VR4Medical/ICI/Library/PackageCache/com.unity.render-pipelines.core@90203779d2fe/ShaderLibrary/TextureXR.hlsl
2025-07-29 13:45:50 +03:00

232 lines
16 KiB
HLSL

#ifndef UNITY_TEXTUREXR_INCLUDED
#define UNITY_TEXTUREXR_INCLUDED
// single-pass instancing is the default VR method for SRPs
// multi-pass is working but not recommended due to lower performance
// single-pass multi-view is not yet supported
// single-pass doule-wide is deprecated
// Must be in sync with C# with property useTexArray in TextureXR.cs
#if (defined(SHADER_API_D3D11) && !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_GAMECORE)) || defined(SHADER_API_PSSL) || defined(SHADER_API_VULKAN) || defined(SHADER_API_METAL)
#define UNITY_TEXTURE2D_X_ARRAY_SUPPORTED
#endif
// Validate supported platforms
#if defined(STEREO_INSTANCING_ON) && !defined(UNITY_TEXTURE2D_X_ARRAY_SUPPORTED)
#error Single-pass instancing is not supported on this platform (see UNITY_TEXTURE2D_X_ARRAY_SUPPORTED).
#endif
#if defined(UNITY_SINGLE_PASS_STEREO)
#error Single-pass (double-wide) is not compatible with TextureXR.hlsl.
#endif
// Control if TEXTURE2D_X macros will expand to texture arrays
#if defined(UNITY_TEXTURE2D_X_ARRAY_SUPPORTED) && !defined(DISABLE_TEXTURE2D_X_ARRAY)
#define USE_TEXTURE2D_X_AS_ARRAY
#endif
// Early defines for single-pass instancing
#if defined(STEREO_INSTANCING_ON) && defined(UNITY_TEXTURE2D_X_ARRAY_SUPPORTED)
#define UNITY_STEREO_INSTANCING_ENABLED
#endif
// Workaround for lack of multi compile in compute/ray shaders
#if defined(UNITY_TEXTURE2D_X_ARRAY_SUPPORTED) && (defined(SHADER_STAGE_COMPUTE) || defined(SHADER_STAGE_RAY_TRACING))
#define UNITY_STEREO_INSTANCING_ENABLED
#endif
// Define to override default rendering matrices
#if defined(UNITY_STEREO_INSTANCING_ENABLED)
#define USING_STEREO_MATRICES
#endif
// Helper macros to handle XR single-pass with Texture2DArray
// With single-pass instancing, unity_StereoEyeIndex is used to select the eye in the current context.
// Otherwise, the index is statically set to 0
#if defined(USE_TEXTURE2D_X_AS_ARRAY)
// Only single-pass stereo instancing used array indexing
#if defined(UNITY_STEREO_INSTANCING_ENABLED)
#define SLICE_ARRAY_INDEX unity_StereoEyeIndex
#else
#define SLICE_ARRAY_INDEX 0
#endif
#define COORD_TEXTURE2D_X(pixelCoord) uint3(pixelCoord, SLICE_ARRAY_INDEX)
#define INDEX_TEXTURE2D_ARRAY_X(slot) ((slot) * _XRViewCount + SLICE_ARRAY_INDEX)
#define TEXTURE2D_X TEXTURE2D_ARRAY
#define TEXTURE2D_X_PARAM TEXTURE2D_ARRAY_PARAM
#define TEXTURE2D_X_ARGS TEXTURE2D_ARRAY_ARGS
