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naga: Add support for GLSL signed/unsigned samplers (#6513)
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@ -99,6 +99,7 @@ By @ErichDonGubler in [#6456](https://github.com/gfx-rs/wgpu/pull/6456), [#6148]
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- Fix an issue where `naga` CLI would incorrectly skip the first positional argument when `--stdin-file-path` was specified. By @ErichDonGubler in [#6480](https://github.com/gfx-rs/wgpu/pull/6480).
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- Fix textureNumLevels in the GLSL backend. By @magcius in [#6483](https://github.com/gfx-rs/wgpu/pull/6483).
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- Implement `quantizeToF16()` for WGSL frontend, and WGSL, SPIR-V, HLSL, MSL, and GLSL backends. By @jamienicol in [#6519](https://github.com/gfx-rs/wgpu/pull/6519).
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- Add support for GLSL `usampler*` and `isampler*`. By @DavidPeicho in [#6513](https://github.com/gfx-rs/wgpu/pull/6513).
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#### General
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@ -462,37 +462,54 @@ fn inject_standard_builtins(
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module: &mut Module,
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name: &str,
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) {
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match name {
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// Some samplers (sampler1D, etc...) can be float, int, or uint
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let anykind_sampler = if name.starts_with("sampler") {
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Some((name, Sk::Float))
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} else if name.starts_with("usampler") {
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Some((&name[1..], Sk::Uint))
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} else if name.starts_with("isampler") {
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Some((&name[1..], Sk::Sint))
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} else {
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None
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};
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if let Some((sampler, kind)) = anykind_sampler {
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match sampler {
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"sampler1D" | "sampler1DArray" | "sampler2D" | "sampler2DArray" | "sampler2DMS"
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| "sampler2DMSArray" | "sampler3D" | "samplerCube" | "samplerCubeArray" => {
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declaration.overloads.push(module.add_builtin(
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vec![
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TypeInner::Image {
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dim: match name {
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dim: match sampler {
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"sampler1D" | "sampler1DArray" => Dim::D1,
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"sampler2D" | "sampler2DArray" | "sampler2DMS" | "sampler2DMSArray" => {
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Dim::D2
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}
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"sampler2D" | "sampler2DArray" | "sampler2DMS"
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| "sampler2DMSArray" => Dim::D2,
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"sampler3D" => Dim::D3,
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_ => Dim::Cube,
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},
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arrayed: matches!(
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name,
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sampler,
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"sampler1DArray"
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| "sampler2DArray"
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| "sampler2DMSArray"
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| "samplerCubeArray"
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),
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class: ImageClass::Sampled {
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kind: Sk::Float,
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multi: matches!(name, "sampler2DMS" | "sampler2DMSArray"),
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kind,
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multi: matches!(sampler, "sampler2DMS" | "sampler2DMSArray"),
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},
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},
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TypeInner::Sampler { comparison: false },
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],
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MacroCall::Sampler,
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))
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));
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return;
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}
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_ => (),
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}
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}
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match name {
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// Shadow sampler can only be of kind `Sk::Float`
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"sampler1DShadow"
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| "sampler1DArrayShadow"
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| "sampler2DShadow"
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@ -8,7 +8,11 @@ layout(set = 1, binding = 3) uniform texture2DArray tex2DArray;
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layout(set = 1, binding = 4) uniform textureCube texCube;
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layout(set = 1, binding = 5) uniform textureCubeArray texCubeArray;
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layout(set = 1, binding = 6) uniform texture3D tex3D;
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layout(set = 1, binding = 7) uniform sampler samp;
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layout(set = 1, binding = 7) uniform utexture2D utex2D;
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layout(set = 1, binding = 8) uniform itexture2D itex2D;
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layout(set = 2, binding = 0) uniform sampler samp;
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// WGSL doesn't have 1D depth samplers.
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#define HAS_1D_DEPTH_TEXTURES 0
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@ -129,16 +133,26 @@ void testTex2D(in vec2 coord) {
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vec4 c;
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c = texture(sampler2D(tex2D, samp), coord);
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c = texture(sampler2D(tex2D, samp), coord, 2.0);
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/* Signed/Unsigned samplers not supported in the WGSL specification with `textureSample()` */
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c = textureGrad(sampler2D(tex2D, samp), coord, vec2(4.0), vec2(4.0));
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/* Signed/Unsigned samplers not supported in the WGSL specification with `textureSampleGrad()` */
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c = textureGradOffset(sampler2D(tex2D, samp), coord, vec2(4.0), vec2(4.0), ivec2(5));
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/* Signed/Unsigned samplers not supported in the WGSL specification with `textureSampleGrad()` */
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c = textureLod(sampler2D(tex2D, samp), coord, 3.0);
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/* Signed/Unsigned samplers not supported in the WGSL specification with `textureSampleLevel()` */
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c = textureLodOffset(sampler2D(tex2D, samp), coord, 3.0, ivec2(5));
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c = textureOffset(sampler2D(tex2D, samp), coord, ivec2(5));
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c = textureOffset(sampler2D(tex2D, samp), coord, ivec2(5), 2.0);
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c = textureProj(sampler2D(tex2D, samp), vec3(coord, 6.0));
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c = textureProj(sampler2D(tex2D, samp), vec4(coord, 0.0, 6.0));
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c = textureProj(sampler2D(tex2D, samp), vec3(coord, 6.0), 2.0);
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c = textureProj(sampler2D(tex2D, samp), vec4(coord, 0.0, 6.0), 2.0);
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c = textureProjGrad(sampler2D(tex2D, samp), vec3(coord, 6.0), vec2(4.0), vec2(4.0));
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c = textureProjGrad(sampler2D(tex2D, samp), vec4(coord, 0.0, 6.0), vec2(4.0), vec2(4.0));
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c = textureProjGradOffset(sampler2D(tex2D, samp), vec3(coord, 6.0), vec2(4.0), vec2(4.0), ivec2(5));
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@ -151,8 +165,14 @@ void testTex2D(in vec2 coord) {
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c = textureProjOffset(sampler2D(tex2D, samp), vec4(coord, 0.0, 6.0), ivec2(5));
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c = textureProjOffset(sampler2D(tex2D, samp), vec3(coord, 6.0), ivec2(5), 2.0);
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c = textureProjOffset(sampler2D(tex2D, samp), vec4(coord, 0.0, 6.0), ivec2(5), 2.0);
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c = texelFetch(sampler2D(tex2D, samp), ivec2(coord), 3);
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c = vec4(texelFetch(usampler2D(utex2D, samp), ivec2(coord), 3));
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c = vec4(texelFetch(isampler2D(itex2D, samp), ivec2(coord), 3));
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c = texelFetchOffset(sampler2D(tex2D, samp), ivec2(coord), 3, ivec2(5));
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c = vec4(texelFetchOffset(usampler2D(utex2D, samp), ivec2(coord), 3, ivec2(5)));
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c = vec4(texelFetchOffset(isampler2D(itex2D, samp), ivec2(coord), 3, ivec2(5)));
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}
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void testTex2DShadow(vec2 coord) {
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