Fix incorrect images/samplers definitions
ps_param_gen and fix interpolators being copied incorrectly
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08a287d2ad
commit
6109e0b03a
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@ -164,6 +164,7 @@ void SpirvShaderTranslator::StartTranslation() {
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push_constants_type, "push_consts");
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// Texture bindings
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Id samplers_t = b.makeSamplerType();
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Id img_t[] = {
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b.makeImageType(float_type_, spv::Dim::Dim1D, false, false, false, 1,
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spv::ImageFormat::ImageFormatUnknown),
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@ -173,35 +174,24 @@ void SpirvShaderTranslator::StartTranslation() {
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spv::ImageFormat::ImageFormatUnknown),
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b.makeImageType(float_type_, spv::Dim::DimCube, false, false, false, 1,
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spv::ImageFormat::ImageFormatUnknown)};
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Id samplers_t = b.makeSamplerType();
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Id samplers_a = b.makeArrayType(samplers_t, b.makeUintConstant(32), 0);
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Id img_a_t[] = {b.makeArrayType(img_t[0], b.makeUintConstant(32), 0),
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b.makeArrayType(img_t[1], b.makeUintConstant(32), 0),
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b.makeArrayType(img_t[2], b.makeUintConstant(32), 0),
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b.makeArrayType(img_t[3], b.makeUintConstant(32), 0)};
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Id samplers_a = b.makeArrayType(samplers_t, b.makeUintConstant(32), 0);
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Id img_s[] = {
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b.makeStructType({img_a_t[0]}, "img1D_type"),
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b.makeStructType({img_a_t[1]}, "img2D_type"),
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b.makeStructType({img_a_t[2]}, "img3D_type"),
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b.makeStructType({img_a_t[3]}, "imgCube_type"),
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};
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Id samplers_s = b.makeStructType({samplers_a}, "samplers_type");
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samplers_ = b.createVariable(spv::StorageClass::StorageClassUniform,
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samplers_a, "samplers");
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b.addDecoration(samplers_, spv::Decoration::DecorationDescriptorSet, 1);
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b.addDecoration(samplers_, spv::Decoration::DecorationBinding, 0);
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for (int i = 0; i < 4; i++) {
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img_[i] = b.createVariable(spv::StorageClass::StorageClassUniformConstant,
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img_s[i],
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img_[i] =
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b.createVariable(spv::StorageClass::StorageClassUniform, img_a_t[i],
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xe::format_string("images%dD", i + 1).c_str());
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b.addDecoration(img_[i], spv::Decoration::DecorationBlock);
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b.addDecoration(img_[i], spv::Decoration::DecorationDescriptorSet, 1);
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b.addDecoration(img_[i], spv::Decoration::DecorationBinding, i + 1);
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}
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samplers_ = b.createVariable(spv::StorageClass::StorageClassUniformConstant,
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samplers_s, "samplers");
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b.addDecoration(samplers_, spv::Decoration::DecorationBlock);
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b.addDecoration(samplers_, spv::Decoration::DecorationDescriptorSet, 1);
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b.addDecoration(samplers_, spv::Decoration::DecorationBinding, 0);
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// Interpolators.
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Id interpolators_type =
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@ -255,7 +245,6 @@ void SpirvShaderTranslator::StartTranslation() {
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interpolators_ = b.createVariable(spv::StorageClass::StorageClassOutput,
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interpolators_type, "interpolators");
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b.addDecoration(interpolators_, spv::Decoration::DecorationNoPerspective);
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b.addDecoration(interpolators_, spv::Decoration::DecorationLocation, 0);
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pos_ = b.createVariable(spv::StorageClass::StorageClassOutput,
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@ -266,22 +255,68 @@ void SpirvShaderTranslator::StartTranslation() {
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// Pixel inputs from vertex shader.
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interpolators_ = b.createVariable(spv::StorageClass::StorageClassInput,
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interpolators_type, "interpolators");
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b.addDecoration(interpolators_, spv::Decoration::DecorationNoPerspective);
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b.addDecoration(interpolators_, spv::Decoration::DecorationLocation, 0);
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// Pixel fragment outputs (one per render target).
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Id frag_outputs_type =
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b.makeArrayType(vec4_float_type_, b.makeUintConstant(4), 0);
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frag_outputs_ = b.createVariable(spv::StorageClass::StorageClassOutput,
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frag_outputs_type, "o");
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frag_outputs_type, "oC");
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b.addDecoration(frag_outputs_, spv::Decoration::DecorationLocation, 0);
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// TODO(benvanik): frag depth, etc.
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// Copy interpolators to r[0..16].
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b.createNoResultOp(spv::Op::OpCopyMemorySized,
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{registers_ptr_, interpolators_,
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b.makeUintConstant(16 * 4 * sizeof(float))});
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// TODO: Need physical addressing in order to do this.