#define TEXTURE2D_X_HALF TEXTURE2D_ARRAY_HALF
#define TEXTURE2D_X_FLOAT TEXTURE2D_ARRAY_FLOAT
#define TEXTURE2D_X_UINT(textureName) Texture2DArray<uint> textureName
#define TEXTURE2D_X_UINT2(textureName) Texture2DArray<uint2> textureName
#define TEXTURE2D_X_UINT4(textureName) Texture2DArray<uint4> textureName
//Using explicit sample count of 1 to force DXC to actually reflect the texture as MS. The actual count appears to be irrelevant and any 2D MS texture array should bind to it
#define TEXTURE2D_X_MSAA(type, textureName) Texture2DMSArray<type, 1> textureName
#define RW_TEXTURE2D_X(type, textureName) RW_TEXTURE2D_ARRAY(type, textureName)
#define TYPED_TEXTURE2D_X(type, textureName) TYPED_TEXTURE2D_ARRAY(type, textureName)
#define LOAD_TEXTURE2D_X(textureName, unCoord2) LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, SLICE_ARRAY_INDEX)
#define LOAD_TEXTURE2D_X_MSAA(textureName, unCoord2, sampleIndex) LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, SLICE_ARRAY_INDEX, sampleIndex)
#define LOAD_TEXTURE2D_X_LOD(textureName, unCoord2, lod) LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, SLICE_ARRAY_INDEX, lod)
#define SAMPLE_TEXTURE2D_X(textureName, samplerName, coord2) SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, SLICE_ARRAY_INDEX)
#define SAMPLE_TEXTURE2D_X_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, SLICE_ARRAY_INDEX, lod)
#define GATHER_TEXTURE2D_X(textureName, samplerName, coord2) GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, SLICE_ARRAY_INDEX)
#define GATHER_RED_TEXTURE2D_X(textureName, samplerName, coord2) GATHER_RED_TEXTURE2D(textureName, samplerName, float3(coord2, SLICE_ARRAY_INDEX))
#define GATHER_GREEN_TEXTURE2D_X(textureName, samplerName, coord2) GATHER_GREEN_TEXTURE2D(textureName, samplerName, float3(coord2, SLICE_ARRAY_INDEX))
#define GATHER_BLUE_TEXTURE2D_X(textureName, samplerName, coord2) GATHER_BLUE_TEXTURE2D(textureName, samplerName, float3(coord2, SLICE_ARRAY_INDEX))
#define GATHER_ALPHA_TEXTURE2D_X(textureName, samplerName, coord2) GATHER_ALPHA_TEXTURE2D(textureName, samplerName, float3(coord2, SLICE_ARRAY_INDEX))
#else
#define SLICE_ARRAY_INDEX 0
#define COORD_TEXTURE2D_X(pixelCoord) pixelCoord
#define INDEX_TEXTURE2D_ARRAY_X(slot) (slot)
#define TEXTURE2D_X TEXTURE2D
#define TEXTURE2D_X_PARAM TEXTURE2D_PARAM
#define TEXTURE2D_X_ARGS TEXTURE2D_ARGS
#define TEXTURE2D_X_HALF TEXTURE2D_HALF
#define TEXTURE2D_X_FLOAT TEXTURE2D_FLOAT
#define TEXTURE2D_X_UINT(textureName) Texture2D<uint> textureName
