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https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
vkd3d-shader/glsl: Implement support for static texel offsets in shader_glsl_sample().
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commit
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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
@ -763,6 +763,27 @@ static void shader_glsl_default(struct vkd3d_glsl_generator *gen)
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vkd3d_string_buffer_printf(gen->buffer, "default:\n");
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}
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static void shader_glsl_print_texel_offset(struct vkd3d_string_buffer *buffer, struct vkd3d_glsl_generator *gen,
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unsigned int offset_size, const struct vkd3d_shader_texel_offset *offset)
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{
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switch (offset_size)
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{
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case 1:
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vkd3d_string_buffer_printf(buffer, "%d", offset->u);
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break;
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case 2:
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vkd3d_string_buffer_printf(buffer, "ivec2(%d, %d)", offset->u, offset->v);
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break;
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default:
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vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
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"Internal compiler error: Invalid texel offset size %u.", offset_size);
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/* fall through */
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case 3:
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vkd3d_string_buffer_printf(buffer, "ivec3(%d, %d, %d)", offset->u, offset->v, offset->w);
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break;
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}
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}
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static void shader_glsl_ld(struct vkd3d_glsl_generator *gen, const struct vkd3d_shader_instruction *ins)
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{
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const struct glsl_resource_type_info *resource_type_info;
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@ -868,7 +889,7 @@ static void shader_glsl_print_shadow_coord(struct vkd3d_string_buffer *buffer, s
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static void shader_glsl_sample(struct vkd3d_glsl_generator *gen, const struct vkd3d_shader_instruction *ins)
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{
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bool shadow_sampler, array, bias, gather, grad, lod, lod_zero, offset, shadow;
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bool shadow_sampler, array, bias, dynamic_offset, gather, grad, lod, lod_zero, offset, shadow;
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const struct glsl_resource_type_info *resource_type_info;
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const struct vkd3d_shader_src_param *resource, *sampler;
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unsigned int resource_id, resource_idx, resource_space;
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@ -882,19 +903,16 @@ static void shader_glsl_sample(struct vkd3d_glsl_generator *gen, const struct vk
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struct glsl_dst dst;
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bias = ins->opcode == VKD3DSIH_SAMPLE_B;
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dynamic_offset = ins->opcode == VKD3DSIH_GATHER4_PO;
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gather = ins->opcode == VKD3DSIH_GATHER4 || ins->opcode == VKD3DSIH_GATHER4_PO;
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grad = ins->opcode == VKD3DSIH_SAMPLE_GRAD;
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lod = ins->opcode == VKD3DSIH_SAMPLE_LOD || ins->opcode == VKD3DSIH_SAMPLE_C_LZ;
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lod_zero = ins->opcode == VKD3DSIH_SAMPLE_C_LZ;
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offset = ins->opcode == VKD3DSIH_GATHER4_PO;
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offset = dynamic_offset || vkd3d_shader_instruction_has_texel_offset(ins);
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shadow = ins->opcode == VKD3DSIH_SAMPLE_C || ins->opcode == VKD3DSIH_SAMPLE_C_LZ;
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resource = &ins->src[1 + offset];
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sampler = &ins->src[2 + offset];
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if (vkd3d_shader_instruction_has_texel_offset(ins))
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vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
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"Internal compiler error: Unhandled texel sample offset.");
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resource = &ins->src[1 + dynamic_offset];
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sampler = &ins->src[2 + dynamic_offset];
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if (resource->reg.idx[0].rel_addr || resource->reg.idx[1].rel_addr
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|| sampler->reg.idx[0].rel_addr || sampler->reg.idx[1].rel_addr)
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@ -963,13 +981,14 @@ static void shader_glsl_sample(struct vkd3d_glsl_generator *gen, const struct vk
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sample = vkd3d_string_buffer_get(&gen->string_buffers);
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if (gather)
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vkd3d_string_buffer_printf(sample, "textureGather%s(", offset ? "Offset" : "");
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vkd3d_string_buffer_printf(sample, "textureGather");
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else if (grad)
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vkd3d_string_buffer_printf(sample, "textureGrad(");
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vkd3d_string_buffer_printf(sample, "textureGrad");
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else if (lod)
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vkd3d_string_buffer_printf(sample, "textureLod(");
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vkd3d_string_buffer_printf(sample, "textureLod");
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else
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vkd3d_string_buffer_printf(sample, "texture(");
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vkd3d_string_buffer_printf(sample, "texture");
