blob: 51d4540a7a6d6b090daa830281872e131c98b933 [file] [log] [blame]
//
// Copyright (c) 2016 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// TextureFunctionHLSL: Class for writing implementations of ESSL texture functions into HLSL
// output. Some of the implementations are straightforward and just call the HLSL equivalent of the
// ESSL texture function, others do more work to emulate ESSL texture sampling or size query
// behavior.
//
#include "compiler/translator/TextureFunctionHLSL.h"
#include "compiler/translator/UtilsHLSL.h"
namespace sh
{
namespace
{
void OutputIntTexCoordWrap(TInfoSinkBase &out,
const char *wrapMode,
const char *size,
const TString &texCoord,
const TString &texCoordOffset,
const char *texCoordOutName)
{
// GLES 3.0.4 table 3.22 specifies how the wrap modes work. We don't use the formulas verbatim
// but rather use equivalent formulas that map better to HLSL.
out << "int " << texCoordOutName << ";\n";
out << "float " << texCoordOutName << "Offset = " << texCoord << " + float(" << texCoordOffset
<< ") / " << size << ";\n";
// CLAMP_TO_EDGE
out << "if (" << wrapMode << " == 1)\n";
out << "{\n";
out << " " << texCoordOutName << " = clamp(int(floor(" << size << " * " << texCoordOutName
<< "Offset)), 0, int(" << size << ") - 1);\n";
out << "}\n";
// MIRRORED_REPEAT
out << "else if (" << wrapMode << " == 3)\n";
out << "{\n";
out << " float coordWrapped = 1.0 - abs(frac(abs(" << texCoordOutName
<< "Offset) * 0.5) * 2.0 - 1.0);\n";
out << " " << texCoordOutName << " = int(floor(" << size << " * coordWrapped));\n";
out << "}\n";
// REPEAT
out << "else\n";
out << "{\n";
out << " " << texCoordOutName << " = int(floor(" << size << " * frac(" << texCoordOutName
<< "Offset)));\n";
out << "}\n";
}
void OutputIntTexCoordWraps(TInfoSinkBase &out,
const TextureFunctionHLSL::TextureFunction &textureFunction,
TString *texCoordX,
TString *texCoordY,
TString *texCoordZ)
{
// Convert from normalized floating-point to integer
out << "int wrapS = samplerMetadata[samplerIndex].wrapModes & 0x3;\n";
if (textureFunction.offset)
{
OutputIntTexCoordWrap(out, "wrapS", "width", *texCoordX, "offset.x", "tix");
}
else
{
OutputIntTexCoordWrap(out, "wrapS", "width", *texCoordX, "0", "tix");
}
*texCoordX = "tix";
out << "int wrapT = (samplerMetadata[samplerIndex].wrapModes >> 2) & 0x3;\n";
if (textureFunction.offset)
{
OutputIntTexCoordWrap(out, "wrapT", "height", *texCoordY, "offset.y", "tiy");
}
else
{
OutputIntTexCoordWrap(out, "wrapT", "height", *texCoordY, "0", "tiy");
}
*texCoordY = "tiy";
if (IsSamplerArray(textureFunction.sampler))
{
*texCoordZ = "int(max(0, min(layers - 1, floor(0.5 + t.z))))";
}
else if (!IsSamplerCube(textureFunction.sampler) && !IsSampler2D(textureFunction.sampler))
{
out << "int wrapR = (samplerMetadata[samplerIndex].wrapModes >> 4) & 0x3;\n";
if (textureFunction.offset)
{
OutputIntTexCoordWrap(out, "wrapR", "depth", *texCoordZ, "offset.z", "tiz");
}
else
{
OutputIntTexCoordWrap(out, "wrapR", "depth", *texCoordZ, "0", "tiz");
}
*texCoordZ = "tiz";
}
}
void OutputHLSL4SampleFunctionPrefix(TInfoSinkBase &out,
const TextureFunctionHLSL::TextureFunction &textureFunction,
const TString &textureReference,
const TString &samplerReference)
{
out << textureReference;
if (IsIntegerSampler(textureFunction.sampler) ||
textureFunction.method == TextureFunctionHLSL::TextureFunction::FETCH)
{
out << ".Load(";
return;
}
if (IsShadowSampler(textureFunction.sampler))
{
switch (textureFunction.method)
{