#define TEXTURE2D_X_UINT2(textureName) Texture2D<uint2> textureName
#define TEXTURE2D_X_UINT4(textureName) Texture2D<uint4> textureName
//Using explicit sample count of 1 to force DXC to actually reflect the texture as MS. The actual count appears to be irrelevant and any 2D MS texture should bind to it
#define TEXTURE2D_X_MSAA(type, textureName) Texture2DMS<type, 1> textureName
#define RW_TEXTURE2D_X RW_TEXTURE2D
#define TYPED_TEXTURE2D_X TYPED_TEXTURE2D
#define LOAD_TEXTURE2D_X LOAD_TEXTURE2D
#define LOAD_TEXTURE2D_X_MSAA LOAD_TEXTURE2D_MSAA
#define LOAD_TEXTURE2D_X_LOD LOAD_TEXTURE2D_LOD
#define SAMPLE_TEXTURE2D_X SAMPLE_TEXTURE2D
#define SAMPLE_TEXTURE2D_X_LOD SAMPLE_TEXTURE2D_LOD
#define GATHER_TEXTURE2D_X GATHER_TEXTURE2D
#define GATHER_RED_TEXTURE2D_X GATHER_RED_TEXTURE2D
#define GATHER_GREEN_TEXTURE2D_X GATHER_GREEN_TEXTURE2D
#define GATHER_BLUE_TEXTURE2D_X GATHER_BLUE_TEXTURE2D
#define GATHER_ALPHA_TEXTURE2D_X GATHER_ALPHA_TEXTURE2D
#endif //defined(USE_TEXTURE2D_X_AS_ARRAY)
// see Unity\Shaders\Includes\UnityShaderVariables.cginc for impl used by the C++ renderer
#if defined(USING_STEREO_MATRICES) && defined(UNITY_STEREO_INSTANCING_ENABLED)
static uint unity_StereoEyeIndex;
#else
#define unity_StereoEyeIndex 0
#endif
// Helper macro to assign view index during compute/ray pass (usually from SV_DispatchThreadID or DispatchRaysIndex())
#if defined(SHADER_STAGE_COMPUTE) || defined(SHADER_STAGE_RAY_TRACING)
#if defined(UNITY_STEREO_INSTANCING_ENABLED)
#define UNITY_XR_ASSIGN_VIEW_INDEX(viewIndex) unity_StereoEyeIndex = viewIndex;
#else
#define UNITY_XR_ASSIGN_VIEW_INDEX(viewIndex)
#endif
// Backward compatibility
#define UNITY_STEREO_ASSIGN_COMPUTE_EYE_INDEX UNITY_XR_ASSIGN_VIEW_INDEX
#endif
#if defined(SHADER_API_METAL) && defined(UNITY_NEEDS_RENDERPASS_FBFETCH_FALLBACK)
// Special metal fallback (allows branching per input to texture load or proper fbf)
#if defined(USE_TEXTURE2D_X_AS_ARRAY)
#define RENDERPASS_DECLARE_FALLBACK_X(T, idx) \
Texture2DArray<T> _UnityFBInput##idx; float4 _UnityFBInput##idx##_TexelSize; \
inline T ReadFBInput_##idx(bool var, uint2 coord) { \
[branch]if(var) { return hlslcc_fbinput_##idx; } \
else { return _UnityFBInput##idx.Load(uint4(coord, SLICE_ARRAY_INDEX, 0)); } \
}
#define FRAMEBUFFER_INPUT_X_HALF(idx) cbuffer hlslcc_SubpassInput_f_##idx { half4 hlslcc_fbinput_##idx; bool hlslcc_fbfetch_##idx; }; \
RENDERPASS_DECLARE_FALLBACK_X(half4, idx)
#define FRAMEBUFFER_INPUT_X_FLOAT(idx) cbuffer hlslcc_SubpassInput_f_##idx { float4 hlslcc_fbinput_##idx; bool hlslcc_fbfetch_##idx; }; \
