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Merge pull request #9652 from liamwhite/ms

spirv: fix multisampled image fetch
bunnei 3 жил өмнө
parent
commit
58ba508e9a

+ 4 - 0
src/shader_recompiler/backend/spirv/emit_spirv_image.cpp

@@ -436,6 +436,10 @@ Id EmitImageFetch(EmitContext& ctx, IR::Inst* inst, const IR::Value& index, Id c
     if (info.type == TextureType::Buffer) {
         lod = Id{};
     }
+    if (Sirit::ValidId(ms)) {
+        // This image is multisampled, lod must be implicit
+        lod = Id{};
+    }
     const ImageOperands operands(offset, lod, ms);
     return Emit(&EmitContext::OpImageSparseFetch, &EmitContext::OpImageFetch, ctx, inst, ctx.F32[4],
                 TextureImage(ctx, info, index), coords, operands.MaskOptional(), operands.Span());

+ 3 - 2
src/shader_recompiler/backend/spirv/spirv_emit_context.cpp

@@ -35,6 +35,7 @@ Id ImageType(EmitContext& ctx, const TextureDescriptor& desc) {
     const spv::ImageFormat format{spv::ImageFormat::Unknown};
     const Id type{ctx.F32[1]};
     const bool depth{desc.is_depth};
+    const bool ms{desc.is_multisample};
     switch (desc.type) {
     case TextureType::Color1D:
         return ctx.TypeImage(type, spv::Dim::Dim1D, depth, false, false, 1, format);
@@ -42,9 +43,9 @@ Id ImageType(EmitContext& ctx, const TextureDescriptor& desc) {
         return ctx.TypeImage(type, spv::Dim::Dim1D, depth, true, false, 1, format);
     case TextureType::Color2D:
     case TextureType::Color2DRect:
-        return ctx.TypeImage(type, spv::Dim::Dim2D, depth, false, false, 1, format);
+        return ctx.TypeImage(type, spv::Dim::Dim2D, depth, false, ms, 1, format);
     case TextureType::ColorArray2D:
-        return ctx.TypeImage(type, spv::Dim::Dim2D, depth, true, false, 1, format);
+        return ctx.TypeImage(type, spv::Dim::Dim2D, depth, true, ms, 1, format);
     case TextureType::Color3D:
         return ctx.TypeImage(type, spv::Dim::Dim3D, depth, false, false, 1, format);
     case TextureType::ColorCube:

+ 8 - 0
src/shader_recompiler/ir_opt/texture_pass.cpp

@@ -524,6 +524,7 @@ void TexturePass(Environment& env, IR::Program& program, const HostTranslateInfo
 
         const auto& cbuf{texture_inst.cbuf};
         auto flags{inst->Flags<IR::TextureInstInfo>()};
+        bool is_multisample{false};
         switch (inst->GetOpcode()) {
         case IR::Opcode::ImageQueryDimensions:
             flags.type.Assign(ReadTextureType(env, cbuf));
@@ -538,6 +539,12 @@ void TexturePass(Environment& env, IR::Program& program, const HostTranslateInfo
             }
             break;
         case IR::Opcode::ImageFetch:
+            if (flags.type == TextureType::Color2D || flags.type == TextureType::Color2DRect ||
+                flags.type == TextureType::ColorArray2D) {
+                is_multisample = !inst->Arg(4).IsEmpty();
+            } else {
+                inst->SetArg(4, IR::U32{});
+            }
             if (flags.type != TextureType::Color1D) {
                 break;
             }
@@ -613,6 +620,7 @@ void TexturePass(Environment& env, IR::Program& program, const HostTranslateInfo
                 index = descriptors.Add(TextureDescriptor{
                     .type = flags.type,
                     .is_depth = flags.is_depth != 0,
+                    .is_multisample = is_multisample,
                     .has_secondary = cbuf.has_secondary,
                     .cbuf_index = cbuf.index,
                     .cbuf_offset = cbuf.offset,

+ 1 - 0
src/shader_recompiler/shader_info.h

@@ -109,6 +109,7 @@ using ImageBufferDescriptors = boost::container::small_vector<ImageBufferDescrip
 struct TextureDescriptor {
     TextureType type;
     bool is_depth;
+    bool is_multisample;
     bool has_secondary;
     u32 cbuf_index;
     u32 cbuf_offset;