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renderdoc/renderdoc/data/glsl/texsample.h
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C

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2014 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.
******************************************************************************/
vec3 CalcCubeCoord(vec2 uv, int face)
{
// 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;
}
#if UINT_TEX
// these bindings are defined based on the RESTYPE_ defines in debuguniforms.h
layout (binding = 1) uniform usampler1D texUInt1D;
layout (binding = 2) uniform usampler2D texUInt2D;
layout (binding = 3) uniform usampler3D texUInt3D;
// cube = 4
layout (binding = 5) uniform usampler1DArray texUInt1DArray;
layout (binding = 6) uniform usampler2DArray texUInt2DArray;
// cube array = 7
layout (binding = 8) uniform usampler2DRect texUInt2DRect;
layout (binding = 9) uniform usamplerBuffer texUIntBuffer;
layout (binding = 10) uniform usampler2DMS texUInt2DMS;
uvec4 SampleTextureUInt4(vec2 pos, int type, bool flipY, int mipLevel, float slice, int sampleIdx)
{
uvec4 col;
if (type == RESTYPE_TEX1D)
{
int size = textureSize(texUInt1D, mipLevel);
col = texelFetch(texUInt1D, int(pos.x), mipLevel);
}
else if (type == RESTYPE_TEX1DARRAY)
{
ivec2 size = textureSize(texUInt1DArray, mipLevel);
col = texelFetch(texUInt1DArray, ivec2(pos.x, slice), mipLevel);
}
else if (type == RESTYPE_TEX2D)
{
ivec2 size = textureSize(texUInt2D, mipLevel);
if (flipY)
pos.y = size.y - pos.y;
col = texelFetch(texUInt2D, ivec2(pos), mipLevel);
}
else if (type == RESTYPE_TEXRECT)
{
ivec2 size = textureSize(texUInt2DRect, mipLevel);
if (flipY)
pos.y = size.y - pos.y;
col = texelFetch(texUInt2DRect, ivec2(pos));
}
else if (type == RESTYPE_TEXBUFFER)
{
col = texelFetch(texUIntBuffer, int(pos.x));
}
else if (type == RESTYPE_TEX2DMS)
{
ivec2 size = textureSize(texUInt2DMS);
if (flipY)
pos.y = size.y - pos.y;
if(sampleIdx < 0)
sampleIdx = 0;
col = texelFetch(texUInt2DMS, ivec2(pos), sampleIdx);
}
else if (type == RESTYPE_TEX2DARRAY)
{
ivec3 size = textureSize(texUInt2DArray, mipLevel);
if (flipY)
pos.y = size.y - pos.y;
col = texelFetch(texUInt2DArray, ivec3(pos, slice), mipLevel);
}
else // if (type == RESTYPE_TEX3D)
{
ivec3 size = textureSize(texUInt3D, mipLevel);
if (flipY)
pos.y = size.y - pos.y;
col = texelFetch(texUInt3D, ivec3(pos, slice), mipLevel);
}
return col;
}
#elif SINT_TEX
// these bindings are defined based on the RESTYPE_ defines in debuguniforms.h
layout (binding = 1) uniform isampler1D texSInt1D;
layout (binding = 2) uniform isampler2D texSInt2D;
layout (binding = 3) uniform isampler3D texSInt3D;
// cube = 4
layout (binding = 5) uniform isampler1DArray texSInt1DArray;
layout (binding = 6) uniform isampler2DArray texSInt2DArray;
// cube array = 7
layout (binding = 8) uniform isampler2DRect texSInt2DRect;
layout (binding = 9) uniform isamplerBuffer texSIntBuffer;
