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Merge pull request #9687 from ameerj/ogl-shader-ms

glasm, glsl: Implement multisampled Image Fetch
bunnei 3 年 前
コミット
40e7d78179

+ 2 - 0
src/shader_recompiler/backend/glasm/emit_glasm.cpp

@@ -279,6 +279,8 @@ void SetupOptions(const IR::Program& program, const Profile& profile,
     header += "OPTION NV_internal;"
     header += "OPTION NV_internal;"
               "OPTION NV_shader_storage_buffer;"
               "OPTION NV_shader_storage_buffer;"
               "OPTION NV_gpu_program_fp64;";
               "OPTION NV_gpu_program_fp64;";
+    // TODO: Enable only when MS is used
+    header += "OPTION NV_texture_multisample;";
     if (info.uses_int64_bit_atomics) {
     if (info.uses_int64_bit_atomics) {
         header += "OPTION NV_shader_atomic_int64;";
         header += "OPTION NV_shader_atomic_int64;";
     }
     }

+ 6 - 5
src/shader_recompiler/backend/glasm/emit_glasm_image.cpp

@@ -59,7 +59,7 @@ std::string Image(EmitContext& ctx, IR::TextureInstInfo info,
     }
     }
 }
 }
 
 
-std::string_view TextureType(IR::TextureInstInfo info) {
+std::string_view TextureType(IR::TextureInstInfo info, bool is_ms = false) {
     if (info.is_depth) {
     if (info.is_depth) {
         switch (info.type) {
         switch (info.type) {
         case TextureType::Color1D:
         case TextureType::Color1D:
@@ -88,9 +88,9 @@ std::string_view TextureType(IR::TextureInstInfo info) {
             return "ARRAY1D";
             return "ARRAY1D";
         case TextureType::Color2D:
         case TextureType::Color2D:
         case TextureType::Color2DRect:
         case TextureType::Color2DRect:
-            return "2D";
+            return is_ms ? "2DMS" : "2D";
         case TextureType::ColorArray2D:
         case TextureType::ColorArray2D:
-            return "ARRAY2D";
+            return is_ms ? "ARRAY2DMS" : "ARRAY2D";
         case TextureType::Color3D:
         case TextureType::Color3D:
             return "3D";
             return "3D";
         case TextureType::ColorCube:
         case TextureType::ColorCube:
@@ -510,15 +510,16 @@ void EmitImageFetch(EmitContext& ctx, IR::Inst& inst, const IR::Value& index,
                     const IR::Value& coord, const IR::Value& offset, ScalarS32 lod, ScalarS32 ms) {
                     const IR::Value& coord, const IR::Value& offset, ScalarS32 lod, ScalarS32 ms) {
     const auto info{inst.Flags<IR::TextureInstInfo>()};
     const auto info{inst.Flags<IR::TextureInstInfo>()};
     const auto sparse_inst{PrepareSparse(inst)};
     const auto sparse_inst{PrepareSparse(inst)};
+    const bool is_multisample{ms.type != Type::Void};
     const std::string_view sparse_mod{sparse_inst ? ".SPARSE" : ""};
     const std::string_view sparse_mod{sparse_inst ? ".SPARSE" : ""};
-    const std::string_view type{TextureType(info)};
+    const std::string_view type{TextureType(info, is_multisample)};
     const std::string texture{Texture(ctx, info, index)};
     const std::string texture{Texture(ctx, info, index)};
     const std::string offset_vec{Offset(ctx, offset)};
     const std::string offset_vec{Offset(ctx, offset)};
     const auto [coord_vec, coord_alloc]{Coord(ctx, coord)};
     const auto [coord_vec, coord_alloc]{Coord(ctx, coord)};
     const Register ret{ctx.reg_alloc.Define(inst)};
     const Register ret{ctx.reg_alloc.Define(inst)};
     if (info.type == TextureType::Buffer) {
     if (info.type == TextureType::Buffer) {
         ctx.Add("TXF.F{} {},{},{},{}{};", sparse_mod, ret, coord_vec, texture, type, offset_vec);
         ctx.Add("TXF.F{} {},{},{},{}{};", sparse_mod, ret, coord_vec, texture, type, offset_vec);
-    } else if (ms.type != Type::Void) {
+    } else if (is_multisample) {
         ctx.Add("MOV.S {}.w,{};"
         ctx.Add("MOV.S {}.w,{};"
                 "TXFMS.F{} {},{},{},{}{};",
                 "TXFMS.F{} {},{},{},{}{};",
                 coord_vec, ms, sparse_mod, ret, coord_vec, texture, type, offset_vec);
                 coord_vec, ms, sparse_mod, ret, coord_vec, texture, type, offset_vec);

