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glsl: Implement TXQ and other misc changes

ameerj 5 лет назад
Родитель
Сommit
3047eb6688

+ 1 - 1
src/shader_recompiler/backend/glsl/emit_glsl.cpp

@@ -190,7 +190,7 @@ std::string EmitGLSL(const Profile& profile, const RuntimeInfo& runtime_info, IR
     }
     ctx.code.insert(0, ctx.header);
     ctx.code += "}";
-    fmt::print("\n{}\n", ctx.code);
+    // fmt::print("\n{}\n", ctx.code);
     return ctx.code;
 }
 

+ 3 - 0
src/shader_recompiler/backend/glsl/emit_glsl_context_get_set.cpp

@@ -118,6 +118,9 @@ void EmitGetAttribute(EmitContext& ctx, IR::Inst& inst, IR::Attribute attr,
     case IR::Attribute::VertexId:
         ctx.AddS32("{}=gl_VertexID;", inst);
         break;
+    case IR::Attribute::FrontFace:
+        ctx.AddS32("{}=gl_FrontFacing?-1:0;", inst);
+        break;
     default:
         fmt::print("Get attribute {}", attr);
         throw NotImplementedException("Get attribute {}", attr);

+ 23 - 1
src/shader_recompiler/backend/glsl/emit_glsl_image.cpp

@@ -351,7 +351,29 @@ void EmitImageFetch([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Inst
 void EmitImageQueryDimensions([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Inst& inst,
                               [[maybe_unused]] const IR::Value& index,
                               [[maybe_unused]] std::string_view lod) {
-    throw NotImplementedException("GLSL Instruction");
+    const auto info{inst.Flags<IR::TextureInstInfo>()};
+    const auto texture{Texture(ctx, info, index)};
+    switch (info.type) {
+    case TextureType::Color1D:
+        return ctx.AddU32x4(
+            "{}=uvec4(uint(textureSize({},int({}))),0u,0u,uint(textureQueryLevels({})));", inst,
+            texture, lod, texture);
+    case TextureType::ColorArray1D:
+    case TextureType::Color2D:
+    case TextureType::ColorCube:
+        return ctx.AddU32x4(
+            "{}=uvec4(uvec2(textureSize({},int({}))),0u,uint(textureQueryLevels({})));", inst,
+            texture, lod, texture);
+    case TextureType::ColorArray2D:
+    case TextureType::Color3D:
+    case TextureType::ColorArrayCube:
+        return ctx.AddU32x4(
+            "{}=uvec4(uvec3(textureSize({},int({}))),uint(textureQueryLevels({})));", inst, texture,
+            lod, texture);
+    case TextureType::Buffer:
+        throw NotImplementedException("Texture buffers");
+    }
+    throw LogicError("Unspecified image type {}", info.type.Value());
 }
 
 void EmitImageQueryLod([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Inst& inst,

+ 1 - 1
src/shader_recompiler/backend/glsl/emit_glsl_not_implemented.cpp

@@ -168,7 +168,7 @@ void EmitSetSampleMask(EmitContext& ctx, std::string_view value) {
 }
 
 void EmitSetFragDepth(EmitContext& ctx, std::string_view value) {
-    NotImplemented();
+    ctx.Add("gl_FragDepth={};", value);
 }
 
 void EmitGetZFlag(EmitContext& ctx) {

+ 8 - 3
src/shader_recompiler/backend/glsl/reg_alloc.cpp

@@ -37,9 +37,14 @@ std::string FormatFloat(std::string_view value, IR::Type type) {
             return "uintBitsToFloat(0xff800000)";
         }
     }
-    const bool needs_dot = value.find_first_of('.') == std::string_view::npos;
-    const bool needs_suffix = !value.ends_with('f');
-    const auto suffix = type == IR::Type::F32 ? "f" : "lf";
+    if (value.find_first_of('e') != std::string_view::npos) {
+        // scientific notation
+        const auto cast{type == IR::Type::F32 ? "float" : "double"};
+        return fmt::format("{}({})", cast, value);
+    }
+    const bool needs_dot{value.find_first_of('.') == std::string_view::npos};
+    const bool needs_suffix{!value.ends_with('f')};
+    const auto suffix{type == IR::Type::F32 ? "f" : "lf"};
     return fmt::format("{}{}{}", value, needs_dot ? "." : "", needs_suffix ? suffix : "");
 }