From 5710e9015016c7dcf25cfddf6d9099080c202adf Mon Sep 17 00:00:00 2001 From: ameerj <52414509+ameerj@users.noreply.github.com> Date: Thu, 26 Jan 2023 23:03:01 -0500 Subject: [PATCH 1/3] glsl: Add MS sampler types --- .../backend/glsl/glsl_emit_context.cpp | 49 ++++++++++--------- 1 file changed, 27 insertions(+), 22 deletions(-) diff --git a/src/shader_recompiler/backend/glsl/glsl_emit_context.cpp b/src/shader_recompiler/backend/glsl/glsl_emit_context.cpp index 5d01ec0cd..1b006e811 100644 --- a/src/shader_recompiler/backend/glsl/glsl_emit_context.cpp +++ b/src/shader_recompiler/backend/glsl/glsl_emit_context.cpp @@ -61,24 +61,28 @@ std::string OutputDecorator(Stage stage, u32 size) { } } -std::string_view SamplerType(TextureType type, bool is_depth) { - if (is_depth) { - switch (type) { - case TextureType::Color1D: - return "sampler1DShadow"; - case TextureType::ColorArray1D: - return "sampler1DArrayShadow"; - case TextureType::Color2D: - return "sampler2DShadow"; - case TextureType::ColorArray2D: - return "sampler2DArrayShadow"; - case TextureType::ColorCube: - return "samplerCubeShadow"; - case TextureType::ColorArrayCube: - return "samplerCubeArrayShadow"; - default: - throw NotImplementedException("Texture type: {}", type); - } +std::string_view DepthSamplerType(TextureType type) { + switch (type) { + case TextureType::Color1D: + return "sampler1DShadow"; + case TextureType::ColorArray1D: + return "sampler1DArrayShadow"; + case TextureType::Color2D: + return "sampler2DShadow"; + case TextureType::ColorArray2D: + return "sampler2DArrayShadow"; + case TextureType::ColorCube: + return "samplerCubeShadow"; + case TextureType::ColorArrayCube: + return "samplerCubeArrayShadow"; + default: + throw NotImplementedException("Texture type: {}", type); + } +} + +std::string_view ColorSamplerType(TextureType type, bool is_multisample = false) { + if (is_multisample) { + ASSERT(type == TextureType::Color2D || type == TextureType::ColorArray2D); } switch (type) { case TextureType::Color1D: @@ -87,9 +91,9 @@ std::string_view SamplerType(TextureType type, bool is_depth) { return "sampler1DArray"; case TextureType::Color2D: case TextureType::Color2DRect: - return "sampler2D"; + return is_multisample ? "sampler2DMS" : "sampler2D"; case TextureType::ColorArray2D: - return "sampler2DArray"; + return is_multisample ? "sampler2DMSArray" : "sampler2DArray"; case TextureType::Color3D: return "sampler3D"; case TextureType::ColorCube: @@ -677,7 +681,7 @@ void EmitContext::SetupTextures(Bindings& bindings) { texture_buffers.reserve(info.texture_buffer_descriptors.size()); for (const auto& desc : info.texture_buffer_descriptors) { texture_buffers.push_back({bindings.texture, desc.count}); - const auto sampler_type{SamplerType(TextureType::Buffer, false)}; + const auto sampler_type{ColorSamplerType(TextureType::Buffer)}; const auto array_decorator{desc.count > 1 ? fmt::format("[{}]", desc.count) : ""}; header += fmt::format("layout(binding={}) uniform {} tex{}{};", bindings.texture, sampler_type, bindings.texture, array_decorator); @@ -686,7 +690,8 @@ void EmitContext::SetupTextures(Bindings& bindings) { textures.reserve(info.texture_descriptors.size()); for (const auto& desc : info.texture_descriptors) { textures.push_back({bindings.texture, desc.count}); - const auto sampler_type{SamplerType(desc.type, desc.is_depth)}; + const auto sampler_type{desc.is_depth ? DepthSamplerType(desc.type) + : ColorSamplerType(desc.type, desc.is_multisample)}; const auto array_decorator{desc.count > 1 ? fmt::format("[{}]", desc.count) : ""}; header += fmt::format("layout(binding={}) uniform {} tex{}{};", bindings.texture, sampler_type, bindings.texture, array_decorator); From 0f795603fc04d873dfde99c795f3c1600ff2032c Mon Sep 17 00:00:00 2001 From: ameerj <52414509+ameerj@users.noreply.github.com> Date: Thu, 26 Jan 2023 23:24:19 -0500 Subject: [PATCH 2/3] glasm: Add MS sampler types --- src/shader_recompiler/backend/glasm/emit_glasm.cpp | 2 ++ .../backend/glasm/emit_glasm_image.cpp | 11 ++++++----- 2 files changed, 8 insertions(+), 5 deletions(-) diff --git a/src/shader_recompiler/backend/glasm/emit_glasm.cpp b/src/shader_recompiler/backend/glasm/emit_glasm.cpp index 0cb1e193e..fd4a61a4d 100644 --- a/src/shader_recompiler/backend/glasm/emit_glasm.cpp +++ b/src/shader_recompiler/backend/glasm/emit_glasm.cpp @@ -279,6 +279,8 @@ void SetupOptions(const IR::Program& program, const Profile& profile, header += "OPTION NV_internal;" "OPTION