forked from LeenkxTeam/LNXSDK
76 lines
2.5 KiB
C
76 lines
2.5 KiB
C
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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
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// SPDX-FileCopyrightText: 2026 Jorrit Rouwe
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// SPDX-License-Identifier: MIT
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#include <Jolt/Core/HashCombine.h>
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#include <Jolt/Compute/CPU/ComputeSystemCPU.h>
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#include <Jolt/Compute/CPU/ShaderWrapper.h>
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#include <Jolt/Compute/CPU/HLSLToCPP.h>
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/// @cond INTERNAL
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JPH_NAMESPACE_BEGIN
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JPH_MSVC_SUPPRESS_WARNING(5031) // #pragma warning(pop): likely mismatch, popping warning state pushed in different file
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#define JPH_SHADER_OVERRIDE_MACROS
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#define JPH_SHADER_GENERATE_WRAPPER
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#define JPH_SHADER_CONSTANT(type, name, value) inline static constexpr type name = value;
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#define JPH_SHADER_CONSTANTS_BEGIN(type, name) struct type { alignas(16) int dummy; } name; // Ensure that the first constant is 16 byte aligned
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#define JPH_SHADER_CONSTANTS_MEMBER(type, name) type c##name;
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#define JPH_SHADER_CONSTANTS_END(type)
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#define JPH_SHADER_BUFFER(type) const type *
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#define JPH_SHADER_RW_BUFFER(type) type *
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#define JPH_SHADER_BIND_BEGIN(name)
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#define JPH_SHADER_BIND_END(name)
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#define JPH_SHADER_BIND_BUFFER(type, name) const type *name = nullptr;
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#define JPH_SHADER_BIND_RW_BUFFER(type, name) type *name = nullptr;
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#define JPH_SHADER_FUNCTION_BEGIN(return_type, name, group_size_x, group_size_y, group_size_z) \
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virtual void Main(
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#define JPH_SHADER_PARAM_THREAD_ID(name) const HLSLToCPP::uint3 &name
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#define JPH_SHADER_FUNCTION_END ) override
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#define JPH_SHADER_STRUCT_BEGIN(name) struct name {
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#define JPH_SHADER_STRUCT_MEMBER(type, name) type m##name;
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#define JPH_SHADER_STRUCT_END(name) };
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#define JPH_TO_STRING(name) JPH_TO_STRING2(name)
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#define JPH_TO_STRING2(name) #name
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#define JPH_SHADER_CLASS_NAME(name) JPH_SHADER_CLASS_NAME2(name)
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#define JPH_SHADER_CLASS_NAME2(name) name##ShaderWrapper
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#define JPH_IN(type) const type &
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#define JPH_OUT(type) type &
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#define JPH_IN_OUT(type) type &
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// Namespace to prevent 'using' from leaking out
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namespace ShaderWrappers {
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using namespace HLSLToCPP;
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class JPH_SHADER_CLASS_NAME(JPH_SHADER_NAME) : public ShaderWrapper
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{
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public:
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// Define types
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using JPH_float = float;
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using JPH_float3 = HLSLToCPP::float3;
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using JPH_float4 = HLSLToCPP::float4;
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using JPH_uint = uint;
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using JPH_uint3 = HLSLToCPP::uint3;
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using JPH_uint4 = HLSLToCPP::uint4;
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using JPH_int = int;
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using JPH_int3 = HLSLToCPP::int3;
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using JPH_int4 = HLSLToCPP::int4;
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using JPH_Quat = HLSLToCPP::Quat;
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using JPH_Plane = HLSLToCPP::Plane;
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using JPH_Mat44 = HLSLToCPP::Mat44;
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// Now the shader code should be included followed by WrapShaderBindings.h
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/// @endcond
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