Emit SampleCmpLevelZero for lod/grad variants of SampleCmp.

This commit is contained in:
Hans-Kristian Arntzen 2017-11-29 12:38:13 +01:00
parent c65248fdce
commit dbfa686990
4 changed files with 123 additions and 4 deletions

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@ -0,0 +1,38 @@
Texture2D<float4> uSampler2D : register(t0);
SamplerComparisonState _uSampler2D_sampler : register(s0);
Texture2DArray<float4> uSampler2DArray : register(t1);
SamplerComparisonState _uSampler2DArray_sampler : register(s1);
TextureCube<float4> uSamplerCube : register(t2);
SamplerComparisonState _uSamplerCube_sampler : register(s2);
TextureCubeArray<float4> uSamplerCubeArray : register(t3);
SamplerComparisonState _uSamplerCubeArray_sampler : register(s3);
static float3 vUVRef;
static float4 vDirRef;
static float FragColor;
struct SPIRV_Cross_Input
{
float3 vUVRef : TEXCOORD0;
float4 vDirRef : TEXCOORD1;
};
struct SPIRV_Cross_Output
{
float FragColor : SV_Target0;
};
void frag_main()
{
FragColor = (((((uSampler2D.SampleCmp(_uSampler2D_sampler, vUVRef.xy, vUVRef.z, int2(-1, -1)) + uSampler2DArray.SampleCmp(_uSampler2DArray_sampler, vDirRef.xyz, vDirRef.w, int2(-1, -1))) + uSamplerCube.SampleCmp(_uSamplerCube_sampler, vDirRef.xyz, vDirRef.w)) + uSamplerCubeArray.SampleCmp(_uSamplerCubeArray_sampler, vDirRef, 0.5f)) + uSampler2D.SampleCmpLevelZero(_uSampler2D_sampler, vUVRef.xy, vUVRef.z, int2(-1, -1))) + uSampler2DArray.SampleCmpLevelZero(_uSampler2DArray_sampler, vDirRef.xyz, vDirRef.w, int2(-1, -1))) + uSamplerCube.SampleCmpLevelZero(_uSamplerCube_sampler, vDirRef.xyz, vDirRef.w);
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
vUVRef = stage_input.vUVRef;
vDirRef = stage_input.vDirRef;
frag_main();
SPIRV_Cross_Output stage_output;
stage_output.FragColor = FragColor;
return stage_output;
}

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@ -0,0 +1,45 @@
Texture2D<float4> uSampler2D : register(t0);
SamplerComparisonState _uSampler2D_sampler : register(s0);
Texture2DArray<float4> uSampler2DArray : register(t1);
SamplerComparisonState _uSampler2DArray_sampler : register(s1);
TextureCube<float4> uSamplerCube : register(t2);
SamplerComparisonState _uSamplerCube_sampler : register(s2);
TextureCubeArray<float4> uSamplerCubeArray : register(t3);
SamplerComparisonState _uSamplerCubeArray_sampler : register(s3);
static float3 vUVRef;
static float4 vDirRef;
static float FragColor;
struct SPIRV_Cross_Input
{
float3 vUVRef : TEXCOORD0;
float4 vDirRef : TEXCOORD1;
};
struct SPIRV_Cross_Output
{
float FragColor : SV_Target0;
};
void frag_main()
{
float s0 = uSampler2D.SampleCmp(_uSampler2D_sampler, vUVRef.xy, vUVRef.z, int2(-1, -1));
float s1 = uSampler2DArray.SampleCmp(_uSampler2DArray_sampler, vDirRef.xyz, vDirRef.w, int2(-1, -1));
float s2 = uSamplerCube.SampleCmp(_uSamplerCube_sampler, vDirRef.xyz, vDirRef.w);
float s3 = uSamplerCubeArray.SampleCmp(_uSamplerCubeArray_sampler, vDirRef, 0.5f);
float l0 = uSampler2D.SampleCmpLevelZero(_uSampler2D_sampler, vUVRef.xy, vUVRef.z, int2(-1, -1));
float l1 = uSampler2DArray.SampleCmpLevelZero(_uSampler2DArray_sampler, vDirRef.xyz, vDirRef.w, int2(-1, -1));
float l2 = uSamplerCube.SampleCmpLevelZero(_uSamplerCube_sampler, vDirRef.xyz, vDirRef.w);
FragColor = (((((s0 + s1) + s2) + s3) + l0) + l1) + l2;
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
vUVRef = stage_input.vUVRef;
vDirRef = stage_input.vDirRef;
frag_main();
SPIRV_Cross_Output stage_output;
stage_output.FragColor = FragColor;
return stage_output;
}

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@ -0,0 +1,24 @@
#version 450
layout(location = 0) out float FragColor;
layout(binding = 0) uniform sampler2DShadow uSampler2D;
layout(binding = 1) uniform sampler2DArrayShadow uSampler2DArray;
layout(binding = 2) uniform samplerCubeShadow uSamplerCube;
layout(binding = 3) uniform samplerCubeArrayShadow uSamplerCubeArray;
layout(location = 0) in vec3 vUVRef;
layout(location = 1) in vec4 vDirRef;
void main()
{
float s0 = textureOffset(uSampler2D, vUVRef, ivec2(-1));
float s1 = textureOffset(uSampler2DArray, vDirRef, ivec2(-1));
float s2 = texture(uSamplerCube, vDirRef);
float s3 = texture(uSamplerCubeArray, vDirRef, 0.5);
float l0 = textureLodOffset(uSampler2D, vUVRef, 0.0, ivec2(-1));
float l1 = textureGradOffset(uSampler2DArray, vDirRef, vec2(0.0), vec2(0.0), ivec2(-1));
float l2 = textureGrad(uSamplerCube, vDirRef, vec3(0.0), vec3(0.0));
FragColor = s0 + s1 + s2 + s3 + l0 + l1 + l2;
}

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@ -1974,7 +1974,19 @@ void CompilerHLSL::emit_texture_op(const Instruction &i)
texop += img_expr;
if (imgtype.image.depth)
texop += ".SampleCmp";
{
if (gather)
{
SPIRV_CROSS_THROW("GatherCmp does not exist in HLSL.");
}
else if (lod || grad_x || grad_y)
{
// Assume we want a fixed level, and the only thing we can get in HLSL is SampleCmpLevelZero.
texop += ".SampleCmpLevelZero";
}
else
texop += ".SampleCmp";
}
else if (gather)
{
uint32_t comp_num = get<SPIRConstant>(comp).scalar();
@ -2146,7 +2158,7 @@ void CompilerHLSL::emit_texture_op(const Instruction &i)
expr += to_expression(dref);
}
if (grad_x || grad_y)
if (!dref && (grad_x || grad_y))
{
forward = forward && should_forward(grad_x);
forward = forward && should_forward(grad_y);
@ -2156,14 +2168,14 @@ void CompilerHLSL::emit_texture_op(const Instruction &i)
expr += to_expression(grad_y);
}
if (lod && options.shader_model >= 40 && op != OpImageFetch)
if (!dref && lod && options.shader_model >= 40 && op != OpImageFetch)
{
forward = forward && should_forward(lod);
expr += ", ";
expr += to_expression(lod);
}
if (bias && options.shader_model >= 40)
if (!dref && bias && options.shader_model >= 40)
{
forward = forward && should_forward(bias);
expr += ", ";