NLDClient-yudde/ProjectNLD/Assets/Code/Shaders/builtin_shaders-2022.3.17f1/CGIncludes/GraniteShaderLib3.cginc

4998 lines
225 KiB
HLSL

// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
//@IGNORE_BEGIN
/**
* Graphine Granite Runtime Shader 3.0
*
* Copyright (c) 2017 Graphine. All Rights Reserved
*
* This shader library contains all shader functionality to sample
* Granite tile sets. It should be included in the application-specific
* shader code.
*
* --------------
* FUNCTION CALLS
* --------------
*
* To sample a layer from a tile set, first perform the lookup:
*
* int Granite_Lookup[_UDIM]( in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord,
* in GraniteTranslationTexture translationTable,
* out GraniteLookupData graniteLookupData,
* out gra_Float4 resolveResult);
*
* It is now possible to sample from any layer in the tile set:
*
* int Granite_Sample( in GraniteConstantBuffers grCB,
* in GraniteLookupData graniteLookupData,
* in uint layer,
* in GraniteCacheTexture cacheTexture,
* out gra_Float4 result);
*
*
* Depending on you resolve strategy, you will need to do the following
*
* - Separate Resolver:
*
* Calculate only the resolve output in the separate resolver pass:
*
* gra_Float4 Granite_ResolverPixel[_UDIM]( in GraniteConstantBuffers grCB,
* gra_Float2 inputTexCoord);
*
* You can supply a dummy resolveResult parameter to the Granite_Lookup function when sampling.
*
* - MRT Resolver:
*
* Output the resolveResult parameter given by the Granite_Lookup function to the render target.
*
* - RWTexture2D Resolver:
*
* You can write the resolveResult parameter given by the Granite_Lookup function to a RWTexture as follows:
*
* void Granite_DitherResolveOutput( in gra_Float4 resolve,
* in RWTexture2D<gra_Float4> resolveTexture,
* in gra_Float2 screenPos,
* in float alpha = 1.0f);
*
* Don't forget to set GRA_RWTEXTURE2D_SCALE to the actual scale used!
*
*
* To transform the texture coordinates when using atlassing use:
*
* gra_Float4 Granite_Transform( in GraniteStreamingTextureConstantBuffer grSTCB,
* gra_Float2 inputTexCoord);
*
* If you want to sample from a UDIM streaming texture use the Granite_Lookup_UDIM functions to perform the lookup.
* If you want to sample with explicit derivatives, use the overloaded 'Lookup' and 'Resolve' functions that take additional ddX and ddY parameters.
* If you want to sample with explicit level-of-detail, use the overloaded 'Lookup' and 'Resolve' functions that take an additional LOD parameter. Note that these take a special GraniteLodVTData parameter.
* If you do not want to have texture wrapping of streaming textures when using atlassing, use the overloaded 'PreTransformed' Lookup functions. Call Granite_Transform (or transform the UVs at the CPU) yourself!
* If you want to sample a cube map, use the appropriate 'Lookup'' and 'Sample' functions.
* Pass in the complete texture coordinate ( NOT the fractional part of it) in order to avoid discontinuities!
*
* ---------------------
* INTEGRATION CHECKLIST
* ---------------------
*
* (1.) Define the following preprocessor directives to configure the shader:
*
* define GRA_HLSL_3 1/0
* Enable/disable HLSL 3 syntax
* Default: disabled
*
* define GRA_HLSL_4 1/0
* Enable/disable HLSL 4 syntax
* Default: disabled
*
* define GRA_HLSL_5 1/0
* Enable/disable HLSL 5 syntax
* Default: disabled
*
* define GRA_GLSL_120 1/0
* Enable/disable GLSL version 1.2 syntax
* Default: disabled
*
* define GRA_GLSL_130 1/0
* Enable/disable GLSL version 1.3 syntax
* Default: disabled
*
* define GRA_GLSL_330 1/0
* Enable/disable GLSL version 3.2 syntax
* Default: disabled
*
* define GRA_VERTEX_SHADER 1/0
* Define that we are compiling a vertex shader and limit the instruction set to valid instructions
* Default: disabled
*
* define GRA_PIXEL_SHADER 1/0
* Define that we are compiling a pixel shader and limit the instruction set to valid instructions
* Default: disabled
*
* define GRA_HQ_CUBEMAPPING 1/0
* Enable/disable high quality cubemapping
* Default: disabled
*
* define GRA_DEBUG 0
* Enable/disable debug mode of shader. It recommended to set this to true when first integrating
* Granite into your engine. It will catch some common mistakes with passing shader parameters etc.
* Default: disabled
*
* define GRA_DEBUG_TILES 1/0
* Enable/disable visual debug output of tiles
* Default: disabled
*
* define GRA_BGRA 1/0
* Enable shader output in BGRA format (else RGBA is used)
* Default: disabled (rgba)
*
* define GRA_ROW_MAJOR 1/0
* Set row major or colum major order of arrays
* Default: enabled (row major)
*
* define GRA_64BIT_RESOLVER 1/0
* Render the resolver pass to a 64bpp resolver instead of a 32 bit per pixel format.
* Default: disabled
*
* define GRA_RWTEXTURE2D_SCALE [1,16]
* The scale we are resolving at in the RWTexture2D. Must match the resolveScale when creation the RWTexture2D resolver.
* Default: 16
*
* define GRA_DISABLE_TEX_LOAD 1/0
* Prefer a texture sample over a texture load (Only has effect on shader models that support the texture load/fetch instruction)
* Default: 0
*
* define GRA_PACK_RESOLVE_OUTPUT 1/0
* When enabled, pack the resolve output values. If disabled, you should pack the returned resolve value using Granite_PackTileId.
* Use this when performing multiple VT samples and dithering the resolve output.
* Default: 1
*
* define GRA_TEXTURE_ARRAY_SUPPORT 1/0
* Does the graphics API / shader model supports texture arrays ?
* Default: 1 for shader models supporting texture arrays, else 0
*
* (2.) Include the Shader library, "GraniteShaderLib.h"
*
* (3.) Ensure a nearest-point sampler is passed for the translation texture,
* including the mipmap filter (e.g., D3DTEXF_POINT for D3D9, or
* NearestMipmapNearest for CG)
*
*/
//@IGNORE_END
// KEEP THESE IGNORE HERE (DO NOT COLLAPSE)
//@IGNORE_BEGIN
#ifndef GRA_HLSL_3
#define GRA_HLSL_3 0
#endif
#ifndef GRA_HLSL_4
#define GRA_HLSL_4 0
#endif
#ifndef GRA_HLSL_5
#define GRA_HLSL_5 0
#endif
#ifndef GRA_GLSL_120
#define GRA_GLSL_120 0
#endif
#ifndef GRA_GLSL_130
#define GRA_GLSL_130 0
#endif
#ifndef GRA_GLSL_330
#define GRA_GLSL_330 0
#endif
#ifndef GRA_VERTEX_SHADER
#define GRA_VERTEX_SHADER 0
#endif
#ifndef GRA_PIXEL_SHADER
#define GRA_PIXEL_SHADER 0
#endif
#ifndef GRA_HQ_CUBEMAPPING
#define GRA_HQ_CUBEMAPPING 0
#endif
#ifndef GRA_DEBUG_TILES
#define GRA_DEBUG_TILES 0
#endif
#ifndef GRA_BGRA
#define GRA_BGRA 0
#endif
#ifndef GRA_ROW_MAJOR
#define GRA_ROW_MAJOR 1
#endif
#ifndef GRA_DEBUG
#define GRA_DEBUG 1
#endif
#ifndef GRA_64BIT_RESOLVER
#define GRA_64BIT_RESOLVER 0
#endif
#ifndef GRA_RWTEXTURE2D_SCALE
#define GRA_RWTEXTURE2D_SCALE 16
#endif
#ifndef GRA_DISABLE_TEX_LOAD
#define GRA_DISABLE_TEX_LOAD 0
#endif
#ifndef GRA_PACK_RESOLVE_OUTPUT
#define GRA_PACK_RESOLVE_OUTPUT 1
#endif
#ifndef GRA_FORCE_SM3
#define GRA_FORCE_SM3 0
#endif
// Temp workaround for PSSL's lack of unorm. Ideally there would be a whole seperate GRA_PSSL backend.
#ifdef GRA_NO_UNORM
#define GRA_UNORM
#else
#define GRA_UNORM unorm
#endif
#ifndef GRA_TEXTURE_ARRAY_SUPPORT
#if (GRA_HLSL_5 == 1) || (GRA_HLSL_4 == 1) || (GRA_GLSL_330 == 1)
#define GRA_TEXTURE_ARRAY_SUPPORT 1
#else
#define GRA_TEXTURE_ARRAY_SUPPORT 0
#endif
#endif
#define GRA_HLSL_FAMILY ((GRA_HLSL_3 == 1) || (GRA_HLSL_5 == 1) || (GRA_HLSL_4 == 1))
#define GRA_GLSL_FAMILY ((GRA_GLSL_120 == 1) || (GRA_GLSL_130 == 1) || (GRA_GLSL_330 == 1))
#if GRA_HLSL_FAMILY
#define gra_Float2 float2
#define gra_Float3 float3
#define gra_Float4 float4
#define gra_Int3 int3
#define gra_Float4x4 float4x4
#define gra_Unroll [unroll]
#define gra_Branch [branch]
#elif GRA_GLSL_FAMILY
#if (GRA_VERTEX_SHADER == 0) && (GRA_PIXEL_SHADER ==0)
#error GLSL requires knowledge of the shader stage! Neither GRA_VERTEX_SHADER or GRA_PIXEL_SHADER are defined!
#else
#define gra_Float2 vec2
#define gra_Float3 vec3
#define gra_Float4 vec4
#define gra_Int3 ivec3
#define gra_Float4x4 mat4
#define gra_Unroll
#define gra_Branch
#if (GRA_VERTEX_SHADER == 1)
#define ddx
#define ddy
#elif (GRA_PIXEL_SHADER == 1)
#define ddx dFdx
#define ddy dFdy
#endif
#define frac fract
#define lerp mix
/** This is not correct (http://stackoverflow.com/questions/7610631/glsl-mod-vs-hlsl-fmod) but it is for our case */
#define fmod mod
#endif
#else
#error unknown shader architecture
#endif
#if (GRA_DISABLE_TEX_LOAD!=1)
#if (GRA_HLSL_5 == 1) || (GRA_HLSL_4 == 1) || (GRA_GLSL_130 == 1) || (GRA_GLSL_330 == 1)
#define GRA_LOAD_INSTR 1
#else
#define GRA_LOAD_INSTR 0
#endif
#else
#define GRA_LOAD_INSTR 0
#endif
//@IGNORE_END
// These are special values that need to be replaced by the shader stripper
//! gra_TranslationTableBias
//! gra_MaxAnisotropyLog2
//! gra_CalcMiplevelDeltaScale
//! gra_CalcMiplevelDeltaScaleX
//! gra_CalcMiplevelDeltaScaleY
//! gra_LodBiasPow2
//! gra_TileToCacheScale
//! gra_TileToCacheBias
//! gra_CacheIdxToCacheScale
//! gra_CacheDeltaScale
//! gra_Level0NumTilesX
//! gra_TextureMagic
//! gra_TextureId
//! gra_TransSwiz
//! gra_NumTilesYScale
//! gra_CutoffLevel
//! gra_MetaTiles
//! gra_NumLevels
//! gra_TileContentInTiles
//! gra_RcpCacheInTiles
//! gra_BorderPixelsRcpCache
//! TranslateCoord
//! PackTileId
//! UnpackTileId
//! CalcMiplevelAnisotropic
//! DrawDebugTiles
//! TranslateCoord
//! numPagesOnLevel
//! cacheCoord
//! deltaScale
//! sampDeltaX
//! sampDeltaY
//! lenDxSqr
//! lenDySqr
//! dMaxSqr
//! dMinSqr
//! maxLevel
//! minLevel
//! anisoLog2
//! borderTemp
//! translationData
//! virtualTilesUv
//! cache
//! ddX
//! ddY
//! faceIdx
//! resultBits
//! swiz
//! level0NumTiles
//! sourceColor
//! borderColor
//! level
//! ddxTc
//! ddyTc
//! availableMips
//! maxAvailableMip
//! lod
//! smoothLevel
//! unused_resolve
//! transform
//! textureCoord
//! resolveResult
//! GranitePrivate
//! pixelLocation
//! screenPos
//! resolveTexture
//! pixelPos
//! writePos
//! dither
//! packedTile
//! cacheOffs
//! offset
//! tileY
//! tileX
//! border
//! tex
//! scale
//! output
//! temp
//! value
//! LOD
//! graniteLookupData
//! numTilesOnLevel
//! cacheX
//! cacheY
//! contTexCoord
//! derivX
//! derivY
//! dVx
//! dVy
//! majorAxis
//! GranitePrivate_CalcMiplevelAnisotropic
//! GranitePrivate_PackTileId
//! GranitePrivate_UnpackTileId
//! GranitePrivate_TranslateCoord
//! GranitePrivate_DrawDebugTiles
//! GranitePrivate_Sample
//! GranitePrivate_SampleLevel
//! GranitePrivate_SampleGrad
//! GranitePrivate_SampleArray
//! GranitePrivate_SampleLevelArray
//! GranitePrivate_SampleGradArray
//! GranitePrivate_SampleBias
//! GranitePrivate_Saturate
//! GranitePrivate_CalculateLevelOfDetail
//! GranitePrivate_Gather
//! GranitePrivate_Load
//! GranitePrivate_FloatAsUint
//! GranitePrivate_Pow2
//! GranitePrivate_CalcMiplevelLinear
//! GranitePrivate_ResolverPixel
//! GranitePrivate_DitherResolveOutput
//! GranitePrivate_CalculateCubemapCoordinates
//! GranitePrivate_MakeResolveOutput
//! exponent
//! gra_TilesetBuffer
//! gra_TilesetBufferInternal
//! gra_TilesetCacheBuffer
//! gra_StreamingTextureCB
//! gra_StreamingTextureCubeCB
//! gra_Transform
//! gra_CubeTransform
//! gra_StreamingTextureTransform
//! gra_StreamingTextureInfo
//! grCB
//! tsCB
//! grSTCB
//! tileTexCoord
//! transforms
//! GranitePrivate_RepeatUV
//! GranitePrivate_UdimUV
//! GranitePrivate_ClampUV
//! GranitePrivate_MirrorUV
//! gra_AssetWidthRcp
//! gra_AssetHeightRcp
// These are special values that need to be defined by the shader stripper
//! d floor
//! d frac
//! d fmod
//! d dot
//! d max
//! d min
//! d log2
//! d ddx
//! d ddy
//! d pow
//! d smoothstep
//! d sqrt
//! d saturate
//! d clamp
//! d float
//! d gra_Float2
//! d gra_Float3
//! d gra_Float4
//! d gra_Float4x4
//! d int
//! d int2
//! d uint2
//! d const
//! d bool
//! d if
//! d else
//! d for
//! d translationTable
//! d cacheTexture
//! d inputTexCoord
//! d tileXY
//! d resolveOutput
//! d result
//! d texCoord
//! d return
//! d paramBlock0
//! d paramBlock1
//! d class
//! d in
//! d out
//! d inout
//! d Texture
//! d TextureArray
//! d Sampler
//! d GraniteCacheTexture
//! d GraniteTranslationTexture
//! d GraniteLookupData
//! d GraniteLODLookupData
//! d RWTexture2D
//! d tex2Dlod
//! d tex2D
//! d tex2Dbias
//! d dX
//! d dY
//! d textureCoordinates
//! d translationTableData
//! d layer
//! d cacheLevel
//! d StreamingTextureConstantBuffer
//! d StreamingTextureCubeConstantBuffer
//! d TilesetConstantBuffer
//! d GraniteConstantBuffers
//! d GraniteCubeConstantBuffers
//@IGNORE_BEGIN
/**
a cross API texture handle
*/
#if (GRA_HLSL_5 == 1) || (GRA_HLSL_4 == 1)
struct GraniteTranslationTexture
{
SamplerState Sampler;
Texture2D Texture;
};
struct GraniteCacheTexture
{
SamplerState Sampler;
#if GRA_TEXTURE_ARRAY_SUPPORT
Texture2DArray TextureArray;
#else
Texture2D Texture;
#endif
};
#elif (GRA_HLSL_3 == 1) || (GRA_GLSL_120 == 1) || (GRA_GLSL_130 == 1) || (GRA_GLSL_330 == 1)
#define GraniteTranslationTexture sampler2D
#if GRA_TEXTURE_ARRAY_SUPPORT
#define GraniteCacheTexture sampler2DArray
#else
#define GraniteCacheTexture sampler2D
#endif
#else
#error unknow shader archtecture
#endif
/**
Struct defining the constant buffer for each streaming texture.
Use IStreamingTexture::GetConstantBuffer to fill this struct.
*/
struct GraniteStreamingTextureConstantBuffer
{
#define _grStreamingTextureCBSize 2
gra_Float4 data[_grStreamingTextureCBSize];
};
/**
Struct defining the constant buffer for each cube streaming texture.
Use multiple calls to IStreamingTexture::GetConstantBuffer this struct (one call for each face).
*/
struct GraniteStreamingTextureCubeConstantBuffer
{
#define _grStreamingTextureCubeCBSize 6
GraniteStreamingTextureConstantBuffer data[_grStreamingTextureCubeCBSize];
};
/**
Struct defining the constant buffer for each tileset.
Use ITileSet::GetConstantBuffer to fill this struct.
*/
struct GraniteTilesetConstantBuffer
{
#define _grTilesetCBSize 2
gra_Float4x4 data[_grTilesetCBSize];
};
/**
Utility struct used by the shaderlib to wrap up all required constant buffers needed to perform a VT lookup/sample.
*/
struct GraniteConstantBuffers
{
GraniteTilesetConstantBuffer tilesetBuffer;
GraniteStreamingTextureConstantBuffer streamingTextureBuffer;
};
/**
Utility struct used by the shaderlib to wrap up all required constant buffers needed to perform a Cube VT lookup/sample.
*/
struct GraniteCubeConstantBuffers
{
GraniteTilesetConstantBuffer tilesetBuffer;
GraniteStreamingTextureCubeConstantBuffer streamingTextureCubeBuffer;
};
/**
The Granite lookup data for the different sampling functions.
*/
// Granite lookup data for automatic mip level selecting sampling
struct GraniteLookupData
{
gra_Float4 translationTableData;
gra_Float2 textureCoordinates;
gra_Float2 dX;
gra_Float2 dY;
};
// Granite lookup data for explicit level-of-detail sampling
struct GraniteLODLookupData
{
gra_Float4 translationTableData;
gra_Float2 textureCoordinates;
float cacheLevel;
};
//@IGNORE_END
// public interface
//@IGNORE_BEGIN
/**
The public interface of all Granite related shader calls
*/
/**
* Transform the texture coordinates from [0...1]x[0...1] texture space in [0...1]x[0...1] tile set space.
*
* @param grSTCB The Granite Shader Runtime streaming texture parameter block
* @param textureCoord The texture coord that will be transformed
* @return a gra_Float4 containing the packed tile id
*/
gra_Float2 Granite_Transform(in GraniteStreamingTextureConstantBuffer grSTCB, in gra_Float2 textureCoord);
/**
Merge two resolve output values into one.
This can be used when you need multiple tile sets on the same geometry ( != multiple layers from one tile set).
*/
gra_Float4 Granite_MergeResolveOutputs(in gra_Float4 resolve0, in gra_Float4 resolve1, in gra_Float2 pixelLocation);
/**
Convert the 64bit created resolver to 32bit resolver data.
This is useful when debugging 64bit resolver resources.
Only use in debug mode !
*/
gra_Float4 Granite_DebugPackedTileId64(in gra_Float4 PackedTile);
/**
Convert the packed normal data to a normalized three-dimensional normal.
@param PackedNormal The normal data sampled by Granite_Sample
@return The normalized three-dimensional normal.
*/
gra_Float3 Granite_UnpackNormal(in gra_Float4 packedNormal);
/**
Convert the packed normal data to a normalized three-dimensional normal.
@param PackedNormal The normal data sampled by Granite_Sample
@param scale scale to apply to the normal during unpacking
@return The normalized three-dimensional normal.
*/
gra_Float3 Granite_UnpackNormal(in gra_Float4 packedNormal, float scale);
#if GRA_HLSL_FAMILY
/**
Applies an additional resolution offset to the parameter block.
@param INtsCB The Granite Shader Runtime tile set parameter block
@param resolutionOffsetPow2 The additional resolution offset calculated as follows: resolutionOffsetPow2 = 2^resolutionOffset.
@return The Granite Shader Runtime tile set parameter block transformed with the additional resolution offset.
*/
GraniteTilesetConstantBuffer Granite_ApplyResolutionOffset(in GraniteTilesetConstantBuffer INtsCB, in float resolutionOffsetPow2);
/**
Applies an user provided maximum anisotropy to the parameter block.
@param INtsCB The Granite Shader Runtime tile set parameter block
@param resolutionOffsetPow2 The new anisotropy calculated as follows: maxAnisotropyLog2 = log2(maxAnisotropy).
@return The Granite Shader Runtime tile set parameter block transformed with the new maximum anisotropy.
*/
GraniteTilesetConstantBuffer Granite_SetMaxAnisotropy(in GraniteTilesetConstantBuffer INtsCB, in float maxAnisotropyLog2);
#else
/**
Applies an additional resolution offset to the parameter block.
@param INtsCB The Granite Shader Runtime tile set parameter block
@param resolutionOffsetPow2 The additional resolution offset calculated as follows: resolutionOffsetPow2 = 2^resolutionOffset.
*/
void Granite_ApplyResolutionOffset(inout GraniteTilesetConstantBuffer tsCB, in float resolutionOffsetPow2);
/**
Applies an user provided maximum anisotropy to the parameter block.
@param tsCB The Granite Shader Runtime tile set parameter block
@param resolutionOffsetPow2 The new anisotropy calculated as follows: maxAnisotropyLog2 = log2(maxAnisotropy).
*/
void Granite_SetMaxAnisotropy(inout GraniteTilesetConstantBuffer tsCB, in float maxAnisotropyLog2);
#endif
/**
Pack the (unpacked) returned resolve output.
Should only be used when GRA_PACK_RESOLVE_OUTPUT equals 0.
@param paramBlock The Granite Shader Runtime parameter block
@param unpackedTileID The TileID you wish to pack
@return The packed tile ID
*/
gra_Float4 Granite_PackTileId(in gra_Float4 unpackedTileID);
#if (GRA_HLSL_5 == 1)
/**
Pack the (unpacked) returned resolve output.
Should only be used when GRA_PACK_RESOLVE_OUTPUT equals 0.
@param resolve The resolve output
@param resolveTexture RWTexture2D resource where the resolve output is written to
@param screenPos The pixel coordinates of the pixel on the screen (SV_Position)
*/
void Granite_DitherResolveOutput(in gra_Float4 resolve, in RWTexture2D<GRA_UNORM gra_Float4> resolveTexture, in gra_Float2 screenPos, in float alpha /*= 1.0f*/);
#endif
/**
Get the dimensions (in pixels) of a streaming texture
@param grSTCB The Granite Shader Runtime streaming texture parameter block
@return The streaming texture dimensions
*/
gra_Float2 Granite_GetTextureDimensions(in GraniteStreamingTextureConstantBuffer grSTCB);
//@IGNORE_END
//@IGNORE_BEGIN
/**
* Virtual texture lookup of a pretransformed tile set
* Caller needs to either already called Granite_Transform in the shader or used [TransformTextureCoordinates](@ref Graphine::Granite::IStreamingTexture::TransformTextureCoordinates) on the vertex data.
*
* @param grCB the Granite Shader Runtime parameter block
* @param translationTable GraniteTranslationTexture object that contains the translation texture
* @param inputTexCoord the pretransformed input texture coordinates
* @param graniteLookupData the Granite lookup data
* @param resolveResult Resolve analysis output. Supply a dummy variable if you don't need it.
*
* @return 1 in case sampling was successful.
*/
int Granite_Lookup_PreTransformed_Linear( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult);
/**
* Virtual texture lookup of a tile set using wrapped texture addressing (tiling)
*
* @param grCB the Granite Shader Runtime parameter block
* @param translationTable GraniteTranslationTexture object that contains the translation texture
* @param inputTexCoord the input texture coordinates
* @param graniteLookupData the Granite lookup data
* @param resolveResult Resolve analysis output. Supply a dummy variable if you don't need it.
*
* @return 1 in case sampling was successful.
*/
int Granite_Lookup_Linear( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult);
/**
* Virtual texture lookup of a pretransformed tile set with explicit derivatives
* Caller needs to either already called Granite_Transform in the shader or used [TransformTextureCoordinates](@ref Graphine::Granite::IStreamingTexture::TransformTextureCoordinates) on the vertex data.
*
* @param grCB the Granite Shader Runtime parameter block
* @param translationTable GraniteTranslationTexture object that contains the translation texture
* @param inputTexCoord the pretransformed input texture coordinates
* @param ddX Specifies the explicit partial derivative with respect to X
* @param ddY Specifies the explicit partial derivative with respect to Y
* @param graniteLookupData the Granite lookup data
* @param resolveResult Resolve analysis output. Supply a dummy variable if you don't need it.
*
* @return 1 in case sampling was successful.
*/
int Granite_Lookup_PreTransformed_Linear( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord, in gra_Float2 ddX, in gra_Float2 ddY,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult);
/**
* Virtual texture lookup of a tile set with explicit derivatives
*
* @param grCB the Granite Shader Runtime parameter block
* @param translationTable GraniteTranslationTexture object that contains the translation texture
* @param inputTexCoord the input texture coordinates
* @param ddX Specifies the explicit partial derivative with respect to X
* @param ddY Specifies the explicit partial derivative with respect to Y
* @param graniteLookupData the Granite lookup data
* @param resolveResult Resolve analysis output. Supply a dummy variable if you don't need it.
*
* @return 1 in case sampling was successful.
*/
int Granite_Lookup_Linear( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord, in gra_Float2 ddX, in gra_Float2 ddY,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult);
/**
* Virtual texture lookup of a cubemap in a tile set
*
* @param grCB the Granite Shader Runtime Cube parameter block
* @param translationTable GraniteTranslationTexture object that contains the translation texture
* @param inputTexCoord the input texture coordinates
* @param graniteLookupData the Granite lookup data
* @param resolveResult Resolve analysis output. Supply a dummy variable if you don't need it.
*
* @return 1 in case sampling was successful.
*/
int Granite_Lookup_Cube_Linear( in GraniteCubeConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float3 inputTexCoord,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult);
/**
* Virtual texture lookup of a cubemap in a tile set with explicit derivatives
*
* @param grCB the Granite Shader Runtime Cube parameter block
* @param translationTable GraniteTranslationTexture object that contains the translation texture
* @param inputTexCoord the input texture coordinates
* @param ddX Specifies the explicit partial derivative with respect to X
* @param ddY Specifies the explicit partial derivative with respect to Y
* @param graniteLookupData the Granite lookup data
* @param resolveResult Resolve analysis output. Supply a dummy variable if you don't need it.
