Correctness is a bit unclear at the moment. The spec document for 2.2 is
not updated for query-lod, but this is the best we can do anyways.
This commit is contained in:
Hans-Kristian Arntzen 2019-06-12 11:36:52 +02:00
Родитель 05ea055096
Коммит 0671b3c35b
4 изменённых файлов: 206 добавлений и 1 удалений

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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float2 FragColor [[color(0)]];
};
struct main0_in
{
float3 vUV [[user(locn0)]];
};
fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> uSampler2D [[texture(0)]], texture3d<float> uSampler3D [[texture(1)]], texturecube<float> uSamplerCube [[texture(2)]], texture2d<float> uTexture2D [[texture(4)]], texture3d<float> uTexture3D [[texture(5)]], texturecube<float> uTextureCube [[texture(6)]], sampler uSampler2DSmplr [[sampler(0)]], sampler uSampler3DSmplr [[sampler(1)]], sampler uSamplerCubeSmplr [[sampler(2)]], sampler uSampler [[sampler(3)]])
{
main0_out out = {};
out.FragColor = float2(0.0);
float2 _79;
_79.x = uSampler2D.calculate_clamped_lod(uSampler2DSmplr, in.vUV.xy);
_79.y = uSampler2D.calculate_unclamped_lod(uSampler2DSmplr, in.vUV.xy);
out.FragColor += _79;
float2 _84;
_84.x = uSampler3D.calculate_clamped_lod(uSampler3DSmplr, in.vUV);
_84.y = uSampler3D.calculate_unclamped_lod(uSampler3DSmplr, in.vUV);
out.FragColor += _84;
float2 _89;
_89.x = uSamplerCube.calculate_clamped_lod(uSamplerCubeSmplr, in.vUV);
_89.y = uSamplerCube.calculate_unclamped_lod(uSamplerCubeSmplr, in.vUV);
out.FragColor += _89;
float2 _97;
_97.x = uTexture2D.calculate_clamped_lod(uSampler, in.vUV.xy);
_97.y = uTexture2D.calculate_unclamped_lod(uSampler, in.vUV.xy);
out.FragColor += _97;
float2 _104;
_104.x = uTexture3D.calculate_clamped_lod(uSampler, in.vUV);
_104.y = uTexture3D.calculate_unclamped_lod(uSampler, in.vUV);
out.FragColor += _104;
float2 _111;
_111.x = uTextureCube.calculate_clamped_lod(uSampler, in.vUV);
_111.y = uTextureCube.calculate_unclamped_lod(uSampler, in.vUV);
out.FragColor += _111;
float2 _118;
_118.x = uSampler2D.calculate_clamped_lod(uSampler2DSmplr, in.vUV.xy);
_118.y = uSampler2D.calculate_unclamped_lod(uSampler2DSmplr, in.vUV.xy);
out.FragColor += _118;
float2 _123;
_123.x = uSampler3D.calculate_clamped_lod(uSampler3DSmplr, in.vUV);
_123.y = uSampler3D.calculate_unclamped_lod(uSampler3DSmplr, in.vUV);
out.FragColor += _123;
float2 _128;
_128.x = uSamplerCube.calculate_clamped_lod(uSamplerCubeSmplr, in.vUV);
_128.y = uSamplerCube.calculate_unclamped_lod(uSamplerCubeSmplr, in.vUV);
out.FragColor += _128;
float2 _136;
_136.x = uTexture2D.calculate_clamped_lod(uSampler, in.vUV.xy);
_136.y = uTexture2D.calculate_unclamped_lod(uSampler, in.vUV.xy);
out.FragColor += _136;
float2 _143;
_143.x = uTexture3D.calculate_clamped_lod(uSampler, in.vUV);
_143.y = uTexture3D.calculate_unclamped_lod(uSampler, in.vUV);
out.FragColor += _143;
float2 _150;
_150.x = uTextureCube.calculate_clamped_lod(uSampler, in.vUV);
_150.y = uTextureCube.calculate_unclamped_lod(uSampler, in.vUV);
