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diff --git a/gfx/angle/checkout/src/compiler/translator/TextureFunctionHLSL.cpp b/gfx/angle/checkout/src/compiler/translator/TextureFunctionHLSL.cpp
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index 0000000000..b88e6c9ce4
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+++ b/gfx/angle/checkout/src/compiler/translator/TextureFunctionHLSL.cpp
@@ -0,0 +1,1614 @@
+//
+// Copyright 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/ImmutableStringBuilder.h"
+#include "compiler/translator/UtilsHLSL.h"
+
+namespace sh
+{
+
+namespace
+{
+
+void OutputIntTexCoordWrap(TInfoSinkBase &out,
+ const char *wrapMode,
+ const char *size,
+ const ImmutableString &texCoord,
+ const char *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";
+ out << "bool " << texCoordOutName << "UseBorderColor = false;\n";
+
+ // CLAMP_TO_EDGE
+ out << "if (" << wrapMode << " == 0)\n";
+ out << "{\n";
+ out << " " << texCoordOutName << " = clamp(int(floor(" << size << " * " << texCoordOutName
+ << "Offset)), 0, int(" << size << ") - 1);\n";
+ out << "}\n";
+
+ // CLAMP_TO_BORDER
+ out << "else if (" << wrapMode << " == 3)\n";
+ out << "{\n";
+ out << " int texCoordInt = int(floor(" << size << " * " << texCoordOutName << "Offset));\n";
+ out << " " << texCoordOutName << " = clamp(texCoordInt, 0, int(" << size << ") - 1);\n";
+ out << " " << texCoordOutName << "UseBorderColor = (texCoordInt != " << texCoordOutName
+ << ");\n";
+ out << "}\n";
+
+ // MIRRORED_REPEAT
+ out << "else if (" << wrapMode << " == 2)\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,
+ ImmutableString *texCoordX,
+ ImmutableString *texCoordY,
+ ImmutableString *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 = ImmutableString("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 = ImmutableString("tiy");
+
+ bool tizAvailable = false;
+
+ if (IsSamplerArray(textureFunction.sampler))
+ {
+ *texCoordZ = ImmutableString("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 = ImmutableString("tiz");
+ tizAvailable = true;
+ }
+
+ out << "bool useBorderColor = tixUseBorderColor || tiyUseBorderColor"
+ << (tizAvailable ? " || tizUseBorderColor" : "") << ";\n";
+}
+
+void OutputHLSL4SampleFunctionPrefix(TInfoSinkBase &out,
+ const TextureFunctionHLSL::TextureFunction &textureFunction,
+ const ImmutableString &textureReference,
+ const ImmutableString &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)
+{
+ // Gather[Red|Green|Blue|Alpha] accepts float texture coordinates on textures in integer or
+ // unsigned integer formats.