*
* @return 1 in case sampling was successful.
*/
int Granite_Lookup_Cube_Linear( in GraniteCubeConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float3 inputTexCoord,
in gra_Float3 ddX, in gra_Float3 ddY,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult);
//@IGNORE_END
//@IGNORE_BEGIN
/**
* Virtual texture lookup of a pretransformed UDIM tile set
* Caller needs to either already called Granite_Transform in the shader or used [TransformTextureCoordinates](@ref Graphine::Granite::IStreamingTexture::TransformTextureCoordinates) on the vertex data.
*
* @param grCB the Granite Shader Runtime parameter block
* @param translationTable GraniteTranslationTexture object that contains the translation texture
* @param inputTexCoord the pretransformed input texture coordinates
* @param graniteLookupData the Granite lookup data
* @param resolveResult Resolve analysis output. Supply a dummy variable if you don't need it.
*
* @return 1 in case sampling was successful.
*/
int Granite_Lookup_PreTransformed_UDIM_Linear( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult);
/**
* Virtual texture lookup of a UDIM tile set using wrapped texture addressing (tiling)
*
* @param grCB the Granite Shader Runtime parameter block
* @param translationTable GraniteTranslationTexture object that contains the translation texture
* @param inputTexCoord the input texture coordinates
* @param graniteLookupData the Granite lookup data
* @param resolveResult Resolve analysis output. Supply a dummy variable if you don't need it.
*
* @return 1 in case sampling was successful.
*/
int Granite_Lookup_UDIM_Linear( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult);
/**
* Virtual texture lookup of a pretransformed UDIM tile set with explicit derivatives
* Caller needs to either already called Granite_Transform in the shader or used [TransformTextureCoordinates](@ref Graphine::Granite::IStreamingTexture::TransformTextureCoordinates) on the vertex data.
*
* @param grCB the Granite Shader Runtime parameter block
* @param translationTable GraniteTranslationTexture object that contains the translation texture
* @param inputTexCoord the pretransformed input texture coordinates
* @param ddX Specifies the explicit partial derivative with respect to X
* @param ddY Specifies the explicit partial derivative with respect to Y
* @param graniteLookupData the Granite lookup data
* @param resolveResult Resolve analysis output. Supply a dummy variable if you don't need it.
*
* @return 1 in case sampling was successful.
*/
int Granite_Lookup_PreTransformed_UDIM_Linear( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord, in gra_Float2 ddX, in gra_Float2 ddY,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult);
/**
* Virtual texture lookup of a UDIM tile set with explicit derivatives
*
* @param grCB the Granite Shader Runtime parameter block
* @param translationTable GraniteTranslationTexture object that contains the translation texture
* @param inputTexCoord the input texture coordinates
* @param ddX Specifies the explicit partial derivative with respect to X
* @param ddY Specifies the explicit partial derivative with respect to Y
* @param graniteLookupData the Granite lookup data
* @param resolveResult Resolve analysis output. Supply a dummy variable if you don't need it.
*
* @return 1 in case sampling was successful.
*/
int Granite_Lookup_UDIM_Linear( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord, in gra_Float2 ddX, in gra_Float2 ddY,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult);
/**
* Virtual texture lookup of a cubemap in a UDIM tile set
*
* @param grCB the Granite Shader Runtime Cube parameter block
* @param translationTable GraniteTranslationTexture object that contains the translation texture
* @param inputTexCoord the input texture coordinates
* @param graniteLookupData the Granite lookup data
* @param resolveResult Resolve analysis output. Supply a dummy variable if you don't need it.
*
* @return 1 in case sampling was successful.
*/
int Granite_Lookup_Cube_UDIM_Linear( in GraniteCubeConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float3 inputTexCoord,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult);
/**
* Virtual texture lookup of a cubemap in a UDIM tile set with explicit derivatives
*
* @param grCB the Granite Shader Runtime Cube parameter block
* @param translationTable GraniteTranslationTexture object that contains the translation texture
* @param inputTexCoord the input texture coordinates
* @param ddX Specifies the explicit partial derivative with respect to X
* @param ddY Specifies the explicit partial derivative with respect to Y
* @param graniteLookupData the Granite lookup data
* @param resolveResult Resolve analysis output. Supply a dummy variable if you don't need it.
*
* @return 1 in case sampling was successful.
*/
int Granite_Lookup_Cube_UDIM_Linear( in GraniteCubeConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float3 inputTexCoord,
in gra_Float3 ddX, in gra_Float3 ddY,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult);
//@IGNORE_END
//@IGNORE_BEGIN
/**
* Virtual texture lookup of a pretransformed Clamped tile set
* Caller needs to either already called Granite_Transform in the shader or used [TransformTextureCoordinates](@ref Graphine::Granite::IStreamingTexture::TransformTextureCoordinates) on the vertex data.
*
* @param grCB the Granite Shader Runtime parameter block
* @param translationTable GraniteTranslationTexture object that contains the translation texture
* @param inputTexCoord the pretransformed input texture coordinates
* @param graniteLookupData the Granite lookup data
* @param resolveResult Resolve analysis output. Supply a dummy variable if you don't need it.
*
* @return 1 in case sampling was successful.
*/
int Granite_Lookup_PreTransformed_Clamp_Linear( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult);
/**
* Virtual texture lookup of a Clamped tile set using wrapped texture addressing (tiling)
*
* @param grCB the Granite Shader Runtime parameter block
* @param translationTable GraniteTranslationTexture object that contains the translation texture
* @param inputTexCoord the input texture coordinates
* @param graniteLookupData the Granite lookup data
* @param resolveResult Resolve analysis output. Supply a dummy variable if you don't need it.
*
* @return 1 in case sampling was successful.
*/
int Granite_Lookup_Clamp_Linear( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult);
/**
* Virtual texture lookup of a pretransformed Clamped tile set with explicit derivatives
* Caller needs to either already called Granite_Transform in the shader or used [TransformTextureCoordinates](@ref Graphine::Granite::IStreamingTexture::TransformTextureCoordinates) on the vertex data.
*
* @param grCB the Granite Shader Runtime parameter block
* @param translationTable GraniteTranslationTexture object that contains the translation texture
* @param inputTexCoord the pretransformed input texture coordinates
* @param ddX Specifies the explicit partial derivative with respect to X
* @param ddY Specifies the explicit partial derivative with respect to Y
* @param graniteLookupData the Granite lookup data
* @param resolveResult Resolve analysis output. Supply a dummy variable if you don't need it.
*
* @return 1 in case sampling was successful.
*/
int Granite_Lookup_PreTransformed_Clamp_Linear( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord, in gra_Float2 ddX, in gra_Float2 ddY,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult);
/**
* Virtual texture lookup of a Clamped tile set with explicit derivatives
*
* @param grCB the Granite Shader Runtime parameter block
* @param translationTable GraniteTranslationTexture object that contains the translation texture
* @param inputTexCoord the input texture coordinates
* @param ddX Specifies the explicit partial derivative with respect to X
* @param ddY Specifies the explicit partial derivative with respect to Y
* @param graniteLookupData the Granite lookup data
* @param resolveResult Resolve analysis output. Supply a dummy variable if you don't need it.
*
* @return 1 in case sampling was successful.
*/
int Granite_Lookup_Clamp_Linear( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord, in gra_Float2 ddX, in gra_Float2 ddY,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult);
/**
* Virtual texture lookup of a cubemap in a Clamped tile set
*
* @param grCB the Granite Shader Runtime Cube parameter block
* @param translationTable GraniteTranslationTexture object that contains the translation texture
* @param inputTexCoord the input texture coordinates
* @param graniteLookupData the Granite lookup data
* @param resolveResult Resolve analysis output. Supply a dummy variable if you don't need it.
*
* @return 1 in case sampling was successful.
*/
int Granite_Lookup_Cube_Clamp_Linear( in GraniteCubeConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float3 inputTexCoord,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult);
/**
* Virtual texture lookup of a cubemap in a Clamped tile set with explicit derivatives
*
* @param grCB the Granite Shader Runtime Cube parameter block
* @param translationTable GraniteTranslationTexture object that contains the translation texture
* @param inputTexCoord the input texture coordinates
* @param ddX Specifies the explicit partial derivative with respect to X
* @param ddY Specifies the explicit partial derivative with respect to Y
* @param graniteLookupData the Granite lookup data
* @param resolveResult Resolve analysis output. Supply a dummy variable if you don't need it.
*
* @return 1 in case sampling was successful.
*/
int Granite_Lookup_Cube_Clamp_Linear( in GraniteCubeConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float3 inputTexCoord,
in gra_Float3 ddX, in gra_Float3 ddY,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult);
//@IGNORE_END
//@IGNORE_BEGIN
/**
* Virtual texture lookup of a pretransformed tile set
* Caller needs to either already called Granite_Transform in the shader or used [TransformTextureCoordinates](@ref Graphine::Granite::IStreamingTexture::TransformTextureCoordinates) on the vertex data.
*
* @param grCB the Granite Shader Runtime parameter block
* @param translationTable GraniteTranslationTexture object that contains the translation texture
* @param inputTexCoord the pretransformed input texture coordinates
* @param graniteLookupData the Granite lookup data
* @param resolveResult Resolve analysis output. Supply a dummy variable if you don't need it.
*
* @return 1 in case sampling was successful.
*/
int Granite_Lookup_PreTransformed_Anisotropic( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult);
/**
* Virtual texture lookup of a tile set using wrapped texture addressing (tiling)
*
* @param grCB the Granite Shader Runtime parameter block
* @param translationTable GraniteTranslationTexture object that contains the translation texture
* @param inputTexCoord the input texture coordinates
* @param graniteLookupData the Granite lookup data
* @param resolveResult Resolve analysis output. Supply a dummy variable if you don't need it.
*
* @return 1 in case sampling was successful.
*/
int Granite_Lookup_Anisotropic( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult);
/**
* Virtual texture lookup of a pretransformed tile set with explicit derivatives
* Caller needs to either already called Granite_Transform in the shader or used [TransformTextureCoordinates](@ref Graphine::Granite::IStreamingTexture::TransformTextureCoordinates) on the vertex data.
*
* @param grCB the Granite Shader Runtime parameter block
* @param translationTable GraniteTranslationTexture object that contains the translation texture
* @param inputTexCoord the pretransformed input texture coordinates
* @param ddX Specifies the explicit partial derivative with respect to X
* @param ddY Specifies the explicit partial derivative with respect to Y
* @param graniteLookupData the Granite lookup data
* @param resolveResult Resolve analysis output. Supply a dummy variable if you don't need it.
*
* @return 1 in case sampling was successful.
*/
int Granite_Lookup_PreTransformed_Anisotropic( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord, in gra_Float2 ddX, in gra_Float2 ddY,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult);
/**
* Virtual texture lookup of a tile set with explicit derivatives
*
* @param grCB the Granite Shader Runtime parameter block
* @param translationTable GraniteTranslationTexture object that contains the translation texture
* @param inputTexCoord the input texture coordinates
* @param ddX Specifies the explicit partial derivative with respect to X
* @param ddY Specifies the explicit partial derivative with respect to Y
* @param graniteLookupData the Granite lookup data
* @param resolveResult Resolve analysis output. Supply a dummy variable if you don't need it.
*
* @return 1 in case sampling was successful.
*/
int Granite_Lookup_Anisotropic( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord, in gra_Float2 ddX, in gra_Float2 ddY,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult);
/**
* Virtual texture lookup of a cubemap in a tile set
*
* @param grCB the Granite Shader Runtime Cube parameter block
* @param translationTable GraniteTranslationTexture object that contains the translation texture
* @param inputTexCoord the input texture coordinates
* @param graniteLookupData the Granite lookup data
* @param resolveResult Resolve analysis output. Supply a dummy variable if you don't need it.
*
* @return 1 in case sampling was successful.
*/
int Granite_Lookup_Cube_Anisotropic( in GraniteCubeConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float3 inputTexCoord,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult);
/**
* Virtual texture lookup of a cubemap in a tile set with explicit derivatives
*
* @param grCB the Granite Shader Runtime Cube parameter block
* @param translationTable GraniteTranslationTexture object that contains the translation texture
* @param inputTexCoord the input texture coordinates
* @param ddX Specifies the explicit partial derivative with respect to X
* @param ddY Specifies the explicit partial derivative with respect to Y
* @param graniteLookupData the Granite lookup data
* @param resolveResult Resolve analysis output. Supply a dummy variable if you don't need it.
*
* @return 1 in case sampling was successful.
*/
int Granite_Lookup_Cube_Anisotropic( in GraniteCubeConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float3 inputTexCoord,
in gra_Float3 ddX, in gra_Float3 ddY,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult);
//@IGNORE_END
//@IGNORE_BEGIN
/**
* Virtual texture lookup of a pretransformed UDIM tile set
* Caller needs to either already called Granite_Transform in the shader or used [TransformTextureCoordinates](@ref Graphine::Granite::IStreamingTexture::TransformTextureCoordinates) on the vertex data.
*
* @param grCB the Granite Shader Runtime parameter block
* @param translationTable GraniteTranslationTexture object that contains the translation texture
* @param inputTexCoord the pretransformed input texture coordinates
* @param graniteLookupData the Granite lookup data
* @param resolveResult Resolve analysis output. Supply a dummy variable if you don't need it.
*
* @return 1 in case sampling was successful.
*/
int Granite_Lookup_PreTransformed_UDIM_Anisotropic( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult);
/**
* Virtual texture lookup of a UDIM tile set using wrapped texture addressing (tiling)
*
* @param grCB the Granite Shader Runtime parameter block
* @param translationTable GraniteTranslationTexture object that contains the translation texture
* @param inputTexCoord the input texture coordinates
* @param graniteLookupData the Granite lookup data
* @param resolveResult Resolve analysis output. Supply a dummy variable if you don't need it.
*
* @return 1 in case sampling was successful.
*/
int Granite_Lookup_UDIM_Anisotropic( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult);
/**
* Virtual texture lookup of a pretransformed UDIM tile set with explicit derivatives
* Caller needs to either already called Granite_Transform in the shader or used [TransformTextureCoordinates](@ref Graphine::Granite::IStreamingTexture::TransformTextureCoordinates) on the vertex data.
*
* @param grCB the Granite Shader Runtime parameter block
* @param translationTable GraniteTranslationTexture object that contains the translation texture
* @param inputTexCoord the pretransformed input texture coordinates
* @param ddX Specifies the explicit partial derivative with respect to X
* @param ddY Specifies the explicit partial derivative with respect to Y
* @param graniteLookupData the Granite lookup data
* @param resolveResult Resolve analysis output. Supply a dummy variable if you don't need it.
*
* @return 1 in case sampling was successful.
*/
int Granite_Lookup_PreTransformed_UDIM_Anisotropic( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord, in gra_Float2 ddX, in gra_Float2 ddY,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult);
/**
* Virtual texture lookup of a UDIM tile set with explicit derivatives
*
* @param grCB the Granite Shader Runtime parameter block
* @param translationTable GraniteTranslationTexture object that contains the translation texture
* @param inputTexCoord the input texture coordinates
* @param ddX Specifies the explicit partial derivative with respect to X
* @param ddY Specifies the explicit partial derivative with respect to Y
* @param graniteLookupData the Granite lookup data
* @param resolveResult Resolve analysis output. Supply a dummy variable if you don't need it.
*
* @return 1 in case sampling was successful.
*/
int Granite_Lookup_UDIM_Anisotropic( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord, in gra_Float2 ddX, in gra_Float2 ddY,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult);
/**
* Virtual texture lookup of a cubemap in a UDIM tile set
*
* @param grCB the Granite Shader Runtime Cube parameter block
* @param translationTable GraniteTranslationTexture object that contains the translation texture
* @param inputTexCoord the input texture coordinates
* @param graniteLookupData the Granite lookup data
* @param resolveResult Resolve analysis output. Supply a dummy variable if you don't need it.
*
* @return 1 in case sampling was successful.
*/
int Granite_Lookup_Cube_UDIM_Anisotropic( in GraniteCubeConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float3 inputTexCoord,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult);
/**
* Virtual texture lookup of a cubemap in a UDIM tile set with explicit derivatives
*
* @param grCB the Granite Shader Runtime Cube parameter block
* @param translationTable GraniteTranslationTexture object that contains the translation texture
* @param inputTexCoord the input texture coordinates
* @param ddX Specifies the explicit partial derivative with respect to X
* @param ddY Specifies the explicit partial derivative with respect to Y
* @param graniteLookupData the Granite lookup data
* @param resolveResult Resolve analysis output. Supply a dummy variable if you don't need it.
*
* @return 1 in case sampling was successful.
*/
int Granite_Lookup_Cube_UDIM_Anisotropic( in GraniteCubeConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float3 inputTexCoord,
in gra_Float3 ddX, in gra_Float3 ddY,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult);
//@IGNORE_END
//@IGNORE_BEGIN
/**
* Virtual texture lookup of a pretransformed Clamped tile set
* Caller needs to either already called Granite_Transform in the shader or used [TransformTextureCoordinates](@ref Graphine::Granite::IStreamingTexture::TransformTextureCoordinates) on the vertex data.
*
* @param grCB the Granite Shader Runtime parameter block
* @param translationTable GraniteTranslationTexture object that contains the translation texture
* @param inputTexCoord the pretransformed input texture coordinates
* @param graniteLookupData the Granite lookup data
* @param resolveResult Resolve analysis output. Supply a dummy variable if you don't need it.
*
* @return 1 in case sampling was successful.
*/
int Granite_Lookup_PreTransformed_Clamp_Anisotropic( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult);
/**
* Virtual texture lookup of a Clamped tile set using wrapped texture addressing (tiling)
*
* @param grCB the Granite Shader Runtime parameter block
* @param translationTable GraniteTranslationTexture object that contains the translation texture
* @param inputTexCoord the input texture coordinates
* @param graniteLookupData the Granite lookup data
* @param resolveResult Resolve analysis output. Supply a dummy variable if you don't need it.
*
* @return 1 in case sampling was successful.
*/
int Granite_Lookup_Clamp_Anisotropic( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult);
/**
* Virtual texture lookup of a pretransformed Clamped tile set with explicit derivatives
* Caller needs to either already called Granite_Transform in the shader or used [TransformTextureCoordinates](@ref Graphine::Granite::IStreamingTexture::TransformTextureCoordinates) on the vertex data.
*
* @param grCB the Granite Shader Runtime parameter block
* @param translationTable GraniteTranslationTexture object that contains the translation texture
* @param inputTexCoord the pretransformed input texture coordinates
* @param ddX Specifies the explicit partial derivative with respect to X
* @param ddY Specifies the explicit partial derivative with respect to Y
* @param graniteLookupData the Granite lookup data
* @param resolveResult Resolve analysis output. Supply a dummy variable if you don't need it.
*
* @return 1 in case sampling was successful.
*/
int Granite_Lookup_PreTransformed_Clamp_Anisotropic( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord, in gra_Float2 ddX, in gra_Float2 ddY,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult);
/**
* Virtual texture lookup of a Clamped tile set with explicit derivatives
*
* @param grCB the Granite Shader Runtime parameter block
* @param translationTable GraniteTranslationTexture object that contains the translation texture
* @param inputTexCoord the input texture coordinates
* @param ddX Specifies the explicit partial derivative with respect to X
* @param ddY Specifies the explicit partial derivative with respect to Y
* @param graniteLookupData the Granite lookup data
* @param resolveResult Resolve analysis output. Supply a dummy variable if you don't need it.
*
* @return 1 in case sampling was successful.
*/
int Granite_Lookup_Clamp_Anisotropic( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord, in gra_Float2 ddX, in gra_Float2 ddY,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult);
/**
* Virtual texture lookup of a cubemap in a Clamped tile set
*
* @param grCB the Granite Shader Runtime Cube parameter block
* @param translationTable GraniteTranslationTexture object that contains the translation texture
* @param inputTexCoord the input texture coordinates
* @param graniteLookupData the Granite lookup data
* @param resolveResult Resolve analysis output. Supply a dummy variable if you don't need it.
*
* @return 1 in case sampling was successful.
*/
int Granite_Lookup_Cube_Clamp_Anisotropic( in GraniteCubeConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float3 inputTexCoord,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult);
/**
* Virtual texture lookup of a cubemap in a Clamped tile set with explicit derivatives
*
* @param grCB the Granite Shader Runtime Cube parameter block
* @param translationTable GraniteTranslationTexture object that contains the translation texture
* @param inputTexCoord the input texture coordinates
* @param ddX Specifies the explicit partial derivative with respect to X
* @param ddY Specifies the explicit partial derivative with respect to Y
* @param graniteLookupData the Granite lookup data
* @param resolveResult Resolve analysis output. Supply a dummy variable if you don't need it.
*
* @return 1 in case sampling was successful.
*/
int Granite_Lookup_Cube_Clamp_Anisotropic( in GraniteCubeConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float3 inputTexCoord,
in gra_Float3 ddX, in gra_Float3 ddY,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult);
//@IGNORE_END
//@IGNORE_BEGIN
/**
* Virtual texture lookup of a preTransformed tile set with explicit level-of-detail
*
* @param grCB the Granite Shader Runtime parameter block
* @param translationTable GraniteTranslationTexture object that contains the translation texture
* @param inputTexCoord the input texture coordinates
* @param LOD Specifies the explicit level-of-detail
* @param graniteLookupData the Granite lookup data
* @param resolveResult Resolve analysis output. Supply a dummy variable if you don't need it.
*
* @return 1 in case sampling was successful.
*/
int Granite_Lookup_PreTransformed( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord, in float LOD,
out GraniteLODLookupData graniteLookupData, out gra_Float4 resolveResult);
/**
* Virtual texture lookup of a tile set with explicit level-of-detail using wrapped texture addressing (tiling)
*
* @param grCB the Granite Shader Runtime parameter block
* @param inputTexCoord the input texture coordinates
* @param LOD Specifies the explicit level-of-detail
* @param translationTable GraniteTranslationTexture object that contains the translation texture
* @param transform The transform to apply. This can be got with [GetTransform](@ref Graphine::Granite::IStreamingTexture::GetTransform).
* @param graniteLookupData the Granite lookup data
* @param resolveResult Resolve analysis output. Supply a dummy variable if you don't need it.
*
* @return 1 in case sampling was successful.
*/
int Granite_Lookup( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord, in float LOD,
out GraniteLODLookupData graniteLookupData, out gra_Float4 resolveResult);
/**
* Virtual texture lookup of a cubemap in a tile set with explicit level-of-detail
*
* @param grCB the Granite Shader Runtime Cube parameter block
* @param translationTable GraniteTranslationTexture object that contains the translation texture
* @param inputTexCoord the input texture coordinates
* @param LOD Specifies the explicit level-of-detail
* @param graniteLookupData the Granite lookup data
* @param resolveResult Resolve analysis output. Supply a dummy variable if you don't need it.
*
* @return 1 in case sampling was successful.
*/
int Granite_Lookup_Cube( in GraniteCubeConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float3 inputTexCoord, in float LOD,
out GraniteLODLookupData graniteLookupData, out gra_Float4 resolveResult);
//@IGNORE_END
//@IGNORE_BEGIN
/**
* Virtual texture lookup of a preTransformed UDIM tile set with explicit level-of-detail
*
* @param grCB the Granite Shader Runtime parameter block
* @param translationTable GraniteTranslationTexture object that contains the translation texture
* @param inputTexCoord the input texture coordinates
* @param LOD Specifies the explicit level-of-detail
* @param graniteLookupData the Granite lookup data
* @param resolveResult Resolve analysis output. Supply a dummy variable if you don't need it.
*
* @return 1 in case sampling was successful.
*/
int Granite_Lookup_PreTransformed_UDIM( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord, in float LOD,
out GraniteLODLookupData graniteLookupData, out gra_Float4 resolveResult);
/**
* Virtual texture lookup of a UDIM tile set with explicit level-of-detail using wrapped texture addressing (tiling)
*
* @param grCB the Granite Shader Runtime parameter block
* @param inputTexCoord the input texture coordinates
* @param LOD Specifies the explicit level-of-detail
* @param translationTable GraniteTranslationTexture object that contains the translation texture
* @param transform The transform to apply. This can be got with [GetTransform](@ref Graphine::Granite::IStreamingTexture::GetTransform).
* @param graniteLookupData the Granite lookup data
* @param resolveResult Resolve analysis output. Supply a dummy variable if you don't need it.
*
* @return 1 in case sampling was successful.
*/
int Granite_Lookup_UDIM( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord, in float LOD,
out GraniteLODLookupData graniteLookupData, out gra_Float4 resolveResult);
/**
* Virtual texture lookup of a cubemap in a UDIM tile set with explicit level-of-detail
*
* @param grCB the Granite Shader Runtime Cube parameter block
* @param translationTable GraniteTranslationTexture object that contains the translation texture
* @param inputTexCoord the input texture coordinates
* @param LOD Specifies the explicit level-of-detail
* @param graniteLookupData the Granite lookup data
* @param resolveResult Resolve analysis output. Supply a dummy variable if you don't need it.
*
* @return 1 in case sampling was successful.
*/
int Granite_Lookup_Cube_UDIM( in GraniteCubeConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float3 inputTexCoord, in float LOD,
out GraniteLODLookupData graniteLookupData, out gra_Float4 resolveResult);
//@IGNORE_END
//@IGNORE_BEGIN
/**
* Virtual texture lookup of a preTransformed Clamped tile set with explicit level-of-detail
*
* @param grCB the Granite Shader Runtime parameter block
* @param translationTable GraniteTranslationTexture object that contains the translation texture
* @param inputTexCoord the input texture coordinates
* @param LOD Specifies the explicit level-of-detail
* @param graniteLookupData the Granite lookup data
* @param resolveResult Resolve analysis output. Supply a dummy variable if you don't need it.
*
* @return 1 in case sampling was successful.
*/
int Granite_Lookup_PreTransformed_Clamp( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord, in float LOD,
out GraniteLODLookupData graniteLookupData, out gra_Float4 resolveResult);
/**
* Virtual texture lookup of a Clamped tile set with explicit level-of-detail using wrapped texture addressing (tiling)
*
* @param grCB the Granite Shader Runtime parameter block
* @param inputTexCoord the input texture coordinates
* @param LOD Specifies the explicit level-of-detail
* @param translationTable GraniteTranslationTexture object that contains the translation texture
* @param transform The transform to apply. This can be got with [GetTransform](@ref Graphine::Granite::IStreamingTexture::GetTransform).
* @param graniteLookupData the Granite lookup data
* @param resolveResult Resolve analysis output. Supply a dummy variable if you don't need it.
*
* @return 1 in case sampling was successful.
