mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-27 09:22:14 +00:00
vkd3d-shader/glsl: Implement VKD3DSIH_LD2DMS.
This commit is contained in:
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
@ -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 "
|
||||
|
@ -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)
|
||||
|
Loading…
Reference in New Issue
Block a user