MSL: Support OpImageQueryLod.
Correctness is a bit unclear at the moment. The spec document for 2.2 is not updated for query-lod, but this is the best we can do anyways.
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reference/opt/shaders-msl/frag/image-query-lod.msl22.frag
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reference/opt/shaders-msl/frag/image-query-lod.msl22.frag
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct main0_out
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{
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float2 FragColor [[color(0)]];
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};
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struct main0_in
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{
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float3 vUV [[user(locn0)]];
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};
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fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> uSampler2D [[texture(0)]], texture3d<float> uSampler3D [[texture(1)]], texturecube<float> uSamplerCube [[texture(2)]], texture2d<float> uTexture2D [[texture(4)]], texture3d<float> uTexture3D [[texture(5)]], texturecube<float> uTextureCube [[texture(6)]], sampler uSampler2DSmplr [[sampler(0)]], sampler uSampler3DSmplr [[sampler(1)]], sampler uSamplerCubeSmplr [[sampler(2)]], sampler uSampler [[sampler(3)]])
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{
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main0_out out = {};
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out.FragColor = float2(0.0);
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float2 _79;
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_79.x = uSampler2D.calculate_clamped_lod(uSampler2DSmplr, in.vUV.xy);
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_79.y = uSampler2D.calculate_unclamped_lod(uSampler2DSmplr, in.vUV.xy);
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out.FragColor += _79;
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float2 _84;
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_84.x = uSampler3D.calculate_clamped_lod(uSampler3DSmplr, in.vUV);
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_84.y = uSampler3D.calculate_unclamped_lod(uSampler3DSmplr, in.vUV);
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out.FragColor += _84;
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float2 _89;
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_89.x = uSamplerCube.calculate_clamped_lod(uSamplerCubeSmplr, in.vUV);
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_89.y = uSamplerCube.calculate_unclamped_lod(uSamplerCubeSmplr, in.vUV);
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out.FragColor += _89;
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float2 _97;
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_97.x = uTexture2D.calculate_clamped_lod(uSampler, in.vUV.xy);
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_97.y = uTexture2D.calculate_unclamped_lod(uSampler, in.vUV.xy);
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out.FragColor += _97;
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float2 _104;
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_104.x = uTexture3D.calculate_clamped_lod(uSampler, in.vUV);
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_104.y = uTexture3D.calculate_unclamped_lod(uSampler, in.vUV);
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out.FragColor += _104;
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float2 _111;
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_111.x = uTextureCube.calculate_clamped_lod(uSampler, in.vUV);
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_111.y = uTextureCube.calculate_unclamped_lod(uSampler, in.vUV);
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out.FragColor += _111;
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float2 _118;
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_118.x = uSampler2D.calculate_clamped_lod(uSampler2DSmplr, in.vUV.xy);
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_118.y = uSampler2D.calculate_unclamped_lod(uSampler2DSmplr, in.vUV.xy);
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out.FragColor += _118;
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float2 _123;
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_123.x = uSampler3D.calculate_clamped_lod(uSampler3DSmplr, in.vUV);
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_123.y = uSampler3D.calculate_unclamped_lod(uSampler3DSmplr, in.vUV);
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out.FragColor += _123;
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float2 _128;
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_128.x = uSamplerCube.calculate_clamped_lod(uSamplerCubeSmplr, in.vUV);
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_128.y = uSamplerCube.calculate_unclamped_lod(uSamplerCubeSmplr, in.vUV);
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out.FragColor += _128;
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float2 _136;
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_136.x = uTexture2D.calculate_clamped_lod(uSampler, in.vUV.xy);
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_136.y = uTexture2D.calculate_unclamped_lod(uSampler, in.vUV.xy);
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out.FragColor += _136;
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float2 _143;
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_143.x = uTexture3D.calculate_clamped_lod(uSampler, in.vUV);
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_143.y = uTexture3D.calculate_unclamped_lod(uSampler, in.vUV);
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out.FragColor += _143;
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float2 _150;
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_150.x = uTextureCube.calculate_clamped_lod(uSampler, in.vUV);
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_150.y = uTextureCube.calculate_unclamped_lod(uSampler, in.vUV);
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out.FragColor += _150;
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return out;
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}
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77
reference/shaders-msl/frag/image-query-lod.msl22.frag