out.FragColor += _150;
return out;
}

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#pragma clang diagnostic ignored "-Wmissing-prototypes"
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float2 FragColor [[color(0)]];
};
struct main0_in
{
float3 vUV [[user(locn0)]];
};
void from_function(thread float2& FragColor, thread texture2d<float> uSampler2D, thread const sampler uSampler2DSmplr, thread float3& vUV, thread texture3d<float> uSampler3D, thread const sampler uSampler3DSmplr, thread texturecube<float> uSamplerCube, thread const sampler uSamplerCubeSmplr, thread texture2d<float> uTexture2D, thread sampler uSampler, thread texture3d<float> uTexture3D, thread texturecube<float> uTextureCube)
{
float2 _22;
_22.x = uSampler2D.calculate_clamped_lod(uSampler2DSmplr, vUV.xy);
_22.y = uSampler2D.calculate_unclamped_lod(uSampler2DSmplr, vUV.xy);
FragColor += _22;
float2 _31;
_31.x = uSampler3D.calculate_clamped_lod(uSampler3DSmplr, vUV);
_31.y = uSampler3D.calculate_unclamped_lod(uSampler3DSmplr, vUV);
FragColor += _31;
float2 _40;
_40.x = uSamplerCube.calculate_clamped_lod(uSamplerCubeSmplr, vUV);
_40.y = uSamplerCube.calculate_unclamped_lod(uSamplerCubeSmplr, vUV);
FragColor += _40;
float2 _53;
_53.x = uTexture2D.calculate_clamped_lod(uSampler, vUV.xy);
_53.y = uTexture2D.calculate_unclamped_lod(uSampler, vUV.xy);
FragColor += _53;
float2 _62;
_62.x = uTexture3D.calculate_clamped_lod(uSampler, vUV);
_62.y = uTexture3D.calculate_unclamped_lod(uSampler, vUV);
FragColor += _62;
float2 _71;
_71.x = uTextureCube.calculate_clamped_lod(uSampler, vUV);
_71.y = uTextureCube.calculate_unclamped_lod(uSampler, vUV);
FragColor += _71;
}
fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> uSampler2D [[texture(0)]], texture3d<float> uSampler3D [[texture(1)]], texturecube<float> uSamplerCube [[texture(2)]], texture2d<float> uTexture2D [[texture(4)]], texture3d<float> uTexture3D [[texture(5)]], texturecube<float> uTextureCube [[texture(6)]], sampler uSampler2DSmplr [[sampler(0)]], sampler uSampler3DSmplr [[sampler(1)]], sampler uSamplerCubeSmplr [[sampler(2)]], sampler uSampler [[sampler(3)]])
{
main0_out out = {};
out.FragColor = float2(0.0);
float2 _79;
_79.x = uSampler2D.calculate_clamped_lod(uSampler2DSmplr, in.vUV.xy);
_79.y = uSampler2D.calculate_unclamped_lod(uSampler2DSmplr, in.vUV.xy);
out.FragColor += _79;
float2 _84;
_84.x = uSampler3D.calculate_clamped_lod(uSampler3DSmplr, in.vUV);
_84.y = uSampler3D.calculate_unclamped_lod(uSampler3DSmplr, in.vUV);
out.FragColor += _84;
float2 _89;
_89.x = uSamplerCube.calculate_clamped_lod(uSamplerCubeSmplr, in.vUV);
_89.y = uSamplerCube.calculate_unclamped_lod(uSamplerCubeSmplr, in.vUV);
out.FragColor += _89;
float2 _97;
_97.x = uTexture2D.calculate_clamped_lod(uSampler, in.vUV.xy);
_97.y = uTexture2D.calculate_unclamped_lod(uSampler, in.vUV.xy);
out.FragColor += _97;
float2 _104;
_104.x = uTexture3D.calculate_clamped_lod(uSampler, in.vUV);
_104.y = uTexture3D.calculate_unclamped_lod(uSampler, in.vUV);
out.FragColor += _104;
