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libs/vkd3d-shader: Implement texel offset for gather4.
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293ce313ac
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@ -1553,24 +1553,25 @@ static const struct vkd3d_spirv_resource_type
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uint32_t ms;
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uint32_t ms;
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unsigned int coordinate_component_count;
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unsigned int coordinate_component_count;
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unsigned int offset_component_count;
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SpvCapability capability;
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SpvCapability capability;
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SpvCapability uav_capability;
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SpvCapability uav_capability;
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}
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}
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vkd3d_spirv_resource_type_table[] =
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vkd3d_spirv_resource_type_table[] =
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{
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{
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{VKD3D_SHADER_RESOURCE_BUFFER, SpvDimBuffer, 0, 0, 1,
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{VKD3D_SHADER_RESOURCE_BUFFER, SpvDimBuffer, 0, 0, 1, 0,
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SpvCapabilitySampledBuffer, SpvCapabilityImageBuffer},
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SpvCapabilitySampledBuffer, SpvCapabilityImageBuffer},
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{VKD3D_SHADER_RESOURCE_TEXTURE_1D, SpvDim1D, 0, 0, 1,
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{VKD3D_SHADER_RESOURCE_TEXTURE_1D, SpvDim1D, 0, 0, 1, 1,
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SpvCapabilitySampled1D, SpvCapabilityImage1D},
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SpvCapabilitySampled1D, SpvCapabilityImage1D},
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{VKD3D_SHADER_RESOURCE_TEXTURE_2DMS, SpvDim2D, 0, 1, 2},
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{VKD3D_SHADER_RESOURCE_TEXTURE_2DMS, SpvDim2D, 0, 1, 2, 2},
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{VKD3D_SHADER_RESOURCE_TEXTURE_2D, SpvDim2D, 0, 0, 2},
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{VKD3D_SHADER_RESOURCE_TEXTURE_2D, SpvDim2D, 0, 0, 2, 2},
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{VKD3D_SHADER_RESOURCE_TEXTURE_3D, SpvDim3D, 0, 0, 3},
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{VKD3D_SHADER_RESOURCE_TEXTURE_3D, SpvDim3D, 0, 0, 3, 3},
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{VKD3D_SHADER_RESOURCE_TEXTURE_CUBE, SpvDimCube, 0, 0, 3},
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{VKD3D_SHADER_RESOURCE_TEXTURE_CUBE, SpvDimCube, 0, 0, 3, 0},
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{VKD3D_SHADER_RESOURCE_TEXTURE_1DARRAY, SpvDim1D, 1, 0, 2,
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{VKD3D_SHADER_RESOURCE_TEXTURE_1DARRAY, SpvDim1D, 1, 0, 2, 1,
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SpvCapabilitySampled1D, SpvCapabilityImage1D},
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SpvCapabilitySampled1D, SpvCapabilityImage1D},
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{VKD3D_SHADER_RESOURCE_TEXTURE_2DARRAY, SpvDim2D, 1, 0, 3},
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{VKD3D_SHADER_RESOURCE_TEXTURE_2DARRAY, SpvDim2D, 1, 0, 3, 2},
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{VKD3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY, SpvDimCube, 1, 0, 3,
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{VKD3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY, SpvDimCube, 1, 0, 3, 0,
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SpvCapabilitySampledCubeArray, SpvCapabilityImageCubeArray},
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SpvCapabilitySampledCubeArray, SpvCapabilityImageCubeArray},
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};
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};
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@ -4501,6 +4502,17 @@ static void vkd3d_dxbc_compiler_emit_sample_c(struct vkd3d_dxbc_compiler *compil
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vkd3d_dxbc_compiler_emit_store_dst(compiler, &dst, val_id);
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vkd3d_dxbc_compiler_emit_store_dst(compiler, &dst, val_id);
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}
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}
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static uint32_t vkd3d_dxbc_compiler_emit_texel_offset(struct vkd3d_dxbc_compiler *compiler,
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const struct vkd3d_shader_instruction *instruction,
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const struct vkd3d_spirv_resource_type *resource_type_info)
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{
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const struct vkd3d_shader_texel_offset *offset = &instruction->texel_offset;
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int32_t data[4] = {offset->u, offset->v, offset->w, 0};
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unsigned int component_count = resource_type_info->offset_component_count;
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return vkd3d_dxbc_compiler_get_constant(compiler,
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VKD3D_TYPE_INT, component_count, (const uint32_t *)data);
