vkd3d-shader/glsl: Implement VKD3DSIH_GATHER4.

This commit is contained in:
Henri Verbeet
2024-10-19 17:21:01 +02:00
parent d477a00734
commit 5e9edf25d0
Notes: Henri Verbeet 2024-10-24 21:02:25 +02:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1211
2 changed files with 26 additions and 17 deletions

View File

@ -868,19 +868,20 @@ 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) static void shader_glsl_sample(struct vkd3d_glsl_generator *gen, const struct vkd3d_shader_instruction *ins)
{ {
bool shadow_sampler, array, bias, grad, lod, lod_zero, shadow; bool shadow_sampler, array, bias, gather, grad, lod, lod_zero, shadow;
const struct glsl_resource_type_info *resource_type_info; const struct glsl_resource_type_info *resource_type_info;
unsigned int resource_id, resource_idx, resource_space; unsigned int resource_id, resource_idx, resource_space;
unsigned int sampler_id, sampler_idx, sampler_space; unsigned int sampler_id, sampler_idx, sampler_space;
const struct vkd3d_shader_descriptor_info1 *d; const struct vkd3d_shader_descriptor_info1 *d;
enum vkd3d_shader_component_type sampled_type; enum vkd3d_shader_component_type sampled_type;
enum vkd3d_shader_resource_type resource_type; enum vkd3d_shader_resource_type resource_type;
unsigned int component_idx, coord_size;
struct vkd3d_string_buffer *sample; struct vkd3d_string_buffer *sample;
enum vkd3d_data_type data_type; enum vkd3d_data_type data_type;
unsigned int coord_size;
struct glsl_dst dst; struct glsl_dst dst;
bias = ins->opcode == VKD3DSIH_SAMPLE_B; bias = ins->opcode == VKD3DSIH_SAMPLE_B;
gather = ins->opcode == VKD3DSIH_GATHER4;
grad = ins->opcode == VKD3DSIH_SAMPLE_GRAD; grad = ins->opcode == VKD3DSIH_SAMPLE_GRAD;
lod = ins->opcode == VKD3DSIH_SAMPLE_LOD || ins->opcode == VKD3DSIH_SAMPLE_C_LZ; lod = ins->opcode == VKD3DSIH_SAMPLE_LOD || ins->opcode == VKD3DSIH_SAMPLE_C_LZ;
lod_zero = ins->opcode == VKD3DSIH_SAMPLE_C_LZ; lod_zero = ins->opcode == VKD3DSIH_SAMPLE_C_LZ;
@ -956,7 +957,9 @@ static void shader_glsl_sample(struct vkd3d_glsl_generator *gen, const struct vk
glsl_dst_init(&dst, gen, ins, &ins->dst[0]); glsl_dst_init(&dst, gen, ins, &ins->dst[0]);
sample = vkd3d_string_buffer_get(&gen->string_buffers); sample = vkd3d_string_buffer_get(&gen->string_buffers);
if (grad) if (gather)
vkd3d_string_buffer_printf(sample, "textureGather(");
else if (grad)
vkd3d_string_buffer_printf(sample, "textureGrad("); vkd3d_string_buffer_printf(sample, "textureGrad(");
else if (lod) else if (lod)
vkd3d_string_buffer_printf(sample, "textureLod("); vkd3d_string_buffer_printf(sample, "textureLod(");
@ -987,6 +990,11 @@ static void shader_glsl_sample(struct vkd3d_glsl_generator *gen, const struct vk
vkd3d_string_buffer_printf(sample, ", "); vkd3d_string_buffer_printf(sample, ", ");
shader_glsl_print_src(sample, gen, &ins->src[3], VKD3DSP_WRITEMASK_0, ins->src[3].reg.data_type); shader_glsl_print_src(sample, gen, &ins->src[3], VKD3DSP_WRITEMASK_0, ins->src[3].reg.data_type);
} }
if (gather)
{
if ((component_idx = vsir_swizzle_get_component(ins->src[2].swizzle, 0)))
vkd3d_string_buffer_printf(sample, ", %d", component_idx);
}
vkd3d_string_buffer_printf(sample, ")"); vkd3d_string_buffer_printf(sample, ")");
shader_glsl_print_swizzle(sample, ins->src[1].swizzle, ins->dst[0].write_mask); shader_glsl_print_swizzle(sample, ins->src[1].swizzle, ins->dst[0].write_mask);
@ -1490,6 +1498,15 @@ static void vkd3d_glsl_handle_instruction(struct vkd3d_glsl_generator *gen,
case VKD3DSIH_FTOU: case VKD3DSIH_FTOU:
shader_glsl_cast(gen, ins, "uint", "uvec"); shader_glsl_cast(gen, ins, "uint", "uvec");
break; break;
case VKD3DSIH_GATHER4:
case VKD3DSIH_SAMPLE:
case VKD3DSIH_SAMPLE_B:
case VKD3DSIH_SAMPLE_C:
case VKD3DSIH_SAMPLE_C_LZ:
case VKD3DSIH_SAMPLE_GRAD:
case VKD3DSIH_SAMPLE_LOD:
shader_glsl_sample(gen, ins);
break;
case VKD3DSIH_GEO: case VKD3DSIH_GEO:
case VKD3DSIH_IGE: case VKD3DSIH_IGE:
shader_glsl_relop(gen, ins, ">=", "greaterThanEqual"); shader_glsl_relop(gen, ins, ">=", "greaterThanEqual");
@ -1580,14 +1597,6 @@ static void vkd3d_glsl_handle_instruction(struct vkd3d_glsl_generator *gen,
case VKD3DSIH_RSQ: case VKD3DSIH_RSQ:
shader_glsl_intrinsic(gen, ins, "inversesqrt"); shader_glsl_intrinsic(gen, ins, "inversesqrt");
break; break;
case VKD3DSIH_SAMPLE:
case VKD3DSIH_SAMPLE_B:
case VKD3DSIH_SAMPLE_C:
case VKD3DSIH_SAMPLE_C_LZ:
case VKD3DSIH_SAMPLE_GRAD:
case VKD3DSIH_SAMPLE_LOD:
shader_glsl_sample(gen, ins);
break;
case VKD3DSIH_SQRT: case VKD3DSIH_SQRT:
shader_glsl_intrinsic(gen, ins, "sqrt"); shader_glsl_intrinsic(gen, ins, "sqrt");
break; break;

