glsl: Add MS sampler types
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		| @@ -61,24 +61,28 @@ std::string OutputDecorator(Stage stage, u32 size) { | |||||||
|     } |     } | ||||||
| } | } | ||||||
|  |  | ||||||
| std::string_view SamplerType(TextureType type, bool is_depth) { | std::string_view DepthSamplerType(TextureType type) { | ||||||
|     if (is_depth) { |     switch (type) { | ||||||
|         switch (type) { |     case TextureType::Color1D: | ||||||
|         case TextureType::Color1D: |         return "sampler1DShadow"; | ||||||
|             return "sampler1DShadow"; |     case TextureType::ColorArray1D: | ||||||
|         case TextureType::ColorArray1D: |         return "sampler1DArrayShadow"; | ||||||
|             return "sampler1DArrayShadow"; |     case TextureType::Color2D: | ||||||
|         case TextureType::Color2D: |         return "sampler2DShadow"; | ||||||
|             return "sampler2DShadow"; |     case TextureType::ColorArray2D: | ||||||
|         case TextureType::ColorArray2D: |         return "sampler2DArrayShadow"; | ||||||
|             return "sampler2DArrayShadow"; |     case TextureType::ColorCube: | ||||||
|         case TextureType::ColorCube: |         return "samplerCubeShadow"; | ||||||
|             return "samplerCubeShadow"; |     case TextureType::ColorArrayCube: | ||||||
|         case TextureType::ColorArrayCube: |         return "samplerCubeArrayShadow"; | ||||||
|             return "samplerCubeArrayShadow"; |     default: | ||||||
|         default: |         throw NotImplementedException("Texture type: {}", type); | ||||||
|             throw NotImplementedException("Texture type: {}", type); |     } | ||||||
|         } | } | ||||||
|  |  | ||||||
|  | std::string_view ColorSamplerType(TextureType type, bool is_multisample = false) { | ||||||
|  |     if (is_multisample) { | ||||||
|  |         ASSERT(type == TextureType::Color2D || type == TextureType::ColorArray2D); | ||||||
|     } |     } | ||||||
|     switch (type) { |     switch (type) { | ||||||
|     case TextureType::Color1D: |     case TextureType::Color1D: | ||||||
| @@ -87,9 +91,9 @@ std::string_view SamplerType(TextureType type, bool is_depth) { | |||||||
|         return "sampler1DArray"; |         return "sampler1DArray"; | ||||||
|     case TextureType::Color2D: |     case TextureType::Color2D: | ||||||
|     case TextureType::Color2DRect: |     case TextureType::Color2DRect: | ||||||
|         return "sampler2D"; |         return is_multisample ? "sampler2DMS" : "sampler2D"; | ||||||
|     case TextureType::ColorArray2D: |     case TextureType::ColorArray2D: | ||||||
|         return "sampler2DArray"; |         return is_multisample ? "sampler2DMSArray" : "sampler2DArray"; | ||||||
|     case TextureType::Color3D: |     case TextureType::Color3D: | ||||||
|         return "sampler3D"; |         return "sampler3D"; | ||||||
|     case TextureType::ColorCube: |     case TextureType::ColorCube: | ||||||
| @@ -677,7 +681,7 @@ void EmitContext::SetupTextures(Bindings& bindings) { | |||||||
|     texture_buffers.reserve(info.texture_buffer_descriptors.size()); |     texture_buffers.reserve(info.texture_buffer_descriptors.size()); | ||||||
|     for (const auto& desc : info.texture_buffer_descriptors) { |     for (const auto& desc : info.texture_buffer_descriptors) { | ||||||
|         texture_buffers.push_back({bindings.texture, desc.count}); |         texture_buffers.push_back({bindings.texture, desc.count}); | ||||||
|         const auto sampler_type{SamplerType(TextureType::Buffer, false)}; |         const auto sampler_type{ColorSamplerType(TextureType::Buffer)}; | ||||||
|         const auto array_decorator{desc.count > 1 ? fmt::format("[{}]", desc.count) : ""}; |         const auto array_decorator{desc.count > 1 ? fmt::format("[{}]", desc.count) : ""}; | ||||||
|         header += fmt::format("layout(binding={}) uniform {} tex{}{};", bindings.texture, |         header += fmt::format("layout(binding={}) uniform {} tex{}{};", bindings.texture, | ||||||
|                               sampler_type, bindings.texture, array_decorator); |                               sampler_type, bindings.texture, array_decorator); | ||||||
| @@ -686,7 +690,8 @@ void EmitContext::SetupTextures(Bindings& bindings) { | |||||||
|     textures.reserve(info.texture_descriptors.size()); |     textures.reserve(info.texture_descriptors.size()); | ||||||
|     for (const auto& desc : info.texture_descriptors) { |     for (const auto& desc : info.texture_descriptors) { | ||||||
|         textures.push_back({bindings.texture, desc.count}); |         textures.push_back({bindings.texture, desc.count}); | ||||||
|         const auto sampler_type{SamplerType(desc.type, desc.is_depth)}; |         const auto sampler_type{desc.is_depth ? DepthSamplerType(desc.type) | ||||||
|  |                                               : ColorSamplerType(desc.type, desc.is_multisample)}; | ||||||
|         const auto array_decorator{desc.count > 1 ? fmt::format("[{}]", desc.count) : ""}; |         const auto array_decorator{desc.count > 1 ? fmt::format("[{}]", desc.count) : ""}; | ||||||
|         header += fmt::format("layout(binding={}) uniform {} tex{}{};", bindings.texture, |         header += fmt::format("layout(binding={}) uniform {} tex{}{};", bindings.texture, | ||||||
|                               sampler_type, bindings.texture, array_decorator); |                               sampler_type, bindings.texture, array_decorator); | ||||||
|   | |||||||
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