Rasagar/Library/PackageCache/com.unity.render-pipelines.core/ShaderLibrary/TextureXR.hlsl

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2024-08-26 13:07:20 -07:00
#ifndef UNITY_TEXTUREXR_INCLUDED
#define UNITY_TEXTUREXR_INCLUDED
// single-pass instancing is the default VR method for SRPs
// multi-pass is working but not recommended due to lower performance
// single-pass multi-view is not yet supported
// single-pass doule-wide is deprecated
// Must be in sync with C# with property useTexArray in TextureXR.cs
#if (defined(SHADER_API_D3D11) && !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_GAMECORE)) || defined(SHADER_API_PSSL) || defined(SHADER_API_VULKAN) || defined(SHADER_API_METAL)
#define UNITY_TEXTURE2D_X_ARRAY_SUPPORTED
#endif
// Validate supported platforms
#if defined(STEREO_INSTANCING_ON) && !defined(UNITY_TEXTURE2D_X_ARRAY_SUPPORTED)
#error Single-pass instancing is not supported on this platform (see UNITY_TEXTURE2D_X_ARRAY_SUPPORTED).
#endif
#if defined(UNITY_SINGLE_PASS_STEREO)
#error Single-pass (double-wide) is not compatible with TextureXR.hlsl.
#endif
// Control if TEXTURE2D_X macros will expand to texture arrays
#if defined(UNITY_TEXTURE2D_X_ARRAY_SUPPORTED) && !defined(DISABLE_TEXTURE2D_X_ARRAY)
#define USE_TEXTURE2D_X_AS_ARRAY
#endif
// Early defines for single-pass instancing
#if defined(STEREO_INSTANCING_ON) && defined(UNITY_TEXTURE2D_X_ARRAY_SUPPORTED)
#define UNITY_STEREO_INSTANCING_ENABLED
#endif
// Workaround for lack of multi compile in compute/ray shaders
#if defined(UNITY_TEXTURE2D_X_ARRAY_SUPPORTED) && (defined(SHADER_STAGE_COMPUTE) || defined(SHADER_STAGE_RAY_TRACING))
#define UNITY_STEREO_INSTANCING_ENABLED
#endif
// Define to override default rendering matrices
#if defined(UNITY_STEREO_INSTANCING_ENABLED)
#define USING_STEREO_MATRICES
#endif
// Helper macros to handle XR single-pass with Texture2DArray
// With single-pass instancing, unity_StereoEyeIndex is used to select the eye in the current context.
// Otherwise, the index is statically set to 0
#if defined(USE_TEXTURE2D_X_AS_ARRAY)
// Only single-pass stereo instancing used array indexing
#if defined(UNITY_STEREO_INSTANCING_ENABLED)
#define SLICE_ARRAY_INDEX unity_StereoEyeIndex
#else
#define SLICE_ARRAY_INDEX 0
#endif
#define COORD_TEXTURE2D_X(pixelCoord) uint3(pixelCoord, SLICE_ARRAY_INDEX)
#define INDEX_TEXTURE2D_ARRAY_X(slot) ((slot) * _XRViewCount + SLICE_ARRAY_INDEX)
#define TEXTURE2D_X TEXTURE2D_ARRAY
#define TEXTURE2D_X_PARAM TEXTURE2D_ARRAY_PARAM
#define TEXTURE2D_X_ARGS TEXTURE2D_ARRAY_ARGS
#define TEXTURE2D_X_HALF TEXTURE2D_ARRAY_HALF
#define TEXTURE2D_X_FLOAT TEXTURE2D_ARRAY_FLOAT
#define TEXTURE2D_X_UINT(textureName) Texture2DArray<uint> textureName
#define TEXTURE2D_X_UINT2(textureName) Texture2DArray<uint2> textureName
#define TEXTURE2D_X_UINT4(textureName) Texture2DArray<uint4> textureName
//Using explicit sample count of 1 to force DXC to actually reflect the texture as MS. The actual count appears to be irrelevant and any 2D MS texture array should bind to it
#define TEXTURE2D_X_MSAA(type, textureName) Texture2DMSArray<type, 1> textureName
#define RW_TEXTURE2D_X(type, textureName) RW_TEXTURE2D_ARRAY(type, textureName)
#define TYPED_TEXTURE2D_X(type, textureName) TYPED_TEXTURE2D_ARRAY(type, textureName)
#define LOAD_TEXTURE2D_X(textureName, unCoord2) LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, SLICE_ARRAY_INDEX)
