[D3D12] 3D and cube texture HLSL compilation fixes

This commit is contained in:
Triang3l 2018-08-12 21:12:34 +03:00
parent ebc5911634
commit 34a1846859
1 changed files with 7 additions and 2 deletions

View File

@ -1227,6 +1227,10 @@ void HlslShaderTranslator::ProcessTextureFetchInstruction(
EmitSourceDepth("xe_pv = (0.0).xxxx;\n");
} else {
AddTextureSRV(tfetch_index, instr.dimension);
if (instr.dimension == TextureDimension::k3D) {
// 3D or 2D array is selected dynamically.
AddTextureSRV(tfetch_index, TextureDimension::k2D);
}
// TODO(Triang3l): Filter and LOD bias overrides.
AddSampler(tfetch_index);
@ -1257,7 +1261,7 @@ void HlslShaderTranslator::ProcessTextureFetchInstruction(
// Cubemap coordinates are similar to array texture coordinates on the
// Xbox 360, not a 3D direction, so offset is applied on a plane.
if (instr.dimension == TextureDimension::kCube) {
EmitSourceDepth("xe_texture_coords = xe_src0;\n");
EmitSourceDepth("xe_texture_coords = xe_src0.xyz;\n");
} else {
EmitSourceDepth("xe_texture_coords = float3(xe_src0.xy, 0.0);\n");
}
@ -1286,6 +1290,7 @@ void HlslShaderTranslator::ProcessTextureFetchInstruction(
// Convert to 3D direction.
EmitSourceDepth(
"xe_texture_coords = XeCubeTo3D(xe_texture_coords);\n");
cube_used_ = true;
}
break;
case TextureDimension::k3D:
@ -1298,7 +1303,7 @@ void HlslShaderTranslator::ProcessTextureFetchInstruction(
"xe_texture_is_3d = (xe_fetch[%uu].%c & 0x600u) == 0x400u;\n",
tfetch_pair_offset + 1 + (tfetch_index & 1),
(tfetch_index & 1) ? 'w' : 'y');
EmitSourceDepth("xe_texture_coords = xe_src0;\n");
EmitSourceDepth("xe_texture_coords = xe_src0.xyz;\n");
if (instr.attributes.unnormalized_coordinates) {
if (instr.attributes.offset_x != 0.0f ||
instr.attributes.offset_y != 0.0f ||