Redesign samplers in shaders on D3D11
Translation of samplers to HLSL on D3D11 is changed as follows:
Instead of passing around HLSL sampler and HLSL texture references in
shaders, all references to ESSL samplers are converted to constant
indices within the shader body. Each ESSL sampler is identified by an
unique index. In the code generated to implement ESSL texture functions,
these indices are used to index arrays of HLSL samplers and HLSL
textures to get the sampler and texture to use.
HLSL textures and samplers are grouped into arrays by their types. Each
unique combination of a HLSL texture type + HLSL sampler type gets its
own array. To convert a unique sampler index to an index to one of these
arrays, a constant offset is applied. In the most common case of a 2D
texture and a regular (non-comparison) sampler, the index offset is
always zero and is omitted.
The end goal of this refactoring is to make adding extra metadata for
samplers easier. The unique sampler index can be used in follow-up
changes to index an array of metadata passed in uniforms, which can
contain such things as the base level of the texture.
This does not solve the issues with samplers in structs.
The interface from the point of view of libANGLE is still exactly the
same, the only thing that changes is how samplers are handled inside the
shader.
On feature level 9_3, the D3D compiler has a bug where it can report that
the maximum sampler index is exceeded when in fact it is not. This can
happen when an array of samplers is declared in the shader. Because of
this the new approach can't be used on D3D11 feature level 9_3, but it
will continue using the old approach instead.
BUG=angleproject:1261
TEST=angle_end2end_tests,
dEQP-GLES3.functional.shaders.texture_functions.* (no regressions)
dEQP-GLES3.functional.texture.units.* (no regressions)
Change-Id: I5fbb0c4280000202dc2795a628b56bd8194ef96f
Reviewed-on: https://chromium-review.googlesource.com/320571
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Tryjob-Request: Olli Etuaho <oetuaho@nvidia.com>
diff --git a/src/compiler/translator/UtilsHLSL.cpp b/src/compiler/translator/UtilsHLSL.cpp
index c0ceef9..404ccee 100644
--- a/src/compiler/translator/UtilsHLSL.cpp
+++ b/src/compiler/translator/UtilsHLSL.cpp
@@ -15,9 +15,9 @@
namespace sh
{
-TString SamplerString(const TType &type)
+TString SamplerString(const TBasicType type)
{
- if (IsShadowSampler(type.getBasicType()))
+ if (IsShadowSampler(type))
{
return "SamplerComparisonState";
}
@@ -27,32 +27,158 @@
}
}
-TString TextureString(const TType &type)
+TString SamplerString(HLSLTextureSamplerGroup type)
{
- switch (type.getBasicType())
+ if (type >= HLSL_COMPARISON_SAMPLER_GROUP_BEGIN && type <= HLSL_COMPARISON_SAMPLER_GROUP_END)
{
- case EbtSampler2D: return "Texture2D";
- case EbtSamplerCube: return "TextureCube";
- case EbtSamplerExternalOES: return "Texture2D";
- case EbtSampler2DArray: return "Texture2DArray";
- case EbtSampler3D: return "Texture3D";
- case EbtISampler2D: return "Texture2D<int4>";
- case EbtISampler3D: return "Texture3D<int4>";
- case EbtISamplerCube: return "Texture2DArray<int4>";
- case EbtISampler2DArray: return "Texture2DArray<int4>";
- case EbtUSampler2D: return "Texture2D<uint4>";
- case EbtUSampler3D: return "Texture3D<uint4>";
- case EbtUSamplerCube: return "Texture2DArray<uint4>";
- case EbtUSampler2DArray: return "Texture2DArray<uint4>";
- case EbtSampler2DShadow: return "Texture2D";
- case EbtSamplerCubeShadow: return "TextureCube";
- case EbtSampler2DArrayShadow: return "Texture2DArray";
- default: UNREACHABLE();
+ return "SamplerComparisonState";
+ }
+ else
+ {
+ return "SamplerState";
+ }
+}
+
+HLSLTextureSamplerGroup TextureGroup(const TBasicType type)
+{
+ switch (type)
+ {
+ case EbtSampler2D:
+ return HLSL_TEXTURE_2D;
+ case EbtSamplerCube:
+ return HLSL_TEXTURE_CUBE;
+ case EbtSamplerExternalOES:
+ return HLSL_TEXTURE_2D;