*/
int Granite_Lookup_Clamp( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord, in float LOD,
out GraniteLODLookupData graniteLookupData, out gra_Float4 resolveResult);
/**
* Virtual texture lookup of a cubemap in a Clamped tile set with explicit level-of-detail
*
* @param grCB the Granite Shader Runtime Cube parameter block
* @param translationTable GraniteTranslationTexture object that contains the translation texture
* @param inputTexCoord the input texture coordinates
* @param LOD Specifies the explicit level-of-detail
* @param graniteLookupData the Granite lookup data
* @param resolveResult Resolve analysis output. Supply a dummy variable if you don't need it.
*
* @return 1 in case sampling was successful.
*/
int Granite_Lookup_Cube_Clamp( in GraniteCubeConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float3 inputTexCoord, in float LOD,
out GraniteLODLookupData graniteLookupData, out gra_Float4 resolveResult);
//@IGNORE_END
//@IGNORE_BEGIN
/**
* Virtual texture lookup using wrapped texture addressing (tiling) and dynamic udim selection
*
* @param grCB the Granite Shader Runtime parameter block
* @param translationTable GraniteTranslationTexture object that contains the translation texture
* @param inputTexCoord the input texture coordinates
* @param asUDIM Should we sample using UDIM or regular (tiled) adressing
* @param graniteLookupData the Granite lookup data
* @param resolveResult Resolve analysis output. Supply a dummy variable if you don't need it.
*
* @return 1 in case sampling was successful.
*/
int Granite_Lookup_Dynamic_Linear( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord,
in bool asUDIM,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult);
/**
* Virtual texture lookup using wrapped texture addressing (tiling) and dynamic udim selection
*
* @param grCB the Granite Shader Runtime parameter block
* @param translationTable GraniteTranslationTexture object that contains the translation texture
* @param inputTexCoord the input texture coordinates
* @param asUDIM Should we sample using UDIM or regular (tiled) adressing
* @param LOD The Level of Detail to sample.
* @param graniteLODLookupData the Granite lookup data
* @param resolveResult Resolve analysis output. Supply a dummy variable if you don't need it.
*
* @return 1 in case sampling was successful.
*/
int Granite_Lookup_Dynamic_Linear( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord,
in bool asUDIM, in float LOD,
out GraniteLODLookupData graniteLookupData, out gra_Float4 resolveResult);
//@IGNORE_END
//@IGNORE_BEGIN
/**
* Virtual texture lookup using wrapped texture addressing (tiling) and dynamic udim selection
*
* @param grCB the Granite Shader Runtime parameter block
* @param translationTable GraniteTranslationTexture object that contains the translation texture
* @param inputTexCoord the input texture coordinates
* @param asUDIM Should we sample using UDIM or regular (tiled) adressing
* @param graniteLookupData the Granite lookup data
* @param resolveResult Resolve analysis output. Supply a dummy variable if you don't need it.
*
* @return 1 in case sampling was successful.
*/
int Granite_Lookup_Dynamic_Anisotropic( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord,
in bool asUDIM,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult);
/**
* Virtual texture lookup using wrapped texture addressing (tiling) and dynamic udim selection
*
* @param grCB the Granite Shader Runtime parameter block
* @param translationTable GraniteTranslationTexture object that contains the translation texture
* @param inputTexCoord the input texture coordinates
* @param asUDIM Should we sample using UDIM or regular (tiled) adressing
* @param LOD The Level of Detail to sample.
* @param graniteLODLookupData the Granite lookup data
* @param resolveResult Resolve analysis output. Supply a dummy variable if you don't need it.
*
* @return 1 in case sampling was successful.
*/
int Granite_Lookup_Dynamic_Anisotropic( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord,
in bool asUDIM, in float LOD,
out GraniteLODLookupData graniteLookupData, out gra_Float4 resolveResult);
//@IGNORE_END
//@IGNORE_BEGIN
/**
* Samples a single layer of a tile set.
*
* @param grCB the Granite Shader Runtime parameter block
* @param graniteLookupData The Granite Lookup data ((@ref Granite_Lookup)
* @param cacheTexture The GraniteCacheTexture object of the cache texture of the tile set layer
* @param layer The layer index in the tile set you want to sample from
* @param result The sampled texel
*
* @return 1 in case sampling was successful.
*/
int Granite_Sample( in GraniteConstantBuffers grCB,
in GraniteLookupData graniteLookupData,
in GraniteCacheTexture cacheTexture, in int layer,
out gra_Float4 result);
/**
* Samples a single layer of a cube tile set.
*
* @param grCB the Granite Shader Runtime Cube parameter block
* @param graniteLookupData The Granite Lookup data ((@ref Granite_Lookup)
* @param cacheTexture The GraniteCacheTexture object of the cache texture of the tile set layer
* @param layer The layer index in the tile set you want to sample from
* @param result The sampled texel
*
* @return 1 in case sampling was successful.
*/
int Granite_Sample( in GraniteCubeConstantBuffers grCB,
in GraniteLookupData graniteLookupData,
in GraniteCacheTexture cacheTexture, in int layer,
out gra_Float4 result);
/**
* Samples a single layer of a tile set with high quality filtering
*
* @param grCB the Granite Shader Runtime parameter block
* @param graniteLookupData The Granite Lookup data ((@ref Granite_Lookup)
* @param cacheTexture The GraniteCacheTexture object of the cache texture of the tile set layer
* @param layer The layer index in the tile set you want to sample from
* @param result The sampled texel
*
* @return 1 in case sampling was successful.
*/
int Granite_Sample_HQ( in GraniteConstantBuffers grCB,
in GraniteLookupData graniteLookupData,
in GraniteCacheTexture cacheTexture, in int layer,
out gra_Float4 result);
/**
* Samples a single layer of a cube tile set with high quality filtering
*
* @param grCB the Granite Shader Runtime Cube parameter block
* @param graniteLookupData The Granite Lookup data ((@ref Granite_Lookup)
* @param cacheTexture The GraniteCacheTexture object of the cache texture of the tile set layer
* @param layer The layer index in the tile set you want to sample from
* @param result The sampled texel
*
* @return 1 in case sampling was successful.
*/
int Granite_Sample_HQ( in GraniteCubeConstantBuffers grCB,
in GraniteLookupData graniteLookupData,
in GraniteCacheTexture cacheTexture, in int layer,
out gra_Float4 result);
/**
* Samples a single layer of a tile set with explicit level-of-detail.
*
* @param grCB the Granite Shader Runtime parameter block
* @param graniteLookupData The Granite lookup data ((@ref Granite_Lookup)
* @param cacheTexture The GraniteCacheTexture object of the cache texture of the tile set layer
* @param layer The layer index in the tile set you want to sample from
* @param result The sampled texel
*
* @return 1 in case sampling was successful.
*/
int Granite_Sample( in GraniteConstantBuffers grCB,
in GraniteLODLookupData graniteLookupData,
in GraniteCacheTexture cacheTexture, in int layer,
out gra_Float4 result);
/**
* Samples a single layer of a cube tile set with explicit level-of-detail.
*
* @param grCB the Granite Shader Runtime Cube parameter block
* @param graniteLookupData The Granite lookup data ((@ref Granite_Lookup)
* @param cacheTexture The GraniteCacheTexture object of the cache texture of the tile set layer
* @param layer The layer index in the tile set you want to sample from
* @param result The sampled texel
*
* @return 1 in case sampling was successful.
*/
int Granite_Sample( in GraniteCubeConstantBuffers grCB,
in GraniteLODLookupData graniteLookupData,
in GraniteCacheTexture cacheTexture, in int layer,
out gra_Float4 result);
//@IGNORE_END
//@IGNORE_BEGIN
/**
* Calculate the pretransformed resolver output
* Caller needs to either already called Granite_Transform in the shader or used [TransformTextureCoordinates](@ref Graphine::Granite::IStreamingTexture::TransformTextureCoordinates) on the vertex data.
*
* @param grCB the Granite Shader Runtime parameter block
* @param inputTexCoord The texture coordinate that will be used to sample the texture
* @return The packed tile id
*/
gra_Float4 Granite_ResolverPixel_PreTransformed_Linear(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord);
/**
* Calculate the pretransformed resolver output with explicit derivatives
* Caller needs to either already called Granite_Transform in the shader or used [TransformTextureCoordinates](@ref Graphine::Granite::IStreamingTexture::TransformTextureCoordinates) on the vertex data.
*
* @param grCB the Granite Shader Runtime parameter block
* @param inputTexCoord The texture coordinate that will be used to sample the texture
* @param ddX Specifies the explicit partial derivative with respect to X
* @param ddY Specifies the explicit partial derivative with respect to Y
* @return a gra_Float4 containing the packed tile id
*/
gra_Float4 Granite_ResolverPixel_PreTransformed_Linear(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in gra_Float2 ddX, in gra_Float2 ddY);
/**
* Calculate the resolver output using wrapping texture addressing
*
* @param grCB the Granite Shader Runtime parameter block
* @param inputTexCoord The texture coordinate that will be used to sample the texture
* @return a gra_Float4 containing the packed tile id
*/
gra_Float4 Granite_ResolverPixel_Linear(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord);
/**
* Calculate the resolver output using wrapping texture addressing with explicit derivatives
*
* @param grCB the Granite Shader Runtime parameter block
* @param inputTexCoord The texture coordinate that will be used to sample the texture
* @param ddX Specifies the explicit partial derivative with respect to X
* @param ddY Specifies the explicit partial derivative with respect to Y
* @return a gra_Float4 containing the packed tile id
*/
gra_Float4 Granite_ResolverPixel_Linear(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in gra_Float2 ddX, in gra_Float2 ddY);
/**
* Calculate the resolver output of a cubemap
*
* @param grCB the Granite Shader Runtime Cube parameter block
* @param inputTexCoord The texture coordinate that will be used to sample the texture
* @return a gra_Float4 containing the packed tile id
*/
gra_Float4 Granite_ResolverPixel_Cube_Linear(in GraniteCubeConstantBuffers grCB, in gra_Float3 inputTexCoord);
/**
* Calculate the resolver output of a cubemap with explicit derivatives
*
* @param grCB the Granite Shader Runtime Cube parameter block
* @param inputTexCoord The texture coordinate that will be used to sample the texture
* @param ddX Specifies the explicit partial derivative with respect to X
* @param ddY Specifies the explicit partial derivative with respect to Y
* @return a gra_Float4 containing the packed tile id
*/
gra_Float4 Granite_ResolverPixel_Cube_Linear(in GraniteCubeConstantBuffers grCB, in gra_Float3 inputTexCoord, in gra_Float3 ddX, in gra_Float3 ddY);
//@IGNORE_END
//@IGNORE_BEGIN
/**
* Calculate the pretransformed resolver output
* Caller needs to either already called Granite_Transform in the shader or used [TransformTextureCoordinates](@ref Graphine::Granite::IStreamingTexture::TransformTextureCoordinates) on the vertex data.
*
* @param grCB the Granite Shader Runtime parameter block
* @param inputTexCoord The texture coordinate that will be used to sample the texture
* @return The packed tile id
*/
gra_Float4 Granite_ResolverPixel_PreTransformed_UDIM_Linear(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord);
/**
* Calculate the pretransformed resolver output with explicit derivatives
* Caller needs to either already called Granite_Transform in the shader or used [TransformTextureCoordinates](@ref Graphine::Granite::IStreamingTexture::TransformTextureCoordinates) on the vertex data.
*
* @param grCB the Granite Shader Runtime parameter block
* @param inputTexCoord The texture coordinate that will be used to sample the texture
* @param ddX Specifies the explicit partial derivative with respect to X
* @param ddY Specifies the explicit partial derivative with respect to Y
* @return a gra_Float4 containing the packed tile id
*/
gra_Float4 Granite_ResolverPixel_PreTransformed_UDIM_Linear(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in gra_Float2 ddX, in gra_Float2 ddY);
/**
* Calculate the resolver output using wrapping texture addressing
*
* @param grCB the Granite Shader Runtime parameter block
* @param inputTexCoord The texture coordinate that will be used to sample the texture
* @return a gra_Float4 containing the packed tile id
*/
gra_Float4 Granite_ResolverPixel_UDIM_Linear(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord);
/**
* Calculate the resolver output using wrapping texture addressing with explicit derivatives
*
* @param grCB the Granite Shader Runtime parameter block
* @param inputTexCoord The texture coordinate that will be used to sample the texture
* @param ddX Specifies the explicit partial derivative with respect to X
* @param ddY Specifies the explicit partial derivative with respect to Y
* @return a gra_Float4 containing the packed tile id
*/
gra_Float4 Granite_ResolverPixel_UDIM_Linear(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in gra_Float2 ddX, in gra_Float2 ddY);
/**
* Calculate the resolver output of a cubemap
*
* @param grCB the Granite Shader Runtime Cube parameter block
* @param inputTexCoord The texture coordinate that will be used to sample the texture
* @return a gra_Float4 containing the packed tile id
*/
gra_Float4 Granite_ResolverPixel_Cube_UDIM_Linear(in GraniteCubeConstantBuffers grCB, in gra_Float3 inputTexCoord);
/**
* Calculate the resolver output of a cubemap with explicit derivatives
*
* @param grCB the Granite Shader Runtime Cube parameter block
* @param inputTexCoord The texture coordinate that will be used to sample the texture
* @param ddX Specifies the explicit partial derivative with respect to X
* @param ddY Specifies the explicit partial derivative with respect to Y
* @return a gra_Float4 containing the packed tile id
*/
gra_Float4 Granite_ResolverPixel_Cube_UDIM_Linear(in GraniteCubeConstantBuffers grCB, in gra_Float3 inputTexCoord, in gra_Float3 ddX, in gra_Float3 ddY);
//@IGNORE_END
//@IGNORE_BEGIN
/**
* Calculate the pretransformed resolver output
* Caller needs to either already called Granite_Transform in the shader or used [TransformTextureCoordinates](@ref Graphine::Granite::IStreamingTexture::TransformTextureCoordinates) on the vertex data.
*
* @param grCB the Granite Shader Runtime parameter block
* @param inputTexCoord The texture coordinate that will be used to sample the texture
* @return The packed tile id
*/
gra_Float4 Granite_ResolverPixel_PreTransformed_Clamp_Linear(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord);
/**
* Calculate the pretransformed resolver output with explicit derivatives
* Caller needs to either already called Granite_Transform in the shader or used [TransformTextureCoordinates](@ref Graphine::Granite::IStreamingTexture::TransformTextureCoordinates) on the vertex data.
*
* @param grCB the Granite Shader Runtime parameter block
* @param inputTexCoord The texture coordinate that will be used to sample the texture
* @param ddX Specifies the explicit partial derivative with respect to X
* @param ddY Specifies the explicit partial derivative with respect to Y
* @return a gra_Float4 containing the packed tile id
*/
gra_Float4 Granite_ResolverPixel_PreTransformed_Clamp_Linear(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in gra_Float2 ddX, in gra_Float2 ddY);
/**
* Calculate the resolver output using wrapping texture addressing
*
* @param grCB the Granite Shader Runtime parameter block
* @param inputTexCoord The texture coordinate that will be used to sample the texture
* @return a gra_Float4 containing the packed tile id
*/
gra_Float4 Granite_ResolverPixel_Clamp_Linear(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord);
/**
* Calculate the resolver output using wrapping texture addressing with explicit derivatives
*
* @param grCB the Granite Shader Runtime parameter block
* @param inputTexCoord The texture coordinate that will be used to sample the texture
* @param ddX Specifies the explicit partial derivative with respect to X
* @param ddY Specifies the explicit partial derivative with respect to Y
* @return a gra_Float4 containing the packed tile id
*/
gra_Float4 Granite_ResolverPixel_Clamp_Linear(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in gra_Float2 ddX, in gra_Float2 ddY);
/**
* Calculate the resolver output of a cubemap
*
* @param grCB the Granite Shader Runtime Cube parameter block
* @param inputTexCoord The texture coordinate that will be used to sample the texture
* @return a gra_Float4 containing the packed tile id
*/
gra_Float4 Granite_ResolverPixel_Cube_Clamp_Linear(in GraniteCubeConstantBuffers grCB, in gra_Float3 inputTexCoord);
/**
* Calculate the resolver output of a cubemap with explicit derivatives
*
* @param grCB the Granite Shader Runtime Cube parameter block
* @param inputTexCoord The texture coordinate that will be used to sample the texture
* @param ddX Specifies the explicit partial derivative with respect to X
* @param ddY Specifies the explicit partial derivative with respect to Y
* @return a gra_Float4 containing the packed tile id
*/
gra_Float4 Granite_ResolverPixel_Cube_Clamp_Linear(in GraniteCubeConstantBuffers grCB, in gra_Float3 inputTexCoord, in gra_Float3 ddX, in gra_Float3 ddY);
//@IGNORE_END
//@IGNORE_BEGIN
/**
* Calculate the pretransformed resolver output
* Caller needs to either already called Granite_Transform in the shader or used [TransformTextureCoordinates](@ref Graphine::Granite::IStreamingTexture::TransformTextureCoordinates) on the vertex data.
*
* @param grCB the Granite Shader Runtime parameter block
* @param inputTexCoord The texture coordinate that will be used to sample the texture
* @return The packed tile id
*/
gra_Float4 Granite_ResolverPixel_PreTransformed_Anisotropic(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord);
/**
* Calculate the pretransformed resolver output with explicit derivatives
* Caller needs to either already called Granite_Transform in the shader or used [TransformTextureCoordinates](@ref Graphine::Granite::IStreamingTexture::TransformTextureCoordinates) on the vertex data.
*
* @param grCB the Granite Shader Runtime parameter block
* @param inputTexCoord The texture coordinate that will be used to sample the texture
* @param ddX Specifies the explicit partial derivative with respect to X
* @param ddY Specifies the explicit partial derivative with respect to Y
* @return a gra_Float4 containing the packed tile id
*/
gra_Float4 Granite_ResolverPixel_PreTransformed_Anisotropic(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in gra_Float2 ddX, in gra_Float2 ddY);
/**
* Calculate the resolver output using wrapping texture addressing
*
* @param grCB the Granite Shader Runtime parameter block
* @param inputTexCoord The texture coordinate that will be used to sample the texture
* @return a gra_Float4 containing the packed tile id
*/
gra_Float4 Granite_ResolverPixel_Anisotropic(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord);
/**
* Calculate the resolver output using wrapping texture addressing with explicit derivatives
*
* @param grCB the Granite Shader Runtime parameter block
* @param inputTexCoord The texture coordinate that will be used to sample the texture
* @param ddX Specifies the explicit partial derivative with respect to X
* @param ddY Specifies the explicit partial derivative with respect to Y
* @return a gra_Float4 containing the packed tile id
*/
gra_Float4 Granite_ResolverPixel_Anisotropic(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in gra_Float2 ddX, in gra_Float2 ddY);
/**
* Calculate the resolver output of a cubemap
*
* @param grCB the Granite Shader Runtime Cube parameter block
* @param inputTexCoord The texture coordinate that will be used to sample the texture
* @return a gra_Float4 containing the packed tile id
*/
gra_Float4 Granite_ResolverPixel_Cube_Anisotropic(in GraniteCubeConstantBuffers grCB, in gra_Float3 inputTexCoord);
/**
* Calculate the resolver output of a cubemap with explicit derivatives
*
* @param grCB the Granite Shader Runtime Cube parameter block
* @param inputTexCoord The texture coordinate that will be used to sample the texture
* @param ddX Specifies the explicit partial derivative with respect to X
* @param ddY Specifies the explicit partial derivative with respect to Y
* @return a gra_Float4 containing the packed tile id
*/
gra_Float4 Granite_ResolverPixel_Cube_Anisotropic(in GraniteCubeConstantBuffers grCB, in gra_Float3 inputTexCoord, in gra_Float3 ddX, in gra_Float3 ddY);
//@IGNORE_END
//@IGNORE_BEGIN
/**
* Calculate the pretransformed resolver output
* Caller needs to either already called Granite_Transform in the shader or used [TransformTextureCoordinates](@ref Graphine::Granite::IStreamingTexture::TransformTextureCoordinates) on the vertex data.
*
* @param grCB the Granite Shader Runtime parameter block
* @param inputTexCoord The texture coordinate that will be used to sample the texture
* @return The packed tile id
*/
gra_Float4 Granite_ResolverPixel_PreTransformed_UDIM_Anisotropic(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord);
/**
* Calculate the pretransformed resolver output with explicit derivatives
* Caller needs to either already called Granite_Transform in the shader or used [TransformTextureCoordinates](@ref Graphine::Granite::IStreamingTexture::TransformTextureCoordinates) on the vertex data.
*
* @param grCB the Granite Shader Runtime parameter block
* @param inputTexCoord The texture coordinate that will be used to sample the texture
* @param ddX Specifies the explicit partial derivative with respect to X
* @param ddY Specifies the explicit partial derivative with respect to Y
* @return a gra_Float4 containing the packed tile id
*/
gra_Float4 Granite_ResolverPixel_PreTransformed_UDIM_Anisotropic(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in gra_Float2 ddX, in gra_Float2 ddY);
/**
* Calculate the resolver output using wrapping texture addressing
*
* @param grCB the Granite Shader Runtime parameter block
* @param inputTexCoord The texture coordinate that will be used to sample the texture
* @return a gra_Float4 containing the packed tile id
*/
gra_Float4 Granite_ResolverPixel_UDIM_Anisotropic(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord);
/**
* Calculate the resolver output using wrapping texture addressing with explicit derivatives
*
* @param grCB the Granite Shader Runtime parameter block
* @param inputTexCoord The texture coordinate that will be used to sample the texture
* @param ddX Specifies the explicit partial derivative with respect to X
* @param ddY Specifies the explicit partial derivative with respect to Y
* @return a gra_Float4 containing the packed tile id
*/
gra_Float4 Granite_ResolverPixel_UDIM_Anisotropic(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in gra_Float2 ddX, in gra_Float2 ddY);
/**
* Calculate the resolver output of a cubemap
*
* @param grCB the Granite Shader Runtime Cube parameter block
* @param inputTexCoord The texture coordinate that will be used to sample the texture
* @return a gra_Float4 containing the packed tile id
*/
gra_Float4 Granite_ResolverPixel_Cube_UDIM_Anisotropic(in GraniteCubeConstantBuffers grCB, in gra_Float3 inputTexCoord);
/**
* Calculate the resolver output of a cubemap with explicit derivatives
*
* @param grCB the Granite Shader Runtime Cube parameter block
* @param inputTexCoord The texture coordinate that will be used to sample the texture
* @param ddX Specifies the explicit partial derivative with respect to X
* @param ddY Specifies the explicit partial derivative with respect to Y
* @return a gra_Float4 containing the packed tile id
*/
gra_Float4 Granite_ResolverPixel_Cube_UDIM_Anisotropic(in GraniteCubeConstantBuffers grCB, in gra_Float3 inputTexCoord, in gra_Float3 ddX, in gra_Float3 ddY);
//@IGNORE_END
//@IGNORE_BEGIN
/**
* Calculate the pretransformed resolver output
* Caller needs to either already called Granite_Transform in the shader or used [TransformTextureCoordinates](@ref Graphine::Granite::IStreamingTexture::TransformTextureCoordinates) on the vertex data.
*
* @param grCB the Granite Shader Runtime parameter block
* @param inputTexCoord The texture coordinate that will be used to sample the texture
* @return The packed tile id
*/
gra_Float4 Granite_ResolverPixel_PreTransformed_Clamp_Anisotropic(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord);
/**
* Calculate the pretransformed resolver output with explicit derivatives
* Caller needs to either already called Granite_Transform in the shader or used [TransformTextureCoordinates](@ref Graphine::Granite::IStreamingTexture::TransformTextureCoordinates) on the vertex data.
*
* @param grCB the Granite Shader Runtime parameter block
* @param inputTexCoord The texture coordinate that will be used to sample the texture
* @param ddX Specifies the explicit partial derivative with respect to X
* @param ddY Specifies the explicit partial derivative with respect to Y
* @return a gra_Float4 containing the packed tile id
*/
gra_Float4 Granite_ResolverPixel_PreTransformed_Clamp_Anisotropic(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in gra_Float2 ddX, in gra_Float2 ddY);
/**
* Calculate the resolver output using wrapping texture addressing
*
* @param grCB the Granite Shader Runtime parameter block
* @param inputTexCoord The texture coordinate that will be used to sample the texture
* @return a gra_Float4 containing the packed tile id
*/
gra_Float4 Granite_ResolverPixel_Clamp_Anisotropic(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord);
/**
* Calculate the resolver output using wrapping texture addressing with explicit derivatives
*
* @param grCB the Granite Shader Runtime parameter block
* @param inputTexCoord The texture coordinate that will be used to sample the texture
* @param ddX Specifies the explicit partial derivative with respect to X
* @param ddY Specifies the explicit partial derivative with respect to Y
* @return a gra_Float4 containing the packed tile id
*/
gra_Float4 Granite_ResolverPixel_Clamp_Anisotropic(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in gra_Float2 ddX, in gra_Float2 ddY);
/**
* Calculate the resolver output of a cubemap
*
* @param grCB the Granite Shader Runtime Cube parameter block
* @param inputTexCoord The texture coordinate that will be used to sample the texture
* @return a gra_Float4 containing the packed tile id
*/
gra_Float4 Granite_ResolverPixel_Cube_Clamp_Anisotropic(in GraniteCubeConstantBuffers grCB, in gra_Float3 inputTexCoord);
/**
* Calculate the resolver output of a cubemap with explicit derivatives
*
* @param grCB the Granite Shader Runtime Cube parameter block
* @param inputTexCoord The texture coordinate that will be used to sample the texture
* @param ddX Specifies the explicit partial derivative with respect to X
* @param ddY Specifies the explicit partial derivative with respect to Y
* @return a gra_Float4 containing the packed tile id
*/
gra_Float4 Granite_ResolverPixel_Cube_Clamp_Anisotropic(in GraniteCubeConstantBuffers grCB, in gra_Float3 inputTexCoord, in gra_Float3 ddX, in gra_Float3 ddY);
//@IGNORE_END
//@IGNORE_BEGIN
/**
* Calculate the pretransformed resolver output with explicit level-of-detail
* Caller needs to either already called Granite_Transform in the shader or used [TransformTextureCoordinates](@ref Graphine::Granite::IStreamingTexture::TransformTextureCoordinates) on the vertex data.
*
* @param grCB the Granite Shader Runtime parameter block
* @param inputTexCoord The texture coordinate that will be used to sample the texture
* @param LOD Specifies the explicit level-of-detail
* @return a gra_Float4 containing the packed tile id
*/
gra_Float4 Granite_ResolverPixel_PreTransformed(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in float LOD);
/**
* Calculate the resolver output using wrapping texture addressing with explicit level-of-detail
*
* @param grCB the Granite Shader Runtime parameter block
* @param inputTexCoord The texture coordinate that will be used to sample the texture
* @param LOD Specifies the explicit level-of-detail
* @param transform The transform to apply. This can be got with [GetTransform](@ref Graphine::Granite::IStreamingTexture::GetTransform).