View File

@ -23,7 +23,7 @@ float4 main() : sv_target
} }
[test] [test]
todo(glsl) draw quad draw quad
probe (0, 0) rgba (0.0, 0.1, 0.1, 0.0) probe (0, 0) rgba (0.0, 0.1, 0.1, 0.0)
@ -37,7 +37,7 @@ float4 main() : sv_target
} }
[test] [test]
todo(glsl) draw quad draw quad
probe (0, 0) rgba (0.1, 0.2, 0.2, 0.1) probe (0, 0) rgba (0.1, 0.2, 0.2, 0.1)
@ -55,7 +55,7 @@ float4 main() : sv_target
} }
[test] [test]
todo(glsl) draw quad draw quad
probe (0, 0) rgba (0.1, 0.1, 0.0, 0.0) probe (0, 0) rgba (0.1, 0.1, 0.0, 0.0)
@ -69,7 +69,7 @@ float4 main() : sv_target
} }
[test] [test]
todo(glsl) draw quad draw quad
probe (0, 0) rgba (0.2, 0.2, 0.1, 0.1) probe (0, 0) rgba (0.2, 0.2, 0.1, 0.1)
@ -97,7 +97,7 @@ float4 main() : sv_target
} }
[test] [test]
todo(glsl) draw quad draw quad
probe (0, 0) rgba (0.0, 0.5, 0.0, 0.5) probe (0, 0) rgba (0.0, 0.5, 0.0, 0.5)
@ -111,5 +111,5 @@ float4 main() : sv_target
} }
[test] [test]
todo(glsl) draw quad draw quad
probe (0, 0) rgba (0.4, 0.0, 0.4, 0.0) probe (0, 0) rgba (0.4, 0.0, 0.4, 0.0)