+ // https://docs.microsoft.com/en-us/windows/desktop/direct3dhlsl/dx-graphics-hlsl-to-gather
+ if ((IsIntegerSampler(textureFunction.sampler) &&
+ textureFunction.method != TextureFunctionHLSL::TextureFunction::GATHER) ||
+ textureFunction.method == TextureFunctionHLSL::TextureFunction::FETCH)
+ {
+ switch (hlslCoords)
+ {
+ case 1:
+ return "int";
+ case 2:
+ if (IsSampler2DMS(textureFunction.sampler))
+ {
+ return "int2";
+ }
+ else
+ {
+ return "int3";
+ }
+ case 3:
+ if (IsSampler2DMSArray(textureFunction.sampler))
+ {
+ return "int3";
+ }
+ else
+ {
+ return "int4";
+ }
+ default:
+ UNREACHABLE();
+ }
+ }
+ else
+ {
+ switch (hlslCoords)
+ {
+ case 1:
+ return "float";
+ 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 EbtSamplerBuffer:
+ hlslCoords = 1;
+ break;
+ case EbtSampler2D:
+ case EbtSamplerExternalOES:
+ case EbtSampler2DMS:
+ case EbtSamplerVideoWEBGL:
+ 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
+ {
+ if (IsSamplerBuffer(textureFunction.sampler))
+ {
+ return 1;
+ }
+ else if (IsSampler3D(textureFunction.sampler) || IsSamplerArray(textureFunction.sampler) ||
+ IsSamplerCube(textureFunction.sampler))
+ {
+ return 3;
+ }
+ ASSERT(IsSampler2D(textureFunction.sampler));
+ return 2;
+ }
+ 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 EbtSamplerVideoWEBGL:
+ 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 1:
+ out << ", int t";
+ break;
+ 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:
+ case EbtSamplerVideoWEBGL:
+ 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:
+ if (IsSampler2DMS(textureFunction.sampler) ||
+ IsSampler2DMSArray(textureFunction.sampler))
+ out << ", int index";
+ else if (!IsSamplerBuffer(textureFunction.sampler))
+ out << ", int mip";
+ break;
+ case TextureFunctionHLSL::TextureFunction::GRAD:
+ break;
+ case TextureFunctionHLSL::TextureFunction::GATHER:
+ break;
+ default:
+ UNREACHABLE();
+ }
+
+ if (textureFunction.method == TextureFunctionHLSL::TextureFunction::GATHER &&
+ IsShadowSampler(textureFunction.sampler))
+ {
+ out << ", float refZ";
+ }
+
+ 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:
+ case EbtSamplerVideoWEBGL:
+ out << ", int2 offset";
+ break;
+ default:
+ // Offset is not supported for multisampled textures.
+ UNREACHABLE();
+ }
+ }
+
+ if (textureFunction.method == TextureFunctionHLSL::TextureFunction::BIAS ||
+ textureFunction.method == TextureFunctionHLSL::TextureFunction::LOD0BIAS)
+ {
+ out << ", float bias";
+ }
+ else if (textureFunction.method == TextureFunctionHLSL::TextureFunction::GATHER &&
+ !IsShadowSampler(textureFunction.sampler))
+ {
+ out << ", int comp = 0";
+ }
+}
+
+void GetTextureReference(TInfoSinkBase &out,
+ const TextureFunctionHLSL::TextureFunction &textureFunction,
+ const ShShaderOutput outputType,
+ ImmutableString *textureReference,
+ ImmutableString *samplerReference)
+{
+ if (outputType == SH_HLSL_4_1_OUTPUT)
+ {
+ static const ImmutableString kTexturesStr("textures");
+ static const ImmutableString kSamplersStr("samplers");
+ static const ImmutableString kSamplerIndexStr("[samplerIndex]");
+ static const ImmutableString kTextureIndexStr("[textureIndex]");
+ static const ImmutableString kSamplerArrayIndexStr("[samplerArrayIndex]");
+ ImmutableString suffix(TextureGroupSuffix(textureFunction.sampler));
+
+ if (TextureGroup(textureFunction.sampler) == HLSL_TEXTURE_2D)
+ {
+ ImmutableStringBuilder textureRefBuilder(kTexturesStr.length() + suffix.length() +
+ kSamplerIndexStr.length());
