SPV: Fix issue #159: use ExplicitLod forms for non-fragment stages.
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@ -2236,6 +2236,7 @@ spv::Id TGlslangToSpvTraverser::createImageTextureFunctionCall(glslang::TIntermO
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params.coords = arguments[1];
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int extraArgs = 0;
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bool noImplicitLod = false;
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// sort out where Dref is coming from
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if (cubeCompare) {
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@ -2257,7 +2258,11 @@ spv::Id TGlslangToSpvTraverser::createImageTextureFunctionCall(glslang::TIntermO
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if (cracked.lod) {
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params.lod = arguments[2];
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++extraArgs;
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} else if (sampler.ms) {
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} else if (glslangIntermediate->getStage() != EShLangFragment) {
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// we need to invent the default lod for an explicit lod instruction for a non-fragment stage
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noImplicitLod = true;
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}
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if (sampler.ms) {
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params.sample = arguments[2]; // For MS, "sample" should be specified
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++extraArgs;
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}
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@ -2295,7 +2300,7 @@ spv::Id TGlslangToSpvTraverser::createImageTextureFunctionCall(glslang::TIntermO
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}
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}
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return builder.createTextureCall(precision, convertGlslangToSpvType(node->getType()), sparse, cracked.fetch, cracked.proj, cracked.gather, params);
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return builder.createTextureCall(precision, convertGlslangToSpvType(node->getType()), sparse, cracked.fetch, cracked.proj, cracked.gather, noImplicitLod, params);
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}
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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
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// Accept all parameters needed to create a texture instruction.
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// Create the correct instruction based on the inputs, and make the call.
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Id Builder::createTextureCall(Decoration precision, Id resultType, bool sparse, bool fetch, bool proj, bool gather, const TextureParameters& parameters)
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Id Builder::createTextureCall(Decoration precision, Id resultType, bool sparse, bool fetch, bool proj, bool gather, bool noImplicitLod, const TextureParameters& parameters)
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{
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static const int maxTextureArgs = 10;
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Id texArgs[maxTextureArgs] = {};
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@ -1295,7 +1295,7 @@ Id Builder::createTextureCall(Decoration precision, Id resultType, bool sparse,
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// Set up the fixed arguments
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//
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int numArgs = 0;
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bool xplicit = false;
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bool explicitLod = false;
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texArgs[numArgs++] = parameters.sampler;
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texArgs[numArgs++] = parameters.coords;
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if (parameters.Dref)
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@ -1316,13 +1316,18 @@ Id Builder::createTextureCall(Decoration precision, Id resultType, bool sparse,
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if (parameters.lod) {
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mask = (ImageOperandsMask)(mask | ImageOperandsLodMask);
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texArgs[numArgs++] = parameters.lod;
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xplicit = true;
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}
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if (parameters.gradX) {
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explicitLod = true;
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} else if (parameters.gradX) {
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mask = (ImageOperandsMask)(mask | ImageOperandsGradMask);
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texArgs[numArgs++] = parameters.gradX;
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texArgs[numArgs++] = parameters.gradY;
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xplicit = true;
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explicitLod = true;
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} else if (noImplicitLod && ! fetch && ! gather) {
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// have to explicitly use lod of 0 if not allowed to have them be implicit, and
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// we would otherwise be about to issue an implicit instruction
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mask = (ImageOperandsMask)(mask | ImageOperandsLodMask);
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texArgs[numArgs++] = makeFloatConstant(0.0);
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explicitLod = true;
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}
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if (parameters.offset) {
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if (isConstant(parameters.offset))
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@ -1354,8 +1359,7 @@ Id Builder::createTextureCall(Decoration precision, Id resultType, bool sparse,
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//
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// Set up the instruction
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//
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Op opCode;
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opCode = OpImageSampleImplicitLod;
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Op opCode = OpNop; // All paths below need to set this
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if (fetch) {
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if (sparse)
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opCode = OpImageSparseFetch;
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@ -1372,7 +1376,7 @@ Id Builder::createTextureCall(Decoration precision, Id resultType, bool sparse,
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opCode = OpImageSparseGather;
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else
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opCode = OpImageGather;
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} else if (xplicit) {
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} else if (explicitLod) {
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if (parameters.Dref) {
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if (proj)
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if (sparse)
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@ -323,7 +323,7 @@ public:
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};
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// Select the correct texture operation based on all inputs, and emit the correct instruction
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Id createTextureCall(Decoration precision, Id resultType, bool sparse, bool fetch, bool proj, bool gather, const TextureParameters&);
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Id createTextureCall(Decoration precision, Id resultType, bool sparse, bool fetch, bool proj, bool gather, bool noImplicit, const TextureParameters&);
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// Emit the OpTextureQuery* instruction that was passed in.
