Files
renderdoc/renderdoc/data/glsl/debuguniforms.h
T
2017-07-21 08:18:56 -07:00

313 lines
7.2 KiB
C

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2015-2017 Baldur Karlsson
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
// use some preprocessor hacks to compile the same header in both GLSL and C++ so we can define
// classes that represent a whole cbuffer
#if defined(__cplusplus)
// The Android GL ES shader compiler does not supports the " character.
// The includes should be before this file is included!
//#include "common/common.h"
//#include "maths/matrix.h"
//#include "maths/vec.h"
#define uniform struct
#define vec2 Vec2f
#define vec3 Vec3f
#define vec4 Vec4f
#define mat4 Matrix4f
#define uint uint32_t
#define BINDING(b)
#define INST_NAME(name)
struct Vec4u
{
uint32_t x, y, z, w;
};
#define uvec4 Vec4u
#if !defined(VULKAN) && !defined(OPENGL)
#error Must define VULKAN or OPENGL before including debuguniforms.h
#endif
#if defined(VULKAN) && defined(OPENGL)
#error Only one of VULKAN and OPENGL must be defined in debuguniforms.h
#endif
#else
// we require these extensions to be able to set explicit layout bindings, etc
//#extension_nongles GL_ARB_shading_language_420pack : require
//#extension_nongles GL_ARB_separate_shader_objects : require
//#extension_nongles GL_ARB_explicit_attrib_location : require
#ifdef VULKAN
#define BINDING(b) layout(set = 0, binding = b, std140)
#define VERTEX_ID gl_VertexIndex
#define INSTANCE_ID gl_InstanceIndex
#else
#define OPENGL 1
#ifdef GL_ES
#define OPENGL_ES 1
#endif
#define BINDING(b) layout(binding = b, std140)
#define VERTEX_ID gl_VertexID
#define INSTANCE_ID gl_InstanceID
#endif
#define INST_NAME(name) name
#ifndef OPENGL_ES
#define PRECISION
#else
#define PRECISION highp
precision PRECISION float;
precision PRECISION int;
#endif
#endif
BINDING(2) uniform HistogramUBOData
{
uint HistogramChannels;
float HistogramMin;
float HistogramMax;
uint HistogramFlags;
float HistogramSlice;
int HistogramMip;
int HistogramSample;
int HistogramNumSamples;
vec3 HistogramTextureResolution;
float Padding3;
}
INST_NAME(histogram_minmax);
BINDING(0) uniform MeshUBOData
{
mat4 mvp;
mat4 invProj;
vec4 color;
int displayFormat;
uint homogenousInput;
vec2 pointSpriteSize;
uint rawoutput;
vec3 padding;
}
INST_NAME(Mesh);
BINDING(0) uniform OutlineUBOData
{
vec4 Inner_Color;
vec4 Border_Color;
vec4 ViewRect;
uint Scissor;
vec3 padding;
}
INST_NAME(outline);
BINDING(0) uniform FontUBOData
{
vec2 TextPosition;
float txtpadding;
float TextSize;
vec2 CharacterSize;
vec2 FontScreenAspect;
}
INST_NAME(general);
BINDING(0) uniform MeshPickUBOData
{
vec3 rayPos;
uint use_indices;
vec3 rayDir;
uint numVerts;
vec2 coords;
vec2 viewport;
uint meshMode; // triangles, triangle strip, fan, etc...
uint unproject;
vec2 padding;
mat4 mvp;
}
INST_NAME(meshpick);
struct FontGlyphData
{
vec4 posdata;
vec4 uvdata;
};
#define FONT_FIRST_CHAR 32
#define FONT_LAST_CHAR 126
BINDING(1) uniform GlyphUBOData
{
FontGlyphData data[FONT_LAST_CHAR - FONT_FIRST_CHAR + 1];
}
INST_NAME(glyphs);
#define MAX_SINGLE_LINE_LENGTH 256
BINDING(2) uniform StringUBOData
{
uvec4 chars[MAX_SINGLE_LINE_LENGTH];
}
INST_NAME(str);
BINDING(0) uniform TexDisplayUBOData
{
vec2 Position;
float Scale;
float HDRMul;
vec4 Channels;
float RangeMinimum;
float InverseRangeSize;
int MipLevel;
int FlipY;
vec3 TextureResolutionPS;
int OutputDisplayFormat;
vec2 OutputRes;
int RawOutput;
float Slice;
int SampleIdx;
float MipShift;
vec2 Padding;
}
INST_NAME(texdisplay);
// some constants available to both C++ and GLSL for configuring display
#define CUBEMAP_FACE_POS_X 0
#define CUBEMAP_FACE_NEG_X 1
#define CUBEMAP_FACE_POS_Y 2
#define CUBEMAP_FACE_NEG_Y 3
#define CUBEMAP_FACE_POS_Z 4
#define CUBEMAP_FACE_NEG_Z 5
#ifdef VULKAN
// we always upload an array (but it might have only one layer),
// so 2D and 2D arrays are the same.
