xref: /aosp_15_r20/external/angle/src/libANGLE/renderer/d3d/d3d11/shaders/Swizzle11.hlsl (revision 8975f5c5ed3d1c378011245431ada316dfb6f244)
1Texture2D<float4> TextureF2D  : register(t0);
2Texture2D<uint4>  TextureUI2D : register(t0);
3Texture2D<int4>   TextureI2D  : register(t0);
4
5Texture3D<float4> TextureF3D  : register(t0);
6Texture3D<uint4>  TextureUI3D : register(t0);
7Texture3D<int4>   TextureI3D  : register(t0);
8
9Texture2DArray<float4> TextureF2DArray  : register(t0);
10Texture2DArray<uint4>  TextureUI2DArray : register(t0);
11Texture2DArray<int4>   TextureI2DArray  : register(t0);
12
13SamplerState Sampler          : register(s0);
14
15cbuffer SwizzleProperties     : register(b0)
16{
17    uint4 SwizzleIndices      : packoffset(c0);
18}
19
20float4 SwizzleLookup(in float4 sample)
21{
22    float lookup[6] = { sample[0], sample[1], sample[2], sample[3], 0.0f, 1.0f };
23    return float4(lookup[SwizzleIndices[0]], lookup[SwizzleIndices[1]], lookup[SwizzleIndices[2]], lookup[SwizzleIndices[3]]);
24}
25
26int4 SwizzleLookup(in int4 sample)
27{
28    int lookup[6] = { sample[0], sample[1], sample[2], sample[3], 0.0f, 1.0f };
29    return int4(lookup[SwizzleIndices[0]], lookup[SwizzleIndices[1]], lookup[SwizzleIndices[2]], lookup[SwizzleIndices[3]]);
30}
31
32uint4 SwizzleLookup(in uint4 sample)
33{
34    uint lookup[6] = { sample[0], sample[1], sample[2], sample[3], 0.0f, 1.0f };
35    return uint4(lookup[SwizzleIndices[0]], lookup[SwizzleIndices[1]], lookup[SwizzleIndices[2]], lookup[SwizzleIndices[3]]);
36}
37
38float4 PS_SwizzleF2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
39{
40    return SwizzleLookup(TextureF2D.Sample(Sampler, inTexCoord));
41}
42
43int4 PS_SwizzleI2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
44{
45    uint2 size;
46    TextureI2D.GetDimensions(size.x, size.y);
47
48    return SwizzleLookup(TextureI2D.Load(int3(size * inTexCoord, 0)));
49}
50
51uint4 PS_SwizzleUI2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
52{
53    uint2 size;
54    TextureUI2D.GetDimensions(size.x, size.y);
55
56    return SwizzleLookup(TextureUI2D.Load(int3(size * inTexCoord, 0)));
57}
58
59float4 PS_SwizzleF3D(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0
60{
61    return SwizzleLookup(TextureF3D.Sample(Sampler, inTexCoord));
62}
63
64int4 PS_SwizzleI3D(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0
65{
66    uint3 size;
67    TextureI3D.GetDimensions(size.x, size.y, size.z);
68
69    return SwizzleLookup(TextureI3D.Load(int4(size * inTexCoord, 0)));
70}
71
72uint4 PS_SwizzleUI3D(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0
73{
74    uint3 size;
75    TextureUI3D.GetDimensions(size.x, size.y, size.z);
76
77    return SwizzleLookup(TextureUI3D.Load(int4(size * inTexCoord, 0)));
78}
79
80float4 PS_SwizzleF2DArray(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0
81{
82    return SwizzleLookup(TextureF2DArray.Sample(Sampler, float3(inTexCoord.xy, inLayer)));
83}
84
85int4 PS_SwizzleI2DArray(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0
86{
87    uint3 size;
88    TextureI2DArray.GetDimensions(size.x, size.y, size.z);
89
90    return SwizzleLookup(TextureI2DArray.Load(int4(size.xy * inTexCoord.xy, inLayer, 0)));
91}
92
93uint4 PS_SwizzleUI2DArray(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0
94{
95    uint3 size;
96    TextureUI2DArray.GetDimensions(size.x, size.y, size.z);
97
98    return SwizzleLookup(TextureUI2DArray.Load(int4(size.xy * inTexCoord.xy, inLayer, 0)));
99}
100