Implemented integer sampler HLSL translation.

TRAC #23359
Signed-off-by: Jamie Madill
Signed-off-by: Shannon Woods
Author: Nicolas Capens
diff --git a/src/compiler/OutputHLSL.cpp b/src/compiler/OutputHLSL.cpp
index 29b4559..386c403 100644
--- a/src/compiler/OutputHLSL.cpp
+++ b/src/compiler/OutputHLSL.cpp
@@ -675,6 +675,11 @@
                        "{\n"
                        "    return t.Sample(s, uv);\n"
                        "}\n"
+                       "\n"
+                       "int4 gl_texture2D(Texture2D<int4> t, SamplerState s, float2 uv)\n"
+                       "{\n"
+                       "    return t.Sample(s, uv);\n"
+                       "}\n"
                        "\n";
             }
             else UNREACHABLE();
@@ -696,6 +701,11 @@
                        "{\n"
                        "    return t.SampleBias(s, uv, bias);\n"
                        "}\n"
+                       "\n"
+                       "int4 gl_texture2D(Texture2D<int4> t, SamplerState s, float2 uv, float bias)\n"
+                       "{\n"
+                       "    return t.SampleBias(s, uv, bias);\n"
+                       "}\n"
                        "\n";
             }
             else UNREACHABLE();
@@ -727,6 +737,16 @@
                        "{\n"
                        "    return t.Sample(s, float2(uvw.x / uvw.w, uvw.y / uvw.w));\n"
                        "}\n"
+                       "\n"
+                       "int4 gl_texture2DProj(Texture2D<int4> t, SamplerState s, float3 uvw)\n"
+                       "{\n"
+                       "    return t.Sample(s, float2(uvw.x / uvw.z, uvw.y / uvw.z));\n"
+                       "}\n"
+                       "\n"
+                       "int4 gl_texture2DProj(Texture2D<int4> t, SamplerState s, float4 uvw)\n"
+                       "{\n"
+                       "    return t.Sample(s, float2(uvw.x / uvw.w, uvw.y / uvw.w));\n"
+                       "}\n"
                        "\n";
             }
             else UNREACHABLE();
@@ -758,6 +778,16 @@
                        "{\n"
                        "    return t.SampleBias(s, float2(uvw.x / uvw.w, uvw.y / uvw.w), bias);\n"
                        "}\n"
+                       "\n"
+                       "int4 gl_texture2DProj(Texture2D<int4> t, SamplerState s, float3 uvw, float bias)\n"
+                       "{\n"
+                       "    return t.SampleBias(s, float2(uvw.x / uvw.z, uvw.y / uvw.z), bias);\n"
+                       "}\n"
+                       "\n"
+                       "int4 gl_texture2DProj(Texture2D<int4> t, SamplerState s, float4 uvw, float bias)\n"
+                       "{\n"
+                       "    return t.SampleBias(s, float2(uvw.x / uvw.w, uvw.y / uvw.w), bias);\n"
+                       "}\n"
                        "\n";
             }
             else UNREACHABLE();
@@ -779,6 +809,11 @@
                        "{\n"
                        "    return t.Sample(s, uvw);\n"
                        "}\n"
+                       "\n"
+                       "int4 gl_textureCube(TextureCube<int4> t, SamplerState s, float3 uvw)\n"
+                       "{\n"
+                       "    return t.Sample(s, uvw);\n"
+                       "}\n"
                        "\n";
             }
             else UNREACHABLE();
@@ -800,6 +835,11 @@
                        "{\n"
                        "    return t.SampleBias(s, uvw, bias);\n"
                        "}\n"
+                       "\n"
+                       "int4 gl_textureCube(TextureCube<int4> t, SamplerState s, float3 uvw, float bias)\n"
+                       "{\n"
+                       "    return t.SampleBias(s, uvw, bias);\n"
+                       "}\n"
                        "\n";
             }
             else UNREACHABLE();
@@ -823,6 +863,11 @@
                        "{\n"
                        "    return t.SampleLevel(s, uv, 0);\n"
                        "}\n"
+                       "\n"
+                       "int4 gl_texture2DLod0(Texture2D<int4> t, SamplerState s, float2 uv)\n"
+                       "{\n"
+                       "    return t.SampleLevel(s, uv, 0);\n"
+                       "}\n"
                        "\n";
             }
             else UNREACHABLE();
@@ -844,6 +889,11 @@
                        "{\n"
                        "    return t.SampleLevel(s, uv, 0);\n"
                        "}\n"
+                       "\n"
+                       "int4 gl_texture2DLod0(Texture2D<int4> t, SamplerState s, float2 uv, float bias)\n"
+                       "{\n"
+                       "    return t.SampleLevel(s, uv, 0);\n"
+                       "}\n"
                        "\n";
             }
             else UNREACHABLE();
@@ -875,6 +925,16 @@
                        "{\n"
                        "    return t.SampleLevel(s, float2(uvw.x / uvw.w, uvw.y / uvw.w), 0);\n"
                        "}\n"
+                       "\n"
+                       "int4 gl_texture2DProjLod0(Texture2D<int4> t, SamplerState s, float3 uvw)\n"
+                       "{\n"
+                       "    return t.SampleLevel(s, float2(uvw.x / uvw.z, uvw.y / uvw.z), 0);\n"
+                       "}\n"
+                       "\n"
+                       "int4 gl_texture2DProjLod0(Texture2D<int4> t, SamplerState s, float4 uvw)\n"
+                       "{\n"
+                       "    return t.SampleLevel(s, float2(uvw.x / uvw.w, uvw.y / uvw.w), 0);\n"
+                       "}\n"
                        "\n";
             }