+ 11 - 6
src/shader_recompiler/backend/glsl/emit_glsl_image.cpp

@@ -414,7 +414,7 @@ void EmitImageGatherDref(EmitContext& ctx, IR::Inst& inst, const IR::Value& inde
 
 
 void EmitImageFetch(EmitContext& ctx, IR::Inst& inst, const IR::Value& index,
 void EmitImageFetch(EmitContext& ctx, IR::Inst& inst, const IR::Value& index,
                     std::string_view coords, std::string_view offset, std::string_view lod,
                     std::string_view coords, std::string_view offset, std::string_view lod,
-                    [[maybe_unused]] std::string_view ms) {
+                    std::string_view ms) {
     const auto info{inst.Flags<IR::TextureInstInfo>()};
     const auto info{inst.Flags<IR::TextureInstInfo>()};
     if (info.has_bias) {
     if (info.has_bias) {
         throw NotImplementedException("EmitImageFetch Bias texture samples");
         throw NotImplementedException("EmitImageFetch Bias texture samples");
@@ -431,19 +431,24 @@ void EmitImageFetch(EmitContext& ctx, IR::Inst& inst, const IR::Value& index,
         ctx.AddU1("{}=true;", *sparse_inst);
         ctx.AddU1("{}=true;", *sparse_inst);
     }
     }
     if (!sparse_inst || !supports_sparse) {
     if (!sparse_inst || !supports_sparse) {
-        if (!offset.empty()) {
-            ctx.Add("{}=texelFetchOffset({},{},int({}),{});", texel, texture,
-                    CoordsCastToInt(coords, info), lod, CoordsCastToInt(offset, info));
+        const auto int_coords{CoordsCastToInt(coords, info)};
+        if (!ms.empty()) {
+            ctx.Add("{}=texelFetch({},{},int({}));", texel, texture, int_coords, ms);
+        } else if (!offset.empty()) {
+            ctx.Add("{}=texelFetchOffset({},{},int({}),{});", texel, texture, int_coords, lod,
+                    CoordsCastToInt(offset, info));
         } else {
         } else {
             if (info.type == TextureType::Buffer) {
             if (info.type == TextureType::Buffer) {
                 ctx.Add("{}=texelFetch({},int({}));", texel, texture, coords);
                 ctx.Add("{}=texelFetch({},int({}));", texel, texture, coords);
             } else {
             } else {
-                ctx.Add("{}=texelFetch({},{},int({}));", texel, texture,
-                        CoordsCastToInt(coords, info), lod);
+                ctx.Add("{}=texelFetch({},{},int({}));", texel, texture, int_coords, lod);
             }
             }
         }
         }
         return;
         return;
     }
     }
+    if (!ms.empty()) {
+        throw NotImplementedException("EmitImageFetch Sparse MSAA samples");
+    }
     if (!offset.empty()) {
     if (!offset.empty()) {
         ctx.AddU1("{}=sparseTexelsResidentARB(sparseTexelFetchOffsetARB({},{},int({}),{},{}));",
         ctx.AddU1("{}=sparseTexelsResidentARB(sparseTexelFetchOffsetARB({},{},int({}),{},{}));",
                   *sparse_inst, texture, CastToIntVec(coords, info), lod,
                   *sparse_inst, texture, CastToIntVec(coords, info), lod,

+ 27 - 22
src/shader_recompiler/backend/glsl/glsl_emit_context.cpp

@@ -61,24 +61,28 @@ std::string OutputDecorator(Stage stage, u32 size) {
     }
     }
 }
 }
 
