Support shadow sampling in HLSL
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Родитель
585339f3cd
Коммит
7d8be83cb3
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@ -6,6 +6,12 @@ Texture3D<float4> tex3d;
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SamplerState _tex3d_sampler;
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TextureCube<float4> texCube;
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SamplerState _texCube_sampler;
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Texture1D<float4> tex1dShadow;
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SamplerComparisonState _tex1dShadow_sampler;
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Texture2D<float4> tex2dShadow;
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SamplerComparisonState _tex2dShadow_sampler;
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TextureCube<float4> texCubeShadow;
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SamplerComparisonState _texCubeShadow_sampler;
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static float texCoord1d;
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static float2 texCoord2d;
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@ -62,6 +68,12 @@ void frag_main()
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texcolor += texCube.Sample(_texCube_sampler, texCoord3d);
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texcolor += texCube.SampleLevel(_texCube_sampler, texCoord3d, 2.0f);
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texcolor += texCube.SampleBias(_texCube_sampler, texCoord3d, 1.0f);
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float3 _170 = float3(texCoord1d, 0.0f, 0.0f);
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texcolor.w += tex1dShadow.SampleCmp(_tex1dShadow_sampler, _170.x, _170.z);
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float3 _188 = float3(texCoord2d, 0.0f);
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texcolor.w += tex2dShadow.SampleCmp(_tex2dShadow_sampler, _188.xy, _188.z);
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float4 _204 = float4(texCoord3d, 0.0f);
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texcolor.w += texCubeShadow.SampleCmp(_texCubeShadow_sampler, _204.xyz, _204.w);
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FragColor = texcolor;
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}
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@ -5,13 +5,18 @@ uniform sampler2D tex2d;
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uniform sampler3D tex3d;
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uniform samplerCube texCube;
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uniform sampler1DShadow tex1dShadow;
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uniform sampler2DShadow tex2dShadow;
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uniform samplerCubeShadow texCubeShadow;
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in float texCoord1d;
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in vec2 texCoord2d;
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in vec3 texCoord3d;
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out vec4 FragColor;
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void main() {
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void main()
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{
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vec4 texcolor = texture(tex1d, texCoord1d);
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texcolor += textureOffset(tex1d, texCoord1d, 1);
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texcolor += textureLod(tex1d, texCoord1d, 2);
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@ -37,5 +42,9 @@ void main() {
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texcolor += textureLod(texCube, texCoord3d, 2);
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texcolor += texture(texCube, texCoord3d, 1.0);
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texcolor.a += texture(tex1dShadow, vec3(texCoord1d, 0.0, 0.0));
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texcolor.a += texture(tex2dShadow, vec3(texCoord2d, 0.0));
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texcolor.a += texture(texCubeShadow, vec4(texCoord3d, 0.0));
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FragColor = texcolor;
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}
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@ -1229,7 +1229,9 @@ void CompilerHLSL::emit_texture_op(const Instruction &i)
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{
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texop += to_expression(img);
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if (gather)
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if (imgtype.image.depth)
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texop += ".SampleCmp";
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else if (gather)
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texop += ".Gather";
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else if (bias)
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texop += ".SampleBias";
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@ -1344,38 +1346,14 @@ void CompilerHLSL::emit_texture_op(const Instruction &i)
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coord_expr = "float4(" + coord_expr + coord_filler + ", " + to_expression(bias) + ")";
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}
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// TODO: implement rest ... A bit intensive.
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expr += ", ";
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expr += coord_expr;
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if (dref)
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{
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forward = forward && should_forward(dref);
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// SPIR-V splits dref and coordinate.
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if (coord_components == 4) // GLSL also splits the arguments in two.
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{
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expr += ", ";
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expr += to_expression(coord);
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expr += ", ";
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expr += to_expression(dref);
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}
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else
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{
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// Create a composite which merges coord/dref into a single vector.
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auto type = expression_type(coord);
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type.vecsize = coord_components + 1;
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expr += ", ";
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expr += type_to_glsl_constructor(type);
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expr += "(";
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expr += coord_expr;
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expr += ", ";
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expr += to_expression(dref);
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expr += ")";
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}
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}
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else
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{
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expr += ", ";
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expr += coord_expr;
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expr += to_expression(dref);
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}
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if (grad_x || grad_y)
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@ -1461,7 +1439,10 @@ void CompilerHLSL::emit_uniform(const SPIRVariable &var)
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SPIRV_CROSS_THROW("Buffer texture support is not yet implemented for HLSL"); // TODO
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}
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statement("Texture", dim, "<", type_to_glsl(imagetype), "4> ", to_name(var.self), ";");
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statement("SamplerState _", to_name(var.self), "_sampler;");
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if (type.image.depth)
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statement("SamplerComparisonState _", to_name(var.self), "_sampler;");
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else
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statement("SamplerState _", to_name(var.self), "_sampler;");
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}
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else
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{
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