glasm: Add support for non-2D texture samples
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@ -8,21 +8,43 @@
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#include "shader_recompiler/frontend/ir/value.h"
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#include "shader_recompiler/frontend/ir/value.h"
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namespace Shader::Backend::GLASM {
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namespace Shader::Backend::GLASM {
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namespace {
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std::string Texture([[maybe_unused]] EmitContext& ctx, IR::TextureInstInfo info,
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std::string Texture([[maybe_unused]] EmitContext& ctx, IR::TextureInstInfo info,
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[[maybe_unused]] const IR::Value& index) {
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[[maybe_unused]] const IR::Value& index) {
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// FIXME
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// FIXME
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return fmt::format("texture[{}]", info.descriptor_index);
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return fmt::format("texture[{}]", info.descriptor_index);
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}
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}
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std::string_view TextureType(IR::TextureInstInfo info) {
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switch (info.type) {
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case TextureType::Color1D:
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return "1D";
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case TextureType::ColorArray1D:
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return "ARRAY1D";
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case TextureType::Color2D:
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return "2D";
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case TextureType::ColorArray2D:
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return "ARRAY2D";
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case TextureType::Color3D:
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return "3D";
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case TextureType::ColorCube:
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return "CUBE";
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case TextureType::ColorArrayCube:
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return "ARRAYCUBE";
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case TextureType::Buffer:
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return "BUFFER";
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}
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throw InvalidArgument("Invalid texture type {}", info.type.Value());
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}
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} // Anonymous namespace
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void EmitImageSampleImplicitLod(EmitContext& ctx, IR::Inst& inst, const IR::Value& index,
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void EmitImageSampleImplicitLod(EmitContext& ctx, IR::Inst& inst, const IR::Value& index,
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const IR::Value& coord, Register bias_lc,
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const IR::Value& coord, Register bias_lc, const IR::Value& offset) {
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[[maybe_unused]] const IR::Value& offset) {
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const auto info{inst.Flags<IR::TextureInstInfo>()};
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const auto info{inst.Flags<IR::TextureInstInfo>()};
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const auto sparse_inst{inst.GetAssociatedPseudoOperation(IR::Opcode::GetSparseFromOp)};
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const auto sparse_inst{inst.GetAssociatedPseudoOperation(IR::Opcode::GetSparseFromOp)};
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const std::string_view sparse_mod{sparse_inst ? ".SPARSE" : ""};
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const std::string_view sparse_mod{sparse_inst ? ".SPARSE" : ""};
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const std::string_view lod_clamp_mod{info.has_lod_clamp ? ".LODCLAMP" : ""};
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const std::string_view lod_clamp_mod{info.has_lod_clamp ? ".LODCLAMP" : ""};
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const std::string_view type{"2D"}; // FIXME
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const std::string_view type{TextureType(info)};
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const std::string texture{Texture(ctx, info, index)};
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const std::string texture{Texture(ctx, info, index)};
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std::string offset_vec;
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std::string offset_vec;
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if (!offset.IsEmpty()) {
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if (!offset.IsEmpty()) {
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