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/*
 * Copyright (c) 2014-2017, NVIDIA CORPORATION.  All rights reserved.
 *
 * NVIDIA CORPORATION and its licensors retain all intellectual property
 * and proprietary rights in and to this software, related documentation
 * and any modifications thereto.  Any use, reproduction, disclosure or
 * distribution of this software and related documentation without an express
 * license agreement from NVIDIA CORPORATION is strictly prohibited.
 */

#ifndef NV_FLOW_SHADER_H
#define NV_FLOW_SHADER_H

// --------------------------- NvFlow Shader Parameters -------------------------------
///@defgroup NvFlowContext
///@{

#if (NV_FLOW_SHADER_UTILS != 0)

int3 NvFlow_tableVal_to_coord(uint val)
{
	uint valInv = ~val;
	return int3(
		(valInv >> 0) & 0x3FF,
		(valInv >> 10) & 0x3FF,
		(valInv >> 20) & 0x3FF);
}

#define NV_FLOW_DISPATCH_ID_TO_VIRTUAL(blockListSRV, params) \
	int3 DispatchIDToVirtual(uint3 tidx) \
	{ \
		uint blockID = tidx.x >> params.blockDimBits.x; \
		int3 vBlockIdx = NvFlow_tableVal_to_coord(blockListSRV[blockID]); \
		int3 vidx = (vBlockIdx << params.blockDimBits.xyz) | (tidx & (params.blockDim.xyz - int3(1,1,1))); \
		return vidx; \
	}

#define NV_FLOW_VIRTUAL_TO_REAL(name, blockTableSRV, params) \
	int3 name(int3 vidx) \
	{ \
		if(params.isVTR.x != 0) \
		{ \
			return vidx; \
		} \
		else \
		{ \
			int3 vBlockIdx = vidx >> params.blockDimBits.xyz; \
			int3 rBlockIdx = NvFlow_tableVal_to_coord(blockTableSRV[vBlockIdx]); \
			int3 ridx = (rBlockIdx << params.blockDimBits.xyz) | (vidx & (params.blockDim.xyz - int3(1, 1, 1))); \
			return ridx; \
		} \
	}

#define NV_FLOW_VIRTUAL_TO_REAL_LINEAR(name, blockTableSRV, params) \
	float3 name(float3 vidx) \
	{ \
		if(params.isVTR.x != 0) \
		{ \
			return vidx; \
		} \
		else \
		{ \
			float3 vBlockIdxf = params.blockDimInv.xyz * vidx; \
			int3 vBlockIdx = int3(floor(vBlockIdxf)); \
			int3 rBlockIdx = NvFlow_tableVal_to_coord(blockTableSRV[vBlockIdx]); \
			float3 rBlockIdxf = float3(rBlockIdx); \
			float3 ridx = float3(params.linearBlockDim.xyz * rBlockIdx) + float3(params.blockDim.xyz) * (vBlockIdxf - float3(vBlockIdx)) + float3(params.linearBlockOffset.xyz); \
			return ridx; \
		} \
	}

#endif

//! Parameters for shaders using the point format (no linear interpolation)
struct NvFlowShaderPointParams
{
	NvFlowUint4 isVTR;
	NvFlowUint4 blockDim;
	NvFlowUint4 blockDimBits;
	NvFlowUint4 poolGridDim;
	NvFlowUint4 gridDim;
};

//! Parameters for shaders using the linear format (linear interpolation)
struct NvFlowShaderLinearParams
{
	NvFlowUint4 isVTR;
	NvFlowUint4 blockDim;
	NvFlowUint4 blockDimBits;
	NvFlowUint4 poolGridDim;
	NvFlowUint4 gridDim;

	NvFlowFloat4 blockDimInv;
	NvFlowUint4 linearBlockDim;
	NvFlowUint4 linearBlockOffset;
	NvFlowFloat4 dimInv;
	NvFlowFloat4 vdim;
	NvFlowFloat4 vdimInv;
};

///@}

#endif