glasm: Add MS sampler types

master
ameerj 2023-01-26 23:24:19 +07:00
parent 5710e90150
commit 0f795603fc
2 changed files with 8 additions and 5 deletions

@ -279,6 +279,8 @@ void SetupOptions(const IR::Program& program, const Profile& profile,
header += "OPTION NV_internal;"
"OPTION NV_shader_storage_buffer;"
"OPTION NV_gpu_program_fp64;";
// TODO: Enable only when MS is used
header += "OPTION NV_texture_multisample;";
if (info.uses_int64_bit_atomics) {
header += "OPTION NV_shader_atomic_int64;";
}

@ -59,7 +59,7 @@ std::string Image(EmitContext& ctx, IR::TextureInstInfo info,
}
}
std::string_view TextureType(IR::TextureInstInfo info) {
std::string_view TextureType(IR::TextureInstInfo info, bool is_ms = false) {
if (info.is_depth) {
switch (info.type) {
case TextureType::Color1D:
@ -88,9 +88,9 @@ std::string_view TextureType(IR::TextureInstInfo info) {
return "ARRAY1D";
case TextureType::Color2D:
case TextureType::Color2DRect:
return "2D";
return is_ms ? "2DMS" : "2D";
case TextureType::ColorArray2D:
return "ARRAY2D";
return is_ms ? "ARRAY2DMS" : "ARRAY2D";
case TextureType::Color3D:
return "3D";
case TextureType::ColorCube:
@ -510,15 +510,16 @@ void EmitImageFetch(EmitContext& ctx, IR::Inst& inst, const IR::Value& index,
const IR::Value& coord, const IR::Value& offset, ScalarS32 lod, ScalarS32 ms) {
const auto info{inst.Flags<IR::TextureInstInfo>()};
const auto sparse_inst{PrepareSparse(inst)};
const bool is_multisample{ms.type != Type::Void};
const std::string_view sparse_mod{sparse_inst ? ".SPARSE" : ""};
const std::string_view type{TextureType(info)};
const std::string_view type{TextureType(info, is_multisample)};
const std::string texture{Texture(ctx, info, index)};
const std::string offset_vec{Offset(ctx, offset)};
const auto [coord_vec, coord_alloc]{Coord(ctx, coord)};
const Register ret{ctx.reg_alloc.Define(inst)};
if (info.type == TextureType::Buffer) {
ctx.Add("TXF.F{} {},{},{},{}{};", sparse_mod, ret, coord_vec, texture, type, offset_vec);
} else if (ms.type != Type::Void) {
} else if (is_multisample) {
ctx.Add("MOV.S {}.w,{};"
"TXFMS.F{} {},{},{},{}{};",
coord_vec, ms, sparse_mod, ret, coord_vec, texture, type, offset_vec);