HLSL: Fix texProj in legacy HLSL.

This commit is contained in:
Hans-Kristian Arntzen 2020-06-16 12:54:22 +02:00
parent 9e3df69d4e
commit d13dc0ce47
4 changed files with 103 additions and 13 deletions

View File

@ -0,0 +1,32 @@
uniform sampler2D uSampler;
static float4 FragColor;
static float2 vUV;
struct SPIRV_Cross_Input
{
float2 vUV : TEXCOORD0;
};
struct SPIRV_Cross_Output
{
float4 FragColor : COLOR0;
};
void frag_main()
{
float3 _23 = float3(vUV, 5.0f);
FragColor = tex2Dproj(uSampler, float4(_23.xy, 0.0, _23.z));
FragColor += tex2Dbias(uSampler, float4(vUV, 0.0, 3.0f));
FragColor += tex2Dlod(uSampler, float4(vUV, 0.0, 2.0f));
FragColor += tex2Dgrad(uSampler, vUV, 4.0f.xx, 5.0f.xx);
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
vUV = stage_input.vUV;
frag_main();
SPIRV_Cross_Output stage_output;
stage_output.FragColor = float4(FragColor);
return stage_output;
}

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@ -0,0 +1,32 @@
uniform sampler2D uSampler;
static float4 FragColor;
static float2 vUV;
struct SPIRV_Cross_Input
{
float2 vUV : TEXCOORD0;
};
struct SPIRV_Cross_Output
{
float4 FragColor : COLOR0;
};
void frag_main()
{
float3 _23 = float3(vUV, 5.0f);
FragColor = tex2Dproj(uSampler, float4(_23.xy, 0.0, _23.z));
FragColor += tex2Dbias(uSampler, float4(vUV, 0.0, 3.0f));
FragColor += tex2Dlod(uSampler, float4(vUV, 0.0, 2.0f));
FragColor += tex2Dgrad(uSampler, vUV, 4.0f.xx, 5.0f.xx);
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
vUV = stage_input.vUV;
frag_main();
SPIRV_Cross_Output stage_output;
stage_output.FragColor = float4(FragColor);
return stage_output;
}

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@ -0,0 +1,13 @@
#version 450
layout(location = 0) in vec2 vUV;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 0) uniform sampler2D uSampler;
void main()
{
FragColor = textureProj(uSampler, vec3(vUV, 5.0));
FragColor += texture(uSampler, vUV, 3.0);
FragColor += textureLod(uSampler, vUV, 2.0);
FragColor += textureGrad(uSampler, vUV, vec2(4.0), vec2(5.0));
}

View File

@ -2946,24 +2946,37 @@ void CompilerHLSL::emit_texture_op(const Instruction &i, bool sparse)
if (proj && hlsl_options.shader_model >= 40) // Legacy HLSL has "proj" operations which do this for us.
coord_expr = coord_expr + " / " + to_extract_component_expression(coord, coord_components);
if (hlsl_options.shader_model < 40 && lod)
if (hlsl_options.shader_model < 40)
{
string coord_filler;
for (uint32_t size = coord_components; size < 3; ++size)
uint32_t modifier_count = 0;
if (lod)
{
for (uint32_t size = coord_components; size < 3; ++size)
coord_filler += ", 0.0";
}
coord_expr = "float4(" + coord_expr + coord_filler + ", " + to_expression(lod) + ")";
modifier_count++;
}
if (hlsl_options.shader_model < 40 && bias)
if (bias)
{
string coord_filler;
for (uint32_t size = coord_components; size < 3; ++size)
{
coord_filler += ", 0.0";
}
coord_expr = "float4(" + coord_expr + coord_filler + ", " + to_expression(bias) + ")";
modifier_count++;
}
if (proj)
{
for (uint32_t size = coord_components; size < 3; ++size)
coord_filler += ", 0.0";
coord_expr = "float4(" + coord_expr + coord_filler + ", " + to_extract_component_expression(coord, coord_components) + ")";
modifier_count++;
}
if (modifier_count > 1)
SPIRV_CROSS_THROW("Legacy HLSL can only use one of lod/bias/proj modifiers.");
}
if (op == OpImageFetch)