vkd3d-shader/glsl: Implement support for static texel offsets in shader_glsl_sample().

This commit is contained in:
Henri Verbeet 2024-10-20 13:31:38 +02:00
parent 6ae4da02c9
commit 3dbaf11f8c
Notes: Henri Verbeet 2024-11-06 23:02:41 +01:00
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1232
3 changed files with 52 additions and 25 deletions

View File

@ -763,6 +763,27 @@ static void shader_glsl_default(struct vkd3d_glsl_generator *gen)
vkd3d_string_buffer_printf(gen->buffer, "default:\n");
}
static void shader_glsl_print_texel_offset(struct vkd3d_string_buffer *buffer, struct vkd3d_glsl_generator *gen,
unsigned int offset_size, const struct vkd3d_shader_texel_offset *offset)
{
switch (offset_size)
{
case 1:
vkd3d_string_buffer_printf(buffer, "%d", offset->u);
break;
case 2:
vkd3d_string_buffer_printf(buffer, "ivec2(%d, %d)", offset->u, offset->v);
break;
default:
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
"Internal compiler error: Invalid texel offset size %u.", offset_size);
/* fall through */
case 3:
vkd3d_string_buffer_printf(buffer, "ivec3(%d, %d, %d)", offset->u, offset->v, offset->w);
break;
}
}
static void shader_glsl_ld(struct vkd3d_glsl_generator *gen, const struct vkd3d_shader_instruction *ins)
{
const struct glsl_resource_type_info *resource_type_info;
@ -868,7 +889,7 @@ static void shader_glsl_print_shadow_coord(struct vkd3d_string_buffer *buffer, s
static void shader_glsl_sample(struct vkd3d_glsl_generator *gen, const struct vkd3d_shader_instruction *ins)
{
bool shadow_sampler, array, bias, gather, grad, lod, lod_zero, offset, shadow;
bool shadow_sampler, array, bias, dynamic_offset, gather, grad, lod, lod_zero, offset, shadow;
const struct glsl_resource_type_info *resource_type_info;
const struct vkd3d_shader_src_param *resource, *sampler;
unsigned int resource_id, resource_idx, resource_space;
@ -882,19 +903,16 @@ static void shader_glsl_sample(struct vkd3d_glsl_generator *gen, const struct vk
struct glsl_dst dst;
bias = ins->opcode == VKD3DSIH_SAMPLE_B;
dynamic_offset = ins->opcode == VKD3DSIH_GATHER4_PO;
gather = ins->opcode == VKD3DSIH_GATHER4 || ins->opcode == VKD3DSIH_GATHER4_PO;
grad = ins->opcode == VKD3DSIH_SAMPLE_GRAD;
lod = ins->opcode == VKD3DSIH_SAMPLE_LOD || ins->opcode == VKD3DSIH_SAMPLE_C_LZ;
lod_zero = ins->opcode == VKD3DSIH_SAMPLE_C_LZ;
offset = ins->opcode == VKD3DSIH_GATHER4_PO;
offset = dynamic_offset || vkd3d_shader_instruction_has_texel_offset(ins);
shadow = ins->opcode == VKD3DSIH_SAMPLE_C || ins->opcode == VKD3DSIH_SAMPLE_C_LZ;
resource = &ins->src[1 + offset];
sampler = &ins->src[2 + offset];
if (vkd3d_shader_instruction_has_texel_offset(ins))
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
"Internal compiler error: Unhandled texel sample offset.");
resource = &ins->src[1 + dynamic_offset];
sampler = &ins->src[2 + dynamic_offset];
if (resource->reg.idx[0].rel_addr || resource->reg.idx[1].rel_addr
|| sampler->reg.idx[0].rel_addr || sampler->reg.idx[1].rel_addr)
@ -963,13 +981,14 @@ static void shader_glsl_sample(struct vkd3d_glsl_generator *gen, const struct vk
sample = vkd3d_string_buffer_get(&gen->string_buffers);
if (gather)
vkd3d_string_buffer_printf(sample, "textureGather%s(", offset ? "Offset" : "");
vkd3d_string_buffer_printf(sample, "textureGather");
else if (grad)
vkd3d_string_buffer_printf(sample, "textureGrad(");
vkd3d_string_buffer_printf(sample, "textureGrad");
else if (lod)
vkd3d_string_buffer_printf(sample, "textureLod(");
vkd3d_string_buffer_printf(sample, "textureLod");
else
vkd3d_string_buffer_printf(sample, "texture(");
vkd3d_string_buffer_printf(sample, "texture");
vkd3d_string_buffer_printf(sample, "%s(", offset ? "Offset" : "");
shader_glsl_print_combined_sampler_name(sample, gen, resource_idx, resource_space, sampler_idx, sampler_space);
vkd3d_string_buffer_printf(sample, ", ");
if (shadow)
@ -990,7 +1009,7 @@ static void shader_glsl_sample(struct vkd3d_glsl_generator *gen, const struct vk
{
vkd3d_string_buffer_printf(sample, ", 0.0");
}
else if (bias || lod)
else if (lod)
{
vkd3d_string_buffer_printf(sample, ", ");
shader_glsl_print_src(sample, gen, &ins->src[3], VKD3DSP_WRITEMASK_0, ins->src[3].reg.data_type);
@ -998,10 +1017,18 @@ static void shader_glsl_sample(struct vkd3d_glsl_generator *gen, const struct vk
if (offset)
{
vkd3d_string_buffer_printf(sample, ", ");
if (dynamic_offset)
shader_glsl_print_src(sample, gen, &ins->src[1],
vkd3d_write_mask_from_component_count(coord_size - array), ins->src[1].reg.data_type);
else
shader_glsl_print_texel_offset(sample, gen, coord_size - array, &ins->texel_offset);
}
if (gather)
if (bias)
{
vkd3d_string_buffer_printf(sample, ", ");
shader_glsl_print_src(sample, gen, &ins->src[3], VKD3DSP_WRITEMASK_0, ins->src[3].reg.data_type);
}
else if (gather)
{
if ((component_idx = vsir_swizzle_get_component(sampler->swizzle, 0)))
vkd3d_string_buffer_printf(sample, ", %d", component_idx);