case TextureFunctionHLSL::TextureFunction::IMPLICIT:
case TextureFunctionHLSL::TextureFunction::BIAS:
case TextureFunctionHLSL::TextureFunction::LOD:
out << ".SampleCmp(";
break;
case TextureFunctionHLSL::TextureFunction::LOD0:
case TextureFunctionHLSL::TextureFunction::LOD0BIAS:
case TextureFunctionHLSL::TextureFunction::GRAD:
out << ".SampleCmpLevelZero(";
break;
default:
UNREACHABLE();
}
}
else
{
switch (textureFunction.method)
{
case TextureFunctionHLSL::TextureFunction::IMPLICIT:
out << ".Sample(";
break;
case TextureFunctionHLSL::TextureFunction::BIAS:
out << ".SampleBias(";
break;
case TextureFunctionHLSL::TextureFunction::LOD:
case TextureFunctionHLSL::TextureFunction::LOD0:
case TextureFunctionHLSL::TextureFunction::LOD0BIAS:
out << ".SampleLevel(";
break;
case TextureFunctionHLSL::TextureFunction::GRAD:
out << ".SampleGrad(";
break;
default:
UNREACHABLE();
}
}
out << samplerReference << ", ";
}
const char *GetSamplerCoordinateTypeString(
const TextureFunctionHLSL::TextureFunction &textureFunction,
int hlslCoords)
{
if (IsIntegerSampler(textureFunction.sampler) ||
textureFunction.method == TextureFunctionHLSL::TextureFunction::FETCH)
{
switch (hlslCoords)
{
case 2:
return "int3";
case 3:
return "int4";
default:
UNREACHABLE();
}
}
else
{
switch (hlslCoords)
{
case 2:
return "float2";
case 3:
return "float3";
case 4:
return "float4";
default:
UNREACHABLE();
}
}
return "";
}
int GetHLSLCoordCount(const TextureFunctionHLSL::TextureFunction &textureFunction,
ShShaderOutput outputType)
{
if (outputType == SH_HLSL_3_0_OUTPUT)
{
int hlslCoords = 2;
switch (textureFunction.sampler)
{
case EbtSampler2D:
case EbtSamplerExternalOES:
hlslCoords = 2;
break;
case EbtSamplerCube:
hlslCoords = 3;
break;
default:
UNREACHABLE();
}
switch (textureFunction.method)
{
case TextureFunctionHLSL::TextureFunction::IMPLICIT:
case TextureFunctionHLSL::TextureFunction::GRAD:
return hlslCoords;
case TextureFunctionHLSL::TextureFunction::BIAS:
case TextureFunctionHLSL::TextureFunction::LOD:
case TextureFunctionHLSL::TextureFunction::LOD0:
case TextureFunctionHLSL::TextureFunction::LOD0BIAS:
return 4;
default:
UNREACHABLE();
}
}
else
{
switch (textureFunction.sampler)
{
case EbtSampler2D:
return 2;
case EbtSampler3D:
return 3;
case EbtSamplerCube:
return 3;
case EbtSampler2DArray:
return 3;
case EbtSamplerExternalOES:
return 2;
case EbtISampler2D:
return 2;
case EbtISampler3D:
return 3;
case EbtISamplerCube:
return 3;
case EbtISampler2DArray:
return 3;
case EbtUSampler2D:
return 2;
case EbtUSampler3D:
return 3;
case EbtUSamplerCube:
return 3;
case EbtUSampler2DArray:
return 3;
case EbtSampler2DShadow:
return 2;
case EbtSamplerCubeShadow:
return 3;
case EbtSampler2DArrayShadow:
return 3;
default:
UNREACHABLE();
}
}
return 0;
}
void OutputTextureFunctionArgumentList(TInfoSinkBase &out,
const TextureFunctionHLSL::TextureFunction &textureFunction,
const ShShaderOutput outputType)
{
if (outputType == SH_HLSL_3_0_OUTPUT)
{
switch (textureFunction.sampler)
{
case EbtSampler2D:
case EbtSamplerExternalOES:
out << "sampler2D s";
break;
case EbtSamplerCube:
out << "samplerCUBE s";
break;
default:
UNREACHABLE();
}
}
else
{
if (outputType == SH_HLSL_4_0_FL9_3_OUTPUT)
{
out << TextureString(textureFunction.sampler) << " x, "
<< SamplerString(textureFunction.sampler) << " s";
}
else
{
ASSERT(outputType == SH_HLSL_4_1_OUTPUT);
// A bug in the D3D compiler causes some nested sampling operations to fail.
// See http://anglebug.com/1923
// TODO(jmadill): Reinstate the const keyword when possible.
