shader/texture: Allow 2D shadow arrays and simplify code
Shadow sampler 2D arrays are supported on OpenGL, so there's no reason to forbid these. Enable textureLod usage on these. Minor style changes.
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1 changed files with 28 additions and 43 deletions
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@ -522,52 +522,38 @@ Node4 ShaderIR::GetTextureCode(Instruction instr, TextureType texture_type,
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Node array, Node depth_compare, u32 bias_offset,
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std::vector<Node> aoffi,
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std::optional<Tegra::Shader::Register> bindless_reg) {
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const auto is_array = static_cast<bool>(array);
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const auto is_shadow = static_cast<bool>(depth_compare);
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const bool is_array = array != nullptr;
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const bool is_shadow = depth_compare != nullptr;
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const bool is_bindless = bindless_reg.has_value();
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UNIMPLEMENTED_IF_MSG((texture_type == TextureType::Texture3D && (is_array || is_shadow)) ||
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(texture_type == TextureType::TextureCube && is_array && is_shadow),
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"This method is not supported.");
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UNIMPLEMENTED_IF(texture_type == TextureType::TextureCube && is_array && is_shadow);
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ASSERT_MSG(texture_type != TextureType::Texture3D || is_array || is_shadow,
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"Illegal texture type");
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const SamplerInfo info{texture_type, is_array, is_shadow, false};
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Node index_var{};
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Node index_var;
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const Sampler* sampler = is_bindless ? GetBindlessSampler(*bindless_reg, index_var, info)
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: GetSampler(instr.sampler, info);
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Node4 values;
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if (sampler == nullptr) {
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for (u32 element = 0; element < values.size(); ++element) {
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values[element] = Immediate(0);
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}
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return values;
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if (!sampler) {
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return {Immediate(0), Immediate(0), Immediate(0), Immediate(0)};
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}
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const bool lod_needed = process_mode == TextureProcessMode::LZ ||
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process_mode == TextureProcessMode::LL ||
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process_mode == TextureProcessMode::LLA;
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// LOD selection (either via bias or explicit textureLod) not supported in GL for
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// sampler2DArrayShadow and samplerCubeArrayShadow.
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const bool gl_lod_supported =
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!((texture_type == Tegra::Shader::TextureType::Texture2D && is_array && is_shadow) ||
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(texture_type == Tegra::Shader::TextureType::TextureCube && is_array && is_shadow));
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const OperationCode read_method =
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(lod_needed && gl_lod_supported) ? OperationCode::TextureLod : OperationCode::Texture;
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UNIMPLEMENTED_IF(process_mode != TextureProcessMode::None && !gl_lod_supported);
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const OperationCode opcode = lod_needed ? OperationCode::TextureLod : OperationCode::Texture;
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Node bias;
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Node lod;
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if (process_mode != TextureProcessMode::None && gl_lod_supported) {
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switch (process_mode) {
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case TextureProcessMode::None:
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break;
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case TextureProcessMode::LZ:
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lod = Immediate(0.0f);
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break;
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case TextureProcessMode::LB:
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// If present, lod or bias are always stored in the register
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// indexed by the gpr20 field with an offset depending on the
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// usage of the other registers
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// If present, lod or bias are always stored in the register indexed by the gpr20 field with
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// an offset depending on the usage of the other registers.
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bias = GetRegister(instr.gpr20.Value() + bias_offset);
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break;
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case TextureProcessMode::LL:
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@ -577,13 +563,12 @@ Node4 ShaderIR::GetTextureCode(Instruction instr, TextureType texture_type,
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UNIMPLEMENTED_MSG("Unimplemented process mode={}", static_cast<u32>(process_mode));
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break;
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}
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}
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Node4 values;
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for (u32 element = 0; element < values.size(); ++element) {
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auto copy_coords = coords;
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MetaTexture meta{*sampler, array, depth_compare, aoffi, {}, {}, bias,
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lod, {}, element, index_var};
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values[element] = Operation(read_method, meta, std::move(copy_coords));
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values[element] = Operation(opcode, meta, coords);
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}
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return values;
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