diff options
Diffstat (limited to 'src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/Clear11.hlsl')
-rw-r--r-- | src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/Clear11.hlsl | 644 |
1 files changed, 580 insertions, 64 deletions
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/Clear11.hlsl b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/Clear11.hlsl index 2b3e1ebe4c..48f5b427ec 100644 --- a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/Clear11.hlsl +++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/Clear11.hlsl @@ -1,13 +1,152 @@ -// Assume we are in SM4+, which has 8 color outputs +// +// Copyright (c) 2017 The ANGLE Project. All rights reserved. +// Use of this source code is governed by a BSD-style license that can be +// found in the LICENSE file. +// -void VS_ClearFloat( in float3 inPosition : POSITION, in float4 inColor : COLOR, - out float4 outPosition : SV_POSITION, out float4 outColor : COLOR) +// Clear11.hlsl: Shaders for clearing RTVs and DSVs using draw calls and +// specifying float depth values and either float, uint or sint clear colors. +// Notes: +// - UINT & SINT clears can only be compiled with FL10+ +// - VS_Clear_FL9 requires a VB to be bound with vertices to create +// a primitive covering the entire surface (in clip co-ordinates) + +// Constants +static const float2 g_Corners[6] = +{ + float2(-1.0f, 1.0f), + float2( 1.0f, -1.0f), + float2(-1.0f, -1.0f), + float2(-1.0f, 1.0f), + float2( 1.0f, 1.0f), + float2( 1.0f, -1.0f), +}; + +// Vertex Shaders +void VS_Clear(in uint id : SV_VertexID, + out float4 outPosition : SV_POSITION) +{ + float2 corner = g_Corners[id]; + outPosition = float4(corner.x, corner.y, 0.0f, 1.0f); +} + +void VS_Multiview_Clear(in uint id : SV_VertexID, + in uint instanceID : SV_InstanceID, + out float4 outPosition : SV_POSITION, + out uint outLayerID : TEXCOORD0) +{ + float2 corner = g_Corners[id]; + outPosition = float4(corner.x, corner.y, 0.0f, 1.0f); + outLayerID = instanceID; +} + +void VS_Clear_FL9( in float4 inPosition : POSITION, + out float4 outPosition : SV_POSITION) +{ + outPosition = inPosition; +} + +// Geometry shader for clearing multiview layered textures +struct GS_INPUT +{ + float4 inPosition : SV_Position; + uint inLayerID : TEXCOORD0; +}; + +struct GS_OUTPUT { - outPosition = float4(inPosition, 1.0f); - outColor = inColor; + float4 outPosition : SV_Position; + uint outLayerID : SV_RenderTargetArrayIndex; +}; + +[maxvertexcount(3)] +void GS_Multiview_Clear(triangle GS_INPUT input[3], inout TriangleStream<GS_OUTPUT> outStream) +{ + GS_OUTPUT output = (GS_OUTPUT)0; + for (int i = 0; i < 3; i++) + { + output.outPosition = input[i].inPosition; + output.outLayerID = input[i].inLayerID; + outStream.Append(output); + } + outStream.RestartStrip(); +} + +// Pixel Shader Constant Buffers +cbuffer ColorAndDepthDataFloat : register(b0) +{ + float4 color_Float : packoffset(c0); + float zValueF_Float : packoffset(c1); +} + +cbuffer ColorAndDepthDataSint : register(b0) +{ + int4 color_Sint : packoffset(c0); + float zValueF_Sint : packoffset(c1); +} + +cbuffer ColorAndDepthDataUint : register(b0) +{ + uint4 color_Uint : packoffset(c0); + float zValueF_Uint : packoffset(c1); } -struct PS_OutputFloat +cbuffer DepthOnlyData : register(b0) +{ + float zValue_Depth : packoffset(c1); +} + +// Pixel Shader Output Structs +struct PS_OutputFloat_FL9 +{ + float4 color0 : SV_TARGET0; + float4 color1 : SV_TARGET1; + float4 color2 : SV_TARGET2; + float4 