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}
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static void vkd3d_dxbc_compiler_emit_gather4(struct vkd3d_dxbc_compiler *compiler,
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static void vkd3d_dxbc_compiler_emit_gather4(struct vkd3d_dxbc_compiler *compiler,
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const struct vkd3d_shader_instruction *instruction)
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const struct vkd3d_shader_instruction *instruction)
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{
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{
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@ -4509,13 +4521,13 @@ static void vkd3d_dxbc_compiler_emit_gather4(struct vkd3d_dxbc_compiler *compile
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const struct vkd3d_shader_src_param *src = instruction->src;
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const struct vkd3d_shader_src_param *src = instruction->src;
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const struct vkd3d_shader_src_param *resource, *sampler;
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const struct vkd3d_shader_src_param *resource, *sampler;
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struct vkd3d_shader_dst_param dst = *instruction->dst;
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struct vkd3d_shader_dst_param dst = *instruction->dst;
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SpvImageOperandsMask operands_mask = 0;
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unsigned int image_operand_count = 0;
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struct vkd3d_shader_image image;
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struct vkd3d_shader_image image;
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unsigned int component_idx;
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unsigned int component_idx;
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uint32_t image_operands[1];
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DWORD coordinate_mask;
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DWORD coordinate_mask;
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if (vkd3d_shader_instruction_has_texel_offset(instruction))
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FIXME("Texel offset not supported.\n");
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resource = &src[1];
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resource = &src[1];
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sampler = &src[2];
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sampler = &src[2];
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@ -4525,12 +4537,20 @@ static void vkd3d_dxbc_compiler_emit_gather4(struct vkd3d_dxbc_compiler *compile
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vkd3d_dxbc_compiler_prepare_sampled_image(compiler, &image,
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vkd3d_dxbc_compiler_prepare_sampled_image(compiler, &image,
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&resource->reg, &sampler->reg, VKD3D_IMAGE_FLAG_NONE);
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&resource->reg, &sampler->reg, VKD3D_IMAGE_FLAG_NONE);
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if (vkd3d_shader_instruction_has_texel_offset(instruction))
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{
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operands_mask |= SpvImageOperandsConstOffsetMask;
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image_operands[image_operand_count++] = vkd3d_dxbc_compiler_emit_texel_offset(compiler,
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instruction, image.resource_type_info);
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}
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sampled_type_id = vkd3d_spirv_get_type_id(builder, image.sampled_type, VKD3D_VEC4_SIZE);
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sampled_type_id = vkd3d_spirv_get_type_id(builder, image.sampled_type, VKD3D_VEC4_SIZE);
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coordinate_mask = (1u << image.resource_type_info->coordinate_component_count) - 1;
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coordinate_mask = (1u << image.resource_type_info->coordinate_component_count) - 1;
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coordinate_id = vkd3d_dxbc_compiler_emit_load_src(compiler, &src[0], coordinate_mask);
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coordinate_id = vkd3d_dxbc_compiler_emit_load_src(compiler, &src[0], coordinate_mask);
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val_id = vkd3d_spirv_build_op_image_gather(builder, sampled_type_id,
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val_id = vkd3d_spirv_build_op_image_gather(builder, sampled_type_id,
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image.sampled_image_id, coordinate_id, component_id,
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image.sampled_image_id, coordinate_id, component_id,
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SpvImageOperandsMaskNone, NULL, 0);
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operands_mask, image_operands, image_operand_count);
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val_id = vkd3d_dxbc_compiler_emit_swizzle(compiler,
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val_id = vkd3d_dxbc_compiler_emit_swizzle(compiler,
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val_id, image.sampled_type, resource->swizzle, dst.write_mask);
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val_id, image.sampled_type, resource->swizzle, dst.write_mask);
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