Files
test2/source/blender/gpu/shaders/common/gpu_shader_utildefines_lib.glsl
Clément Foucault 091004f1b8 GPU: GLSL compilation as C++ for gpu static shaders
Allow compilation of shaders using C++ for linting and
IDE support.

Related #127983

Pull Request: https://projects.blender.org/blender/blender/pulls/128724
2024-11-12 18:53:34 +01:00

165 lines
5.0 KiB
GLSL

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
#include "gpu_glsl_cpp_stubs.hh"
/* WORKAROUND: to guard against double include in EEVEE. */
#ifndef GPU_SHADER_UTILDEFINES_GLSL
# define GPU_SHADER_UTILDEFINES_GLSL
# ifndef FLT_MAX
# define FLT_MAX uintBitsToFloat(0x7F7FFFFFu)
# define FLT_MIN uintBitsToFloat(0x00800000u)
# define FLT_EPSILON 1.192092896e-07F
# define SHRT_MAX 0x00007FFF
# define INT_MAX 0x7FFFFFFF
# define USHRT_MAX 0x0000FFFFu
# define UINT_MAX 0xFFFFFFFFu
# endif
# define NAN_FLT uintBitsToFloat(0x7FC00000u)
# define FLT_11_MAX uintBitsToFloat(0x477E0000)
# define FLT_10_MAX uintBitsToFloat(0x477C0000)
# define FLT_11_11_10_MAX vec3(FLT_11_MAX, FLT_11_MAX, FLT_10_MAX)
# define UNPACK2(a) (a)[0], (a)[1]
# define UNPACK3(a) (a)[0], (a)[1], (a)[2]
# define UNPACK4(a) (a)[0], (a)[1], (a)[2], (a)[3]
/**
* Clamp input into [0..1] range.
*/
# define saturate(a) clamp(a, 0.0, 1.0)
# define isfinite(a) (!isinf(a) && !isnan(a))
/* clang-format off */
#define in_range_inclusive(val, min_v, max_v) (all(greaterThanEqual(val, min_v)) && all(lessThanEqual(val, max_v)))
#define in_range_exclusive(val, min_v, max_v) (all(greaterThan(val, min_v)) && all(lessThan(val, max_v)))
#define in_texture_range(texel, tex) (all(greaterThanEqual(texel, ivec2(0))) && all(lessThan(texel, textureSize(tex, 0).xy)))
#define in_image_range(texel, tex) (all(greaterThanEqual(texel, ivec2(0))) && all(lessThan(texel, imageSize(tex).xy)))
#define weighted_sum(val0, val1, val2, val3, weights) ((val0 * weights[0] + val1 * weights[1] + val2 * weights[2] + val3 * weights[3]) * safe_rcp(weights[0] + weights[1] + weights[2] + weights[3]))
#define weighted_sum_array(val, weights) ((val[0] * weights[0] + val[1] * weights[1] + val[2] * weights[2] + val[3] * weights[3]) * safe_rcp(weights[0] + weights[1] + weights[2] + weights[3]))
/* clang-format on */
bool flag_test(uint flag, uint val)
{
return (flag & val) != 0u;
}
bool flag_test(int flag, uint val)
{
return flag_test(uint(flag), val);
}
bool flag_test(int flag, int val)
{
return (flag & val) != 0;
}
void set_flag_from_test(inout uint value, bool test, uint flag)
{
if (test) {
value |= flag;
}
else {
value &= ~flag;
}
}
void set_flag_from_test(inout int value, bool test, int flag)
{
if (test) {
value |= flag;
}
else {
value &= ~flag;
}
}
/* Keep define to match C++ implementation. */
# define SET_FLAG_FROM_TEST(value, test, flag) set_flag_from_test(value, test, flag)
/**
* Return true if the bit inside bitmask at bit_index is set high.
* Assume the lower bits are inside first component of bitmask,
*/
bool bitmask64_test(uvec2 bitmask, uint bit_index)
{
uint bitmask32 = (bit_index >= 32u) ? bitmask.y : bitmask.x;
return flag_test(bitmask32, 1u << (bit_index & 0x1Fu));
}
/**
* Pack two 16-bit uint into one 32-bit uint.
*/
uint packUvec2x16(uvec2 a)
{
a = (a & 0xFFFFu) << uvec2(0u, 16u);
return a.x | a.y;
}
uvec2 unpackUvec2x16(uint a)
{
return (uvec2(a) >> uvec2(0u, 16u)) & uvec2(0xFFFFu);
}
/**
* Pack four 8-bit uint into one 32-bit uint.
*/
uint packUvec4x8(uvec4 a)
{
a = (a & 0xFFu) << uvec4(0u, 8u, 16u, 24u);
return a.x | a.y | a.z | a.w;
}
uvec4 unpackUvec4x8(uint a)
{
return (uvec4(a) >> uvec4(0u, 8u, 16u, 24u)) & uvec4(0xFFu);
}
/**
* Convert from float representation to ordered int allowing min/max atomic operation.
* Based on: https://stackoverflow.com/a/31010352
*/
int floatBitsToOrderedInt(float value)
{
/* Floats can be sorted using their bits interpreted as integers for positive values.
* Negative values do not follow int's two's complement ordering which is reversed.
* So we have to XOR all bits except the sign bits in order to reverse the ordering.
* Note that this is highly hardware dependent, but there seems to be no case of GPU where the
* ints ares not two's complement. */
int int_value = floatBitsToInt(value);
return (int_value < 0) ? (int_value ^ 0x7FFFFFFF) : int_value;
}
float orderedIntBitsToFloat(int int_value)
{
return intBitsToFloat((int_value < 0) ? (int_value ^ 0x7FFFFFFF) : int_value);
}
/**
* Ray offset to avoid self intersection.
*
* This can be used to compute a modified ray start position for rays leaving from a surface.
* From:
* "A Fast and Robust Method for Avoiding Self-Intersection"
* Ray Tracing Gems, chapter 6.
*/
vec3 offset_ray(vec3 P, vec3 Ng)
{
const float origin = 1.0 / 32.0;
const float float_scale = 1.0 / 65536.0;
const float int_scale = 256.0;
ivec3 of_i = ivec3(int_scale * Ng);
of_i = ivec3((P.x < 0.0) ? -of_i.x : of_i.x,
(P.y < 0.0) ? -of_i.y : of_i.y,
(P.z < 0.0) ? -of_i.z : of_i.z);
vec3 P_i = intBitsToFloat(floatBitsToInt(P) + of_i);
vec3 uf = P + float_scale * Ng;
return vec3((abs(P.x) < origin) ? uf.x : P_i.x,
(abs(P.y) < origin) ? uf.y : P_i.y,
(abs(P.z) < origin) ? uf.z : P_i.z);
}
#endif /* GPU_SHADER_UTILDEFINES_GLSL */