First-pass image sampling

This commit is contained in:
Dr. Chat 2016-02-21 20:42:37 -06:00
parent 2785a94fea
commit 8a29330f8c
2 changed files with 96 additions and 1 deletions

View File

@ -163,6 +163,46 @@ void SpirvShaderTranslator::StartTranslation() {
push_consts_ = b.createVariable(spv::StorageClass::StorageClassPushConstant,
push_constants_type, "push_consts");
// Texture bindings
Id img_t[] = {
b.makeImageType(float_type_, spv::Dim::Dim1D, false, false, false, 1,
spv::ImageFormat::ImageFormatUnknown),
b.makeImageType(float_type_, spv::Dim::Dim2D, false, false, false, 1,
spv::ImageFormat::ImageFormatUnknown),
b.makeImageType(float_type_, spv::Dim::Dim3D, false, false, false, 1,
spv::ImageFormat::ImageFormatUnknown),
b.makeImageType(float_type_, spv::Dim::DimCube, false, false, false, 1,
spv::ImageFormat::ImageFormatUnknown)};
Id samplers_t = b.makeSamplerType();
Id img_a_t[] = {b.makeArrayType(img_t[0], b.makeUintConstant(32), 0),
b.makeArrayType(img_t[1], b.makeUintConstant(32), 0),
b.makeArrayType(img_t[2], b.makeUintConstant(32), 0),
b.makeArrayType(img_t[3], b.makeUintConstant(32), 0)};
Id samplers_a = b.makeArrayType(samplers_t, b.makeUintConstant(32), 0);
Id img_s[] = {
b.makeStructType({img_a_t[0]}, "img1D_type"),
b.makeStructType({img_a_t[1]}, "img2D_type"),
b.makeStructType({img_a_t[2]}, "img3D_type"),
b.makeStructType({img_a_t[3]}, "imgCube_type"),
};
Id samplers_s = b.makeStructType({samplers_a}, "samplers_type");
for (int i = 0; i < 4; i++) {
img_[i] = b.createVariable(spv::StorageClass::StorageClassUniformConstant,
img_s[i],
xe::format_string("images%dD", i + 1).c_str());
b.addDecoration(img_[i], spv::Decoration::DecorationBlock);
b.addDecoration(img_[i], spv::Decoration::DecorationDescriptorSet, 2);
b.addDecoration(img_[i], spv::Decoration::DecorationBinding, i + 1);
}
samplers_ = b.createVariable(spv::StorageClass::StorageClassUniformConstant,
samplers_s, "samplers");
b.addDecoration(samplers_, spv::Decoration::DecorationBlock);
b.addDecoration(samplers_, spv::Decoration::DecorationDescriptorSet, 2);
b.addDecoration(samplers_, spv::Decoration::DecorationBinding, 0);
// Interpolators.
Id interpolators_type =
b.makeArrayType(vec4_float_type_, b.makeUintConstant(16), 0);
@ -552,6 +592,8 @@ void SpirvShaderTranslator::ProcessVertexFetchInstruction(
const ParsedVertexFetchInstruction& instr) {
auto& b = *builder_;
// TODO: instr.is_predicated
// Operand 0 is the index
// Operand 1 is the binding
// TODO: Indexed fetch
@ -568,7 +610,57 @@ void SpirvShaderTranslator::ProcessTextureFetchInstruction(
const ParsedTextureFetchInstruction& instr) {
auto& b = *builder_;
EmitUnimplementedTranslationError();
// TODO: instr.is_predicated
// Operand 0 is the offset
// Operand 1 is the sampler index
Id dest = 0;
Id src = LoadFromOperand(instr.operands[0]);
assert_not_zero(src);
uint32_t dim_idx = 0;
switch (instr.dimension) {
case TextureDimension::k1D:
dim_idx = 0;
break;
case TextureDimension::k2D:
dim_idx = 1;
break;
case TextureDimension::k3D:
dim_idx = 2;
break;
case TextureDimension::kCube:
dim_idx = 3;
break;
default:
assert_unhandled_case(instr.dimension);
}
switch (instr.opcode) {
case FetchOpcode::kTextureFetch: {
auto image_index = b.makeUintConstant(instr.operands[1].storage_index);
auto image_ptr =
b.createAccessChain(spv::StorageClass::StorageClassUniformConstant,
img_[dim_idx], std::vector<Id>({image_index}));
auto sampler_ptr =
b.createAccessChain(spv::StorageClass::StorageClassUniformConstant,
samplers_, std::vector<Id>({image_index}));
auto image = b.createLoad(image_ptr);
auto sampler = b.createLoad(sampler_ptr);
auto tex = b.createBinOp(spv::Op::OpSampledImage, b.getImageType(image),
image, sampler);
dest = b.createBinOp(spv::Op::OpImageSampleImplicitLod, vec4_float_type_,
tex, src);
} break;
default:
// TODO: the rest of these
break;
}
if (dest) {
b.createStore(dest, pv_);
StoreToResult(dest, instr.result);
}
}
void SpirvShaderTranslator::ProcessAluInstruction(

View File

@ -108,6 +108,7 @@ class SpirvShaderTranslator : public ShaderTranslator {
spv::Id vec2_float_type_ = 0, vec3_float_type_ = 0, vec4_float_type_ = 0;
spv::Id vec4_uint_type_ = 0;
spv::Id vec4_bool_type_ = 0;
spv::Id sampled_image_type_ = 0;
// Constants.
spv::Id vec4_float_zero_ = 0, vec4_float_one_ = 0;
@ -121,6 +122,8 @@ class SpirvShaderTranslator : public ShaderTranslator {
spv::Id push_consts_ = 0;
spv::Id interpolators_ = 0;
spv::Id frag_outputs_ = 0;
spv::Id samplers_ = 0;
spv::Id img_[4] = {0}; // Images {1D, 2D, 3D, Cube}
// Map of {binding -> {offset -> spv input}}
std::map<uint32_t, std::map<uint32_t, spv::Id>> vertex_binding_map_;