Commit 18b9fbd7 by Jason Ekstrand

SPIRV: Add support for texelFetch

There's nothing really special about texelFetch other than the opcode and some restrictions so adding it is pretty trivial.
parent d6c37b19
......@@ -1666,8 +1666,6 @@ spv::Id TGlslangToSpvTraverser::createImageTextureFunctionCall(glslang::TIntermO
// This is no longer a query....
if (cracked.fetch)
spv::MissingFunctionality("texel fetch");
if (cracked.gather)
spv::MissingFunctionality("texture gather");
......@@ -1723,7 +1721,7 @@ spv::Id TGlslangToSpvTraverser::createImageTextureFunctionCall(glslang::TIntermO
++extraArgs;
}
return builder.createTextureCall(precision, convertGlslangToSpvType(node->getType()), cracked.proj, params);
return builder.createTextureCall(precision, convertGlslangToSpvType(node->getType()), cracked.fetch, cracked.proj, params);
}
spv::Id TGlslangToSpvTraverser::handleUserFunctionCall(const glslang::TIntermAggregate* node)
......
......@@ -1137,7 +1137,7 @@ Id Builder::createBuiltinCall(Decoration /*precision*/, Id resultType, Id builti
// Accept all parameters needed to create a texture instruction.
// Create the correct instruction based on the inputs, and make the call.
Id Builder::createTextureCall(Decoration precision, Id resultType, bool proj, const TextureParameters& parameters)
Id Builder::createTextureCall(Decoration precision, Id resultType, bool fetch, bool proj, const TextureParameters& parameters)
{
static const int maxTextureArgs = 10;
Id texArgs[maxTextureArgs] = {};
......@@ -1196,7 +1196,9 @@ Id Builder::createTextureCall(Decoration precision, Id resultType, bool proj, co
//
Op opCode;
opCode = OpImageSampleImplicitLod;
if (xplicit) {
if (fetch) {
opCode = OpImageFetch;
} else if (xplicit) {
if (parameters.Dref) {
if (proj)
opCode = OpImageSampleProjDrefExplicitLod;
......
......@@ -298,7 +298,7 @@ public:
};
// Select the correct texture operation based on all inputs, and emit the correct instruction
Id createTextureCall(Decoration precision, Id resultType, bool proj, const TextureParameters&);
Id createTextureCall(Decoration precision, Id resultType, bool fetch, bool proj, const TextureParameters&);
// Emit the OpTextureQuery* instruction that was passed in.
// Figure out the right return value and type, and return it.
......
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