color3 : SV_TARGET3; + float depth : SV_DEPTH; +}; + +struct PS_OutputFloat1 +{ + float4 color0 : SV_TARGET0; + float depth : SV_DEPTH; +}; + +struct PS_OutputFloat2 +{ + float4 color0 : SV_TARGET0; + float4 color1 : SV_TARGET1; + float depth : SV_DEPTH; +}; + +struct PS_OutputFloat3 +{ + float4 color0 : SV_TARGET0; + float4 color1 : SV_TARGET1; + float4 color2 : SV_TARGET2; + float depth : SV_DEPTH; +}; + +struct PS_OutputFloat4 +{ + float4 color0 : SV_TARGET0; + float4 color1 : SV_TARGET1; + float4 color2 : SV_TARGET2; + float4 color3 : SV_TARGET3; + float depth : SV_DEPTH; +}; + +struct PS_OutputFloat5 +{ + float4 color0 : SV_TARGET0; + float4 color1 : SV_TARGET1; + float4 color2 : SV_TARGET2; + float4 color3 : SV_TARGET3; + float4 color4 : SV_TARGET4; + float depth : SV_DEPTH; +}; + +struct PS_OutputFloat6 { float4 color0 : SV_TARGET0; float4 color1 : SV_TARGET1; @@ -15,50 +154,98 @@ struct PS_OutputFloat float4 color3 : SV_TARGET3; float4 color4 : SV_TARGET4; float4 color5 : SV_TARGET5; - float4 color6 : SV_TARGET6; - float4 color7 : SV_TARGET7; + float depth : SV_DEPTH; }; -PS_OutputFloat PS_ClearFloat(in float4 inPosition : SV_POSITION, in float4 inColor : COLOR) +struct PS_OutputFloat7 { - PS_OutputFloat outColor; - outColor.color0 = inColor; - outColor.color1 = inColor; - outColor.color2 = inColor; - outColor.color3 = inColor; - outColor.color4 = inColor; - outColor.color5 = inColor; - outColor.color6 = inColor; - outColor.color7 = inColor; - return outColor; -} + float4 color0 : SV_TARGET0; + float4 color1 : SV_TARGET1; + float4 color2 : SV_TARGET2; + float4 color3 : SV_TARGET3; + float4 color4 : SV_TARGET4; + float4 color5 : SV_TARGET5; + float4 color6 : SV_TARGET6; + float depth : SV_DEPTH; +}; -struct PS_OutputFloat_FL9 +struct PS_OutputFloat8 { float4 color0 : SV_TARGET0; float4 color1 : SV_TARGET1; float4 color2 : SV_TARGET2; float4 color3 : SV_TARGET3; + float4 color4 : SV_TARGET4; + float4 color5 : SV_TARGET5; + float4 color6 : SV_TARGET6; + float4 color7 : SV_TARGET7; + float depth : SV_DEPTH; }; -PS_OutputFloat_FL9 PS_ClearFloat_FL9(in float4 inPosition : SV_POSITION, in float4 inColor : COLOR) +struct PS_OutputUint1 { - PS_OutputFloat_FL9 outColor; - outColor.color0 = inColor; - outColor.color1 = inColor; - outColor.color2 = inColor; - outColor.color3 = inColor; - return outColor; -} + uint4 color0 : SV_TARGET0; + float depth : SV_DEPTH; +}; -void VS_ClearUint( in float3 inPosition : POSITION, in uint4 inColor : COLOR, - out float4 outPosition : SV_POSITION, out uint4 outColor : COLOR) +struct PS_OutputUint2 { - outPosition = float4(inPosition, 1.0f); - outColor = inColor; -} + uint4 color0 : SV_TARGET0; + uint4 color1 : SV_TARGET1; + float depth : SV_DEPTH; +}; + +struct PS_OutputUint3 +{ + uint4 color0 : SV_TARGET0; + uint4 color1 : SV_TARGET1; + uint4 color2 : SV_TARGET2; + float depth : SV_DEPTH; +}; + +struct PS_OutputUint4 +{ + uint4 color0 : SV_TARGET0; + uint4 color1 : SV_TARGET1; + uint4 color2 : SV_TARGET2; + uint4 color3 : SV_TARGET3; + float depth : SV_DEPTH; +}; + +struct PS_OutputUint5 +{ + uint4 color0 : SV_TARGET0; + uint4 color1 : SV_TARGET1; + uint4 color2 : SV_TARGET2; + uint4 color3 : SV_TARGET3; + uint4 color4 : SV_TARGET4; + float depth : SV_DEPTH; +}; + +struct PS_OutputUint6 +{ + uint4 color0 : SV_TARGET0; + uint4 color1 : SV_TARGET1; + uint4 color2 : SV_TARGET2; + uint4 color3 : SV_TARGET3; + uint4 color4 : SV_TARGET4; + uint4 color5 : SV_TARGET5; + float depth : SV_DEPTH; +}; + +struct PS_OutputUint7 +{ + uint4 color0 : SV_TARGET0; + uint4 color1 : SV_TARGET1; + uint4 color2 : SV_TARGET2; + uint4 color3 : SV_TARGET3; + uint4 color4 : SV_TARGET4; + uint4 color5 : SV_TARGET5; + uint4 color6 : SV_TARGET6; + float depth : SV_DEPTH; +}; -struct PS_OutputUint +struct PS_OutputUint8 { uint4 color0 : SV_TARGET0; uint4 color1 : SV_TARGET1; @@ -68,31 +255,73 @@ struct PS_OutputUint uint4 color5 : SV_TARGET5; uint4 color6 : SV_TARGET6; uint4 color7 : SV_TARGET7; + float depth : SV_DEPTH; }; -PS_OutputUint PS_ClearUint(in float4 inPosition : SV_POSITION, in uint4 inColor : COLOR) +struct PS_OutputSint1 { - PS_OutputUint outColor; - outColor.color0 = inColor; - outColor.color1 = inColor; - outColor.color2 = inColor; - outColor.color3 = inColor; - outColor.color4 = inColor; - outColor.color5 = inColor; - outColor.color6 = inColor; - outColor.color7 = inColor; - return outColor; -} + int4 color0 : SV_TARGET0; + float depth : SV_DEPTH; +}; +struct PS_OutputSint2 +{ + int4 color0 : SV_TARGET0; + int4 color1 : SV_TARGET1; + float depth : SV_DEPTH; +}; -void VS_ClearSint( in float3 inPosition : POSITION, in int4 inColor : COLOR, - out float4 outPosition : SV_POSITION, out int4 outColor : COLOR) +struct PS_OutputSint3 { - outPosition = float4(inPosition, 1.0f); - outColor = inColor; -} + int4 color0 : SV_TARGET0; + int4 color1 : SV_TARGET1; + int4 color2 : SV_TARGET2; + float depth : SV_DEPTH; +}; + +struct PS_OutputSint4 +{ + int4 color0 : SV_TARGET0; + int4 color1 : SV_TARGET1; + int4 color2 : SV_TARGET2; + int4 color3 : SV_TARGET3; + float depth : SV_DEPTH; +}; + +struct PS_OutputSint5 +{ + int4 color0 : SV_TARGET0; + int4 color1 : SV_TARGET1; + int4 color2 : SV_TARGET2; + int4 color3 : SV_TARGET3; + int4 color4 : SV_TARGET4; + float depth : SV_DEPTH; +}; + +struct PS_OutputSint6 +{ + int4 color0 : SV_TARGET0; + int4 color1 : SV_TARGET1; + int4 color2 : SV_TARGET2; + int4 color3 : SV_TARGET3; + int4 color4 : SV_TARGET4; + int4 color5 : SV_TARGET5; + float depth : SV_DEPTH; +}; + +struct PS_OutputSint7 +{ + int4 color0 : SV_TARGET0; + int4 color1 : SV_TARGET1; + int4 color2 : SV_TARGET2; + int4 color3 : SV_TARGET3; + int4 color4 : SV_TARGET4; + int4 color5 : SV_TARGET5; + int4 color6 : SV_TARGET6; + float depth : SV_DEPTH; +}; -struct PS_OutputSint +struct PS_OutputSint8 { int4 color0 : SV_TARGET0; int4 color1 : SV_TARGET1; @@ -102,18 +331,305 @@ struct PS_OutputSint int4 color5 : SV_TARGET5; int4 color6 : SV_TARGET6; int4 color7 : SV_TARGET7; + float depth : SV_DEPTH; +}; + +struct PS_OutputDepth +{ + float depth : SV_DEPTH; }; -PS_OutputSint PS_ClearSint(in float4 inPosition : SV_POSITION, in int4 inColor : COLOR) +// Pixel Shaders +PS_OutputFloat_FL9 PS_ClearFloat_FL9(in float4 inPosition : SV_POSITION) +{ + PS_OutputFloat_FL9 outData; + outData.color0 = color_Float; + outData.color1 = color_Float; + outData.color2 = color_Float; + outData.color3 = color_Float; + outData.depth = zValueF_Float; + return outData; +} + +PS_OutputFloat1 PS_ClearFloat1(in float4 inPosition : SV_POSITION) +{ + PS_OutputFloat1 outData; + outData.color0 = color_Float; + outData.depth = zValueF_Float; + return outData; +} + +PS_OutputFloat2 PS_ClearFloat2(in float4 inPosition : SV_POSITION) +{ + PS_OutputFloat2 outData; + outData.color0 = color_Float; + outData.color1 = color_Float; + outData.depth = zValueF_Float; + return outData; +} + +PS_OutputFloat3 PS_ClearFloat3(in float4 inPosition : SV_POSITION) +{ + PS_OutputFloat3 outData; + outData.color0 = color_Float; + outData.color1 = color_Float; + outData.color2 = color_Float; + outData.depth = zValueF_Float; + return outData; +} + +PS_OutputFloat4 PS_ClearFloat4(in float4 inPosition : SV_POSITION) +{ + PS_OutputFloat4 outData; + outData.color0 = color_Float; + outData.color1 = color_Float; + outData.color2 = color_Float; + outData.color3 = color_Float; + outData.depth = zValueF_Float; + return outData; +} + +PS_OutputFloat5 PS_ClearFloat5(in float4 inPosition : SV_POSITION) +{ + PS_OutputFloat5 outData; + outData.color0 = color_Float; + outData.color1 = color_Float; + outData.color2 = color_Float; + outData.color3 = color_Float; + outData.color4 = color_Float; + outData.depth = zValueF_Float; + return outData; +} + +PS_OutputFloat6 PS_ClearFloat6(in float4 inPosition : SV_POSITION) +{ + PS_OutputFloat6 outData; + outData.color0 = color_Float; + outData.color1 = color_Float; + outData.color2 = color_Float; + outData.color3 = color_Float; + outData.color4 = color_Float; + outData.color5 = color_Float; + outData.depth = zValueF_Float; + return outData; +} + +PS_OutputFloat7 PS_ClearFloat7(in float4 inPosition : SV_POSITION) +{ + PS_OutputFloat7 outData; + outData.color0 = color_Float; + outData.color1 = color_Float; + outData.color2 = color_Float; + outData.color3 = color_Float; + outData.color4 = color_Float; + outData.color5 = color_Float; + outData.color6 = color_Float; + outData.depth = zValueF_Float; + return outData; +} + +PS_OutputFloat8 PS_ClearFloat8(in float4 inPosition : SV_POSITION) +{ + PS_OutputFloat8 outData; + outData.color0 = color_Float; + outData.color1 = color_Float; + outData.color2 = color_Float; + outData.color3 = color_Float; + outData.color4 = color_Float; + outData.color5 = color_Float; + outData.color6 = color_Float; + outData.color7 = color_Float; + outData.depth = zValueF_Float; + return outData; +} + +PS_OutputUint1 PS_ClearUint1(in float4 inPosition : SV_POSITION) +{ + PS_OutputUint1 outData; + outData.color0 = color_Uint; + outData.depth = zValueF_Uint; + return outData; +} + +PS_OutputUint2 PS_ClearUint2(in float4 inPosition : SV_POSITION) +{ + PS_OutputUint2 outData; + outData.color0 = color_Uint; + outData.color1 = color_Uint; + outData.depth = zValueF_Uint; + return outData; +} + +PS_OutputUint3 PS_ClearUint3(in float4 inPosition : SV_POSITION) +{ + PS_OutputUint3 outData; + outData.color0 = color_Uint; + outData.color1 = color_Uint; + outData.color2 = color_Uint; + outData.depth = zValueF_Uint; + return outData; +} + +PS_OutputUint4 PS_ClearUint4(in float4 inPosition : SV_POSITION) +{ + PS_OutputUint4 outData; + outData.color0 = color_Uint; + outData.color1 = color_Uint; + outData.color2 = color_Uint; + outData.color3 = color_Uint; + outData.depth = zValueF_Uint; + return outData; +} + +PS_OutputUint5 PS_ClearUint5(in float4 inPosition : SV_POSITION) +{ + PS_OutputUint5 outData; + outData.color0 = color_Uint; + outData.color1 = color_Uint; + outData.color2 = color_Uint; + outData.color3 = color_Uint; + outData.color4 = color_Uint; + outData.depth = zValueF_Uint; + return outData; +} + +PS_OutputUint6 PS_ClearUint6(in float4 inPosition : SV_POSITION) +{ + PS_OutputUint6 outData; + outData.color0 = color_Uint; + outData.color1 = color_Uint; + outData.color2 = color_Uint; + outData.color3 = color_Uint; + outData.color4 = color_Uint; + outData.color5 = color_Uint; + outData.depth = zValueF_Uint; + return outData; +} + +PS_OutputUint7 PS_ClearUint7(in