out << /*"const"*/ "uint samplerIndex";
}
}
if (textureFunction.method ==
TextureFunctionHLSL::TextureFunction::FETCH) // Integer coordinates
{
switch (textureFunction.coords)
{
case 2:
out << ", int2 t";
break;
case 3:
out << ", int3 t";
break;
default:
UNREACHABLE();
}
}
else // Floating-point coordinates (except textureSize)
{
switch (textureFunction.coords)
{
case 0:
break; // textureSize(gSampler2DMS sampler)
case 1:
out << ", int lod";
break; // textureSize()
case 2:
out << ", float2 t";
break;
case 3:
out << ", float3 t";
break;
case 4:
out << ", float4 t";
break;
default:
UNREACHABLE();
}
}
if (textureFunction.method == TextureFunctionHLSL::TextureFunction::GRAD)
{
switch (textureFunction.sampler)
{
case EbtSampler2D:
case EbtISampler2D:
case EbtUSampler2D:
case EbtSampler2DArray:
case EbtISampler2DArray:
case EbtUSampler2DArray:
case EbtSampler2DShadow:
case EbtSampler2DArrayShadow:
case EbtSamplerExternalOES:
out << ", float2 ddx, float2 ddy";
break;
case EbtSampler3D:
case EbtISampler3D:
case EbtUSampler3D:
case EbtSamplerCube:
case EbtISamplerCube:
case EbtUSamplerCube:
case EbtSamplerCubeShadow:
out << ", float3 ddx, float3 ddy";
break;
default:
UNREACHABLE();
}
}
switch (textureFunction.method)
{
case TextureFunctionHLSL::TextureFunction::IMPLICIT:
break;
case TextureFunctionHLSL::TextureFunction::BIAS:
break; // Comes after the offset parameter
case TextureFunctionHLSL::TextureFunction::LOD:
out << ", float lod";
break;
case TextureFunctionHLSL::TextureFunction::LOD0:
break;
case TextureFunctionHLSL::TextureFunction::LOD0BIAS:
break; // Comes after the offset parameter
case TextureFunctionHLSL::TextureFunction::SIZE:
break;
case TextureFunctionHLSL::TextureFunction::FETCH:
out << ", int mip";
break;
case TextureFunctionHLSL::TextureFunction::GRAD:
break;
default:
UNREACHABLE();
}
if (textureFunction.offset)
{
switch (textureFunction.sampler)
{
case EbtSampler3D:
case EbtISampler3D:
case EbtUSampler3D:
out << ", int3 offset";
break;
case EbtSampler2D:
case EbtSampler2DArray:
case EbtISampler2D:
case EbtISampler2DArray:
case EbtUSampler2D:
case EbtUSampler2DArray:
case EbtSampler2DShadow:
case EbtSampler2DArrayShadow:
case EbtSamplerExternalOES:
out << ", int2 offset";
break;
default:
UNREACHABLE();
}
}
if (textureFunction.method == TextureFunctionHLSL::TextureFunction::BIAS ||
textureFunction.method == TextureFunctionHLSL::TextureFunction::LOD0BIAS)
{
out << ", float bias";
}
}
void GetTextureReference(TInfoSinkBase &out,
const TextureFunctionHLSL::TextureFunction &textureFunction,
const ShShaderOutput outputType,
TString *textureReference,
TString *samplerReference)
{
if (outputType == SH_HLSL_4_1_OUTPUT)
{
TString suffix = TextureGroupSuffix(textureFunction.sampler);
if (TextureGroup(textureFunction.sampler) == HLSL_TEXTURE_2D)
{
*textureReference = TString("textures") + suffix + "[samplerIndex]";
*samplerReference = TString("samplers") + suffix + "[samplerIndex]";
}
else
{
out << " const uint textureIndex = samplerIndex - textureIndexOffset" << suffix
<< ";\n";
*textureReference = TString("textures") + suffix + "[textureIndex]";
out << " const uint samplerArrayIndex = samplerIndex - samplerIndexOffset" << suffix
<< ";\n";
*samplerReference = TString("samplers") + suffix + "[samplerArrayIndex]";
}
}
else
{
*textureReference = "x";
*samplerReference = "s";
}
}
void OutputTextureSizeFunctionBody(TInfoSinkBase &out,
const TextureFunctionHLSL::TextureFunction &textureFunction,
const TString &textureReference,
bool getDimensionsIgnoresBaseLevel)
{
if (IsSampler2DMS(textureFunction.sampler))
{
out << " uint width; uint height; uint samples;\n"
<< " " << textureReference << ".GetDimensions(width, height, samples);\n";
}
else
{
if (getDimensionsIgnoresBaseLevel)
{
out << " int baseLevel = samplerMetadata[samplerIndex].baseLevel;\n";
}
else
{
out << " int baseLevel = 0;\n";
}
if (IsSampler3D(textureFunction.sampler) || IsSamplerArray(textureFunction.sampler) ||
(IsIntegerSampler(textureFunction.sampler) && IsSamplerCube(textureFunction.sampler)))
{
// "depth" stores either the number of layers in an array texture or 3D depth
out << " uint width; uint height; uint depth; uint numberOfLevels;\n"
<< " " << textureReference
