// Copyright (c) 2023 Nico de Poel // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in all // copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // Suppress a few warnings produced by FFX's HLSL code #pragma warning(disable: 3078) // Loop control variable conflicts #pragma warning(disable: 3203) // Signed/unsigned mismatch #define FFX_GPU // Compiling for GPU #define FFX_HLSL // Compile for plain HLSL // Use the DXC shader compiler on modern graphics APIs to enable a few advanced features #if defined(SHADER_API_D3D12) || defined(SHADER_API_VULKAN) || defined(SHADER_API_METAL) //#pragma use_dxc // Using DXC will currently break DX11 support since DX11 and DX12 share the same shader bytecode in Unity. Disabling this by default... *sigh* #endif // Enable half precision data types on platforms that support it #if defined(UNITY_COMPILER_DXC) && defined(FFX_HALF) #pragma require Native16Bit #endif // Hack to work around the lack of texture atomics on Metal #if defined(SHADER_API_METAL) #define InterlockedAdd(dest, val, orig) { (orig) = (dest); (dest) += (val); } #define InterlockedMin(dest, val) { (dest) = min((dest), (val)); } #define InterlockedMax(dest, val) { (dest) = max((dest), (val)); } #endif