#define LOAD_TEXTURE2D_X_MSAA(textureName, unCoord2, sampleIndex) LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, SLICE_ARRAY_INDEX, sampleIndex)
#define LOAD_TEXTURE2D_X_LOD(textureName, unCoord2, lod) LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, SLICE_ARRAY_INDEX, lod)
#define SAMPLE_TEXTURE2D_X(textureName, samplerName, coord2) SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, SLICE_ARRAY_INDEX)
#define SAMPLE_TEXTURE2D_X_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, SLICE_ARRAY_INDEX, lod)
#define GATHER_TEXTURE2D_X(textureName, samplerName, coord2) GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, SLICE_ARRAY_INDEX)
#define GATHER_RED_TEXTURE2D_X(textureName, samplerName, coord2) GATHER_RED_TEXTURE2D(textureName, samplerName, float3(coord2, SLICE_ARRAY_INDEX))
#define GATHER_GREEN_TEXTURE2D_X(textureName, samplerName, coord2) GATHER_GREEN_TEXTURE2D(textureName, samplerName, float3(coord2, SLICE_ARRAY_INDEX))
#define GATHER_BLUE_TEXTURE2D_X(textureName, samplerName, coord2) GATHER_BLUE_TEXTURE2D(textureName, samplerName, float3(coord2, SLICE_ARRAY_INDEX))
#define GATHER_ALPHA_TEXTURE2D_X(textureName, samplerName, coord2) GATHER_ALPHA_TEXTURE2D(textureName, samplerName, float3(coord2, SLICE_ARRAY_INDEX))
#else
#define SLICE_ARRAY_INDEX 0
#define COORD_TEXTURE2D_X(pixelCoord) pixelCoord
#define INDEX_TEXTURE2D_ARRAY_X(slot) (slot)
#define TEXTURE2D_X TEXTURE2D
#define TEXTURE2D_X_PARAM TEXTURE2D_PARAM
#define TEXTURE2D_X_ARGS TEXTURE2D_ARGS
#define TEXTURE2D_X_HALF TEXTURE2D_HALF
#define TEXTURE2D_X_FLOAT TEXTURE2D_FLOAT
#define TEXTURE2D_X_UINT(textureName) Texture2D<uint> textureName
#define TEXTURE2D_X_UINT2(textureName) Texture2D<uint2> textureName
#define TEXTURE2D_X_UINT4(textureName) Texture2D<uint4> textureName
//Using explicit sample count of 1 to force DXC to actually reflect the texture as MS. The actual count appears to be irrelevant and any 2D MS texture should bind to it
#define TEXTURE2D_X_MSAA(type, textureName) Texture2DMS<type, 1> textureName
#define RW_TEXTURE2D_X RW_TEXTURE2D
#define TYPED_TEXTURE2D_X TYPED_TEXTURE2D
#define LOAD_TEXTURE2D_X LOAD_TEXTURE2D
#define LOAD_TEXTURE2D_X_MSAA LOAD_TEXTURE2D_MSAA
#define LOAD_TEXTURE2D_X_LOD LOAD_TEXTURE2D_LOD
#define SAMPLE_TEXTURE2D_X SAMPLE_TEXTURE2D
#define SAMPLE_TEXTURE2D_X_LOD SAMPLE_TEXTURE2D_LOD
#define GATHER_TEXTURE2D_X GATHER_TEXTURE2D
#define GATHER_RED_TEXTURE2D_X GATHER_RED_TEXTURE2D
#define GATHER_GREEN_TEXTURE2D_X GATHER_GREEN_TEXTURE2D
#define GATHER_BLUE_TEXTURE2D_X GATHER_BLUE_TEXTURE2D
#define GATHER_ALPHA_TEXTURE2D_X GATHER_ALPHA_TEXTURE2D
#endif
// see Unity\Shaders\Includes\UnityShaderVariables.cginc for impl used by the C++ renderer
#if defined(USING_STEREO_MATRICES) && defined(UNITY_STEREO_INSTANCING_ENABLED)
static uint unity_StereoEyeIndex;
#else
#define unity_StereoEyeIndex 0
#endif
// Helper macro to assign view index during compute/ray pass (usually from SV_DispatchThreadID or DispatchRaysIndex())
#if defined(SHADER_STAGE_COMPUTE) || defined(SHADER_STAGE_RAY_TRACING)
#if defined(UNITY_STEREO_INSTANCING_ENABLED)
#define UNITY_XR_ASSIGN_VIEW_INDEX(viewIndex) unity_StereoEyeIndex = viewIndex;
#else
#define UNITY_XR_ASSIGN_VIEW_INDEX(viewIndex)
#endif
// Backward compatibility
#define UNITY_STEREO_ASSIGN_COMPUTE_EYE_INDEX UNITY_XR_ASSIGN_VIEW_INDEX
#endif
#endif // UNITY_TEXTUREXR_INCLUDED