float4 inPosition : SV_POSITION) +{ + PS_OutputUint7 outData; + outData.color0 = color_Uint; + outData.color1 = color_Uint; + outData.color2 = color_Uint; + outData.color3 = color_Uint; + outData.color4 = color_Uint; + outData.color5 = color_Uint; + outData.color6 = color_Uint; + outData.depth = zValueF_Uint; + return outData; +} + +PS_OutputUint8 PS_ClearUint8(in float4 inPosition : SV_POSITION) +{ + PS_OutputUint8 outData; + outData.color0 = color_Uint; + outData.color1 = color_Uint; + outData.color2 = color_Uint; + outData.color3 = color_Uint; + outData.color4 = color_Uint; + outData.color5 = color_Uint; + outData.color6 = color_Uint; + outData.color7 = color_Uint; + outData.depth = zValueF_Uint; + return outData; +} + +PS_OutputSint1 PS_ClearSint1(in float4 inPosition : SV_POSITION) +{ + PS_OutputSint1 outData; + outData.color0 = color_Sint; + outData.depth = zValueF_Sint; + return outData; +} + +PS_OutputSint2 PS_ClearSint2(in float4 inPosition : SV_POSITION) +{ + PS_OutputSint2 outData; + outData.color0 = color_Sint; + outData.color1 = color_Sint; + outData.depth = zValueF_Sint; + return outData; +} + +PS_OutputSint3 PS_ClearSint3(in float4 inPosition : SV_POSITION) +{ + PS_OutputSint3 outData; + outData.color0 = color_Sint; + outData.color1 = color_Sint; + outData.color2 = color_Sint; + outData.depth = zValueF_Sint; + return outData; +} + +PS_OutputSint4 PS_ClearSint4(in float4 inPosition : SV_POSITION) +{ + PS_OutputSint4 outData; + outData.color0 = color_Sint; + outData.color1 = color_Sint; + outData.color2 = color_Sint; + outData.color3 = color_Sint; + outData.depth = zValueF_Sint; + return outData; +} + +PS_OutputSint5 PS_ClearSint5(in float4 inPosition : SV_POSITION) +{ + PS_OutputSint5 outData; + outData.color0 = color_Sint; + outData.color1 = color_Sint; + outData.color2 = color_Sint; + outData.color3 = color_Sint; + outData.color4 = color_Sint; + outData.depth = zValueF_Sint; + return outData; +} + +PS_OutputSint6 PS_ClearSint6(in float4 inPosition : SV_POSITION) +{ + PS_OutputSint6 outData; + outData.color0 = color_Sint; + outData.color1 = color_Sint; + outData.color2 = color_Sint; + outData.color3 = color_Sint; + outData.color4 = color_Sint; + outData.color5 = color_Sint; + outData.depth = zValueF_Sint; + return outData; +} + +PS_OutputSint7 PS_ClearSint7(in float4 inPosition : SV_POSITION) +{ + PS_OutputSint7 outData; + outData.color0 = color_Sint; + outData.color1 = color_Sint; + outData.color2 = color_Sint; + outData.color3 = color_Sint; + outData.color4 = color_Sint; + outData.color5 = color_Sint; + outData.color6 = color_Sint; + outData.depth = zValueF_Sint; + return outData; +} + +PS_OutputSint8 PS_ClearSint8(in float4 inPosition : SV_POSITION) +{ + PS_OutputSint8 outData; + outData.color0 = color_Sint; + outData.color1 = color_Sint; + outData.color2 = color_Sint; + outData.color3 = color_Sint; + outData.color4 = color_Sint; + outData.color5 = color_Sint; + outData.color6 = color_Sint; + outData.color7 = color_Sint; + outData.depth = zValueF_Sint; + return outData; +} + +PS_OutputDepth PS_ClearDepth(in float4 inPosition : SV_POSITION) { - PS_OutputSint outColor; - outColor.color0 = inColor; - outColor.color1 = inColor; - outColor.color2 = inColor; - outColor.color3 = inColor; - outColor.color4 = inColor; - outColor.color5 = inColor; - outColor.color6 = inColor; - outColor.color7 = inColor; - return outColor; + PS_OutputDepth outData; + outData.depth = zValue_Depth; + return outData; } |