+ textureRefBuilder << kTexturesStr << suffix << kSamplerIndexStr;
+ *textureReference = textureRefBuilder;
+ ImmutableStringBuilder samplerRefBuilder(kSamplersStr.length() + suffix.length() +
+ kSamplerIndexStr.length());
+ samplerRefBuilder << kSamplersStr << suffix << kSamplerIndexStr;
+ *samplerReference = samplerRefBuilder;
+ }
+ else
+ {
+ out << " const uint textureIndex = samplerIndex - textureIndexOffset"
+ << suffix.data() << ";\n";
+ ImmutableStringBuilder textureRefBuilder(kTexturesStr.length() + suffix.length() +
+ kTextureIndexStr.length());
+ textureRefBuilder << kTexturesStr << suffix << kTextureIndexStr;
+ *textureReference = textureRefBuilder;
+
+ out << " const uint samplerArrayIndex = samplerIndex - samplerIndexOffset"
+ << suffix.data() << ";\n";
+ ImmutableStringBuilder samplerRefBuilder(kSamplersStr.length() + suffix.length() +
+ kSamplerArrayIndexStr.length());
+ samplerRefBuilder << kSamplersStr << suffix << kSamplerArrayIndexStr;
+ *samplerReference = samplerRefBuilder;
+ }
+ }
+ else
+ {
+ *textureReference = ImmutableString("x");
+ *samplerReference = ImmutableString("s");
+ }
+}
+
+void OutputTextureSizeFunctionBody(TInfoSinkBase &out,
+ const TextureFunctionHLSL::TextureFunction &textureFunction,
+ const ImmutableString &textureReference,
+ bool getDimensionsIgnoresBaseLevel)
+{
+ if (IsSampler2DMS(textureFunction.sampler))
+ {
+ out << " uint width; uint height; uint samples;\n"
+ << " " << textureReference << ".GetDimensions(width, height, samples);\n";
+ }
+ else if (IsSampler2DMSArray(textureFunction.sampler))
+ {
+ out << " uint width; uint height; uint depth; uint samples;\n"
+ << " " << textureReference << ".GetDimensions(width, height, depth, samples);\n";
+ }
+ else if (IsSamplerBuffer(textureFunction.sampler))
+ {
+ out << " uint width;\n"
+ << " " << textureReference << ".GetDimensions(width);\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();
+ }
+
+ const char *returnType = textureFunction.getReturnType();
+ if (strcmp(returnType, "int3") == 0)
+ {
+ out << " return int3(width, height, depth);\n";
+ }
+ else if (strcmp(returnType, "int2") == 0)
+ {
+ out << " return int2(width, height);\n";
+ }
+ else
+ {
+ out << " return int(width);\n";
+ }
+}
+
+void ProjectTextureCoordinates(const TextureFunctionHLSL::TextureFunction &textureFunction,
+ ImmutableString *texCoordX,
+ ImmutableString *texCoordY,
+ ImmutableString *texCoordZ)
+{
+ if (textureFunction.proj)
+ {
+ ImmutableString proj("");
+ switch (textureFunction.coords)
+ {
+ case 3:
+ proj = ImmutableString(" / t.z");
+ break;
+ case 4:
+ proj = ImmutableString(" / t.w");
+ break;
+ default:
+ UNREACHABLE();
+ }
+ ImmutableStringBuilder texCoordXBuilder(texCoordX->length() + proj.length() + 2u);
+ texCoordXBuilder << '(' << *texCoordX << proj << ')';
+ *texCoordX = texCoordXBuilder;
+ ImmutableStringBuilder texCoordYBuilder(texCoordY->length() + proj.length() + 2u);
+ texCoordYBuilder << '(' << *texCoordY << proj << ')';
+ *texCoordY = texCoordYBuilder;
+ ImmutableStringBuilder texCoordZBuilder(texCoordZ->length() + proj.length() + 2u);
+ texCoordZBuilder << '(' << *texCoordZ << proj << ')';
+ *texCoordZ = texCoordZBuilder;
+ }
+}
+
+void OutputIntegerTextureSampleFunctionComputations(
+ TInfoSinkBase &out,
+ const TextureFunctionHLSL::TextureFunction &textureFunction,
+ const ShShaderOutput outputType,
+ const ImmutableString &textureReference,
+ ImmutableString *texCoordX,
+ ImmutableString *texCoordY,
+ ImmutableString *texCoordZ,
