//----------------------------------------------------------------------------- // Copyright (c) 2015 GarageGames, LLC // // 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. //----------------------------------------------------------------------------- #ifndef _TORQUE_SHADERMODEL_ #define _TORQUE_SHADERMODEL_ // Portability helpers for different shader models //Shader model 1.0 - 3.0 #if (TORQUE_SM >= 10 && TORQUE_SM <=30) // Semantics #define TORQUE_POSITION POSITION #define TORQUE_DEPTH DEPTH #define TORQUE_TARGET0 COLOR0 #define TORQUE_TARGET1 COLOR1 #define TORQUE_TARGET2 COLOR2 #define TORQUE_TARGET3 COLOR3 // Sampler uniforms #define TORQUE_UNIFORM_SAMPLER1D(tex,regist) uniform sampler1D tex : register(S##regist) #define TORQUE_UNIFORM_SAMPLER2D(tex,regist) uniform sampler2D tex : register(S##regist) #define TORQUE_UNIFORM_SAMPLER3D(tex,regist) uniform sampler3D tex : register(S##regist) #define TORQUE_UNIFORM_SAMPLERCUBE(tex,regist) uniform samplerCUBE tex : register(S##regist) // Sampling functions #define TORQUE_TEX1D(tex,coords) tex1D(tex,coords) #define TORQUE_TEX2D(tex,coords) tex2D(tex,coords) #define TORQUE_TEX2DPROJ(tex,coords) tex2Dproj(tex,coords) //this really is sm 2 or later #define TORQUE_TEX3D(tex,coords) tex3D(tex,coords) #define TORQUE_TEXCUBE(tex,coords) texCUBE(tex,coords) //Shader model 3.0 only #if TORQUE_SM == 30 #define TORQUE_VPOS VPOS // This is a float2 // The mipmap LOD is specified in coord.w #define TORQUE_TEX2DLOD(tex,coords) tex2Dlod(tex,coords) #endif //helper if you want to pass sampler/texture in a function //2D #define TORQUE_SAMPLER2D(tex) sampler2D tex #define TORQUE_SAMPLER2D_MAKEARG(tex) tex //Cube #define TORQUE_SAMPLERCUBE(tex) samplerCUBE tex #define TORQUE_SAMPLERCUBE_MAKEARG(tex) tex // Shader model 4.0+ #elif TORQUE_SM >= 40 #define TORQUE_POSITION SV_Position #define TORQUE_DEPTH SV_Depth #define TORQUE_VPOS SV_Position //note float4 compared to SM 3 where it is a float2 #define TORQUE_TARGET0 SV_Target0 #define TORQUE_TARGET1 SV_Target1 #define TORQUE_TARGET2 SV_Target2 #define TORQUE_TARGET3 SV_Target3 // Sampler uniforms //1D is emulated to a 2D for now #define TORQUE_UNIFORM_SAMPLER1D(tex,regist) uniform Texture2D texture_##tex : register(T##regist); uniform SamplerState tex : register(S##regist) #define TORQUE_UNIFORM_SAMPLER2D(tex,regist) uniform Texture2D texture_##tex : register(T##regist); uniform SamplerState tex : register(S##regist) #define TORQUE_UNIFORM_SAMPLER3D(tex,regist) uniform Texture3D texture_##tex : register(T##regist); uniform SamplerState tex : register(S##regist) #define TORQUE_UNIFORM_SAMPLERCUBE(tex,regist) uniform TextureCube texture_##tex : register(T##regist); uniform SamplerState tex : register(S##regist) // Sampling functions #define TORQUE_TEX1D(tex,coords) texture_##tex.Sample(tex,coords) #define TORQUE_TEX2D(tex,coords) texture_##tex.Sample(tex,coords) #define TORQUE_TEX2DPROJ(tex,coords) texture_##tex.Sample(tex,coords.xy / coords.w) #define TORQUE_TEX3D(tex,coords) texture_##tex.Sample(tex,coords) #define TORQUE_TEXCUBE(tex,coords) texture_##tex.Sample(tex,coords) // The mipmap LOD is specified in coord.w #define TORQUE_TEX2DLOD(tex,coords) texture_##tex.SampleLevel(tex,coords.xy,coords.w) //helper if you want to pass sampler/texture in a function //2D #define TORQUE_SAMPLER2D(tex) Texture2D texture_##tex, SamplerState tex #define TORQUE_SAMPLER2D_MAKEARG(tex) texture_##tex, tex //Cube #define TORQUE_SAMPLERCUBE(tex) TextureCube texture_##tex, SamplerState tex #define TORQUE_SAMPLERCUBE_MAKEARG(tex) texture_##tex, tex #endif #endif // _TORQUE_SHADERMODEL_