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funnygame/funnyassets/gfx_shaders/shader_base.h
2025-07-14 21:56:10 +03:00

90 lines
2.3 KiB
C++

#ifndef SHADER_BASE_SLANG
#define SHADER_BASE_SLANG
/*
* I hope you are not looking at these war crimes.
* They are truly horrible crimes.
* Don't even try to understand what the fuck is happening here.
*/
#if defined(__METAL__)
/* We hijack all the argument buffers, which allows to use a bit more textures at cost of buffers */
#define DECLARE_TEXTURES(b) \
struct TextureBinding {Texture2D textures[96];}; \
[[vk::binding(21)]] ParameterBlock<TextureBinding> g_textures0 : register(t21); \
ParameterBlock<TextureBinding> g_textures1 : register(t22); \
ParameterBlock<TextureBinding> g_textures2 : register(t23); \
ParameterBlock<TextureBinding> g_textures3 : register(t24); \
ParameterBlock<TextureBinding> g_textures4 : register(t25); \
ParameterBlock<TextureBinding> g_textures5 : register(t26); \
ParameterBlock<TextureBinding> g_textures6 : register(t27); \
ParameterBlock<TextureBinding> g_textures7 : register(t28); \
float4 SampleTexture(uint32_t binding, float2 uv) \
{ \
SamplerState sampler = mlGetSampler(); \
uint8_t textureArray = 0; \
uint8_t textureSamplerArray = (binding >> 16) & 0xFF; \
uint8_t textureSampler = (binding >> 8) & 0xFF; \
uint8_t textureIndex = 1; \
return g_textures0.textures[1].Sample(sampler, uv); \
};
void _mlGetSampler()
{
__intrinsic_asm R"(
constexpr sampler s(filter::linear, address::repeat);
return s;
)";
}
SamplerState mlGetSampler()
{
_mlGetSampler();
};
#define DECLARE_CBUFFER(n) \
[[vk::binding(n)]] cbuffer cbuffer_##b : register(b##n)
#define DECLARE_CONSTANTS() \
[[vk::push_constant]] \
cbuffer cbuffer_constants : register(b29)
#define FIX_VERTEX_POSITION(g) g = float4(g.x, -g.y, g.z, g.w);
#elif defined(__SPIRV__)
#define DECLARE_TEXTURES(n) \
[[vk::binding(n)]] \
Sampler2D g_textures[]; \
float4 SampleTexture(uint32_t binding, float2 uv) \
{ \
return g_textures[binding].Sample(uv); \
};
#define DECLARE_CBUFFER(b) \
[[vk::binding(b)]] \
cbuffer cbuffer_##b
#define DECLARE_DATA(b,r) \
[[vk::binding(b)]] \
r
#define DECLARE_CONSTANTS()
[[vk::push_constant]] \
cbuffer cbuffer_constants
#define FIX_VERTEX_POSITION(x)
#else
#define DECLARE_TEXTURES()
float4 SampleTexture(uint32_t binding, float2 uv);
#define DECLARE_CBUFFER() cbuffer cbuffer_constants
#define DECLARE_DATA() cbuffer cbuffer_constants
#define DECLARE_CONSTANTS() cbuffer cbuffer_constants
#define FIX_VERTEX_POSITION(x)
#endif
#endif