vkd3d-shader/glsl: Implement VKD3DSIH_LD2DMS.

This commit is contained in:
Henri Verbeet 2024-10-09 13:34:21 +02:00
parent ca42adbf6b
commit 756b98f093
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 43 additions and 17 deletions

View File

@ -786,14 +786,14 @@ static void shader_glsl_print_texel_offset(struct vkd3d_string_buffer *buffer, s
static void shader_glsl_ld(struct vkd3d_glsl_generator *gen, const struct vkd3d_shader_instruction *ins)
{
unsigned int resource_id, resource_idx, resource_space, sample_count;
const struct glsl_resource_type_info *resource_type_info;
unsigned int resource_id, resource_idx, resource_space;
const struct vkd3d_shader_descriptor_info1 *d;
enum vkd3d_shader_component_type sampled_type;
enum vkd3d_shader_resource_type resource_type;
struct vkd3d_string_buffer *fetch;
enum vkd3d_data_type data_type;
struct glsl_src coord, lod;
struct glsl_src coord;
struct glsl_dst dst;
uint32_t coord_mask;
@ -811,6 +811,7 @@ static void shader_glsl_ld(struct vkd3d_glsl_generator *gen, const struct vkd3d_
{
resource_type = d->resource_type;
resource_space = d->register_space;
sample_count = d->sample_count;
sampled_type = vkd3d_component_type_from_resource_data_type(d->resource_data_type);
data_type = vkd3d_data_type_from_component_type(sampled_type);
}
@ -820,6 +821,7 @@ static void shader_glsl_ld(struct vkd3d_glsl_generator *gen, const struct vkd3d_
"Internal compiler error: Undeclared resource descriptor %u.", resource_id);
resource_space = 0;
resource_type = VKD3D_SHADER_RESOURCE_TEXTURE_2D;
sample_count = 1;
data_type = VKD3D_DATA_FLOAT;
}
@ -836,7 +838,6 @@ static void shader_glsl_ld(struct vkd3d_glsl_generator *gen, const struct vkd3d_
glsl_dst_init(&dst, gen, ins, &ins->dst[0]);
glsl_src_init(&coord, gen, &ins->src[0], coord_mask);
glsl_src_init(&lod, gen, &ins->src[0], VKD3DSP_WRITEMASK_3);
fetch = vkd3d_string_buffer_get(&gen->string_buffers);
vkd3d_string_buffer_printf(fetch, "texelFetch(");
@ -844,14 +845,23 @@ static void shader_glsl_ld(struct vkd3d_glsl_generator *gen, const struct vkd3d_
resource_space, VKD3D_SHADER_DUMMY_SAMPLER_INDEX, 0);
vkd3d_string_buffer_printf(fetch, ", %s", coord.str->buffer);
if (resource_type != VKD3D_SHADER_RESOURCE_BUFFER)
vkd3d_string_buffer_printf(fetch, ", %s", lod.str->buffer);
{
vkd3d_string_buffer_printf(fetch, ", ");
if (ins->opcode != VKD3DSIH_LD2DMS)
shader_glsl_print_src(fetch, gen, &ins->src[0], VKD3DSP_WRITEMASK_3, ins->src[0].reg.data_type);
else if (sample_count == 1)
/* If the resource isn't a true multisample resource, this is the
* "lod" parameter instead of the "sample" parameter. */
vkd3d_string_buffer_printf(fetch, "0");
else
shader_glsl_print_src(fetch, gen, &ins->src[2], VKD3DSP_WRITEMASK_0, ins->src[2].reg.data_type);
}
vkd3d_string_buffer_printf(fetch, ")");
shader_glsl_print_swizzle(fetch, ins->src[1].swizzle, ins->dst[0].write_mask);
shader_glsl_print_assignment_ext(gen, &dst, data_type, "%s", fetch->buffer);
vkd3d_string_buffer_release(&gen->string_buffers, fetch);
glsl_src_cleanup(&lod, &gen->string_buffers);
glsl_src_cleanup(&coord, &gen->string_buffers);
glsl_dst_cleanup(&dst, &gen->string_buffers);
}
@ -1601,6 +1611,7 @@ static void vkd3d_glsl_handle_instruction(struct vkd3d_glsl_generator *gen,
shader_glsl_cast(gen, ins, "float", "vec");
break;
case VKD3DSIH_LD:
case VKD3DSIH_LD2DMS:
shader_glsl_ld(gen, ins);
break;
case VKD3DSIH_LD_UAV_TYPED:
@ -1959,6 +1970,7 @@ static void shader_glsl_generate_sampler_declaration(struct vkd3d_glsl_generator
struct vkd3d_string_buffer *buffer = gen->buffer;
enum vkd3d_shader_component_type component_type;
const char *sampler_type, *sampler_type_prefix;
enum vkd3d_shader_resource_type resource_type;
unsigned int binding_idx;
bool shadow = false;
@ -1984,18 +1996,32 @@ static void shader_glsl_generate_sampler_declaration(struct vkd3d_glsl_generator
return;
}
if ((resource_type_info = shader_glsl_get_resource_type_info(srv->resource_type)))
resource_type = srv->resource_type;
if (srv->sample_count == 1)
{
/* The OpenGL API distinguishes between multi-sample textures with
* sample count 1 and single-sample textures. Direct3D and Vulkan
* don't make this distinction at the API level, but Direct3D shaders
* are capable of expressing both. We therefore map such multi-sample
* textures to their single-sample equivalents here. */
if (resource_type == VKD3D_SHADER_RESOURCE_TEXTURE_2DMS)
resource_type = VKD3D_SHADER_RESOURCE_TEXTURE_2D;
else if (resource_type == VKD3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY)
resource_type = VKD3D_SHADER_RESOURCE_TEXTURE_2DARRAY;
}
if ((resource_type_info = shader_glsl_get_resource_type_info(resource_type)))
{
sampler_type = resource_type_info->type_suffix;
if (shadow && !resource_type_info->shadow)
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_UNSUPPORTED,
"Comparison samplers are not supported with resource type %#x.", srv->resource_type);
"Comparison samplers are not supported with resource type %#x.", resource_type);
}
else
{
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
"Internal compiler error: Unhandled resource type %#x for combined resource/sampler "
"for resource %u, space %u and sampler %u, space %u.", srv->resource_type,
"for resource %u, space %u and sampler %u, space %u.", resource_type,
crs->resource_index, crs->resource_space, crs->sampler_index, crs->sampler_space);
sampler_type = "<unhandled sampler type>";
}
@ -2020,7 +2046,7 @@ static void shader_glsl_generate_sampler_declaration(struct vkd3d_glsl_generator
break;
}
if (!shader_glsl_get_combined_sampler_binding(gen, crs, srv->resource_type, &binding_idx))
if (!shader_glsl_get_combined_sampler_binding(gen, crs, resource_type, &binding_idx))
{
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_BINDING_NOT_FOUND,
"No descriptor binding specified for combined resource/sampler "