RENDERPASS_DECLARE_FALLBACK_X(float4, idx)
#define FRAMEBUFFER_INPUT_X_INT(idx) cbuffer hlslcc_SubpassInput_f_##idx { int4 hlslcc_fbinput_##idx; bool hlslcc_fbfetch_##idx; }; \
RENDERPASS_DECLARE_FALLBACK_X(int4, idx)
#define FRAMEBUFFER_INPUT_X_UINT(idx) cbuffer hlslcc_SubpassInput_f_##idx { uint4 hlslcc_fbinput_##idx; bool hlslcc_fbfetch_##idx; }; \
RENDERPASS_DECLARE_FALLBACK_X(uint4, idx)
#define LOAD_FRAMEBUFFER_INPUT_X(idx, v2fname) ReadFBInput_##idx(hlslcc_fbfetch_##idx, uint2(v2fname.xy))
#define RENDERPASS_DECLARE_FALLBACK_MS_X(T, idx) \
Texture2DMSArray<T> _UnityFBInput##idx; float4 _UnityFBInput##idx##_TexelSize; \
inline T ReadFBInput_##idx(bool var, uint2 coord, uint sampleIdx) { \
[branch]if(var) { return hlslcc_fbinput_##idx[sampleIdx]; } \
else { return _UnityFBInput##idx.Load(uint3(coord, SLICE_ARRAY_INDEX), sampleIdx); } \
}
#define FRAMEBUFFER_INPUT_X_FLOAT_MS(idx) \
cbuffer hlslcc_SubpassInput_F_##idx { float4 hlslcc_fbinput_##idx[8]; bool hlslcc_fbfetch_##idx; }; \
RENDERPASS_DECLARE_FALLBACK_MS_X(float4, idx)
#define FRAMEBUFFER_INPUT_X_HALF_MS(idx) \
cbuffer hlslcc_SubpassInput_H_##idx { half4 hlslcc_fbinput_##idx[8]; bool hlslcc_fbfetch_##idx; }; \
RENDERPASS_DECLARE_FALLBACK_MS_X(half4, idx)
#define FRAMEBUFFER_INPUT_X_INT_MS(idx) \
cbuffer hlslcc_SubpassInput_I_##idx { int4 hlslcc_fbinput_##idx[8]; bool hlslcc_fbfetch_##idx; }; \
RENDERPASS_DECLARE_FALLBACK_MS_X(int4, idx)
#define FRAMEBUFFER_INPUT_X_UINT_MS(idx) \
cbuffer hlslcc_SubpassInput_U_##idx { uint4 hlslcc_fbinput_##idx[8]; bool hlslcc_fbfetch_##idx; }; \
UNITY_RENDERPASS_DECLARE_FALLBACK_MS_X(uint4, idx)
#define LOAD_FRAMEBUFFER_INPUT_X_MS(idx, sampleIdx, v2fname) ReadFBInput_##idx(hlslcc_fbfetch_##idx, uint2(v2fname.xy), sampleIdx)
#else
// X is just 2D texture so just use the existing macros that have all the metal magic for regular 2D textures
#define FRAMEBUFFER_INPUT_X_HALF(idx) FRAMEBUFFER_INPUT_HALF(idx)
#define FRAMEBUFFER_INPUT_X_FLOAT(idx) FRAMEBUFFER_INPUT_FLOAT(idx)
#define FRAMEBUFFER_INPUT_X_INT(idx) FRAMEBUFFER_INPUT_INT(idx)
#define FRAMEBUFFER_INPUT_X_UINT(idx) FRAMEBUFFER_INPUT_UINT(idx)
#define LOAD_FRAMEBUFFER_INPUT_X(idx, v2fname) LOAD_FRAMEBUFFER_INPUT(idx, v2fname)
#define FRAMEBUFFER_INPUT_X_HALF_MS(idx) FRAMEBUFFER_INPUT_HALF_MS(idx)
#define FRAMEBUFFER_INPUT_X_FLOAT_MS(idx) FRAMEBUFFER_INPUT_FLOAT_MS(idx)
#define FRAMEBUFFER_INPUT_X_INT_MS(idx) FRAMEBUFFER_INPUT_INT_MS(idx)
#define FRAMEBUFFER_INPUT_X_UINT_MS(idx) FRAMEBUFFER_INPUT_UINT_MS(idx)