<< ".GetDimensions(baseLevel, width, height, depth, numberOfLevels);\n"
<< " width = max(width >> lod, 1);\n"
<< " height = max(height >> lod, 1);\n";
if (!IsSamplerArray(textureFunction.sampler))
{
out << " depth = max(depth >> lod, 1);\n";
}
}
else if (IsSampler2D(textureFunction.sampler) || IsSamplerCube(textureFunction.sampler))
{
out << " uint width; uint height; uint numberOfLevels;\n"
<< " " << textureReference
<< ".GetDimensions(baseLevel, width, height, numberOfLevels);\n"
<< " width = max(width >> lod, 1);\n"
<< " height = max(height >> lod, 1);\n";
}
else
UNREACHABLE();
}
if (strcmp(textureFunction.getReturnType(), "int3") == 0)
{
out << " return int3(width, height, depth);\n";
}
else
{
out << " return int2(width, height);\n";
}
}
void ProjectTextureCoordinates(const TextureFunctionHLSL::TextureFunction &textureFunction,
TString *texCoordX,
TString *texCoordY,
TString *texCoordZ)
{
if (textureFunction.proj)
{
TString proj("");
switch (textureFunction.coords)
{
case 3:
proj = " / t.z";
break;
case 4:
proj = " / t.w";
break;
default:
UNREACHABLE();
}
*texCoordX = "(" + *texCoordX + proj + ")";
*texCoordY = "(" + *texCoordY + proj + ")";
*texCoordZ = "(" + *texCoordZ + proj + ")";
}
}
void OutputIntegerTextureSampleFunctionComputations(
TInfoSinkBase &out,
const TextureFunctionHLSL::TextureFunction &textureFunction,
const ShShaderOutput outputType,
const TString &textureReference,
TString *texCoordX,
TString *texCoordY,
TString *texCoordZ)
{
if (!IsIntegerSampler(textureFunction.sampler))
{
return;
}
if (IsSamplerCube(textureFunction.sampler))
{
out << " float width; float height; float layers; float levels;\n";
out << " uint mip = 0;\n";
out << " " << textureReference
<< ".GetDimensions(mip, width, height, layers, levels);\n";
out << " bool xMajor = abs(t.x) > abs(t.y) && abs(t.x) > abs(t.z);\n";
out << " bool yMajor = abs(t.y) > abs(t.z) && abs(t.y) > abs(t.x);\n";
out << " bool zMajor = abs(t.z) > abs(t.x) && abs(t.z) > abs(t.y);\n";
out << " bool negative = (xMajor && t.x < 0.0f) || (yMajor && t.y < 0.0f) || "
"(zMajor && t.z < 0.0f);\n";
// FACE_POSITIVE_X = 000b
// FACE_NEGATIVE_X = 001b
// FACE_POSITIVE_Y = 010b
// FACE_NEGATIVE_Y = 011b
// FACE_POSITIVE_Z = 100b
// FACE_NEGATIVE_Z = 101b
out << " int face = (int)negative + (int)yMajor * 2 + (int)zMajor * 4;\n";
out << " float u = xMajor ? -t.z : (yMajor && t.y < 0.0f ? -t.x : t.x);\n";
out << " float v = yMajor ? t.z : (negative ? t.y : -t.y);\n";
out << " float m = xMajor ? t.x : (yMajor ? t.y : t.z);\n";
out << " t.x = (u * 0.5f / m) + 0.5f;\n";
out << " t.y = (v * 0.5f / m) + 0.5f;\n";
// Mip level computation.
if (textureFunction.method == TextureFunctionHLSL::TextureFunction::IMPLICIT ||
textureFunction.method == TextureFunctionHLSL::TextureFunction::LOD ||
textureFunction.method == TextureFunctionHLSL::TextureFunction::GRAD)
{
if (textureFunction.method == TextureFunctionHLSL::TextureFunction::IMPLICIT)
{
out << " float2 tSized = float2(t.x * width, t.y * height);\n"
" float2 dx = ddx(tSized);\n"
" float2 dy = ddy(tSized);\n"
" float lod = 0.5f * log2(max(dot(dx, dx), dot(dy, dy)));\n";
}
else if (textureFunction.method == TextureFunctionHLSL::TextureFunction::GRAD)
{
// ESSL 3.00.6 spec section 8.8: "For the cube version, the partial
// derivatives of P are assumed to be in the coordinate system used before
// texture coordinates are projected onto the appropriate cube face."
// ddx[0] and ddy[0] are the derivatives of t.x passed into the function
// ddx[1] and ddy[1] are the derivatives of t.y passed into the function
// ddx[2] and ddy[2] are the derivatives of t.z passed into the function
// Determine the derivatives of u, v and m
out << " float dudx = xMajor ? ddx[2] : (yMajor && t.y < 0.0f ? -ddx[0] "
": ddx[0]);\n"
" float dudy = xMajor ? ddy[2] : (yMajor && t.y < 0.0f ? -ddy[0] "
": ddy[0]);\n"
" float dvdx = yMajor ? ddx[2] : (negative ? ddx[1] : -ddx[1]);\n"
" float dvdy = yMajor ? ddy[2] : (negative ? ddy[1] : -ddy[1]);\n"
" float dmdx = xMajor ? ddx[0] : (yMajor ? ddx[1] : ddx[2]);\n"
" float dmdy = xMajor ? ddy[0] : (yMajor ? ddy[1] : ddy[2]);\n";
// Now determine the derivatives of the face coordinates, using the
// derivatives calculated above.
