// Copyright 2019 The Android Open Source Project // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. // This file contains common code used by the image decompression shaders. // DIM is preprocessor macro set by the build script that determines whether the shader will // process 1D, 2D or 3D images #if DIM == 1 #define IMG_TYPE 1DArray #elif DIM == 2 #define IMG_TYPE 2DArray #elif DIM == 3 #define IMG_TYPE 3D #else #error "Please set the `DIM` preprocessor macro to 1, 2 or 3. Example: glslc -DDIM=2" #endif // Concatenates 2 tokens while also performing macro replacement // // For example: // #define FOO world // CONCAT(hello, FOO) // // Becomes: // helloworld #define CONCAT_(x, y) x##y // concatenation #define CONCAT(x, y) CONCAT_(x, y) // macro replacement // Appends the correct image type ("1DArray", "2DArray", or "3D") to x #define WITH_TYPE(x) CONCAT(x, IMG_TYPE) // TODO(gregschlom): do we actually use 1DArray images? ivec2 getPos1DArray(ivec3 pos) { return pos.xz; } ivec3 getPos2DArray(ivec3 pos) { return pos; } ivec3 getPos3D(ivec3 pos) { return pos; }