             else UNREACHABLE();
@@ -906,6 +966,16 @@
                        "{\n"
                        "    return t.SampleLevel(s, float2(uvw.x / uvw.w, uvw.y / uvw.w), 0);\n"
                        "}\n"
+                       "\n"
+                       "int4 gl_texture2DProjLod_bias(Texture2D<int4> t, SamplerState s, float3 uvw, float bias)\n"
+                       "{\n"
+                       "    return t.SampleLevel(s, float2(uvw.x / uvw.z, uvw.y / uvw.z), 0);\n"
+                       "}\n"
+                       "\n"
+                       "int4 gl_texture2DProjLod_bias(Texture2D<int4> t, SamplerState s, float4 uvw, float bias)\n"
+                       "{\n"
+                       "    return t.SampleLevel(s, float2(uvw.x / uvw.w, uvw.y / uvw.w), 0);\n"
+                       "}\n"
                        "\n";
             }
             else UNREACHABLE();
@@ -927,6 +997,11 @@
                        "{\n"
                        "    return t.SampleLevel(s, uvw, 0);\n"
                        "}\n"
+                       "\n"
+                       "int4 gl_textureCubeLod0(TextureCube<int4> t, SamplerState s, float3 uvw)\n"
+                       "{\n"
+                       "    return t.SampleLevel(s, uvw, 0);\n"
+                       "}\n"
                        "\n";
             }
             else UNREACHABLE();
@@ -948,6 +1023,11 @@
                        "{\n"
                        "    return t.SampleLevel(s, uvw, 0);\n"
                        "}\n"
+                       "\n"
+                       "int4 gl_textureCubeLod0(TextureCube<int4> t, SamplerState s, float3 uvw, float bias)\n"
+                       "{\n"
+                       "    return t.SampleLevel(s, uvw, 0);\n"
+                       "}\n"
                        "\n";
             }
             else UNREACHABLE();
@@ -1049,6 +1129,11 @@
                        "{\n"
                        "    return t.SampleLevel(s, uv, 0);\n"
                        "}\n"
+                       "\n"
+                       "int4 gl_texture2D(Texture2D<int> t, SamplerState s, float2 uv)\n"
+                       "{\n"
+                       "    return t.SampleLevel(s, uv, 0);\n"
+                       "}\n"
                        "\n";
             }
             else UNREACHABLE();
@@ -1070,6 +1155,11 @@
                        "{\n"
                        "    return t.SampleLevel(s, uv, lod);\n"
                        "}\n"
+                       "\n"
+                       "int4 gl_texture2DLod(Texture2D<int> t, SamplerState s, float2 uv, float lod)\n"
+                       "{\n"
+                       "    return t.SampleLevel(s, uv, lod);\n"
+                       "}\n"
                        "\n";
             }
             else UNREACHABLE();
@@ -1101,6 +1191,16 @@
                        "{\n"
                        "    return t.SampleLevel(s, float2(uvw.x / uvw.w, uvw.y / uvw.w), 0);\n"
                        "}\n"
+                       "\n"
+                       "int4 gl_texture2DProj(Texture2D<int4> t, SamplerState s, float3 uvw)\n"
+                       "{\n"
+                       "    return t.SampleLevel(s, float2(uvw.x / uvw.z, uvw.y / uvw.z), 0);\n"
+                       "}\n"
+                       "\n"
+                       "int4 gl_texture2DProj(Texture2D<int4> t, SamplerState s, float4 uvw)\n"
+                       "{\n"
+                       "    return t.SampleLevel(s, float2(uvw.x / uvw.w, uvw.y / uvw.w), 0);\n"
+                       "}\n"
                        "\n";
             }
             else UNREACHABLE();
@@ -1132,6 +1232,16 @@
                        "{\n"
                        "    return t.SampleLevel(s, float2(uvw.x / uvw.w, uvw.y / uvw.w), lod);\n"
                        "}\n"
+                       "\n"
+                       "int4 gl_texture2DProj(Texture2D<int4> t, SamplerState s, float3 uvw, float lod)\n"
+                       "{\n"
+                       "    return t.SampleLevel(s, float2(uvw.x / uvw.z, uvw.y / uvw.z), lod);\n"
+                       "}\n"
+                       "\n"
+                       "int4 gl_texture2DProj(Texture2D<int4> t, SamplerState s, float4 uvw)\n"
+                       "{\n"
+                       "    return t.SampleLevel(s, float2(uvw.x / uvw.w, uvw.y / uvw.w), lod);\n"
+                       "}\n"
                        "\n";
             }
             else UNREACHABLE();
@@ -1153,6 +1263,11 @@
                        "{\n"
                        "    return t.SampleLevel(s, uvw, 0);\n"
                        "}\n"
+                       "\n"
+                       "int4 gl_textureCube(TextureCube<int4> t, SamplerState s, float3 uvw)\n"
+                       "{\n"
+                       "    return t.SampleLevel(s, uvw, 0);\n"
+                       "}\n"
                        "\n";
             }
             else UNREACHABLE();
@@ -1174,6 +1289,11 @@
                        "{\n"
                        "    return t.SampleLevel(s, uvw, lod);\n"
                        "}\n"
+                       "\n"
+                       "int4 gl_textureCubeLod(TextureCube<int4> t, SamplerState s, float3 uvw, float lod)\n"
+                       "{\n"
+                       "    return t.SampleLevel(s, uvw, lod);\n"
+                       "}\n"
                        "\n";
             }
             else UNREACHABLE();
@@ -2244,7 +2364,8 @@
             {
                 TBasicType samplerType = arguments[0]->getAsTyped()->getType().getBasicType();
 
