//// Created by Sam Gateau on 7/31/2018.// Copyright 2018 High Fidelity, Inc.//// Distributed under the Apache License, Version 2.0.// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html//<@if not WORKLOAD_RESOURCE_SLH@><@def WORKLOAD_RESOURCE_SLH@> <@include gpu/Color.slh@><$declareColorWheel()$> const vec4 REGION_COLOR[4] = vec4[4]( vec4(0.0, 1.0, 0.0, 1.0), vec4(1.0, 0.6, 0.0, 1.0), vec4(1.0, 0.0, 0.0, 1.0), vec4(0.3, 0.0, 0.8, 1.0)); <@func declareWorkloadProxies() @> struct WorkloadProxy { vec4 sphere; vec4 region;}; #if !defined(GPU_SSBO_TRANSFORM_OBJECT)#ifdef GPU_GLES_310LAYOUT(binding=GPU_RESOURCE_BUFFER_SLOT0_TEXTURE) uniform samplerBuffer workloadProxiesBuffer;#elseRESOURCE_BUFFER(GPU_RESOURCE_BUFFER_SLOT0_TEXTURE, workloadProxiesBuffer);#endifWorkloadProxy getWorkloadProxy(int i) { int offset = 2 * i; WorkloadProxy proxy; proxy.sphere = texelFetch(workloadProxiesBuffer, offset); proxy.region = texelFetch(workloadProxiesBuffer, offset + 1); return proxy;}#elseRESOURCE_BUFFER(GPU_RESOURCE_BUFFER_SLOT0_STORAGE, workloadProxiesBuffer) { WorkloadProxy _proxies[];};WorkloadProxy getWorkloadProxy(int i) { WorkloadProxy proxy = _proxies[i]; return proxy;}#endif <@endfunc@> <@func declareWorkloadViews() @> struct WorkloadView { vec4 direction_far; vec4 fov; vec4 origin; vec4 backFront[2]; vec4 regions[3];}; #if !defined(GPU_SSBO_TRANSFORM_OBJECT)#ifdef GPU_GLES_310LAYOUT(binding=GPU_RESOURCE_BUFFER_SLOT1_TEXTURE) uniform samplerBuffer workloadViewsBuffer;#elseRESOURCE_BUFFER(GPU_RESOURCE_BUFFER_SLOT1_TEXTURE, workloadViewsBuffer);#endifWorkloadView getWorkloadView(int i) { int offset = 8 * i; WorkloadView view; view.direction_far = texelFetch(workloadViewsBuffer, offset + 0); view.fov = texelFetch(workloadViewsBuffer, offset + 1); view.origin = texelFetch(workloadViewsBuffer, offset + 2); view.backFront[0] = texelFetch(workloadViewsBuffer, offset + 3); view.backFront[1] = texelFetch(workloadViewsBuffer, offset + 4); view.regions[0] = texelFetch(workloadViewsBuffer, offset + 5); view.regions[1] = texelFetch(workloadViewsBuffer, offset + 6); view.regions[2] = texelFetch(workloadViewsBuffer, offset + 7); return view;}#elseRESOURCE_BUFFER(GPU_RESOURCE_BUFFER_SLOT1_STORAGE, workloadViewsBuffer) { WorkloadView _views[];};WorkloadView getWorkloadView(int i) { WorkloadView view = _views[i]; return view;}#endif <@endfunc@> <@endif@>
//
// Created by Sam Gateau on 7/31/2018.
// Copyright 2018 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@if not WORKLOAD_RESOURCE_SLH@>
<@def WORKLOAD_RESOURCE_SLH@>
<@include gpu/Color.slh@>
<$declareColorWheel()$>
const vec4 REGION_COLOR[4] = vec4[4](
vec4(0.0, 1.0, 0.0, 1.0),
vec4(1.0, 0.6, 0.0, 1.0),
vec4(1.0, 0.0, 0.0, 1.0),
vec4(0.3, 0.0, 0.8, 1.0)
);
<@func declareWorkloadProxies() @>
struct WorkloadProxy {
vec4 sphere;
vec4 region;
};
#if !defined(GPU_SSBO_TRANSFORM_OBJECT)
#ifdef GPU_GLES_310
LAYOUT(binding=GPU_RESOURCE_BUFFER_SLOT0_TEXTURE) uniform samplerBuffer workloadProxiesBuffer;
#else
RESOURCE_BUFFER(GPU_RESOURCE_BUFFER_SLOT0_TEXTURE, workloadProxiesBuffer);
#endif
WorkloadProxy getWorkloadProxy(int i) {
int offset = 2 * i;
WorkloadProxy proxy;
proxy.sphere = texelFetch(workloadProxiesBuffer, offset);
proxy.region = texelFetch(workloadProxiesBuffer, offset + 1);
return proxy;
}
#else
RESOURCE_BUFFER(GPU_RESOURCE_BUFFER_SLOT0_STORAGE, workloadProxiesBuffer) {
WorkloadProxy _proxies[];
};
WorkloadProxy getWorkloadProxy(int i) {
WorkloadProxy proxy = _proxies[i];
return proxy;
}
#endif
<@endfunc@>
<@func declareWorkloadViews() @>
struct WorkloadView {
vec4 direction_far;
vec4 fov;
vec4 origin;
vec4 backFront[2];
vec4 regions[3];
};
#if !defined(GPU_SSBO_TRANSFORM_OBJECT)
#ifdef GPU_GLES_310
LAYOUT(binding=GPU_RESOURCE_BUFFER_SLOT1_TEXTURE) uniform samplerBuffer workloadViewsBuffer;
#else
RESOURCE_BUFFER(GPU_RESOURCE_BUFFER_SLOT1_TEXTURE, workloadViewsBuffer);
#endif
WorkloadView getWorkloadView(int i) {
int offset = 8 * i;
WorkloadView view;
view.direction_far = texelFetch(workloadViewsBuffer, offset + 0);
view.fov = texelFetch(workloadViewsBuffer, offset + 1);
view.origin = texelFetch(workloadViewsBuffer, offset + 2);
view.backFront[0] = texelFetch(workloadViewsBuffer, offset + 3);
view.backFront[1] = texelFetch(workloadViewsBuffer, offset + 4);
view.regions[0] = texelFetch(workloadViewsBuffer, offset + 5);
view.regions[1] = texelFetch(workloadViewsBuffer, offset + 6);
view.regions[2] = texelFetch(workloadViewsBuffer, offset + 7);
return view;
}
#else
RESOURCE_BUFFER(GPU_RESOURCE_BUFFER_SLOT1_STORAGE, workloadViewsBuffer) {
WorkloadView _views[];
};
WorkloadView getWorkloadView(int i) {
WorkloadView view = _views[i];
return view;
}
#endif
<@endfunc@>
<@endif@>