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https://github.com/RPCS3/glslang.git
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SPIRV: Add support for texelFetch
There's nothing really special about texelFetch other than the opcode and some restrictions so adding it is pretty trivial.
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@ -1666,8 +1666,6 @@ spv::Id TGlslangToSpvTraverser::createImageTextureFunctionCall(glslang::TIntermO
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// This is no longer a query....
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if (cracked.fetch)
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spv::MissingFunctionality("texel fetch");
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if (cracked.gather)
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spv::MissingFunctionality("texture gather");
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@ -1723,7 +1721,7 @@ spv::Id TGlslangToSpvTraverser::createImageTextureFunctionCall(glslang::TIntermO
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++extraArgs;
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}
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return builder.createTextureCall(precision, convertGlslangToSpvType(node->getType()), cracked.proj, params);
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return builder.createTextureCall(precision, convertGlslangToSpvType(node->getType()), cracked.fetch, cracked.proj, params);
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}
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spv::Id TGlslangToSpvTraverser::handleUserFunctionCall(const glslang::TIntermAggregate* node)
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@ -1137,7 +1137,7 @@ Id Builder::createBuiltinCall(Decoration /*precision*/, Id resultType, Id builti
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// Accept all parameters needed to create a texture instruction.
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// Create the correct instruction based on the inputs, and make the call.
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Id Builder::createTextureCall(Decoration precision, Id resultType, bool proj, const TextureParameters& parameters)
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Id Builder::createTextureCall(Decoration precision, Id resultType, bool fetch, bool proj, const TextureParameters& parameters)
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{
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static const int maxTextureArgs = 10;
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Id texArgs[maxTextureArgs] = {};
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@ -1196,7 +1196,9 @@ Id Builder::createTextureCall(Decoration precision, Id resultType, bool proj, co
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//
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Op opCode;
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opCode = OpImageSampleImplicitLod;
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if (xplicit) {
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if (fetch) {
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opCode = OpImageFetch;
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} else if (xplicit) {
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if (parameters.Dref) {
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if (proj)
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opCode = OpImageSampleProjDrefExplicitLod;
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@ -298,7 +298,7 @@ public:
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};
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// Select the correct texture operation based on all inputs, and emit the correct instruction
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Id createTextureCall(Decoration precision, Id resultType, bool proj, const TextureParameters&);
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Id createTextureCall(Decoration precision, Id resultType, bool fetch, bool proj, const TextureParameters&);
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// Emit the OpTextureQuery* instruction that was passed in.
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// Figure out the right return value and type, and return it.
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