* @return a gra_Float4 containing the packed tile id
*/
gra_Float4 Granite_ResolverPixel(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in float LOD);
/**
* Calculate the resolver output of a cubemap with explicit level-of-detail
*
* @param grCB the Granite Shader Runtime Cube parameter block
* @param inputTexCoord The texture coordinate that will be used to sample the texture
* @param LOD Specifies the explicit level-of-detail
* @return a gra_Float4 containing the packed tile id
*/
gra_Float4 Granite_ResolverPixel_Cube(in GraniteCubeConstantBuffers grCB, in gra_Float3 inputTexCoord, in float LOD);
//@IGNORE_END
//@IGNORE_BEGIN
/**
* Calculate the pretransformed resolver output with explicit level-of-detail
* Caller needs to either already called Granite_Transform in the shader or used [TransformTextureCoordinates](@ref Graphine::Granite::IStreamingTexture::TransformTextureCoordinates) on the vertex data.
*
* @param grCB the Granite Shader Runtime parameter block
* @param inputTexCoord The texture coordinate that will be used to sample the texture
* @param LOD Specifies the explicit level-of-detail
* @return a gra_Float4 containing the packed tile id
*/
gra_Float4 Granite_ResolverPixel_PreTransformed_UDIM(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in float LOD);
/**
* Calculate the resolver output using wrapping texture addressing with explicit level-of-detail
*
* @param grCB the Granite Shader Runtime parameter block
* @param inputTexCoord The texture coordinate that will be used to sample the texture
* @param LOD Specifies the explicit level-of-detail
* @param transform The transform to apply. This can be got with [GetTransform](@ref Graphine::Granite::IStreamingTexture::GetTransform).
* @return a gra_Float4 containing the packed tile id
*/
gra_Float4 Granite_ResolverPixel_UDIM(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in float LOD);
/**
* Calculate the resolver output of a cubemap with explicit level-of-detail
*
* @param grCB the Granite Shader Runtime Cube parameter block
* @param inputTexCoord The texture coordinate that will be used to sample the texture
* @param LOD Specifies the explicit level-of-detail
* @return a gra_Float4 containing the packed tile id
*/
gra_Float4 Granite_ResolverPixel_Cube_UDIM(in GraniteCubeConstantBuffers grCB, in gra_Float3 inputTexCoord, in float LOD);
//@IGNORE_END
//@IGNORE_BEGIN
/**
* Calculate the pretransformed resolver output with explicit level-of-detail
* Caller needs to either already called Granite_Transform in the shader or used [TransformTextureCoordinates](@ref Graphine::Granite::IStreamingTexture::TransformTextureCoordinates) on the vertex data.
*
* @param grCB the Granite Shader Runtime parameter block
* @param inputTexCoord The texture coordinate that will be used to sample the texture
* @param LOD Specifies the explicit level-of-detail
* @return a gra_Float4 containing the packed tile id
*/
gra_Float4 Granite_ResolverPixel_PreTransformed_Clamp(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in float LOD);
/**
* Calculate the resolver output using wrapping texture addressing with explicit level-of-detail
*
* @param grCB the Granite Shader Runtime parameter block
* @param inputTexCoord The texture coordinate that will be used to sample the texture
* @param LOD Specifies the explicit level-of-detail
* @param transform The transform to apply. This can be got with [GetTransform](@ref Graphine::Granite::IStreamingTexture::GetTransform).
* @return a gra_Float4 containing the packed tile id
*/
gra_Float4 Granite_ResolverPixel_Clamp(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in float LOD);
/**
* Calculate the resolver output of a cubemap with explicit level-of-detail
*
* @param grCB the Granite Shader Runtime Cube parameter block
* @param inputTexCoord The texture coordinate that will be used to sample the texture
* @param LOD Specifies the explicit level-of-detail
* @return a gra_Float4 containing the packed tile id
*/
gra_Float4 Granite_ResolverPixel_Cube_Clamp(in GraniteCubeConstantBuffers grCB, in gra_Float3 inputTexCoord, in float LOD);
//@IGNORE_END
//@IGNORE_BEGIN
/**
* Calculate the resolver output using wrapping texture addressing with dynamic UDIM selection
*
* @param grCB the Granite Shader Runtime parameter block
* @param inputTexCoord The texture coordinate that will be used to sample the texture
* @param asUDIM Should we sample using UDIM or regular (tiled) adressing
* @return a gra_Float4 containing the packed tile id
*/
gra_Float4 Granite_ResolverPixel_Dynamic_Linear(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in bool asUDIM);
//@IGNORE_END
//@IGNORE_BEGIN
/**
* Calculate the resolver output using wrapping texture addressing with dynamic UDIM selection
*
* @param grCB the Granite Shader Runtime parameter block
* @param inputTexCoord The texture coordinate that will be used to sample the texture
* @param asUDIM Should we sample using UDIM or regular (tiled) adressing
* @return a gra_Float4 containing the packed tile id
*/
gra_Float4 Granite_ResolverPixel_Dynamic_Anisotropic(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in bool asUDIM);
//@IGNORE_END
/*
END OF PUBLIC INTERFACE
Everything below this point should be treated as private to GraniteShaderLib.h
*/
//@INSERT_DEFINES
#define gra_TilesetBuffer grCB.tilesetBuffer
#define gra_TilesetBufferInternal tsCB.data[0]
#define gra_TilesetCacheBuffer tsCB.data[1]
#define gra_StreamingTextureCB grCB.streamingTextureBuffer
#define gra_StreamingTextureCubeCB grCB.streamingTextureCubeBuffer
#define gra_Transform grCB.streamingTextureBuffer.data[0]
#define gra_CubeTransform grCB.streamingTextureCubeBuffer.data
#define gra_StreamingTextureTransform grSTCB.data[0]
#define gra_StreamingTextureInfo grSTCB.data[1]
#define gra_NumLevels gra_StreamingTextureInfo.x
#define gra_AssetWidthRcp gra_StreamingTextureInfo.y
#define gra_AssetHeightRcp gra_StreamingTextureInfo.z
#if GRA_ROW_MAJOR == 1
#define gra_TranslationTableBias gra_TilesetBufferInternal[0][0]
#define gra_MaxAnisotropyLog2 gra_TilesetBufferInternal[1][0]
#define gra_CalcMiplevelDeltaScale gra_Float2(gra_TilesetBufferInternal[2][0], gra_TilesetBufferInternal[3][0])
#define gra_CalcMiplevelDeltaScaleX gra_TilesetBufferInternal[2][0]
#define gra_CalcMiplevelDeltaScaleY gra_TilesetBufferInternal[3][0]
#define gra_LodBiasPow2 gra_TilesetBufferInternal[0][1]
#define gra_TileContentInTiles gra_Float2(gra_TilesetBufferInternal[0][2], gra_TilesetBufferInternal[1][2])
#define gra_Level0NumTilesX gra_TilesetBufferInternal[0][3]
#define gra_NumTilesYScale gra_TilesetBufferInternal[1][3]
#define gra_TextureMagic gra_TilesetBufferInternal[2][3]
#define gra_TextureId gra_TilesetBufferInternal[3][3]
#define gra_RcpCacheInTiles(l) gra_Float2(gra_TilesetCacheBuffer[0][l], gra_TilesetCacheBuffer[1][l])
#define gra_BorderPixelsRcpCache(l) gra_Float2(gra_TilesetCacheBuffer[2][l], gra_TilesetCacheBuffer[3][l])
#else
#define gra_TranslationTableBias gra_TilesetBufferInternal[0][0]
#define gra_MaxAnisotropyLog2 gra_TilesetBufferInternal[0][1]
#define gra_CalcMiplevelDeltaScale gra_Float2(gra_TilesetBufferInternal[0][2], gra_TilesetBufferInternal[0][3])
#define gra_CalcMiplevelDeltaScaleX gra_TilesetBufferInternal[0][2]
#define gra_CalcMiplevelDeltaScaleY gra_TilesetBufferInternal[0][3]
#define gra_LodBiasPow2 gra_TilesetBufferInternal[1][0]
#define gra_TileContentInTiles gra_Float2(gra_TilesetBufferInternal[2][0], gra_TilesetBufferInternal[2][1])
#define gra_Level0NumTilesX gra_TilesetBufferInternal[3][0]
#define gra_NumTilesYScale gra_TilesetBufferInternal[3][1]
#define gra_TextureMagic gra_TilesetBufferInternal[3][2]
#define gra_TextureId gra_TilesetBufferInternal[3][3]
#define gra_RcpCacheInTiles(l) gra_Float2(gra_TilesetCacheBuffer[l][0], gra_TilesetCacheBuffer[l][1])
#define gra_BorderPixelsRcpCache(l) gra_Float2(gra_TilesetCacheBuffer[l][2], gra_TilesetCacheBuffer[l][3])
#endif
#if (GRA_GLSL_120==1)
// Extension needed for texture2DLod
#extension GL_ARB_shader_texture_lod : enable
// Extensions needed fot texture2DGrad
#extension GL_EXT_gpu_shader4 : enable
// Extensions needed for bit manipulation
#extension GL_ARB_shader_bit_encoding : enable
#endif
#if (GRA_TEXTURE_ARRAY_SUPPORT==1)
gra_Float4 GranitePrivate_SampleArray(in GraniteCacheTexture tex, in gra_Float3 texCoord)
{
#if (GRA_HLSL_5 == 1) || (GRA_HLSL_4 == 1)
return tex.TextureArray.Sample(tex.Sampler, texCoord);
#elif (GRA_GLSL_330 == 1)
return texture(tex, texCoord);
#else
#error using unsupported function
#endif
}
gra_Float4 GranitePrivate_SampleGradArray(in GraniteCacheTexture tex, in gra_Float3 texCoord, in gra_Float2 dX, in gra_Float2 dY)
{
#if (GRA_HLSL_5 == 1) || (GRA_HLSL_4 == 1)
return tex.TextureArray.SampleGrad(tex.Sampler,texCoord,dX,dY);
#elif (GRA_GLSL_330 == 1)
return textureGrad(tex, texCoord, dX, dY);
#else
#error using unsupported function
#endif
}
gra_Float4 GranitePrivate_SampleLevelArray(in GraniteCacheTexture tex, in gra_Float3 texCoord, in float level)
{
#if (GRA_HLSL_5 == 1) || (GRA_HLSL_4 == 1)
return tex.TextureArray.SampleLevel(tex.Sampler, texCoord, level);
#elif (GRA_GLSL_330 == 1)
return textureLod(tex, texCoord, level);
#else
#error using unsupported function
#endif
}
#else
gra_Float4 GranitePrivate_Sample(in GraniteCacheTexture tex, in gra_Float2 texCoord)
{
#if (GRA_HLSL_5 == 1) || (GRA_HLSL_4 == 1)
return tex.Texture.Sample(tex.Sampler,texCoord);
#elif (GRA_HLSL_3 == 1)
return tex2D(tex,texCoord);
#elif (GRA_GLSL_120 == 1) || (GRA_GLSL_130 == 1)
return texture2D(tex, texCoord);
#elif (GRA_GLSL_330 == 1)
return texture(tex, texCoord);
#endif
}
gra_Float4 GranitePrivate_SampleLevel(in GraniteCacheTexture tex, in gra_Float2 texCoord, in float level)
{
#if (GRA_HLSL_5 == 1) || (GRA_HLSL_4 == 1)
return tex.Texture.SampleLevel(tex.Sampler, texCoord, level);
#elif (GRA_HLSL_3 == 1)
return tex2Dlod(tex,gra_Float4(texCoord,0.0,level));
#elif (GRA_GLSL_120 == 1)
return texture2DLod(tex, texCoord, level);
#elif (GRA_GLSL_130 == 1) || (GRA_GLSL_330 == 1)
return textureLod(tex, texCoord, level);
#endif
}
gra_Float4 GranitePrivate_SampleGrad(in GraniteCacheTexture tex, in gra_Float2 texCoord, in gra_Float2 dX, in gra_Float2 dY)
{
#if (GRA_HLSL_5 == 1) || (GRA_HLSL_4 == 1)
return tex.Texture.SampleGrad(tex.Sampler,texCoord,dX,dY);
#elif (GRA_HLSL_3 == 1)
return tex2D(tex,texCoord,dX,dY);
#elif (GRA_GLSL_120 == 1)
return texture2DGrad(tex, texCoord, dX, dY);
#elif (GRA_GLSL_130 == 1) || (GRA_GLSL_330 == 1)
return textureGrad(tex, texCoord, dX, dY);
#endif
}
#endif //#if (GRA_TEXTURE_ARRAY_SUPPORT==1)
#if (GRA_LOAD_INSTR==1)
gra_Float4 GranitePrivate_Load(in GraniteTranslationTexture tex, in gra_Int3 location)
{
#if (GRA_HLSL_5 == 1) || (GRA_HLSL_4 == 1)
return tex.Texture.Load(location);
#elif (GRA_GLSL_130 == 1) || (GRA_GLSL_330 == 1)
return texelFetch(tex, location.xy, location.z);
#elif (GRA_HLSL_3 == 1) || (GRA_GLSL_120 == 1)
#error using unsupported function
#endif
}
#endif
//work-around shader compiler bug
//compiler gets confused with GranitePrivate_SampleLevel taking a GraniteCacheTexture as argument when array support is disabled
//Without array support, GraniteCacheTexture and GraniteTranslationTexture are the same (but still different types!)
//compiler is confused (ERR_AMBIGUOUS_FUNCTION_CALL). Looks like somebody is over enthusiastic optimizing...
gra_Float4 GranitePrivate_SampleLevel_Translation(in GraniteTranslationTexture tex, in gra_Float2 texCoord, in float level)
{
#if (GRA_HLSL_5 == 1) || (GRA_HLSL_4 == 1)
return tex.Texture.SampleLevel(tex.Sampler, texCoord, level);
#elif (GRA_HLSL_3 == 1)
return tex2Dlod(tex,gra_Float4(texCoord,0.0,level));
#elif (GRA_GLSL_120 == 1)
return texture2DLod(tex, texCoord, level);
#elif (GRA_GLSL_130 == 1) || (GRA_GLSL_330 == 1)
return textureLod(tex, texCoord, level);
#endif
}
float GranitePrivate_Saturate(in float value)
{
#if GRA_HLSL_FAMILY
return saturate(value);
#elif GRA_GLSL_FAMILY
return clamp(value, 0.0f, 1.0f);
#endif
}
#if (GRA_HLSL_5 == 1) || (GRA_HLSL_4 == 1) || (GRA_GLSL_330 == 1)
uint GranitePrivate_FloatAsUint(float value)
{
#if (GRA_HLSL_5 == 1) || (GRA_HLSL_4 == 1)
return asuint(value);
#elif (GRA_GLSL_330 == 1)
return floatBitsToUint(value);
#endif
}
#endif
// IOS gl shader compiler doesn't like overloads with int and uint. It thinks they are the same giving the error
// redefinition of 'GranitePrivate_Pow2'.
// So we only declare the one we exactly need for the given platform.
#if (GRA_FORCE_SM3 == 0) && ((GRA_HLSL_5 == 1) || (GRA_HLSL_4 == 1) || (GRA_GLSL_330 == 1))
float GranitePrivate_Pow2(uint exponent)
{
#if GRA_HLSL_FAMILY
return pow(2.0, exponent);
#else
return pow(2.0, float(exponent));
#endif
}
#else
float GranitePrivate_Pow2(int exponent)
{
#if GRA_HLSL_FAMILY
return pow(2.0, exponent);
#else
return pow(2.0, float(exponent));
#endif
}
#endif
gra_Float2 GranitePrivate_RepeatUV(in gra_Float2 uv, in GraniteStreamingTextureConstantBuffer grSTCB)
{
return frac(uv);
}
gra_Float2 GranitePrivate_UdimUV(in gra_Float2 uv, in GraniteStreamingTextureConstantBuffer grSTCB)
{
return uv;
}
gra_Float2 GranitePrivate_ClampUV(in gra_Float2 uv, in GraniteStreamingTextureConstantBuffer grSTCB)
{
gra_Float2 epsilon2 = gra_Float2(gra_AssetWidthRcp, gra_AssetHeightRcp);
return clamp(uv, epsilon2, gra_Float2(1,1) - epsilon2);
}
gra_Float2 GranitePrivate_MirrorUV(in gra_Float2 uv, in GraniteStreamingTextureConstantBuffer grSTCB)
{
gra_Float2 t = frac(uv*0.5)*2.0;
gra_Float2 l = gra_Float2(1.0,1.0);
return l-abs(t-l);
}
// function definitons for private functions
gra_Float4 GranitePrivate_PackTileId(in gra_Float2 tileXY, in float level, in float textureID);
gra_Float4 Granite_DebugPackedTileId64(in gra_Float4 PackedTile)
{
#if GRA_64BIT_RESOLVER
gra_Float4 output;
const float scale = 1.0f / 65535.0f;
gra_Float4 temp = PackedTile / scale;
output.x = fmod(temp.x, 256.0f);
output.y = floor(temp.x / 256.0f) + fmod(temp.y, 16.0f) * 16.0f;
output.z = floor(temp.y / 16.0f);
output.w = temp.z + temp.a * 16.0f;
return gra_Float4
(
(float)output.x / 255.0f,
(float)output.y / 255.0f,
(float)output.z / 255.0f,
(float)output.w / 255.0f
);
#else
return PackedTile;
#endif
}
gra_Float3 Granite_UnpackNormal(in gra_Float4 PackedNormal, float scale)
{
gra_Float2 reconstructed = gra_Float2(PackedNormal.x * PackedNormal.a, PackedNormal.y) * 2.0f - 1.0f;
reconstructed *= scale;
float z = sqrt(1.0f - GranitePrivate_Saturate(dot(reconstructed, reconstructed)));
return gra_Float3(reconstructed, z);
}
gra_Float3 Granite_UnpackNormal(in gra_Float4 PackedNormal)
{
return Granite_UnpackNormal(PackedNormal, 1.0);
}
#if GRA_HLSL_FAMILY
GraniteTilesetConstantBuffer Granite_ApplyResolutionOffset(in GraniteTilesetConstantBuffer INtsCB, in float resolutionOffsetPow2)
{
GraniteTilesetConstantBuffer tsCB = INtsCB;
gra_LodBiasPow2 *= resolutionOffsetPow2;
//resolutionOffsetPow2 *= resolutionOffsetPow2; //Square it before multiplying it in below
gra_CalcMiplevelDeltaScaleX *= resolutionOffsetPow2;
gra_CalcMiplevelDeltaScaleY *= resolutionOffsetPow2;
return tsCB;
}
GraniteTilesetConstantBuffer Granite_SetMaxAnisotropy(in GraniteTilesetConstantBuffer INtsCB, in float maxAnisotropyLog2)
{
GraniteTilesetConstantBuffer tsCB = INtsCB;
gra_MaxAnisotropyLog2 = min(gra_MaxAnisotropyLog2, maxAnisotropyLog2);
return tsCB;
}
#else
void Granite_ApplyResolutionOffset(inout GraniteTilesetConstantBuffer tsCB, in float resolutionOffsetPow2)
{
gra_LodBiasPow2 *= resolutionOffsetPow2;
//resolutionOffsetPow2 *= resolutionOffsetPow2; //Square it before multiplying it in below
gra_CalcMiplevelDeltaScaleX *= resolutionOffsetPow2;
gra_CalcMiplevelDeltaScaleY *= resolutionOffsetPow2;
}
void Granite_SetMaxAnisotropy(inout GraniteTilesetConstantBuffer tsCB, in float maxAnisotropyLog2)
{
gra_MaxAnisotropyLog2 = min(gra_MaxAnisotropyLog2, maxAnisotropyLog2);
}
#endif
gra_Float2 Granite_Transform(in GraniteStreamingTextureConstantBuffer grSTCB, in gra_Float2 textureCoord)
{
return textureCoord * gra_StreamingTextureTransform.zw + gra_StreamingTextureTransform.xy;
}
gra_Float4 Granite_MergeResolveOutputs(in gra_Float4 resolve0, in gra_Float4 resolve1, in gra_Float2 pixelLocation)
{
gra_Float2 screenPos = frac(pixelLocation * 0.5f);
bool dither = (screenPos.x != screenPos.y);
return (dither) ? resolve0 : resolve1;
}
gra_Float4 Granite_PackTileId(in gra_Float4 unpackedTileID)
{
return GranitePrivate_PackTileId(unpackedTileID.xy, unpackedTileID.z, unpackedTileID.w);
}
#if (GRA_HLSL_5 == 1)
void Granite_DitherResolveOutput(in gra_Float4 resolve, in RWTexture2D<GRA_UNORM gra_Float4> resolveTexture, in gra_Float2 screenPos, in float alpha)
{
const uint2 pixelPos = int2(screenPos);
const uint2 pixelLocation = pixelPos % GRA_RWTEXTURE2D_SCALE;
bool dither = (pixelLocation.x == 0) && (pixelLocation.y == 0);
uint2 writePos = pixelPos / GRA_RWTEXTURE2D_SCALE;
if ( alpha == 0 )
{
dither = false;
}
else if (alpha != 1.0)
{
// Do a 4x4 dither patern so alternating pixels resolve to the first or the second texture
gra_Float2 pixelLocationAlpha = frac(screenPos * 0.25f); // We don't scale after the frac so this will give coords 0, 0.25, 0.5, 0.75
int pixelId = (int)(pixelLocationAlpha.y * 16 + pixelLocationAlpha.x * 4); //faster as a dot2 ?
// Clamp
// This ensures that for example alpha=0.95 still resolves some tiles of the surfaces behind it
// and alpha=0.05 still resolves some tiles of this surface
alpha = min(max(alpha, 0.0625), 0.9375);
// Modern hardware supports array indexing with per pixel varying indexes
// on old hardware this will be expanded to a conditional tree by the compiler
const float thresholdMaxtrix[16] = { 1.0f / 17.0f, 9.0f / 17.0f, 3.0f / 17.0f, 11.0f / 17.0f,
13.0f / 17.0f, 5.0f / 17.0f, 15.0f / 17.0f, 7.0f / 17.0f,
4.0f / 17.0f, 12.0f / 17.0f, 2.0f / 17.0f, 10.0f / 17.0f,
16.0f / 17.0f, 8.0f / 17.0f, 14.0f / 17.0f, 6.0f / 17.0f};
float threshold = thresholdMaxtrix[pixelId];
if (alpha < threshold)
{
dither = false;
}
}
gra_Branch if (dither)
{
#if (GRA_PACK_RESOLVE_OUTPUT==0)
resolveTexture[writePos] = Granite_PackTileId(resolve);
#else
resolveTexture[writePos] = resolve;
#endif
}
}
#endif
float GranitePrivate_CalcMiplevelAnisotropic(in GraniteTilesetConstantBuffer tsCB, in GraniteStreamingTextureConstantBuffer grSTCB, in gra_Float2 ddxTc, in gra_Float2 ddyTc)
{
// Calculate the required mipmap level, this uses a similar
// formula as the GL spec.
// To reduce sqrt's and log2's we do some stuff in squared space here and further below in log space
// i.e. we wait with the sqrt untill we can do it for 'free' later during the log2
ddxTc *= gra_CalcMiplevelDeltaScale;
ddyTc *= gra_CalcMiplevelDeltaScale;
float lenDxSqr = dot(ddxTc, ddxTc);
float lenDySqr = dot(ddyTc, ddyTc);
float dMaxSqr = max(lenDxSqr, lenDySqr);
float dMinSqr = min(lenDxSqr, lenDySqr);
// Calculate mipmap levels directly from sqared distances. This uses log2(sqrt(x)) = 0.5 * log2(x) to save some sqrt's
float maxLevel = 0.5 * log2( dMaxSqr );
float minLevel = 0.5 * log2( dMinSqr );
// Calculate the log2 of the anisotropy and clamp it by the max supported. This uses log2(a/b) = log2(a)-log2(b) and min(log(a),log(b)) = log(min(a,b))
float anisoLog2 = maxLevel - minLevel;
anisoLog2 = min( anisoLog2, gra_MaxAnisotropyLog2 );
// Adjust for anisotropy & clamp to level 0
float result = max(maxLevel - anisoLog2 - 0.5f, 0.0f); //Subtract 0.5 to compensate for trilinear mipmapping
// Added clamping to avoid "hot pink" on small tilesets that try to sample past the 1x1 tile miplevel
// This happens if you for example import a relatively small texture and zoom out
return min(result, gra_NumLevels);
}
float GranitePrivate_CalcMiplevelLinear(in GraniteTilesetConstantBuffer tsCB, in GraniteStreamingTextureConstantBuffer grSTCB, in gra_Float2 ddxTc, in gra_Float2 ddyTc)
{
// Calculate the required mipmap level, this uses a similar
// formula as the GL spec.
