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| 1 | +// shader.slang |
| 2 | + |
| 3 | +// This module is part of the `reflection-parameter-blocks` |
| 4 | +// example program. |
| 5 | +// |
| 6 | +// This module is split out from the files that define |
| 7 | +// individual programs, so that we can share some type |
| 8 | +// definitions and utility functions between all of |
| 9 | +// the programs and keep them focused on just defining |
| 10 | +// the shader entry points. |
| 11 | + |
| 12 | +struct Mesh |
| 13 | +{ |
| 14 | + float4x4 modelToWorld; |
| 15 | + float4x4 modelToWorld_inverseTranspose; |
| 16 | +} |
| 17 | + |
| 18 | +struct Material |
| 19 | +{ |
| 20 | + Texture2D albedoMap; |
| 21 | + Texture2D glossMap; |
| 22 | + Texture2D normalMap; |
| 23 | + SamplerState sampler; |
| 24 | +} |
| 25 | + |
| 26 | +interface ILight |
| 27 | +{ |
| 28 | +} |
| 29 | + |
| 30 | +struct DirectionalLight : ILight |
| 31 | +{ |
| 32 | + float3 dir; |
| 33 | + float3 intensity; |
| 34 | +} |
| 35 | + |
| 36 | +struct ShadowedLight<L : ILight> : ILight |
| 37 | +{ |
| 38 | + L light; |
| 39 | + Texture2D shadowMap; |
| 40 | + SamplerComparisonState shadowSampler; |
| 41 | + float4x4 worldToShadow; |
| 42 | +} |
| 43 | + |
| 44 | +struct EnvironmentMap |
| 45 | +{ |
| 46 | + TextureCube texture; |
| 47 | + SamplerState sampler; |
| 48 | +} |
| 49 | + |
| 50 | +struct Environment |
| 51 | +{ |
| 52 | + ShadowedLight<DirectionalLight> sunLight; |
| 53 | + EnvironmentMap envMap; |
| 54 | + RWStructuredBuffer<float4> output; |
| 55 | +} |
| 56 | + |
| 57 | +struct View |
| 58 | +{ |
| 59 | + float4x4 worldToView; |
| 60 | + float4x4 viewToProj; |
| 61 | +} |
| 62 | + |
| 63 | +// While the Slang compilation library will *reflect* all of |
| 64 | +// the shader parameters that a program declares, |
| 65 | +// back-ends (such as the SPIR-V code generator) will often |
| 66 | +// strip out parameters that are not used as part of the |
| 67 | +// computation that a shader performs. |
| 68 | +// |
| 69 | +// When shader parameters are stripped from the output |
| 70 | +// binary code, the runtime system for a particular API |
| 71 | +// (e.g., the Vulkan validation layer) cannot check |
| 72 | +// whether a program is correctly handling the binding |
| 73 | +// of those parameters. |
| 74 | +// |
| 75 | +// Our example entry points will thus make use of some |
| 76 | +// utility routines that serve the purpose of allowing |
| 77 | +// us to ensure that specific parameters are seen as |
| 78 | +// "used" during code generation. |
| 79 | + |
| 80 | +void use(inout float4 r, float4 v) { r += v; } |
| 81 | +void use(inout float4 r, float3 v) { r.xyz += v; } |
| 82 | + |
| 83 | +void use(inout float4 r, Texture2D t, SamplerState s) |
| 84 | +{ |
| 85 | + use(r, t.SampleLevel(s, r.xy, 0)); |
| 86 | +} |
| 87 | + |
| 88 | +void use(inout float4 r, RWStructuredBuffer<float4> b) |
| 89 | +{ |
| 90 | + use(r, b[int(r.x)]); |
| 91 | + b[int(r.x)] = r; |
| 92 | +} |
| 93 | + |
| 94 | +void use(inout float4 r, Environment e) |
| 95 | +{ |
| 96 | + use(r, e.sunLight.light.dir); |
| 97 | + use(r, e.output); |
| 98 | +} |
| 99 | + |
| 100 | +void use(inout float4 r, View v) |
| 101 | +{ |
| 102 | + use(r, v.worldToView[0]); |
| 103 | +} |
| 104 | + |
| 105 | +void use(inout float4 r, Material m) |
| 106 | +{ |
| 107 | + use(r, m.normalMap, m.sampler); |
| 108 | +} |
| 109 | + |
| 110 | +void use(inout float4 r, Mesh m) |
| 111 | +{ |
| 112 | + use(r, m.modelToWorld[0]); |
| 113 | +} |
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