// Cube and cube array textures are treated as 2D arrays.
#define RESTYPE_TEX1D 0x1
#define RESTYPE_TEX2D 0x2
#define RESTYPE_TEX3D 0x3
#define RESTYPE_TEX2DMS 0x4
#define RESTYPE_TEXTYPEMAX 0x5
#else // OPENGL
#define RESTYPE_TEX1D 0x1
#define RESTYPE_TEX2D 0x2
#define RESTYPE_TEX3D 0x3
#define RESTYPE_TEXCUBE 0x4
#define RESTYPE_TEX1DARRAY 0x5
#define RESTYPE_TEX2DARRAY 0x6
#define RESTYPE_TEXCUBEARRAY 0x7
#define RESTYPE_TEXRECT 0x8
#define RESTYPE_TEXBUFFER 0x9
#define RESTYPE_TEX2DMS 0xA
#define RESTYPE_TEXTYPEMAX 0xA
#endif
#define MESHDISPLAY_SOLID 0x1
#define MESHDISPLAY_FACELIT 0x2
#define MESHDISPLAY_SECONDARY 0x3
#define MESHDISPLAY_SECONDARY_ALPHA 0x4
#define TEXDISPLAY_TYPEMASK 0xF
#define TEXDISPLAY_UINT_TEX 0x10
#define TEXDISPLAY_SINT_TEX 0x20
#define TEXDISPLAY_NANS 0x80
#define TEXDISPLAY_CLIPPING 0x100
#define TEXDISPLAY_GAMMA_CURVE 0x200
#ifndef FLT_EPSILON
#define FLT_EPSILON 1.192092896e-07f
#endif
// histogram/minmax is calculated in blocks of NxN each with MxM tiles.
// e.g. a tile is 32x32 pixels, then this is arranged in blocks of 32x32 tiles.
// 1 compute thread = 1 tile, 1 compute group = 1 block
//
// NOTE because of this a block can cover more than the texture (think of a 1280x720
// texture covered by 2x1 blocks)
//
// these values are in each dimension
#define HGRAM_PIXELS_PER_TILE 64u
#define HGRAM_TILES_PER_BLOCK 10u
#define HGRAM_NUM_BUCKETS 256u
#define MESH_OTHER 0u // this covers points and lines, logic is the same
#define MESH_TRIANGLE_LIST 1u
#define MESH_TRIANGLE_STRIP 2u
#define MESH_TRIANGLE_FAN 3u
#define MESH_TRIANGLE_LIST_ADJ 4u
#define MESH_TRIANGLE_STRIP_ADJ 5u
#if !defined(__cplusplus)
vec3 CalcCubeCoord(vec2 uv, int face)
{
// From table 8.19 in GL4.5 spec
// Map UVs to [-0.5, 0.5] and rotate
uv -= vec2(0.5);
vec3 coord;
if(face == CUBEMAP_FACE_POS_X)
coord = vec3(0.5, -uv.y, -uv.x);
else if(face == CUBEMAP_FACE_NEG_X)
coord = vec3(-0.5, -uv.y, uv.x);
else if(face == CUBEMAP_FACE_POS_Y)
coord = vec3(uv.x, 0.5, uv.y);
else if(face == CUBEMAP_FACE_NEG_Y)
coord = vec3(uv.x, -0.5, -uv.y);
else if(face == CUBEMAP_FACE_POS_Z)
coord = vec3(uv.x, -uv.y, 0.5);
else // face == CUBEMAP_FACE_NEG_Z
coord = vec3(-uv.x, -uv.y, -0.5);
return coord;
}
#endif