Fix depth compare textures when used in functions without argument.

This commit is contained in:
Hans-Kristian Arntzen 2018-04-10 12:31:13 +02:00
parent edac731360
commit 8175e2e200
4 changed files with 126 additions and 0 deletions

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@ -0,0 +1,27 @@
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_in
{
float3 vUV [[user(locn0)]];
};
struct main0_out
{
float FragColor [[color(0)]];
};
fragment main0_out main0(main0_in in [[stage_in]], depth2d<float> uSampler [[texture(0)]], depth2d<float> uTex [[texture(1)]], sampler uSamplerSmplr [[sampler(0)]], sampler uSamp [[sampler(2)]])
{
main0_out out = {};
out.FragColor = uSampler.sample_compare(uSamplerSmplr, in.vUV.xy, in.vUV.z);
out.FragColor += uTex.sample_compare(uSamp, in.vUV.xy, in.vUV.z);
out.FragColor += uTex.sample_compare(uSamp, in.vUV.xy, in.vUV.z);
out.FragColor += uSampler.sample_compare(uSamplerSmplr, in.vUV.xy, in.vUV.z);
out.FragColor += uTex.sample_compare(uSamp, in.vUV.xy, in.vUV.z);
out.FragColor += uSampler.sample_compare(uSamplerSmplr, in.vUV.xy, in.vUV.z);
return out;
}

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@ -0,0 +1,53 @@
#pragma clang diagnostic ignored "-Wmissing-prototypes"
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_in
{
float3 vUV [[user(locn0)]];
};
struct main0_out
{
float FragColor [[color(0)]];
};
float Samp(thread const float3& uv, thread depth2d<float> uTex, thread sampler uSamp)
{
return uTex.sample_compare(uSamp, uv.xy, uv.z);
}
float Samp2(thread const float3& uv, thread depth2d<float> uSampler, thread const sampler uSamplerSmplr, thread float3& vUV)
{
return uSampler.sample_compare(uSamplerSmplr, vUV.xy, vUV.z);
}
float Samp3(thread const depth2d<float> uT, thread const sampler uS, thread const float3& uv, thread float3& vUV)
{
return uT.sample_compare(uS, vUV.xy, vUV.z);
}
float Samp4(thread const depth2d<float> uS, thread const sampler uSSmplr, thread const float3& uv, thread float3& vUV)
{
return uS.sample_compare(uSSmplr, vUV.xy, vUV.z);
}
fragment main0_out main0(main0_in in [[stage_in]], depth2d<float> uSampler [[texture(0)]], depth2d<float> uTex [[texture(1)]], sampler uSamplerSmplr [[sampler(0)]], sampler uSamp [[sampler(2)]])
{
main0_out out = {};
out.FragColor = uSampler.sample_compare(uSamplerSmplr, in.vUV.xy, in.vUV.z);
out.FragColor += uTex.sample_compare(uSamp, in.vUV.xy, in.vUV.z);
float3 param = in.vUV;
out.FragColor += Samp(param, uTex, uSamp);
float3 param_1 = in.vUV;
out.FragColor += Samp2(param_1, uSampler, uSamplerSmplr, in.vUV);
float3 param_2 = in.vUV;
out.FragColor += Samp3(uTex, uSamp, param_2, in.vUV);
float3 param_3 = in.vUV;
out.FragColor += Samp4(uSampler, uSamplerSmplr, param_3, in.vUV);
return out;
}

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@ -0,0 +1,38 @@
#version 450
layout(location = 0) out float FragColor;
layout(binding = 0) uniform sampler2DShadow uSampler;
layout(location = 0) in vec3 vUV;
layout(binding = 1) uniform texture2D uTex;
layout(binding = 2) uniform samplerShadow uSamp;
float Samp(vec3 uv)
{
return texture(sampler2DShadow(uTex, uSamp), uv);
}
float Samp2(vec3 uv)
{
return texture(uSampler, vUV);
}
float Samp3(texture2D uT, samplerShadow uS, vec3 uv)
{
return texture(sampler2DShadow(uT, uS), vUV);
}
float Samp4(sampler2DShadow uS, vec3 uv)
{
return texture(uS, vUV);
}
void main()
{
FragColor = texture(uSampler, vUV);
FragColor += texture(sampler2DShadow(uTex, uSamp), vUV);
FragColor += Samp(vUV);
FragColor += Samp2(vUV);
FragColor += Samp3(uTex, uSamp, vUV);
FragColor += Samp4(uSampler, vUV);
}

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@ -3493,6 +3493,14 @@ std::string CompilerMSL::sampler_type(const SPIRType &type)
// Returns an MSL string describing the SPIR-V image type
string CompilerMSL::image_type_glsl(const SPIRType &type, uint32_t id)
{
auto *var = maybe_get<SPIRVariable>(id);
if (var && var->basevariable)
{
// For comparison images, check against the base variable,
// and not the fake ID which might have been generated for this variable.
id = var->basevariable;
}
if (!type.array.empty())
{
if (!msl_options.supports_msl_version(2))