layout (binding = 10) uniform isampler2DMS texSInt2DMS;
ivec4 SampleTextureSInt4(vec2 pos, int type, bool flipY, int mipLevel, float slice, int sampleIdx)
{
ivec4 col;
if (type == RESTYPE_TEX1D)
{
int size = textureSize(texSInt1D, mipLevel);
col = texelFetch(texSInt1D, int(pos.x), mipLevel);
}
else if (type == RESTYPE_TEX1DARRAY)
{
ivec2 size = textureSize(texSInt1DArray, mipLevel);
col = texelFetch(texSInt1DArray, ivec2(pos.x, slice), mipLevel);
}
else if (type == RESTYPE_TEX2D)
{
ivec2 size = textureSize(texSInt2D, mipLevel);
if (flipY)
pos.y = size.y - pos.y;
col = texelFetch(texSInt2D, ivec2(pos), mipLevel);
}
else if (type == RESTYPE_TEXRECT)
{
ivec2 size = textureSize(texSInt2DRect, mipLevel);
if (flipY)
pos.y = size.y - pos.y;
col = texelFetch(texSInt2DRect, ivec2(pos));
}
else if (type == RESTYPE_TEXBUFFER)
{
col = texelFetch(texSIntBuffer, int(pos.x));
}
else if (type == RESTYPE_TEX2DMS)
{
ivec2 size = textureSize(texSInt2DMS);
if (flipY)
pos.y = size.y - pos.y;
if(sampleIdx < 0)
sampleIdx = 0;
col = texelFetch(texSInt2DMS, ivec2(pos), sampleIdx);
}
else if (type == RESTYPE_TEX2DARRAY)
{
ivec3 size = textureSize(texSInt2DArray, mipLevel);
if (flipY)
pos.y = size.y - pos.y;
col = texelFetch(texSInt2DArray, ivec3(pos, slice), mipLevel);
}
else // if (type == RESTYPE_TEX3D)
{
ivec3 size = textureSize(texSInt3D, mipLevel);
if (flipY)
pos.y = size.y - pos.y;
col = texelFetch(texSInt3D, ivec3(pos, slice), mipLevel);
}
return col;
}
#else
// these bindings are defined based on the RESTYPE_ defines in debuguniforms.h
layout (binding = 1) uniform sampler1D tex1D;
layout (binding = 2) uniform sampler2D tex2D;
layout (binding = 3) uniform sampler3D tex3D;
layout (binding = 4) uniform samplerCube texCube;
layout (binding = 5) uniform sampler1DArray tex1DArray;
layout (binding = 6) uniform sampler2DArray tex2DArray;
layout (binding = 7) uniform samplerCubeArray texCubeArray;
layout (binding = 8) uniform sampler2DRect tex2DRect;
layout (binding = 9) uniform samplerBuffer texBuffer;
layout (binding = 10) uniform sampler2DMS tex2DMS;
vec4 SampleTextureFloat4(vec2 pos, int type, bool flipY, int mipLevel, float slice, int sampleIdx, int sampleCount)
{
vec4 col;
if (type == RESTYPE_TEX1D)
{
int size = textureSize(tex1D, mipLevel);
col = textureLod(tex1D, pos.x / size, float(mipLevel));
}
else if (type == RESTYPE_TEX1DARRAY)
{
ivec2 size = textureSize(tex1DArray, mipLevel);
col = textureLod(tex1DArray, vec2(pos.x / size.x, slice), float(mipLevel));
}
else if (type == RESTYPE_TEX2D)
{
ivec2 size = textureSize(tex2D, mipLevel);
if (flipY)
pos.y = size.y - pos.y;
col = textureLod(tex2D, pos / size, float(mipLevel));
}
else if (type == RESTYPE_TEXRECT)
{
ivec2 size = textureSize(tex2DRect);
if (flipY)
pos.y = size.y - pos.y;
col = texelFetch(tex2DRect, ivec2(pos));
}
else if (type == RESTYPE_TEXBUFFER)
{
col = texelFetch(texBuffer, int(pos.x));
}
else if (type == RESTYPE_TEX2DMS)