// To reduce sqrt's and log2's we do some stuff in squared space here and further below in log space
// i.e. we wait with the sqrt untill we can do it for 'free' later during the log2
ddxTc *= gra_CalcMiplevelDeltaScale;
ddyTc *= gra_CalcMiplevelDeltaScale;
float lenDxSqr = dot(ddxTc, ddxTc);
float lenDySqr = dot(ddyTc, ddyTc);
float dMaxSqr = max(lenDxSqr, lenDySqr);
// Calculate mipmap levels directly from squared distances. This uses log2(sqrt(x)) = 0.5 * log2(x) to save some sqrt's
float maxLevel = 0.5 * log2(dMaxSqr) - 0.5f; //Subtract 0.5 to compensate for trilinear mipmapping
return clamp(maxLevel, 0.0f, gra_NumLevels);
}
gra_Float4 GranitePrivate_PackTileId(in gra_Float2 tileXY, in float level, in float textureID)
{
#if GRA_64BIT_RESOLVER == 0
gra_Float4 resultBits;
resultBits.x = fmod(tileXY.x, 256.0f);
resultBits.y = floor(tileXY.x / 256.0f) + fmod(tileXY.y, 32.0f) * 8.0f;
resultBits.z = floor(tileXY.y / 32.0f) + fmod(level, 4.0f) * 64.0f;
resultBits.w = floor(level / 4.0f) + textureID * 4.0f;
const float scale = 1.0f / 255.0f;
#if GRA_BGRA == 0
return scale * gra_Float4
(
float(resultBits.x),
float(resultBits.y),
float(resultBits.z),
float(resultBits.w)
);
#else
return scale * gra_Float4
(
float(resultBits.z),
float(resultBits.y),
float(resultBits.x),
float(resultBits.w)
);
#endif
#else
const float scale = 1.0f / 65535.0f;
return gra_Float4(tileXY.x, tileXY.y, level, textureID) * scale;
#endif
}
gra_Float4 GranitePrivate_UnpackTileId(in gra_Float4 packedTile)
{
gra_Float4 swiz;
#if GRA_BGRA == 0
swiz = packedTile;
#else
swiz = packedTile.zyxw;
#endif
swiz *= 255.0f;
float tileX = swiz.x + fmod(swiz.y, 16.0f) * 256.0f;
float tileY = floor(swiz.y / 16.0f) + swiz.z * 16.0f;
float level = fmod(swiz.w, 16.0f);
float tex = floor(swiz.w / 16.0f);
return gra_Float4(tileX, tileY, level, tex);
}
gra_Float3 GranitePrivate_TranslateCoord(in GraniteTilesetConstantBuffer tsCB, in gra_Float2 inputTexCoord, in gra_Float4 translationData, in int layer, out gra_Float2 numPagesOnLevel)
{
#if (GRA_FORCE_SM3 == 0) && ((GRA_HLSL_5 == 1) || (GRA_HLSL_4 == 1) || (GRA_GLSL_330 == 1))
// The translation table contains uint32_t values so we have to get to the individual bits of the float data
uint data = GranitePrivate_FloatAsUint(translationData[layer]);
// Slice Index: 7 bits, Cache X: 10 bits, Cache Y: 10 bits, Tile Level: 4 bits
uint slice = (data >> 24u) & 0x7Fu;
uint cacheX = (data >> 14u) & 0x3FFu;
uint cacheY = (data >> 4u) & 0x3FFu;
uint revLevel = data & 0xFu;
#else
// The translation table contains integer float values so we have to cast the float value to an int (which works up to 24-bit integer values)
int data = int(translationData[layer]);
int slice = 0;
int cacheX = (data / 16384);
int cacheY = (data % 16384) / 16;
int revLevel = (data % 16);
#endif
gra_Float2 numTilesOnLevel;
numTilesOnLevel.x = GranitePrivate_Pow2(revLevel);
numTilesOnLevel.y = numTilesOnLevel.x * gra_NumTilesYScale;
gra_Float2 tileTexCoord = frac(inputTexCoord * numTilesOnLevel);
gra_Float2 tileTexCoordCache = tileTexCoord * gra_TileContentInTiles + gra_Float2(cacheX, cacheY);
gra_Float3 final = gra_Float3(tileTexCoordCache * gra_RcpCacheInTiles(layer) + gra_BorderPixelsRcpCache(layer), slice);
numPagesOnLevel = numTilesOnLevel * gra_TileContentInTiles * gra_RcpCacheInTiles(layer);
return final;
}
gra_Float4 GranitePrivate_DrawDebugTiles(in gra_Float4 sourceColor, in gra_Float2 textureCoord, in gra_Float2 numPagesOnLevel)
{
// Calculate the border values
gra_Float2 cacheOffs = frac(textureCoord * numPagesOnLevel);
float borderTemp = max(cacheOffs.x, 1.0-cacheOffs.x);
borderTemp = max(max(cacheOffs.y, 1.0-cacheOffs.y), borderTemp);
float border = smoothstep(0.98, 0.99, borderTemp);
// White
gra_Float4 borderColor = gra_Float4(1,1,1,1);
//Lerp it over the source color
return lerp(sourceColor, borderColor, border);
}
gra_Float4 GranitePrivate_MakeResolveOutput(in GraniteTilesetConstantBuffer tsCB, in gra_Float2 tileXY, in float level)
{
#if GRA_PACK_RESOLVE_OUTPUT
return GranitePrivate_PackTileId(tileXY, level, gra_TextureId);
#else
return gra_Float4(tileXY, level, gra_TextureId);
#endif
}
gra_Float4 GranitePrivate_ResolverPixel(in GraniteTilesetConstantBuffer tsCB, in gra_Float2 inputTexCoord, in float LOD)
{
float level = floor(LOD + 0.5f);
// Number of tiles on level zero
gra_Float2 level0NumTiles;
level0NumTiles.x = gra_Level0NumTilesX;
level0NumTiles.y = gra_Level0NumTilesX * gra_NumTilesYScale;
// Calculate xy of the tiles to load
gra_Float2 virtualTilesUv = floor(inputTexCoord * level0NumTiles * pow(0.5, level));
return GranitePrivate_MakeResolveOutput(tsCB, virtualTilesUv, level);
}
void GranitePrivate_CalculateCubemapCoordinates(in gra_Float3 inputTexCoord, in gra_Float3 dVx, in gra_Float3 dVy, in GraniteStreamingTextureCubeConstantBuffer transforms, out int faceIdx, out gra_Float2 texCoord, out gra_Float2 dX, out gra_Float2 dY)
{
gra_Float2 contTexCoord;
gra_Float3 derivX;
gra_Float3 derivY;
float majorAxis;
if (abs(inputTexCoord.z) >= abs(inputTexCoord.x) && abs(inputTexCoord.z) >= abs(inputTexCoord.y))
{
// Z major axis
if(inputTexCoord.z < 0.0)
{
faceIdx = 5;
texCoord.x = -inputTexCoord.x;
}
else
{
faceIdx = 4;
texCoord.x = inputTexCoord.x;
}
texCoord.y = -inputTexCoord.y;
majorAxis = inputTexCoord.z;
contTexCoord = gra_Float2(inputTexCoord.x, inputTexCoord.y);
derivX = gra_Float3(dVx.x, dVx.y, dVx.z);
derivY = gra_Float3(dVy.x, dVy.y, dVy.z);
}
else if (abs(inputTexCoord.y) >= abs(inputTexCoord.x))
{
// Y major axis
if(inputTexCoord.y < 0.0)
{
faceIdx = 3;
texCoord.y = -inputTexCoord.z;
}
else
{
faceIdx = 2;
texCoord.y = inputTexCoord.z;
}
texCoord.x = inputTexCoord.x;
majorAxis = inputTexCoord.y;
contTexCoord = gra_Float2(inputTexCoord.x, inputTexCoord.z);
derivX = gra_Float3(dVx.x, dVx.z, dVx.y);
derivY = gra_Float3(dVy.x, dVy.z, dVy.y);
}
else
{
// X major axis
if(inputTexCoord.x < 0.0)
{
faceIdx = 1;
texCoord.x = inputTexCoord.z;
}
else
{
faceIdx = 0;
texCoord.x = -inputTexCoord.z;
}
texCoord.y = -inputTexCoord.y;
majorAxis = inputTexCoord.x;
contTexCoord = gra_Float2(inputTexCoord.z, inputTexCoord.y);
derivX = gra_Float3(dVx.z, dVx.y, dVx.x);
derivY = gra_Float3(dVy.z, dVy.y, dVy.x);
}
texCoord = (texCoord + majorAxis) / (2.0 * abs(majorAxis));
#if GRA_HQ_CUBEMAPPING
dX = /*contTexCoord **/ ((contTexCoord + derivX.xy) / ( 2.0 * (majorAxis + derivX.z)) - (contTexCoord / (2.0 * majorAxis)));
dY = /*contTexCoord **/ ((contTexCoord + derivY.xy) / ( 2.0 * (majorAxis + derivY.z)) - (contTexCoord / (2.0 * majorAxis)));
#else
dX = ((/*contTexCoord **/ derivX.xy) / (2.0 * abs(majorAxis)));
dY = ((/*contTexCoord **/ derivY.xy) / (2.0 * abs(majorAxis)));
#endif
// Now scale the derivatives with the texture transform scale
dX *= transforms.data[faceIdx].data[0].zw;
dY *= transforms.data[faceIdx].data[0].zw;
}
// Auto-level
void GranitePrivate_CalculateCubemapCoordinates(in gra_Float3 inputTexCoord, in GraniteStreamingTextureCubeConstantBuffer transforms, out int faceIdx, out gra_Float2 texCoord, out gra_Float2 dX, out gra_Float2 dY)
{
gra_Float3 dVx = ddx(inputTexCoord);
gra_Float3 dVy = ddy(inputTexCoord);
GranitePrivate_CalculateCubemapCoordinates(inputTexCoord, dVx, dVy, transforms, faceIdx, texCoord, dX, dY);
}
gra_Float2 Granite_GetTextureDimensions(in GraniteStreamingTextureConstantBuffer grSTCB)
{
return gra_Float2(1.0 / gra_AssetWidthRcp, 1.0 / gra_AssetHeightRcp); //TODO(ddebaets) use HLSL rcp here
}
// These are special values that need to be replaced by the shader stripper
//! GranitePrivate_Lookup_Software_General_Linear
//! GranitePrivate_Lookup_Software_Linear
//! GranitePrivate_Lookup_PreTransformed_Software_Linear
// General
int GranitePrivate_Lookup_Software_General_Linear(in GraniteTilesetConstantBuffer tsCB, in GraniteStreamingTextureConstantBuffer grSTCB,
in gra_Float2 inputTexCoord, in GraniteTranslationTexture translationTable,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult,
in gra_Float2 dX, in gra_Float2 dY)
{
float smoothLevel = GranitePrivate_CalcMiplevelLinear(tsCB, grSTCB, dX, dY);
float level = floor(smoothLevel + 0.5f);
// calculate resolver data
gra_Float2 level0NumTiles = gra_Float2(gra_Level0NumTilesX, gra_Level0NumTilesX*gra_NumTilesYScale);
gra_Float2 virtualTilesUv = floor(inputTexCoord * level0NumTiles * pow(0.5, level));
resolveResult = GranitePrivate_MakeResolveOutput(tsCB, virtualTilesUv, level);
// Look up the physical page indexes and the number of pages on the mipmap
// level of the page in the translation texture
// Note: this is equal for both anisotropic and linear sampling
// We could use a sample bias here for 'auto' mip level detection
#if (GRA_LOAD_INSTR==0)
gra_Float4 cache = GranitePrivate_SampleLevel_Translation(translationTable, inputTexCoord, smoothLevel);
#else
gra_Float4 cache = GranitePrivate_Load(translationTable, gra_Int3(virtualTilesUv, level));
#endif
graniteLookupData.translationTableData = cache;
graniteLookupData.textureCoordinates = inputTexCoord;
graniteLookupData.dX = dX;
graniteLookupData.dY = dY;
return 1;
}
int GranitePrivate_Lookup_PreTransformed_Software_Linear(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in GraniteTranslationTexture translationTable, out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult)
{
// Calculate texcoord deltas (do this before the frac to avoid any discontinuities)
gra_Float2 dX = ddx(inputTexCoord);
gra_Float2 dY = ddy(inputTexCoord);
// Always in 0-1 range
inputTexCoord = GranitePrivate_RepeatUV(inputTexCoord, gra_StreamingTextureCB);
return GranitePrivate_Lookup_Software_General_Linear(gra_TilesetBuffer, gra_StreamingTextureCB, inputTexCoord, translationTable, graniteLookupData, resolveResult, dX, dY);
}
int GranitePrivate_Lookup_PreTransformed_Software_Linear(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in gra_Float2 ddX, in gra_Float2 ddY, in GraniteTranslationTexture translationTable, out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult)
{
// Always in 0-1 range
inputTexCoord = GranitePrivate_RepeatUV(inputTexCoord, gra_StreamingTextureCB);
return GranitePrivate_Lookup_Software_General_Linear(gra_TilesetBuffer, gra_StreamingTextureCB, inputTexCoord, translationTable, graniteLookupData, resolveResult, ddX, ddY);
}
//
// Auto level
//
// pretransformed
// Tiled
int GranitePrivate_Lookup_Software_Linear(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in GraniteTranslationTexture translationTable, out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult)
{
// Calculate texcoord deltas (do this before the frac to avoid any discontinuities)
gra_Float2 dX = gra_Transform.zw * ddx(inputTexCoord);
gra_Float2 dY = gra_Transform.zw * ddy(inputTexCoord);
// Always in 0-1 range
inputTexCoord = Granite_Transform(gra_StreamingTextureCB, GranitePrivate_RepeatUV(inputTexCoord, gra_StreamingTextureCB));
return GranitePrivate_Lookup_Software_General_Linear(gra_TilesetBuffer, gra_StreamingTextureCB, inputTexCoord, translationTable, graniteLookupData, resolveResult, dX, dY);
}
int GranitePrivate_Lookup_Software_Linear(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in gra_Float2 ddX, in gra_Float2 ddY, in GraniteTranslationTexture translationTable, out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult)
{
// Always in 0-1 range
inputTexCoord = Granite_Transform(gra_StreamingTextureCB, GranitePrivate_RepeatUV(inputTexCoord, gra_StreamingTextureCB));
// Scale the derivatives with the texture transform scale
ddX *= gra_Transform.zw;
ddY *= gra_Transform.zw;
return GranitePrivate_Lookup_Software_General_Linear(gra_TilesetBuffer, gra_StreamingTextureCB, inputTexCoord, translationTable, graniteLookupData, resolveResult, ddX, ddY);
}
// pretransformed
int Granite_Lookup_PreTransformed_Linear( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult)
{
return GranitePrivate_Lookup_PreTransformed_Software_Linear(grCB, inputTexCoord, translationTable, graniteLookupData, resolveResult);
}
int Granite_Lookup_PreTransformed_Linear( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord, in gra_Float2 ddX, in gra_Float2 ddY,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult)
{
return GranitePrivate_Lookup_PreTransformed_Software_Linear(grCB, inputTexCoord, ddX, ddY, translationTable, graniteLookupData, resolveResult);
}
// Tiled
int Granite_Lookup_Linear( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult)
{
return GranitePrivate_Lookup_Software_Linear(grCB, inputTexCoord, translationTable, graniteLookupData, resolveResult);
}
int Granite_Lookup_Linear( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord, in gra_Float2 ddX, in gra_Float2 ddY,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult)
{
return GranitePrivate_Lookup_Software_Linear(grCB, inputTexCoord, ddX, ddY, translationTable, graniteLookupData, resolveResult);
}
//**
//* GranitePrivate cubemap sampling
//**
int Granite_Lookup_Cube_Linear( in GraniteCubeConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float3 inputTexCoord,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult)
{
int faceIdx;
gra_Float2 texCoord;
gra_Float2 dX;
gra_Float2 dY;
GranitePrivate_CalculateCubemapCoordinates(inputTexCoord, gra_StreamingTextureCubeCB, faceIdx, texCoord, dX, dY);
// Always in 0-1 range
texCoord = Granite_Transform(gra_CubeTransform[faceIdx], GranitePrivate_RepeatUV(texCoord, gra_CubeTransform[faceIdx]));
return GranitePrivate_Lookup_Software_General_Linear(gra_TilesetBuffer, gra_CubeTransform[faceIdx], texCoord, translationTable, graniteLookupData, resolveResult, dX, dY);
}
int Granite_Lookup_Cube_Linear( in GraniteCubeConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float3 inputTexCoord, in gra_Float3 ddX, in gra_Float3 ddY,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult)
{
int faceIdx;
gra_Float2 texCoord;
gra_Float2 dX;
gra_Float2 dY;
GranitePrivate_CalculateCubemapCoordinates(inputTexCoord, ddX, ddY, gra_StreamingTextureCubeCB, faceIdx, texCoord, dX, dY);
// Always in 0-1 range
texCoord = Granite_Transform(gra_CubeTransform[faceIdx], GranitePrivate_RepeatUV(texCoord, gra_CubeTransform[faceIdx]));
return GranitePrivate_Lookup_Software_General_Linear(gra_TilesetBuffer, gra_CubeTransform[faceIdx], texCoord, translationTable, graniteLookupData, resolveResult, dX, dY);
}
// These are special values that need to be replaced by the shader stripper
//! GranitePrivate_Lookup_Software_General_UDIM_Linear
//! GranitePrivate_Lookup_Software_UDIM_Linear
//! GranitePrivate_Lookup_PreTransformed_Software_UDIM_Linear
// General
int GranitePrivate_Lookup_Software_General_UDIM_Linear(in GraniteTilesetConstantBuffer tsCB, in GraniteStreamingTextureConstantBuffer grSTCB,
in gra_Float2 inputTexCoord, in GraniteTranslationTexture translationTable,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult,
in gra_Float2 dX, in gra_Float2 dY)
{
float smoothLevel = GranitePrivate_CalcMiplevelLinear(tsCB, grSTCB, dX, dY);
float level = floor(smoothLevel + 0.5f);
// calculate resolver data
gra_Float2 level0NumTiles = gra_Float2(gra_Level0NumTilesX, gra_Level0NumTilesX*gra_NumTilesYScale);
gra_Float2 virtualTilesUv = floor(inputTexCoord * level0NumTiles * pow(0.5, level));
resolveResult = GranitePrivate_MakeResolveOutput(tsCB, virtualTilesUv, level);
// Look up the physical page indexes and the number of pages on the mipmap
// level of the page in the translation texture
// Note: this is equal for both anisotropic and linear sampling
// We could use a sample bias here for 'auto' mip level detection
#if (GRA_LOAD_INSTR==0)
gra_Float4 cache = GranitePrivate_SampleLevel_Translation(translationTable, inputTexCoord, smoothLevel);
#else
gra_Float4 cache = GranitePrivate_Load(translationTable, gra_Int3(virtualTilesUv, level));
#endif
graniteLookupData.translationTableData = cache;
graniteLookupData.textureCoordinates = inputTexCoord;
graniteLookupData.dX = dX;
graniteLookupData.dY = dY;
return 1;
}
int GranitePrivate_Lookup_PreTransformed_Software_UDIM_Linear(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in GraniteTranslationTexture translationTable, out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult)
{
// Calculate texcoord deltas (do this before the frac to avoid any discontinuities)
gra_Float2 dX = ddx(inputTexCoord);
gra_Float2 dY = ddy(inputTexCoord);
// Always in 0-1 range
inputTexCoord = GranitePrivate_UdimUV(inputTexCoord, gra_StreamingTextureCB);
return GranitePrivate_Lookup_Software_General_UDIM_Linear(gra_TilesetBuffer, gra_StreamingTextureCB, inputTexCoord, translationTable, graniteLookupData, resolveResult, dX, dY);
}
int GranitePrivate_Lookup_PreTransformed_Software_UDIM_Linear(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in gra_Float2 ddX, in gra_Float2 ddY, in GraniteTranslationTexture translationTable, out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult)
{
// Always in 0-1 range
inputTexCoord = GranitePrivate_UdimUV(inputTexCoord, gra_StreamingTextureCB);
return GranitePrivate_Lookup_Software_General_UDIM_Linear(gra_TilesetBuffer, gra_StreamingTextureCB, inputTexCoord, translationTable, graniteLookupData, resolveResult, ddX, ddY);
}
//
// Auto level
//
// pretransformed
// Tiled
int GranitePrivate_Lookup_Software_UDIM_Linear(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in GraniteTranslationTexture translationTable, out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult)
{
// Calculate texcoord deltas (do this before the frac to avoid any discontinuities)
gra_Float2 dX = gra_Transform.zw * ddx(inputTexCoord);
gra_Float2 dY = gra_Transform.zw * ddy(inputTexCoord);
// Always in 0-1 range
inputTexCoord = Granite_Transform(gra_StreamingTextureCB, GranitePrivate_UdimUV(inputTexCoord, gra_StreamingTextureCB));
return GranitePrivate_Lookup_Software_General_UDIM_Linear(gra_TilesetBuffer, gra_StreamingTextureCB, inputTexCoord, translationTable, graniteLookupData, resolveResult, dX, dY);
}
int GranitePrivate_Lookup_Software_UDIM_Linear(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in gra_Float2 ddX, in gra_Float2 ddY, in GraniteTranslationTexture translationTable, out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult)
{
// Always in 0-1 range
inputTexCoord = Granite_Transform(gra_StreamingTextureCB, GranitePrivate_UdimUV(inputTexCoord, gra_StreamingTextureCB));
// Scale the derivatives with the texture transform scale
ddX *= gra_Transform.zw;
ddY *= gra_Transform.zw;
return GranitePrivate_Lookup_Software_General_UDIM_Linear(gra_TilesetBuffer, gra_StreamingTextureCB, inputTexCoord, translationTable, graniteLookupData, resolveResult, ddX, ddY);
}
// pretransformed
int Granite_Lookup_PreTransformed_UDIM_Linear( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult)
{
return GranitePrivate_Lookup_PreTransformed_Software_UDIM_Linear(grCB, inputTexCoord, translationTable, graniteLookupData, resolveResult);
}
int Granite_Lookup_PreTransformed_UDIM_Linear( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord, in gra_Float2 ddX, in gra_Float2 ddY,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult)
{
return GranitePrivate_Lookup_PreTransformed_Software_UDIM_Linear(grCB, inputTexCoord, ddX, ddY, translationTable, graniteLookupData, resolveResult);
}
// Tiled
int Granite_Lookup_UDIM_Linear( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult)
{
return GranitePrivate_Lookup_Software_UDIM_Linear(grCB, inputTexCoord, translationTable, graniteLookupData, resolveResult);
}
int Granite_Lookup_UDIM_Linear( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord, in gra_Float2 ddX, in gra_Float2 ddY,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult)
{
return GranitePrivate_Lookup_Software_UDIM_Linear(grCB, inputTexCoord, ddX, ddY, translationTable, graniteLookupData, resolveResult);
}
//**
//* GranitePrivate cubemap sampling
//**
int Granite_Lookup_Cube_UDIM_Linear( in GraniteCubeConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float3 inputTexCoord,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult)
{
int faceIdx;
gra_Float2 texCoord;
gra_Float2 dX;
gra_Float2 dY;
GranitePrivate_CalculateCubemapCoordinates(inputTexCoord, gra_StreamingTextureCubeCB, faceIdx, texCoord, dX, dY);
// Always in 0-1 range
texCoord = Granite_Transform(gra_CubeTransform[faceIdx], GranitePrivate_UdimUV(texCoord, gra_CubeTransform[faceIdx]));
return GranitePrivate_Lookup_Software_General_UDIM_Linear(gra_TilesetBuffer, gra_CubeTransform[faceIdx], texCoord, translationTable, graniteLookupData, resolveResult, dX, dY);
}
int Granite_Lookup_Cube_UDIM_Linear( in GraniteCubeConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float3 inputTexCoord, in gra_Float3 ddX, in gra_Float3 ddY,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult)
{
int faceIdx;
gra_Float2 texCoord;
gra_Float2 dX;
gra_Float2 dY;
GranitePrivate_CalculateCubemapCoordinates(inputTexCoord, ddX, ddY, gra_StreamingTextureCubeCB, faceIdx, texCoord, dX, dY);
// Always in 0-1 range
texCoord = Granite_Transform(gra_CubeTransform[faceIdx], GranitePrivate_UdimUV(texCoord, gra_CubeTransform[faceIdx]));
return GranitePrivate_Lookup_Software_General_UDIM_Linear(gra_TilesetBuffer, gra_CubeTransform[faceIdx], texCoord, translationTable, graniteLookupData, resolveResult, dX, dY);
}
// These are special values that need to be replaced by the shader stripper
//! GranitePrivate_Lookup_Software_General_Clamp_Linear
//! GranitePrivate_Lookup_Software_Clamp_Linear
//! GranitePrivate_Lookup_PreTransformed_Software_Clamp_Linear
// General
int GranitePrivate_Lookup_Software_General_Clamp_Linear(in GraniteTilesetConstantBuffer tsCB, in GraniteStreamingTextureConstantBuffer grSTCB,
in gra_Float2 inputTexCoord, in GraniteTranslationTexture translationTable,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult,
in gra_Float2 dX, in gra_Float2 dY)
{
float smoothLevel = GranitePrivate_CalcMiplevelLinear(tsCB, grSTCB, dX, dY);
float level = floor(smoothLevel + 0.5f);
// calculate resolver data
gra_Float2 level0NumTiles = gra_Float2(gra_Level0NumTilesX, gra_Level0NumTilesX*gra_NumTilesYScale);
gra_Float2 virtualTilesUv = floor(inputTexCoord * level0NumTiles * pow(0.5, level));
resolveResult = GranitePrivate_MakeResolveOutput(tsCB, virtualTilesUv, level);
// Look up the physical page indexes and the number of pages on the mipmap
// level of the page in the translation texture
// Note: this is equal for both anisotropic and linear sampling
// We could use a sample bias here for 'auto' mip level detection
#if (GRA_LOAD_INSTR==0)
gra_Float4 cache = GranitePrivate_SampleLevel_Translation(translationTable, inputTexCoord, smoothLevel);
#else
gra_Float4 cache = GranitePrivate_Load(translationTable, gra_Int3(virtualTilesUv, level));
#endif
graniteLookupData.translationTableData = cache;
graniteLookupData.textureCoordinates = inputTexCoord;
graniteLookupData.dX = dX;
graniteLookupData.dY = dY;
return 1;
}
int GranitePrivate_Lookup_PreTransformed_Software_Clamp_Linear(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in GraniteTranslationTexture translationTable, out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult)
{
// Calculate texcoord deltas (do this before the frac to avoid any discontinuities)
gra_Float2 dX = ddx(inputTexCoord);
gra_Float2 dY = ddy(inputTexCoord);
// Always in 0-1 range
inputTexCoord = GranitePrivate_ClampUV(inputTexCoord, gra_StreamingTextureCB);
return GranitePrivate_Lookup_Software_General_Clamp_Linear(gra_TilesetBuffer, gra_StreamingTextureCB, inputTexCoord, translationTable, graniteLookupData, resolveResult, dX, dY);
}
int GranitePrivate_Lookup_PreTransformed_Software_Clamp_Linear(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in gra_Float2 ddX, in gra_Float2 ddY, in GraniteTranslationTexture translationTable, out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult)
{
// Always in 0-1 range
inputTexCoord = GranitePrivate_ClampUV(inputTexCoord, gra_StreamingTextureCB);
