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glsl: add _textureCubeArrayShadow related sparse texture builtin func
Reviewed-by: Marek Olšák <marek.olsak@amd.com> Signed-off-by: Qiang Yu <yuq825@gmail.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14362>
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1 changed files with 31 additions and 12 deletions
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@ -1162,7 +1162,8 @@ private:
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int flags = 0);
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ir_function_signature *_textureCubeArrayShadow(ir_texture_opcode opcode,
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builtin_available_predicate avail,
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const glsl_type *x);
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const glsl_type *x,
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bool sparse = false);
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ir_function_signature *_texelFetch(builtin_available_predicate avail,
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const glsl_type *return_type,
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const glsl_type *sampler_type,
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@ -4020,6 +4021,8 @@ builtin_builder::create_builtins()
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_texture(ir_tex, v130_desktop_and_sparse, glsl_type::float_type, glsl_type::sampler2DArrayShadow_type, glsl_type::vec4_type, TEX_SPARSE),
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_textureCubeArrayShadow(ir_tex, texture_cube_map_array_and_sparse, glsl_type::samplerCubeArrayShadow_type, true),
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_texture(ir_tex, v130_desktop_and_sparse, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec2_type, TEX_SPARSE),
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_texture(ir_tex, v130_desktop_and_sparse, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec2_type, TEX_SPARSE),
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_texture(ir_tex, v130_desktop_and_sparse, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::vec2_type, TEX_SPARSE),
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@ -6940,32 +6943,48 @@ builtin_builder::_texture(ir_texture_opcode opcode,
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ir_function_signature *
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builtin_builder::_textureCubeArrayShadow(ir_texture_opcode opcode,
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builtin_available_predicate avail,
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const glsl_type *sampler_type)
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const glsl_type *sampler_type,
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bool sparse)
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{
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ir_variable *s = in_var(sampler_type, "sampler");
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ir_variable *P = in_var(glsl_type::vec4_type, "P");
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ir_variable *compare = in_var(glsl_type::float_type, "compare");
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MAKE_SIG(glsl_type::float_type, avail, 3, s, P, compare);
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const glsl_type *return_type = glsl_type::float_type;
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/* Sparse texture return residency info. */
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const glsl_type *type = sparse ? glsl_type::int_type : return_type;
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MAKE_SIG(type, avail, 3, s, P, compare);
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ir_texture *tex = new(mem_ctx) ir_texture(opcode);
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tex->set_sampler(var_ref(s), glsl_type::float_type);
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ir_texture *tex = new(mem_ctx) ir_texture(opcode, sparse);
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tex->set_sampler(var_ref(s), return_type);
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tex->coordinate = var_ref(P);
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tex->shadow_comparator = var_ref(compare);
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if (opcode == ir_txb) {
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ir_variable *bias = in_var(glsl_type::float_type, "bias");
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sig->parameters.push_tail(bias);
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tex->lod_info.bias = var_ref(bias);
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}
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if (opcode == ir_txl) {
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ir_variable *lod = in_var(glsl_type::float_type, "lod");
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sig->parameters.push_tail(lod);
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tex->lod_info.lod = var_ref(lod);
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}
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body.emit(ret(tex));
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ir_variable *texel = NULL;
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if (sparse) {
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texel = out_var(return_type, "texel");
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sig->parameters.push_tail(texel);
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}
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if (opcode == ir_txb) {
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ir_variable *bias = in_var(glsl_type::float_type, "bias");
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sig->parameters.push_tail(bias);
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tex->lod_info.bias = var_ref(bias);
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}
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if (sparse) {
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ir_variable *r = body.make_temp(tex->type, "result");
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body.emit(assign(r, tex));
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body.emit(assign(texel, record_ref(r, "texel")));
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body.emit(ret(record_ref(r, "code")));
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} else
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body.emit(ret(tex));
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return sig;
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}
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