View File

@ -47,7 +47,7 @@ float4 main(float4 pos : sv_position) : sv_target
}
[test]
todo(glsl | msl) draw quad
todo(msl) draw quad
probe (0, 0) rgba (0.1, 0.2, 0.3, 0.4)
probe (1, 0) rgba (0.6, 0.5, 0.2, 0.1)
probe (0, 1) rgba (0.5, 0.7, 0.6, 0.8)
@ -71,7 +71,7 @@ float4 main(float4 pos : sv_position) : sv_target
}
[test]
todo(glsl | msl) draw quad
todo(msl) draw quad
probe (0, 0) rgba (0.1, 0.2, 0.3, 0.4)
probe (1, 0) rgba (0.6, 0.5, 0.2, 0.1)
probe (0, 1) rgba (0.5, 0.7, 0.6, 0.8)
@ -88,7 +88,7 @@ float4 main(float4 pos : sv_position) : sv_target
}
[test]
todo(glsl | msl) draw quad
todo(msl) draw quad
probe (0, 0) rgba (0.1, 0.2, 0.3, 0.4)
probe (1, 0) rgba (0.6, 0.5, 0.2, 0.1)
probe (0, 1) rgba (0.5, 0.7, 0.6, 0.8)
@ -140,7 +140,7 @@ float4 main(float4 pos : sv_position) : sv_target
}
[test]
todo(glsl | msl) draw quad
todo(msl) draw quad
probe (0, 0) rgba (0.1, 0.2, 0.3, 0.4)
probe (1, 0) rgba (0.5, 0.7, 0.6, 0.8)
probe (0, 1) rgba (0.6, 0.5, 0.2, 0.1)
@ -187,14 +187,14 @@ float4 main(float4 position : sv_position) : sv_target
[test]
uniform 0 uint 0
todo(glsl | msl) draw quad
todo(msl) draw quad
todo(sm>=6) probe (32, 32) rgba(1.0, 0.25, 0.5, 1.0)
uniform 0 uint 1
todo(glsl | msl) draw quad
todo(msl) draw quad
todo(sm>=6) probe (32, 32) rgba(2.0, 0.25, 0.5, 1.0)
uniform 0 uint 2
todo(glsl | msl) draw quad
todo(msl) draw quad
todo(sm>=6) probe (32, 32) rgba(4.0, 0.25, 0.5, 1.0)
uniform 0 uint 3
todo(glsl | msl) draw quad
todo(msl) draw quad
todo(sm>=6) probe (32, 32) rgba(8.0, 0.25, 0.5, 1.0)