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vkd3d-shader/glsl: Implement VKD3DSIH_GATHER4.
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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
@ -868,19 +868,20 @@ 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, grad, lod, lod_zero, shadow;
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bool shadow_sampler, array, bias, gather, grad, lod, lod_zero, shadow;
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const struct glsl_resource_type_info *resource_type_info;
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unsigned int resource_id, resource_idx, resource_space;
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unsigned int sampler_id, sampler_idx, sampler_space;
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const struct vkd3d_shader_descriptor_info1 *d;
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enum vkd3d_shader_component_type sampled_type;
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enum vkd3d_shader_resource_type resource_type;
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unsigned int component_idx, coord_size;
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struct vkd3d_string_buffer *sample;
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enum vkd3d_data_type data_type;
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unsigned int coord_size;
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struct glsl_dst dst;
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bias = ins->opcode == VKD3DSIH_SAMPLE_B;
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gather = ins->opcode == VKD3DSIH_GATHER4;
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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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@ -956,7 +957,9 @@ static void shader_glsl_sample(struct vkd3d_glsl_generator *gen, const struct vk
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glsl_dst_init(&dst, gen, ins, &ins->dst[0]);
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sample = vkd3d_string_buffer_get(&gen->string_buffers);
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if (grad)
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if (gather)
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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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else if (lod)
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vkd3d_string_buffer_printf(sample, "textureLod(");
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@ -987,6 +990,11 @@ static void shader_glsl_sample(struct vkd3d_glsl_generator *gen, const struct vk
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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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if (gather)
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{
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if ((component_idx = vsir_swizzle_get_component(ins->src[2].swizzle, 0)))
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vkd3d_string_buffer_printf(sample, ", %d", component_idx);
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}
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vkd3d_string_buffer_printf(sample, ")");
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shader_glsl_print_swizzle(sample, ins->src[1].swizzle, ins->dst[0].write_mask);
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@ -1490,6 +1498,15 @@ static void vkd3d_glsl_handle_instruction(struct vkd3d_glsl_generator *gen,
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case VKD3DSIH_FTOU:
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shader_glsl_cast(gen, ins, "uint", "uvec");
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break;
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case VKD3DSIH_GATHER4:
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case VKD3DSIH_SAMPLE:
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case VKD3DSIH_SAMPLE_B:
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case VKD3DSIH_SAMPLE_C:
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case VKD3DSIH_SAMPLE_C_LZ:
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case VKD3DSIH_SAMPLE_GRAD:
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case VKD3DSIH_SAMPLE_LOD:
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shader_glsl_sample(gen, ins);
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break;
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case VKD3DSIH_GEO:
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case VKD3DSIH_IGE:
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shader_glsl_relop(gen, ins, ">=", "greaterThanEqual");
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@ -1580,14 +1597,6 @@ static void vkd3d_glsl_handle_instruction(struct vkd3d_glsl_generator *gen,
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case VKD3DSIH_RSQ:
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shader_glsl_intrinsic(gen, ins, "inversesqrt");
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break;
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case VKD3DSIH_SAMPLE:
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case VKD3DSIH_SAMPLE_B:
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case VKD3DSIH_SAMPLE_C:
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case VKD3DSIH_SAMPLE_C_LZ:
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case VKD3DSIH_SAMPLE_GRAD:
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case VKD3DSIH_SAMPLE_LOD:
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shader_glsl_sample(gen, ins);
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break;
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case VKD3DSIH_SQRT:
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shader_glsl_intrinsic(gen, ins, "sqrt");
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break;
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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) draw quad
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draw quad
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probe (0, 0) rgba (0.0, 0.1, 0.1, 0.0)
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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) draw quad
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draw quad
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probe (0, 0) rgba (0.1, 0.2, 0.2, 0.1)
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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) draw quad
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draw quad
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probe (0, 0) rgba (0.1, 0.1, 0.0, 0.0)
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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) draw quad
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draw quad
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probe (0, 0) rgba (0.2, 0.2, 0.1, 0.1)
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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) draw quad
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draw quad
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probe (0, 0) rgba (0.0, 0.5, 0.0, 0.5)
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@ -111,5 +111,5 @@ float4 main() : sv_target
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}
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[test]
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba (0.4, 0.0, 0.4, 0.0)
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