Implemented biased textureCube sampling

TRAC #11884 Signed-off-by: Andrew Lewycky Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@162 736b8ea6-26fd-11df-bfd4-992fa37f6226
parent 8fd99e26
...@@ -24,6 +24,12 @@ OutputHLSL::OutputHLSL(TParseContext &context) : TIntermTraverser(true, true, tr ...@@ -24,6 +24,12 @@ OutputHLSL::OutputHLSL(TParseContext &context) : TIntermTraverser(true, true, tr
{ {
mUnfoldSelect = new UnfoldSelect(context, this); mUnfoldSelect = new UnfoldSelect(context, this);
mUsesTexture2D = false;
mUsesTexture2D_bias = false;
mUsesTexture2DProj = false;
mUsesTexture2DProj_bias = false;
mUsesTextureCube = false;
mUsesTextureCube_bias = false;
mUsesEqualMat2 = false; mUsesEqualMat2 = false;
mUsesEqualMat3 = false; mUsesEqualMat3 = false;
mUsesEqualMat4 = false; mUsesEqualMat4 = false;
...@@ -135,26 +141,71 @@ void OutputHLSL::header() ...@@ -135,26 +141,71 @@ void OutputHLSL::header()
"static float4 gl_FragCoord = float4(0, 0, 0, 0);\n" "static float4 gl_FragCoord = float4(0, 0, 0, 0);\n"
"static float2 gl_PointCoord = float2(0.5, 0.5);\n" "static float2 gl_PointCoord = float2(0.5, 0.5);\n"
"static bool gl_FrontFacing = false;\n" "static bool gl_FrontFacing = false;\n"
"\n"
"float4 gl_texture2D(sampler2D s, float2 t)\n"
"{\n"
" return tex2D(s, t);\n"
"}\n"
"\n"
"float4 gl_texture2DProj(sampler2D s, float3 t)\n"
"{\n"
" return tex2Dproj(s, float4(t.x, t.y, 0, t.z));\n"
"}\n"
"float4 gl_texture2DBias(sampler2D s, float2 t, float bias)\n"
"{\n"
" return tex2Dbias(s, float4(t.x, t.y, 0, bias));\n"
"}\n"
"\n"
"float4 gl_textureCube(samplerCUBE s, float3 t)\n"
"{\n"
" return texCUBE(s, t);\n"
"}\n"
"\n"; "\n";
if (mUsesTexture2D)
{
out << "float4 gl_texture2D(sampler2D s, float2 t)\n"
"{\n"
" return tex2D(s, t);\n"
"}\n"
"\n";
}
if (mUsesTexture2D_bias)
{
out << "float4 gl_texture2D(sampler2D s, float2 t, float bias)\n"
"{\n"
" return tex2Dbias(s, float4(t.x, t.y, 0, bias));\n"
"}\n"
"\n";
}
if (mUsesTexture2DProj)
{
out << "float4 gl_texture2DProj(sampler2D s, float3 t)\n"
"{\n"
" return tex2Dproj(s, float4(t.x, t.y, 0, t.z));\n"
"}\n"
"\n"
"float4 gl_texture2DProj(sampler2D s, float4 t)\n"
"{\n"
" return tex2Dproj(s, t);\n"
"}\n"
"\n";
}
if (mUsesTexture2DProj_bias)
{
out << "float4 gl_texture2DProj(sampler2D s, float3 t, float bias)\n"
"{\n"
" return tex2Dbias(s, float4(t.x / t.z, t.y / t.z, 0, bias));\n"
"}\n"
"\n"
"float4 gl_texture2DProj(sampler2D s, float4 t, float bias)\n"
"{\n"
" return tex2Dbias(s, float4(t.x / t.w, t.y / t.w, 0, bias));\n"
"}\n"
"\n";
}
if (mUsesTextureCube)
{
out << "float4 gl_textureCube(samplerCUBE s, float3 t)\n"
"{\n"
" return texCUBE(s, t);\n"
"}\n"
"\n";
}
if (mUsesTextureCube_bias)
{
out << "float4 gl_textureCube(samplerCUBE s, float3 t, float bias)\n"
"{\n"
" return texCUBEbias(s, float4(t.x, t.y, t.z, bias));\n"
"}\n"
"\n";
}
} }
else // Vertex shader else // Vertex shader
{ {
...@@ -1135,31 +1186,55 @@ bool OutputHLSL::visitAggregate(Visit visit, TIntermAggregate *node) ...@@ -1135,31 +1186,55 @@ bool OutputHLSL::visitAggregate(Visit visit, TIntermAggregate *node)
{ {
if (node->getSequence().size() == 2) if (node->getSequence().size() == 2)
{ {
out << "gl_texture2D("; mUsesTexture2D = true;
} }
else if (node->getSequence().size() == 3) else if (node->getSequence().size() == 3)
{ {
out << "gl_texture2DBias("; mUsesTexture2D_bias = true;
} }
else UNREACHABLE(); else UNREACHABLE();
out << "gl_texture2D(";
} }
else if (name == "texture2DProj") else if (name == "texture2DProj")
{ {
if (node->getSequence().size() == 2)
{
mUsesTexture2DProj = true;
}
else if (node->getSequence().size() == 3)
{
mUsesTexture2DProj_bias = true;
}
else UNREACHABLE();
out << "gl_texture2DProj("; out << "gl_texture2DProj(";
} }
else if (name == "textureCube")
{
if (node->getSequence().size() == 2)
{
mUsesTextureCube = true;
}
else if (node->getSequence().size() == 3)
{
mUsesTextureCube_bias = true;
}
else UNREACHABLE();
out << "gl_textureCube(";
}
else if (name == "texture2DLod") else if (name == "texture2DLod")
{ {
out << "gl_texture2DLod(";
UNIMPLEMENTED(); // Requires the vertex shader texture sampling extension UNIMPLEMENTED(); // Requires the vertex shader texture sampling extension
} }
else if (name == "texture2DProjLod") else if (name == "texture2DProjLod")
{ {
out << "gl_texture2DProjLod(";
UNIMPLEMENTED(); // Requires the vertex shader texture sampling extension UNIMPLEMENTED(); // Requires the vertex shader texture sampling extension
} }
else if (name == "textureCube") else if (name == "textureCubeLod")
{ {
out << "gl_textureCube("; UNIMPLEMENTED(); // Requires the vertex shader texture sampling extension
} }
else UNREACHABLE(); else UNREACHABLE();
} }
......
...@@ -58,6 +58,12 @@ class OutputHLSL : public TIntermTraverser ...@@ -58,6 +58,12 @@ class OutputHLSL : public TIntermTraverser
TInfoSinkBase mFooter; TInfoSinkBase mFooter;
// Parameters determining what goes in the header output // Parameters determining what goes in the header output
bool mUsesTexture2D;
bool mUsesTexture2D_bias;
bool mUsesTexture2DProj;
bool mUsesTexture2DProj_bias;
bool mUsesTextureCube;
bool mUsesTextureCube_bias;
bool mUsesEqualMat2; bool mUsesEqualMat2;
bool mUsesEqualMat3; bool mUsesEqualMat3;
bool mUsesEqualMat4; bool mUsesEqualMat4;
......
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