+ bool getDimensionsIgnoresBaseLevel)
+{
+ if (!IsIntegerSampler(textureFunction.sampler))
+ {
+ return;
+ }
+
+ if (getDimensionsIgnoresBaseLevel)
+ {
+ out << " int baseLevel = samplerMetadata[samplerIndex].baseLevel;\n";
+ }
+ else
+ {
+ out << " int baseLevel = 0;\n";
+ }
+
+ if (IsSamplerCube(textureFunction.sampler))
+ {
+ out << " float width; float height; float layers; float levels;\n";
+
+ out << " uint mip = 0;\n";
+
+ out << " " << textureReference
+ << ".GetDimensions(baseLevel + 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 << " float3 r = any(t) ? t : float3(1, 0, 0);\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)
+ {
+ // We would like to calculate tha maximum of how many texels we move in the major
+ // face's texture as we move across the screen in any direction. Namely, we want the
+ // length of the directional derivative of the function p (defined below), maximized
+ // over screen space directions. (For short: we want the norm of Dp.) For
+ // simplicity, assume that z-axis is the major axis. By symmetry, we can assume that
+ // the positive z direction is major. (The calculated value will be the same even if
+ // this is false.) Let r denote the function from screen position to cube texture
+ // coordinates. Then p can be written as p = s . P . r, where P(r) = (r.x, r.y)/r.z
+ // is the projection onto the major cube face, and s = diag(width, height)/2. (s
+ // linearly maps from the cube face into texture space, so that p(r) is in units of
+ // texels.) The derivative is
+ // Dp(r) = s |1 0 -r.x/r.z|
+ // |0 1 -r.y/r.z| |ddx(r) ddy(r)| / r.z
+ // = |dot(a, ddx(r)) dot(a, ddy(r))|
+ // |dot(b, ddx(r)) dot(b, ddy(r))| / (2 r.z)
+ // where a = w * vec3(1, 0, -r.x/r.z)
+ // b = h * vec3(0, 1, -r.y/r.z)
+ // We would like to know max(L(x)) over unit vectors x, where L(x) = |Dp(r) x|^2.
+ // Since ddx(r) and ddy(r) are unknown, the best we can do is to sample L in some
+ // directions and take the maximum across the samples.
+ //
+ // Some implementations use max(L(n1), L(n2)) where n1 = vec2(1,0) and n2 =
+ // vec2(0,1).
+ //
+ // Some implementations use max(L(n1), L(n2), L(n3), L(n4)),
+ // where n3 = (n1 + n2) / |n1 + n2| = (n1 + n2)/sqrt(2)
+ // n4 = (n1 - n2) / |n1 - n2| = (n1 - n2)/sqrt(2).
+ // In other words, two samples along the diagonal screen space directions have been
+ // added, giving a strictly better estimate of the true maximum.
+ //
+ // It turns out we can get twice the sample count very cheaply.
+ // We can use the linearity of Dp(r) to get these extra samples of L cheaply in
+ // terms of the already taken samples, L(n1) and L(n2):
+ // Denoting
+ // dpx = Dp(r)n1
+ // dpy = Dp(r)n2
+ // dpxx = dot(dpx, dpx)
+ // dpyy = dot(dpy, dpy)
+ // dpxy = dot(dpx, dpy)
+ // we obtain
+ // L(n3) = |Dp(r)n1 + Dp(r)n2|^2/2 = (dpxx + dpyy)/2 + dpxy
+ // L(n4) = |Dp(r)n1 - Dp(r)n2|^2/2 = (dpxx + dpyy)/2 - dpxy
+ // max(L(n1), L(n2), L(n3), L(n4))
+ // = max(max(L(n1), L(n2)), max(L(n3), L(n4)))
+ // = max(max(dpxx, dpyy), (dpxx + dpyy)/2 + abs(dpxy))
+ // So the extra cost is: one dot, one abs, one add, one multiply-add and one max.
+ // (All scalar.)
+ //
+ // In section 3.8.10.1, the OpenGL ES 3 specification defines the "scale factor",
+ // rho. In our terminology, this definition works out to taking sqrt(max(L(n1),
+ // L(n2))). Some implementations will use this estimate, here we use the strictly
+ // better sqrt(max(L(n1), L(n2), L(n3), L(n4))), since it's not much more expensive
+ // to calculate.