float2 _111;
_111.x = uTextureCube.calculate_clamped_lod(uSampler, in.vUV);
_111.y = uTextureCube.calculate_unclamped_lod(uSampler, in.vUV);
out.FragColor += _111;
from_function(out.FragColor, uSampler2D, uSampler2DSmplr, in.vUV, uSampler3D, uSampler3DSmplr, uSamplerCube, uSamplerCubeSmplr, uTexture2D, uSampler, uTexture3D, uTextureCube);
return out;
}

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#version 450
layout(location = 0) out vec2 FragColor;
layout(set = 0, binding = 0) uniform sampler2D uSampler2D;
layout(set = 0, binding = 1) uniform sampler3D uSampler3D;
layout(set = 0, binding = 2) uniform samplerCube uSamplerCube;
layout(set = 0, binding = 3) uniform sampler uSampler;
layout(set = 0, binding = 4) uniform texture2D uTexture2D;
layout(set = 0, binding = 5) uniform texture3D uTexture3D;
layout(set = 0, binding = 6) uniform textureCube uTextureCube;
layout(location = 0) in vec3 vUV;
void from_function()
{
FragColor += textureQueryLod(uSampler2D, vUV.xy);
FragColor += textureQueryLod(uSampler3D, vUV);
FragColor += textureQueryLod(uSamplerCube, vUV);
FragColor += textureQueryLod(sampler2D(uTexture2D, uSampler), vUV.xy);
FragColor += textureQueryLod(sampler3D(uTexture3D, uSampler), vUV);
FragColor += textureQueryLod(samplerCube(uTextureCube, uSampler), vUV);
}
void main()
{
FragColor = vec2(0.0);
FragColor += textureQueryLod(uSampler2D, vUV.xy);
FragColor += textureQueryLod(uSampler3D, vUV);
FragColor += textureQueryLod(uSamplerCube, vUV);
FragColor += textureQueryLod(sampler2D(uTexture2D, uSampler), vUV.xy);
FragColor += textureQueryLod(sampler3D(uTexture3D, uSampler), vUV);
FragColor += textureQueryLod(samplerCube(uTextureCube, uSampler), vUV);
from_function();
}

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@ -3904,7 +3904,32 @@ void CompilerMSL::emit_instruction(const Instruction &instruction)
}
case OpImageQueryLod:
SPIRV_CROSS_THROW("MSL does not support textureQueryLod().");
{
if (!msl_options.supports_msl_version(2, 2))
SPIRV_CROSS_THROW("ImageQueryLod is only supported on MSL 2.2 and up.");
uint32_t result_type = ops[0];
uint32_t id = ops[1];
uint32_t image_id = ops[2];
uint32_t coord_id = ops[3];
emit_uninitialized_temporary_expression(result_type, id);
auto sampler_expr = to_sampler_expression(image_id);
auto *combined = maybe_get<SPIRCombinedImageSampler>(image_id);
auto image_expr = combined ? to_expression(combined->image) : to_expression(image_id);
// TODO: It is unclear if calculcate_clamped_lod also conditionally rounds
// the reported LOD based on the sampler. NEAREST miplevel should
// round the LOD, but LINEAR miplevel should not round.
// Let's hope this does not become an issue ...
statement(to_expression(id), ".x = ",
image_expr, ".calculate_clamped_lod(",
sampler_expr, ", ", to_expression(coord_id), ");");
statement(to_expression(id), ".y = ",
image_expr, ".calculate_unclamped_lod(",
sampler_expr, ", ", to_expression(coord_id), ");");
register_control_dependent_expression(id);
break;
}
#define MSL_ImgQry(qrytype) \
do \