Merge pull request #9687 from ameerj/ogl-shader-ms
glasm, glsl: Implement multisampled Image Fetch
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commit
40e7d78179
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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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"OPTION NV_shader_storage_buffer;"
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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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header += "OPTION NV_shader_atomic_int64;";
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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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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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switch (info.type) {
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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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case TextureType::Color2D:
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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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return "ARRAY2D";
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return is_ms ? "ARRAY2DMS" : "ARRAY2D";
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case TextureType::Color3D:
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return "3D";
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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 auto info{inst.Flags<IR::TextureInstInfo>()};
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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 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 offset_vec{Offset(ctx, offset)};
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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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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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} 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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"TXFMS.F{} {},{},{},{}{};",
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coord_vec, ms, sparse_mod, ret, coord_vec, texture, type, offset_vec);
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@ -414,7 +414,7 @@ void EmitImageGatherDref(EmitContext& ctx, IR::Inst& inst, const IR::Value& inde
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void EmitImageFetch(EmitContext& ctx, IR::Inst& inst, const IR::Value& index,
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std::string_view coords, std::string_view offset, std::string_view lod,
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[[maybe_unused]] std::string_view ms) {
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std::string_view ms) {
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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("EmitImageFetch Bias texture samples");
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@ -431,19 +431,24 @@ void EmitImageFetch(EmitContext& ctx, IR::Inst& inst, const IR::Value& index,
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ctx.AddU1("{}=true;", *sparse_inst);
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}
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if (!sparse_inst || !supports_sparse) {
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if (!offset.empty()) {
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ctx.Add("{}=texelFetchOffset({},{},int({}),{});", texel, texture,
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CoordsCastToInt(coords, info), lod, CoordsCastToInt(offset, info));
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const auto int_coords{CoordsCastToInt(coords, info)};
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if (!ms.empty()) {
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ctx.Add("{}=texelFetch({},{},int({}));", texel, texture, int_coords, ms);
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} else if (!offset.empty()) {
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ctx.Add("{}=texelFetchOffset({},{},int({}),{});", texel, texture, int_coords, lod,
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CoordsCastToInt(offset, info));
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} else {
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if (info.type == TextureType::Buffer) {
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ctx.Add("{}=texelFetch({},int({}));", texel, texture, coords);
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} else {
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ctx.Add("{}=texelFetch({},{},int({}));", texel, texture,
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CoordsCastToInt(coords, info), lod);
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ctx.Add("{}=texelFetch({},{},int({}));", texel, texture, int_coords, lod);
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}
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}
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return;
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}
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if (!ms.empty()) {
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throw NotImplementedException("EmitImageFetch Sparse MSAA samples");
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}
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if (!offset.empty()) {
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ctx.AddU1("{}=sparseTexelsResidentARB(sparseTexelFetchOffsetARB({},{},int({}),{},{}));",
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*sparse_inst, texture, CastToIntVec(coords, info), lod,
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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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