Intellisense.hlsl 5.0 KB

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  1. // Copyright (C) 2009-present, Panagiotis Christopoulos Charitos and contributors.
  2. // All rights reserved.
  3. // Code licensed under the BSD License.
  4. // http://www.anki3d.org/LICENSE
  5. #pragma once
  6. #define groupshared
  7. #define globallycoherent
  8. #define nointerpolation
  9. #define SV_DISPATCHTHREADID // gl_GlobalInvocationID
  10. #define SV_GROUPINDEX // gl_LocalInvocationIndex
  11. #define SV_GROUPID // gl_WorkGroupID
  12. #define SV_GROUPTHREADID // gl_LocalInvocationID
  13. #define SV_CULLPRIMITIVE
  14. #define SV_VERTEXID
  15. #define SV_POSITION
  16. #define SV_INSTANCEID
  17. #define numthreads(x, y, z) [nodiscard]
  18. #define outputtopology(x) [nodiscard]
  19. #define unroll [nodiscard]
  20. #define loop [nodiscard]
  21. #define branch [nodiscard]
  22. #define out
  23. #define in
  24. #define inout
  25. #define discard return
  26. #define Shader(x)
  27. #define ANKI_BEGIN_NAMESPACE
  28. #define ANKI_END_NAMESPACE
  29. #define ANKI_HLSL 1
  30. #define ANKI_AMPLIFICATION_SHADER 1
  31. #define ANKI_VERTEX_SHADER 1
  32. #define ANKI_PIXEL_SHADER 1
  33. #define ANKI_MESH_SHADER 1
  34. #define ANKI_COMPUTE_SHADER 1
  35. #define ANKI_MISS_SHADER 1
  36. #define ANKI_CLOSEST_HIT_SHADER 1
  37. #define ANKI_RAY_GEN_SHADER 1
  38. #define ANKI_ANY_HIT_SHADER 1
  39. using I8 = int;
  40. using I16 = int;
  41. using I32 = int;
  42. using U8 = unsigned int;
  43. using U16 = unsigned int;
  44. using U32 = unsigned int;
  45. using F16 = float;
  46. using F32 = float;
  47. using Bool = bool;
  48. template<typename T, unsigned kC>
  49. struct vector
  50. {
  51. };
  52. struct UVec2
  53. {
  54. U32 x;
  55. U32 y;
  56. };
  57. struct UVec3
  58. {
  59. U32 x;
  60. U32 y;
  61. U32 z;
  62. };
  63. struct UVec4
  64. {
  65. U32 x;
  66. U32 y;
  67. U32 z;
  68. U32 w;
  69. };
  70. struct IVec2
  71. {
  72. I32 x;
  73. I32 y;
  74. };
  75. struct IVec3
  76. {
  77. I32 x;
  78. I32 y;
  79. I32 z;
  80. };
  81. struct IVec4
  82. {
  83. I32 x;
  84. I32 y;
  85. I32 z;
  86. I32 w;
  87. };
  88. struct Vec2
  89. {
  90. F32 x;
  91. F32 y;
  92. };
  93. struct Vec3
  94. {
  95. F32 x;
  96. F32 y;
  97. F32 z;
  98. };
  99. struct Vec4
  100. {
  101. F32 x;
  102. F32 y;
  103. F32 z;
  104. F32 w;
  105. };
  106. using HVec2 = Vec2;
  107. using HVec3 = Vec3;
  108. using HVec4 = Vec4;
  109. struct Mat4
  110. {
  111. F32 arr[16];
  112. };
  113. struct SamplerState
  114. {
  115. };
  116. struct SamplerComparisonState
  117. {
  118. };
  119. template<typename T>
  120. struct Texture2D
  121. {
  122. void GetDimensions(U32& width, U32& height);
  123. void GetDimensions(F32& width, F32& height);
  124. void GetDimensions(U32 mipLevel, F32& width, F32& height, F32& mipCount);
  125. T SampleLevel(SamplerState sampler, Vec2 uvs, F32 lod, IVec2 offset = {});
  126. F32 GatherRed(SamplerState sampler, Vec2 uv);
  127. F32 GatherGreen(SamplerState sampler, Vec2 uv);
  128. F32 GatherBlue(SamplerState sampler, Vec2 uv);
  129. F32 GatherAlpha(SamplerState sampler, Vec2 uv);
  130. T& operator[](UVec2 coords);
  131. };
  132. template<typename T>
  133. using RWTexture2D = Texture2D<T>;
  134. template<typename T>
  135. using Texture3D = Texture2D<T>;