NV_shader_storage_buffer;" "OPTION NV_gpu_program_fp64;"; + // TODO: Enable only when MS is used + header += "OPTION NV_texture_multisample;"; if (info.uses_int64_bit_atomics) { header += "OPTION NV_shader_atomic_int64;"; } diff --git a/src/shader_recompiler/backend/glasm/emit_glasm_image.cpp b/src/shader_recompiler/backend/glasm/emit_glasm_image.cpp index e67e80fac..cf6065208 100644 --- a/src/shader_recompiler/backend/glasm/emit_glasm_image.cpp +++ b/src/shader_recompiler/backend/glasm/emit_glasm_image.cpp @@ -59,7 +59,7 @@ std::string Image(EmitContext& ctx, IR::TextureInstInfo info, } } -std::string_view TextureType(IR::TextureInstInfo info) { +std::string_view TextureType(IR::TextureInstInfo info, bool is_ms = false) { if (info.is_depth) { switch (info.type) { case TextureType::Color1D: @@ -88,9 +88,9 @@ std::string_view TextureType(IR::TextureInstInfo info) { return "ARRAY1D"; case TextureType::Color2D: case TextureType::Color2DRect: - return "2D"; + return is_ms ? "2DMS" : "2D"; case TextureType::ColorArray2D: - return "ARRAY2D"; + return is_ms ? "ARRAY2DMS" : "ARRAY2D"; case TextureType::Color3D: return "3D"; case TextureType::ColorCube: @@ -510,15 +510,16 @@ void EmitImageFetch(EmitContext& ctx, IR::Inst& inst, const IR::Value& index, const IR::Value& coord, const IR::Value& offset, ScalarS32 lod, ScalarS32 ms) { const auto info{inst.Flags()}; const auto sparse_inst{PrepareSparse(inst)}; + const bool is_multisample{ms.type != Type::Void}; const std::string_view sparse_mod{sparse_inst ? ".SPARSE" : ""}; - const std::string_view type{TextureType(info)}; + const std::string_view type{TextureType(info, is_multisample)}; const std::string texture{Texture(ctx, info, index)}; const std::string offset_vec{Offset(ctx, offset)}; const auto [coord_vec, coord_alloc]{Coord(ctx, coord)}; const Register ret{ctx.reg_alloc.Define(inst)}; if (info.type == TextureType::Buffer) { ctx.Add("TXF.F{} {},{},{},{}{};", sparse_mod, ret, coord_vec, texture, type, offset_vec); - } else if (ms.type != Type::Void) { + } else if (is_multisample) { ctx.Add("MOV.S {}.w,{};" "TXFMS.F{} {},{},{},{}{};", coord_vec, ms, sparse_mod, ret, coord_vec, texture, type, offset_vec); From c0cedbae94a5c21297c369ed799458526cbf56c2 Mon Sep 17 00:00:00 2001 From: ameerj <52414509+ameerj@users.noreply.github.com> Date: Sat, 28 Jan 2023 14:39:27 -0500 Subject: [PATCH 3/3] emit_glsl_image: Fix ImageFetch for MSAA textures --- .../backend/glsl/emit_glsl_image.cpp | 17 +++++++++++------ 1 file changed, 11 insertions(+), 6 deletions(-) diff --git a/src/shader_recompiler/backend/glsl/emit_glsl_image.cpp b/src/shader_recompiler/backend/glsl/emit_glsl_image.cpp index cecdbb9d6..d8874b0cc 100644 --- a/src/shader_recompiler/backend/glsl/emit_glsl_image.cpp +++ b/src/shader_recompiler/backend/glsl/emit_glsl_image.cpp @@ -414,7 +414,7 @@ void EmitImageGatherDref(EmitContext& ctx, IR::Inst& inst, const IR::Value& inde void EmitImageFetch(EmitContext& ctx, IR::Inst& inst, const IR::Value& index, std::string_view coords, std::string_view offset, std::string_view lod, - [[maybe_unused]] std::string_view ms) { + std::string_view ms) { const auto info{inst.Flags()}; if (info.has_bias) { throw NotImplementedException("EmitImageFetch Bias texture samples"); @@ -431,19 +431,24 @@ void EmitImageFetch(EmitContext& ctx, IR::Inst& inst, const IR::Value& index, ctx.AddU1("{}=true;", *sparse_inst); } if (!sparse_inst || !supports_sparse) { - if (!offset.empty()) { - ctx.Add("{}=texelFetchOffset({},{},int({}),{});", texel, texture, - CoordsCastToInt(coords, info), lod, CoordsCastToInt(offset, info)); + const auto int_coords{CoordsCastToInt(coords, info)}; + if (!ms.empty()) { + ctx.Add("{}=texelFetch({},{},int({}));", texel, texture, int_coords, ms); + } else if (!offset.empty()) { + ctx.Add("{}=texelFetchOffset({},{},int({}),{});", texel, texture, int_coords, lod, + CoordsCastToInt(offset, info)); } else { if (info.type == TextureType::Buffer) { ctx.Add("{}=texelFetch({},int({}));", texel, texture, coords); } else { - ctx.Add("{}=texelFetch({},{},int({}));", texel, texture, - CoordsCastToInt(coords, info), lod); + ctx.Add("{}=texelFetch({},{},int({}));", texel, texture, int_coords, lod); } } return; } + if (!ms.empty()) { + throw NotImplementedException("EmitImageFetch Sparse MSAA samples"); + } if (!offset.empty()) { ctx.AddU1("{}=sparseTexelsResidentARB(sparseTexelFetchOffsetARB({},{},int({}),{},{}));", *sparse_inst, texture, CastToIntVec(coords, info), lod,