mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
vkd3d-shader/glsl: Implement VKD3DSIH_SAMPLE_GRAD.
This commit is contained in:
parent
d58282c6d1
commit
d477a00734
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
@ -20,8 +20,14 @@
|
||||
|
||||
struct glsl_resource_type_info
|
||||
{
|
||||
/* The number of coordinates needed to sample the resource type. */
|
||||
size_t coord_size;
|
||||
/* Whether the resource type is an array type. */
|
||||
bool array;
|
||||
/* Whether the resource type has a shadow/comparison variant. */
|
||||
bool shadow;
|
||||
/* The type suffix for resource type. I.e., the "2D" part of "usampler2D"
|
||||
* or "iimage2D". */
|
||||
const char *type_suffix;
|
||||
};
|
||||
|
||||
@ -102,17 +108,17 @@ static const struct glsl_resource_type_info *shader_glsl_get_resource_type_info(
|
||||
{
|
||||
static const struct glsl_resource_type_info info[] =
|
||||
{
|
||||
{0, 0, "None"}, /* VKD3D_SHADER_RESOURCE_NONE */
|
||||
{1, 0, "Buffer"}, /* VKD3D_SHADER_RESOURCE_BUFFER */
|
||||
{1, 1, "1D"}, /* VKD3D_SHADER_RESOURCE_TEXTURE_1D */
|
||||
{2, 1, "2D"}, /* VKD3D_SHADER_RESOURCE_TEXTURE_2D */
|
||||
{2, 0, "2DMS"}, /* VKD3D_SHADER_RESOURCE_TEXTURE_2DMS */
|
||||
{3, 0, "3D"}, /* VKD3D_SHADER_RESOURCE_TEXTURE_3D */
|
||||
{3, 1, "Cube"}, /* VKD3D_SHADER_RESOURCE_TEXTURE_CUBE */
|
||||
{2, 1, "1DArray"}, /* VKD3D_SHADER_RESOURCE_TEXTURE_1DARRAY */
|
||||
{3, 1, "2DArray"}, /* VKD3D_SHADER_RESOURCE_TEXTURE_2DARRAY */
|
||||
{3, 0, "2DMSArray"}, /* VKD3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY */
|
||||
{4, 1, "CubeArray"}, /* VKD3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY */
|
||||
{0, 0, 0, "None"}, /* VKD3D_SHADER_RESOURCE_NONE */
|
||||
{1, 0, 0, "Buffer"}, /* VKD3D_SHADER_RESOURCE_BUFFER */
|
||||
{1, 0, 1, "1D"}, /* VKD3D_SHADER_RESOURCE_TEXTURE_1D */
|
||||
{2, 0, 1, "2D"}, /* VKD3D_SHADER_RESOURCE_TEXTURE_2D */
|
||||
{2, 0, 0, "2DMS"}, /* VKD3D_SHADER_RESOURCE_TEXTURE_2DMS */
|
||||
{3, 0, 0, "3D"}, /* VKD3D_SHADER_RESOURCE_TEXTURE_3D */
|
||||
{3, 0, 1, "Cube"}, /* VKD3D_SHADER_RESOURCE_TEXTURE_CUBE */
|
||||
{2, 1, 1, "1DArray"}, /* VKD3D_SHADER_RESOURCE_TEXTURE_1DARRAY */
|
||||
{3, 1, 1, "2DArray"}, /* VKD3D_SHADER_RESOURCE_TEXTURE_2DARRAY */
|
||||
{3, 1, 0, "2DMSArray"}, /* VKD3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY */
|
||||
{4, 1, 1, "CubeArray"}, /* VKD3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY */
|
||||
};
|
||||
|
||||
if (!t || t >= ARRAY_SIZE(info))
|
||||
@ -862,10 +868,10 @@ 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, grad, lod, lod_zero, shadow;
|
||||
const struct glsl_resource_type_info *resource_type_info;
|
||||
unsigned int resource_id, resource_idx, resource_space;
|
||||
unsigned int sampler_id, sampler_idx, sampler_space;
|
||||
bool shadow_sampler, bias, lod, lod_zero, shadow;
|
||||
const struct vkd3d_shader_descriptor_info1 *d;
|
||||
enum vkd3d_shader_component_type sampled_type;
|
||||
enum vkd3d_shader_resource_type resource_type;
|
||||
@ -875,6 +881,7 @@ static void shader_glsl_sample(struct vkd3d_glsl_generator *gen, const struct vk
|
||||
struct glsl_dst dst;
|
||||
|
||||
bias = ins->opcode == VKD3DSIH_SAMPLE_B;
|
||||
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;
|
||||
shadow = ins->opcode == VKD3DSIH_SAMPLE_C || ins->opcode == VKD3DSIH_SAMPLE_C_LZ;
|
||||
@ -909,12 +916,14 @@ static void shader_glsl_sample(struct vkd3d_glsl_generator *gen, const struct vk
