glsl: Add MS sampler types
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e54d08fc1f
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5710e90150
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@ -61,24 +61,28 @@ std::string OutputDecorator(Stage stage, u32 size) {
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}
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}
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std::string_view SamplerType(TextureType type, bool is_depth) {
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if (is_depth) {
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switch (type) {
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case TextureType::Color1D:
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return "sampler1DShadow";
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case TextureType::ColorArray1D:
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return "sampler1DArrayShadow";
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case TextureType::Color2D:
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return "sampler2DShadow";
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case TextureType::ColorArray2D:
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return "sampler2DArrayShadow";
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case TextureType::ColorCube:
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return "samplerCubeShadow";
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case TextureType::ColorArrayCube:
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return "samplerCubeArrayShadow";
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default:
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throw NotImplementedException("Texture type: {}", type);
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}
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std::string_view DepthSamplerType(TextureType type) {
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switch (type) {
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case TextureType::Color1D:
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return "sampler1DShadow";
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case TextureType::ColorArray1D:
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return "sampler1DArrayShadow";
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case TextureType::Color2D:
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return "sampler2DShadow";
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case TextureType::ColorArray2D:
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return "sampler2DArrayShadow";
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case TextureType::ColorCube:
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return "samplerCubeShadow";
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case TextureType::ColorArrayCube:
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return "samplerCubeArrayShadow";
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default:
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throw NotImplementedException("Texture type: {}", type);
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}
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}
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std::string_view ColorSamplerType(TextureType type, bool is_multisample = false) {
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if (is_multisample) {
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ASSERT(type == TextureType::Color2D || type == TextureType::ColorArray2D);
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}
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switch (type) {
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case TextureType::Color1D:
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@ -87,9 +91,9 @@ std::string_view SamplerType(TextureType type, bool is_depth) {
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return "sampler1DArray";
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case TextureType::Color2D:
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case TextureType::Color2DRect:
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return "sampler2D";
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return is_multisample ? "sampler2DMS" : "sampler2D";
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case TextureType::ColorArray2D:
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return "sampler2DArray";
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return is_multisample ? "sampler2DMSArray" : "sampler2DArray";
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case TextureType::Color3D:
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return "sampler3D";
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case TextureType::ColorCube:
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@ -677,7 +681,7 @@ void EmitContext::SetupTextures(Bindings& bindings) {
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texture_buffers.reserve(info.texture_buffer_descriptors.size());
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for (const auto& desc : info.texture_buffer_descriptors) {
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texture_buffers.push_back({bindings.texture, desc.count});
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const auto sampler_type{SamplerType(TextureType::Buffer, false)};
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const auto sampler_type{ColorSamplerType(TextureType::Buffer)};
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const auto array_decorator{desc.count > 1 ? fmt::format("[{}]", desc.count) : ""};
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header += fmt::format("layout(binding={}) uniform {} tex{}{};", bindings.texture,
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sampler_type, bindings.texture, array_decorator);
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@ -686,7 +690,8 @@ void EmitContext::SetupTextures(Bindings& bindings) {
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textures.reserve(info.texture_descriptors.size());
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for (const auto& desc : info.texture_descriptors) {
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textures.push_back({bindings.texture, desc.count});
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const auto sampler_type{SamplerType(desc.type, desc.is_depth)};
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const auto sampler_type{desc.is_depth ? DepthSamplerType(desc.type)
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: ColorSamplerType(desc.type, desc.is_multisample)};
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const auto array_decorator{desc.count > 1 ? fmt::format("[{}]", desc.count) : ""};
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header += fmt::format("layout(binding={}) uniform {} tex{}{};", bindings.texture,
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sampler_type, bindings.texture, array_decorator);
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