ \
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impl(uint32_t, int32_t, uint32_t); \
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} \
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else if(type == VarType::SInt) \
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{ \
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impl(int32_t, int32_t, uint32_t); \
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} \
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else if(type == VarType::ULong) \
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{ \
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impl(uint64_t, int64_t, uint64_t); \
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} \
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else if(type == VarType::SLong) \
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{ \
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impl(int64_t, int64_t, uint64_t); \
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}
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#define IMPL_FOR_FLOAT_TYPES(impl) IMPL_FOR_FLOAT_TYPES_FOR_TYPE(impl, var.type)
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#define IMPL_FOR_INT_TYPES(impl) IMPL_FOR_INT_TYPES_FOR_TYPE(impl, var.type)
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