mirror of
https://github.com/Ed94/raddebugger.git
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522 lines
14 KiB
Plaintext
522 lines
14 KiB
Plaintext
// Copyright (c) 2024 Epic Games Tools
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// Licensed under the MIT license (https://opensource.org/license/mit/)
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////////////////////////////////
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//~ rjf: Pipeline Tables
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@table(name, source, ilay_table)
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R_D3D11_VShadTable:
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{
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{Rect r_d3d11_g_rect_shader_src r_d3d11_g_rect_ilay_elements }
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{Blur r_d3d11_g_blur_shader_src 0 }
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{Mesh r_d3d11_g_mesh_shader_src r_d3d11_g_mesh_ilay_elements }
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{Geo3DComposite r_d3d11_g_geo3dcomposite_shader_src 0 }
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{Finalize r_d3d11_g_finalize_shader_src 0 }
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}
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@table(name, source)
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R_D3D11_PShadTable:
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{
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{Rect r_d3d11_g_rect_shader_src }
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{Blur r_d3d11_g_blur_shader_src }
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{Mesh r_d3d11_g_mesh_shader_src }
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{Geo3DComposite r_d3d11_g_geo3dcomposite_shader_src }
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{Finalize r_d3d11_g_finalize_shader_src }
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}
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@table(name)
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R_D3D11_UniformTypeTable:
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{
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{Rect}
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{Blur}
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{Mesh}
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}
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////////////////////////////////
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//~ rjf: UI Rectangle Shaders
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@embed_string r_d3d11_g_rect_shader_src:
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"""
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cbuffer Globals : register(b0)
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{
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float2 viewport_size_px;
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float opacity;
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row_major float4x4 texture_sample_channel_map;
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float2 texture_t2d_size_px;
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row_major float3x3 xform;
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float2 xform_scale;
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}
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struct CPU2Vertex
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{
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float4 dst_rect_px : POS;
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float4 src_rect_px : TEX;
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float4 color00 : COL0;
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float4 color01 : COL1;
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float4 color10 : COL2;
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float4 color11 : COL3;
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float4 corner_radii_px : CRAD;
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float4 style_params : STY; // x: border_thickness_px, y: softness_px, z: omit_texture, w: unused
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uint vertex_id : SV_VertexID;
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};
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struct Vertex2Pixel
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{
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float4 position : SV_POSITION;
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nointerpolation float2 rect_half_size_px : PSIZE;
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float2 texcoord_pct : TEX;
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float2 sdf_sample_pos : SDF;
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float4 tint : TINT;
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float corner_radius_px : CRAD;
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nointerpolation float border_thickness_px : BTHC;
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nointerpolation float softness_px : SFT;
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nointerpolation float omit_texture : OTX;
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};
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Texture2D main_t2d : register(t0);
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SamplerState main_sampler : register(s0);
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float rect_sdf(float2 sample_pos, float2 rect_half_size, float r)
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{
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return length(max(abs(sample_pos) - rect_half_size + r, 0.0)) - r;
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}
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//- rjf: vertex shader
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Vertex2Pixel
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vs_main(CPU2Vertex cpu2vertex)
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{
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//- rjf: unpack & xform rectangle src/dst vertices
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float2 dst_p0_px = cpu2vertex.dst_rect_px.xy;
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float2 dst_p1_px = cpu2vertex.dst_rect_px.zw;
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float2 src_p0_px = cpu2vertex.src_rect_px.xy;
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float2 src_p1_px = cpu2vertex.src_rect_px.zw;
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float2 dst_size_px = abs(dst_p1_px - dst_p0_px);
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//- rjf: unpack style params
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float border_thickness_px = cpu2vertex.style_params.x;