+ case EbtSampler2DArray:
+ return HLSL_TEXTURE_2D_ARRAY;
+ case EbtSampler3D:
+ return HLSL_TEXTURE_3D;
+ case EbtISampler2D:
+ return HLSL_TEXTURE_2D_INT4;
+ case EbtISampler3D:
+ return HLSL_TEXTURE_3D_INT4;
+ case EbtISamplerCube:
+ return HLSL_TEXTURE_2D_ARRAY_INT4;
+ case EbtISampler2DArray:
+ return HLSL_TEXTURE_2D_ARRAY_INT4;
+ case EbtUSampler2D:
+ return HLSL_TEXTURE_2D_UINT4;
+ case EbtUSampler3D:
+ return HLSL_TEXTURE_3D_UINT4;
+ case EbtUSamplerCube:
+ return HLSL_TEXTURE_2D_ARRAY_UINT4;
+ case EbtUSampler2DArray:
+ return HLSL_TEXTURE_2D_ARRAY_UINT4;
+ case EbtSampler2DShadow:
+ return HLSL_TEXTURE_2D_COMPARISON;
+ case EbtSamplerCubeShadow:
+ return HLSL_TEXTURE_CUBE_COMPARISON;
+ case EbtSampler2DArrayShadow:
+ return HLSL_TEXTURE_2D_ARRAY_COMPARISON;
+ default:
+ UNREACHABLE();
+ }
+ return HLSL_TEXTURE_UNKNOWN;
+}
+
+TString TextureString(const HLSLTextureSamplerGroup type)
+{
+ switch (type)
+ {
+ case HLSL_TEXTURE_2D:
+ return "Texture2D";
+ case HLSL_TEXTURE_CUBE:
+ return "TextureCube";
+ case HLSL_TEXTURE_2D_ARRAY:
+ return "Texture2DArray";
+ case HLSL_TEXTURE_3D:
+ return "Texture3D";
+ case HLSL_TEXTURE_2D_INT4:
+ return "Texture2D<int4>";
+ case HLSL_TEXTURE_3D_INT4:
+ return "Texture3D<int4>";
+ case HLSL_TEXTURE_2D_ARRAY_INT4:
+ return "Texture2DArray<int4>";
+ case HLSL_TEXTURE_2D_UINT4:
+ return "Texture2D<uint4>";
+ case HLSL_TEXTURE_3D_UINT4:
+ return "Texture3D<uint4>";
+ case HLSL_TEXTURE_2D_ARRAY_UINT4:
+ return "Texture2DArray<uint4>";
+ case HLSL_TEXTURE_2D_COMPARISON:
+ return "Texture2D";
+ case HLSL_TEXTURE_CUBE_COMPARISON:
+ return "TextureCube";
+ case HLSL_TEXTURE_2D_ARRAY_COMPARISON:
+ return "Texture2DArray";
+ default:
+ UNREACHABLE();
}
return "<unknown texture type>";
}
+TString TextureString(const TBasicType type)
+{
+ return TextureString(TextureGroup(type));
+}
+
+TString TextureGroupSuffix(const HLSLTextureSamplerGroup type)
+{
+ switch (type)
+ {
+ case HLSL_TEXTURE_2D:
+ return "2D";
+ case HLSL_TEXTURE_CUBE:
+ return "Cube";
+ case HLSL_TEXTURE_2D_ARRAY:
+ return "2DArray";
+ case HLSL_TEXTURE_3D:
+ return "3D";
+ case HLSL_TEXTURE_2D_INT4:
+ return "2D_int4_";
+ case HLSL_TEXTURE_3D_INT4:
+ return "3D_int4_";
+ case HLSL_TEXTURE_2D_ARRAY_INT4:
+ return "2DArray_int4_";
+ case HLSL_TEXTURE_2D_UINT4:
+ return "2D_uint4_";
+ case HLSL_TEXTURE_3D_UINT4:
+ return "3D_uint4_";
+ case HLSL_TEXTURE_2D_ARRAY_UINT4:
+ return "2DArray_uint4_";
+ case HLSL_TEXTURE_2D_COMPARISON:
+ return "2D_comparison";
+ case HLSL_TEXTURE_CUBE_COMPARISON:
+ return "Cube_comparison";
+ case HLSL_TEXTURE_2D_ARRAY_COMPARISON:
+ return "2DArray_comparison";
+ default:
+ UNREACHABLE();
+ }
+
+ return "<unknown texture type>";
+}
+
+TString TextureGroupSuffix(const TBasicType type)
+{
+ return TextureGroupSuffix(TextureGroup(type));
+}
+
+TString TextureTypeSuffix(const TBasicType type)
+{
+ switch (type)
+ {
+ case EbtISamplerCube:
+ return "Cube_int4_";
+ case EbtUSamplerCube:
+ return "Cube_uint4_";
+ default:
+ // All other types are identified by their group suffix
+ return TextureGroupSuffix(type);
+ }
+}
+
TString DecorateUniform(const TString &string, const TType &type)
{
if (type.getBasicType() == EbtSamplerExternalOES)
@@ -270,4 +396,43 @@
return "";
}
+int HLSLTextureCoordsCount(const TBasicType samplerType)
+{
+ switch (samplerType)
+ {
+ case EbtSampler2D:
+ return 2;
+ case EbtSampler3D:
+ return 3;
+ case EbtSamplerCube:
+ return 3;
+ case EbtSampler2DArray:
+ return 3;
+ case EbtISampler2D:
+ return 2;
+ case EbtISampler3D:
+ return 3;
+ case EbtISamplerCube:
+ return 3;
+ case EbtISampler2DArray:
+ return 3;
+ case EbtUSampler2D:
+ return 2;
+ case EbtUSampler3D:
+ return 3;
+ case EbtUSamplerCube:
+ return 3;
+ case EbtUSampler2DArray:
+ return 3;
+ case EbtSampler2DShadow:
+ return 2;
+ case EbtSamplerCubeShadow:
+ return 3;
+ case EbtSampler2DArrayShadow:
+ return 3;
+ default:
+ UNREACHABLE();
+ }
+ return 0;
+}
}