return GranitePrivate_Lookup_Software_General_Clamp_Linear(gra_TilesetBuffer, gra_StreamingTextureCB, inputTexCoord, translationTable, graniteLookupData, resolveResult, ddX, ddY);
}
//
// Auto level
//
// pretransformed
// Tiled
int GranitePrivate_Lookup_Software_Clamp_Linear(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in GraniteTranslationTexture translationTable, out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult)
{
// Calculate texcoord deltas (do this before the frac to avoid any discontinuities)
gra_Float2 dX = gra_Transform.zw * ddx(inputTexCoord);
gra_Float2 dY = gra_Transform.zw * ddy(inputTexCoord);
// Always in 0-1 range
inputTexCoord = Granite_Transform(gra_StreamingTextureCB, GranitePrivate_ClampUV(inputTexCoord, gra_StreamingTextureCB));
return GranitePrivate_Lookup_Software_General_Clamp_Linear(gra_TilesetBuffer, gra_StreamingTextureCB, inputTexCoord, translationTable, graniteLookupData, resolveResult, dX, dY);
}
int GranitePrivate_Lookup_Software_Clamp_Linear(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in gra_Float2 ddX, in gra_Float2 ddY, in GraniteTranslationTexture translationTable, out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult)
{
// Always in 0-1 range
inputTexCoord = Granite_Transform(gra_StreamingTextureCB, GranitePrivate_ClampUV(inputTexCoord, gra_StreamingTextureCB));
// Scale the derivatives with the texture transform scale
ddX *= gra_Transform.zw;
ddY *= gra_Transform.zw;
return GranitePrivate_Lookup_Software_General_Clamp_Linear(gra_TilesetBuffer, gra_StreamingTextureCB, inputTexCoord, translationTable, graniteLookupData, resolveResult, ddX, ddY);
}
// pretransformed
int Granite_Lookup_PreTransformed_Clamp_Linear( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult)
{
return GranitePrivate_Lookup_PreTransformed_Software_Clamp_Linear(grCB, inputTexCoord, translationTable, graniteLookupData, resolveResult);
}
int Granite_Lookup_PreTransformed_Clamp_Linear( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord, in gra_Float2 ddX, in gra_Float2 ddY,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult)
{
return GranitePrivate_Lookup_PreTransformed_Software_Clamp_Linear(grCB, inputTexCoord, ddX, ddY, translationTable, graniteLookupData, resolveResult);
}
// Tiled
int Granite_Lookup_Clamp_Linear( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult)
{
return GranitePrivate_Lookup_Software_Clamp_Linear(grCB, inputTexCoord, translationTable, graniteLookupData, resolveResult);
}
int Granite_Lookup_Clamp_Linear( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord, in gra_Float2 ddX, in gra_Float2 ddY,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult)
{
return GranitePrivate_Lookup_Software_Clamp_Linear(grCB, inputTexCoord, ddX, ddY, translationTable, graniteLookupData, resolveResult);
}
//**
//* GranitePrivate cubemap sampling
//**
int Granite_Lookup_Cube_Clamp_Linear( in GraniteCubeConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float3 inputTexCoord,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult)
{
int faceIdx;
gra_Float2 texCoord;
gra_Float2 dX;
gra_Float2 dY;
GranitePrivate_CalculateCubemapCoordinates(inputTexCoord, gra_StreamingTextureCubeCB, faceIdx, texCoord, dX, dY);
// Always in 0-1 range
texCoord = Granite_Transform(gra_CubeTransform[faceIdx], GranitePrivate_ClampUV(texCoord, gra_CubeTransform[faceIdx]));
return GranitePrivate_Lookup_Software_General_Clamp_Linear(gra_TilesetBuffer, gra_CubeTransform[faceIdx], texCoord, translationTable, graniteLookupData, resolveResult, dX, dY);
}
int Granite_Lookup_Cube_Clamp_Linear( in GraniteCubeConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float3 inputTexCoord, in gra_Float3 ddX, in gra_Float3 ddY,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult)
{
int faceIdx;
gra_Float2 texCoord;
gra_Float2 dX;
gra_Float2 dY;
GranitePrivate_CalculateCubemapCoordinates(inputTexCoord, ddX, ddY, gra_StreamingTextureCubeCB, faceIdx, texCoord, dX, dY);
// Always in 0-1 range
texCoord = Granite_Transform(gra_CubeTransform[faceIdx], GranitePrivate_ClampUV(texCoord, gra_CubeTransform[faceIdx]));
return GranitePrivate_Lookup_Software_General_Clamp_Linear(gra_TilesetBuffer, gra_CubeTransform[faceIdx], texCoord, translationTable, graniteLookupData, resolveResult, dX, dY);
}
// These are special values that need to be replaced by the shader stripper
//! GranitePrivate_Lookup_Software_General_Anisotropic
//! GranitePrivate_Lookup_Software_Anisotropic
//! GranitePrivate_Lookup_PreTransformed_Software_Anisotropic
// General
int GranitePrivate_Lookup_Software_General_Anisotropic(in GraniteTilesetConstantBuffer tsCB, in GraniteStreamingTextureConstantBuffer grSTCB,
in gra_Float2 inputTexCoord, in GraniteTranslationTexture translationTable,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult,
in gra_Float2 dX, in gra_Float2 dY)
{
float smoothLevel = GranitePrivate_CalcMiplevelAnisotropic(tsCB, grSTCB, dX, dY);
float level = floor(smoothLevel + 0.5f);
// calculate resolver data
gra_Float2 level0NumTiles = gra_Float2(gra_Level0NumTilesX, gra_Level0NumTilesX*gra_NumTilesYScale);
gra_Float2 virtualTilesUv = floor(inputTexCoord * level0NumTiles * pow(0.5, level));
resolveResult = GranitePrivate_MakeResolveOutput(tsCB, virtualTilesUv, level);
// Look up the physical page indexes and the number of pages on the mipmap
// level of the page in the translation texture
// Note: this is equal for both anisotropic and linear sampling
// We could use a sample bias here for 'auto' mip level detection
#if (GRA_LOAD_INSTR==0)
gra_Float4 cache = GranitePrivate_SampleLevel_Translation(translationTable, inputTexCoord, smoothLevel);
#else
gra_Float4 cache = GranitePrivate_Load(translationTable, gra_Int3(virtualTilesUv, level));
#endif
graniteLookupData.translationTableData = cache;
graniteLookupData.textureCoordinates = inputTexCoord;
graniteLookupData.dX = dX;
graniteLookupData.dY = dY;
return 1;
}
int GranitePrivate_Lookup_PreTransformed_Software_Anisotropic(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in GraniteTranslationTexture translationTable, out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult)
{
// Calculate texcoord deltas (do this before the frac to avoid any discontinuities)
gra_Float2 dX = ddx(inputTexCoord);
gra_Float2 dY = ddy(inputTexCoord);
// Always in 0-1 range
inputTexCoord = GranitePrivate_RepeatUV(inputTexCoord, gra_StreamingTextureCB);
return GranitePrivate_Lookup_Software_General_Anisotropic(gra_TilesetBuffer, gra_StreamingTextureCB, inputTexCoord, translationTable, graniteLookupData, resolveResult, dX, dY);
}
int GranitePrivate_Lookup_PreTransformed_Software_Anisotropic(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in gra_Float2 ddX, in gra_Float2 ddY, in GraniteTranslationTexture translationTable, out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult)
{
// Always in 0-1 range
inputTexCoord = GranitePrivate_RepeatUV(inputTexCoord, gra_StreamingTextureCB);
return GranitePrivate_Lookup_Software_General_Anisotropic(gra_TilesetBuffer, gra_StreamingTextureCB, inputTexCoord, translationTable, graniteLookupData, resolveResult, ddX, ddY);
}
//
// Auto level
//
// pretransformed
// Tiled
int GranitePrivate_Lookup_Software_Anisotropic(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in GraniteTranslationTexture translationTable, out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult)
{
// Calculate texcoord deltas (do this before the frac to avoid any discontinuities)
gra_Float2 dX = gra_Transform.zw * ddx(inputTexCoord);
gra_Float2 dY = gra_Transform.zw * ddy(inputTexCoord);
// Always in 0-1 range
inputTexCoord = Granite_Transform(gra_StreamingTextureCB, GranitePrivate_RepeatUV(inputTexCoord, gra_StreamingTextureCB));
return GranitePrivate_Lookup_Software_General_Anisotropic(gra_TilesetBuffer, gra_StreamingTextureCB, inputTexCoord, translationTable, graniteLookupData, resolveResult, dX, dY);
}
int GranitePrivate_Lookup_Software_Anisotropic(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in gra_Float2 ddX, in gra_Float2 ddY, in GraniteTranslationTexture translationTable, out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult)
{
// Always in 0-1 range
inputTexCoord = Granite_Transform(gra_StreamingTextureCB, GranitePrivate_RepeatUV(inputTexCoord, gra_StreamingTextureCB));
// Scale the derivatives with the texture transform scale
ddX *= gra_Transform.zw;
ddY *= gra_Transform.zw;
return GranitePrivate_Lookup_Software_General_Anisotropic(gra_TilesetBuffer, gra_StreamingTextureCB, inputTexCoord, translationTable, graniteLookupData, resolveResult, ddX, ddY);
}
// pretransformed
int Granite_Lookup_PreTransformed_Anisotropic( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult)
{
return GranitePrivate_Lookup_PreTransformed_Software_Anisotropic(grCB, inputTexCoord, translationTable, graniteLookupData, resolveResult);
}
int Granite_Lookup_PreTransformed_Anisotropic( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord, in gra_Float2 ddX, in gra_Float2 ddY,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult)
{
return GranitePrivate_Lookup_PreTransformed_Software_Anisotropic(grCB, inputTexCoord, ddX, ddY, translationTable, graniteLookupData, resolveResult);
}
// Tiled
int Granite_Lookup_Anisotropic( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult)
{
return GranitePrivate_Lookup_Software_Anisotropic(grCB, inputTexCoord, translationTable, graniteLookupData, resolveResult);
}
int Granite_Lookup_Anisotropic( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord, in gra_Float2 ddX, in gra_Float2 ddY,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult)
{
return GranitePrivate_Lookup_Software_Anisotropic(grCB, inputTexCoord, ddX, ddY, translationTable, graniteLookupData, resolveResult);
}
//**
//* GranitePrivate cubemap sampling
//**
int Granite_Lookup_Cube_Anisotropic( in GraniteCubeConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float3 inputTexCoord,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult)
{
int faceIdx;
gra_Float2 texCoord;
gra_Float2 dX;
gra_Float2 dY;
GranitePrivate_CalculateCubemapCoordinates(inputTexCoord, gra_StreamingTextureCubeCB, faceIdx, texCoord, dX, dY);
// Always in 0-1 range
texCoord = Granite_Transform(gra_CubeTransform[faceIdx], GranitePrivate_RepeatUV(texCoord, gra_CubeTransform[faceIdx]));
return GranitePrivate_Lookup_Software_General_Anisotropic(gra_TilesetBuffer, gra_CubeTransform[faceIdx], texCoord, translationTable, graniteLookupData, resolveResult, dX, dY);
}
int Granite_Lookup_Cube_Anisotropic( in GraniteCubeConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float3 inputTexCoord, in gra_Float3 ddX, in gra_Float3 ddY,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult)
{
int faceIdx;
gra_Float2 texCoord;
gra_Float2 dX;
gra_Float2 dY;
GranitePrivate_CalculateCubemapCoordinates(inputTexCoord, ddX, ddY, gra_StreamingTextureCubeCB, faceIdx, texCoord, dX, dY);
// Always in 0-1 range
texCoord = Granite_Transform(gra_CubeTransform[faceIdx], GranitePrivate_RepeatUV(texCoord, gra_CubeTransform[faceIdx]));
return GranitePrivate_Lookup_Software_General_Anisotropic(gra_TilesetBuffer, gra_CubeTransform[faceIdx], texCoord, translationTable, graniteLookupData, resolveResult, dX, dY);
}
// These are special values that need to be replaced by the shader stripper
//! GranitePrivate_Lookup_Software_General_UDIM_Anisotropic
//! GranitePrivate_Lookup_Software_UDIM_Anisotropic
//! GranitePrivate_Lookup_PreTransformed_Software_UDIM_Anisotropic
// General
int GranitePrivate_Lookup_Software_General_UDIM_Anisotropic(in GraniteTilesetConstantBuffer tsCB, in GraniteStreamingTextureConstantBuffer grSTCB,
in gra_Float2 inputTexCoord, in GraniteTranslationTexture translationTable,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult,
in gra_Float2 dX, in gra_Float2 dY)
{
float smoothLevel = GranitePrivate_CalcMiplevelAnisotropic(tsCB, grSTCB, dX, dY);
float level = floor(smoothLevel + 0.5f);
// calculate resolver data
gra_Float2 level0NumTiles = gra_Float2(gra_Level0NumTilesX, gra_Level0NumTilesX*gra_NumTilesYScale);
gra_Float2 virtualTilesUv = floor(inputTexCoord * level0NumTiles * pow(0.5, level));
resolveResult = GranitePrivate_MakeResolveOutput(tsCB, virtualTilesUv, level);
// Look up the physical page indexes and the number of pages on the mipmap
// level of the page in the translation texture
// Note: this is equal for both anisotropic and linear sampling
// We could use a sample bias here for 'auto' mip level detection
#if (GRA_LOAD_INSTR==0)
gra_Float4 cache = GranitePrivate_SampleLevel_Translation(translationTable, inputTexCoord, smoothLevel);
#else
gra_Float4 cache = GranitePrivate_Load(translationTable, gra_Int3(virtualTilesUv, level));
#endif
graniteLookupData.translationTableData = cache;
graniteLookupData.textureCoordinates = inputTexCoord;
graniteLookupData.dX = dX;
graniteLookupData.dY = dY;
return 1;
}
int GranitePrivate_Lookup_PreTransformed_Software_UDIM_Anisotropic(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in GraniteTranslationTexture translationTable, out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult)
{
// Calculate texcoord deltas (do this before the frac to avoid any discontinuities)
gra_Float2 dX = ddx(inputTexCoord);
gra_Float2 dY = ddy(inputTexCoord);
// Always in 0-1 range
inputTexCoord = GranitePrivate_UdimUV(inputTexCoord, gra_StreamingTextureCB);
return GranitePrivate_Lookup_Software_General_UDIM_Anisotropic(gra_TilesetBuffer, gra_StreamingTextureCB, inputTexCoord, translationTable, graniteLookupData, resolveResult, dX, dY);
}
int GranitePrivate_Lookup_PreTransformed_Software_UDIM_Anisotropic(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in gra_Float2 ddX, in gra_Float2 ddY, in GraniteTranslationTexture translationTable, out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult)
{
// Always in 0-1 range
inputTexCoord = GranitePrivate_UdimUV(inputTexCoord, gra_StreamingTextureCB);
return GranitePrivate_Lookup_Software_General_UDIM_Anisotropic(gra_TilesetBuffer, gra_StreamingTextureCB, inputTexCoord, translationTable, graniteLookupData, resolveResult, ddX, ddY);
}
//
// Auto level
//
// pretransformed
// Tiled
int GranitePrivate_Lookup_Software_UDIM_Anisotropic(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in GraniteTranslationTexture translationTable, out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult)
{
// Calculate texcoord deltas (do this before the frac to avoid any discontinuities)
gra_Float2 dX = gra_Transform.zw * ddx(inputTexCoord);
gra_Float2 dY = gra_Transform.zw * ddy(inputTexCoord);
// Always in 0-1 range
inputTexCoord = Granite_Transform(gra_StreamingTextureCB, GranitePrivate_UdimUV(inputTexCoord, gra_StreamingTextureCB));
return GranitePrivate_Lookup_Software_General_UDIM_Anisotropic(gra_TilesetBuffer, gra_StreamingTextureCB, inputTexCoord, translationTable, graniteLookupData, resolveResult, dX, dY);
}
int GranitePrivate_Lookup_Software_UDIM_Anisotropic(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in gra_Float2 ddX, in gra_Float2 ddY, in GraniteTranslationTexture translationTable, out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult)
{
// Always in 0-1 range
inputTexCoord = Granite_Transform(gra_StreamingTextureCB, GranitePrivate_UdimUV(inputTexCoord, gra_StreamingTextureCB));
// Scale the derivatives with the texture transform scale
ddX *= gra_Transform.zw;
ddY *= gra_Transform.zw;
return GranitePrivate_Lookup_Software_General_UDIM_Anisotropic(gra_TilesetBuffer, gra_StreamingTextureCB, inputTexCoord, translationTable, graniteLookupData, resolveResult, ddX, ddY);
}
// pretransformed
int Granite_Lookup_PreTransformed_UDIM_Anisotropic( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult)
{
return GranitePrivate_Lookup_PreTransformed_Software_UDIM_Anisotropic(grCB, inputTexCoord, translationTable, graniteLookupData, resolveResult);
}
int Granite_Lookup_PreTransformed_UDIM_Anisotropic( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord, in gra_Float2 ddX, in gra_Float2 ddY,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult)
{
return GranitePrivate_Lookup_PreTransformed_Software_UDIM_Anisotropic(grCB, inputTexCoord, ddX, ddY, translationTable, graniteLookupData, resolveResult);
}
// Tiled
int Granite_Lookup_UDIM_Anisotropic( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult)
{
return GranitePrivate_Lookup_Software_UDIM_Anisotropic(grCB, inputTexCoord, translationTable, graniteLookupData, resolveResult);
}
int Granite_Lookup_UDIM_Anisotropic( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord, in gra_Float2 ddX, in gra_Float2 ddY,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult)
{
return GranitePrivate_Lookup_Software_UDIM_Anisotropic(grCB, inputTexCoord, ddX, ddY, translationTable, graniteLookupData, resolveResult);
}
//**
//* GranitePrivate cubemap sampling
//**
int Granite_Lookup_Cube_UDIM_Anisotropic( in GraniteCubeConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float3 inputTexCoord,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult)
{
int faceIdx;
gra_Float2 texCoord;
gra_Float2 dX;
gra_Float2 dY;
GranitePrivate_CalculateCubemapCoordinates(inputTexCoord, gra_StreamingTextureCubeCB, faceIdx, texCoord, dX, dY);
// Always in 0-1 range
texCoord = Granite_Transform(gra_CubeTransform[faceIdx], GranitePrivate_UdimUV(texCoord, gra_CubeTransform[faceIdx]));
return GranitePrivate_Lookup_Software_General_UDIM_Anisotropic(gra_TilesetBuffer, gra_CubeTransform[faceIdx], texCoord, translationTable, graniteLookupData, resolveResult, dX, dY);
}
int Granite_Lookup_Cube_UDIM_Anisotropic( in GraniteCubeConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float3 inputTexCoord, in gra_Float3 ddX, in gra_Float3 ddY,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult)
{
int faceIdx;
gra_Float2 texCoord;
gra_Float2 dX;
gra_Float2 dY;
GranitePrivate_CalculateCubemapCoordinates(inputTexCoord, ddX, ddY, gra_StreamingTextureCubeCB, faceIdx, texCoord, dX, dY);
// Always in 0-1 range
texCoord = Granite_Transform(gra_CubeTransform[faceIdx], GranitePrivate_UdimUV(texCoord, gra_CubeTransform[faceIdx]));
return GranitePrivate_Lookup_Software_General_UDIM_Anisotropic(gra_TilesetBuffer, gra_CubeTransform[faceIdx], texCoord, translationTable, graniteLookupData, resolveResult, dX, dY);
}
// These are special values that need to be replaced by the shader stripper
//! GranitePrivate_Lookup_Software_General_Clamp_Anisotropic
//! GranitePrivate_Lookup_Software_Clamp_Anisotropic
//! GranitePrivate_Lookup_PreTransformed_Software_Clamp_Anisotropic
// General
int GranitePrivate_Lookup_Software_General_Clamp_Anisotropic(in GraniteTilesetConstantBuffer tsCB, in GraniteStreamingTextureConstantBuffer grSTCB,
in gra_Float2 inputTexCoord, in GraniteTranslationTexture translationTable,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult,
in gra_Float2 dX, in gra_Float2 dY)
{
float smoothLevel = GranitePrivate_CalcMiplevelAnisotropic(tsCB, grSTCB, dX, dY);
float level = floor(smoothLevel + 0.5f);
// calculate resolver data
gra_Float2 level0NumTiles = gra_Float2(gra_Level0NumTilesX, gra_Level0NumTilesX*gra_NumTilesYScale);
gra_Float2 virtualTilesUv = floor(inputTexCoord * level0NumTiles * pow(0.5, level));
resolveResult = GranitePrivate_MakeResolveOutput(tsCB, virtualTilesUv, level);
// Look up the physical page indexes and the number of pages on the mipmap
// level of the page in the translation texture
// Note: this is equal for both anisotropic and linear sampling
// We could use a sample bias here for 'auto' mip level detection
#if (GRA_LOAD_INSTR==0)
gra_Float4 cache = GranitePrivate_SampleLevel_Translation(translationTable, inputTexCoord, smoothLevel);
#else
gra_Float4 cache = GranitePrivate_Load(translationTable, gra_Int3(virtualTilesUv, level));
#endif
graniteLookupData.translationTableData = cache;
graniteLookupData.textureCoordinates = inputTexCoord;
graniteLookupData.dX = dX;
graniteLookupData.dY = dY;
return 1;
}
int GranitePrivate_Lookup_PreTransformed_Software_Clamp_Anisotropic(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in GraniteTranslationTexture translationTable, out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult)
{
// Calculate texcoord deltas (do this before the frac to avoid any discontinuities)
gra_Float2 dX = ddx(inputTexCoord);
gra_Float2 dY = ddy(inputTexCoord);
// Always in 0-1 range
inputTexCoord = GranitePrivate_ClampUV(inputTexCoord, gra_StreamingTextureCB);
return GranitePrivate_Lookup_Software_General_Clamp_Anisotropic(gra_TilesetBuffer, gra_StreamingTextureCB, inputTexCoord, translationTable, graniteLookupData, resolveResult, dX, dY);
}
int GranitePrivate_Lookup_PreTransformed_Software_Clamp_Anisotropic(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in gra_Float2 ddX, in gra_Float2 ddY, in GraniteTranslationTexture translationTable, out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult)
{
// Always in 0-1 range
inputTexCoord = GranitePrivate_ClampUV(inputTexCoord, gra_StreamingTextureCB);
return GranitePrivate_Lookup_Software_General_Clamp_Anisotropic(gra_TilesetBuffer, gra_StreamingTextureCB, inputTexCoord, translationTable, graniteLookupData, resolveResult, ddX, ddY);
}
//
// Auto level
//
// pretransformed
// Tiled
int GranitePrivate_Lookup_Software_Clamp_Anisotropic(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in GraniteTranslationTexture translationTable, out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult)
{
// Calculate texcoord deltas (do this before the frac to avoid any discontinuities)
gra_Float2 dX = gra_Transform.zw * ddx(inputTexCoord);
gra_Float2 dY = gra_Transform.zw * ddy(inputTexCoord);
// Always in 0-1 range
inputTexCoord = Granite_Transform(gra_StreamingTextureCB, GranitePrivate_ClampUV(inputTexCoord, gra_StreamingTextureCB));
return GranitePrivate_Lookup_Software_General_Clamp_Anisotropic(gra_TilesetBuffer, gra_StreamingTextureCB, inputTexCoord, translationTable, graniteLookupData, resolveResult, dX, dY);
}
int GranitePrivate_Lookup_Software_Clamp_Anisotropic(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in gra_Float2 ddX, in gra_Float2 ddY, in GraniteTranslationTexture translationTable, out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult)
{
// Always in 0-1 range
inputTexCoord = Granite_Transform(gra_StreamingTextureCB, GranitePrivate_ClampUV(inputTexCoord, gra_StreamingTextureCB));
// Scale the derivatives with the texture transform scale
ddX *= gra_Transform.zw;
ddY *= gra_Transform.zw;
return GranitePrivate_Lookup_Software_General_Clamp_Anisotropic(gra_TilesetBuffer, gra_StreamingTextureCB, inputTexCoord, translationTable, graniteLookupData, resolveResult, ddX, ddY);
}
// pretransformed
int Granite_Lookup_PreTransformed_Clamp_Anisotropic( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult)
{
return GranitePrivate_Lookup_PreTransformed_Software_Clamp_Anisotropic(grCB, inputTexCoord, translationTable, graniteLookupData, resolveResult);
}
int Granite_Lookup_PreTransformed_Clamp_Anisotropic( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord, in gra_Float2 ddX, in gra_Float2 ddY,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult)
{
return GranitePrivate_Lookup_PreTransformed_Software_Clamp_Anisotropic(grCB, inputTexCoord, ddX, ddY, translationTable, graniteLookupData, resolveResult);
}
// Tiled
int Granite_Lookup_Clamp_Anisotropic( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult)
{
return GranitePrivate_Lookup_Software_Clamp_Anisotropic(grCB, inputTexCoord, translationTable, graniteLookupData, resolveResult);
}
int Granite_Lookup_Clamp_Anisotropic( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord, in gra_Float2 ddX, in gra_Float2 ddY,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult)
{
return GranitePrivate_Lookup_Software_Clamp_Anisotropic(grCB, inputTexCoord, ddX, ddY, translationTable, graniteLookupData, resolveResult);