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reference/shaders-msl/frag/image-query-lod.msl22.frag
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#pragma clang diagnostic ignored "-Wmissing-prototypes"
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct main0_out
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{
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float2 FragColor [[color(0)]];
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};
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struct main0_in
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{
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float3 vUV [[user(locn0)]];
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};
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void from_function(thread float2& FragColor, thread texture2d<float> uSampler2D, thread const sampler uSampler2DSmplr, thread float3& vUV, thread texture3d<float> uSampler3D, thread const sampler uSampler3DSmplr, thread texturecube<float> uSamplerCube, thread const sampler uSamplerCubeSmplr, thread texture2d<float> uTexture2D, thread sampler uSampler, thread texture3d<float> uTexture3D, thread texturecube<float> uTextureCube)
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{
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float2 _22;
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_22.x = uSampler2D.calculate_clamped_lod(uSampler2DSmplr, vUV.xy);
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_22.y = uSampler2D.calculate_unclamped_lod(uSampler2DSmplr, vUV.xy);
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FragColor += _22;
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float2 _31;
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_31.x = uSampler3D.calculate_clamped_lod(uSampler3DSmplr, vUV);
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_31.y = uSampler3D.calculate_unclamped_lod(uSampler3DSmplr, vUV);
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FragColor += _31;
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float2 _40;
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_40.x = uSamplerCube.calculate_clamped_lod(uSamplerCubeSmplr, vUV);
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_40.y = uSamplerCube.calculate_unclamped_lod(uSamplerCubeSmplr, vUV);
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FragColor += _40;
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float2 _53;
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_53.x = uTexture2D.calculate_clamped_lod(uSampler, vUV.xy);
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_53.y = uTexture2D.calculate_unclamped_lod(uSampler, vUV.xy);
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FragColor += _53;
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float2 _62;
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_62.x = uTexture3D.calculate_clamped_lod(uSampler, vUV);
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_62.y = uTexture3D.calculate_unclamped_lod(uSampler, vUV);
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FragColor += _62;
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float2 _71;
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_71.x = uTextureCube.calculate_clamped_lod(uSampler, vUV);
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_71.y = uTextureCube.calculate_unclamped_lod(uSampler, vUV);
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FragColor += _71;
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}
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fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> uSampler2D [[texture(0)]], texture3d<float> uSampler3D [[texture(1)]], texturecube<float> uSamplerCube [[texture(2)]], texture2d<float> uTexture2D [[texture(4)]], texture3d<float> uTexture3D [[texture(5)]], texturecube<float> uTextureCube [[texture(6)]], sampler uSampler2DSmplr [[sampler(0)]], sampler uSampler3DSmplr [[sampler(1)]], sampler uSamplerCubeSmplr [[sampler(2)]], sampler uSampler [[sampler(3)]])
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{
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main0_out out = {};
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out.FragColor = float2(0.0);
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float2 _79;
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_79.x = uSampler2D.calculate_clamped_lod(uSampler2DSmplr, in.vUV.xy);
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_79.y = uSampler2D.calculate_unclamped_lod(uSampler2DSmplr, in.vUV.xy);
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out.FragColor += _79;
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float2 _84;
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_84.x = uSampler3D.calculate_clamped_lod(uSampler3DSmplr, in.vUV);
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_84.y = uSampler3D.calculate_unclamped_lod(uSampler3DSmplr, in.vUV);
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out.FragColor += _84;
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float2 _89;
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_89.x = uSamplerCube.calculate_clamped_lod(uSamplerCubeSmplr, in.vUV);
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_89.y = uSamplerCube.calculate_unclamped_lod(uSamplerCubeSmplr, in.vUV);
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out.FragColor += _89;
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float2 _97;
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_97.x = uTexture2D.calculate_clamped_lod(uSampler, in.vUV.xy);
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_97.y = uTexture2D.calculate_unclamped_lod(uSampler, in.vUV.xy);
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out.FragColor += _97;
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float2 _104;
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_104.x = uTexture3D.calculate_clamped_lod(uSampler, in.vUV);
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_104.y = uTexture3D.calculate_unclamped_lod(uSampler, in.vUV);
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out.FragColor += _104;
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float2 _111;
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_111.x = uTextureCube.calculate_clamped_lod(uSampler, in.vUV);
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_111.y = uTextureCube.calculate_unclamped_lod(uSampler, in.vUV);