// d / dx (u(x) * 0.5 / m(x) + 0.5)
// = 0.5 * (m(x) * u'(x) - u(x) * m'(x)) / m(x)^2
out << " float dfacexdx = 0.5f * (m * dudx - u * dmdx) / (m * m);\n"
" float dfaceydx = 0.5f * (m * dvdx - v * dmdx) / (m * m);\n"
" float dfacexdy = 0.5f * (m * dudy - u * dmdy) / (m * m);\n"
" float dfaceydy = 0.5f * (m * dvdy - v * dmdy) / (m * m);\n"
" float2 sizeVec = float2(width, height);\n"
" float2 faceddx = float2(dfacexdx, dfaceydx) * sizeVec;\n"
" float2 faceddy = float2(dfacexdy, dfaceydy) * sizeVec;\n";
// Optimization: instead of: log2(max(length(faceddx), length(faceddy)))
// we compute: log2(max(length(faceddx)^2, length(faceddy)^2)) / 2
out << " float lengthfaceddx2 = dot(faceddx, faceddx);\n"
" float lengthfaceddy2 = dot(faceddy, faceddy);\n"
" float lod = log2(max(lengthfaceddx2, lengthfaceddy2)) * 0.5f;\n";
}
out << " mip = uint(min(max(round(lod), 0), levels - 1));\n"
<< " " << textureReference
<< ".GetDimensions(mip, width, height, layers, levels);\n";
}
// Convert from normalized floating-point to integer
*texCoordX = "int(floor(width * frac(" + *texCoordX + ")))";
*texCoordY = "int(floor(height * frac(" + *texCoordY + ")))";
*texCoordZ = "face";
}
else if (textureFunction.method != TextureFunctionHLSL::TextureFunction::FETCH)
{
if (IsSampler2D(textureFunction.sampler))
{
if (IsSamplerArray(textureFunction.sampler))
{
out << " float width; float height; float layers; float levels;\n";
if (textureFunction.method == TextureFunctionHLSL::TextureFunction::LOD0)
{
out << " uint mip = 0;\n";
}
else if (textureFunction.method == TextureFunctionHLSL::TextureFunction::LOD0BIAS)
{
out << " uint mip = bias;\n";
}
else
{
out << " " << textureReference
<< ".GetDimensions(0, width, height, layers, levels);\n";
if (textureFunction.method == TextureFunctionHLSL::TextureFunction::IMPLICIT ||
textureFunction.method == TextureFunctionHLSL::TextureFunction::BIAS)
{
out << " float2 tSized = float2(t.x * width, t.y * height);\n"
" float dx = length(ddx(tSized));\n"
" float dy = length(ddy(tSized));\n"
" float lod = log2(max(dx, dy));\n";
if (textureFunction.method == TextureFunctionHLSL::TextureFunction::BIAS)
{
out << " lod += bias;\n";
}
}
else if (textureFunction.method == TextureFunctionHLSL::TextureFunction::GRAD)
{
out << " float2 sizeVec = float2(width, height);\n"
" float2 sizeDdx = ddx * sizeVec;\n"
" float2 sizeDdy = ddy * sizeVec;\n"
" float lod = log2(max(dot(sizeDdx, sizeDdx), "
"dot(sizeDdy, sizeDdy))) * 0.5f;\n";
}
out << " uint mip = uint(min(max(round(lod), 0), levels - 1));\n";
}
out << " " << textureReference
<< ".GetDimensions(mip, width, height, layers, levels);\n";
}
else
{
out << " float width; float height; float levels;\n";
if (textureFunction.method == TextureFunctionHLSL::TextureFunction::LOD0)
{
out << " uint mip = 0;\n";
}
else if (textureFunction.method == TextureFunctionHLSL::TextureFunction::LOD0BIAS)
{
out << " uint mip = bias;\n";
}
else
{
out << " " << textureReference
<< ".GetDimensions(0, width, height, levels);\n";
if (textureFunction.method == TextureFunctionHLSL::TextureFunction::IMPLICIT ||
textureFunction.method == TextureFunctionHLSL::TextureFunction::BIAS)
{
out << " float2 tSized = float2(t.x * width, t.y * height);\n"
" float dx = length(ddx(tSized));\n"
" float dy = length(ddy(tSized));\n"
" float lod = log2(max(dx, dy));\n";
if (textureFunction.method == TextureFunctionHLSL::TextureFunction::BIAS)
{
out << " lod += bias;\n";
}
}
else if (textureFunction.method == TextureFunctionHLSL::TextureFunction::GRAD)
{
out << " float2 sizeVec = float2(width, height);\n"
" float2 sizeDdx = ddx * sizeVec;\n"
" float2 sizeDdy = ddy * sizeVec;\n"
" float lod = log2(max(dot(sizeDdx, sizeDdx), "
"dot(sizeDdy, sizeDdy))) * 0.5f;\n";
}
out << " uint mip = uint(min(max(round(lod), 0), levels - 1));\n";
}
out << " " << textureReference
<< ".GetDimensions(mip, width, height, levels);\n";
}
}
else if (IsSampler3D(textureFunction.sampler))
{
out << " float width; float height; float depth; float levels;\n";
if (textureFunction.method == TextureFunctionHLSL::TextureFunction::LOD0)
{
out << " uint mip = 0;\n";