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float softness_px = cpu2vertex.style_params.y;
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float omit_texture = cpu2vertex.style_params.z;
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//- rjf: prep per-vertex arrays to sample from (p: position, t: texcoord, c: colorcoord, r: cornerradius)
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float2 dst_p_verts_px[] =
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{
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float2(dst_p0_px.x, viewport_size_px.y - dst_p1_px.y),
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float2(dst_p0_px.x, viewport_size_px.y - dst_p0_px.y),
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float2(dst_p1_px.x, viewport_size_px.y - dst_p1_px.y),
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float2(dst_p1_px.x, viewport_size_px.y - dst_p0_px.y),
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};
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float2 src_p_verts_px[] =
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{
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float2(src_p0_px.x, src_p1_px.y),
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float2(src_p0_px.x, src_p0_px.y),
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float2(src_p1_px.x, src_p1_px.y),
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float2(src_p1_px.x, src_p0_px.y),
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};
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float dst_r_verts_px[] =
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{
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cpu2vertex.corner_radii_px.y,
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cpu2vertex.corner_radii_px.x,
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cpu2vertex.corner_radii_px.w,
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cpu2vertex.corner_radii_px.z,
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};
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float4 src_color[] = {
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cpu2vertex.color01,
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cpu2vertex.color00,
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cpu2vertex.color11,
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cpu2vertex.color10,
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};
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float2 dst_verts_pct = float2(
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(cpu2vertex.vertex_id >> 1) ? 1.f : 0.f,
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(cpu2vertex.vertex_id & 1) ? 0.f : 1.f);
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// rjf: fill vertex -> pixel data
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Vertex2Pixel vertex2pixel;
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{
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vertex2pixel.position.xy = 2.f * mul(xform, float3(dst_p_verts_px[cpu2vertex.vertex_id], 1.f)).xy / viewport_size_px - 1.f;
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vertex2pixel.position.z = 0.f;
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vertex2pixel.position.w = 1.f;
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vertex2pixel.rect_half_size_px = dst_size_px / 2.f * xform_scale;
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vertex2pixel.texcoord_pct = src_p_verts_px[cpu2vertex.vertex_id] / texture_t2d_size_px;
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vertex2pixel.sdf_sample_pos = (2.f * dst_verts_pct - 1.f) * vertex2pixel.rect_half_size_px;
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vertex2pixel.tint = src_color[cpu2vertex.vertex_id];
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vertex2pixel.corner_radius_px = dst_r_verts_px[cpu2vertex.vertex_id];
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vertex2pixel.border_thickness_px = border_thickness_px;
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vertex2pixel.softness_px = softness_px;
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vertex2pixel.omit_texture = omit_texture;
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}
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return vertex2pixel;
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}
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//- rjf: pixel shader
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float4
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ps_main(Vertex2Pixel vertex2pixel) : SV_TARGET
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{
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// rjf: blend corner colors to produce final tint
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float4 tint = vertex2pixel.tint;
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// rjf: sample texture
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float4 albedo_sample = float4(1, 1, 1, 1);
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if(vertex2pixel.omit_texture < 1)
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{
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albedo_sample = mul(main_t2d.Sample(main_sampler, vertex2pixel.texcoord_pct), texture_sample_channel_map);
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}
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// rjf: determine SDF sample position
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float2 sdf_sample_pos = vertex2pixel.sdf_sample_pos;
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// rjf: sample for corners
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float corner_sdf_s = rect_sdf(sdf_sample_pos,
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vertex2pixel.rect_half_size_px - float2(vertex2pixel.softness_px*2.f, vertex2pixel.softness_px*2.f),
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vertex2pixel.corner_radius_px);
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float corner_sdf_t = 1-smoothstep(0, 2*vertex2pixel.softness_px, corner_sdf_s);
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// rjf: sample for borders
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float border_sdf_s = rect_sdf(sdf_sample_pos,
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vertex2pixel.rect_half_size_px - float2(vertex2pixel.softness_px*2.f, vertex2pixel.softness_px*2.f) - vertex2pixel.border_thickness_px,
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max(vertex2pixel.corner_radius_px-vertex2pixel.border_thickness_px, 0));
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float border_sdf_t = smoothstep(0, 2*vertex2pixel.softness_px, border_sdf_s);
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if(vertex2pixel.border_thickness_px == 0)
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{
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border_sdf_t = 1;
