SPV: Fix issue #159: use ExplicitLod forms for non-fragment stages.

This commit is contained in:
John Kessenich
2016-02-15 15:40:42 -07:00
parent 5d0fa9781b
commit 019f08fcd8
5 changed files with 57 additions and 31 deletions

View File

@@ -2236,6 +2236,7 @@ spv::Id TGlslangToSpvTraverser::createImageTextureFunctionCall(glslang::TIntermO
params.coords = arguments[1];
int extraArgs = 0;
bool noImplicitLod = false;
// sort out where Dref is coming from
if (cubeCompare) {
@@ -2257,7 +2258,11 @@ spv::Id TGlslangToSpvTraverser::createImageTextureFunctionCall(glslang::TIntermO
if (cracked.lod) {
params.lod = arguments[2];
++extraArgs;
} else if (sampler.ms) {
} else if (glslangIntermediate->getStage() != EShLangFragment) {
// we need to invent the default lod for an explicit lod instruction for a non-fragment stage
noImplicitLod = true;
}
if (sampler.ms) {
params.sample = arguments[2]; // For MS, "sample" should be specified
++extraArgs;
}
@@ -2295,7 +2300,7 @@ spv::Id TGlslangToSpvTraverser::createImageTextureFunctionCall(glslang::TIntermO
}
}
return builder.createTextureCall(precision, convertGlslangToSpvType(node->getType()), sparse, cracked.fetch, cracked.proj, cracked.gather, params);
return builder.createTextureCall(precision, convertGlslangToSpvType(node->getType()), sparse, cracked.fetch, cracked.proj, cracked.gather, noImplicitLod, params);
}
spv::Id TGlslangToSpvTraverser::handleUserFunctionCall(const glslang::TIntermAggregate* node)

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@@ -1286,7 +1286,7 @@ Id Builder::createBuiltinCall(Id resultType, Id builtins, int entryPoint, std::v
// Accept all parameters needed to create a texture instruction.
// Create the correct instruction based on the inputs, and make the call.
Id Builder::createTextureCall(Decoration precision, Id resultType, bool sparse, bool fetch, bool proj, bool gather, const TextureParameters& parameters)
Id Builder::createTextureCall(Decoration precision, Id resultType, bool sparse, bool fetch, bool proj, bool gather, bool noImplicitLod, const TextureParameters& parameters)
{
static const int maxTextureArgs = 10;
Id texArgs[maxTextureArgs] = {};
@@ -1295,7 +1295,7 @@ Id Builder::createTextureCall(Decoration precision, Id resultType, bool sparse,
// Set up the fixed arguments
//
int numArgs = 0;
bool xplicit = false;
bool explicitLod = false;
texArgs[numArgs++] = parameters.sampler;
texArgs[numArgs++] = parameters.coords;
if (parameters.Dref)
@@ -1316,13 +1316,18 @@ Id Builder::createTextureCall(Decoration precision, Id resultType, bool sparse,
if (parameters.lod) {
mask = (ImageOperandsMask)(mask | ImageOperandsLodMask);
texArgs[numArgs++] = parameters.lod;
xplicit = true;
}
if (parameters.gradX) {
explicitLod = true;
} else if (parameters.gradX) {
mask = (ImageOperandsMask)(mask | ImageOperandsGradMask);
texArgs[numArgs++] = parameters.gradX;
texArgs[numArgs++] = parameters.gradY;
xplicit = true;
explicitLod = true;
} else if (noImplicitLod && ! fetch && ! gather) {
// have to explicitly use lod of 0 if not allowed to have them be implicit, and
// we would otherwise be about to issue an implicit instruction
mask = (ImageOperandsMask)(mask | ImageOperandsLodMask);
texArgs[numArgs++] = makeFloatConstant(0.0);
explicitLod = true;
}
if (parameters.offset) {
if (isConstant(parameters.offset))
@@ -1354,8 +1359,7 @@ Id Builder::createTextureCall(Decoration precision, Id resultType, bool sparse,
//
// Set up the instruction
//
Op opCode;
opCode = OpImageSampleImplicitLod;
Op opCode = OpNop; // All paths below need to set this
if (fetch) {
if (sparse)
opCode = OpImageSparseFetch;
@@ -1372,7 +1376,7 @@ Id Builder::createTextureCall(Decoration precision, Id resultType, bool sparse,
opCode = OpImageSparseGather;
else
opCode = OpImageGather;
} else if (xplicit) {
} else if (explicitLod) {
if (parameters.Dref) {
if (proj)
if (sparse)

View File

@@ -323,7 +323,7 @@ public:
};
// Select the correct texture operation based on all inputs, and emit the correct instruction
Id createTextureCall(Decoration precision, Id resultType, bool sparse, bool fetch, bool proj, bool gather, const TextureParameters&);
Id createTextureCall(Decoration precision, Id resultType, bool sparse, bool fetch, bool proj, bool gather, bool noImplicit, const TextureParameters&);
// Emit the OpTextureQuery* instruction that was passed in.
// Figure out the right return value and type, and return it.