View File

@ -23,7 +23,7 @@ float4 main() : sv_target
}
[test]
todo(glsl | msl) draw quad
todo(msl) draw quad
probe (0, 0) rgba (0.1, 0.2, 0.2, 0.1)
@ -37,7 +37,7 @@ float4 main() : sv_target
}
[test]
todo(glsl | msl) draw quad
todo(msl) draw quad
probe (0, 0) rgba (0.0, 0.1, 0.1, 0.0)
@ -55,7 +55,7 @@ float4 main() : sv_target
}
[test]
todo(glsl | msl) draw quad
todo(msl) draw quad
probe (0, 0) rgba (0.2, 0.2, 0.1, 0.1)
@ -69,7 +69,7 @@ float4 main() : sv_target
}
[test]
todo(glsl | msl) draw quad
todo(msl) draw quad
probe (0, 0) rgba (0.1, 0.1, 0.0, 0.0)
@ -83,7 +83,7 @@ float4 main() : sv_target
}
[test]
todo(glsl | msl) draw quad
todo(msl) draw quad
probe (0, 0) rgba (0.5, 0.0, 0.5, 0.0)
@ -97,7 +97,7 @@ float4 main() : sv_target
}
[test]
todo(glsl | msl) draw quad
todo(msl) draw quad
probe (0, 0) rgba (0.0, 0.4, 0.0, 0.4)

View File

@ -22,7 +22,7 @@ float4 main() : sv_target
}
[test]
todo(glsl | msl) draw quad
todo(msl) draw quad
probe (0, 0) rgba (0.1, 0.2, 0.5, 0.0)
@ -36,7 +36,7 @@ float4 main() : sv_target
}
[test]
todo(glsl | msl) draw quad
todo(msl) draw quad
probe (0, 0) rgba (0.2, 0.2, 0.0, 0.4)
@ -50,5 +50,5 @@ float4 main() : sv_target
}
[test]
todo(glsl | msl) draw quad
todo(msl) draw quad
probe (0, 0) rgba (0.0, 0.2, 0.0, 0.4)