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vkd3d_string_buffer_printf(sample, "%s(", offset ? "Offset" : "");
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shader_glsl_print_combined_sampler_name(sample, gen, resource_idx, resource_space, sampler_idx, sampler_space);
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vkd3d_string_buffer_printf(sample, ", ");
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if (shadow)
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@ -990,7 +1009,7 @@ static void shader_glsl_sample(struct vkd3d_glsl_generator *gen, const struct vk
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{
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vkd3d_string_buffer_printf(sample, ", 0.0");
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}
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else if (bias || lod)
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else if (lod)
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{
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vkd3d_string_buffer_printf(sample, ", ");
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shader_glsl_print_src(sample, gen, &ins->src[3], VKD3DSP_WRITEMASK_0, ins->src[3].reg.data_type);
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@ -998,10 +1017,18 @@ static void shader_glsl_sample(struct vkd3d_glsl_generator *gen, const struct vk
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if (offset)
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{
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vkd3d_string_buffer_printf(sample, ", ");
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if (dynamic_offset)
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shader_glsl_print_src(sample, gen, &ins->src[1],
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vkd3d_write_mask_from_component_count(coord_size - array), ins->src[1].reg.data_type);
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else
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shader_glsl_print_texel_offset(sample, gen, coord_size - array, &ins->texel_offset);
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}
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if (gather)
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if (bias)
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{
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vkd3d_string_buffer_printf(sample, ", ");
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shader_glsl_print_src(sample, gen, &ins->src[3], VKD3DSP_WRITEMASK_0, ins->src[3].reg.data_type);
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}
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else if (gather)
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{
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if ((component_idx = vsir_swizzle_get_component(sampler->swizzle, 0)))
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vkd3d_string_buffer_printf(sample, ", %d", component_idx);
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@ -23,7 +23,7 @@ float4 main() : sv_target
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}
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[test]
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todo(glsl | msl) draw quad
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todo(msl) draw quad
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probe (0, 0) rgba (0.1, 0.2, 0.2, 0.1)
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@ -37,7 +37,7 @@ float4 main() : sv_target
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}
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[test]
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todo(glsl | msl) draw quad
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todo(msl) draw quad
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probe (0, 0) rgba (0.0, 0.1, 0.1, 0.0)
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@ -55,7 +55,7 @@ float4 main() : sv_target
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}
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[test]
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todo(glsl | msl) draw quad
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todo(msl) draw quad
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probe (0, 0) rgba (0.2, 0.2, 0.1, 0.1)
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@ -69,7 +69,7 @@ float4 main() : sv_target
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}
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[test]
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todo(glsl | msl) draw quad
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todo(msl) draw quad
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probe (0, 0) rgba (0.1, 0.1, 0.0, 0.0)
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@ -83,7 +83,7 @@ float4 main() : sv_target
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}
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[test]
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todo(glsl | msl) draw quad
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todo(msl) draw quad
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probe (0, 0) rgba (0.5, 0.0, 0.5, 0.0)
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@ -97,7 +97,7 @@ float4 main() : sv_target
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}
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[test]
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todo(glsl | msl) draw quad
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todo(msl) draw quad
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probe (0, 0) rgba (0.0, 0.4, 0.0, 0.4)
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@ -22,7 +22,7 @@ float4 main() : sv_target
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}
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[test]
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todo(glsl | msl) draw quad
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todo(msl) draw quad
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probe (0, 0) rgba (0.1, 0.2, 0.5, 0.0)
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@ -36,7 +36,7 @@ float4 main() : sv_target
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}
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[test]
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todo(glsl | msl) draw quad
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todo(msl) draw quad
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probe (0, 0) rgba (0.2, 0.2, 0.0, 0.4)
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@ -50,5 +50,5 @@ float4 main() : sv_target
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}
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[test]
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todo(glsl | msl) draw quad
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todo(msl) draw quad
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probe (0, 0) rgba (0.0, 0.2, 0.0, 0.4)
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