#define LOAD_FRAMEBUFFER_INPUT_X_MS(idx, sampleIdx, v2fvertexname) LOAD_FRAMEBUFFER_INPUT_MS(idx, sampleIdx, v2fvertexname)
#endif //defined(USE_TEXTURE2D_X_AS_ARRAY)
#elif !defined(PLATFORM_SUPPORTS_NATIVE_RENDERPASS)
// Use regular texture loads as a fallback these can be either 2d or array depending on the TEXTURE2D_X (USE_TEXTURE2D_X_AS_ARRAY) macros
#define FRAMEBUFFER_INPUT_X_HALF(idx) TEXTURE2D_X_HALF(_UnityFBInput##idx); float4 _UnityFBInput##idx##_TexelSize
#define FRAMEBUFFER_INPUT_X_FLOAT(idx) TEXTURE2D_X_FLOAT(_UnityFBInput##idx); float4 _UnityFBInput##idx##_TexelSize
#define FRAMEBUFFER_INPUT_X_INT(idx) TEXTURE2D_X_INT(_UnityFBInput##idx); float4 _UnityFBInput##idx##_TexelSize
#define FRAMEBUFFER_INPUT_X_UINT(idx) TEXTURE2D_X_UINT(_UnityFBInput##idx); float4 _UnityFBInput##idx##_TexelSize
#define LOAD_FRAMEBUFFER_INPUT_X(idx, v2fvertexname) LOAD_TEXTURE2D_X(_UnityFBInput##idx,v2fvertexname.xy)
#define FRAMEBUFFER_INPUT_X_FLOAT_MS(idx) TEXTURE2D_X_MSAA(float4, _UnityFBInput##idx); float4 _UnityFBInput##idx##_TexelSize
#define FRAMEBUFFER_INPUT_X_HALF_MS(idx) TEXTURE2D_X_MSAA(float4, _UnityFBInput##idx); float4 _UnityFBInput##idx##_TexelSize
#define FRAMEBUFFER_INPUT_X_INT_MS(idx) TEXTURE2D_X_MSAA(int4, _UnityFBInput##idx); float4 _UnityFBInput##idx##_TexelSize
#define FRAMEBUFFER_INPUT_X_UINT_MS(idx) TEXTURE2D_X_MSAA(uint4, _UnityFBInput##idx); float4 _UnityFBInput##idx##_TexelSize
#define LOAD_FRAMEBUFFER_INPUT_X_MS(idx, sampleIdx, v2fvertexname) LOAD_TEXTURE2D_X_MSAA(_UnityFBInput##idx, v2fvertexname.xy, sampleIdx)
#else
// Proper fbf, it will automatically ensure the correct eye is fb-fetched so we do not care if USE_TEXTURE2D_X_AS_ARRAY is enabled or not
#define FRAMEBUFFER_INPUT_X_HALF(idx) FRAMEBUFFER_INPUT_HALF(idx)
#define FRAMEBUFFER_INPUT_X_FLOAT(idx) FRAMEBUFFER_INPUT_FLOAT(idx)
#define FRAMEBUFFER_INPUT_X_INT(idx) FRAMEBUFFER_INPUT_INT(idx)
#define FRAMEBUFFER_INPUT_X_UINT(idx) FRAMEBUFFER_INPUT_UINT(idx)
#define LOAD_FRAMEBUFFER_INPUT_X(idx, v2fname) LOAD_FRAMEBUFFER_INPUT(idx, v2fname)
#define FRAMEBUFFER_INPUT_X_HALF_MS(idx) FRAMEBUFFER_INPUT_HALF_MS(idx)
#define FRAMEBUFFER_INPUT_X_FLOAT_MS(idx) FRAMEBUFFER_INPUT_FLOAT_MS(idx)
#define FRAMEBUFFER_INPUT_X_INT_MS(idx) FRAMEBUFFER_INPUT_INT_MS(idx)
#define FRAMEBUFFER_INPUT_X_UINT_MS(idx) FRAMEBUFFER_INPUT_UINT_MS(idx)
#define LOAD_FRAMEBUFFER_INPUT_X_MS(idx, sampleIdx, v2fvertexname) LOAD_FRAMEBUFFER_INPUT_MS(idx, sampleIdx, v2fname)
#endif //!defined(PLATFORM_SUPPORTS_NATIVE_RENDERPASS)
#endif // UNITY_TEXTUREXR_INCLUDED