You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
183 lines
6.4 KiB
C
183 lines
6.4 KiB
C
/*
|
|
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
|
|
* its licensors.
|
|
*
|
|
* For complete copyright and license terms please see the LICENSE at the root of this
|
|
* distribution (the "License"). All use of this software is governed by the License,
|
|
* or, if provided, by the license below or the license accompanying this file. Do not
|
|
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
|
|
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
|
*
|
|
*/
|
|
// Original file Copyright Crytek GMBH or its affiliates, used under license.
|
|
|
|
|
|
#ifdef __cplusplus
|
|
// C++
|
|
#pragma once
|
|
#pragma pack(push,4)
|
|
|
|
#define hlsl_cbuffer(name) struct HLSL_##name
|
|
#define hlsl_cbuffer_register(name, reg, slot) \
|
|
enum { SLOT_##name = slot }; \
|
|
struct HLSL_##name
|
|
|
|
#define hlsl_int(member) int32 member
|
|
#define hlsl_int2(member) Vec2i member
|
|
#define hlsl_int3(member) Vec3i member
|
|
#define hlsl_int4(member) Vec4i member
|
|
#define hlsl_uint(member) uint32 member
|
|
#define hlsl_uint2(member) Vec2ui member
|
|
#define hlsl_uint3(member) Vec3ui member
|
|
#define hlsl_uint4(member) Vec4ui member
|
|
#define hlsl_float(member) float member
|
|
#define hlsl_float2(member) Vec2 member
|
|
#define hlsl_float3(member) Vec3 member
|
|
#define hlsl_float4(member) Vec4 member
|
|
#define hlsl_matrix44(member) Matrix44 member
|
|
#define hlsl_matrix34(member) Matrix34 member
|
|
#else //__cplusplus
|
|
// HLSL
|
|
#define hlsl_cbuffer(name) cbuffer name
|
|
#define hlsl_cbuffer_register(name, reg, float) cbuffer name: reg
|
|
#define hlsl_int(member) int member
|
|
#define hlsl_int2(member) int2 member
|
|
#define hlsl_int3(member) int3 member
|
|
#define hlsl_int4(member) int4 member
|
|
#define hlsl_uint(member) uint member
|
|
#define hlsl_uint2(member) uint2 member
|
|
#define hlsl_uint3(member) uint3 member
|
|
#define hlsl_uint4(member) uint4 member
|
|
#define hlsl_float(member) float member
|
|
#define hlsl_float2(member) float2 member
|
|
#define hlsl_float3(member) float3 member
|
|
#define hlsl_float4(member) float4 member
|
|
#define hlsl_matrix44(member) float4x4 member
|
|
#define hlsl_matrix34(member) float3x4 member
|
|
#endif //__cplusplus
|
|
|
|
// TODO: include in shaders
|
|
|
|
hlsl_cbuffer(PerPassConstantBuffer_GBuffer)
|
|
{
|
|
hlsl_float4(g_VS_WorldViewPos);
|
|
hlsl_matrix44(g_VS_ViewProjMatr);
|
|
hlsl_matrix44(g_VS_ViewProjZeroMatr);
|
|
};
|
|
|
|
#if defined(FEATURE_SVO_GI)
|
|
hlsl_cbuffer(PerPassConstantBuffer_Svo)
|
|
{
|
|
hlsl_float4(PerPass_SvoTreeSettings0);
|
|
hlsl_float4(PerPass_SvoTreeSettings1);
|
|
hlsl_float4(PerPass_SvoParams0);
|
|
hlsl_float4(PerPass_SvoParams1);
|
|
hlsl_float4(PerPass_SvoParams2);
|
|
hlsl_float4(PerPass_SvoParams3);
|
|
hlsl_float4(PerPass_SvoParams4);
|
|
hlsl_float4(PerPass_SvoParams5);
|
|
hlsl_float4(PerPass_SvoParams6);
|
|
};
|
|
#endif
|
|
|
|
hlsl_cbuffer(PerSubPassConstantBuffer_ShadowGen)
|
|
{
|
|
hlsl_float4(PerShadow_LightPos);
|
|
hlsl_float4(PerShadow_ViewPos);
|
|
