glasm: Add MS sampler types
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5710e90150
commit
0f795603fc
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@ -279,6 +279,8 @@ void SetupOptions(const IR::Program& program, const Profile& profile,
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header += "OPTION NV_internal;"
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header += "OPTION NV_internal;"
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"OPTION NV_shader_storage_buffer;"
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"OPTION NV_shader_storage_buffer;"
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"OPTION NV_gpu_program_fp64;";
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"OPTION NV_gpu_program_fp64;";
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// TODO: Enable only when MS is used
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header += "OPTION NV_texture_multisample;";
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if (info.uses_int64_bit_atomics) {
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if (info.uses_int64_bit_atomics) {
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header += "OPTION NV_shader_atomic_int64;";
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header += "OPTION NV_shader_atomic_int64;";
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}
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}
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@ -59,7 +59,7 @@ std::string Image(EmitContext& ctx, IR::TextureInstInfo info,
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}
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}
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}
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}
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std::string_view TextureType(IR::TextureInstInfo info) {
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std::string_view TextureType(IR::TextureInstInfo info, bool is_ms = false) {
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if (info.is_depth) {
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if (info.is_depth) {
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switch (info.type) {
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switch (info.type) {
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case TextureType::Color1D:
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case TextureType::Color1D:
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@ -88,9 +88,9 @@ std::string_view TextureType(IR::TextureInstInfo info) {
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return "ARRAY1D";
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return "ARRAY1D";
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case TextureType::Color2D:
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case TextureType::Color2D:
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case TextureType::Color2DRect:
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case TextureType::Color2DRect:
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return "2D";
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return is_ms ? "2DMS" : "2D";
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case TextureType::ColorArray2D:
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case TextureType::ColorArray2D:
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return "ARRAY2D";
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return is_ms ? "ARRAY2DMS" : "ARRAY2D";
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case TextureType::Color3D:
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case TextureType::Color3D:
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return "3D";
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return "3D";
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case TextureType::ColorCube:
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case TextureType::ColorCube:
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@ -510,15 +510,16 @@ void EmitImageFetch(EmitContext& ctx, IR::Inst& inst, const IR::Value& index,
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const IR::Value& coord, const IR::Value& offset, ScalarS32 lod, ScalarS32 ms) {
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const IR::Value& coord, const IR::Value& offset, ScalarS32 lod, ScalarS32 ms) {
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const auto info{inst.Flags<IR::TextureInstInfo>()};
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const auto info{inst.Flags<IR::TextureInstInfo>()};
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const auto sparse_inst{PrepareSparse(inst)};
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const auto sparse_inst{PrepareSparse(inst)};
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const bool is_multisample{ms.type != Type::Void};
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const std::string_view sparse_mod{sparse_inst ? ".SPARSE" : ""};
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const std::string_view sparse_mod{sparse_inst ? ".SPARSE" : ""};
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const std::string_view type{TextureType(info)};
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const std::string_view type{TextureType(info, is_multisample)};
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const std::string texture{Texture(ctx, info, index)};
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const std::string texture{Texture(ctx, info, index)};
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const std::string offset_vec{Offset(ctx, offset)};
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const std::string offset_vec{Offset(ctx, offset)};
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const auto [coord_vec, coord_alloc]{Coord(ctx, coord)};
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const auto [coord_vec, coord_alloc]{Coord(ctx, coord)};
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const Register ret{ctx.reg_alloc.Define(inst)};
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const Register ret{ctx.reg_alloc.Define(inst)};
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if (info.type == TextureType::Buffer) {
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if (info.type == TextureType::Buffer) {
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ctx.Add("TXF.F{} {},{},{},{}{};", sparse_mod, ret, coord_vec, texture, type, offset_vec);
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ctx.Add("TXF.F{} {},{},{},{}{};", sparse_mod, ret, coord_vec, texture, type, offset_vec);
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} else if (ms.type != Type::Void) {
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} else if (is_multisample) {
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ctx.Add("MOV.S {}.w,{};"
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ctx.Add("MOV.S {}.w,{};"
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"TXFMS.F{} {},{},{},{}{};",
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"TXFMS.F{} {},{},{},{}{};",
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coord_vec, ms, sparse_mod, ret, coord_vec, texture, type, offset_vec);
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coord_vec, ms, sparse_mod, ret, coord_vec, texture, type, offset_vec);
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