{
ivec2 size = textureSize(tex2DMS);
if (flipY)
pos.y = size.y - pos.y;
if(sampleIdx < 0)
{
// worst resolve you've seen in your life
// it's manually unrolled because doing it as a dynamic loop on
// sampleCount seems to produce crazy artifacts on nvidia - probably a compiler bug
if(sampleCount == 2)
{
col += 0.5f*texelFetch(tex2DMS, ivec2(pos), 0);
col += 0.5f*texelFetch(tex2DMS, ivec2(pos), 1);
}
else if(sampleCount == 4)
{
col += 0.25f*texelFetch(tex2DMS, ivec2(pos), 0);
col += 0.25f*texelFetch(tex2DMS, ivec2(pos), 1);
col += 0.25f*texelFetch(tex2DMS, ivec2(pos), 2);
col += 0.25f*texelFetch(tex2DMS, ivec2(pos), 3);
}
else if(sampleCount == 8)
{
col += 0.125f*texelFetch(tex2DMS, ivec2(pos), 0);
col += 0.125f*texelFetch(tex2DMS, ivec2(pos), 1);
col += 0.125f*texelFetch(tex2DMS, ivec2(pos), 2);
col += 0.125f*texelFetch(tex2DMS, ivec2(pos), 3);
col += 0.125f*texelFetch(tex2DMS, ivec2(pos), 4);
col += 0.125f*texelFetch(tex2DMS, ivec2(pos), 5);
col += 0.125f*texelFetch(tex2DMS, ivec2(pos), 6);
col += 0.125f*texelFetch(tex2DMS, ivec2(pos), 7);
}
else if(sampleCount == 16)
{
col += 0.0625f*texelFetch(tex2DMS, ivec2(pos), 0);
col += 0.0625f*texelFetch(tex2DMS, ivec2(pos), 1);
col += 0.0625f*texelFetch(tex2DMS, ivec2(pos), 2);
col += 0.0625f*texelFetch(tex2DMS, ivec2(pos), 3);
col += 0.0625f*texelFetch(tex2DMS, ivec2(pos), 4);
col += 0.0625f*texelFetch(tex2DMS, ivec2(pos), 5);
col += 0.0625f*texelFetch(tex2DMS, ivec2(pos), 6);
col += 0.0625f*texelFetch(tex2DMS, ivec2(pos), 7);
col += 0.0625f*texelFetch(tex2DMS, ivec2(pos), 8);
col += 0.0625f*texelFetch(tex2DMS, ivec2(pos), 9);
col += 0.0625f*texelFetch(tex2DMS, ivec2(pos), 10);
col += 0.0625f*texelFetch(tex2DMS, ivec2(pos), 11);
col += 0.0625f*texelFetch(tex2DMS, ivec2(pos), 12);
col += 0.0625f*texelFetch(tex2DMS, ivec2(pos), 13);
col += 0.0625f*texelFetch(tex2DMS, ivec2(pos), 14);
col += 0.0625f*texelFetch(tex2DMS, ivec2(pos), 15);
}
}
else
{
col = texelFetch(tex2DMS, ivec2(pos), sampleIdx);
}
}
else if (type == RESTYPE_TEX2DARRAY)
{
ivec3 size = textureSize(tex2DArray, mipLevel);
if (flipY)
pos.y = size.y - pos.y;
col = textureLod(tex2DArray, vec3(pos / size.xy, slice), float(mipLevel));
}
else if (type == RESTYPE_TEX3D)
{
ivec3 size = textureSize(tex3D, mipLevel);
if (flipY)
pos.y = size.y - pos.y;
col = textureLod(tex3D, vec3(pos / size.xy, slice / size.z), float(mipLevel));
}
else if (type == RESTYPE_TEXCUBE)
{
ivec2 size = textureSize(texCube, mipLevel);
if (flipY)
pos.y = size.y - pos.y;
vec3 cubeCoord = CalcCubeCoord(pos / size, int(slice));
col = textureLod(texCube, cubeCoord, float(mipLevel));
}
else // type == RESTYPE_TEXCUBEARRAY
{
ivec3 size = textureSize(texCubeArray, mipLevel);
if (flipY)
pos.y = size.y - pos.y;
vec3 cubeCoord = CalcCubeCoord(pos / size.xy, int(slice) % 6);
vec4 arrayCoord = vec4(cubeCoord, int(slice) / 6);
col = textureLod(texCubeArray, arrayCoord, float(mipLevel));
}
return col;
}
#endif