+
+ // Swap coordinates such that we can assume that the positive z-axis is major, in
+ // what follows.
+ out << " float3 ddxr = xMajor ? ddx(r).yzx : yMajor ? ddx(r).zxy : ddx(r).xyz;\n"
+ " float3 ddyr = xMajor ? ddy(r).yzx : yMajor ? ddy(r).zxy : ddy(r).xyz;\n"
+ " r = xMajor ? r.yzx : yMajor ? r.zxy : r.xyz;\n";
+
+ out << " float2 s = 0.5*float2(width, height);\n"
+ " float2 dpx = s * (ddxr.xy - ddxr.z*r.xy/r.z)/r.z;\n"
+ " float2 dpy = s * (ddyr.xy - ddyr.z*r.xy/r.z)/r.z;\n"
+ " float dpxx = dot(dpx, dpx);\n;"
+ " float dpyy = dot(dpy, dpy);\n;"
+ " float dpxy = dot(dpx, dpy);\n"
+ " float ma = max(dpxx, dpyy);\n"
+ " float mb = 0.5 * (dpxx + dpyy) + abs(dpxy);\n"
+ " float mab = max(ma, mb);\n"
+ " float lod = 0.5f * log2(mab);\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(baseLevel + mip, width, height, layers, levels);\n";
+ }
+
+ // Convert from normalized floating-point to integer
+ static const ImmutableString kXPrefix("int(floor(width * frac(");
+ static const ImmutableString kYPrefix("int(floor(height * frac(");
+ static const ImmutableString kSuffix(")))");
+ ImmutableStringBuilder texCoordXBuilder(kXPrefix.length() + texCoordX->length() +
+ kSuffix.length());
+ texCoordXBuilder << kXPrefix << *texCoordX << kSuffix;
+ *texCoordX = texCoordXBuilder;
+ ImmutableStringBuilder texCoordYBuilder(kYPrefix.length() + texCoordX->length() +
+ kSuffix.length());
+ texCoordYBuilder << kYPrefix << *texCoordY << kSuffix;
+ *texCoordY = texCoordYBuilder;
+ *texCoordZ = ImmutableString("face");
+ }
+ else if (textureFunction.method != TextureFunctionHLSL::TextureFunction::FETCH)
+ {
+ 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(baseLevel, 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(baseLevel + mip, width, height, layers, levels);\n";
+ }
+ else if (IsSampler2D(textureFunction.sampler))
+ {
+ 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(baseLevel, 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(baseLevel + 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(baseLevel, 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(baseLevel + mip, width, height, depth, levels);\n";
+ }
+ else
+ UNREACHABLE();
+
+ OutputIntTexCoordWraps(out, textureFunction, texCoordX, texCoordY, texCoordZ);
+ }
+}
+
+void OutputTextureGatherFunctionBody(TInfoSinkBase &out,
+ const TextureFunctionHLSL::TextureFunction &textureFunction,
+ ShShaderOutput outputType,
+ const ImmutableString &textureReference,
+ const ImmutableString &samplerReference,
+ const ImmutableString &texCoordX,
+ const ImmutableString &texCoordY,
+ const ImmutableString &texCoordZ)
+{
+ const int hlslCoords = GetHLSLCoordCount(textureFunction, outputType);
+ ImmutableString samplerCoordTypeString(
+ GetSamplerCoordinateTypeString(textureFunction, hlslCoords));
+ ImmutableStringBuilder samplerCoordBuilder(
+ samplerCoordTypeString.length() + strlen("(") + texCoordX.length() + strlen(", ") +
+ texCoordY.length() + strlen(", ") + texCoordZ.length() + strlen(")"));
+
+ samplerCoordBuilder << samplerCoordTypeString << "(" << texCoordX << ", " << texCoordY;
+ if (hlslCoords >= 3)
+ {
+ if (textureFunction.coords < 3)