}
//**
//* GranitePrivate cubemap sampling
//**
int Granite_Lookup_Cube_Clamp_Anisotropic( in GraniteCubeConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float3 inputTexCoord,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult)
{
int faceIdx;
gra_Float2 texCoord;
gra_Float2 dX;
gra_Float2 dY;
GranitePrivate_CalculateCubemapCoordinates(inputTexCoord, gra_StreamingTextureCubeCB, faceIdx, texCoord, dX, dY);
// Always in 0-1 range
texCoord = Granite_Transform(gra_CubeTransform[faceIdx], GranitePrivate_ClampUV(texCoord, gra_CubeTransform[faceIdx]));
return GranitePrivate_Lookup_Software_General_Clamp_Anisotropic(gra_TilesetBuffer, gra_CubeTransform[faceIdx], texCoord, translationTable, graniteLookupData, resolveResult, dX, dY);
}
int Granite_Lookup_Cube_Clamp_Anisotropic( in GraniteCubeConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float3 inputTexCoord, in gra_Float3 ddX, in gra_Float3 ddY,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult)
{
int faceIdx;
gra_Float2 texCoord;
gra_Float2 dX;
gra_Float2 dY;
GranitePrivate_CalculateCubemapCoordinates(inputTexCoord, ddX, ddY, gra_StreamingTextureCubeCB, faceIdx, texCoord, dX, dY);
// Always in 0-1 range
texCoord = Granite_Transform(gra_CubeTransform[faceIdx], GranitePrivate_ClampUV(texCoord, gra_CubeTransform[faceIdx]));
return GranitePrivate_Lookup_Software_General_Clamp_Anisotropic(gra_TilesetBuffer, gra_CubeTransform[faceIdx], texCoord, translationTable, graniteLookupData, resolveResult, dX, dY);
}
// These are special values that need to be replaced by the shader stripper
//! GranitePrivate_Lookup_Software_General
//! GranitePrivate_Lookup_Software
//! GranitePrivate_Lookup_PreTransformed_Software
//**
//* GranitePrivate software sampling lod
//**
//
// Explicit level
//
// General
int GranitePrivate_Lookup_Software_General( in GraniteTilesetConstantBuffer tsCB, in GraniteStreamingTextureConstantBuffer grSTCB,
in gra_Float2 inputTexCoord, in float LOD, in GraniteTranslationTexture translationTable,
out GraniteLODLookupData graniteLookupData, out gra_Float4 resolveResult)
{
// Clamp to the highest mip available in the streaming texture
LOD = clamp(LOD, 0.0f, gra_NumLevels);
float level = floor(LOD);
// calculate resolver data
gra_Float2 level0NumTiles = gra_Float2(gra_Level0NumTilesX, gra_Level0NumTilesX*gra_NumTilesYScale);
gra_Float2 virtualTilesUv = floor(inputTexCoord * level0NumTiles * pow(0.5, level));
resolveResult = GranitePrivate_MakeResolveOutput(tsCB, virtualTilesUv, level);
// Look up the physical page indexes and the number of pages on the mipmap
// level of the page in the translation texture
// Note: this is equal for both anisotropic and linear sampling
// We could use a sample bias here for 'auto' mip level detection
#if (GRA_LOAD_INSTR==0)
gra_Float4 cache = GranitePrivate_SampleLevel_Translation(translationTable, inputTexCoord, LOD);
#else
gra_Float4 cache = GranitePrivate_Load(translationTable, gra_Int3(virtualTilesUv, level));
#endif
// Do a simple cache sample with trilinear filtering
float cacheLevel = frac(LOD);
graniteLookupData.translationTableData = cache;
graniteLookupData.textureCoordinates = inputTexCoord;
graniteLookupData.cacheLevel = cacheLevel;
return 1;
}
// PreTransformed
int GranitePrivate_Lookup_PreTransformed_Software(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, float LOD, in GraniteTranslationTexture translationTable, out GraniteLODLookupData graniteLookupData, out gra_Float4 resolveResult)
{
return GranitePrivate_Lookup_Software_General(gra_TilesetBuffer, gra_StreamingTextureCB, inputTexCoord, LOD, translationTable, graniteLookupData, resolveResult);
}
// regular
int GranitePrivate_Lookup_Software(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, float LOD, in GraniteTranslationTexture translationTable, out GraniteLODLookupData graniteLookupData, out gra_Float4 resolveResult)
{
// Always in 0-1 range
inputTexCoord = Granite_Transform(gra_StreamingTextureCB, GranitePrivate_RepeatUV(inputTexCoord, gra_StreamingTextureCB));
return GranitePrivate_Lookup_Software_General(gra_TilesetBuffer, gra_StreamingTextureCB, inputTexCoord, LOD, translationTable, graniteLookupData, resolveResult);
}
int Granite_Lookup_PreTransformed( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord, in float LOD,
out GraniteLODLookupData graniteLookupData, out gra_Float4 resolveResult)
{
return GranitePrivate_Lookup_PreTransformed_Software(grCB, inputTexCoord, LOD, translationTable, graniteLookupData, resolveResult);
}
int Granite_Lookup( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord, in float LOD,
out GraniteLODLookupData graniteLookupData, out gra_Float4 resolveResult)
{
return GranitePrivate_Lookup_Software(grCB, inputTexCoord, LOD, translationTable, graniteLookupData, resolveResult);
}
int Granite_Lookup_Cube( in GraniteCubeConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float3 inputTexCoord, in float LOD,
out GraniteLODLookupData graniteLookupData, out gra_Float4 resolveResult)
{
int faceIdx;
gra_Float2 texCoord;
gra_Float2 dX;
gra_Float2 dY;
GranitePrivate_CalculateCubemapCoordinates(inputTexCoord, gra_StreamingTextureCubeCB, faceIdx, texCoord, dX, dY);
// Always in 0-1 range
texCoord = Granite_Transform(gra_CubeTransform[faceIdx], GranitePrivate_RepeatUV(texCoord, gra_CubeTransform[faceIdx]));
return GranitePrivate_Lookup_Software_General(gra_TilesetBuffer, gra_CubeTransform[faceIdx], texCoord, LOD, translationTable, graniteLookupData, resolveResult);
}
// These are special values that need to be replaced by the shader stripper
//! GranitePrivate_Lookup_Software_General_UDIM
//! GranitePrivate_Lookup_Software_UDIM
//! GranitePrivate_Lookup_PreTransformed_Software_UDIM
//**
//* GranitePrivate software sampling lod
//**
//
// Explicit level
//
// General
int GranitePrivate_Lookup_Software_General_UDIM( in GraniteTilesetConstantBuffer tsCB, in GraniteStreamingTextureConstantBuffer grSTCB,
in gra_Float2 inputTexCoord, in float LOD, in GraniteTranslationTexture translationTable,
out GraniteLODLookupData graniteLookupData, out gra_Float4 resolveResult)
{
// Clamp to the highest mip available in the streaming texture
LOD = clamp(LOD, 0.0f, gra_NumLevels);
float level = floor(LOD);
// calculate resolver data
gra_Float2 level0NumTiles = gra_Float2(gra_Level0NumTilesX, gra_Level0NumTilesX*gra_NumTilesYScale);
gra_Float2 virtualTilesUv = floor(inputTexCoord * level0NumTiles * pow(0.5, level));
resolveResult = GranitePrivate_MakeResolveOutput(tsCB, virtualTilesUv, level);
// Look up the physical page indexes and the number of pages on the mipmap
// level of the page in the translation texture
// Note: this is equal for both anisotropic and linear sampling
// We could use a sample bias here for 'auto' mip level detection
#if (GRA_LOAD_INSTR==0)
gra_Float4 cache = GranitePrivate_SampleLevel_Translation(translationTable, inputTexCoord, LOD);
#else
gra_Float4 cache = GranitePrivate_Load(translationTable, gra_Int3(virtualTilesUv, level));
#endif
// Do a simple cache sample with trilinear filtering
float cacheLevel = frac(LOD);
graniteLookupData.translationTableData = cache;
graniteLookupData.textureCoordinates = inputTexCoord;
graniteLookupData.cacheLevel = cacheLevel;
return 1;
}
// PreTransformed
int GranitePrivate_Lookup_PreTransformed_Software_UDIM(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, float LOD, in GraniteTranslationTexture translationTable, out GraniteLODLookupData graniteLookupData, out gra_Float4 resolveResult)
{
return GranitePrivate_Lookup_Software_General_UDIM(gra_TilesetBuffer, gra_StreamingTextureCB, inputTexCoord, LOD, translationTable, graniteLookupData, resolveResult);
}
// regular
int GranitePrivate_Lookup_Software_UDIM(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, float LOD, in GraniteTranslationTexture translationTable, out GraniteLODLookupData graniteLookupData, out gra_Float4 resolveResult)
{
// Always in 0-1 range
inputTexCoord = Granite_Transform(gra_StreamingTextureCB, GranitePrivate_UdimUV(inputTexCoord, gra_StreamingTextureCB));
return GranitePrivate_Lookup_Software_General_UDIM(gra_TilesetBuffer, gra_StreamingTextureCB, inputTexCoord, LOD, translationTable, graniteLookupData, resolveResult);
}
int Granite_Lookup_PreTransformed_UDIM( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord, in float LOD,
out GraniteLODLookupData graniteLookupData, out gra_Float4 resolveResult)
{
return GranitePrivate_Lookup_PreTransformed_Software_UDIM(grCB, inputTexCoord, LOD, translationTable, graniteLookupData, resolveResult);
}
int Granite_Lookup_UDIM( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord, in float LOD,
out GraniteLODLookupData graniteLookupData, out gra_Float4 resolveResult)
{
return GranitePrivate_Lookup_Software_UDIM(grCB, inputTexCoord, LOD, translationTable, graniteLookupData, resolveResult);
}
int Granite_Lookup_Cube_UDIM( in GraniteCubeConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float3 inputTexCoord, in float LOD,
out GraniteLODLookupData graniteLookupData, out gra_Float4 resolveResult)
{
int faceIdx;
gra_Float2 texCoord;
gra_Float2 dX;
gra_Float2 dY;
GranitePrivate_CalculateCubemapCoordinates(inputTexCoord, gra_StreamingTextureCubeCB, faceIdx, texCoord, dX, dY);
// Always in 0-1 range
texCoord = Granite_Transform(gra_CubeTransform[faceIdx], GranitePrivate_UdimUV(texCoord, gra_CubeTransform[faceIdx]));
return GranitePrivate_Lookup_Software_General_UDIM(gra_TilesetBuffer, gra_CubeTransform[faceIdx], texCoord, LOD, translationTable, graniteLookupData, resolveResult);
}
// These are special values that need to be replaced by the shader stripper
//! GranitePrivate_Lookup_Software_General_Clamp
//! GranitePrivate_Lookup_Software_Clamp
//! GranitePrivate_Lookup_PreTransformed_Software_Clamp
//**
//* GranitePrivate software sampling lod
//**
//
// Explicit level
//
// General
int GranitePrivate_Lookup_Software_General_Clamp( in GraniteTilesetConstantBuffer tsCB, in GraniteStreamingTextureConstantBuffer grSTCB,
in gra_Float2 inputTexCoord, in float LOD, in GraniteTranslationTexture translationTable,
out GraniteLODLookupData graniteLookupData, out gra_Float4 resolveResult)
{
// Clamp to the highest mip available in the streaming texture
LOD = clamp(LOD, 0.0f, gra_NumLevels);
float level = floor(LOD);
// calculate resolver data
gra_Float2 level0NumTiles = gra_Float2(gra_Level0NumTilesX, gra_Level0NumTilesX*gra_NumTilesYScale);
gra_Float2 virtualTilesUv = floor(inputTexCoord * level0NumTiles * pow(0.5, level));
resolveResult = GranitePrivate_MakeResolveOutput(tsCB, virtualTilesUv, level);
// Look up the physical page indexes and the number of pages on the mipmap
// level of the page in the translation texture
// Note: this is equal for both anisotropic and linear sampling
// We could use a sample bias here for 'auto' mip level detection
#if (GRA_LOAD_INSTR==0)
gra_Float4 cache = GranitePrivate_SampleLevel_Translation(translationTable, inputTexCoord, LOD);
#else
gra_Float4 cache = GranitePrivate_Load(translationTable, gra_Int3(virtualTilesUv, level));
#endif
// Do a simple cache sample with trilinear filtering
float cacheLevel = frac(LOD);
graniteLookupData.translationTableData = cache;
graniteLookupData.textureCoordinates = inputTexCoord;
graniteLookupData.cacheLevel = cacheLevel;
return 1;
}
// PreTransformed
int GranitePrivate_Lookup_PreTransformed_Software_Clamp(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, float LOD, in GraniteTranslationTexture translationTable, out GraniteLODLookupData graniteLookupData, out gra_Float4 resolveResult)
{
return GranitePrivate_Lookup_Software_General_Clamp(gra_TilesetBuffer, gra_StreamingTextureCB, inputTexCoord, LOD, translationTable, graniteLookupData, resolveResult);
}
// regular
int GranitePrivate_Lookup_Software_Clamp(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, float LOD, in GraniteTranslationTexture translationTable, out GraniteLODLookupData graniteLookupData, out gra_Float4 resolveResult)
{
// Always in 0-1 range
inputTexCoord = Granite_Transform(gra_StreamingTextureCB, GranitePrivate_ClampUV(inputTexCoord, gra_StreamingTextureCB));
return GranitePrivate_Lookup_Software_General_Clamp(gra_TilesetBuffer, gra_StreamingTextureCB, inputTexCoord, LOD, translationTable, graniteLookupData, resolveResult);
}
int Granite_Lookup_PreTransformed_Clamp( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord, in float LOD,
out GraniteLODLookupData graniteLookupData, out gra_Float4 resolveResult)
{
return GranitePrivate_Lookup_PreTransformed_Software_Clamp(grCB, inputTexCoord, LOD, translationTable, graniteLookupData, resolveResult);
}
int Granite_Lookup_Clamp( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord, in float LOD,
out GraniteLODLookupData graniteLookupData, out gra_Float4 resolveResult)
{
return GranitePrivate_Lookup_Software_Clamp(grCB, inputTexCoord, LOD, translationTable, graniteLookupData, resolveResult);
}
int Granite_Lookup_Cube_Clamp( in GraniteCubeConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float3 inputTexCoord, in float LOD,
out GraniteLODLookupData graniteLookupData, out gra_Float4 resolveResult)
{
int faceIdx;
gra_Float2 texCoord;
gra_Float2 dX;
gra_Float2 dY;
GranitePrivate_CalculateCubemapCoordinates(inputTexCoord, gra_StreamingTextureCubeCB, faceIdx, texCoord, dX, dY);
// Always in 0-1 range
texCoord = Granite_Transform(gra_CubeTransform[faceIdx], GranitePrivate_ClampUV(texCoord, gra_CubeTransform[faceIdx]));
return GranitePrivate_Lookup_Software_General_Clamp(gra_TilesetBuffer, gra_CubeTransform[faceIdx], texCoord, LOD, translationTable, graniteLookupData, resolveResult);
}
int Granite_Lookup_Dynamic_Linear( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord,
in bool asUDIM,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult)
{
gra_Float2 dX = gra_Transform.zw * ddx(inputTexCoord);
gra_Float2 dY = gra_Transform.zw * ddy(inputTexCoord);
gra_Float2 actualUV = asUDIM ? inputTexCoord : frac(inputTexCoord);
inputTexCoord = Granite_Transform(gra_StreamingTextureCB, actualUV);
return GranitePrivate_Lookup_Software_General_Linear(gra_TilesetBuffer, gra_StreamingTextureCB, inputTexCoord, translationTable, graniteLookupData, resolveResult, dX, dY);
}
int Granite_Lookup_Dynamic_Linear( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord,
in bool asUDIM, in float LOD,
out GraniteLODLookupData graniteLODLookupData, out gra_Float4 resolveResult)
{
gra_Float2 actualUV = asUDIM ? inputTexCoord : frac(inputTexCoord);
inputTexCoord = Granite_Transform(gra_StreamingTextureCB, actualUV);
return GranitePrivate_Lookup_Software_General(gra_TilesetBuffer, gra_StreamingTextureCB, inputTexCoord, LOD, translationTable, graniteLODLookupData, resolveResult);
}
int Granite_Lookup_Dynamic_Anisotropic( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord,
in bool asUDIM,
out GraniteLookupData graniteLookupData, out gra_Float4 resolveResult)
{
gra_Float2 dX = gra_Transform.zw * ddx(inputTexCoord);
gra_Float2 dY = gra_Transform.zw * ddy(inputTexCoord);
gra_Float2 actualUV = asUDIM ? inputTexCoord : frac(inputTexCoord);
inputTexCoord = Granite_Transform(gra_StreamingTextureCB, actualUV);
return GranitePrivate_Lookup_Software_General_Anisotropic(gra_TilesetBuffer, gra_StreamingTextureCB, inputTexCoord, translationTable, graniteLookupData, resolveResult, dX, dY);
}
int Granite_Lookup_Dynamic_Anisotropic( in GraniteConstantBuffers grCB,
in GraniteTranslationTexture translationTable, in gra_Float2 inputTexCoord,
in bool asUDIM, in float LOD,
out GraniteLODLookupData graniteLODLookupData, out gra_Float4 resolveResult)
{
gra_Float2 actualUV = asUDIM ? inputTexCoord : frac(inputTexCoord);
inputTexCoord = Granite_Transform(gra_StreamingTextureCB, actualUV);
return GranitePrivate_Lookup_Software_General(gra_TilesetBuffer, gra_StreamingTextureCB, inputTexCoord, LOD, translationTable, graniteLODLookupData, resolveResult);
}
int Granite_Sample_Internal(in GraniteTilesetConstantBuffer tsCB, in GraniteLookupData graniteLookupData, in GraniteCacheTexture cacheTexture, in int layer, out gra_Float4 result)
{
// Convert from pixels to [0-1] and look up in the physical page texture
gra_Float2 deltaScale;
gra_Float3 cacheCoord = GranitePrivate_TranslateCoord(tsCB, graniteLookupData.textureCoordinates, graniteLookupData.translationTableData, layer, deltaScale);
// This leads to small artefacts at tile borders but is generally not noticable unless the texture
// is greatly magnified
#if GRA_TEXTURE_ARRAY_SUPPORT
result = GranitePrivate_SampleArray(cacheTexture, cacheCoord);
#else
result = GranitePrivate_Sample(cacheTexture, cacheCoord.xy);
#endif
#if GRA_DEBUG == 1
if ( gra_TextureMagic != 2202.0f )
{
result = gra_Float4(1,0,0,1);
}
#endif
#if GRA_DEBUG_TILES == 1
//result.xyz = GranitePrivate_DrawDebugTiles(result, graniteLookupData.textureCoordinates, numPagesOnLevel).xyz;
#endif
return 1;
}
int Granite_Sample_HQ_Internal(in GraniteTilesetConstantBuffer tsCB, in GraniteLookupData graniteLookupData, in GraniteCacheTexture cacheTexture, in int layer, out gra_Float4 result)
{
// Convert from pixels to [0-1] and look up in the physical page texture
gra_Float2 deltaScale;
gra_Float3 cacheCoord = GranitePrivate_TranslateCoord(tsCB, graniteLookupData.textureCoordinates, graniteLookupData.translationTableData, layer, deltaScale);
deltaScale *= gra_LodBiasPow2;
// Calculate the delta scale this works by first converting the [0-1] texcoord deltas to
// pixel deltas on the current mip level, then dividing by the cache size to convert to [0-1] cache deltas
gra_Float2 sampDeltaX = graniteLookupData.dX*deltaScale;
gra_Float2 sampDeltaY = graniteLookupData.dY*deltaScale;
#if GRA_TEXTURE_ARRAY_SUPPORT
result = GranitePrivate_SampleGradArray(cacheTexture, cacheCoord, sampDeltaX, sampDeltaY);
#else
result = GranitePrivate_SampleGrad(cacheTexture, cacheCoord.xy, sampDeltaX, sampDeltaY);
#endif
#if GRA_DEBUG == 1
if ( gra_TextureMagic != 2202.0f )
{
result = gra_Float4(1,0,0,1);
}
#endif
#if GRA_DEBUG_TILES == 1
//result.xyz = GranitePrivate_DrawDebugTiles(result, graniteLookupData.textureCoordinates, numPagesOnLevel).xyz;
#endif
return 1;
}
int Granite_Sample_Interal(in GraniteTilesetConstantBuffer tsCB, in GraniteLODLookupData graniteLookupData, in GraniteCacheTexture cacheTexture, in int layer, out gra_Float4 result)
{
gra_Float2 deltaScale;
gra_Float3 cacheCoord = GranitePrivate_TranslateCoord(tsCB, graniteLookupData.textureCoordinates, graniteLookupData.translationTableData, layer, deltaScale);
#if GRA_TEXTURE_ARRAY_SUPPORT
result = GranitePrivate_SampleLevelArray(cacheTexture, cacheCoord, graniteLookupData.cacheLevel);
#else
result = GranitePrivate_SampleLevel(cacheTexture, cacheCoord.xy, graniteLookupData.cacheLevel);
#endif
#if GRA_DEBUG == 1
if ( gra_TextureMagic != 2202.0f )
{
result = gra_Float4(1,0,0,1);
}
#endif
#if GRA_DEBUG_TILES == 1
//result.xyz = GranitePrivate_DrawDebugTiles(result, inputTexCoord, numPagesOnLevel).xyz;
#endif
return 1;
}
// LQ
int Granite_Sample(in GraniteConstantBuffers grCB, in GraniteLookupData graniteLookupData, in GraniteCacheTexture cacheTexture, in int layer, out gra_Float4 result)
{
return Granite_Sample_Internal(gra_TilesetBuffer, graniteLookupData, cacheTexture, layer, result);
}
int Granite_Sample(in GraniteCubeConstantBuffers grCB, in GraniteLookupData graniteLookupData, in GraniteCacheTexture cacheTexture, in int layer, out gra_Float4 result)
{
return Granite_Sample_Internal(gra_TilesetBuffer, graniteLookupData, cacheTexture, layer, result);
}
// HQ
int Granite_Sample_HQ(in GraniteConstantBuffers grCB, in GraniteLookupData graniteLookupData, in GraniteCacheTexture cacheTexture, in int layer, out gra_Float4 result)
{
return Granite_Sample_HQ_Internal(gra_TilesetBuffer, graniteLookupData, cacheTexture, layer, result);
}
int Granite_Sample_HQ(in GraniteCubeConstantBuffers grCB, in GraniteLookupData graniteLookupData, in GraniteCacheTexture cacheTexture, in int layer, out gra_Float4 result)
{
return Granite_Sample_HQ_Internal(gra_TilesetBuffer, graniteLookupData, cacheTexture, layer, result);
}
// LOD
int Granite_Sample(in GraniteConstantBuffers grCB, in GraniteLODLookupData graniteLookupData, in GraniteCacheTexture cacheTexture, in int layer, out gra_Float4 result)
{
return Granite_Sample_Interal(gra_TilesetBuffer, graniteLookupData, cacheTexture, layer, result);
}
int Granite_Sample(in GraniteCubeConstantBuffers grCB, in GraniteLODLookupData graniteLookupData, in GraniteCacheTexture cacheTexture, in int layer, out gra_Float4 result)
{
return Granite_Sample_Interal(gra_TilesetBuffer, graniteLookupData, cacheTexture, layer, result);
}
//**
//* Granite resolver implementation
//**
//
// Non-tiled
//
// Auto level
gra_Float4 Granite_ResolverPixel_PreTransformed_Linear(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord)
{
// Calculate texcoord deltas (do this before the frac to avoid any discontinuities)
gra_Float2 dX = ddx(inputTexCoord);
gra_Float2 dY = ddy(inputTexCoord);
// Always in 0-1 range
inputTexCoord = GranitePrivate_RepeatUV(inputTexCoord, gra_StreamingTextureCB);
float level = GranitePrivate_CalcMiplevelLinear(gra_TilesetBuffer, gra_StreamingTextureCB, dX, dY);
return GranitePrivate_ResolverPixel(gra_TilesetBuffer, inputTexCoord, level);
}
// Explicit derivatives
gra_Float4 Granite_ResolverPixel_PreTransformed_Linear(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in gra_Float2 ddX, in gra_Float2 ddY)
{
// Always in 0-1 range
inputTexCoord = GranitePrivate_RepeatUV(inputTexCoord, gra_StreamingTextureCB);
float level = GranitePrivate_CalcMiplevelLinear(gra_TilesetBuffer, gra_StreamingTextureCB, ddX, ddY);
return GranitePrivate_ResolverPixel(gra_TilesetBuffer, inputTexCoord, level);
}
//
// Tiled
//
// Auto level
gra_Float4 Granite_ResolverPixel_Linear(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord)
{
// Calculate texcoord deltas (do this before the frac to avoid any discontinuities)
gra_Float2 dX = gra_Transform.zw * ddx(inputTexCoord);
gra_Float2 dY = gra_Transform.zw * ddy(inputTexCoord);
// Always in 0-1 range
inputTexCoord = Granite_Transform(gra_StreamingTextureCB, GranitePrivate_RepeatUV(inputTexCoord, gra_StreamingTextureCB));
float level = GranitePrivate_CalcMiplevelLinear(gra_TilesetBuffer, gra_StreamingTextureCB, dX, dY);
return GranitePrivate_ResolverPixel(gra_TilesetBuffer, inputTexCoord, level);
}
// Explicit derivatives
gra_Float4 Granite_ResolverPixel_Linear(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in gra_Float2 ddX, in gra_Float2 ddY)
{
// Always in 0-1 range
inputTexCoord = Granite_Transform(gra_StreamingTextureCB, GranitePrivate_RepeatUV(inputTexCoord, gra_StreamingTextureCB));
float level = GranitePrivate_CalcMiplevelLinear(gra_TilesetBuffer, gra_StreamingTextureCB, ddX, ddY);
return GranitePrivate_ResolverPixel(gra_TilesetBuffer, inputTexCoord, level);
}
//**
//* Granite resolver for cubemaps
//**
// Auto level
gra_Float4 Granite_ResolverPixel_Cube_Linear(in GraniteCubeConstantBuffers grCB, in gra_Float3 inputTexCoord)
{
int faceIdx;
gra_Float2 texCoord;
gra_Float2 dX;
gra_Float2 dY;
GranitePrivate_CalculateCubemapCoordinates(inputTexCoord, gra_StreamingTextureCubeCB, faceIdx, texCoord, dX, dY);
// Always in 0-1 range
texCoord = Granite_Transform(gra_CubeTransform[faceIdx], GranitePrivate_RepeatUV(texCoord, gra_CubeTransform[faceIdx]));
float level = GranitePrivate_CalcMiplevelLinear(gra_TilesetBuffer, gra_CubeTransform[faceIdx], dX, dY);
return GranitePrivate_ResolverPixel(gra_TilesetBuffer, texCoord, level);
}
// Explicit derivatives
gra_Float4 Granite_ResolverPixel_Cube_Linear(in GraniteCubeConstantBuffers grCB, in gra_Float3 inputTexCoord, in gra_Float3 ddX, in gra_Float3 ddY)
{
int faceIdx;
gra_Float2 texCoord;
gra_Float2 dX;
gra_Float2 dY;
GranitePrivate_CalculateCubemapCoordinates(inputTexCoord, ddX, ddY, gra_StreamingTextureCubeCB, faceIdx, texCoord, dX, dY);
