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vkd3d-shader/glsl: Implement VKD3DSIH_GATHER4_PO.
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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
@ -868,8 +868,9 @@ 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, shadow;
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bool shadow_sampler, array, bias, 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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unsigned int sampler_id, sampler_idx, sampler_space;
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const struct vkd3d_shader_descriptor_info1 *d;
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@ -881,23 +882,27 @@ 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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gather = ins->opcode == VKD3DSIH_GATHER4;
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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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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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if (ins->src[1].reg.idx[0].rel_addr || ins->src[1].reg.idx[1].rel_addr
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|| ins->src[2].reg.idx[0].rel_addr || ins->src[2].reg.idx[1].rel_addr)
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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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vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_UNSUPPORTED,
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"Descriptor indexing is not supported.");
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resource_id = ins->src[1].reg.idx[0].offset;
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resource_idx = ins->src[1].reg.idx[1].offset;
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resource_id = resource->reg.idx[0].offset;
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resource_idx = resource->reg.idx[1].offset;
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if ((d = shader_glsl_get_descriptor_by_id(gen, VKD3D_SHADER_DESCRIPTOR_TYPE_SRV, resource_id)))
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{
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resource_type = d->resource_type;
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@ -927,8 +932,8 @@ static void shader_glsl_sample(struct vkd3d_glsl_generator *gen, const struct vk
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array = false;
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}
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sampler_id = ins->src[2].reg.idx[0].offset;
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sampler_idx = ins->src[2].reg.idx[1].offset;
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sampler_id = sampler->reg.idx[0].offset;
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sampler_idx = sampler->reg.idx[1].offset;
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if ((d = shader_glsl_get_descriptor_by_id(gen, VKD3D_SHADER_DESCRIPTOR_TYPE_SAMPLER, sampler_id)))
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{
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sampler_space = d->register_space;
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@ -958,7 +963,7 @@ 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(");
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vkd3d_string_buffer_printf(sample, "textureGather%s(", offset ? "Offset" : "");
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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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@ -990,13 +995,19 @@ 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 (offset)
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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[1],
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vkd3d_write_mask_from_component_count(coord_size - array), ins->src[1].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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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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}
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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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shader_glsl_print_swizzle(sample, resource->swizzle, ins->dst[0].write_mask);
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shader_glsl_print_assignment_ext(gen, &dst, data_type, "%s", sample->buffer);
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@ -1502,6 +1513,7 @@ static void vkd3d_glsl_handle_instruction(struct vkd3d_glsl_generator *gen,
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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_GATHER4_PO:
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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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@ -113,5 +113,5 @@ float4 main() : sv_target
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[test]
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uniform 0 int4 1 0 0 0
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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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