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// Figure out the right return value and type, and return it.
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@ -5,13 +5,13 @@ Linked vertex stage:
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// Module Version 10000
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// Generated by (magic number): 80001
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// Id's are bound by 50
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// Id's are bound by 67
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Capability Shader
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Capability ClipDistance
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Vertex 4 "main" 13 17 39 48 49
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EntryPoint Vertex 4 "main" 13 17 39 65 66
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Source GLSL 150
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Name 4 "main"
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Name 11 "gl_PerVertex"
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@ -30,16 +30,17 @@ Linked vertex stage:
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MemberName 37(s2) 1 "d"
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Name 39 "s2out"
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Name 41 "i"
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Name 46 "ui"
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Name 48 "gl_VertexID"
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Name 49 "gl_InstanceID"
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Name 48 "s2D"
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Name 63 "ui"
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Name 65 "gl_VertexID"
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Name 66 "gl_InstanceID"
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MemberDecorate 11(gl_PerVertex) 0 Invariant
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MemberDecorate 11(gl_PerVertex) 0 BuiltIn Position
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MemberDecorate 11(gl_PerVertex) 1 BuiltIn PointSize
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MemberDecorate 11(gl_PerVertex) 2 BuiltIn ClipDistance
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Decorate 11(gl_PerVertex) Block
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Decorate 48(gl_VertexID) BuiltIn VertexId
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Decorate 49(gl_InstanceID) BuiltIn InstanceId
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Decorate 65(gl_VertexID) BuiltIn VertexId
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Decorate 66(gl_InstanceID) BuiltIn InstanceId
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2: TypeVoid
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3: TypeFunction 2
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6: TypeFloat 32
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@ -70,11 +71,22 @@ Linked vertex stage:
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38: TypePointer Output 37(s2)
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39(s2out): 38(ptr) Variable Output
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40: TypePointer Function 14(int)
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45: TypePointer UniformConstant 14(int)
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46(ui): 45(ptr) Variable UniformConstant
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47: TypePointer Input 14(int)
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48(gl_VertexID): 47(ptr) Variable Input
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49(gl_InstanceID): 47(ptr) Variable Input
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45: TypeImage 6(float) 2D sampled format:Unknown
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46: TypeSampledImage 45
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47: TypePointer UniformConstant 46
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48(s2D): 47(ptr) Variable UniformConstant
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50: TypeVector 6(float) 2
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51: 6(float) Constant 1056964608
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52: 50(fvec2) ConstantComposite 51 51
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53: 6(float) Constant 0
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56: TypeVector 6(float) 3
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57: 56(fvec3) ConstantComposite 51 51 51
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60: 6(float) Constant 1078774989
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62: TypePointer UniformConstant 14(int)
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63(ui): 62(ptr) Variable UniformConstant
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64: TypePointer Input 14(int)
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65(gl_VertexID): 64(ptr) Variable Input
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66(gl_InstanceID): 64(ptr) Variable Input
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4(main): 2 Function None 3
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5: Label
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41(i): 40(ptr) Variable Function
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@ -92,5 +104,11 @@ Linked vertex stage:
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43: 6(float) Load 23(ps)
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44: 25(ptr) AccessChain 39(s2out) 21 42 27 27 33
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Store 44 43
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49: 46 Load 48(s2D)
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54: 7(fvec4) ImageSampleExplicitLod 49 52 Lod 53
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55: 46 Load 48(s2D)
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58: 7(fvec4) ImageSampleProjExplicitLod 55 57 Lod 53
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59: 46 Load 48(s2D)
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61: 7(fvec4) ImageSampleExplicitLod 59 52 Lod 60
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Return
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FunctionEnd
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@ -4,6 +4,7 @@ in vec4 iv4;
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uniform float ps;
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uniform int ui;
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uniform sampler2D s2D;
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invariant gl_Position;
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@ -28,12 +29,10 @@ void main()
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int i;
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s2out.d[i].b[2].w = ps;
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// test recovery from nonsupported built-ins
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//float n1 = noise1(2.4);
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//n1 = noise1(vec4(n1));
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//vec2 n2 = noise2(vec3(n1));
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//vec3 n3 = noise3(n2);
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//vec4 n4 = noise4(n3);
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// test non-implicit lod
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texture(s2D, vec2(0.5));
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textureProj(s2D, vec3(0.5));
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textureLod(s2D, vec2(0.5), 3.2);
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}
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out float gl_ClipDistance[4];
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