vkd3d-shader/glsl: Implement VKD3DSIH_GATHER4_PO.

This commit is contained in:
Henri Verbeet 2024-10-19 19:03:54 +02:00
parent 466d849c72
commit 6ae4da02c9
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
2 changed files with 24 additions and 12 deletions

View File

@ -868,8 +868,9 @@ 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, shadow;
bool shadow_sampler, array, bias, 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;
unsigned int sampler_id, sampler_idx, sampler_space;
const struct vkd3d_shader_descriptor_info1 *d;
@ -881,23 +882,27 @@ static void shader_glsl_sample(struct vkd3d_glsl_generator *gen, const struct vk
struct glsl_dst dst;
bias = ins->opcode == VKD3DSIH_SAMPLE_B;
gather = ins->opcode == VKD3DSIH_GATHER4;
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;
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.");
if (ins->src[1].reg.idx[0].rel_addr || ins->src[1].reg.idx[1].rel_addr
|| ins->src[2].reg.idx[0].rel_addr || ins->src[2].reg.idx[1].rel_addr)
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)
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_UNSUPPORTED,
"Descriptor indexing is not supported.");
resource_id = ins->src[1].reg.idx[0].offset;
resource_idx = ins->src[1].reg.idx[1].offset;
resource_id = resource->reg.idx[0].offset;
resource_idx = resource->reg.idx[1].offset;
if ((d = shader_glsl_get_descriptor_by_id(gen, VKD3D_SHADER_DESCRIPTOR_TYPE_SRV, resource_id)))
{
resource_type = d->resource_type;
@ -927,8 +932,8 @@ static void shader_glsl_sample(struct vkd3d_glsl_generator *gen, const struct vk
array = false;
}
sampler_id = ins->src[2].reg.idx[0].offset;
sampler_idx = ins->src[2].reg.idx[1].offset;
sampler_id = sampler->reg.idx[0].offset;
sampler_idx = sampler->reg.idx[1].offset;
if ((d = shader_glsl_get_descriptor_by_id(gen, VKD3D_SHADER_DESCRIPTOR_TYPE_SAMPLER, sampler_id)))
{
sampler_space = d->register_space;
@ -958,7 +963,7 @@ 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(");
vkd3d_string_buffer_printf(sample, "textureGather%s(", offset ? "Offset" : "");
else if (grad)
vkd3d_string_buffer_printf(sample, "textureGrad(");
else if (lod)
@ -990,13 +995,19 @@ static void shader_glsl_sample(struct vkd3d_glsl_generator *gen, const struct vk
vkd3d_string_buffer_printf(sample, ", ");
shader_glsl_print_src(sample, gen, &ins->src[3], VKD3DSP_WRITEMASK_0, ins->src[3].reg.data_type);
}
if (offset)
{
vkd3d_string_buffer_printf(sample, ", ");
shader_glsl_print_src(sample, gen, &ins->src[1],
vkd3d_write_mask_from_component_count(coord_size - array), ins->src[1].reg.data_type);
}
if (gather)
{
if ((component_idx = vsir_swizzle_get_component(ins->src[2].swizzle, 0)))
if ((component_idx = vsir_swizzle_get_component(sampler->swizzle, 0)))
vkd3d_string_buffer_printf(sample, ", %d", component_idx);
}
vkd3d_string_buffer_printf(sample, ")");
shader_glsl_print_swizzle(sample, ins->src[1].swizzle, ins->dst[0].write_mask);
shader_glsl_print_swizzle(sample, resource->swizzle, ins->dst[0].write_mask);
shader_glsl_print_assignment_ext(gen, &dst, data_type, "%s", sample->buffer);
@ -1502,6 +1513,7 @@ static void vkd3d_glsl_handle_instruction(struct vkd3d_glsl_generator *gen,
shader_glsl_cast(gen, ins, "uint", "uvec");
break;
case VKD3DSIH_GATHER4:
case VKD3DSIH_GATHER4_PO:
case VKD3DSIH_SAMPLE:
case VKD3DSIH_SAMPLE_B:
case VKD3DSIH_SAMPLE_C:

View File

@ -113,5 +113,5 @@ float4 main() : sv_target
[test]
uniform 0 int4 1 0 0 0
todo(glsl | msl) draw quad
todo(msl) draw quad
probe (0, 0) rgba (0.1, 0.2, 0.2, 0.1)