// Always in 0-1 range
texCoord = Granite_Transform(gra_CubeTransform[faceIdx], GranitePrivate_RepeatUV(texCoord, gra_CubeTransform[faceIdx]));
float level = GranitePrivate_CalcMiplevelLinear(gra_TilesetBuffer, gra_CubeTransform[faceIdx], dX, dY);
return GranitePrivate_ResolverPixel(gra_TilesetBuffer, texCoord, level);
}
//**
//* Granite resolver implementation
//**
//
// Non-tiled
//
// Auto level
gra_Float4 Granite_ResolverPixel_PreTransformed_UDIM_Linear(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord)
{
// Calculate texcoord deltas (do this before the frac to avoid any discontinuities)
gra_Float2 dX = ddx(inputTexCoord);
gra_Float2 dY = ddy(inputTexCoord);
// Always in 0-1 range
inputTexCoord = GranitePrivate_UdimUV(inputTexCoord, gra_StreamingTextureCB);
float level = GranitePrivate_CalcMiplevelLinear(gra_TilesetBuffer, gra_StreamingTextureCB, dX, dY);
return GranitePrivate_ResolverPixel(gra_TilesetBuffer, inputTexCoord, level);
}
// Explicit derivatives
gra_Float4 Granite_ResolverPixel_PreTransformed_UDIM_Linear(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in gra_Float2 ddX, in gra_Float2 ddY)
{
// Always in 0-1 range
inputTexCoord = GranitePrivate_UdimUV(inputTexCoord, gra_StreamingTextureCB);
float level = GranitePrivate_CalcMiplevelLinear(gra_TilesetBuffer, gra_StreamingTextureCB, ddX, ddY);
return GranitePrivate_ResolverPixel(gra_TilesetBuffer, inputTexCoord, level);
}
//
// Tiled
//
// Auto level
gra_Float4 Granite_ResolverPixel_UDIM_Linear(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord)
{
// Calculate texcoord deltas (do this before the frac to avoid any discontinuities)
gra_Float2 dX = gra_Transform.zw * ddx(inputTexCoord);
gra_Float2 dY = gra_Transform.zw * ddy(inputTexCoord);
// Always in 0-1 range
inputTexCoord = Granite_Transform(gra_StreamingTextureCB, GranitePrivate_UdimUV(inputTexCoord, gra_StreamingTextureCB));
float level = GranitePrivate_CalcMiplevelLinear(gra_TilesetBuffer, gra_StreamingTextureCB, dX, dY);
return GranitePrivate_ResolverPixel(gra_TilesetBuffer, inputTexCoord, level);
}
// Explicit derivatives
gra_Float4 Granite_ResolverPixel_UDIM_Linear(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in gra_Float2 ddX, in gra_Float2 ddY)
{
// Always in 0-1 range
inputTexCoord = Granite_Transform(gra_StreamingTextureCB, GranitePrivate_UdimUV(inputTexCoord, gra_StreamingTextureCB));
float level = GranitePrivate_CalcMiplevelLinear(gra_TilesetBuffer, gra_StreamingTextureCB, ddX, ddY);
return GranitePrivate_ResolverPixel(gra_TilesetBuffer, inputTexCoord, level);
}
//**
//* Granite resolver for cubemaps
//**
// Auto level
gra_Float4 Granite_ResolverPixel_Cube_UDIM_Linear(in GraniteCubeConstantBuffers grCB, in gra_Float3 inputTexCoord)
{
int faceIdx;
gra_Float2 texCoord;
gra_Float2 dX;
gra_Float2 dY;
GranitePrivate_CalculateCubemapCoordinates(inputTexCoord, gra_StreamingTextureCubeCB, faceIdx, texCoord, dX, dY);
// Always in 0-1 range
texCoord = Granite_Transform(gra_CubeTransform[faceIdx], GranitePrivate_UdimUV(texCoord, gra_CubeTransform[faceIdx]));
float level = GranitePrivate_CalcMiplevelLinear(gra_TilesetBuffer, gra_CubeTransform[faceIdx], dX, dY);
return GranitePrivate_ResolverPixel(gra_TilesetBuffer, texCoord, level);
}
// Explicit derivatives
gra_Float4 Granite_ResolverPixel_Cube_UDIM_Linear(in GraniteCubeConstantBuffers grCB, in gra_Float3 inputTexCoord, in gra_Float3 ddX, in gra_Float3 ddY)
{
int faceIdx;
gra_Float2 texCoord;
gra_Float2 dX;
gra_Float2 dY;
GranitePrivate_CalculateCubemapCoordinates(inputTexCoord, ddX, ddY, gra_StreamingTextureCubeCB, faceIdx, texCoord, dX, dY);
// Always in 0-1 range
texCoord = Granite_Transform(gra_CubeTransform[faceIdx], GranitePrivate_UdimUV(texCoord, gra_CubeTransform[faceIdx]));
float level = GranitePrivate_CalcMiplevelLinear(gra_TilesetBuffer, gra_CubeTransform[faceIdx], dX, dY);
return GranitePrivate_ResolverPixel(gra_TilesetBuffer, texCoord, level);
}
//**
//* Granite resolver implementation
//**
//
// Non-tiled
//
// Auto level
gra_Float4 Granite_ResolverPixel_PreTransformed_Clamp_Linear(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord)
{
// Calculate texcoord deltas (do this before the frac to avoid any discontinuities)
gra_Float2 dX = ddx(inputTexCoord);
gra_Float2 dY = ddy(inputTexCoord);
// Always in 0-1 range
inputTexCoord = GranitePrivate_ClampUV(inputTexCoord, gra_StreamingTextureCB);
float level = GranitePrivate_CalcMiplevelLinear(gra_TilesetBuffer, gra_StreamingTextureCB, dX, dY);
return GranitePrivate_ResolverPixel(gra_TilesetBuffer, inputTexCoord, level);
}
// Explicit derivatives
gra_Float4 Granite_ResolverPixel_PreTransformed_Clamp_Linear(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in gra_Float2 ddX, in gra_Float2 ddY)
{
// Always in 0-1 range
inputTexCoord = GranitePrivate_ClampUV(inputTexCoord, gra_StreamingTextureCB);
float level = GranitePrivate_CalcMiplevelLinear(gra_TilesetBuffer, gra_StreamingTextureCB, ddX, ddY);
return GranitePrivate_ResolverPixel(gra_TilesetBuffer, inputTexCoord, level);
}
//
// Tiled
//
// Auto level
gra_Float4 Granite_ResolverPixel_Clamp_Linear(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord)
{
// Calculate texcoord deltas (do this before the frac to avoid any discontinuities)
gra_Float2 dX = gra_Transform.zw * ddx(inputTexCoord);
gra_Float2 dY = gra_Transform.zw * ddy(inputTexCoord);
// Always in 0-1 range
inputTexCoord = Granite_Transform(gra_StreamingTextureCB, GranitePrivate_ClampUV(inputTexCoord, gra_StreamingTextureCB));
float level = GranitePrivate_CalcMiplevelLinear(gra_TilesetBuffer, gra_StreamingTextureCB, dX, dY);
return GranitePrivate_ResolverPixel(gra_TilesetBuffer, inputTexCoord, level);
}
// Explicit derivatives
gra_Float4 Granite_ResolverPixel_Clamp_Linear(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in gra_Float2 ddX, in gra_Float2 ddY)
{
// Always in 0-1 range
inputTexCoord = Granite_Transform(gra_StreamingTextureCB, GranitePrivate_ClampUV(inputTexCoord, gra_StreamingTextureCB));
float level = GranitePrivate_CalcMiplevelLinear(gra_TilesetBuffer, gra_StreamingTextureCB, ddX, ddY);
return GranitePrivate_ResolverPixel(gra_TilesetBuffer, inputTexCoord, level);
}
//**
//* Granite resolver for cubemaps
//**
// Auto level
gra_Float4 Granite_ResolverPixel_Cube_Clamp_Linear(in GraniteCubeConstantBuffers grCB, in gra_Float3 inputTexCoord)
{
int faceIdx;
gra_Float2 texCoord;
gra_Float2 dX;
gra_Float2 dY;
GranitePrivate_CalculateCubemapCoordinates(inputTexCoord, gra_StreamingTextureCubeCB, faceIdx, texCoord, dX, dY);
// Always in 0-1 range
texCoord = Granite_Transform(gra_CubeTransform[faceIdx], GranitePrivate_ClampUV(texCoord, gra_CubeTransform[faceIdx]));
float level = GranitePrivate_CalcMiplevelLinear(gra_TilesetBuffer, gra_CubeTransform[faceIdx], dX, dY);
return GranitePrivate_ResolverPixel(gra_TilesetBuffer, texCoord, level);
}
// Explicit derivatives
gra_Float4 Granite_ResolverPixel_Cube_Clamp_Linear(in GraniteCubeConstantBuffers grCB, in gra_Float3 inputTexCoord, in gra_Float3 ddX, in gra_Float3 ddY)
{
int faceIdx;
gra_Float2 texCoord;
gra_Float2 dX;
gra_Float2 dY;
GranitePrivate_CalculateCubemapCoordinates(inputTexCoord, ddX, ddY, gra_StreamingTextureCubeCB, faceIdx, texCoord, dX, dY);
// Always in 0-1 range
texCoord = Granite_Transform(gra_CubeTransform[faceIdx], GranitePrivate_ClampUV(texCoord, gra_CubeTransform[faceIdx]));
float level = GranitePrivate_CalcMiplevelLinear(gra_TilesetBuffer, gra_CubeTransform[faceIdx], dX, dY);
return GranitePrivate_ResolverPixel(gra_TilesetBuffer, texCoord, level);
}
//**
//* Granite resolver implementation
//**
//
// Non-tiled
//
// Auto level
gra_Float4 Granite_ResolverPixel_PreTransformed_Anisotropic(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord)
{
// Calculate texcoord deltas (do this before the frac to avoid any discontinuities)
gra_Float2 dX = ddx(inputTexCoord);
gra_Float2 dY = ddy(inputTexCoord);
// Always in 0-1 range
inputTexCoord = GranitePrivate_RepeatUV(inputTexCoord, gra_StreamingTextureCB);
float level = GranitePrivate_CalcMiplevelAnisotropic(gra_TilesetBuffer, gra_StreamingTextureCB, dX, dY);
return GranitePrivate_ResolverPixel(gra_TilesetBuffer, inputTexCoord, level);
}
// Explicit derivatives
gra_Float4 Granite_ResolverPixel_PreTransformed_Anisotropic(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in gra_Float2 ddX, in gra_Float2 ddY)
{
// Always in 0-1 range
inputTexCoord = GranitePrivate_RepeatUV(inputTexCoord, gra_StreamingTextureCB);
float level = GranitePrivate_CalcMiplevelAnisotropic(gra_TilesetBuffer, gra_StreamingTextureCB, ddX, ddY);
return GranitePrivate_ResolverPixel(gra_TilesetBuffer, inputTexCoord, level);
}
//
// Tiled
//
// Auto level
gra_Float4 Granite_ResolverPixel_Anisotropic(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord)
{
// Calculate texcoord deltas (do this before the frac to avoid any discontinuities)
gra_Float2 dX = gra_Transform.zw * ddx(inputTexCoord);
gra_Float2 dY = gra_Transform.zw * ddy(inputTexCoord);
// Always in 0-1 range
inputTexCoord = Granite_Transform(gra_StreamingTextureCB, GranitePrivate_RepeatUV(inputTexCoord, gra_StreamingTextureCB));
float level = GranitePrivate_CalcMiplevelAnisotropic(gra_TilesetBuffer, gra_StreamingTextureCB, dX, dY);
return GranitePrivate_ResolverPixel(gra_TilesetBuffer, inputTexCoord, level);
}
// Explicit derivatives
gra_Float4 Granite_ResolverPixel_Anisotropic(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in gra_Float2 ddX, in gra_Float2 ddY)
{
// Always in 0-1 range
inputTexCoord = Granite_Transform(gra_StreamingTextureCB, GranitePrivate_RepeatUV(inputTexCoord, gra_StreamingTextureCB));
float level = GranitePrivate_CalcMiplevelAnisotropic(gra_TilesetBuffer, gra_StreamingTextureCB, ddX, ddY);
return GranitePrivate_ResolverPixel(gra_TilesetBuffer, inputTexCoord, level);
}
//**
//* Granite resolver for cubemaps
//**
// Auto level
gra_Float4 Granite_ResolverPixel_Cube_Anisotropic(in GraniteCubeConstantBuffers grCB, in gra_Float3 inputTexCoord)
{
int faceIdx;
gra_Float2 texCoord;
gra_Float2 dX;
gra_Float2 dY;
GranitePrivate_CalculateCubemapCoordinates(inputTexCoord, gra_StreamingTextureCubeCB, faceIdx, texCoord, dX, dY);
// Always in 0-1 range
texCoord = Granite_Transform(gra_CubeTransform[faceIdx], GranitePrivate_RepeatUV(texCoord, gra_CubeTransform[faceIdx]));
float level = GranitePrivate_CalcMiplevelAnisotropic(gra_TilesetBuffer, gra_CubeTransform[faceIdx], dX, dY);
return GranitePrivate_ResolverPixel(gra_TilesetBuffer, texCoord, level);
}
// Explicit derivatives
gra_Float4 Granite_ResolverPixel_Cube_Anisotropic(in GraniteCubeConstantBuffers grCB, in gra_Float3 inputTexCoord, in gra_Float3 ddX, in gra_Float3 ddY)
{
int faceIdx;
gra_Float2 texCoord;
gra_Float2 dX;
gra_Float2 dY;
GranitePrivate_CalculateCubemapCoordinates(inputTexCoord, ddX, ddY, gra_StreamingTextureCubeCB, faceIdx, texCoord, dX, dY);
// Always in 0-1 range
texCoord = Granite_Transform(gra_CubeTransform[faceIdx], GranitePrivate_RepeatUV(texCoord, gra_CubeTransform[faceIdx]));
float level = GranitePrivate_CalcMiplevelAnisotropic(gra_TilesetBuffer, gra_CubeTransform[faceIdx], dX, dY);
return GranitePrivate_ResolverPixel(gra_TilesetBuffer, texCoord, level);
}
//**
//* Granite resolver implementation
//**
//
// Non-tiled
//
// Auto level
gra_Float4 Granite_ResolverPixel_PreTransformed_UDIM_Anisotropic(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord)
{
// Calculate texcoord deltas (do this before the frac to avoid any discontinuities)
gra_Float2 dX = ddx(inputTexCoord);
gra_Float2 dY = ddy(inputTexCoord);
// Always in 0-1 range
inputTexCoord = GranitePrivate_UdimUV(inputTexCoord, gra_StreamingTextureCB);
float level = GranitePrivate_CalcMiplevelAnisotropic(gra_TilesetBuffer, gra_StreamingTextureCB, dX, dY);
return GranitePrivate_ResolverPixel(gra_TilesetBuffer, inputTexCoord, level);
}
// Explicit derivatives
gra_Float4 Granite_ResolverPixel_PreTransformed_UDIM_Anisotropic(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in gra_Float2 ddX, in gra_Float2 ddY)
{
// Always in 0-1 range
inputTexCoord = GranitePrivate_UdimUV(inputTexCoord, gra_StreamingTextureCB);
float level = GranitePrivate_CalcMiplevelAnisotropic(gra_TilesetBuffer, gra_StreamingTextureCB, ddX, ddY);
return GranitePrivate_ResolverPixel(gra_TilesetBuffer, inputTexCoord, level);
}
//
// Tiled
//
// Auto level
gra_Float4 Granite_ResolverPixel_UDIM_Anisotropic(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord)
{
// Calculate texcoord deltas (do this before the frac to avoid any discontinuities)
gra_Float2 dX = gra_Transform.zw * ddx(inputTexCoord);
gra_Float2 dY = gra_Transform.zw * ddy(inputTexCoord);
// Always in 0-1 range
inputTexCoord = Granite_Transform(gra_StreamingTextureCB, GranitePrivate_UdimUV(inputTexCoord, gra_StreamingTextureCB));
float level = GranitePrivate_CalcMiplevelAnisotropic(gra_TilesetBuffer, gra_StreamingTextureCB, dX, dY);
return GranitePrivate_ResolverPixel(gra_TilesetBuffer, inputTexCoord, level);
}
// Explicit derivatives
gra_Float4 Granite_ResolverPixel_UDIM_Anisotropic(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in gra_Float2 ddX, in gra_Float2 ddY)
{
// Always in 0-1 range
inputTexCoord = Granite_Transform(gra_StreamingTextureCB, GranitePrivate_UdimUV(inputTexCoord, gra_StreamingTextureCB));
float level = GranitePrivate_CalcMiplevelAnisotropic(gra_TilesetBuffer, gra_StreamingTextureCB, ddX, ddY);
return GranitePrivate_ResolverPixel(gra_TilesetBuffer, inputTexCoord, level);
}
//**
//* Granite resolver for cubemaps
//**
// Auto level
gra_Float4 Granite_ResolverPixel_Cube_UDIM_Anisotropic(in GraniteCubeConstantBuffers grCB, in gra_Float3 inputTexCoord)
{
int faceIdx;
gra_Float2 texCoord;
gra_Float2 dX;
gra_Float2 dY;
GranitePrivate_CalculateCubemapCoordinates(inputTexCoord, gra_StreamingTextureCubeCB, faceIdx, texCoord, dX, dY);
// Always in 0-1 range
texCoord = Granite_Transform(gra_CubeTransform[faceIdx], GranitePrivate_UdimUV(texCoord, gra_CubeTransform[faceIdx]));
float level = GranitePrivate_CalcMiplevelAnisotropic(gra_TilesetBuffer, gra_CubeTransform[faceIdx], dX, dY);
return GranitePrivate_ResolverPixel(gra_TilesetBuffer, texCoord, level);
}
// Explicit derivatives
gra_Float4 Granite_ResolverPixel_Cube_UDIM_Anisotropic(in GraniteCubeConstantBuffers grCB, in gra_Float3 inputTexCoord, in gra_Float3 ddX, in gra_Float3 ddY)
{
int faceIdx;
gra_Float2 texCoord;
gra_Float2 dX;
gra_Float2 dY;
GranitePrivate_CalculateCubemapCoordinates(inputTexCoord, ddX, ddY, gra_StreamingTextureCubeCB, faceIdx, texCoord, dX, dY);
// Always in 0-1 range
texCoord = Granite_Transform(gra_CubeTransform[faceIdx], GranitePrivate_UdimUV(texCoord, gra_CubeTransform[faceIdx]));
float level = GranitePrivate_CalcMiplevelAnisotropic(gra_TilesetBuffer, gra_CubeTransform[faceIdx], dX, dY);
return GranitePrivate_ResolverPixel(gra_TilesetBuffer, texCoord, level);
}
//**
//* Granite resolver implementation
//**
//
// Non-tiled
//
// Auto level
gra_Float4 Granite_ResolverPixel_PreTransformed_Clamp_Anisotropic(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord)
{
// Calculate texcoord deltas (do this before the frac to avoid any discontinuities)
gra_Float2 dX = ddx(inputTexCoord);
gra_Float2 dY = ddy(inputTexCoord);
// Always in 0-1 range
inputTexCoord = GranitePrivate_ClampUV(inputTexCoord, gra_StreamingTextureCB);
float level = GranitePrivate_CalcMiplevelAnisotropic(gra_TilesetBuffer, gra_StreamingTextureCB, dX, dY);
return GranitePrivate_ResolverPixel(gra_TilesetBuffer, inputTexCoord, level);
}
// Explicit derivatives
gra_Float4 Granite_ResolverPixel_PreTransformed_Clamp_Anisotropic(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in gra_Float2 ddX, in gra_Float2 ddY)
{
// Always in 0-1 range
inputTexCoord = GranitePrivate_ClampUV(inputTexCoord, gra_StreamingTextureCB);
float level = GranitePrivate_CalcMiplevelAnisotropic(gra_TilesetBuffer, gra_StreamingTextureCB, ddX, ddY);
return GranitePrivate_ResolverPixel(gra_TilesetBuffer, inputTexCoord, level);
}
//
// Tiled
//
// Auto level
gra_Float4 Granite_ResolverPixel_Clamp_Anisotropic(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord)
{
// Calculate texcoord deltas (do this before the frac to avoid any discontinuities)
gra_Float2 dX = gra_Transform.zw * ddx(inputTexCoord);
gra_Float2 dY = gra_Transform.zw * ddy(inputTexCoord);
// Always in 0-1 range
inputTexCoord = Granite_Transform(gra_StreamingTextureCB, GranitePrivate_ClampUV(inputTexCoord, gra_StreamingTextureCB));
float level = GranitePrivate_CalcMiplevelAnisotropic(gra_TilesetBuffer, gra_StreamingTextureCB, dX, dY);
return GranitePrivate_ResolverPixel(gra_TilesetBuffer, inputTexCoord, level);
}
// Explicit derivatives
gra_Float4 Granite_ResolverPixel_Clamp_Anisotropic(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in gra_Float2 ddX, in gra_Float2 ddY)
{
// Always in 0-1 range
inputTexCoord = Granite_Transform(gra_StreamingTextureCB, GranitePrivate_ClampUV(inputTexCoord, gra_StreamingTextureCB));
float level = GranitePrivate_CalcMiplevelAnisotropic(gra_TilesetBuffer, gra_StreamingTextureCB, ddX, ddY);
return GranitePrivate_ResolverPixel(gra_TilesetBuffer, inputTexCoord, level);
}
//**
//* Granite resolver for cubemaps
//**
// Auto level
gra_Float4 Granite_ResolverPixel_Cube_Clamp_Anisotropic(in GraniteCubeConstantBuffers grCB, in gra_Float3 inputTexCoord)
{
int faceIdx;
gra_Float2 texCoord;
gra_Float2 dX;
gra_Float2 dY;
GranitePrivate_CalculateCubemapCoordinates(inputTexCoord, gra_StreamingTextureCubeCB, faceIdx, texCoord, dX, dY);
// Always in 0-1 range
texCoord = Granite_Transform(gra_CubeTransform[faceIdx], GranitePrivate_ClampUV(texCoord, gra_CubeTransform[faceIdx]));
float level = GranitePrivate_CalcMiplevelAnisotropic(gra_TilesetBuffer, gra_CubeTransform[faceIdx], dX, dY);
return GranitePrivate_ResolverPixel(gra_TilesetBuffer, texCoord, level);
}
// Explicit derivatives
gra_Float4 Granite_ResolverPixel_Cube_Clamp_Anisotropic(in GraniteCubeConstantBuffers grCB, in gra_Float3 inputTexCoord, in gra_Float3 ddX, in gra_Float3 ddY)
{
int faceIdx;
gra_Float2 texCoord;
gra_Float2 dX;
gra_Float2 dY;
GranitePrivate_CalculateCubemapCoordinates(inputTexCoord, ddX, ddY, gra_StreamingTextureCubeCB, faceIdx, texCoord, dX, dY);
// Always in 0-1 range
texCoord = Granite_Transform(gra_CubeTransform[faceIdx], GranitePrivate_ClampUV(texCoord, gra_CubeTransform[faceIdx]));
float level = GranitePrivate_CalcMiplevelAnisotropic(gra_TilesetBuffer, gra_CubeTransform[faceIdx], dX, dY);
return GranitePrivate_ResolverPixel(gra_TilesetBuffer, texCoord, level);
}
//**
//* Granite resolver implementation
//**
//
// Non-tiled
//
// Explicit level
gra_Float4 Granite_ResolverPixel_PreTransformed(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in float LOD)
{
// Always in 0-1 range
inputTexCoord = GranitePrivate_RepeatUV(inputTexCoord, gra_StreamingTextureCB);
return GranitePrivate_ResolverPixel(gra_TilesetBuffer, inputTexCoord, LOD);
}
//
// Tiled
//
// Explicit level
gra_Float4 Granite_ResolverPixel(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in float LOD)
{
// Always in 0-1 range
inputTexCoord = Granite_Transform(gra_StreamingTextureCB, GranitePrivate_RepeatUV(inputTexCoord, gra_StreamingTextureCB));
return GranitePrivate_ResolverPixel(gra_TilesetBuffer, inputTexCoord, LOD);
}
//**
//* Granite resolver for cubemaps
//**
// Explicit level
gra_Float4 Granite_ResolverPixel_Cube(in GraniteCubeConstantBuffers grCB, in gra_Float3 inputTexCoord, in float LOD)
{
int faceIdx;
gra_Float2 texCoord;
gra_Float2 dX;
gra_Float2 dY;
GranitePrivate_CalculateCubemapCoordinates(inputTexCoord, gra_StreamingTextureCubeCB, faceIdx, texCoord, dX, dY);
// Always in 0-1 range
texCoord = Granite_Transform(gra_CubeTransform[faceIdx], GranitePrivate_RepeatUV(texCoord, gra_CubeTransform[faceIdx]));
return GranitePrivate_ResolverPixel(gra_TilesetBuffer, texCoord, LOD);
}
//**
//* Granite resolver implementation
//**
//
// Non-tiled
//
// Explicit level
gra_Float4 Granite_ResolverPixel_PreTransformed_UDIM(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in float LOD)
{
// Always in 0-1 range
inputTexCoord = GranitePrivate_UdimUV(inputTexCoord, gra_StreamingTextureCB);
return GranitePrivate_ResolverPixel(gra_TilesetBuffer, inputTexCoord, LOD);
}
//
// Tiled
//
// Explicit level
gra_Float4 Granite_ResolverPixel_UDIM(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in float LOD)
{
// Always in 0-1 range
inputTexCoord = Granite_Transform(gra_StreamingTextureCB, GranitePrivate_UdimUV(inputTexCoord, gra_StreamingTextureCB));
return GranitePrivate_ResolverPixel(gra_TilesetBuffer, inputTexCoord, LOD);
}
//**
//* Granite resolver for cubemaps
//**
// Explicit level
gra_Float4 Granite_ResolverPixel_Cube_UDIM(in GraniteCubeConstantBuffers grCB, in gra_Float3 inputTexCoord, in float LOD)
{
int faceIdx;
gra_Float2 texCoord;
gra_Float2 dX;
gra_Float2 dY;
GranitePrivate_CalculateCubemapCoordinates(inputTexCoord, gra_StreamingTextureCubeCB, faceIdx, texCoord, dX, dY);
// Always in 0-1 range
texCoord = Granite_Transform(gra_CubeTransform[faceIdx], GranitePrivate_UdimUV(texCoord, gra_CubeTransform[faceIdx]));
return GranitePrivate_ResolverPixel(gra_TilesetBuffer, texCoord, LOD);
}
//**
//* Granite resolver implementation
//**
//
// Non-tiled
//
// Explicit level
gra_Float4 Granite_ResolverPixel_PreTransformed_Clamp(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in float LOD)
{
// Always in 0-1 range
inputTexCoord = GranitePrivate_ClampUV(inputTexCoord, gra_StreamingTextureCB);
return GranitePrivate_ResolverPixel(gra_TilesetBuffer, inputTexCoord, LOD);
}
//
// Tiled
//
// Explicit level
gra_Float4 Granite_ResolverPixel_Clamp(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in float LOD)
{
// Always in 0-1 range
inputTexCoord = Granite_Transform(gra_StreamingTextureCB, GranitePrivate_ClampUV(inputTexCoord, gra_StreamingTextureCB));
return GranitePrivate_ResolverPixel(gra_TilesetBuffer, inputTexCoord, LOD);
}
//**
//* Granite resolver for cubemaps
//**
// Explicit level
gra_Float4 Granite_ResolverPixel_Cube_Clamp(in GraniteCubeConstantBuffers grCB, in gra_Float3 inputTexCoord, in float LOD)
{
int faceIdx;
gra_Float2 texCoord;
gra_Float2 dX;
gra_Float2 dY;
GranitePrivate_CalculateCubemapCoordinates(inputTexCoord, gra_StreamingTextureCubeCB, faceIdx, texCoord, dX, dY);
// Always in 0-1 range
texCoord = Granite_Transform(gra_CubeTransform[faceIdx], GranitePrivate_ClampUV(texCoord, gra_CubeTransform[faceIdx]));
return GranitePrivate_ResolverPixel(gra_TilesetBuffer, texCoord, LOD);
}
gra_Float4 Granite_ResolverPixel_Dynamic_Linear(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in bool asUDIM)
{
// Calculate texcoord deltas (do this before the frac to avoid any discontinuities)
gra_Float2 dX = gra_Transform.zw * ddx(inputTexCoord);
gra_Float2 dY = gra_Transform.zw * ddy(inputTexCoord);
// Always in 0-1 range
gra_Float2 actualUV = asUDIM ? inputTexCoord : frac(inputTexCoord);
inputTexCoord = Granite_Transform(gra_StreamingTextureCB, actualUV);
float level = GranitePrivate_CalcMiplevelLinear(gra_TilesetBuffer, gra_StreamingTextureCB, dX, dY);
return GranitePrivate_ResolverPixel(gra_TilesetBuffer, inputTexCoord, level);
}
gra_Float4 Granite_ResolverPixel_Dynamic_Anisotropic(in GraniteConstantBuffers grCB, in gra_Float2 inputTexCoord, in bool asUDIM)
{
// Calculate texcoord deltas (do this before the frac to avoid any discontinuities)
gra_Float2 dX = gra_Transform.zw * ddx(inputTexCoord);
gra_Float2 dY = gra_Transform.zw * ddy(inputTexCoord);
// Always in 0-1 range
gra_Float2 actualUV = asUDIM ? inputTexCoord : frac(inputTexCoord);
inputTexCoord = Granite_Transform(gra_StreamingTextureCB, actualUV);
float level = GranitePrivate_CalcMiplevelAnisotropic(gra_TilesetBuffer, gra_StreamingTextureCB, dX, dY);
return GranitePrivate_ResolverPixel(gra_TilesetBuffer, inputTexCoord, level);
}