mirror of
https://github.com/starr-dusT/yuzu-mainline
synced 2024-03-05 21:12:25 -08:00
glasm: Add support for non-2D texture samples
This commit is contained in:
parent
bee9fb0563
commit
c42a6143a5
@ -8,21 +8,43 @@
|
||||
#include "shader_recompiler/frontend/ir/value.h"
|
||||
|
||||
namespace Shader::Backend::GLASM {
|
||||
|
||||
namespace {
|
||||
std::string Texture([[maybe_unused]] EmitContext& ctx, IR::TextureInstInfo info,
|
||||
[[maybe_unused]] const IR::Value& index) {
|
||||
// FIXME
|
||||
return fmt::format("texture[{}]", info.descriptor_index);
|
||||
}
|
||||
|
||||
std::string_view TextureType(IR::TextureInstInfo info) {
|
||||
switch (info.type) {
|
||||
case TextureType::Color1D:
|
||||
return "1D";
|
||||
case TextureType::ColorArray1D:
|
||||
return "ARRAY1D";
|
||||
case TextureType::Color2D:
|
||||
return "2D";
|
||||
case TextureType::ColorArray2D:
|
||||
return "ARRAY2D";
|
||||
case TextureType::Color3D:
|
||||
return "3D";
|
||||
case TextureType::ColorCube:
|
||||
return "CUBE";
|
||||
case TextureType::ColorArrayCube:
|
||||
return "ARRAYCUBE";
|
||||
case TextureType::Buffer:
|
||||
return "BUFFER";
|
||||
}
|
||||
throw InvalidArgument("Invalid texture type {}", info.type.Value());
|
||||
}
|
||||
} // Anonymous namespace
|
||||
|
||||
void EmitImageSampleImplicitLod(EmitContext& ctx, IR::Inst& inst, const IR::Value& index,
|
||||
const IR::Value& coord, Register bias_lc,
|
||||
[[maybe_unused]] const IR::Value& offset) {
|
||||
const IR::Value& coord, Register bias_lc, const IR::Value& offset) {
|
||||
const auto info{inst.Flags<IR::TextureInstInfo>()};
|
||||
const auto sparse_inst{inst.GetAssociatedPseudoOperation(IR::Opcode::GetSparseFromOp)};
|
||||
const std::string_view sparse_mod{sparse_inst ? ".SPARSE" : ""};
|
||||
const std::string_view lod_clamp_mod{info.has_lod_clamp ? ".LODCLAMP" : ""};
|
||||
const std::string_view type{"2D"}; // FIXME
|
||||
const std::string_view type{TextureType(info)};
|
||||
const std::string texture{Texture(ctx, info, index)};
|
||||
std::string offset_vec;
|
||||
if (!offset.IsEmpty()) {
|
||||
|
Loading…
Reference in New Issue
Block a user