mirror of
https://github.com/bkaradzic/bgfx.git
synced 2026-02-17 20:52:36 +01:00
Added textureSize and mtxFromRows/Cols.
This commit is contained in:
@@ -242,6 +242,13 @@ vec4 bgfxTexelFetch(BgfxSampler2D _sampler, ivec2 _coord, int _lod)
|
||||
return _sampler.m_texture.Load(ivec3(_coord, _lod) );
|
||||
}
|
||||
|
||||
vec2 bgfxTextureSize(BgfxSampler2D _sampler, int _lod)
|
||||
{
|
||||
vec2 result;
|
||||
_sampler.m_texture.GetDimensions(result.x, result.y);
|
||||
return result;
|
||||
}
|
||||
|
||||
ivec4 bgfxTexelFetch(BgfxISampler2D _sampler, ivec2 _coord, int _lod)
|
||||
{
|
||||
return _sampler.m_texture.Load(ivec3(_coord, _lod) );
|
||||
@@ -262,6 +269,13 @@ vec4 bgfxTexelFetch(BgfxSampler3D _sampler, ivec3 _coord, int _lod)
|
||||
return _sampler.m_texture.Load(ivec4(_coord, _lod) );
|
||||
}
|
||||
|
||||
vec3 bgfxTextureSize(BgfxSampler3D _sampler, int _lod)
|
||||
{
|
||||
vec3 result;
|
||||
_sampler.m_texture.GetDimensions(result.x, result.y, result.z);
|
||||
return result;
|
||||
}
|
||||
|
||||
# define SAMPLER2D(_name, _reg) \
|
||||
uniform SamplerState _name ## Sampler : REGISTER(s, _reg); \
|
||||
uniform Texture2D _name ## Texture : REGISTER(t, _reg); \
|
||||
@@ -322,6 +336,7 @@ vec4 bgfxTexelFetch(BgfxSampler3D _sampler, ivec3 _coord, int _lod)
|
||||
# define textureCubeLod(_sampler, _coord, _level) bgfxTextureCubeLod(_sampler, _coord, _level)
|
||||
|
||||
# define texelFetch(_sampler, _coord, _lod) bgfxTexelFetch(_sampler, _coord, _lod)
|
||||
# define textureSize(_sampler, _lod) bgfxTextureSize(_sampler, _lod)
|
||||
# else
|
||||
|
||||
# define sampler2DShadow sampler2D
|
||||
@@ -477,6 +492,24 @@ uvec3 uvec3_splat(uint _x) { return uvec3(_x, _x, _x); }
|
||||
uvec4 uvec4_splat(uint _x) { return uvec4(_x, _x, _x, _x); }
|
||||
#endif // BGFX_SHADER_LANGUAGE_GLSL >= 130 || BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_SPIRV
|
||||
|
||||
mat4 mtxFromRows(vec4 _0, vec4 _1, vec4 _2, vec4 _3)
|
||||
{
|
||||
#if BGFX_SHADER_LANGUAGE_GLSL
|
||||
return transpose(mat4(_0, _1, _2, _3) );
|
||||
#else
|
||||
return mat4(_0, _1, _2, _3);
|
||||
#endif // BGFX_SHADER_LANGUAGE_GLSL
|
||||
}
|
||||
|
||||
mat4 mtxFromCols(vec4 _0, vec4 _1, vec4 _2, vec4 _3)
|
||||
{
|
||||
#if BGFX_SHADER_LANGUAGE_GLSL
|
||||
return mat4(_0, _1, _2, _3);
|
||||
#else
|
||||
return transpose(mat4(_0, _1, _2, _3) );
|
||||
#endif // BGFX_SHADER_LANGUAGE_GLSL
|
||||
}
|
||||
|
||||
uniform vec4 u_viewRect;
|
||||
uniform vec4 u_viewTexel;
|
||||
uniform mat4 u_view;
|
||||
|
||||
Reference in New Issue
Block a user