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}
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if(border_sdf_t < 0.001f)
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{
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discard;
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}
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// rjf: form+return final color
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float4 final_color = albedo_sample;
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final_color *= tint;
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final_color *= opacity;
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final_color.a *= corner_sdf_t;
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final_color.a *= border_sdf_t;
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return final_color;
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}
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"""
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////////////////////////////////
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//~ rjf: Blur Shaders
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@embed_string r_d3d11_g_blur_shader_src:
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"""
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cbuffer Globals : register(b0)
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{
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float4 rect;
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float2 viewport_size;
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float blur_size;
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float is_vertical;
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float4 corner_radii_px;
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float4 kernel[32];
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}
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struct CPU2Vertex
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{
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uint vertex_id : SV_VertexID;
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};
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struct Vertex2Pixel
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{
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float4 position : SV_POSITION;
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float2 texcoord : TEX;
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float2 cornercoord : CRN;
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float corner_radius : RAD;
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};
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Texture2D stage_t2d : register(t0);
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SamplerState stage_sampler : register(s0);
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float rect_sdf(float2 sample_pos, float2 rect_half_size, float r)
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{
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return length(max(abs(sample_pos) - rect_half_size + r, 0.0)) - r;
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}
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//- rjf: vertex shader
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Vertex2Pixel
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vs_main(CPU2Vertex c2v)
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{
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float4 vertex_positions__scrn[] =
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{
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float4(rect.x, rect.w, 0, 1) * float4(1, -1, 1, 1) + float4(0, viewport_size.y, 0, 0),
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float4(rect.x, rect.y, 0, 1) * float4(1, -1, 1, 1) + float4(0, viewport_size.y, 0, 0),
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float4(rect.z, rect.w, 0, 1) * float4(1, -1, 1, 1) + float4(0, viewport_size.y, 0, 0),
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float4(rect.z, rect.y, 0, 1) * float4(1, -1, 1, 1) + float4(0, viewport_size.y, 0, 0),
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};
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float corner_radii__px[] =
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{
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corner_radii_px.y,
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corner_radii_px.x,
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corner_radii_px.w,
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corner_radii_px.z,
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};
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float2 cornercoords__pct[] =
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{
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float2(0, 1),
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float2(0, 0),
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float2(1, 1),
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float2(1, 0),
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};
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float4 vertex_position__scrn = vertex_positions__scrn[c2v.vertex_id];
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float4 vertex_position__clip = float4(2*vertex_position__scrn.x/viewport_size.x - 1,
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2*vertex_position__scrn.y/viewport_size.y - 1,
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0, 1);
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Vertex2Pixel v2p;
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{
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v2p.position = vertex_position__clip;
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v2p.texcoord = float2(vertex_position__scrn.x/viewport_size.x, 1 - vertex_position__scrn.y/viewport_size.y);
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v2p.cornercoord = cornercoords__pct[c2v.vertex_id];
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v2p.corner_radius = corner_radii__px[c2v.vertex_id];
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}
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return v2p;
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}
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//- rjf: pixel shader
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float4
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ps_main(Vertex2Pixel v2p) : SV_TARGET
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{
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// rjf: blend weighted texture samples into color
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float4 color = stage_t2d.Sample(stage_sampler, v2p.texcoord) * kernel[0].x;
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color.a = kernel[0].x;
