From 7619b7d427437cb58df0f9fc57a7d6b3f5c45f9c Mon Sep 17 00:00:00 2001 From: ameerj <52414509+ameerj@users.noreply.github.com> Date: Sat, 29 May 2021 01:53:32 -0400 Subject: [PATCH] glsl: Implement TEX depth functions --- .../backend/glsl/emit_context.cpp | 24 +++++++++++++++-- .../backend/glsl/emit_glsl_image.cpp | 26 +++++++++++++++++-- 2 files changed, 46 insertions(+), 4 deletions(-) diff --git a/src/shader_recompiler/backend/glsl/emit_context.cpp b/src/shader_recompiler/backend/glsl/emit_context.cpp index eb1d8266f..94ba9af7c 100644 --- a/src/shader_recompiler/backend/glsl/emit_context.cpp +++ b/src/shader_recompiler/backend/glsl/emit_context.cpp @@ -21,7 +21,26 @@ std::string_view InterpDecorator(Interpolation interp) { throw InvalidArgument("Invalid interpolation {}", interp); } -std::string_view SamplerType(TextureType type) { +std::string_view SamplerType(TextureType type, bool is_depth) { + if (is_depth) { + switch (type) { + case TextureType::Color1D: + return "sampler1DShadow"; + case TextureType::ColorArray1D: + return "sampler1DArrayShadow"; + case TextureType::Color2D: + return "sampler2DShadow"; + case TextureType::ColorArray2D: + return "sampler2DArrayShadow"; + case TextureType::ColorCube: + return "samplerCubeShadow"; + case TextureType::ColorArrayCube: + return "samplerCubeArrayShadow"; + default: + fmt::print("Texture type: {}", type); + throw NotImplementedException("Texture type: {}", type); + } + } switch (type) { case TextureType::Color1D: return "sampler1D"; @@ -110,6 +129,7 @@ EmitContext::EmitContext(IR::Program& program, Bindings& bindings, const Profile void EmitContext::SetupExtensions(std::string&) { header += "#extension GL_ARB_separate_shader_objects : enable\n"; header += "#extension GL_ARB_sparse_texture2 : enable\n"; + header += "#extension GL_EXT_texture_shadow_lod : enable\n"; // header += "#extension GL_ARB_texture_cube_map_array : enable\n"; if (info.uses_int64) { header += "#extension GL_ARB_gpu_shader_int64 : enable\n"; @@ -227,7 +247,7 @@ void EmitContext::SetupImages(Bindings& bindings) { } texture_bindings.reserve(info.texture_descriptors.size()); for (const auto& desc : info.texture_descriptors) { - const auto sampler_type{SamplerType(desc.type)}; + const auto sampler_type{SamplerType(desc.type, desc.is_depth)}; texture_bindings.push_back(bindings.texture); const auto indices{bindings.texture + desc.count}; for (u32 index = bindings.texture; index < indices; ++index) { diff --git a/src/shader_recompiler/backend/glsl/emit_glsl_image.cpp b/src/shader_recompiler/backend/glsl/emit_glsl_image.cpp index 71eb3ac2b..4381ed351 100644 --- a/src/shader_recompiler/backend/glsl/emit_glsl_image.cpp +++ b/src/shader_recompiler/backend/glsl/emit_glsl_image.cpp @@ -120,7 +120,17 @@ void EmitImageSampleDrefImplicitLod([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] std::string_view dref, [[maybe_unused]] std::string_view bias_lc, [[maybe_unused]] const IR::Value& offset) { - throw NotImplementedException("GLSL Instruction"); + const auto info{inst.Flags()}; + if (info.has_bias) { + throw NotImplementedException("Bias texture samples"); + } + if (info.has_lod_clamp) { + throw NotImplementedException("Lod clamp samples"); + } + const auto bias{info.has_bias ? fmt::format(",{}", bias_lc) : ""}; + const auto texture{Texture(ctx, info, index)}; + const auto vec_cast{info.type == TextureType::ColorArrayCube ? "vec4" : "vec3"}; + ctx.AddF32("{}=texture({},{}({},{}){});", inst, texture, vec_cast, dref, coords, bias); } void EmitImageSampleDrefExplicitLod([[maybe_unused]] EmitContext& ctx, @@ -130,7 +140,19 @@ void EmitImageSampleDrefExplicitLod([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] std::string_view dref, [[maybe_unused]] std::string_view lod_lc, [[maybe_unused]] const IR::Value& offset) { - throw NotImplementedException("GLSL Instruction"); + const auto info{inst.Flags()}; + if (info.has_bias) { + throw NotImplementedException("Bias texture samples"); + } + if (info.has_lod_clamp) { + throw NotImplementedException("Lod clamp samples"); + } + const auto texture{Texture(ctx, info, index)}; + if (info.type == TextureType::ColorArrayCube) { + ctx.AddF32("{}=textureLod({},{},{},{});", inst, texture, coords, dref, lod_lc); + } else { + ctx.AddF32("{}=textureLod({},vec3({},{}),{});", inst, texture, coords, dref, lod_lc); + } } void EmitImageGather([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Inst& inst,