}
else if (textureFunction.method == TextureFunctionHLSL::TextureFunction::LOD0BIAS)
{
out << " uint mip = bias;\n";
}
else
{
out << " " << textureReference
<< ".GetDimensions(0, width, height, depth, levels);\n";
if (textureFunction.method == TextureFunctionHLSL::TextureFunction::IMPLICIT ||
textureFunction.method == TextureFunctionHLSL::TextureFunction::BIAS)
{
out << " float3 tSized = float3(t.x * width, t.y * height, t.z * depth);\n"
" float dx = length(ddx(tSized));\n"
" float dy = length(ddy(tSized));\n"
" float lod = log2(max(dx, dy));\n";
if (textureFunction.method == TextureFunctionHLSL::TextureFunction::BIAS)
{
out << " lod += bias;\n";
}
}
else if (textureFunction.method == TextureFunctionHLSL::TextureFunction::GRAD)
{
out << " float3 sizeVec = float3(width, height, depth);\n"
" float3 sizeDdx = ddx * sizeVec;\n"
" float3 sizeDdy = ddy * sizeVec;\n"
" float lod = log2(max(dot(sizeDdx, sizeDdx), dot(sizeDdy, "
"sizeDdy))) * 0.5f;\n";
}
out << " uint mip = uint(min(max(round(lod), 0), levels - 1));\n";
}
out << " " << textureReference
<< ".GetDimensions(mip, width, height, depth, levels);\n";
}
else
UNREACHABLE();
OutputIntTexCoordWraps(out, textureFunction, texCoordX, texCoordY, texCoordZ);
}
}
void OutputTextureSampleFunctionReturnStatement(
TInfoSinkBase &out,
const TextureFunctionHLSL::TextureFunction &textureFunction,
const ShShaderOutput outputType,
const TString &textureReference,
const TString &samplerReference,
const TString &texCoordX,
const TString &texCoordY,
const TString &texCoordZ)
{
out << " return ";
// HLSL intrinsic
if (outputType == SH_HLSL_3_0_OUTPUT)
{
switch (textureFunction.sampler)
{
case EbtSampler2D:
case EbtSamplerExternalOES:
out << "tex2D";
break;
case EbtSamplerCube:
out << "texCUBE";
break;
default:
UNREACHABLE();
}
switch (textureFunction.method)
{
case TextureFunctionHLSL::TextureFunction::IMPLICIT:
out << "(" << samplerReference << ", ";
break;
case TextureFunctionHLSL::TextureFunction::BIAS:
out << "bias(" << samplerReference << ", ";
break;
case TextureFunctionHLSL::TextureFunction::LOD:
out << "lod(" << samplerReference << ", ";
break;
case TextureFunctionHLSL::TextureFunction::LOD0:
out << "lod(" << samplerReference << ", ";
break;
case TextureFunctionHLSL::TextureFunction::LOD0BIAS:
out << "lod(" << samplerReference << ", ";
break;
case TextureFunctionHLSL::TextureFunction::GRAD:
out << "grad(" << samplerReference << ", ";
break;
default:
UNREACHABLE();
}
}
else if (outputType == SH_HLSL_4_1_OUTPUT || outputType == SH_HLSL_4_0_FL9_3_OUTPUT)
{
OutputHLSL4SampleFunctionPrefix(out, textureFunction, textureReference, samplerReference);
}
else
UNREACHABLE();
const int hlslCoords = GetHLSLCoordCount(textureFunction, outputType);
out << GetSamplerCoordinateTypeString(textureFunction, hlslCoords) << "(" << texCoordX << ", "
<< texCoordY;
if (outputType == SH_HLSL_3_0_OUTPUT)
{
if (hlslCoords >= 3)
{
if (textureFunction.coords < 3)
{
out << ", 0";
}
else
{
out << ", " << texCoordZ;
}
}
if (hlslCoords == 4)
{
switch (textureFunction.method)
{
case TextureFunctionHLSL::TextureFunction::BIAS:
out << ", bias";
break;
case TextureFunctionHLSL::TextureFunction::LOD:
out << ", lod";
break;
case TextureFunctionHLSL::TextureFunction::LOD0:
out << ", 0";
break;
case TextureFunctionHLSL::TextureFunction::LOD0BIAS:
out << ", bias";
break;
default:
UNREACHABLE();
}
}
out << ")";
}
else if (outputType == SH_HLSL_4_1_OUTPUT || outputType == SH_HLSL_4_0_FL9_3_OUTPUT)
{
if (hlslCoords >= 3)
{
ASSERT(!IsIntegerSampler(textureFunction.sampler) ||
!IsSamplerCube(textureFunction.sampler) || texCoordZ == "face");
out << ", " << texCoordZ;
}
if (textureFunction.method == TextureFunctionHLSL::TextureFunction::GRAD)
{
if (IsIntegerSampler(textureFunction.sampler))
{
out << ", mip)";
}
else if (IsShadowSampler(textureFunction.sampler))
{
// Compare value
if (textureFunction.proj)
{
// According to ESSL 3.00.4 sec 8.8 p95 on textureProj:
// The resulting third component of P' in the shadow forms is used as
// Dref
out << "), " << texCoordZ;
}
else
{
switch (textureFunction.coords)
{
