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- // Copyright (C) 2009-present, Panagiotis Christopoulos Charitos and contributors.
- // All rights reserved.
- // Code licensed under the BSD License.
- // http://www.anki3d.org/LICENSE
- #pragma once
- #define groupshared
- #define globallycoherent
- #define nointerpolation
- #define SV_DISPATCHTHREADID // gl_GlobalInvocationID
- #define SV_GROUPINDEX // gl_LocalInvocationIndex
- #define SV_GROUPID // gl_WorkGroupID
- #define SV_GROUPTHREADID // gl_LocalInvocationID
- #define SV_CULLPRIMITIVE
- #define SV_VERTEXID
- #define SV_POSITION
- #define SV_INSTANCEID
- #define numthreads(x, y, z) [nodiscard]
- #define outputtopology(x) [nodiscard]
- #define unroll [nodiscard]
- #define loop [nodiscard]
- #define branch [nodiscard]
- #define out
- #define in
- #define inout
- #define discard return
- #define Shader(x)
- #define ANKI_BEGIN_NAMESPACE
- #define ANKI_END_NAMESPACE
- #define ANKI_HLSL 1
- #define ANKI_AMPLIFICATION_SHADER 1
- #define ANKI_VERTEX_SHADER 1
- #define ANKI_PIXEL_SHADER 1
- #define ANKI_MESH_SHADER 1
- #define ANKI_COMPUTE_SHADER 1
- #define ANKI_MISS_SHADER 1
- #define ANKI_CLOSEST_HIT_SHADER 1
- #define ANKI_RAY_GEN_SHADER 1
- #define ANKI_ANY_HIT_SHADER 1
- using I8 = int;
- using I16 = int;
- using I32 = int;
- using U8 = unsigned int;
- using U16 = unsigned int;
- using U32 = unsigned int;
- using F16 = float;
- using F32 = float;
- using Bool = bool;
- template<typename T, unsigned kC>
- struct vector
- {
- };
- struct UVec2
- {
- U32 x;
- U32 y;
- };
- struct UVec3
- {
- U32 x;
- U32 y;
- U32 z;
- };
- struct UVec4
- {
- U32 x;
- U32 y;
- U32 z;
- U32 w;
- };
- struct IVec2
- {
- I32 x;
- I32 y;
- };
- struct IVec3
- {
- I32 x;
- I32 y;
- I32 z;
- };
- struct IVec4
- {
- I32 x;
- I32 y;
- I32 z;
- I32 w;
- };
- struct Vec2
- {
- F32 x;
- F32 y;
- };
- struct Vec3
- {
- F32 x;
- F32 y;
- F32 z;
- };
- struct Vec4
- {
- F32 x;
- F32 y;
- F32 z;
- F32 w;
- };
- using HVec2 = Vec2;
- using HVec3 = Vec3;
- using HVec4 = Vec4;
- struct Mat4
- {
- F32 arr[16];
- };
- struct SamplerState
- {
- };
- struct SamplerComparisonState
- {
- };
- template<typename T>
- struct Texture2D
- {
- void GetDimensions(U32& width, U32& height);
- void GetDimensions(F32& width, F32& height);
- void GetDimensions(U32 mipLevel, F32& width, F32& height, F32& mipCount);
- T SampleLevel(SamplerState sampler, Vec2 uvs, F32 lod, IVec2 offset = {});
- F32 GatherRed(SamplerState sampler, Vec2 uv);
- F32 GatherGreen(SamplerState sampler, Vec2 uv);
- F32 GatherBlue(SamplerState sampler, Vec2 uv);
- F32 GatherAlpha(SamplerState sampler, Vec2 uv);
- T& operator[](UVec2 coords);
- };
- template<typename T>
- using RWTexture2D = Texture2D<T>;
- template<typename T>
- using Texture3D = Texture2D<T>;
- template<typename T>
- using RWTexture3D = Texture2D<T>;
- template<typename T>
- struct TextureCube
- {
- };
- template<typename T>
- struct StructuredBuffer
- {
- T& operator[](U32 index);
- void GetDimensions(U32& length, U32& stride);
- };
- template<typename T>
- struct Buffer
- {
- T& operator[](U32 index);
- };
- template<typename T>
- using RWStructuredBuffer = StructuredBuffer<T>;
- template<typename T>
- struct ConstantBuffer : public T
- {
- };
- struct ByteAddressBuffer
- {
- template<typename T>
- T& Load(U32 offset);
- };
- struct RWByteAddressBuffer
- {
- template<typename T>
- T& Load(U32 offset);
- template<typename T>
- void Store(U32 offset, T x);
- };
- struct RaytracingAccelerationStructure
- {
- };
- // Basic functions
- template<typename T>
- T min(T a, T b);
- template<typename T>
- T max(T a, T b);
- template<typename T>
- T saturate(T a);
- template<typename T>
- float dot(T a, T b);
- template<typename T>
- T cross(T a, T b);
- template<typename T>
- T ddx(T a);
- template<typename T>
- T ddy(T a);
- U32 asuint(float f);
- F32 asfloat(U32 u);
- I32 asint(float u);
- U32 NonUniformResourceIndex(U32 x);
- template<typename T>
- T rsqrt(T x);
- template<typename T>
- T round(T x);
- template<typename T>
- T ceil(T x);
- template<typename T>
- T floor(T x);
- template<typename T>
- T frac(T x);
- template<typename T>
- T lerp(T x, T y, float t);
- // Atomics
- template<typename T>
- void InterlockedAdd(T dest, T value, T& originalValue);
- template<typename T>
- void InterlockedAdd(T dest, T value);
- template<typename T>
- void InterlockedMin(T dest, T value, T& originalValue);
- template<typename T>
- void InterlockedMin(T dest, T value);
- template<typename T>
- void InterlockedMax(T dest, T value, T& originalValue);
- template<typename T>
- void InterlockedMax(T dest, T value);
- template<typename T>
- void InterlockedExchange(T dest, T value, T& originalValue);
- template<typename T>
- void InterlockedCompareExchange(T dest, T compareValue, T value, T& originalValue);
- template<typename T>
- void InterlockedOr(T dest, T value, T& originalValue);
- template<typename T>
- void InterlockedOr(T dest, T value);
- // Wave ops
- template<typename T>
- T WaveActiveMin(T value);
- template<typename T>
- T WaveActiveMax(T value);
- bool WaveIsFirstLane();
- unsigned WaveActiveCountBits(bool bit);
- unsigned WaveGetLaneCount();
- // Other
- void GroupMemoryBarrierWithGroupSync();
- template<typename T>
- void DispatchMesh(U32 groupSizeX, U32 groupSizeY, U32 groupSizeZ, T payload);
- void SetMeshOutputCounts(U32 vertexCount, U32 primitiveCount);
- UVec2 DispatchRaysIndex();
- UVec2 DispatchRaysDimensions();
- // Workgraphs
- template<typename T>
- struct DispatchNodeInputRecord
- {
- T Get() const
- {
- T t;
- return t;
- }
- };
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