hlsl_float4(PerShadow_FrustumInfo);
|
|
hlsl_float4(PerShadow_BiasInfo);
|
|
};
|
|
|
|
hlsl_cbuffer(PerInstanceConstantBuffer)
|
|
{
|
|
hlsl_matrix34(SPIObjWorldMat);
|
|
hlsl_float4(SPIBendInfo);
|
|
hlsl_float4(SPIBendInfoPrev);
|
|
hlsl_float4(SPIAmbientOpacity);
|
|
hlsl_float4(SPIDissolveRef);
|
|
};
|
|
|
|
hlsl_cbuffer(PerViewConstantBuffer)
|
|
{
|
|
hlsl_float4(PerView_WorldViewPos);
|
|
hlsl_float4(PerView_WorldViewPosPrev);
|
|
hlsl_matrix44(PerView_ViewProjZeroMatr);
|
|
hlsl_matrix44(PerView_ViewProjZeroMatrPrev);
|
|
hlsl_matrix44(PerView_ViewProjZeroMatrPrevNearest);
|
|
hlsl_float4(PerView_AnimGenParams);
|
|
|
|
hlsl_float4(PerView_ViewBasisX);
|
|
hlsl_float4(PerView_ViewBasisY);
|
|
hlsl_float4(PerView_ViewBasisZ);
|
|
|
|
hlsl_matrix44(PerView_ViewProjMatr);
|
|
hlsl_matrix44(PerView_ViewProjMatrPrev);
|
|
hlsl_matrix44(PerView_ViewMatr);
|
|
hlsl_matrix44(PerView_ProjMatr);
|
|
hlsl_float4(PerView_TessellationParams);
|
|
|
|
hlsl_float4(PerView_ScreenSize);
|
|
hlsl_float4(PerView_HPosScale);
|
|
hlsl_float4(PerView_ProjRatio);
|
|
hlsl_float4(PerView_NearestScaled);
|
|
hlsl_float4(PerView_NearFarClipDist);
|
|
|
|
hlsl_float4(PerView_FogColor);
|
|
|
|
hlsl_matrix44(PerView_FrustumPlaneEquation);
|
|
hlsl_float4(PerView_JitterParams);
|
|
};
|
|
|
|
hlsl_cbuffer(PerFrameConstantBuffer)
|
|
{
|
|
hlsl_float4(PerFrame_VolumetricFogParams);
|
|
hlsl_float4(PerFrame_VolumetricFogRampParams);
|
|
hlsl_float4(PerFrame_VolumetricFogColorGradientBase);
|
|
hlsl_float4(PerFrame_VolumetricFogColorGradientDelta);
|
|
hlsl_float4(PerFrame_VolumetricFogColorGradientParams);
|
|
hlsl_float4(PerFrame_VolumetricFogColorGradientRadial);
|
|
hlsl_float4(PerFrame_VolumetricFogSamplingParams);
|
|
hlsl_float4(PerFrame_VolumetricFogDistributionParams);
|
|
hlsl_float4(PerFrame_VolumetricFogScatteringParams);
|
|
hlsl_float4(PerFrame_VolumetricFogScatteringBlendParams);
|
|
hlsl_float4(PerFrame_VolumetricFogScatteringColor);
|
|
hlsl_float4(PerFrame_VolumetricFogScatteringSecondaryColor);
|
|
hlsl_float4(PerFrame_VolumetricFogHeightDensityParams);
|
|
hlsl_float4(PerFrame_VolumetricFogHeightDensityRampParams);
|
|
hlsl_float4(PerFrame_VolumetricFogDistanceParams);
|
|
hlsl_float4(PerFrame_VolumetricFogGlobalEnvProbe0);
|
|
hlsl_float4(PerFrame_VolumetricFogGlobalEnvProbe1);
|
|
|
|
hlsl_float4(PerFrame_SvoLightingParams);
|
|
|
|
hlsl_float4(PerFrame_Time);
|
|
|
|
hlsl_float4(PerFrame_SunColor);
|
|
hlsl_float4(PerFrame_SunDirection);
|
|
hlsl_float4(PerFrame_HDRParams);
|
|
|
|
hlsl_float4(PerFrame_CloudShadingColorSun);
|
|
hlsl_float4(PerFrame_CloudShadingColorSky);
|
|
hlsl_float4(PerFrame_CloudShadowParams);
|
|
hlsl_float4(PerFrame_CloudShadowAnimParams);
|
|
|
|
hlsl_float4(PerFrame_CausticsSmoothSunDirection);
|
|
|
|
hlsl_float4(PerFrame_DecalZFightingRemedy);
|
|
hlsl_float4(PerFrame_WaterLevel);
|
|
|
|
hlsl_float4(PerFrame_StereoParams);
|
|
hlsl_float4(PerFrame_RandomParams);
|
|
|
|
hlsl_uint4(PerFrame_MultiLayerAlphaBlendLayerData);
|
|
};
|
|
|
|
#ifdef __cplusplus
|
|
// C++
|
|
#pragma pack(pop)
|
|
|
|
#else //__cplusplus
|
|
// HLSL
|
|
|
|
#endif //__cplusplus
|