case 3:
out << "), t.z";
break;
case 4:
out << "), t.w";
break;
default:
UNREACHABLE();
}
}
}
else
{
out << "), ddx, ddy";
}
}
else if (IsIntegerSampler(textureFunction.sampler) ||
textureFunction.method == TextureFunctionHLSL::TextureFunction::FETCH)
{
out << ", mip)";
}
else if (IsShadowSampler(textureFunction.sampler))
{
// Compare value
if (textureFunction.proj)
{
// According to ESSL 3.00.4 sec 8.8 p95 on textureProj:
// The resulting third component of P' in the shadow forms is used as Dref
out << "), " << texCoordZ;
}
else
{
switch (textureFunction.coords)
{
case 3:
out << "), t.z";
break;
case 4:
out << "), t.w";
break;
default:
UNREACHABLE();
}
}
}
else
{
switch (textureFunction.method)
{
case TextureFunctionHLSL::TextureFunction::IMPLICIT:
out << ")";
break;
case TextureFunctionHLSL::TextureFunction::BIAS:
out << "), bias";
break;
case TextureFunctionHLSL::TextureFunction::LOD:
out << "), lod";
break;
case TextureFunctionHLSL::TextureFunction::LOD0:
out << "), 0";
break;
case TextureFunctionHLSL::TextureFunction::LOD0BIAS:
out << "), bias";
break;
default:
UNREACHABLE();
}
}
if (textureFunction.offset &&
(!IsIntegerSampler(textureFunction.sampler) ||
textureFunction.method == TextureFunctionHLSL::TextureFunction::FETCH))
{
out << ", offset";
}
}
else
UNREACHABLE();
out << ");\n"; // Close the sample function call and return statement
}
} // Anonymous namespace
TString TextureFunctionHLSL::TextureFunction::name() const
{
TString name = "gl_texture";
// We need to include full the sampler type in the function name to make the signature unique
// on D3D11, where samplers are passed to texture functions as indices.
name += TextureTypeSuffix(this->sampler);
if (proj)
{
name += "Proj";
}
if (offset)
{
name += "Offset";
}
switch (method)
{
case IMPLICIT:
break;
case BIAS:
break; // Extra parameter makes the signature unique
case LOD:
name += "Lod";
break;
case LOD0:
name += "Lod0";
break;
case LOD0BIAS:
name += "Lod0";
break; // Extra parameter makes the signature unique
case SIZE:
name += "Size";
break;
case FETCH:
name += "Fetch";
break;
case GRAD:
name += "Grad";
break;
default:
UNREACHABLE();
}
return name;
}
const char *TextureFunctionHLSL::TextureFunction::getReturnType() const
{
if (method == TextureFunction::SIZE)
{
switch (sampler)
{
case EbtSampler2D:
case EbtISampler2D:
case EbtUSampler2D:
case EbtSampler2DShadow:
case EbtSamplerCube:
case EbtISamplerCube:
case EbtUSamplerCube:
case EbtSamplerCubeShadow:
case EbtSamplerExternalOES:
case EbtSampler2DMS:
case EbtISampler2DMS:
case EbtUSampler2DMS:
return "int2";
case EbtSampler3D:
case EbtISampler3D:
case EbtUSampler3D:
case EbtSampler2DArray:
case EbtISampler2DArray:
case EbtUSampler2DArray:
case EbtSampler2DArrayShadow:
return "int3";
default:
UNREACHABLE();
}
}
else // Sampling function
{
switch (sampler)
{
case EbtSampler2D:
case EbtSampler3D:
case EbtSamplerCube:
case EbtSampler2DArray:
case EbtSamplerExternalOES:
return "float4";
case EbtISampler2D:
case EbtISampler3D:
case EbtISamplerCube:
case EbtISampler2DArray:
return "int4";
case EbtUSampler2D:
case EbtUSampler3D:
case EbtUSamplerCube:
case EbtUSampler2DArray:
return "uint4";
case EbtSampler2DShadow:
case EbtSamplerCubeShadow:
case EbtSampler2DArrayShadow:
return "float";
default:
UNREACHABLE();
}
}
return "";
}
bool TextureFunctionHLSL::TextureFunction::operator<(const TextureFunction &rhs) const
{
return std::tie(sampler, coords, proj, offset, method) <
std::tie(rhs.sampler, rhs.coords, rhs.proj, rhs.offset, rhs.method);
}
TString TextureFunctionHLSL::useTextureFunction(const TString &name,
TBasicType samplerType,
int coords,
size_t argumentCount,
bool lod0,
sh::GLenum shaderType)
{
TextureFunction textureFunction;
textureFunction.sampler = samplerType;
textureFunction.coords = coords;
textureFunction.method = TextureFunction::IMPLICIT;
textureFunction.proj = false;
textureFunction.offset = false;
if (name == "texture2D" || name == "textureCube" || name == "texture")
{
textureFunction.method = TextureFunction::IMPLICIT;
}
else if (name == "texture2DProj" || name == "textureProj")
{