 
-std::string_view SamplerType(TextureType type, bool is_depth) {
-    if (is_depth) {
-        switch (type) {
-        case TextureType::Color1D:
-            return "sampler1DShadow";
-        case TextureType::ColorArray1D:
-            return "sampler1DArrayShadow";
-        case TextureType::Color2D:
-            return "sampler2DShadow";
-        case TextureType::ColorArray2D:
-            return "sampler2DArrayShadow";
-        case TextureType::ColorCube:
-            return "samplerCubeShadow";
-        case TextureType::ColorArrayCube:
-            return "samplerCubeArrayShadow";
-        default:
-            throw NotImplementedException("Texture type: {}", type);
-        }
+std::string_view DepthSamplerType(TextureType type) {
+    switch (type) {
+    case TextureType::Color1D:
+        return "sampler1DShadow";
+    case TextureType::ColorArray1D:
+        return "sampler1DArrayShadow";
+    case TextureType::Color2D:
+        return "sampler2DShadow";
+    case TextureType::ColorArray2D:
+        return "sampler2DArrayShadow";
+    case TextureType::ColorCube:
+        return "samplerCubeShadow";
+    case TextureType::ColorArrayCube:
+        return "samplerCubeArrayShadow";
+    default:
+        throw NotImplementedException("Texture type: {}", type);
+    }
+}
+
+std::string_view ColorSamplerType(TextureType type, bool is_multisample = false) {
+    if (is_multisample) {
+        ASSERT(type == TextureType::Color2D || type == TextureType::ColorArray2D);
     }
     }
     switch (type) {
     switch (type) {
     case TextureType::Color1D:
     case TextureType::Color1D:
@@ -87,9 +91,9 @@ std::string_view SamplerType(TextureType type, bool is_depth) {
         return "sampler1DArray";
         return "sampler1DArray";
     case TextureType::Color2D:
     case TextureType::Color2D:
     case TextureType::Color2DRect:
     case TextureType::Color2DRect:
-        return "sampler2D";
+        return is_multisample ? "sampler2DMS" : "sampler2D";
     case TextureType::ColorArray2D:
     case TextureType::ColorArray2D:
-        return "sampler2DArray";
+        return is_multisample ? "sampler2DMSArray" : "sampler2DArray";
     case TextureType::Color3D:
     case TextureType::Color3D:
         return "sampler3D";
         return "sampler3D";
     case TextureType::ColorCube:
     case TextureType::ColorCube:
@@ -677,7 +681,7 @@ void EmitContext::SetupTextures(Bindings& bindings) {
     texture_buffers.reserve(info.texture_buffer_descriptors.size());
     texture_buffers.reserve(info.texture_buffer_descriptors.size());
     for (const auto& desc : info.texture_buffer_descriptors) {
     for (const auto& desc : info.texture_buffer_descriptors) {
         texture_buffers.push_back({bindings.texture, desc.count});
         texture_buffers.push_back({bindings.texture, desc.count});
-        const auto sampler_type{SamplerType(TextureType::Buffer, false)};
+        const auto sampler_type{ColorSamplerType(TextureType::Buffer)};
         const auto array_decorator{desc.count > 1 ? fmt::format("[{}]", desc.count) : ""};
         const auto array_decorator{desc.count > 1 ? fmt::format("[{}]", desc.count) : ""};
         header += fmt::format("layout(binding={}) uniform {} tex{}{};", bindings.texture,
         header += fmt::format("layout(binding={}) uniform {} tex{}{};", bindings.texture,
                               sampler_type, bindings.texture, array_decorator);
                               sampler_type, bindings.texture, array_decorator);
@@ -686,7 +690,8 @@ void EmitContext::SetupTextures(Bindings& bindings) {
     textures.reserve(info.texture_descriptors.size());
     textures.reserve(info.texture_descriptors.size());
     for (const auto& desc : info.texture_descriptors) {
     for (const auto& desc : info.texture_descriptors) {
         textures.push_back({bindings.texture, desc.count});
         textures.push_back({bindings.texture, desc.count});
-        const auto sampler_type{SamplerType(desc.type, desc.is_depth)};
+        const auto sampler_type{desc.is_depth ? DepthSamplerType(desc.type)
+                                              : ColorSamplerType(desc.type, desc.is_multisample)};
         const auto array_decorator{desc.count > 1 ? fmt::format("[{}]", desc.count) : ""};
         const auto array_decorator{desc.count > 1 ? fmt::format("[{}]", desc.count) : ""};
         header += fmt::format("layout(binding={}) uniform {} tex{}{};", bindings.texture,
         header += fmt::format("layout(binding={}) uniform {} tex{}{};", bindings.texture,
                               sampler_type, bindings.texture, array_decorator);
                               sampler_type, bindings.texture, array_decorator);