glsl: Implement TEXS

master
ameerj 2021-05-29 14:21:25 +07:00
parent 59a692e9ed
commit e4ba755705
1 changed files with 29 additions and 1 deletions

@ -38,6 +38,17 @@ std::string CastToIntVec(std::string_view value, const IR::TextureInstInfo& info
}
}
std::string ShadowSamplerVecCast(TextureType type) {
switch (type) {
case TextureType::ColorArray2D:
case TextureType::ColorCube:
case TextureType::ColorArrayCube:
return "vec4";
default:
return "vec3";
}
}
IR::Inst* PrepareSparse(IR::Inst& inst) {
const auto sparse_inst{inst.GetAssociatedPseudoOperation(IR::Opcode::GetSparseFromOp)};
if (sparse_inst) {
@ -126,7 +137,24 @@ void EmitImageSampleDrefImplicitLod([[maybe_unused]] EmitContext& ctx,
[[maybe_unused]] std::string_view dref,
[[maybe_unused]] std::string_view bias_lc,
[[maybe_unused]] const IR::Value& offset) {
throw NotImplementedException("GLSL Instruction");
const auto info{inst.Flags<IR::TextureInstInfo>()};
if (info.has_bias) {
throw NotImplementedException("Bias texture samples");
}
if (info.has_lod_clamp) {
throw NotImplementedException("Lod clamp samples");
}
if (!offset.IsEmpty()) {
throw NotImplementedException("textureLodOffset");
}
const auto texture{Texture(ctx, info, index)};
const auto bias{info.has_bias ? fmt::format(",{}", bias_lc) : ""};
const auto cast{ShadowSamplerVecCast(info.type)};
if (ctx.stage == Stage::Fragment) {
ctx.AddF32("{}=texture({},{}({},{}){});", inst, texture, cast, coords, dref, bias);
} else {
ctx.AddF32("{}=textureLod({},{}({},{}),0.0);", inst, texture, cast, coords, dref);
}
}
void EmitImageSampleDrefExplicitLod([[maybe_unused]] EmitContext& ctx,