glsl: Implement TEX ImageSample functions
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		| @@ -23,6 +23,10 @@ std::string_view InterpDecorator(Interpolation interp) { | ||||
|  | ||||
| std::string_view SamplerType(TextureType type) { | ||||
|     switch (type) { | ||||
|     case TextureType::Color1D: | ||||
|         return "sampler1D"; | ||||
|     case TextureType::ColorArray1D: | ||||
|         return "sampler1DArray"; | ||||
|     case TextureType::Color2D: | ||||
|         return "sampler2D"; | ||||
|     case TextureType::ColorArray2D: | ||||
| @@ -31,6 +35,10 @@ std::string_view SamplerType(TextureType type) { | ||||
|         return "sampler3D"; | ||||
|     case TextureType::ColorCube: | ||||
|         return "samplerCube"; | ||||
|     case TextureType::ColorArrayCube: | ||||
|         return "samplerCubeArray"; | ||||
|     case TextureType::Buffer: | ||||
|         return "samplerBuffer"; | ||||
|     default: | ||||
|         fmt::print("Texture type: {}", type); | ||||
|         throw NotImplementedException("Texture type: {}", type); | ||||
| @@ -101,6 +109,7 @@ EmitContext::EmitContext(IR::Program& program, Bindings& bindings, const Profile | ||||
|  | ||||
| void EmitContext::SetupExtensions(std::string&) { | ||||
|     header += "#extension GL_ARB_separate_shader_objects : enable\n"; | ||||
|     header += "#extension GL_ARB_sparse_texture2 : enable\n"; | ||||
|     // header += "#extension GL_ARB_texture_cube_map_array : enable\n"; | ||||
|     if (info.uses_int64) { | ||||
|         header += "#extension GL_ARB_gpu_shader_int64 : enable\n"; | ||||
|   | ||||
| @@ -195,7 +195,7 @@ void EmitConvertF32U8([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::In | ||||
|  | ||||
| void EmitConvertF32U16([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Inst& inst, | ||||
|                        [[maybe_unused]] std::string_view value) { | ||||
|     ctx.AddF32("{}=float(uint({}));", inst, value); | ||||
|     ctx.AddF32("{}=float(uint({}&0xffff));", inst, value); | ||||
| } | ||||
|  | ||||
| void EmitConvertF32U32([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Inst& inst, | ||||
|   | ||||
| @@ -10,7 +10,7 @@ | ||||
|  | ||||
| namespace Shader::Backend::GLSL { | ||||
| namespace { | ||||
| std::string Texture(EmitContext& ctx, IR::TextureInstInfo info, | ||||
| std::string Texture(EmitContext& ctx, const IR::TextureInstInfo& info, | ||||
|                     [[maybe_unused]] const IR::Value& index) { | ||||
|     if (info.type == TextureType::Buffer) { | ||||
|         throw NotImplementedException("TextureType::Buffer"); | ||||
| @@ -18,6 +18,32 @@ std::string Texture(EmitContext& ctx, IR::TextureInstInfo info, | ||||
|         return fmt::format("tex{}", ctx.texture_bindings.at(info.descriptor_index)); | ||||
|     } | ||||
| } | ||||
|  | ||||
| std::string CastToIntVec(std::string_view value, const IR::TextureInstInfo& info) { | ||||
|     switch (info.type) { | ||||
|     case TextureType::Color1D: | ||||
|         return fmt::format("int({})", value); | ||||
|     case TextureType::ColorArray1D: | ||||
|     case TextureType::Color2D: | ||||
|         return fmt::format("ivec2({})", value); | ||||
|     case TextureType::ColorArray2D: | ||||
|     case TextureType::Color3D: | ||||
|     case TextureType::ColorCube: | ||||
|         return fmt::format("ivec3({})", value); | ||||
|     case TextureType::ColorArrayCube: | ||||
|         return fmt::format("ivec4({})", value); | ||||
|     default: | ||||
|         throw NotImplementedException("Offset type {}", info.type.Value()); | ||||
|     } | ||||
| } | ||||
|  | ||||
| IR::Inst* PrepareSparse(IR::Inst& inst) { | ||||
|     const auto sparse_inst{inst.GetAssociatedPseudoOperation(IR::Opcode::GetSparseFromOp)}; | ||||
|     if (sparse_inst) { | ||||
|         sparse_inst->Invalidate(); | ||||
|     } | ||||
|     return sparse_inst; | ||||