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// b.createNoResultOp(spv::Op::OpCopyMemorySized,
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// {registers_ptr_, interpolators_,
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// b.makeUintConstant(16 * 4 * sizeof(float))});
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for (int i = 0; i < 16; i++) {
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// For now, copy interpolators register-by-register :/
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auto idx = b.makeUintConstant(i);
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auto i_a = b.createAccessChain(spv::StorageClass::StorageClassInput,
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interpolators_, std::vector<Id>({idx}));
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auto r_a = b.createAccessChain(spv::StorageClass::StorageClassFunction,
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registers_ptr_, std::vector<Id>({idx}));
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b.createNoResultOp(spv::Op::OpCopyMemory, std::vector<Id>({r_a, i_a}));
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}
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// Setup ps_param_gen
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auto ps_param_gen_idx_ptr = b.createAccessChain(
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spv::StorageClass::StorageClassPushConstant, push_consts_,
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std::vector<Id>({b.makeUintConstant(3)}));
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auto ps_param_gen_idx = b.createLoad(ps_param_gen_idx_ptr);
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auto frag_coord = b.createVariable(spv::StorageClass::StorageClassInput,
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vec4_float_type_, "gl_FragCoord");
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b.addDecoration(frag_coord, spv::Decoration::DecorationBuiltIn,
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spv::BuiltIn::BuiltInFragCoord);
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auto point_coord = b.createVariable(spv::StorageClass::StorageClassInput,
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vec2_float_type_, "gl_PointCoord");
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b.addDecoration(point_coord, spv::Decoration::DecorationBuiltIn,
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spv::BuiltIn::BuiltInPointCoord);
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auto param = b.createOp(spv::Op::OpVectorShuffle, vec4_float_type_,
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{frag_coord, point_coord, 0, 1, 4, 5});
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/*
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// TODO: gl_FrontFacing
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auto param_x = b.createCompositeExtract(param, float_type_, 0);
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auto param_x_inv = b.createBinOp(spv::Op::OpFMul, float_type_, param_x,
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b.makeFloatConstant(-1.f));
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param_x = b.createCompositeInsert(param_x_inv, param, vec4_float_type_, 0);
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*/
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auto cond = b.createBinOp(spv::Op::OpINotEqual, bool_type_,
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ps_param_gen_idx, b.makeUintConstant(-1));
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spv::Builder::If ifb(cond, b);
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// Index is specified
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auto reg_ptr = b.createAccessChain(spv::StorageClass::StorageClassFunction,
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registers_ptr_,
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std::vector<Id>({ps_param_gen_idx}));
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b.createStore(param, reg_ptr);
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ifb.makeEndIf();
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}
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}
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@ -620,22 +655,12 @@ void SpirvShaderTranslator::ProcessTextureFetchInstruction(
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uint32_t dim_idx = 0;
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switch (instr.dimension) {
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case TextureDimension::k1D:
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src = b.createCompositeExtract(src, float_type_, 0);
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dim_idx = 0;
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break;
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case TextureDimension::k2D: {
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auto s0 = b.createCompositeExtract(src, float_type_, 0);
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auto s1 = b.createCompositeExtract(src, float_type_, 1);
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src = b.createCompositeConstruct(vec2_float_type_,
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std::vector<Id>({s0, s1}));
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dim_idx = 1;
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} break;
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case TextureDimension::k3D: {
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auto s0 = b.createCompositeExtract(src, float_type_, 0);
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auto s1 = b.createCompositeExtract(src, float_type_, 1);
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auto s2 = b.createCompositeExtract(src, float_type_, 2);
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src = b.createCompositeConstruct(vec3_float_type_,
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std::vector<Id>({s0, s1, s2}));
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dim_idx = 2;
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} break;
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case TextureDimension::kCube: {
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@ -648,21 +673,22 @@ void SpirvShaderTranslator::ProcessTextureFetchInstruction(
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switch (instr.opcode) {
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case FetchOpcode::kTextureFetch: {
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auto image_index = b.makeUintConstant(instr.operands[1].storage_index);
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auto image_ptr = b.createAccessChain(
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spv::StorageClass::StorageClassUniformConstant, img_[dim_idx],
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std::vector<Id>({b.makeUintConstant(0), image_index}));
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auto sampler_ptr = b.createAccessChain(
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spv::StorageClass::StorageClassUniformConstant, samplers_,
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std::vector<Id>({b.makeUintConstant(0), image_index}));
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auto image_ptr =
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b.createAccessChain(spv::StorageClass::StorageClassUniform,
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img_[dim_idx], std::vector<Id>({image_index}));
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auto sampler_ptr =
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b.createAccessChain(spv::StorageClass::StorageClassUniform, samplers_,
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std::vector<Id>({image_index}));
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auto image = b.createLoad(image_ptr);
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auto sampler = b.createLoad(sampler_ptr);
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auto tex = b.createBinOp(spv::Op::OpSampledImage, b.getImageType(image),
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auto sampled_image_type = b.makeSampledImageType(b.getImageType(image));
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auto tex = b.createBinOp(spv::Op::OpSampledImage, sampled_image_type,
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image, sampler);
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spv::Builder::TextureParameters params = {0};
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params.coords = src;
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params.sampler = sampler;
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params.sampler = tex;
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dest = b.createTextureCall(spv::Decoration::DecorationInvariant,
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vec4_float_type_, false, false, false, false,
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false, params);
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@ -108,7 +108,6 @@ class SpirvShaderTranslator : public ShaderTranslator {
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spv::Id vec2_float_type_ = 0, vec3_float_type_ = 0, vec4_float_type_ = 0;
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spv::Id vec4_uint_type_ = 0;
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spv::Id vec4_bool_type_ = 0;
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spv::Id sampled_image_type_ = 0;
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// Constants.
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spv::Id vec4_float_zero_ = 0, vec4_float_one_ = 0;
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