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out.FragColor += _111;
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from_function(out.FragColor, uSampler2D, uSampler2DSmplr, in.vUV, uSampler3D, uSampler3DSmplr, uSamplerCube, uSamplerCubeSmplr, uTexture2D, uSampler, uTexture3D, uTextureCube);
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return out;
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}
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shaders-msl/frag/image-query-lod.msl22.frag
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shaders-msl/frag/image-query-lod.msl22.frag
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#version 450
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layout(location = 0) out vec2 FragColor;
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layout(set = 0, binding = 0) uniform sampler2D uSampler2D;
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layout(set = 0, binding = 1) uniform sampler3D uSampler3D;
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layout(set = 0, binding = 2) uniform samplerCube uSamplerCube;
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layout(set = 0, binding = 3) uniform sampler uSampler;
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layout(set = 0, binding = 4) uniform texture2D uTexture2D;
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layout(set = 0, binding = 5) uniform texture3D uTexture3D;
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layout(set = 0, binding = 6) uniform textureCube uTextureCube;
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layout(location = 0) in vec3 vUV;
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void from_function()
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{
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FragColor += textureQueryLod(uSampler2D, vUV.xy);
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FragColor += textureQueryLod(uSampler3D, vUV);
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FragColor += textureQueryLod(uSamplerCube, vUV);
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FragColor += textureQueryLod(sampler2D(uTexture2D, uSampler), vUV.xy);
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FragColor += textureQueryLod(sampler3D(uTexture3D, uSampler), vUV);
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FragColor += textureQueryLod(samplerCube(uTextureCube, uSampler), vUV);
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}
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void main()
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{
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FragColor = vec2(0.0);
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FragColor += textureQueryLod(uSampler2D, vUV.xy);
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FragColor += textureQueryLod(uSampler3D, vUV);
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FragColor += textureQueryLod(uSamplerCube, vUV);
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FragColor += textureQueryLod(sampler2D(uTexture2D, uSampler), vUV.xy);
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FragColor += textureQueryLod(sampler3D(uTexture3D, uSampler), vUV);
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FragColor += textureQueryLod(samplerCube(uTextureCube, uSampler), vUV);
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from_function();
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}
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@ -3904,7 +3904,32 @@ void CompilerMSL::emit_instruction(const Instruction &instruction)
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}
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case OpImageQueryLod:
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SPIRV_CROSS_THROW("MSL does not support textureQueryLod().");
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{
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if (!msl_options.supports_msl_version(2, 2))
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SPIRV_CROSS_THROW("ImageQueryLod is only supported on MSL 2.2 and up.");
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uint32_t result_type = ops[0];
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uint32_t id = ops[1];
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uint32_t image_id = ops[2];
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uint32_t coord_id = ops[3];
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emit_uninitialized_temporary_expression(result_type, id);
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auto sampler_expr = to_sampler_expression(image_id);
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auto *combined = maybe_get<SPIRCombinedImageSampler>(image_id);
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auto image_expr = combined ? to_expression(combined->image) : to_expression(image_id);
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// TODO: It is unclear if calculcate_clamped_lod also conditionally rounds
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// the reported LOD based on the sampler. NEAREST miplevel should
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// round the LOD, but LINEAR miplevel should not round.
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// Let's hope this does not become an issue ...
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statement(to_expression(id), ".x = ",
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image_expr, ".calculate_clamped_lod(",
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sampler_expr, ", ", to_expression(coord_id), ");");
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statement(to_expression(id), ".y = ",
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image_expr, ".calculate_unclamped_lod(",
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sampler_expr, ", ", to_expression(coord_id), ");");
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register_control_dependent_expression(id);
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break;
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}
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#define MSL_ImgQry(qrytype) \
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do \
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