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glsl: Add MS sampler types

This commit is contained in:
ameerj 2023-01-26 23:03:01 -05:00
parent e54d08fc1f
commit 5710e90150
1 changed files with 27 additions and 22 deletions

View File

@ -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);