glsl: Implement TEX depth functions
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55e0211a5e
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@ -21,7 +21,26 @@ std::string_view InterpDecorator(Interpolation interp) {
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throw InvalidArgument("Invalid interpolation {}", interp);
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}
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std::string_view SamplerType(TextureType type) {
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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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fmt::print("Texture type: {}", type);
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throw NotImplementedException("Texture type: {}", type);
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}
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}
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switch (type) {
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case TextureType::Color1D:
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return "sampler1D";
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@ -110,6 +129,7 @@ EmitContext::EmitContext(IR::Program& program, Bindings& bindings, const Profile
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void EmitContext::SetupExtensions(std::string&) {
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header += "#extension GL_ARB_separate_shader_objects : enable\n";
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header += "#extension GL_ARB_sparse_texture2 : enable\n";
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header += "#extension GL_EXT_texture_shadow_lod : enable\n";
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// header += "#extension GL_ARB_texture_cube_map_array : enable\n";
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if (info.uses_int64) {
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header += "#extension GL_ARB_gpu_shader_int64 : enable\n";
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@ -227,7 +247,7 @@ void EmitContext::SetupImages(Bindings& bindings) {
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}
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texture_bindings.reserve(info.texture_descriptors.size());
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for (const auto& desc : info.texture_descriptors) {
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const auto sampler_type{SamplerType(desc.type)};
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const auto sampler_type{SamplerType(desc.type, desc.is_depth)};
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texture_bindings.push_back(bindings.texture);
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const auto indices{bindings.texture + desc.count};
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for (u32 index = bindings.texture; index < indices; ++index) {
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@ -120,7 +120,17 @@ void EmitImageSampleDrefImplicitLod([[maybe_unused]] EmitContext& ctx,
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[[maybe_unused]] std::string_view dref,
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[[maybe_unused]] std::string_view bias_lc,
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[[maybe_unused]] const IR::Value& offset) {
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throw NotImplementedException("GLSL Instruction");
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const auto info{inst.Flags<IR::TextureInstInfo>()};
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if (info.has_bias) {
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throw NotImplementedException("Bias texture samples");
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}
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if (info.has_lod_clamp) {
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throw NotImplementedException("Lod clamp samples");
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}
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const auto bias{info.has_bias ? fmt::format(",{}", bias_lc) : ""};
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const auto texture{Texture(ctx, info, index)};
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const auto vec_cast{info.type == TextureType::ColorArrayCube ? "vec4" : "vec3"};
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ctx.AddF32("{}=texture({},{}({},{}){});", inst, texture, vec_cast, dref, coords, bias);
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}
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void EmitImageSampleDrefExplicitLod([[maybe_unused]] EmitContext& ctx,
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@ -130,7 +140,19 @@ void EmitImageSampleDrefExplicitLod([[maybe_unused]] EmitContext& ctx,
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[[maybe_unused]] std::string_view dref,
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[[maybe_unused]] std::string_view lod_lc,
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[[maybe_unused]] const IR::Value& offset) {
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throw NotImplementedException("GLSL Instruction");
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const auto info{inst.Flags<IR::TextureInstInfo>()};
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if (info.has_bias) {
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throw NotImplementedException("Bias texture samples");
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}
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if (info.has_lod_clamp) {
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throw NotImplementedException("Lod clamp samples");
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}
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const auto texture{Texture(ctx, info, index)};
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if (info.type == TextureType::ColorArrayCube) {
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ctx.AddF32("{}=textureLod({},{},{},{});", inst, texture, coords, dref, lod_lc);
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} else {
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ctx.AddF32("{}=textureLod({},vec3({},{}),{});", inst, texture, coords, dref, lod_lc);
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}
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}
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void EmitImageGather([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Inst& inst,
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