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for(float i = 1; i < blur_size; i += 1)
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{
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float weight = ((float[4])kernel[uint(i)/4])[uint(i)%4];
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float4 min_sample = stage_t2d.Sample(stage_sampler, v2p.texcoord - float2(!is_vertical*i/viewport_size.x, is_vertical*i/viewport_size.y));
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float4 max_sample = stage_t2d.Sample(stage_sampler, v2p.texcoord + float2(!is_vertical*i/viewport_size.x, is_vertical*i/viewport_size.y));
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min_sample.a = 1;
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max_sample.a = 1;
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color += min_sample*weight;
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color += max_sample*weight;
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}
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// rjf: determine SDF sample position
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float2 rect_half_size = float2((rect.z-rect.x)/2, (rect.w-rect.y)/2);
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float2 sdf_sample_pos = float2((2*v2p.cornercoord.x-1)*rect_half_size.x,
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(2*v2p.cornercoord.y-1)*rect_half_size.y);
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// rjf: sample for corners
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float corner_sdf_s = rect_sdf(sdf_sample_pos, rect_half_size - float2(2.f, 2.f), v2p.corner_radius);
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float corner_sdf_t = 1-smoothstep(0, 2, corner_sdf_s);
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// rjf: weight output color by sdf
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color.a *= corner_sdf_t;
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return color;
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}
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"""
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////////////////////////////////
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//~ rjf: Mesh Shaders
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@embed_string r_d3d11_g_mesh_shader_src:
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"""
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cbuffer Uniforms : register(b0)
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{
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row_major float4x4 xform;
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}
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struct CPU2Vertex
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{
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float3 position : POS;
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float3 normal : NOR;
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float2 texcoord : TEX;
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float3 color : COL;
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};
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struct Vertex2Pixel
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{
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float4 position : SV_POSITION;
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float2 texcoord : TEX;
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float4 color : COL;
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};
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Vertex2Pixel vs_main(CPU2Vertex c2v)
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{
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Vertex2Pixel v2p;
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v2p.position = mul(float4(c2v.position, 1.f), xform);
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v2p.texcoord = c2v.texcoord;
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v2p.color = float4(c2v.color, 1.f);
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return v2p;
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}
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float4 ps_main(Vertex2Pixel v2p) : SV_TARGET
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{
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return v2p.color;
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}
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""";
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////////////////////////////////
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//~ rjf: Geo3D Composition Shaders
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@embed_string r_d3d11_g_geo3dcomposite_shader_src:
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"""
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struct CPU2Vertex
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{
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uint vertex_id : SV_VertexID;
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};
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struct Vertex2Pixel
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{
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float4 position : SV_POSITION;
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float2 texcoord : TEX;
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};
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Texture2D stage_t2d : register(t0);
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SamplerState stage_sampler : register(s0);
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//- rjf: vertex shader
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Vertex2Pixel
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vs_main(CPU2Vertex c2v)
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{
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float4 vertex_positions__modl[] =
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{
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float4(0, 0, 0, 1),
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float4(0, 1, 0, 1),
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float4(1, 0, 0, 1),
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float4(1, 1, 0, 1),
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};
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float4 vertex_position__modl = vertex_positions__modl[c2v.vertex_id];
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float4 vertex_position__clip = float4(2*vertex_position__modl.x - 1, 2*vertex_position__modl.y - 1, 0, 1);
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float2 texcoord = float2(vertex_position__modl.x, vertex_position__modl.y);
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texcoord.y = 1-texcoord.y;