| } | ||||
| } // namespace | ||||
|  | ||||
| void EmitImageSampleImplicitLod([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Inst& inst, | ||||
| @@ -26,18 +52,30 @@ void EmitImageSampleImplicitLod([[maybe_unused]] EmitContext& ctx, [[maybe_unuse | ||||
|                                 [[maybe_unused]] std::string_view bias_lc, | ||||
|                                 [[maybe_unused]] const IR::Value& offset) { | ||||
|     const auto info{inst.Flags<IR::TextureInstInfo>()}; | ||||
|     if (info.has_bias) { | ||||
|         throw NotImplementedException("Bias texture samples"); | ||||
|     } | ||||
|     if (info.has_lod_clamp) { | ||||
|         throw NotImplementedException("Lod clamp samples"); | ||||
|     } | ||||
|     const auto texture{Texture(ctx, info, index)}; | ||||
|     const auto bias{info.has_bias ? fmt::format(",{}", bias_lc) : ""}; | ||||
|     const auto texel{ctx.reg_alloc.Define(inst, Type::F32x4)}; | ||||
|     const auto sparse_inst{PrepareSparse(inst)}; | ||||
|     if (!sparse_inst) { | ||||
|         if (!offset.IsEmpty()) { | ||||
|         ctx.AddF32x4("{}=textureOffset({},{},ivec2({}));", inst, texture, coords, | ||||
|                      ctx.reg_alloc.Consume(offset)); | ||||
|             ctx.Add("{}=textureOffset({},{},{}{});", texel, texture, coords, | ||||
|                     CastToIntVec(ctx.reg_alloc.Consume(offset), info), bias); | ||||
|         } else { | ||||
|         ctx.AddF32x4("{}=texture({},{});", inst, texture, coords); | ||||
|             ctx.Add("{}=texture({},{}{});", texel, texture, coords, bias); | ||||
|         } | ||||
|         return; | ||||
|     } | ||||
|     // TODO: Query sparseTexels extension support | ||||
|     if (!offset.IsEmpty()) { | ||||
|         ctx.AddU1("{}=sparseTexelsResidentARB(sparseTextureOffsetARB({},{},{},{}{}));", | ||||
|                   *sparse_inst, texture, coords, CastToIntVec(ctx.reg_alloc.Consume(offset), info), | ||||
|                   texel, bias); | ||||
|     } else { | ||||
|         ctx.AddU1("{}=sparseTexelsResidentARB(sparseTextureARB({},{},{}{}));", *sparse_inst, | ||||
|                   texture, coords, texel, bias); | ||||
|     } | ||||
| } | ||||
|  | ||||
| @@ -54,11 +92,24 @@ void EmitImageSampleExplicitLod([[maybe_unused]] EmitContext& ctx, [[maybe_unuse | ||||
|         throw NotImplementedException("Lod clamp samples"); | ||||
|     } | ||||
|     const auto texture{Texture(ctx, info, index)}; | ||||
|     const auto texel{ctx.reg_alloc.Define(inst, Type::F32x4)}; | ||||
|     const auto sparse_inst{PrepareSparse(inst)}; | ||||
|     if (!sparse_inst) { | ||||
|         if (!offset.IsEmpty()) { | ||||
|         ctx.AddF32x4("{}=textureLodOffset({},{},{},ivec2({}));", inst, texture, coords, lod_lc, | ||||
|                      ctx.reg_alloc.Consume(offset)); | ||||
|             ctx.Add("{}=textureLodOffset({},{},{},{});", texel, texture, coords, lod_lc, | ||||
|                     CastToIntVec(ctx.reg_alloc.Consume(offset), info)); | ||||
|         } else { | ||||
|         ctx.AddF32x4("{}=textureLod({},{},{});", inst, texture, coords, lod_lc); | ||||
|             ctx.Add("{}=textureLod({},{},{});", texel, texture, coords, lod_lc); | ||||
|         } | ||||
|         return; | ||||
|     } | ||||
|     if (!offset.IsEmpty()) { | ||||
|         ctx.AddU1("{}=sparseTexelsResidentARB(sparseTexelFetchOffsetARB({},{},int({}),{},{}));", | ||||
|                   *sparse_inst, texture, CastToIntVec(coords, info), lod_lc, | ||||
|                   CastToIntVec(ctx.reg_alloc.Consume(offset), info), texel); | ||||
|     } else { | ||||
|         ctx.AddU1("{}=sparseTexelsResidentARB(sparseTextureLodARB({},{},{},{}));", *sparse_inst, | ||||
|                   texture, coords, lod_lc, texel); | ||||
|     } | ||||
| } | ||||
|  | ||||
|   | ||||
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