  136. template<typename T>
  137. using RWTexture3D = Texture2D<T>;
  138. template<typename T>
  139. struct TextureCube
  140. {
  141. };
  142. template<typename T>
  143. struct StructuredBuffer
  144. {
  145. T& operator[](U32 index);
  146. void GetDimensions(U32& length, U32& stride);
  147. };
  148. template<typename T>
  149. struct Buffer
  150. {
  151. T& operator[](U32 index);
  152. };
  153. template<typename T>
  154. using RWStructuredBuffer = StructuredBuffer<T>;
  155. template<typename T>
  156. struct ConstantBuffer : public T
  157. {
  158. };
  159. struct ByteAddressBuffer
  160. {
  161. template<typename T>
  162. T& Load(U32 offset);
  163. };
  164. struct RWByteAddressBuffer
  165. {
  166. template<typename T>
  167. T& Load(U32 offset);
  168. template<typename T>
  169. void Store(U32 offset, T x);
  170. };
  171. struct RaytracingAccelerationStructure
  172. {
  173. };
  174. // Basic functions
  175. template<typename T>
  176. T min(T a, T b);
  177. template<typename T>
  178. T max(T a, T b);
  179. template<typename T>
  180. T saturate(T a);
  181. template<typename T>
  182. float dot(T a, T b);
  183. template<typename T>
  184. T cross(T a, T b);
  185. template<typename T>
  186. T ddx(T a);
  187. template<typename T>
  188. T ddy(T a);
  189. U32 asuint(float f);
  190. F32 asfloat(U32 u);
  191. I32 asint(float u);
  192. U32 NonUniformResourceIndex(U32 x);
  193. template<typename T>
  194. T rsqrt(T x);
  195. template<typename T>
  196. T round(T x);
  197. template<typename T>
  198. T ceil(T x);
  199. template<typename T>
  200. T floor(T x);
  201. template<typename T>
  202. T frac(T x);
  203. template<typename T>
  204. T lerp(T x, T y, float t);
  205. // Atomics
  206. template<typename T>
  207. void InterlockedAdd(T dest, T value, T& originalValue);
  208. template<typename T>
  209. void InterlockedAdd(T dest, T value);
  210. template<typename T>
  211. void InterlockedMin(T dest, T value, T& originalValue);
  212. template<typename T>
  213. void InterlockedMin(T dest, T value);
  214. template<typename T>
  215. void InterlockedMax(T dest, T value, T& originalValue);
  216. template<typename T>
  217. void InterlockedMax(T dest, T value);
  218. template<typename T>
  219. void InterlockedExchange(T dest, T value, T& originalValue);
  220. template<typename T>
  221. void InterlockedCompareExchange(T dest, T compareValue, T value, T& originalValue);
  222. template<typename T>
  223. void InterlockedOr(T dest, T value, T& originalValue);
  224. template<typename T>
  225. void InterlockedOr(T dest, T value);
  226. // Wave ops
  227. template<typename T>
  228. T WaveActiveMin(T value);
  229. template<typename T>
  230. T WaveActiveMax(T value);
  231. bool WaveIsFirstLane();
  232. unsigned WaveActiveCountBits(bool bit);
  233. unsigned WaveGetLaneCount();
  234. // Other
  235. void GroupMemoryBarrierWithGroupSync();
  236. template<typename T>
  237. void DispatchMesh(U32 groupSizeX, U32 groupSizeY, U32 groupSizeZ, T payload);
  238. void SetMeshOutputCounts(U32 vertexCount, U32 primitiveCount);
  239. UVec2 DispatchRaysIndex();
  240. UVec2 DispatchRaysDimensions();
  241. // Workgraphs
  242. template<typename T>
  243. struct DispatchNodeInputRecord
  244. {
  245. T Get() const
  246. {
  247. T t;
  248. return t;
  249. }
  250. };