+ {
+ samplerCoordBuilder << ", 0";
+ }
+ else
+ {
+ samplerCoordBuilder << ", " << texCoordZ;
+ }
+ }
+ samplerCoordBuilder << ")";
+
+ ImmutableString samplerCoordString(samplerCoordBuilder);
+
+ if (IsShadowSampler(textureFunction.sampler))
+ {
+ out << "return " << textureReference << ".GatherCmp(" << samplerReference << ", "
+ << samplerCoordString << ", refZ";
+ if (textureFunction.offset)
+ {
+ out << ", offset";
+ }
+ out << ");\n";
+ return;
+ }
+
+ constexpr std::array<const char *, 4> kHLSLGatherFunctions = {
+ {"GatherRed", "GatherGreen", "GatherBlue", "GatherAlpha"}};
+
+ out << " switch(comp)\n"
+ " {\n";
+ for (size_t component = 0; component < kHLSLGatherFunctions.size(); ++component)
+ {
+ out << " case " << component << ":\n"
+ << " return " << textureReference << "." << kHLSLGatherFunctions[component]
+ << "(" << samplerReference << ", " << samplerCoordString;
+ if (textureFunction.offset)
+ {
+ out << ", offset";
+ }
+ out << ");\n";
+ }
+
+ out << " default:\n"
+ " return float4(0.0, 0.0, 0.0, 1.0);\n"
+ " }\n";
+}
+
+void OutputTextureSampleFunctionReturnStatement(
+ TInfoSinkBase &out,
+ const TextureFunctionHLSL::TextureFunction &textureFunction,
+ const ShShaderOutput outputType,
+ const ImmutableString &textureReference,
+ const ImmutableString &samplerReference,
+ const ImmutableString &texCoordX,
+ const ImmutableString &texCoordY,
+ const ImmutableString &texCoordZ)
+{
+ out << " return ";
+
+ if (IsIntegerSampler(textureFunction.sampler) && !IsSamplerCube(textureFunction.sampler) &&
+ textureFunction.method != TextureFunctionHLSL::TextureFunction::FETCH)
+ {
+ out << " useBorderColor ? ";
+ if (IsIntegerSamplerUnsigned(textureFunction.sampler))
+ {
+ out << "asuint";
+ }
+ out << "(samplerMetadata[samplerIndex].intBorderColor) : ";
+ }
+
+ // HLSL intrinsic
+ if (outputType == SH_HLSL_3_0_OUTPUT)
+ {
+ switch (textureFunction.sampler)
+ {
+ case EbtSampler2D:
+ case EbtSamplerVideoWEBGL:
+ 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);
+
+ if (hlslCoords >= 2)
+ {
+ out << "(" << texCoordX << ", " << texCoordY;
+ }
+ else if (hlslCoords == 1)
+ {
+ std::string varName(texCoordX.data());
+ if (size_t pos = varName.find_last_of('.') != std::string::npos)
+ {
+ varName = varName.substr(0, pos);
+ }
+ out << "(" << varName;
+ }
+ else
+ {
+ out << "(";
+ }
+
+ 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)
+ {
+ if (IsSampler2DMS(textureFunction.sampler) ||
+ IsSampler2DMSArray(textureFunction.sampler))
+ out << "), index";
+ else if (IsSamplerBuffer(textureFunction.sampler))
+ out << ")";
+ else
+ 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
+
+ImmutableString TextureFunctionHLSL::TextureFunction::name() const
+{
+ static const ImmutableString kGlTextureName("gl_texture");
+
+ ImmutableString suffix(TextureTypeSuffix(this->sampler));
+
+ ImmutableStringBuilder name(kGlTextureName.length() + suffix.length() + 4u + 6u + 5u);
+
+ name << kGlTextureName;
+
+ // 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 << suffix;
+
+ 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;
+ case GATHER:
+ name << "Gather";
+ 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:
