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vkd3d-shader/tpf: Add support for emitting sample_l instructions.
Signed-off-by: Ethan Lee <flibitijibibo@gmail.com>
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commit
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Notes:
Alexandre Julliard
2023-05-24 22:34:11 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Zebediah Figura (@zfigura) Approved-by: Francisco Casas (@fcasas) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/188
@ -4108,6 +4108,10 @@ static void write_sm4_sample(struct hlsl_ctx *ctx, struct vkd3d_bytecode_buffer
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instr.opcode = VKD3D_SM4_OP_SAMPLE;
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instr.opcode = VKD3D_SM4_OP_SAMPLE;
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break;
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break;
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case HLSL_RESOURCE_SAMPLE_LOD:
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instr.opcode = VKD3D_SM4_OP_SAMPLE_LOD;
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break;
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case HLSL_RESOURCE_SAMPLE_LOD_BIAS:
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case HLSL_RESOURCE_SAMPLE_LOD_BIAS:
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instr.opcode = VKD3D_SM4_OP_SAMPLE_B;
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instr.opcode = VKD3D_SM4_OP_SAMPLE_B;
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break;
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break;
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@ -4138,7 +4142,8 @@ static void write_sm4_sample(struct hlsl_ctx *ctx, struct vkd3d_bytecode_buffer
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sm4_src_from_deref(ctx, &instr.srcs[2], sampler, sampler->var->data_type, VKD3DSP_WRITEMASK_ALL);
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sm4_src_from_deref(ctx, &instr.srcs[2], sampler, sampler->var->data_type, VKD3DSP_WRITEMASK_ALL);
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instr.src_count = 3;
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instr.src_count = 3;
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if (load->load_type == HLSL_RESOURCE_SAMPLE_LOD_BIAS)
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if (load->load_type == HLSL_RESOURCE_SAMPLE_LOD
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|| load->load_type == HLSL_RESOURCE_SAMPLE_LOD_BIAS)
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{
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{
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sm4_src_from_node(&instr.srcs[3], load->lod.node, VKD3DSP_WRITEMASK_ALL);
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sm4_src_from_node(&instr.srcs[3], load->lod.node, VKD3DSP_WRITEMASK_ALL);
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++instr.src_count;
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++instr.src_count;
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@ -4947,6 +4952,7 @@ static void write_sm4_resource_load(struct hlsl_ctx *ctx,
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break;
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break;
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case HLSL_RESOURCE_SAMPLE:
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case HLSL_RESOURCE_SAMPLE:
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case HLSL_RESOURCE_SAMPLE_LOD:
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case HLSL_RESOURCE_SAMPLE_LOD_BIAS:
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case HLSL_RESOURCE_SAMPLE_LOD_BIAS:
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case HLSL_RESOURCE_SAMPLE_GRAD:
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case HLSL_RESOURCE_SAMPLE_GRAD:
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if (!load->sampler.var)
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if (!load->sampler.var)
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@ -4976,10 +4982,6 @@ static void write_sm4_resource_load(struct hlsl_ctx *ctx,
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write_sm4_gather(ctx, buffer, resource_type, &load->node, &load->resource,
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write_sm4_gather(ctx, buffer, resource_type, &load->node, &load->resource,
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&load->sampler, coords, HLSL_SWIZZLE(W, W, W, W), texel_offset);
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&load->sampler, coords, HLSL_SWIZZLE(W, W, W, W), texel_offset);
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break;
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break;
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case HLSL_RESOURCE_SAMPLE_LOD:
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hlsl_fixme(ctx, &load->node.loc, "SM4 sample-LOD expression.");
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break;
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}
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}
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}
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}
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@ -14,7 +14,7 @@ levels 2
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0.0 0.0 1.0 0.0
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0.0 0.0 1.0 0.0
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[pixel shader todo]
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[pixel shader]
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sampler s;
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sampler s;
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Texture2D t;
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Texture2D t;
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uniform float level;
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uniform float level;
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@ -26,11 +26,11 @@ float4 main() : sv_target
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[test]
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[test]
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uniform 0 float4 0.0 0.0 0.0 0.0
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uniform 0 float4 0.0 0.0 0.0 0.0
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todo draw quad
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draw quad
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probe all rgba (1.0, 0.0, 1.0, 0.0)
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probe all rgba (1.0, 0.0, 1.0, 0.0)
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uniform 0 float4 0.5 0.0 0.0 0.0
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uniform 0 float4 0.5 0.0 0.0 0.0
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todo draw quad
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draw quad
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probe all rgba (0.5, 0.0, 1.0, 0.0)
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probe all rgba (0.5, 0.0, 1.0, 0.0)
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uniform 0 float4 1.0 0.0 0.0 0.0
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uniform 0 float4 1.0 0.0 0.0 0.0
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todo draw quad
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draw quad
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probe all rgba (0.0, 0.0, 1.0, 0.0)
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probe all rgba (0.0, 0.0, 1.0, 0.0)
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