glsl/glasm: Pass and use scaling parameters in shaders

This commit is contained in:
ReinUsesLisp 2021-07-31 03:04:08 -03:00 committed by Fernando Sahmkow
parent 4a512d6827
commit cfeb161c7e
9 changed files with 51 additions and 28 deletions

View file

@ -394,7 +394,7 @@ EmitContext::EmitContext(IR::Program& program, Bindings& bindings, const Profile
}
}
if (info.uses_rescaling_uniform) {
header += "layout(location=0) uniform float down_factor;";
header += "layout(location=0) uniform vec4 scaling;";
}
DefineConstantBuffers(bindings);
DefineStorageBuffers(bindings);

View file

@ -446,7 +446,7 @@ void EmitYDirection(EmitContext& ctx, IR::Inst& inst) {
}
void EmitResolutionDownFactor(EmitContext& ctx, IR::Inst& inst) {
ctx.AddF32("{}=down_factor;", inst);
ctx.AddF32("{}=scaling.y;", inst);
}
void EmitLoadLocal(EmitContext& ctx, IR::Inst& inst, std::string_view word_offset) {

View file

@ -616,8 +616,8 @@ void EmitIsTextureScaled(EmitContext& ctx, IR::Inst& inst, const IR::Value& inde
if (!index.IsImmediate()) {
throw NotImplementedException("Non-constant texture rescaling");
}
UNIMPLEMENTED();
ctx.AddU1("{}=true;", inst);
const u32 image_index{index.U32()};
ctx.AddU1("{}=(ftou(scaling.x)&{})!=0;", inst, 1u << image_index);
}
void EmitBindlessImageSampleImplicitLod(EmitContext&) {