+ case EbtSamplerVideoWEBGL:
+ return "int2";
+ case EbtSampler3D:
+ case EbtISampler3D:
+ case EbtUSampler3D:
+ case EbtSampler2DArray:
+ case EbtISampler2DArray:
+ case EbtUSampler2DArray:
+ case EbtSampler2DMSArray:
+ case EbtISampler2DMSArray:
+ case EbtUSampler2DMSArray:
+ case EbtSampler2DArrayShadow:
+ return "int3";
+ case EbtISamplerBuffer:
+ case EbtUSamplerBuffer:
+ case EbtSamplerBuffer:
+ return "int";
+ default:
+ UNREACHABLE();
+ }
+ }
+ else // Sampling function
+ {
+ switch (sampler)
+ {
+ case EbtSampler2D:
+ case EbtSampler2DMS:
+ case EbtSampler2DMSArray:
+ case EbtSampler3D:
+ case EbtSamplerCube:
+ case EbtSampler2DArray:
+ case EbtSamplerExternalOES:
+ case EbtSamplerVideoWEBGL:
+ case EbtSamplerBuffer:
+ return "float4";
+ case EbtISampler2D:
+ case EbtISampler2DMS:
+ case EbtISampler2DMSArray:
+ case EbtISampler3D:
+ case EbtISamplerCube:
+ case EbtISampler2DArray:
+ case EbtISamplerBuffer:
+ return "int4";
+ case EbtUSampler2D:
+ case EbtUSampler2DMS:
+ case EbtUSampler2DMSArray:
+ case EbtUSampler3D:
+ case EbtUSamplerCube:
+ case EbtUSampler2DArray:
+ case EbtUSamplerBuffer:
+ return "uint4";
+ case EbtSampler2DShadow:
+ case EbtSamplerCubeShadow:
+ case EbtSampler2DArrayShadow:
+ if (method == TextureFunctionHLSL::TextureFunction::GATHER)
+ {
+ return "float4";
+ }
+ else
+ {
+ 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);
+}
+
+ImmutableString TextureFunctionHLSL::useTextureFunction(const ImmutableString &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 if (name == "textureGather")
+ {
+ textureFunction.method = TextureFunction::GATHER;
+ }
+ else if (name == "textureGatherOffset")
+ {
+ textureFunction.method = TextureFunction::GATHER;
+ textureFunction.offset = true;
+ }
+ else if (name == "textureVideoWEBGL")
+ {
+ textureFunction.method = TextureFunction::IMPLICIT;
+ }
+ 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 || shaderType == GL_COMPUTE_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.
+ ImmutableString textureReference("");
+ ImmutableString samplerReference("");
+ GetTextureReference(out, textureFunction, outputType, &textureReference, &samplerReference);
+
+ if (textureFunction.method == TextureFunction::SIZE)
+ {
+ OutputTextureSizeFunctionBody(out, textureFunction, textureReference,
+ getDimensionsIgnoresBaseLevel);
+ }
+ else
+ {
+ ImmutableString texCoordX("t.x");
+ ImmutableString texCoordY("t.y");
+ ImmutableString texCoordZ("t.z");
+ if (textureFunction.method == TextureFunction::GATHER)
+ {
+ OutputTextureGatherFunctionBody(out, textureFunction, outputType, textureReference,
+ samplerReference, texCoordX, texCoordY, texCoordZ);
+ }
+ else
+ {
+ ProjectTextureCoordinates(textureFunction, &texCoordX, &texCoordY, &texCoordZ);
+ OutputIntegerTextureSampleFunctionComputations(
+ out, textureFunction, outputType, textureReference, &texCoordX, &texCoordY,
+ &texCoordZ, getDimensionsIgnoresBaseLevel);
+ OutputTextureSampleFunctionReturnStatement(out, textureFunction, outputType,
+ textureReference, samplerReference,
+ texCoordX, texCoordY, texCoordZ);
+ }
+ }
+
+ out << "}\n"
+ "\n";
+ }
+}
+
+} // namespace sh