HLSL query lod cleanups.
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461f1506e7
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@ -28,7 +28,7 @@ void frag_main()
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float4 _47 = ddy_fine(vInput);
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float4 _47 = ddy_fine(vInput);
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float4 _50 = fwidth(vInput);
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float4 _50 = fwidth(vInput);
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float _56_tmp = uSampler.CalculateLevelOfDetail(_uSampler_sampler, vInput.zw);
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float _56_tmp = uSampler.CalculateLevelOfDetail(_uSampler_sampler, vInput.zw);
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float2 _56 = float2(_56_tmp, _56_tmp);
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float2 _56 = _56_tmp.xx;
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if (vInput.y > 10.0f)
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if (vInput.y > 10.0f)
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{
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{
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FragColor += _23;
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FragColor += _23;
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@ -17,7 +17,8 @@ struct SPIRV_Cross_Output
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void frag_main()
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void frag_main()
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{
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{
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float _19_tmp = uSampler.CalculateLevelOfDetail(_uSampler_sampler, vTexCoord);
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float _19_tmp = uSampler.CalculateLevelOfDetail(_uSampler_sampler, vTexCoord);
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FragColor = float2(_19_tmp, _19_tmp).xyxy;
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float2 _19 = _19_tmp.xx;
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FragColor = _19.xyxy;
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}
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}
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SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
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SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
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@ -28,7 +28,8 @@ void frag_main()
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float4 d7 = ddy_fine(vInput);
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float4 d7 = ddy_fine(vInput);
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float4 d8 = fwidth(vInput);
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float4 d8 = fwidth(vInput);
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float _56_tmp = uSampler.CalculateLevelOfDetail(_uSampler_sampler, vInput.zw);
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float _56_tmp = uSampler.CalculateLevelOfDetail(_uSampler_sampler, vInput.zw);
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float2 lod = float2(_56_tmp, _56_tmp);
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float2 _56 = _56_tmp.xx;
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float2 lod = _56;
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if (vInput.y > 10.0f)
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if (vInput.y > 10.0f)
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{
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{
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FragColor += t;
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FragColor += t;
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@ -17,7 +17,8 @@ struct SPIRV_Cross_Output
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void frag_main()
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void frag_main()
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{
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{
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float _19_tmp = uSampler.CalculateLevelOfDetail(_uSampler_sampler, vTexCoord);
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float _19_tmp = uSampler.CalculateLevelOfDetail(_uSampler_sampler, vTexCoord);
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FragColor = float2(_19_tmp, _19_tmp).xyxy;
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float2 _19 = _19_tmp.xx;
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FragColor = _19.xyxy;
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}
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}
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SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
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SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
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@ -2881,7 +2881,8 @@ void CompilerHLSL::emit_texture_op(const Instruction &i)
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// according to GLSL spec, and it depends on the sampler itself.
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// according to GLSL spec, and it depends on the sampler itself.
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// Just assume X == Y, so we will need to splat the result to a float2.
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// Just assume X == Y, so we will need to splat the result to a float2.
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statement("float _", id, "_tmp = ", expr, ";");
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statement("float _", id, "_tmp = ", expr, ";");
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emit_op(result_type, id, join("float2(_", id, "_tmp, _", id, "_tmp)"), true, true);
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statement("float2 _", id, " = _", id, "_tmp.xx;");
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set<SPIRExpression>(id, join("_", id), result_type, true);
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}
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}
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else
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else
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{
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{
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@ -2897,7 +2898,6 @@ void CompilerHLSL::emit_texture_op(const Instruction &i)
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case OpImageSampleImplicitLod:
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case OpImageSampleImplicitLod:
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case OpImageSampleProjImplicitLod:
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case OpImageSampleProjImplicitLod:
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case OpImageSampleProjDrefImplicitLod:
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case OpImageSampleProjDrefImplicitLod:
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case OpImageQueryLod:
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register_control_dependent_expression(id);
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register_control_dependent_expression(id);
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break;
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break;
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