textureFunction.method = TextureFunction::IMPLICIT;
textureFunction.proj = true;
}
else if (name == "texture2DLod" || name == "textureCubeLod" || name == "textureLod" ||
name == "texture2DLodEXT" || name == "textureCubeLodEXT")
{
textureFunction.method = TextureFunction::LOD;
}
else if (name == "texture2DProjLod" || name == "textureProjLod" ||
name == "texture2DProjLodEXT")
{
textureFunction.method = TextureFunction::LOD;
textureFunction.proj = true;
}
else if (name == "textureSize")
{
textureFunction.method = TextureFunction::SIZE;
}
else if (name == "textureOffset")
{
textureFunction.method = TextureFunction::IMPLICIT;
textureFunction.offset = true;
}
else if (name == "textureProjOffset")
{
textureFunction.method = TextureFunction::IMPLICIT;
textureFunction.offset = true;
textureFunction.proj = true;
}
else if (name == "textureLodOffset")
{
textureFunction.method = TextureFunction::LOD;
textureFunction.offset = true;
}
else if (name == "textureProjLodOffset")
{
textureFunction.method = TextureFunction::LOD;
textureFunction.proj = true;
textureFunction.offset = true;
}
else if (name == "texelFetch")
{
textureFunction.method = TextureFunction::FETCH;
}
else if (name == "texelFetchOffset")
{
textureFunction.method = TextureFunction::FETCH;
textureFunction.offset = true;
}
else if (name == "textureGrad" || name == "texture2DGradEXT")
{
textureFunction.method = TextureFunction::GRAD;
}
else if (name == "textureGradOffset")
{
textureFunction.method = TextureFunction::GRAD;
textureFunction.offset = true;
}
else if (name == "textureProjGrad" || name == "texture2DProjGradEXT" ||
name == "textureCubeGradEXT")
{
textureFunction.method = TextureFunction::GRAD;
textureFunction.proj = true;
}
else if (name == "textureProjGradOffset")
{
textureFunction.method = TextureFunction::GRAD;
textureFunction.proj = true;
textureFunction.offset = true;
}
else
UNREACHABLE();
if (textureFunction.method ==
TextureFunction::IMPLICIT) // Could require lod 0 or have a bias argument
{
size_t mandatoryArgumentCount = 2; // All functions have sampler and coordinate arguments
if (textureFunction.offset)
{
mandatoryArgumentCount++;
}
bool bias = (argumentCount > mandatoryArgumentCount); // Bias argument is optional
if (lod0 || shaderType == GL_VERTEX_SHADER)
{
if (bias)
{
textureFunction.method = TextureFunction::LOD0BIAS;
}
else
{
textureFunction.method = TextureFunction::LOD0;
}
}
else if (bias)
{
textureFunction.method = TextureFunction::BIAS;
}
}
mUsesTexture.insert(textureFunction);
return textureFunction.name();
}
void TextureFunctionHLSL::textureFunctionHeader(TInfoSinkBase &out,
const ShShaderOutput outputType,
bool getDimensionsIgnoresBaseLevel)
{
for (const TextureFunction &textureFunction : mUsesTexture)
{
// Function header
out << textureFunction.getReturnType() << " " << textureFunction.name() << "(";
OutputTextureFunctionArgumentList(out, textureFunction, outputType);
out << ")\n"
"{\n";
// In some cases we use a variable to store the texture/sampler objects, but to work around
// a D3D11 compiler bug related to discard inside a loop that is conditional on texture
// sampling we need to call the function directly on references to the texture and sampler
// arrays. The bug was found using dEQP-GLES3.functional.shaders.discard*loop_texture*
// tests.
TString textureReference;
TString samplerReference;
GetTextureReference(out, textureFunction, outputType, &textureReference, &samplerReference);
if (textureFunction.method == TextureFunction::SIZE)
{
OutputTextureSizeFunctionBody(out, textureFunction, textureReference,
getDimensionsIgnoresBaseLevel);
}
else
{
TString texCoordX("t.x");
TString texCoordY("t.y");
TString texCoordZ("t.z");
ProjectTextureCoordinates(textureFunction, &texCoordX, &texCoordY, &texCoordZ);
OutputIntegerTextureSampleFunctionComputations(out, textureFunction, outputType,
textureReference, &texCoordX, &texCoordY,
&texCoordZ);
OutputTextureSampleFunctionReturnStatement(out, textureFunction, outputType,
textureReference, samplerReference,
texCoordX, texCoordY, texCoordZ);
}
out << "}\n"
"\n";
}
}
} // namespace sh