-                if (name == "texture2D" || (name == "texture" && samplerType == EbtSampler2D))
+                if (name == "texture2D" ||
+                    (name == "texture" && (samplerType == EbtSampler2D || samplerType == EbtISampler2D)))
                 {
                     if (!lod0)
                     {
@@ -2275,7 +2396,8 @@
                         out << "gl_texture2DLod0(";
                     }
                 }
-                else if (name == "texture2DProj" || (name == "textureProj" && samplerType == EbtSampler2D))
+                else if (name == "texture2DProj" ||
+                         (name == "textureProj" && (samplerType == EbtSampler2D || samplerType == EbtISampler2D)))
                 {
                     if (!lod0)
                     {
@@ -2306,7 +2428,8 @@
                         out << "gl_texture2DProjLod0(";
                     }
                 }
-                else if (name == "textureCube" || (name == "texture" && samplerType == EbtSamplerCube))
+                else if (name == "textureCube" ||
+                         (name == "texture" && (samplerType == EbtSamplerCube || samplerType == EbtISamplerCube)))
                 {
                     if (!lod0)
                     {
@@ -2337,7 +2460,8 @@
                         out << "gl_textureCubeLod0(";
                     }
                 }
-                else if (name == "texture2DLod" || (name == "textureLod" && samplerType == EbtSampler2D))
+                else if (name == "texture2DLod" ||
+                         (name == "textureLod" && (samplerType == EbtSampler2D || samplerType == EbtISampler2D)))
                 {
                     if (arguments.size() == 3)
                     {
@@ -2347,7 +2471,8 @@
 
                     out << "gl_texture2DLod(";
                 }
-                else if (name == "texture2DProjLod" || (name == "textureProjLod" && samplerType == EbtSampler2D))
+                else if (name == "texture2DProjLod" ||
+                         (name == "textureProjLod" && (samplerType == EbtSampler2D || samplerType == EbtISampler2D)))
                 {
                     if (arguments.size() == 3)
                     {
@@ -2357,7 +2482,8 @@
 
                     out << "gl_texture2DProjLod(";
                 }
-                else if (name == "textureCubeLod" || (name == "textureLod" && samplerType == EbtSamplerCube))
+                else if (name == "textureCubeLod" ||
+                         (name == "textureLod" && (samplerType == EbtSamplerCube || samplerType == EbtISamplerCube)))
                 {
                     if (arguments.size() == 3)
                     {
@@ -3117,8 +3243,10 @@
           case EbtVoid:
             return "void";
           case EbtSampler2D:
+          case EbtISampler2D:
             return "sampler2D";
           case EbtSamplerCube:
+          case EbtISamplerCube:
             return "samplerCUBE";
           case EbtSamplerExternalOES:
             return "sampler2D";
@@ -3141,6 +3269,10 @@
         return "TextureCube";
       case EbtSamplerExternalOES:
         return "Texture2D";
+      case EbtISampler2D:
+        return "Texture2D<int4>";
+      case EbtISamplerCube:
+        return "TextureCube<int4>";
       default:
         break;
     }
@@ -3756,6 +3888,14 @@
     {
         return GL_SAMPLER_CUBE;
     }
+    else if (type.getBasicType() == EbtISampler2D)
+    {
+        return GL_INT_SAMPLER_2D;
+    }
+    else if (type.getBasicType() == EbtISamplerCube)
+    {
+        return GL_INT_SAMPLER_CUBE;
+    }
     else UNREACHABLE();
 
     return GL_NONE;