glasm: Add support for texture offsets

master
ReinUsesLisp 2021-05-16 18:00:31 +07:00 committed by ameerj
parent bf2949df10
commit e6b4d461d2
1 changed files with 15 additions and 11 deletions

@ -120,7 +120,10 @@ void EmitImageSampleImplicitLod(EmitContext& ctx, IR::Inst& inst, const IR::Valu
const std::string_view lod_clamp_mod{info.has_lod_clamp ? ".LODCLAMP" : ""};
const std::string_view type{"2D"}; // FIXME
const std::string texture{Texture(ctx, info, index)};
std::string offset_vec;
if (!offset.IsEmpty()) {
offset_vec = fmt::format(",offset({})", Register{ctx.reg_alloc.Consume(offset)});
}
std::string coord_vec{fmt::to_string(Register{ctx.reg_alloc.Consume(coord)})};
if (coord.InstRecursive()->HasUses()) {
// Move non-dead coords to a separate register, although this should never happen because
@ -131,26 +134,27 @@ void EmitImageSampleImplicitLod(EmitContext& ctx, IR::Inst& inst, const IR::Valu
const Register ret{ctx.reg_alloc.Define(inst)};
if (info.has_bias) {
if (info.type == TextureType::ColorArrayCube) {
ctx.Add("TXB.F{}{} {},{},{},{},ARRAYCUBE;", lod_clamp_mod, sparse_mod, ret, coord_vec,
bias_lc, texture);
ctx.Add("TXB.F{}{} {},{},{},{},ARRAYCUBE{};", lod_clamp_mod, sparse_mod, ret, coord_vec,
bias_lc, texture, offset_vec);
} else {
if (info.has_lod_clamp) {
ctx.Add("MOV.F {}.w,{}.x;"
"TXB.F.LODCLAMP{} {},{},{}.y,{},{};",
coord_vec, bias_lc, sparse_mod, ret, coord_vec, bias_lc, texture, type);
"TXB.F.LODCLAMP{} {},{},{}.y,{},{}{};",
coord_vec, bias_lc, sparse_mod, ret, coord_vec, bias_lc, texture, type,
offset_vec);
} else {
ctx.Add("MOV.F {}.w,{}.x;"
"TXB.F{} {},{},{},{};",
coord_vec, bias_lc, sparse_mod, ret, coord_vec, texture, type);
"TXB.F{} {},{},{},{}{};",
coord_vec, bias_lc, sparse_mod, ret, coord_vec, texture, type, offset_vec);
}
}
} else {
if (info.has_lod_clamp && info.type == TextureType::ColorArrayCube) {
ctx.Add("TEX.F.LODCLAMP{} {},{},{},{},ARRAYCUBE;", sparse_mod, ret, coord_vec, bias_lc,
texture);
ctx.Add("TEX.F.LODCLAMP{} {},{},{},{},ARRAYCUBE{};", sparse_mod, ret, coord_vec,
bias_lc, texture, offset_vec);
} else {
ctx.Add("TEX.F{}{} {},{},{},{};", lod_clamp_mod, sparse_mod, ret, coord_vec, texture,
type);
ctx.Add("TEX.F{}{} {},{},{},{}{};", lod_clamp_mod, sparse_mod, ret, coord_vec, texture,
type, offset_vec);
}
}
if (sparse_inst) {