|
||||
if ((resource_type_info = shader_glsl_get_resource_type_info(resource_type)))
|
||||
{
|
||||
coord_size = resource_type_info->coord_size;
|
||||
array = resource_type_info->array;
|
||||
}
|
||||
else
|
||||
{
|
||||
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
|
||||
"Internal compiler error: Unhandled resource type %#x.", resource_type);
|
||||
coord_size = 2;
|
||||
array = false;
|
||||
}
|
||||
|
||||
sampler_id = ins->src[2].reg.idx[0].offset;
|
||||
@ -947,7 +956,9 @@ static void shader_glsl_sample(struct vkd3d_glsl_generator *gen, const struct vk
|
||||
glsl_dst_init(&dst, gen, ins, &ins->dst[0]);
|
||||
sample = vkd3d_string_buffer_get(&gen->string_buffers);
|
||||
|
||||
if (lod)
|
||||
if (grad)
|
||||
vkd3d_string_buffer_printf(sample, "textureGrad(");
|
||||
else if (lod)
|
||||
vkd3d_string_buffer_printf(sample, "textureLod(");
|
||||
else
|
||||
vkd3d_string_buffer_printf(sample, "texture(");
|
||||
@ -958,7 +969,16 @@ static void shader_glsl_sample(struct vkd3d_glsl_generator *gen, const struct vk
|
||||
else
|
||||
shader_glsl_print_src(sample, gen, &ins->src[0],
|
||||
vkd3d_write_mask_from_component_count(coord_size), ins->src[0].reg.data_type);
|
||||
if (lod_zero)
|
||||
if (grad)
|
||||
{
|
||||
vkd3d_string_buffer_printf(sample, ", ");
|
||||
shader_glsl_print_src(sample, gen, &ins->src[3],
|
||||
vkd3d_write_mask_from_component_count(coord_size - array), ins->src[3].reg.data_type);
|
||||
vkd3d_string_buffer_printf(sample, ", ");
|
||||
shader_glsl_print_src(sample, gen, &ins->src[4],
|
||||
vkd3d_write_mask_from_component_count(coord_size - array), ins->src[4].reg.data_type);
|
||||
}
|
||||
else if (lod_zero)
|
||||
{
|
||||
vkd3d_string_buffer_printf(sample, ", 0.0");
|
||||
}
|
||||
@ -1564,6 +1584,7 @@ static void vkd3d_glsl_handle_instruction(struct vkd3d_glsl_generator *gen,
|
||||
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;
|
||||
|
@ -26,13 +26,13 @@ float4 main() : sv_target
|
||||
|
||||
[test]
|
||||
uniform 0 float4 0.0 0.0 0.0 0.0
|
||||
todo(glsl) draw quad
|
||||
draw quad
|
||||
probe (0,0) rgba (1.0, 0.0, 1.0, 0.0)
|
||||
uniform 0 float4 1.0 1.0 1.0 1.0
|
||||
todo(glsl) draw quad
|
||||
draw quad
|
||||
probe (0,0) rgba (0.0, 0.0, 1.0, 0.0)
|
||||
uniform 0 float4 2.0 2.0 2.0 2.0
|
||||
todo(glsl) draw quad
|
||||
draw quad
|
||||
probe (0,0) rgba (0.0, 0.0, 1.0, 0.0)
|
||||
|
||||
[pixel shader fail(sm>=6)]
|
||||
@ -46,13 +46,13 @@ float4 main() : sv_target
|
||||
|
||||
[test]
|
||||
uniform 0 float4 0.0 0.0 0.0 0.0
|
||||
todo(glsl) draw quad
|
||||
draw quad
|
||||
probe (0,0) rgba (1.0, 0.0, 1.0, 0.0)
|
||||
uniform 0 float4 1.0 1.0 1.0 1.0
|
||||
todo(glsl) draw quad
|
||||
draw quad
|
||||
probe (0,0) rgba (0.0, 0.0, 1.0, 0.0)
|
||||
uniform 0 float4 2.0 2.0 2.0 2.0
|
||||
todo(glsl) draw quad
|
||||
draw quad
|
||||
probe (0,0) rgba (0.0, 0.0, 1.0, 0.0)
|
||||
|
||||
[require]
|
||||
@ -70,11 +70,11 @@ float4 main() : sv_target
|
||||
|
||||
[test]
|
||||
uniform 0 float4 0.0 0.0 0.0 0.0
|
||||
todo(glsl) draw quad
|
||||
draw quad
|
||||
probe (0, 0) rgba (1.0, 0.0, 1.0, 0.0)
|
||||
uniform 0 float4 1.0 1.0 1.0 1.0
|
||||
todo(glsl) draw quad
|
||||
draw quad
|
||||
probe (0, 0) rgba (0.0, 0.0, 1.0, 0.0)
|
||||
uniform 0 float4 2.0 2.0 2.0 2.0
|
||||
todo(glsl) draw quad
|
||||
draw quad
|
||||
probe (0, 0) rgba (0.0, 0.0, 1.0, 0.0)
|
||||
|
Loading…
Reference in New Issue
Block a user