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Vertex2Pixel v2p;
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{
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v2p.position = vertex_position__clip;
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v2p.texcoord = texcoord;
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}
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return v2p;
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}
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//- rjf: pixel shader
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float4
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ps_main(Vertex2Pixel v2p) : SV_TARGET
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{
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float4 final_color = stage_t2d.Sample(stage_sampler, v2p.texcoord);
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return final_color;
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}
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"""
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////////////////////////////////
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//~ rjf: Finalize Shaders
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@embed_string r_d3d11_g_finalize_shader_src:
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"""
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struct CPU2Vertex
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{
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uint vertex_id : SV_VertexID;
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};
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struct Vertex2Pixel
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{
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float4 position : SV_POSITION;
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float2 texcoord : TEX;
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};
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Texture2D stage_t2d : register(t0);
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SamplerState stage_sampler : register(s0);
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//- rjf: vertex shader
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Vertex2Pixel
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vs_main(CPU2Vertex c2v)
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{
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float4 vertex_positions__modl[] =
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{
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float4(0, 0, 0, 1),
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float4(0, 1, 0, 1),
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float4(1, 0, 0, 1),
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float4(1, 1, 0, 1),
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};
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float4 vertex_position__modl = vertex_positions__modl[c2v.vertex_id];
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float4 vertex_position__clip = float4(2*vertex_position__modl.x - 1, 2*vertex_position__modl.y - 1, 0, 1);
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float2 texcoord = float2(vertex_position__modl.x, vertex_position__modl.y);
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texcoord.y = 1-texcoord.y;
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Vertex2Pixel v2p;
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{
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v2p.position = vertex_position__clip;
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v2p.texcoord = texcoord;
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}
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return v2p;
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}
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//- rjf: pixel shader
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float4
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ps_main(Vertex2Pixel v2p) : SV_TARGET
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{
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float4 final_color = stage_t2d.Sample(stage_sampler, v2p.texcoord);
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final_color.a = 1;
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return final_color;
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}
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"""
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////////////////////////////////
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//~ rjf: Table Generators
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@table_gen_enum
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R_D3D11_VShadKind:
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{
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@expand(R_D3D11_VShadTable a) `R_D3D11_VShadKind_$(a.name),`;
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`R_D3D11_VShadKind_COUNT`;
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}
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@table_gen_enum
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R_D3D11_PShadKind:
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{
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@expand(R_D3D11_PShadTable a) `R_D3D11_PShadKind_$(a.name),`;
|
|
`R_D3D11_PShadKind_COUNT`;
|
|
}
|
|
|
|
@table_gen_enum
|
|
R_D3D11_UniformTypeKind:
|
|
{
|
|
@expand(R_D3D11_UniformTypeTable a) `R_D3D11_UniformTypeKind_$(a.name),`;
|
|
`R_D3D11_UniformTypeKind_COUNT`;
|
|
}
|
|
|
|
@c_file @table_gen_data(type:String8, fallback:`{0}`)
|
|
r_d3d11_g_vshad_kind_source_table:
|
|
{
|
|
@expand(R_D3D11_VShadTable a) `$(a.source),`;
|
|
}
|
|
|
|
@c_file @table_gen_data(type:String8, fallback:`{0}`)
|
|
r_d3d11_g_vshad_kind_source_name_table:
|
|
{
|
|
@expand(R_D3D11_VShadTable a) `str8_lit_comp("$(a.source)"),`;
|
|
}
|
|
|
|
@c_file @table_gen_data(type:`D3D11_INPUT_ELEMENT_DESC *`, fallback:`0`)
|
|
r_d3d11_g_vshad_kind_elements_ptr_table:
|
|
{
|
|
@expand(R_D3D11_VShadTable a) `$(a.ilay_table),`;
|
|
}
|
|
|
|
@c_file @table_gen_data(type:U64, fallback:`0`)
|
|
r_d3d11_g_vshad_kind_elements_count_table:
|
|
{
|
|
@expand(R_D3D11_VShadTable a) `$(a.ilay_table != 0 -> "ArrayCount("..a.ilay_table..")") $(a.ilay_table == 0 -> "0"),`;
|
|
}
|
|
|
|
@c_file @table_gen_data(type:String8, fallback:`{0}`)
|
|
r_d3d11_g_pshad_kind_source_table:
|
|
{
|
|
@expand(R_D3D11_PShadTable a) `$(a.source),`;
|
|
}
|
|
|
|
@c_file @table_gen_data(type:String8, fallback:`{0}`)
|
|
r_d3d11_g_pshad_kind_source_name_table:
|
|
{
|
|
@expand(R_D3D11_PShadTable a) `str8_lit_comp("$(a.source)"),`;
|
|
}
|
|
|
|
@c_file @table_gen_data(type:U64, fallback:`0`)
|
|
r_d3d11_g_uniform_type_kind_size_table:
|
|
{
|
|
@expand(R_D3D11_UniformTypeTable a) `sizeof(R_D3D11_Uniforms_$(a.name)),`;
|
|
}
|