Mesa (main): glsl: _textureCubeArrayShadow support clamp
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Tue Feb 1 10:57:36 UTC 2022
Module: Mesa
Branch: main
Commit: 391f2dffaad0b02f9905b3c532082746005bbbbf
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=391f2dffaad0b02f9905b3c532082746005bbbbf
Author: Qiang Yu <yuq825 at gmail.com>
Date: Thu Jan 6 14:58:45 2022 +0800
glsl: _textureCubeArrayShadow support clamp
Reviewed-by: Marek Olšák <marek.olsak at amd.com>
Signed-off-by: Qiang Yu <yuq825 at gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14488>
---
src/compiler/glsl/builtin_functions.cpp | 14 +++++++++++---
1 file changed, 11 insertions(+), 3 deletions(-)
diff --git a/src/compiler/glsl/builtin_functions.cpp b/src/compiler/glsl/builtin_functions.cpp
index 475abfb60e0..8b6447df345 100644
--- a/src/compiler/glsl/builtin_functions.cpp
+++ b/src/compiler/glsl/builtin_functions.cpp
@@ -1195,7 +1195,7 @@ private:
ir_function_signature *_textureCubeArrayShadow(ir_texture_opcode opcode,
builtin_available_predicate avail,
const glsl_type *x,
- bool sparse = false);
+ int flags = 0);
ir_function_signature *_texelFetch(builtin_available_predicate avail,
const glsl_type *return_type,
const glsl_type *sampler_type,
@@ -4058,7 +4058,7 @@ builtin_builder::create_builtins()
_texture(ir_tex, v130_desktop_and_sparse, glsl_type::float_type, glsl_type::sampler2DArrayShadow_type, glsl_type::vec4_type, TEX_SPARSE),
- _textureCubeArrayShadow(ir_tex, texture_cube_map_array_and_sparse, glsl_type::samplerCubeArrayShadow_type, true),
+ _textureCubeArrayShadow(ir_tex, texture_cube_map_array_and_sparse, glsl_type::samplerCubeArrayShadow_type, TEX_SPARSE),
_texture(ir_tex, v130_desktop_and_sparse, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec2_type, TEX_SPARSE),
_texture(ir_tex, v130_desktop_and_sparse, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec2_type, TEX_SPARSE),
@@ -7080,12 +7080,14 @@ ir_function_signature *
builtin_builder::_textureCubeArrayShadow(ir_texture_opcode opcode,
builtin_available_predicate avail,
const glsl_type *sampler_type,
- bool sparse)
+ int flags)
{
ir_variable *s = in_var(sampler_type, "sampler");
ir_variable *P = in_var(glsl_type::vec4_type, "P");
ir_variable *compare = in_var(glsl_type::float_type, "compare");
const glsl_type *return_type = glsl_type::float_type;
+ bool sparse = flags & TEX_SPARSE;
+ bool clamp = flags & TEX_CLAMP;
/* Sparse texture return residency info. */
const glsl_type *type = sparse ? glsl_type::int_type : return_type;
MAKE_SIG(type, avail, 3, s, P, compare);
@@ -7102,6 +7104,12 @@ builtin_builder::_textureCubeArrayShadow(ir_texture_opcode opcode,
tex->lod_info.lod = var_ref(lod);
}
+ if (clamp) {
+ ir_variable *lod_clamp = in_var(glsl_type::float_type, "lodClamp");
+ sig->parameters.push_tail(lod_clamp);
+ tex->clamp = var_ref(lod_clamp);
+ }
+
ir_variable *texel = NULL;
if (sparse) {
texel = out_var(return_type, "texel");
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